Hello again Devs and everyone. I wanted to share some thoughts about warrior in M+, and their place in dungeons.
Disclaimer: Firstly, I would like to mention that I have mained a rogue for Season 1 of Dragonflight. (I’m a melee player, but my go to classes change from season to season to change up my experience). Having said that, I do decently high keys, I’m currently progging Mythic Dathea with my guild and I stay active in the community to know as much as I can about the game. But I’m not a wizard at the game so take this how you will
Main point around this post: Sharing my thoughts on why I and others don’t want to invite a DPS Warrior to my group unless there are very specific situations.
- Warriors in my opinion are not useful in an M+ environment because the only things they bring to the group are: Battle Shout, Damage, A single Target Stun, and very rarely an aoe interrupt in the form of Intimidating Shout (if talented).
- Leaving the “Meta” out of this post, I don’t see a reason why a warrior should be in a group that is not HEAVILY physical damage based.
How did this problem start? With Protection warrior being in a great spot (mostly too strong for season 1 actually), the “need” for Battle Shout on a DPS Warrior was out of the window.
- Damage and minimal CC: I’m a believer that every class can do high M+ content up until a certain point (Probably +24 keys) - where the “meta” actually helps you more so than taking a “off-meta” class.
You would think this means you can take anyone into a key, but the problem is that there are certain slots that NEED to bring something. Usually in the form of Lust and Combat Ress. This is especially true for Pugs.
- Every class has damage that can be useful when played well. So that means you wouldn’t take a warrior anyway for damage only. Now when you pair that with Lust and Combat Ress, that becomes a big problem for DPS Warrior.
Many people say that Engineering Ress + drums would fix that issue. That’s a mindset that helps only the individual that plays the warrior or whatever class to make their class feel more worth it and add utility. The problem is both of those items are at a big disadvantage. Drums is 15% instead of 40% Lust. Engineering ress can fail (you can reduce the failure chance but again, its down to RNG if that’s gonna happen)
- Now the only thing they can bring is Stormbolt (single target stun) or Shockwave (aoe stun for 2 seconds). I won’t get into values and how much damage you actually lose for an aoe stun, which already makes it unattractive for anyone that wants to be competitive
However, other Melee can bring other utilities to the table that are much better. Combat Resses, Shaman brings lust (freeing the choice of taking Monks/Priest/druid healers). Meanwhile, Warrior is just there for damage and that’s about it.
Suggestion? Thematically, it makes sense to give warrior Lust. Now before you call me delusional, hear me out.
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Theme is there already. A warrior motivating their fellows to charge into battle. With all the shouts, it just fits in my opinion.
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Currently there are 2 healers, 2 ranged and 1 melee that bring Lust. 3 Melee bring CR, 2 Ranged Bring CR, 2 Tanks and 2 healers. It makes sense to give Lust to warrior to increase the flexibility of the groups. So 2 melee can have lust.
I think this is worth having a chat about. Both on here and Blizzard Devs internally. I believe adding Lust to a warrior won’t “remove” anyone from getting into keys.
What about Monk, Rogue and DH?
Monk: Huge defensive, can talent into a statue taunt (although they lose damage), Ring of peace, Aoe stun, Slow on Flying Serpent Kick without having to lose anything. Disease Dispel, Paralyse (incap)
Rogue: Poisons to reduce damage, infinite CC, Shroud, cloak, Distract, Sap, huge defensive, immunity, Tricks of the trade to give agro to tanks
Demon Hunter: unkillable, AOE stun, Imprision (incap), AOE stun on Meta, Slow on throw glaive, Silence Sigil on Tanks, Fear Sigil on DPS+Tank, Immunity, Darkness
Any other melee has Combat Ress or Lust.