Cataclysm Class Advancement: Warrior

As we expected, we already have the first preview of the changes that will be made to the class Guerrero en Cataclysm. These changes are those published by Blizzard and make the class designers' intentions regarding this class quite clear. Note that these changes are preliminary and things can (and will) change during the Beta phase of Cataclysm.

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In addition, I recommend you visit this article regularly as we will update it as more information about the Warriors appears. They usually answer user questions to clarify or reveal a few more things.

These are the most significant changes of the class:

  • Inner Rage (new attack at level 81) - When the player reaches 100% of his rage, he will gain a buff that will cause his attacks to consume 50% more rage but do 15% more damage for a short period of time. It is a passive ability that does not have to be activated by the player. They will review it very thoroughly when the beta begins to prevent players from harboring anger.
  • Gushing Wound (new attack at level 83) - Skill that applies a bleed effect to the target. If it moves, the wound will gain a dose and refresh its duration to a maximum of 3 doses. The ability is ideal for highly mobile encounters where it will do more damage than Rend.
  • Heroic Leap (new attack at level 85) - Warrior will leap towards his target and stun it and then Thunderclap all enemies in the area upon landing. It can only be used in Battle and will share cooldown with Charge but (and it's a big but) the Irresistible Force and Warbringer talents will allow this ability to be used in any Stance.
  • Disarming nature - New Weapons branch talent that will cause unarmed targets to flee in terror for 5/10 seconds.

You can find the rest of the information after the jump.

World of Warcraft: Cataclysm will bring with it changes to the talents and abilities of the classes in the game. Here you will have a first impression of some of the changes that await the warriors. The information below is not complete and is only intended to be a preview of some of the new features to come.

New abilities of the warrior

Inner anger (Level 81): As soon as the character reaches a total of 100 rage points, they gain a buff causing attacks to consume 50% more rage and deal 15% more damage for a short period of time. This is a passive ability, so the player does not have to activate it. The purpose of this ability is to provide an advantage when maximum rage is reached and is not intended to be viewed as a penalty or punishment. However, we also don't want Warriors to feel like they should build up anger and do nothing until they reach 100 points, so we'll be paying special attention and seeing how it works during the beta testing period to make any necessary adjustments.

Gushing wound (level 83): This ability will apply a bleed effect on the target. If the target moves, the bleed will gain an extra stack and reset its duration with a maximum of three stacks. The current idea is that the ability has no cooldown, it costs 10. rage and lasts for 9 seconds. Bursting Wound is designed to be less powerful than Rend with one stack, but will be more powerful with three stacks, gained from fighting a moving target.

Heroic jump (level 85): This ability makes the character jump over his target and applies the Thunderclap ability to all enemies in the area when they hit the ground. Heroic Leap can be used with Battle Stance and will share a cooldown with Charge, but the Irresistible Force and Warbringer talents will allow Heroic Leap to be used with any Stance and possibly during combat. The cooldown of this ability could be longer than that of the Charge ability, but it will also apply a stun effect so you can make sure the target is still there when you hit the ground.

Changes in faculties and mechanics

In addition to learning new abilities, you will see changes in other abilities and mechanics that you are used to. This list and the summary of talent changes below are by no means exhaustive, but they should give you an idea of ​​what we intend for each spec.

  • Heroic Strike will no longer be a "next melee" attack, as we are removing this mechanic from Cataclysm. To maintain Heroic Strike's rage expenditure, it will become an instant attack, but will cost between 10 and 30. of anger. This ability cannot be used until you have 10 points. Rage, but if you have more than 10, it will consume up to 30. rage, adding additional damage for each rage consumed above the base 10. Other abilities, such as Slash, Execute, and Maul (for Druids) will work similarly. The goal is to provide players with an option not to hit the button if they can't spend rage, but if they have enough rage, they can push it multiple times.
  • Battle Shout, Command Shout, and possibly Demoralizing Shout will function more like the Death Knight's Winterhorn ability. More specifically, these screams will cost no resources, will generate Rage in addition to their current effects, and will have a short cooldown.
  • Whirlwind will hit an unlimited number of targets, but will only deal 50% weapon damage. The purpose is for this ability to be used in multi-target combat situations rather than single targets.
  • In general, heals cast by players in Cataclysm will be lower compared to player health than those cast in the current game. Therefore, to make the Mortal Strike debuff less mandatory but still useful in PvP, Mortal Strike will reduce healing by only 20%. All equivalent debuffs, including Shadow Priest and Frost Mage debuffs, will have 20% less healing. We're not planning to award this debuff to anyone else at this time, though we're considering its usefulness in PvP for underrepresented specs that use other mechanics.
  • Split Armor will be reduced from five to three stacks and still provide only a 4% armor reduction per stack. We want to make this debuff easier to apply and not so much a hit of damage when stacking is lost.

New talents and talent changes

  • Furious Split: This Fury talent will cause the Split Armor ability to deal 25/50% weapon damage and reduce the threat generated by 50/100%.
  • The Mace Specialization and Ax and Pole Weapon Specialization talents will be removed from the Weapons branch. These talents were only granting passive stats, which don't match the type of talents we want to craft in the future. We will keep the Sword Specialization talent, but it will be changed to a talent that applies to all types of weapons.
  • As a Fury talent, Booming Voice will increase the rage generated by Screams.
  • While we like the way Titan Grip works, we acknowledge that some warriors like the Fury tree for the swift blows that one-handed dual-wielded weapons allow. So we plan to test a talent called Resolute Fury that parallels Titan's Grip and will greatly boost the damage of a pair of one-handed weapons.
  • Some talents will be modified so that instead of reducing the rage cost of abilities, they have the primary quality of granting increased damage to those abilities.
  • The new Weapons talent, called Disarming Nature, will cause the target to cower for 5/10 seconds upon disarming.
  • Another new Weapons talent called Lightning Strike will cause the Charge ability to deal extra damage on hit. The amount may vary depending on the distance traveled.
  • Improved Spanking, a Fury talent, will cause a successful interrupt that generates 10/20. of anger.

Passive Mastery bonuses in the talent tree

    Weapons
    Melee damage
    Armor penetration
    Hit bonus

    Furia
    Melee damage
    Melee Haste
    Rage intensity

    Protection
    Damage reduction
    Revenge
    Critical Block Chance

Hit bonus: Similar to the Sword Specialization talent currently in the game, but Hit Bonus will work on all attacks and with all weapons. You have a chance to do a free instant weapon hit proc that deals 50% damage.

Rage intensity: Each perk of being irate increases. This includes dealing more damage / healing / etc. with abilities such as Bloody Rage, Death Wish, Enrage, Raging Rage, and Raging Regeneration.

Critical Block Chance: As mentioned above (see the Attribute Changes link in Cataclysm) the block rate is going to change to block 30% damage from a melee hit. Protection Warriors have a chance for the block to be a critical block and instead of 30%, block 60% damage from a weapon hit. Talents may be available to further increase the amount locked.

Revenge: This is a mechanic that will ensure that tank damage (and consequently threat) is not left behind as damage-dealing classes upgrade their gear during expansion. All tank specs will have Vengeance as a second talent with a passive bonus on the tree. When a tank is hit, Vengeance will give it an attack power buff equal to 5% of the damage dealt that can stack up to a maximum of 10% of the character's health before receiving any buff. For boss encounters, we expect tanks to always have an attack power bonus equal to 10% of their health. The 5% and 10% bonuses represent 51 talent points spent on the Protection branch. These values ​​will be lower at lower levels. Remember that you will only get this bonus if you have spent the most talent points in the Protection branch, so you will not see Warriors of Arms or Fury who have it. Vengeance will allow us to continue creating tank equipment more or less like the one that exists until now: there will be some statistics to inflict damage, but they will be mainly statistics oriented to survival. Druids tend to have more stats to deal damage even on their tank gear, so the benefit they receive from Vengeance may be less. However, the goal is for all four tank types to deal roughly the same damage when performing their tank role.

We trust that you have enjoyed this preview and we eagerly await your feedback and comments on these news and changes. Remember that this information refers to a work that is not yet final and that may change in the course of the development of Cataclysm.

It is edited to add more information

It seems that Ghostcrawler has wanted to reveal a lot of information about the change to the Warriors in Cataclysm and has dedicated itself to publishing a lot of information, including a battery of Questions and Answers.

Wow !!!, A nerf to the hunters at the beginning… Good game Blizz?

"All debuffs equivalent" means that if you have the debuff today, you will have it in Cataclysm, but at 20% of the healing received. To avoid future confusion, we are talking about Mortal Strike, Furious Strikes, Wounding Poison, Aimed Shot, Permanent Frost, and Improved Mind Blast.

We are also seriously considering making all of these effects do the same debuff called Mortal Wounds, which is a physical effect and therefore cannot be dispelled. This allows the behavior to be more consistent no matter who applies it and allows us to consider things like how easy it should be to dispel poisons (since Fatal Wounds will not be affected).

The heals will be smaller and the health bars larger in Cataclysm so we don't expect Fatal Wounds to feel like a must-have as it does today, but it's clearly the kind of thing that requires a lot of testing from game and feedback.

Instead of Gushing Wound, I wouldn't have minded that our bleeds would "crit" like other damage over time effects from other classes and have some kind of ability that allows you to spread your bleed effects, similar to the Pestilence ability. of the Death Knight.

Almost all damage over time will crit. The exception will be things like Deep Wounds and Ignition because they are already products of a critic. Tearing will do critics.

We are really striving for parity in the scaling of various branches and classes. This implies that attributes such as Haste and Critical may not be incredible for some characters and terrible for others. Most skills have to benefit from haste and critical.

Here are some questions and answers based on what has been discussed:

P: Will a warrior's rotation be Bloodthirsty fury only and Heroic Strike Slam to burn Wrath?
R: We think Fury will end up needing another attack for single-target combat. Fury Split was more intended as having to Split other than a burden, but with only 3 charges it may end up not being a big deal and we don't want Fury to feel like it has a need to buy a talent they may never use. However, we don't want Whirlwind to be a good button to push against single targets. Essentially, it deals "free" damage against groups of targets when effective against a single target. It's fine if warriors keep doing more damage in fights where they can use Slash and similar attacks more often, but right now it's too extreme.

P: Will Fury Warriors Compete with Rogues for One-Handed Weapons?
R: We do not think that will happen. Rogues and Shamans will want one-handed weapons with Agility while Warriors and Death Knights will want them with Force. I wouldn't be surprised if one of these classes chose the other's weapon as it could be a damage-based upgrade but it wouldn't be optimal.

P: Why don't the warriors receive any type of area tanking tool?
R: We think the new and improved Thunder Wave Shockwave are enough skills for area tanking. The design of Vengeance should ensure that threat generation does not start to drop as DPS equipment increases. It is not our intention for tanks to constantly be challenged to generate enough threat, even in groups, but we also do not want the threat to be totally irrelevant. The danger of tanking too many creatures should also be death, not threat management.

P: Will only Split Armor change?
R: Exposing the rogue's armor and other abilities that apply the same effect are going to be changed in a similar way. They also grant the same 12% armor reduction effect.

P: What about losing Anger when changing Attitude?
R: We still want to change the act of changing Attitude to be more than just pressing two buttons to use the skill you want. One idea we're going to explore is that you don't lose anger when changing your attitude, but you won't gain additional anger for a short period of time after changing. This allows you, for example, to switch to Execute without losing your rage bar, but you get used to the idea that continually changing Attitude has inherent risks.

P: Is the intention of Gushing Wound that warriors are always asking for targets to move around the room?
R: No, it is intended to be an incentive when you are in a match where the target moves around a lot. (For example. TOORRRMENTAA OSSEAAAA in Marrow) or you have to move a lot (as in the Lich King). Warriors shouldn't want to force every PvE opponent to move it but it will be fun to watch (from a third person view).

You didn't say anything about taking care of the wide variety of ways in which those with 1-handed weapons generate threat compared to those with 2 and how you will end the difference in damage between them

Are you talking about Weapons Against Fury? It is not that hard. Weapons can have a talent to allow them to generate more rage with two-handed weapons or require less rage for their attacks.

Are you talking about 2-Handed Fury vs. 1-Handed Fury? Fury's Resolute Fury talent can literally say "Your one-handed weapons deal damage like two-handed weapons." Talent gives us a switch that we can raise or lower for whatever we need.

It is much easier to make those with two one-handed weapons and two two-handed weapons do similar damage than it is to make those who carry two one-handed weapons and use a single two-handed weapon do similar damage. , if that makes sense.

In any case - weren't the damage increasing talents going to be removed? Instead, I'm looking at things like Lightning Strike, Furious Split, and "talents that reduce rage cost now increase damage."

The type of talents we want to remove are the ones that say "You do 5% more damage." Endless Fury is very close to this because it enhances the attack that fury warriors use most often. On the other hand, Flurry is a bit of an ambiguous DPS boost but in a more interesting way. A talent branch that didn't increase the damage of a DPS type at all wouldn't be good. We want to unleash enough Talent Points so that you can collect more of those that give you fun.

They should only have combined all three specs into one from the start instead of removing Asta's Maces and Weapons spec entirely. Sorry, but Blizzard, you screwed us up on this. Both the Pole Weapons and Maces specializations gave us more DPS than the extra hit from the Swords specialization and you have nerfed it to give us that.

I'm sure we'll end up saying similar things multiple times this week, but if this helps, imagine that every number in the game is Randomly Doubled or halved. In other words, you don't know how much damage or how much critical (theoretical since we're cutting it) the Asta Weapons specialization would grant you. You do not know if it is an improvement or a nerf since you do not have that information. All you can really say is whether the chance to get an extra hit is more fun than a talent that only increases your damage.

I can understand some confusion. When we make patches like 3.3 or even 3.3.3, it makes sense to see everything through the lens of the current status quo. This is not one of those patches. You will earn more levels. The attributes are changing. Many things are changing. Don't assume that the numbers we don't talk about will stay the same. In fact, you can probably assume the opposite.

The mechanics will probably stay as is unless stated otherwise. For example, you won't have to go that far to say "Who knows if warriors will even use axes in Cataclysm?" They almost certainly will. But speculating on whether ax or sword specialization will do more damage in Cataclysm is very risky.

I think too many of you are focusing on the Thunderclap portion of Heroic Leap.

Imagine the tooltip saying "Jump into combat, crunching all enemies in the landing area dealing massive damage and reducing their attack speed for 10 seconds."

To clarify, will Inner Rage only affect the Rage cost of abilities if we are at 100%? If so, I see it only as a plus. I read it as such, meaning that it will only affect the single ability that is used at 100% rage and would only activate upon reaching 100% over and over again.

Inner anger is not supposed to be a kiss / curse. It is supposed to be the breaking of a limit. When I hit 100 rage, I go into special mode and deal even more damage. Instead of maxing out being a problem (because I'm wasting resources that I could be earning) it's fun instead.

We don't want warriors to think that the right way to play is to do nothing until they have 100 rage and then start having fun. Once you chain multiple critics or eat a big hit or something, it's supposed to translate to more damage for a short period of time.

If I'm getting it correctly, the Resolute Fury talent will basically turn a 1-handed weapon into a 2-handed one. So the speed of the 1-handed weapon will be reduced and the damage range increased and perhaps the attributes will also improve. I hope this is the way it will work as otherwise you will see a lot of complaints from Furya warriors saying: I have to use two handed weapons because 1 handed weapons suck or vice versa.

No, the heart of the matter is using the faster one-handed weapons. The talent only needs to increase the damage to make it feel competitive with Titan's Grip.

Heroic Leap will deal Thunderclap damage which is very low

No, it will do massive damage and apply the Thunder Clap debuff. It's like saying Bladestorm is only a Whirlwind with a bit of Crowd Control immunity so why do we need another Whirlwind?

Source: WoW-Europe forums.


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