Post new topic   Reply to topic    Watchkeepers Forum Index -> Warrior
View previous topic :: View next topic  
sitapruts
In-Game Rank 5

user avatar

Joined: 12 Mar 2010
Posts: 24

Send private message
Reply with quote

re: Warrior Class Changes WOD

0

Warrior (Updated)

We wanted to fix a few problems with Warriors. Prominently, we still weren't happy with Arms' rotation (and neither were many players), so we've made some more changes. The goal is to remove needless complexity while simultaneously adding more depth. As mentioned in the above section on Ability Pruning, Overpower and Heroic Strike have been removed for Arms Warriors. In their place, Slam now costs less Rage, and Execute has been revised to provide more dynamic gameplay throughout the whole fight while still retaining its identity of a low-health finisher.

In addition, we weren’t satisfied with the Mastery for Arms. The intended flavor for Arms is about hitting with few, big, and heavy weapon strikes. Strikes of Opportunity actually went opposite of that, adding frequent little hits. We’ve replaced Strikes of Opportunity with a new Mastery which accentuates their intended design.

  • Mastery: Strikes of Opportunity has been removed, and replaced with a new ability, Mastery: Weapons Master.
    • Mastery: Weapons Master increases the damage of Colossus Smash, Slam, and Execute abilities by 20% (increasing with Mastery).
  • Executioner is a new passive ability for Arms Warriors.
    • Executioner causes the Warrior's auto attack hits to generate an additional 40 Rage against targets with less than 20% health remaining. Additionally, the Execute ability no longer requires the target to be below 20% health to use, but its Rage cost is increased by 100%.
  • Colossus Smash no longer increases the damage of Slam.
  • Mortal Strike now generates 20 Rage (up from 10 Rage).
  • Slam now costs 15 Rage (down from 25 Rage) and no longer has additional effects when Sweeping Strikes is active.


As with other classes, we wanted to reduce cooldown stacking. Cutting Skull Banner did a ton to help that across the whole game. But for Warriors specifically, we needed to make further changes, including merging some of the personal benefit of Skull Banner back into Recklessness. Also, to make up for Throw being removed, we modified Heroic Throw to be more frequently usable.

  • Heroic Throw now has a 6-second cooldown (down from 30 seconds), but now has a 15 yard minimum range.
  • Recklessness now increases Critical Strike chance by 15% (down from 30%) and increases Critical Strike damage by 10% (up from 0%).
  • Shattering Throw no longer reduces the armor of the target; it only does damage and breaks immunities.
    • It also is no longer learned via any specialization, but instead through a new Major Glyph, Glyph of Shattering Throw.


Haste has long been a problematic stat for Warriors, usually being of little value. As part of our commitment to ensuring all secondary stats are valuable (except Bonus Armor for non-tanks and Spirit for non-healers, of course), we're making a significant change to Warriors, to ensure that Haste has strong, competitive value. We're giving all Warriors a new passive, which lets haste affect their global cooldown, and the cooldowns of their very-short-cooldown rotational abilities.

  • Headlong Rush is a new passive ability for Warriors:
    • Headlong Rush: Haste reduces global cooldown and the cooldowns of Mortal Strike, Bloodthirst, Shield Slam, and Thunder Clap.
  • Sudden Death can no longer trigger from Opportunity Strikes.


Protection Warriors have received a few notable changes. First, we removed Dodge and Parry from gear, and expect Protection Warriors to value Haste and Crit as important secondary stats. In order to achieve that, we made Riposte give defensive value to Crits. The aforementioned Headlong Rush also helps for valuing Haste.

  • Blood Craze is a new passive ability for Protection Warriors.
    • Blood Craze causes Multistrike auto attacks to trigger a Blood Craze, which regenerates 3% of the Warrior's health over 3 seconds. When this effect is refreshed, the remaining duration is added to the new effect.
  • Riposte has been redesigned.
    • Riposte now gives the Warrior Parry equal to their Critical Strike bonus from gear.


A few Warrior Talents also were in need of revision. First, Second Wind was problematic; it was sometimes too weak, and sometimes too strong. We chose to change it from a passive health regeneration effect to the new Leech effect, so that low-health Warriors have to maintain combat in order to benefit, instead of kiting, hiding, or otherwise playing defensively. For the level-60 and level-90 Talent rows, certain combinations were proving problematic. We decided that Stormbolt would better compete with Shockwave and Dragon Roar, and that Bladestorm would better compete with Avatar and Bloodbath, so swapped Stormbolt and Bladestorm's positions.

  • Bladestorm is now a level-90 Talent, swapping places with Stormbolt. 
    • Bladestorm no longer allows use of Shouts while active. It does still allow the use of Taunt, Enraged Regeneration, Shield Wall, and Last Stand.
  • Second Wind no longer directly heals the Warrior while active. Instead, Second Wind grants the Warrior 10% Leech while active, which causes the Warrior to heal for 10% of all damage and healing done by the Warrior while active.
  • Stormbolt is now a level-60 Talent, swapping places with Bladestorm.


Fury Warriors received a few additional changes. We made a revision to the critical strike chance of Bloodthirst to make them less crit-dependant. A new glyph has been added which gives Fury Warriors a choice for a notably different playstyle. Auto attack damage had become too high, so we also moved some damage from that into Execute (which has been changed to deal damage based on Weapon Damage, instead of just Attack Power). Plus, we've updated some to spell alerts to improve usability.

  • Bloodsurge’s spell alert has moved to the top slot instead of the left and right slots.
  • Bloodthirst now has 30% additional Critical Strike chance (instead of double the normal Critical Strike chance).
  • Crazed Berserker no longer increases auto attack damage. Instead, it also causes Execute to hit with the off-hand weapon.
  • Raging Blow now has a spell alert on the left and right slots.
  • Glyph of Colossus Smash is a new glyph available to Fury Warriors. The glyph increases the duration of Colossus Smash's effect to 20 seconds, but reduces its effectiveness.


With the introduction of one of the level-100 Warrior Talents, which deals Fire damage, we also expanded Enrage to affect all damage, not just Physical damage.

  • Enrage now increases all damage (up from only Physical damage).
  • Mastery: Unshackled Fury (Fury) now increases all damage (up from only Physical damage).


We're also making a change to the design of Deep Wounds, to try to limit is effectiveness in PvP, without hurting its effectiveness in PvE. 

  • Deep Wounds now lasts 15 seconds, or until the target is healed to full health.


_________________
 
Posts from:   
Post new topic   Reply to topic    Watchkeepers Forum Index -> Warrior All times are GMT - 6 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum