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Warrior Cataclysm Class Talent Changes

June 11, 2010 by · Leave a Comment 

Don’t forget to check out the other class changes as well.

Cataclysm Warrior Talent Preview

World of Warcraft: Cataclysm will bring with it several changes to class talents and abilities. Here you will get a glimpse into some of the changes we have in store for the warrior. The information you’re about to read is not complete, and is only meant to act as a preview for some of the exciting new things to come.

New Warrior Abilities

Inner Rage (Level 81): Whenever the character reaches a full 100 Rage, he or she will gain a buff that causes attacks to consume 50% more Rage and do 15% more damage for a short amount of time. This is a passive ability so it won’t need to be activated by the player. The goal for this ability is to provide a benefit for hitting max Rage instead of it feeling like a penalty. However, we also don’t want warriors to feel like they’re supposed to pool Rage and do nothing until they hit 100, so we’ll be closely monitoring how this plays out during the beta testing, and making adjustments as needed.

Gushing Wound (Level 83): This ability will apply a bleed effect to the target. If the target moves, the bleed gains an extra stack and refreshes its duration, up to a maximum of three stacks. The ability is currently planned to have no cooldown, cost 10 Rage, and have a 9-second duration. Gushing Wound is designed to be weaker than Rend with one stack, but better with three stacks, which will be reached when fighting a moving target.

Heroic Leap (Level 85): This ability makes the character leap at their target and apply the Thunder Clap ability to all enemies in the area when they land. Heroic Leap will be usable in Battle Stance and shares a cooldown with Charge, but the Juggernaut and Warbringer talents will allow Heroic Leap to be used in any stance and possibly while in combat. The cooldown for this ability might be longer than the Charge ability, but it will also apply a stun effect so you can make sure the target will still be there when you land.

Changes to Abilities and Mechanics

In addition to learning new abilities, you’ll see changes to other abilities and mechanics with which you’re already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

  • Heroic Strike will no longer be an “on next swing” attack, as we are removing this mechanic in Cataclysm. To keep the niche of Heroic Strike as a Rage dump, it will become an instant attack, but will cost between 10 and 30 Rage. This ability will not be usable until you have 10 Rage, but if you have more than 10, it will consume up to 30, adding additional damage for each point of Rage consumed above the base 10. Other abilities, such as Cleave, Execute, and Maul (for druids) will work similarly. The goal is to provide players with an option where if you can’t afford the Rage, you don’t push the button, but if you have excess Rage, you can push it a lot.
  • Battle Shout, Commanding Shout, and possibly Demoralizing Shout will work more like the death knight’s Horn of Winter ability. Specifically, these shouts will cost no resources, generate rage in addition to their current effects, and be on a short cooldown.
  • Whirlwind will hit an unlimited number of targets, but only for 50% of weapon damage. The intent is for this ability to be used in multi-target scenarios and not on single targets.
  • Overall, heals cast by players in Cataclysm will be a lower number relative to players’ health than the current game. So 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 the Shadow priest and Frost mage debuffs, will be for 20% less healing. At the moment we aren’t considering giving this debuff to anyone else, though we will certainly consider PvP utility for historically under-represented specs that use other mechanics.
  • Sunder Armor will be reduced to three stacks instead of five, and still provide only a 4% reduction in armor per stack. We want to make this debuff easier to apply and less of a damage swing when it falls off.

New Talents and Talent Changes

  • The Furious Sundering talent in the Fury tree will make the Sunder Armor ability cause 25/50% weapon damage and reduce the threat generated by 50/100%.
  • The Mace and Poleaxe Specialization talents in the Arms tree will be removed. These provided just passive stats, which are not the kinds of talents we want to design 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 shouts.
  • While we like how Titan’s Grip plays, we recognize some warriors liked the Fury tree because of the really fast swings that dual-wielding one-handed weapons could provide. Therefore, we’re planning to try out a talent called Single-Minded Fury that is parallel to Titan’s Grip and will provide a large boost to the damage of a pair of one-handed weapons.
  • Several talents that reduce the Rage cost of abilities will be changed to focus on increased damage for those abilities instead.
  • The new Arms talent called Disarming Nature will make successful disarms cause the target to cower in fear for 5/10 seconds.
  • Another new Arms talent called Blitz will make the Charge ability hit for extra damage. The amount will possibly vary depending on the distance travelled.
  • Improved Pummel, a Fury talent, will cause a successful interrupt to generate 10/20 Rage.

Mastery Passive Talent Tree Bonuses

Arms
Melee Damage
Armor Penetration
Bonus Swing – This is similar to the Sword Specialization talent that is currently in the game, but Bonus Swing will work on all attacks and with all weapons. You have a chance to proc a free, instant weapon swing that hits for 50% damage.

Fury
Melee Damage
Melee Haste
Enrage Intensity – Every benefit of being enraged is increased. This includes doing more damage/healing/ etc. from abilities like Bloodrage, Death Wish, Enrage, Berserker Rage, and Enraged Regeneration.

Protection
Damage Reduction
Vengeance
Critical Block Chance – As we mentioned in the stat changes preview, block rating is changing to a chance to block 30% of a melee swing’s damage. Protection warriors have a chance that the block will be a critical block and block for 60% of a melee swing’s damage instead. There will likely be talents available to push the amount blocked even higher.

Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn’t fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character’s un-buffed health. For boss encounters, we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Protection tree. These values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Protection tree, so you won’t see Arms or Fury warriors running around with it. Vengeance will let us continue to make tank gear more or less the way we do today – there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but overall the goal is for all four tanks do about the same damage when tanking.

We hope you enjoyed this preview, and we’re looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.

Cataclysm Stat & System Changes: http://forums.worldofwarcraft.com/thread.html?topicId=23425636414&sid=1%3Cbr%20/%3E

Mastery System Preview: http://forums.worldofwarcraft.com/thread.html?topicId=23710210871&sid=1

Developer Warrior Mini Q & A

Here are some follow ups based on what is being discussed.

Q: Will the rotation for a Fury Warrior just be Bloodthirst and Slam with Heroic Strike to burn off rage?
A: We think Fury is going to end up needing another attack in there for single-target fights. Furious Sundering was intended more as having to Sunder being less of a penalty, but at only 3 stacks, it may not end up being a big deal and we don’t want Fury to feel like they have to purchase a talent that they may not always use. We don’t want Whirlwind to be a good button against single targets however. It essentially gets “free” damage against groups of targets when it’s effective at using against single targets. It’s okay if warriors still do more damage in fights where they can use Cleave and similar attacks often, but right now it’s too extreme.

Q: Are one-handed Fury warriors going to be competing with rogues for one-handed weapons?
A: This is unlikely. Rogues and shaman will want one-handers with Agility, while warriors and death knights will want them with Strength. I won’t be surprised when one of these classes picks up the other’s weapon as it could be an upgrade simply based on the damage, but it won’t be optimal.

Q: Why are warriors not getting some kind of AoE tanking tool?
A: We think the newly buffed Thunder Clap plus Shockwave are sufficient abilities for AoE tanking. The design of Vengeance should make sure that threat generation doesn’t start to slip behind as the dps characters gear up. It’s not our intention that tanks face a constant struggle to generate enough threat, even in group situations, but we also don’t want threat to be totally irrelevant either. The danger for tanking too many creatures should also be tank death not threat management.

Q: Is only Sunder Armor being changed?
A: Rogue Expose Armor and other abilities that apply a similar debuff are being changed accordingly. They will all provide the same debuff at 12% armor reduction.

Q: What about rage loss when changing stances?
A: We still want the act of changing stances to require more consideration than just clicking two buttons to use the ability you want. One idea we are going to explore is that you don’t lose rage when you change stances, but you won’t gain additional rage for a short period of time after changing. This lets you say swap to do an Execute without losing your rage bar, but still keeps the idea that shifting constantly comes with inherent efficiency risks.

Q: Is the intent of Gushing Wound that warriors constantly ask for targets to be kited around?
A: No, it’s intended to be a bonus when you’re in an encounter where the target either moves around a lot (Ex. BONNNNE STORMMMM-ing Marrowgar) or just has to be moved around a lot (say Lich King). Warriors shouldn’t have the expectation of forcing every PvE opponent to move but it would be entertaining to watch this (from a third party perspective).

Further Warrior Talent Clarification

Mortal Strike Nerf
“All equivalent debuffs” means if you have the debuff today, you will have it in Cataclysm, but at 20% healing received. To avoid further confusion, we are talking about Mortal Strike, Furious Strikes, Wound Poison, Aimed Shot, Permafrost and Improved Mind Blast.

We are also strongly considering having all of these effect cause the same debuff, called Mortal Wounds, which is a physical effect and therefore undispellable. This allows the behavior to be more consistent regardless of who is applying it and lets us consider things like how easy it should be to dispel poisons (since Mortal Wounds would not be affected).

Heals will be smaller and health pools will be larger in Cataclysm, so we don’t expect Mortal Wounds to feel as mandatory as it does today, but this is clearly the kind of thing that will require a lot of playtesting and feedback.

DoT Crits
Almost all dots will crit. The exception will be things like Deep Wounds and Ignite because those are already the product of a crit. Rend will crit.

We are really striving for scaling parity for the various specs and classes. This means that stats like haste and crit can’t be awesome for some characters and terrible for others. Most abilities need to benefit from haste and crit.

Rage generation from 1h vs 2h weapons
Are you talking about Arms vs. Fury? That’s not that hard. Arms can have a talent to let them generate more rage with a two-hander or require less rage for their attacks.

Are you talking about 2H Fury vs. 1H Fury? The Single-Minded Fury talent could literally say “Your one-handed weapons do damage as if they were two-handed weapons.” The talent gives us a dial and we can tune it up or down for whatever we need.

It’s much easier to make dual-wielding one-handers and dual-wielding two-handers do equitable damage than it is to make dual-wielding one-handers and using a single two-hander do equitable damage, if that makes sense.

Getting rid of “increases damage” talents
The kinds of talents we want to eliminate are the ones that say “You do 5% more damage.” Unending Fury is pretty close to that because it buffs the attacks Fury warriors use the most. On the other hand, Flurry is a pretty unambiguous dps increase, but it does it in a way that’s a little more interesting. A talent tree that didn’t buff damage of a dps spec at all would feel lame. We just want to free up enough talent points that you can get more of the fun utility ones.

Source

5 Steps to Having the Most Fun in WoW

November 1, 2008 by · 1 Comment 

First I would like to introduce myself.  My name is William Tyler aka Billtripod, my main’s name is Kohrin who is a 70 human warrior.  I’m married, have a newborn baby, work full time and go to college.  I play WoW casually, but still want to compete in PvP/Arena as well as do the occasional raid. As many of you already know all of this is close to impossible.  My goal here as a new member to the Zuggaming team is to help casual players accomplish hardcore-Esq goals and achievements. So lets begin with my top 5 ways to be an effective member of WoW society and the real society too!

Specialize

Every WoW player wants to kill Illidan, be a 2400 rating arena team and have 10000000 Gold.  Specialize in PvP or PvE, unless you enjoy just doing the entry level things on both sides.

Stay positive

Don’t ever get discouraged at a 0-100 arena win/loss ratio or being bottom of the DPS meter in a raid. It may take you a little time, but you have to eventually get better, and most importantly the people beating you most likely doesn’t sleep, eat, or see sunlight(no offense Zug lol).

Read forums

When in doubt of your own ability, before rerolling every class in the game out of frustation, read the forums.  95% of the time most casual players are misusing some core ability or missing them entirely.  Reading forum posts is almost as effective as playing especially when you read something you didn’t know.

Set goals

Players who aimlessly wonder through the game never get anywhere.  The guys with the purples, nether drake, and 10000 gold didn’t get it in a day (…ie. the guys like Zuggy!).  Is a crazy mount, gear or gold more important?  Find which is most important to you and set goals on how to  their.  Some goals are synonymous with others.  If a player wants a mount then they should read forums about making gold and then in the end they have 5k gold and a new mount.

Have fun

Many people I know including my best friends and myself try to turn WoW into a chore or grind to something. Ultimately if you have all the gear in the game and you hate the game then maybe you should look at whats fun and change your direction. Whether your winning or losing, if your having a good time who cares if you have Season 4 and pwning n00bs?

I hope this initial post gives someone something useful.  In post to comes I hope to cover very speciafically each point covered above and every point in between.  Please comment/critique as much as possible. I am new to this and would love any advice or feedback

Thanks

-Bill Tripod-

Late Night Blue Posts – WotLK Class Changes and Boss Armor

October 22, 2008 by · 3 Comments 

Upcoming Frost Changes

We have concerns about how bursty dps has become in PvP. On the other hand, we’re pretty happy with mage dps in PvE so we want to take care not to hurt it.

For example, we discussed shifting some of Arcane’s damage between Arcane Blast and Arcane Barrage, but that actually does hurt one of Arcane’s PvE advantages over Fire — namely to be able to move around while doing some instant spells.

In the case of Frost, however, we have become concerned that it’s too easy to blow opponents up too quickly. Two of the culprits here are instant, uninterruptible Fireballs and Deep Freeze.

We are changing Brain Freeze to only proc off of Frost spells that can chill. Specifically, this limits the tactic of trying to fish for procs with Ice Lance. Ice Lance gets used a lot more in PvP, so we don’t think this will hurt Frost as much in PvE.

Secondly, Cold as Ice no longer reduces the cooldown on Deep Freeze. Deep Freeze is an (ahem) cool spell and we don’t want to nerf it too much, but you must admit that the poor frozen shmuck can endure a lot of damage while he is locked up.

Upcoming Warlock DPS Changes

We have finished a fairly comprehensive look at the dps of various classes and specs and are concerned that warlock dps isn’t quite where it should be. It’s not abysmal by any means, but we think it should be a little higher.

To give warlocks a little extra nudge in PvP, we increased Soul Link up to 20% from 15%. You may already have this change.

In PvE, overall, we just think a lot of classes benefitted from getting the warlock buffs a little more than the locks benefited from getting everyone else’s buffs. So we decided to just buff lock damage across the board (which will also help in PvP somewhat). Rather than change damage and coefficients of a lot of different ranks of spells, we just inflated talents that we were almost certain you’d already have. Shadow Mastery, Demonic Tactics and Emberstorm were all increased by 1% per rank for 5% total.

Let us know how that feels. The changes should go live before Nov 13.

Recent Fury Changes

As I posted recently in the hunter forums, we increased the armor on level 83 raid bosses by 10%. This will be a nerf to warrior dps.

In the case of Arms and Protection, we don’t think any adjustment is necessary at this time. Arms is doing very competitive dps, while Fury has fallen behind. We experimented with lowering the proc chance of Sudden Death, from where Arms gets a lot of its damage, but weren’t happy with the result and ultimately decided to buff Fury instead.

First, we increased the percentage of AP that contributes to Bloodthirst from 45% to 50%.

Second, we reduced the hit penalty on special attacks on Titan’s Grip from -12% to -5%.

As I have said before, we have been somewhat reluctant to give Titan’s Grip such a huge buff. It is now likely more powerful than several other talents in the tree and risks being the 51-point talent to which all other classes compare their 51-point talent. Nevertheless, we feel it was the right change to make.

When a Fury warrior missed a Slam or Bloodthirst on a boss, they ended up building up a lot of extra rage that couldn’t be spent fast enough. I understand some players suggested an additional attack for Fury, and that is something we may still consider when we see players hit 80 and start experimenting more with the build. But it would be a very big change that involved touching talent trees and glyphs, as well as a lot of time necessary to iterate on the right values. The Titan’s Grip change by contrast was a simple one, and judging by the number of players who have asked for it throughout beta, one that will be welcomed by the community.

Upcoming Hunter Changes

As I have suggested a few times, we are concerned that hunters of all 3 specs are doing damage that is clearly superior to other classes. While we’re trying to achieve closer parity among specs of all classes with regard to dps, and we want to particularly make sure that hunters, rogues, mages and locks are not left behind, we do think the hunters are too far ahead, particularly at 80, in good gear, when raid-buffed.

However, we have also tried to give hunters a substantial survivability boost in PvP and we don’t want to do anything that hurts them too much in PvP.

So here are changes you will most likely see soon:

1) Ranged attacks no longer benefit from the haste effects of Windfury Totem and Improved Icy Talons. This is a nerf to hunter white damage.

2) We are also improving the armor on level 83 raid bosses by 10%. This will be a nerf to the dps of any class that does physical damage. For classes that would slide behind with such a change, we’ll take steps to adjust them — though it probably isn’t as many as you think. The raid buff stacking overhaul was very beneficial to melee (and hunters). Sunder / Expose Armor alone can be a 20%+ dps increase, which is why we decided to attack the problem from this angle.

3) Now the armor change won’t affect PvP at all and the haste buff change will only have a marginal affect in BGs and only in Arena teams that include certain comps. However, in order to make sure we didn’t nerf hunters too much, we made two changes to Disengage. First, its cooldown dropped to 25 sec (from 30) which can be talented to 16. Second, it no longer requires a target, but does require you to be in combat. Now if someone closes to melee, you can leap back without having to select them first. We require you to be in combat though so we don’t see a lot of hunters bouncing around IF / Org or using it like Blink to goofily speed up travel.

Boss Armor Change

As I have posted a couple of times recently, we decided to raise the armor of level 83 raid bosses by 10% to correct for some dps difference between casters and melee + hunters. I wanted to address the issue head on with the rogues.

We have done a lot of testing recently, and concluded that even with this change, Assassination rogues are likely the top dps spec in the game against single bosses that don’t move around a lot (like Patchwerk). This isn’t a bad place for them to be. They pay a small price both for being melee (where more damage tends to occur) and for lacking the ability to respec into a non-damage build. We don’t think they will be as far above hybrids as they have been before — as I’ve posted before, it’s very important that hybrid classes do higher dps now that their buffs do not stack.

Combat builds, especially swords, is competitive but probably behind Assassination. This is something we’d like to address, especially if it turns out to be a major difference between the specs. Additional armor does hurt Combat, but also remember it’s just raid bosses and not other players (or trash or heroic bosses).

Subtelty, sadly, is just much harder to test since so much of their damage relies on other players. Our preliminary evidence is that they generate plenty of combo points from Honor Among Thieves, but this might mean their personal dps when not in a group suffers. This is something we’re still testing.

I will add that some players have wondered if Honor Among Thieves is bugged since the cp can occur more often than 1 sec. In this case, the tooltip is just unclear. When Jimmy the Shaman crits, he cannnot “send you” a combo point more often than 1 per sec. But if you have lots of players critting all the time, you can build them up quickly. So Honor is (here it comes) working as intended.

WotLK Warrior Changes – Build 9038

October 3, 2008 by · Leave a Comment 

All in all very minor changes, not unlike the other class changes for beta build 9038. I like the change to sudden death, which should certainly help to further solidify the talent as a key choice for arms warriors. The rage kick back will really improve its utility in arena, as dropping to zero rage without an assured killed is rarely a worthwhile.

More than anything I’m very excited to see the final result of all these protection buffs, specifically from a PvP view. The increase in taunt rage from 5 to 20 yards should really make for some interesting arena and world PvP situations. I haven’t heard any major feedback regarding protecting PvP specs, but theoretically it looks like it may be a viable solution for more defensively oriented warriors.

Warrior

Arms

  • Strength of Arms – Increases your total Strength and Stamina by 2/4% and your Expertise by 2/4.
  • Sudden Death – In addition, you keep 3/7/10 rage after using Execute, was added to the description.

Fury

  • Unending Fury – Increases the damage done by your Slam, Whirlwind and Bloodthirst abilities by 2/4/6/8/10%. Changed from reducing rage cost.
  • Execute – All ranks had a slight damage increase. Max rank: Attempt to finish off a wounded foe, causing [1456.0 + AP * 0.2] damage. Up from [1266.0 + AP * 0.2].

Protection

  • Taunt – Now has a 20 yard range. Up from 5.

WotLK Warrior Developer Q & A

September 27, 2008 by · 1 Comment 

It’s posts like this that really prove to me time and time again that World of Warcraft is the greatest MMO currently on the market. Ghostcrawler recently made a massive post answering warrior concerns across the spectrum. A+ job from Ghostcrawler, I hope we see more player / developer interaction like this in the future for other class concerns. (note: these questions were posed by warriors currently playing the wotlk beta)

Why does bladestorm have a self-CC element? Why doesn’t it remove CC, stuns, snares or roots on use? Will this be reconsidered?
It does great dps. It would be too good if you could do other stuff too and too good if you could Intercept someone down. We might reconsider the CC issue, but really that’s the kind of thing to pop out of PvP testing.

Are there any plans to make the improved charge and improved heroic strike talents not bad? Less bad?
We buffed Imp Charge recently. Imp Heroic Strike might seem a little bland, but that may be because we’ve changed a lot of the old talents in various trees that used to do simple things like this. Heroic really does hit like a truck now, so I assume your issue is what the talent does to rage cost?

Why was enrage’s bonus damage reduced so severely? Would you consider allowing deathwish to stack again now that the bonus is so low?
Because we changed it from “be crit” to “be hurt.” We might consider letting it stack.

Have you looked at the math supplied by Torgal and company that demonstrates titans grip isn’t such a massive increase as you think it is? If their numbers are correct, then what is your stance?
Our numbers say differently. I haven’t looked to see where they differ. I’ll try to get to that.

You say you don’t want any single talent point giving a 10% damage increase (as for example.) On 25-man Kel’thuzad and Sapphiron last night, mortal strike amounted to approximately 17% of my total damage done. On Sapphiron, slam was approximately 40% of total damage. Will mortal strike, bloodthirst or improved slam be nerfed based on your talent budgeting?
No. That’s not a hard and fast rule. In your example though, if you had not used Mortal Strike or Slam you probably would have used the rage for something else. In the case of TG though we do have serious concerns about it being too good (sans a stiff penalty). While we might change our minds after more data, you’re not going to change our mind by pointing out logical inconsistencies in talent trees. There are plenty of them.

Do you see the glyph of resonating power (Increases the maximum targets affected by your Thunder Clap ability by 4) as being mandatory for tanking? If yes, do you feel that’s acceptable? If no, why not?
It’s not mandatory, and actually it only increases your radius. Thunder Clap will do what you want it to do, but that’s another topic.

Can you offer an approximation of the proc rate/PPM on furious attacks?
It’s a frequency-based proc. It’s a little complicated to explain but you might compare it to Omen of Clarity. I’ll try to get back to this later.

Are there any plans to make unending fury not bad? Less bad? Seriously, it’s really really bad.
Yeah, this one doesn’t feel done.

Damage shield is, according to some very basic testing, not generating threat from damage dealt. Can you confirm this? If so, is this intended?
It appears to generate threat based on the damage done. But there might be a bug.

Are there any plans to buff revenge baseline so that it’s worth injecting into rotations for protection?
Putting it into Sword and Board is something we are discussing.

Do you feel that shockwave is, or should be, our be-all answer to AoE threat generation? Is there any chance of lowering the cooldown?
No, we don’t want it to be your go-to AE ability, because then Arms and Fury can never tank a 5-player dungeon very well. We want it to be useful obviously.

Is it possible to give Disarm the same functionality as rogue’s Dismantle, or at least, the removed Shield Break skill?
I’ll have to investigate this.

Do you feel heroic throw is strong or interesting enough for a level 80 skill?
Yes.

The devs seem to have originally planned several means for warriors to interact with the new enrage mechanics. Will enraged regeneration and the rend bonus be all that we see for the expansion, or is more being considered? Specifically, enraged assault.
The problem we had with Enraged Assault was our warrior testers and designers didn’t feel like they had enough GCDs to work another attack into their rotations. It was just too much. I love the idea though (it wasn’t mine) so I wouldn’t say never.

While you’re doing numbers passes, any chance of restoring flurry to its original 30% bonus? Compare it to shamans flurry and it’s clearly underbudgeted.
It all depends at this point on whether shamans or warriors are doing too much damage.

Why was the healing component of bloodthirst nerfed?
We thought it was too good, though to be honest, there are clandestine whispers echoing through our offices in the dead of night to change it back.

Also is it intended for protection warriors to be in the 1.3 1.4k dps ballpark when prot DKs, pallies or bears do a lot more damage?
No, that is too low. We nerfed Devastate (for good reason) and haven’t given warriors anything back yet. We don’t want to just buff Revenge, because that doesn’t help dps when you aren’t the tank. Shield Slam is a good candidate.

And it *is* the intention for Arms and Fury to do damage that is very close to other dps specs. I can’t say 100%, because I feel the need to always caveat this. You may be tops on one fight, but the very next fight may work so differently that you aren’t on top. Overall it should be really hard to tell whether it’s the player or the class that is driving those numbers.

To what extent is the warrior community’s perception that the developers deliberately design warriors to be weaker than other classes at low or “casual” gear levels in exchange for being powerful at higher gear levels correct?
We worry a lot more about class balance at max level. We do try and make sure people have the tools they need to level up, but we don’t spend a lot of our time making sure rogues and warriors do similar dps at level 76. I don’t think warriors are unique here. We *have* been burned before by warriors ending up a lot more powerful with good gear than we anticipated. Warriors have a tendency to be rage-starved and do low dps and then suddenly hit some magic threshold of gear and have plenty of rage, which means more dps, which means more rage…. It may have been our referencing that phenomenon that has driven that perception. But we don’t go out of our way to compensate for that by nerfing warriors in greens or heroic blues.

Mage / Rogue Vs. Paladin / Warrior 2v2 Arena Strategy

September 4, 2008 by · 2 Comments 

Much like most warrior / healer teams, your opponents will probably have to try harder than you.

Rogue

Get a sap on the warrior and open on the paladin going full out dps to force his bubblmage rogue 2v2 strategye. Once he bubbles reset the fight via vanish. If you and your partner are having trouble CC’ing the warrior while forcing the paladin to bubble pop Evasion and Ghostly Strike as needed to avoid unwanted bleed effect when resetting the fight. Kill the paladin, and get away from the warrior if you have to.

Mage

Crowd control the warrior as best as possible with sheeps, frost novas, Rank 1 Frost Bolts(to Frost Bite snare him). These are all able to be cleansed by the pally, so tell your rogue to dodge it up if you’re having trouble controlling the warrior. Assist dps, and once the pally bubbles hit iceblock to reset the fight and wait it out. You decide when you want your rogue to blind, but I recommend while going for a kill on the pally or after killing the pally one of you has to get away.

Looking for more strategies? Check out the complete rogue / mage 2v2 arena strategy guide!

Mage / Rogue vs. Warrior / Druid 2v2 Arena Strategy

September 3, 2008 by · Leave a Comment 

mage rogue 2v2 strategyOh man for every one of you guys out there, you’ll see about thirty of these. Some are competent, others face roll.

Rogue

See if you can find the druid in stealth. Before opening try to sap the warrior if possible. Do a KS lockdown to force the druid to trinket. Once you and your mage have a good CC train rolling on the warrior, Kidney shot again to shatter burst the druid.

Mage

Control the warrior in any way possible. Freeze effects, sheeps, whatever just take him out of the game and kill his carrier.

If the druid can’t be found:

Rogue open on the warrior(save premeditation) to force the druid to come out. Vanish and pull a switch to the druid, run cc trains on the warrior and win. It’s a good idea to not wait for the stealth detect eyes, as a smart druid will go into bear form at this point.

Looking for more strategies? Check out the complete rogue / mage 2v2 arena strategy guide!

Warrior Guide

August 29, 2008 by · 5 Comments 

warrior guideThis warrior guide is intended to be a compilation of all warrior arena strategies, warrior pvp guides, warrior tips, warrior talent builds, warrior raiding guides and any other resources that may be useful to improving your game as a warrior in World of Warcraft.

This central guide will be updated as often as possible to reflect new changes to the class as well as updated information. If you would like to suggest a guide to appear on this warrior guide please post a comment below or post a note on the Zug Gaming forums.

Warrior PvP Guides

This section on warrior arena guides will incorporate as many arena team specific strategies in addition to other PvP guides related to the warrior class.

Warrior Talent Builds

Warrior Macros

Other Guides

Rogue / Rogue Vs. Shaman / Warrior 2v2 Arena Strategy

August 12, 2008 by · 1 Comment 

shaman warrior 2v2This match is pretty much a Druid/Warrior, except you don’t have to go through the trouble of finding the druid.

Rogue #1

Hop on the shaman preferably before he sets up shop(by shop I mean totems), hit the warrior with a blind and interrupt every heal possible. Pop Evasion + GS if the warrior is focusing on you. Downing the shaman asap, and praying the warrior doesn’t RNG your face off is all you can really do.

Rogue #2

Hop on the shaman as well and keep up with interrupts. Hit the warrior with your second blind, and do your best with your partner to down the shaman in that 5-second window. Use Evasion + GS if you’re being focused.

This match-up is usually very quick, I’m sorry the strategy can’t be more elaborate, but as with every warrior team RNG decides who wins.

Looking for more rogue / rogue action? Check out Scyth’s the full strategy guide, rogue / rogue 2v2 arena strategy!

Arena Team Strategies (Compiled)

July 3, 2008 by · 3 Comments 

Below you’ll find a complete listing of all of the arena team strategies that Zug Gaming currently has to offer. Keep in mind this list is always growing as a new need presents itself. If you would like to suggest a strategy please post a comment here, or over on the Zug Gaming forums.

2v2 Arena Team Strategies
Rogue / Priest
Rogue / Warlock
Rogue / Rogue
Rogue / Druid
Rogue / Shadow Priest

Warrior / Druid

3v3 Arena Team Strategies
Rogue / Mage / Priest
Rogue / Warrior / Druid

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