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Filed under: Warrior

Skill Mastery: Shield Barrier takes the beating for you

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Shield Barrier is one of my favorite new abilities. One of the reasons I love it is that it scales both with the amount of rage you have when you use it and with your attack power, meaning that it will continuously get better as you level and gear up. Shield Barrier provides you with a damage absorption shield that, when used with the minimum amount of rage (20 rage), puts up a respectable amount of absorption. On my level 89 tauren warrior, above, it did roughly 6k with a baseline use, eating more than half of that Agitated Seedstealer's fire spell.

But when used at full rage, it can do significantly more. The most I've seen was a 20,000 absorption shield, which will admittedly be fairly rare because it's hard to ensure you have exactly 60 rage when you use the ability. You're more likely to pepper the area with 10k or 12k absorbs that make soloing an absolute dream. Tanking in 5-mans, it's still a potent part of your arsenal, but you're much more likely to alternate it with Shield Block there.
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Shield Barrier is an ability warrior tanks have probably needed for a very long time, a way to mitigate incoming damage no matter what it is. I personally love the ability.

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Warrior, Analysis / Opinion, Mists of Pandaria

How I learned to love tanking again

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So yeah, I'm tanking again. There are a few reasons for this. Reason #1 is my experiences testing prot in the Mists of Pandaria beta. Quite frankly, I think it's going to be much easier to level to 90 as a tanking warrior, what with the spec working quite well on the beta at the moment. Since I expect us to be doing so by August at the latest, I wanted to get a jump on things.

Another reason is simple necessity. We needed a tank; I happen to be capable of doing the job and doing it well. Even back when threat was harder than it is now, I always knew I was a respectable tank. I pay attention to my positioning, I know how to use my cooldowns, and I've got a lot of experience with the role. When my guild found itself short a tank, it seemed like the right thing to do. It's just plain easier to recruit a DPSer and have someone established doing the tanking.

I've asked before if it's time to kill tanking. Almost a year down the road from that question, here I am tanking again. I think what I'm learning is that, at present, it's fairly easy to tank decently and not very hard to tank well, but tanking itself is now split into two halves, and one of them is actually more difficult than it has ever been. It's easier to learn but not easier to master.

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Filed under: Warrior, Analysis / Opinion, Cataclysm, Mists of Pandaria

The Care and Feeding of Warriors: Rage in the Mists of Pandaria

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Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host.

Because we already had a lot of stuff to discuss this week, let's look back at the Ghostcrawler forum post thread before we get rolling. A lot of the changes Dr. Street mentioned have gone live in the most recent beta build. I ran around and tested out the protection and fury changes while exploring Towlong Steppes, did some grouping, and in general played around to see what the average player experience would feel like. I haven't gotten a chance to play with the Glyph of Unending Rage yet, but I am definitely interested in doing so.

Frankly, right now, protection feels much beefier than fury. It seems like it hits much harder and takes so little damage that you can essentially never stop for food or bandages and are never in danger from quest mobs, whereas several times as fury I went below half health and into sub-25% territory. Instancing is still taking some getting used to. Right now, I think Shield Barrier is coming out ahead in terms of the mitigation abilities you'll want to rely on.

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Filed under: Warrior

Ghostcrawler talks warriors on the Mists of Pandaria beta forums

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Ghostcrawler has contributed a great deal to an already large list of consolidated warrior issues on the Mists of Pandaria beta forums, and then just kept on posting. It's actually a lot to consider -- so much so that I'm fairly certain I can get two big posts out of it. This post will be the one that tries to break down what it all means.

Some of what he's posting is of more concern to beta testers than the general population (for instance, how the devs prefer their feedback), but we can still take some interesting points from the two posts where GC lays everything out for us. If you'll forgive me for a lot of paraphrasing and selecting:
  • Tanking for warriors (the oft-discussed active mitigation system) is designed around the concept of turning rage into survival. Shield Block and Shield Barrier are designed that keeping them up reliably will improve your survival, but in cutting-edge content, you'll want to use them in a smart way (that is, save them for big damage situations) rather than just hitting them as soon as you have the rage. Tanking for new tanks will be designed so that missing a Shield Block now and again won't wreck you.
  • Rage is the limiting mechanic for the class, not cooldowns, at least so far as the design vision of the class is concerned.
  • Arms and fury have a big rage generation attack and a big rage spending attack, but that's where the similarities between them are intended to end. Arms should feel more predictable but have slower rage generation due to its use of a single, slow weapon, while fury abilities proc less reliably, but the spec has more rage to spend because it uses two weapons, to fit the distinction between arms as a disciplined blade expert and fury as a screaming madman.
  • The intention for Battle Stance is to be the default battle stance (as the name would suggest), while Berserker Stance will be attractive for PvP or fights with high incoming damage. Blizzard's still working on Berserker Stance's design, but that's the goal.
There's more to discuss, so let's get to discussing it.

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Filed under: Warrior, Analysis / Opinion, News items, Mists of Pandaria

The Care and Feeding of Warriors: Practical talents in Mists of Pandaria

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Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host.

Before I get into this week's topic, I talked about War Banner this week (in case you missed it). If asked for my opinion of the ability, it would be good but not yet great. Each banner needs a little love -- perhaps a longer duration or more of a powerful effect -- before I'm totally sold on it. But I did enjoy playing around with it.

This week, however, I want to talk about the content we have, not the content we're going to have. The reason for that is because it will help me illustrate what I like and dislike about the current talent paradigm and how we're losing things at the same time we're gaining them with the new talent system. I am not calling out for the new scheme to be scrapped. On the whole, I am a big supporter of it. But that doesn't mean the current talent system doesn't have things to teach us. So let me begin with the following statement.

I deliberately specced fury for heroic Spine of Deathwing because I wanted to do less damage.

No, I'm not explaining that here. You want to know why? You come with me past the jump. Them there's the rules.

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Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Cataclysm, Mists of Pandaria

War Banner is three abilities in one

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War Banner is one of the abilities I was most curious to play with on the beta -- so curious, in fact, that I stayed up to level to 87 once the latest patch fixed my constant crashing issue. The downside to playing six warriors on the beta is that none of them levels very fast. However, now that I have the ability, I have to report I find it very interesting.

The interface is very familiar if you've ever had a shaman, since it's similar to the totem interface. Mouse over the War Banner, and you can select one of three banners, the Skull, Demoralizing or Mocking Banner. The banners are currently designated as totems in game, but all three have a far more limited duration. On the plus side, all three can be Intervened to, so placing one at a distances means you can use it to get distance for a charge or otherwise move around the battlefield. The banners do not share a cooldown aside from the global cooldown; I dropped each banner one after the other to test them out.

At present, Skull Banner increases critical damage of any party or raid member within 30 yards by 20%, lasting 10 seconds with a 3-minute cooldown. It's the handsome yellow banner in the screenshot above. Mocking Banner taunts mobs within 15 yards of the banner to you, forcing them to attack you for 6 seconds. It lasts for 30 seconds, making it the best banner to drop if you intend to use it for Intervene. Finally, Demoralizing Banner reduces all damage by every enemy in range (30 yards) by 10% for 15 seconds. Since each banner has a 3-minute cooldown, you can choose to stagger them out or drop them all one after the other, depending on your need.

The banners themselves look pretty cool, although they seem to have a tendency to float over the ground rather than sink into it. Time will tell if they become beloved additions to the class, but right now I'm fairly enjoying them just for novelty and using them to creatively mess with mobs.

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Warrior, Mists of Pandaria

The Care and Feeding of Warriors: Rage forever changes in the Mists of Pandaria

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Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host.

Remember when I argued that rage should work more like the Diablo 3 barbarian? Well, it totally will in Mists of Pandaria. Battle and Defensive Stance will mean that your rage is purely determined by your active use of rage generation abilities. Your shouts and active rage generation attacks like Mortal Strike, Bloodthirst, Shield Slam and Charge will be how you generate rage, along with normal melee attacks. You will only generate rage from damage you take by switching into Berserker Stance, which will reduce your rage generated by attacks since you'll lose the new bonus to rage gen Battle Stance provides (100% more rage from normal melee attacks), and you'll lose threat and your 6% critical strike removal from Defensive Stance.

This means that you won't switch to zerk anymore for AoE; you'll switch to zerk if you expect to take a lot of damage and want to generate rage for it. My greatest fears are that this will render zerk almost unused except for when we're running from point A to point B and expecting to take a lot of damage while we do, since Battle Stance doubles the rage generated by auto-attacks. I'm also concerned that warriors have absolutely no direct damage increases anymore. Stances don't give damage multipliers; enrage just increases rage generation. While these caveats concern me, I do think I enjoy the idea of rage being built up by your actions rather than just being a sponge for incoming damage. I do seriously worry about tanks, however.

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Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Mists of Pandaria

GuildOx player analysis highlights the warlock decline

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The folks at GuildOx have gone through their database and done some simple filtering that reveals some fascinating things about who is raiding heroic Dragon Soul. GuildOx started with level 85 characters, filtered for characters with ilevel 400 gear, and then filtered out anyone with PvP gear. What you see in the chart above is the result of that work -- a representative sample of who out of the over 13 million level 85 characters in the GuildOx database is raiding heroic Dragon Soul.

If you remember the post about the complexity of systems and player retention that I made a couple of weeks back, you'll remember that I mentioned Cynwise's excellent posts about the warlock decline. Well, here it is again reflected in GuildOx's data. Warlocks are the least played class in heroic raiding.

Warriors aren't doing much better, really. Most other classes seem fairly healthy, with classes that have healing specs doing fairly well and rogues absolutely ruling heroic raiding despite being one of the least-played classes in the game overall. It gets even more interesting once we get to look at the GuildOx spec-by-spec breakdown.

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Filed under: Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock, Warrior, Analysis / Opinion, Raiding, Death Knight, Cataclysm

Skill Mastery: Dragon Roar a crit among new level 60 warrior talents

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Dragon Roar is the new talent in the level 60 tier of Mists of Pandaria talents for warriors. As such, you won't be able to take it and either Bladestorm or Shockwave; you have to pick one of the three. That being said, it's not an easy decision. Dragon Roar has several significant benefits.

For starters, it's a guaranteed critical hit. You can have no critical strike rating at all, and you'll know that Dragon Roar is going to crit. This means that it's a dynamite AoE threat move if you want an ability you can save for emergencies instead of using on cooldown the way you will Shockwave.

In addition, Dragon Roar's damage is substantial, and it combines an AoE knockback with a full 5-second stun, making it very potent for PvP as well as for dealing with sudden adds or keeping adds under control longer. And while it has a 1-minute cooldown, making it longer than Shockwave, it's a full half-minute shorter than Bladestorm, meaning you can use it more often.

Also, it's bloody awesome to yell and see an expanding blast of damage flow out from you in all directions. It's hard to catch a good screenshot of that, though. Dragon Roar combines good damage with excellent short-term control, and I have a very hard time deciding between it and its rivals.

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Warrior, Mists of Pandaria

The Care and Feeding of Warriors: A simpler and more variable arms spec for Mists

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Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host.

Sometimes, writing these columns, I struggle to find a way to encapsulate the experience I'm having in game. With the Mists of Pandaria beta, I've sat down and detailed how fury and protection warriors have played out, how they've changed and how they're the same. And so I wanted to do the same for arms warriors. For one thing, arms is the spec I'm currently playing on live, in heroic Dragon Soul, so I'm fairly intimate with the spec and its demands. For another, arms is right now probably the most played warrior spec in terms of its representation in heroic level raiding. So what of arms in the beta?

Arms in Mists of Pandaria is arms now, but simpler and more variable.

That's it. The changes to arms are the changes to all warriors. Rend's being gone and Mortal Strike's automatically applying Deep Wounds means that all you have to do to light up Overpower in Mists is use your main attack that generates rage, which you would be a crazy mad insane fool not to use.

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Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Mists of Pandaria

The alt deficiency

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Do alts even count as alts when half of them are the same class as your main and the other half are rarely played?

I have a troubling relationship with the concept of playing an alt. First off, I don't really get alts. I know people who have four or six or even eight level 85 characters, geared and kitted out for raiding or Arena/RBG play. One woman I know has completely filled up two servers with level 85 characters (full character window, a server she plays Horde on and a server she plays Alliance on) that can at least run a random Hour of Twilight heroic. I accept that this exists, but I can't imagine doing it.

See, I'm middling at best about my achievements in game, but there are things I've done that you can't do anymore. I mean, every time I ran the 5-man Zul'Gurub, I kept thinking about how I'm a hero of the Zandalar tribe. Shouldn't they at least try and talk me out of killing them? Shouldn't I at least have the option to say, "Hey, guys, it's me, can we chill out on this?" and then we could express our sorrow at having to come to blows?

I can't do that on an alt. Well, OK, I can do it on the other two warriors who are also heroes of the Zandalar tribe, but you get my point. An alt's not going to have all those titles I barely realized I was earning, or my Mimiron's Head, or a Sulfuras in the bank laughing at me every time I got to the trasmogrification ethereal and get a hit of sweet, sweet gear changery.

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Filed under: Druid, Paladin, Shaman, Warrior, Analysis / Opinion, Raiding, Death Knight

Complexity of systems and player retention

If you don't read Cynwise's Warcraft Journal, you probably should. Cyn's been doing an excellent series of posts about warlocks in Cataclysm that are interesting and thought-provoking -- even if, like me, you're not a warlock and don't really know much about the class. For me, one of the most striking tidbits was that rogues are the second-to-least-played class overall, but the second-most-played class in high-end PvP, implying that people only play rogues to PvP. There's a lot of interesting data in there about class representation, role representation, and who is playing what and at what levels.

The post that really grabbed my attention was this one about warlock complexity in Cataclysm because it highlights an extreme form of something we've talked about before, the design philosophy that argues for increased complexity in a character's suite of abilities. In its simplest form, it can be summed up as the hitting buttons is fun argument, although at the extreme Cyn describes for warlocks, it becomes a game of if X, then Y that resembles programming your first computer in Basic. If you remember making a chain of dirty words scroll on a loop up the screen, congratulations on being old with me.

Cyn's comparison of the destruction rotation in Wrath and Cataclysm shows a rotation with seven elements mushroom out to one with 14 elements to remember and consider. That if X, then Y flowchart just got as complex as a subway map. In my experience, all DPS rotations in general have a little bit of this kind of gameplay nowadays. The difficulty is in hitting the sweet spot where the rotation is designed so that random elements or procs serve to liven up an otherwise predictable set of abilities (providing the fun in the hitting buttons scenario) without making a rotation so complex you need six to seven addons to help you plot it out.

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Filed under: Paladin, Warlock, Warrior, Analysis / Opinion, Wrath of the Lich King, Cataclysm, Mists of Pandaria

The Care and Feeding of Warriors: How Mists of Pandaria exposes the warrior past

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Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host.

I have been playing a warrior since early December of 2004. I started the game when my wife (well, my wife now; we weren't married yet at the time) introduced me to it. She'd been playing in the beta, really enjoyed it, and thought I would too, since I was a huge Dungeons & Dragons nerd. In a rare example of my listening to someone else, I rolled a paladin (I often played paladins) and played him for two or three weeks before realizing a few things.
  • I didn't want to heal. Not at all. Not even a little bit.
  • People kept assuming I would do so.
  • I loathed every aspect of playing a paladin, right down to the names of the abilities.
  • I could, in fact, fix all of this by simply playing something other than a paladin.
This led me back to the character creation screen, where I was faced with the decision of what to play if I didn't want to play a paladin. Since when I played D&D, my #1 choice was usually either a ranger or a paladin, I considered hunter, but they didn't seem remotely melee enough for my tastes. Plus, my wife was already playing one. Then while looking at the classes, I tried out a warrior and read a few lines. Next thing I knew, I was killing wolves in Northshire.

Almost seven years later, that character is still here. He's had four race changes and a faction swap, but he's still here. So is the second warrior I rolled (he's a worgen now) and the third (a draenei) and the fourth (a tauren). I fell wholly, completely, and deeply in love with the warrior class, and I've never fallen out of love with it, despite its ups and downs over the years.

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Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Mists of Pandaria

The Care and Feeding of Warriors: Protection Warriors in Mists of Pandaria

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Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host.

Remember what I said last week? About how the beta is not in damage balancing mode? That goes double for protection warriors right now. Along with feral druids, protection warriors are doing substantially low DPS on the beta. How low? Low enough that threat's a real issue. This low, to be precise.

Ghostcrawler - Protection Warriors & Rage
As I mentioned recently, Prot warrior damage is probably 50% of where it needs to be. When we have that adjusted, your threat will be higher and those Shield Slam and Revenge hits in particular should feel meatier.


When they come right out and tell you you're at 50% of where Blizzard expects you to be, you know it's bad. But again, this is a beta and not one intended to balance our DPS yet. In fact, those prolific data miners over at MMO-Champion have already found signs in the next beta patch that the damage balancing is beginning.

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Filed under: Warrior, (Warrior) The Care and Feeding of Warriors, Mists of Pandaria

The Care and Feeding of Warriors: Fury in Mists of Pandaria

Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host.

Now that we've had a week to play around with the Mists of Pandaria beta, I've gone ahead and done some dungeons and played around with specs. This week, I'm going to look at Single-Minded Fury and Titan's Grip fury warriors as they're currently shaping up. Some caveats:
  • This is not a damage pass. The beta is not balanced yet, so aside from some general "This feels underpowered" or "This is brokenly good" if I think it warranted, I won't be talking much about DPS or damage.
  • Emphasis is on rotation, how the spec feels to play, and how hard or easy rage is to come by. Right now, I'm more interested in discussing how the experience is playing as fury in the beta, not trying to argue for buffs or nerfs when it's simply too soon.
  • With the new talent system, there's simply not a cookie-cutter build yet for either. Since all fury warriors can go TG or SMF depending on what weapons they have (both are baseline abilities fury warriors all get) and any warrior can take any one of three talents per talent tier, there's no right or wrong yet.
  • While familiar, there's enough changed to make the fury priority system require relearning. It's not alien, to be sure, but the addition of Wild Strike, the removal of Slam, and the changes to rage generation and stances have altered the spec.
So, let's talk about how fury plays out in Mists.

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Filed under: Warrior, (Warrior) The Care and Feeding of Warriors

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