Opinion: On Changes to Warrior by Warcommander

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It is very likely that you are following the changes of the class Guerrero for Cataclysm and now, we have the opinion of those who play the class on the implication these changes might have. Therefore, we ask that you use the item voting system to rate the Warcommander item objectively.

If you have not yet seen what awaits the Guerrerobe sure to check the changes that are to come. We will continue to publish your opinions and, if you dare, you may want to take a look to see how participate in this of the opinions of classes.

Hello! I am warcommander of the Wandering Kingdom, you may recognize me from articles like The Old Gods in Azeroth o Tank Warrior Guide. After this Troy Macclure post, I'm going to talk to you about my opinion of the warrior changes.

Next I am going to present my opinion about the warrior, which is not particularly favorable.

About the new skills

Internal anger I think it is a new ability for tanks above all, a DPS unless it receives massive damage from an area or something similar, takes the threat of a bug never exceeds 75 anger points, at most in PvP and because it they are 'kiting'. It will be a new way to burn anger quickly. Tanks I'm pretty sure we'll use it on a Heroic Strike, which will cost 45 rage. It will give us a threat kick, yes, but I see this ability more as a 'if you have 100 rage, now we lower it, do not worry that you will always have to remember the rage you have instead of mechanically pressing buttons'. In the Q&A they talk about it as one less limit, I see it as one more limit, so that we always have to manage our anger and never have to forget about it. It is true that controlling anger is cool, but… should a wizard control his mana? And a sorcerer? Quote from GC 'We don't want DPS to have to manage their mana.' Is this a contradiction or does it seem like it to me?

Sprouting wound is a very interesting ability, which increases its damage and restarts its duration if the affected person moves, it does not have a place in a consistent rotation in PvE although it does in specific moments such as bosses of waves of 'adds' or movement phases, such as that of Lord Tuétano in CCH. In PvP the truth will be very interesting, and above all suffer it: 'Don't run away, it will be worse'.

Heroic jump. As you see it, it seems like an amazing ability, but let's start to analyze it. What is this new ability? A Charge + Thunder. It hurts but it is so! It is not without utility due to the fact that, according to the description that we have been given, it will cast Thunder in a 'cream' way, which means that it will not activate Thunder's cooldown, but it is not to say "God I want it to come out Cataclysm Now »such as the Shaman's Spiritwalker's Grace abilities (casting on the move is my dream) or Rogue's Smoke Bomb.

About Changes in faculties and mechanics

The Heroic Strike variation will be quite interesting, both tank and DPS.

Tank: It is a button that we must press mechanically (spam), which is the third source of damage (and threat it is to be assumed) of the tank warrior after the upgrade to Revenge. It is one less button to spam (yes, that was boring) but it takes away a significant source of threat, although it will make the order of priorities (NOT rotation) of the tank more difficult. If I had to give it a grade, I would give it a 5.

DPS: these are going to benefit more from this change, since a DPS generates anger for its white damage and the old (or current) GH replaces the white hit, so although its anger cost will be higher, we will not stop generating anger. It might even get into the PvP arena (which is not used much) as yet another instant, although it would burn a fairly large amount of rage.

However the variation in Rajar I do not see it as a tank (as DPS it will not be bad). I find it difficult to generate threat on multiple targets (which is still fun), but to do so I rely on »I attack with skill X, target change and Spam Rajar». What am I going to have to do? Macro with / targetenemy / castsequence reset = 4 Revenge, Thunder Clap, Slash, Slash, Slash, Slash? Previously he could also use Shield Slam, Revenge (now more after being raised), and even Ravage. This strikes me as the end of the multi-target threat-building fun.

Shouting changes seem like a hit to me, though (and I have to joke): Let's imagine Defiant Shout also generates anger when used. Can you imagine the raid healer screaming when a DPS warrior casts this ability claiming he had no rage, and that lowers my DPS?
The whirlwind thing is right and wrong at the same time. Whirlwind is almost the fury warrior's first source of single-target damage in PvE and the basis of its rotation: hitting all targets in an 8m area is great, we needed an area, but we sacrificed one of the bases of our rotation by reducing their damage by 50% and, for sure, sure that, even with making the GH instantaneous, they will need a new attack in the rotation.

About 20% less healing in Mortal Strike I can't say too much because I haven't seen it. However, if we all remember the improvement to the temper and the 'nerf' (look, I don't know how to say it in Spanish) to the healing. Do you know what they came from and where the problem came from? Because everyone had a great team, mostly coming from the heroic badges. I'm not saying they remove them, but prohibiting entering CdB with more than a certain number of higher-level 232 PvE items would have been the solution in my opinion. And all this they want to remedy for Cataclysm, I repeat that I can not comment because I have not seen the healing of the next expansion of the game.

That splitting armor stacks 3 times seems silly to me. It makes the rotation easier and I don't like that, I think the difficulty is the fun. In addition, everyone goes out of their way to have 20% less armor on a boss, it is also a 'nerf' to the damages that the band inflicts.
Regarding talents and their changes.

Furious Split is an attempt to keep all 3 armor reduction stacks when there is no tank warrior in a warband. I see it quite funny.

The specializations the truth that was seen coming since they put an extra attack with a weapon as a Mastery bonus to the Weapons branch.

The Booming Voice thing is a change but it is not a great news, it improves the screaming and it was supposed to. He doesn't seem like a super-cool talent to me, but he's pretty good.

I see a nice change for Fury to do the same damage with both 2-handed and 2-handed weapons. Some of us just like to put toñas tochas more and others to put them more quickly, although the appearance of carrying 2 weapons with XNUMX hands is cool ^^.

The modification of talents to reduce rage costs in increasing damage seems to me another contradiction: Weren't we going to eliminate talents that grant passive damage like 'you do 5% more damage?

The new talent of Armas .. good. It will be useful against casters in quotes. Why? Because if you disarm a Melee, because fear is superfluous, you have disarmed him, you already hump him a lot and you keep hitting him (the damage will surely remove the fear). And if you come against a caster the last thing you think about is crowd control, if you catch him he's practically dead. Maybe in 3v3 fights, but if you hit a caster to do crowd control then you will have to change targets, you may have to change rooms to cast intercept ... a bit of a mess.

Charging hurts just using it is cool.

The improved spanking thing is a success. Those who have seen me randomly from the rogue, in a satirical tone, I always say in the Soul Eater: 'Cut you, my DPS is low!' That way we will have one more incentive not to cast his spell.

Regarding Passive Bonds

Both Arms and Fury are very interesting and many people will like them. However I want to comment on Revenge of the tank.

Revenge is a kind of arrangement so that our threat is not so diminished compared to that of DPS in high-level content, depending on the threat you make of your maximum life. What's the downside? That always, if we needed threat, we engem Hit Index or Expertise, which are already a bit forgotten, now they will be more. And this expansion has been the one of 'It is better tank the one that more life has' this will be another incentive to increase your life and not your Dodge / Parry / Block.


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