I wanted to make this thread because I wanted to know what other’s think about the state of warrior mobility in PvP, both Arms and Fury(even some non-warr input…I guess). I’ll make other threads on defensives, utility, etc. in the future. I know there’s already the Ptr changes thread, and that’s good to post there, but I wanted to make this separate as it’s a little more detailed. I started playing in Vanilla as a child and played until end of WoD. Recently came back in dragonflight and feel a bit dismayed by warrior mobility. I thought it would have progressed in the 8 years I was gone, but it seems stagnate and underwhelming for the current state of PvP.
What would be some reasonable changes in your view that improve the warrior experience in WoW retail without making people’s heads explode? I want to see what’s realistic and what’s biased or “too much” where it would inevitably have warrior nerfed if these changes went through.
Go through a general assessment for mobility.
Here’s mine:
A. Mobility: Overall warrior mobility isn’t terrible in the current formulation of the game, but I don’t believe its fully scaled or adapted to the current incarnation of the game. It feels kind of lacking and mediocre. It’s really one of the only “pure” meelee classes in the game where you have to be right on top of the opponent to do damage. A class like paladin literally has like 2 meelee abilities at this point, the rest are ranged. Warrior had similar mobility 10 years ago in MoP and even than it was still difficult to beat a mage…now mage has even more of a kit(2 frost nova charges, ranged root, knockback blastwave, reduced CD blink, reverse blink, alter time resets the cooldown on blink, etc.).
- Fury - Lost bladestorm in DF. Pretty huge for closing the gap and
avoiding CC so you can stay on target. Fury is the berserker spec, it’s mobility should be a bit better in my view as it’s a lunatic that just keeps running forward.
1 - Bloodrage: Improve bloodrage. It’s a pretty cool ability. Remove it as a pvp talent and make it part of the regular talent tree or even make it a default ability of the spec. It gives you 40 rage over 4 seconds right now in addition to the snare/root remover; For those 4 seconds add a speed boost, maybe 60-70%. So pretty similar to monks Tiger Lust, but you lose health because you’re a methhead Fury and not a graceful monk. I think it fits in with the lore of the class. A lunatic beserker that will hurt himself to get out of a snare or trap(5% hp loss) and run towards the enemy. Add a cool animation for it too(warrior lacks cool animations). Some blood drunk nutjob ripping his foot out of a trap spraying blood everywhere as he furiously scrambles to the target. Fury gets kinda gipped with pvp talents. You generally take battle trance, as it’s
pretty huge for survivability, and bloodrage is also commonly taken. You also have to take a slot for a mortal strike(slaughterhouse).
2 - Surging Beserker: Give Rampage a 10yd range. Similar to how monks have the Skyreach/Skytouch talent that makes Palm strike have a 10 yd range. This would be less than that as rampage can’t be used as frequently as Palm strike OR give Rampage a speed boost. Like "using rampage grants the warrior 50-60% increased movement speed for 1-2 seconds.
- Arms - Has it a little better in my view because it kept bladestorm and especially getting the double bladestorm with the Avatar talent.
1 - The only thing I can think of here is too make the pvp talent ‘Executioner’, part of Arms sudden death talent. Execute is a bigger part of the Arms arsenal, especially with the new tier set bonus. “Execute can now proc above 35% health and also has a 15yd range”. There’s too many other important PvP talents to really justify taking this most of the time., but it would help a bit with being able to close the gap and not doing the “warrior wander” where you freaking plod around in between charge or leap being up. Usually you just try and LoS in this “no man’s land” phase if it’s available.
- General Warrior(3 specs):
- Charge - Good ole’ fashioned charge. The most recognizable Warr ability since the dawn of WoW Warr. I remember charge having a longer range back in the day. Like 35 yds., in 1 expansion in might have been up to 40yds. Ranged classes now have even more range on their abilities then they used to. Some Casters can get over 40 yds. and hunters can get close to 50 yds and even 60 yds. with sniper shot. So why when the overall range has increased, warrior charge is a feeble, dinky 25 yds. that can be interrupted(mage can root you mid charge, you can get stunned, etc.)?
Make the double time talent in the tree a 2 option talent node:
option 1- Cooldown of charge is reduced by 5 seconds. So 2 charges of charge with a 25 yd range and a 15 second cooldown(15 seconds in pvp as well)
option 2 - Range of Charge is increased by 10 yds. Cooldown stays at 20 seconds. 2 charges as well.
2 - Heroic Leap: I think it’s most important warr mobility ability. It can be used offensively or defensively. Warrior doesn’t really have anyways to escape a fight unlike a lot of other classes. It’s often used by warriors to get out or range of burst, or to leap behind pillar to LoS when being heavily targeted.
So…Bounding stride talent: Warrior gets an additional charge of leap. So 2 charges of leap
…This is more controversial I think. I brought these up to my guild and battleground group(We debate pvp stuff) in both chat and discord, and people started foaming out of the mouth and bleeding from their eyes. It was like I walked in their house naked and started pissing on their kitchen floor. They were fine with the other ideas, but 2 charges of heroic leap got then TRIGGERED. They all became fury warriors for a few minutes.
What do you guys think?