Feedback: Warriors

since rend was moved to the prot and arms tree half of the blood an thunder tallent is irrelivent for fury specs and dosnt make sence in the class tree this could be made to work with gushing wounds for fury to make it relivent for them .

as for the change making titans grip default for warrior players having single minded fury in the tree is now a dead tallent since it is paying a valuable tallent point to get one haded weapons to do the same amount of damage as your default setting with the extra stam being exchanged for 5% speed, if the tallent is going to be picked at all the damage boost would need to be larger to make the tallent point feel worth spending in it of this will become a dead tallent .


Protection specific feedback, as I haven’t spent much time with the other two specialisations

  • Currently, Protection Warriors are incentivised to use Defensive Stance by it being a free point in the tree for them, and having a passive 20% Damage Reduction is very nice to help the spec with damage taken, however the damage done reduction doesnt feel nice, even if it is a fair trade off. It could be worth having Battle / Beserker stance also increase damage done by 10% and remove the damage reduction from Defensive Stance. For those who want to be frugal with talent points, you can currently go into no stance to lose the Damage Done reduction and not pick another stance.

  • With the advent of the Reprisal Legendary in Shadowlands, Intervene has been much more commonly used in Protection’s Toolkit than before the legendary’s rework, and has probably lead to more players (such as myself) being more aware of it, especially when used in combination with the Safeguard Conduit to apply a damage reduction, and previously this was a talent in BfA. Currently in Dragonflight, there is no continuation of Safeguard as a talent option, which is a shame as having a DR you can apply to a party member fits thematically into the theme of Protection, and without Intervene being tied to your strongest legendary power it could allow for much smarter use of the spell to not only take a hit but also to reduce damage for a party member.

  • Crushing Force currently applies to Slam, which on live becomes replaced by Revenge. Thematically, it could make more sense for this to either apply to Shield Slam or to Revenge, otherwise this is a talent that will see little use for Protection as Slam has much less Damage Per Rage compared to Revenge on Single Target, even with the increase this talent would provide it.

  • Spear of Bastion is good to see returning, with the option of Elysian Might or Piercing Verdict an interesting way to change how you want the Spear to interact with the spec, however most of Protection’s Offensive Cooldowns are on a 45 / 90 second cadence, with Elysian Might being the stronger offensive option. It could be worth reworking Piercing Verdict to reduce the cooldown of Spear to 45 seconds, even if this was at the cost of increased rage generation. This would give the interesting choice for Mythic+ of having another frequent cooldown to help lock down threat on a pack, or having the current iteration of Elysian Might stayingon it’s current cooldown and being used more tactically for moments where you might want a stronger burst CD.

  • Signet of Tormented Kings currently only procs from Avatar for Protection, and not from Ravager. Considering that when Ravager is talented, Signet can proc Ravager, it would make sense for Ravager to also be able to proc either Recklessness or Avatar. This would help more with Protection being able to have more available cooldowns for Mythic+ Dungeons and help them with not feeling rage starved or from having empty globals.

  • Shield Charge & Champion’s Bulwark have inherited the issues which made the Reprisal Legendary at times challenging to play. Currently, the cooldown of it is much higher than Charge’s ever was for nearly the same benefit. This talent could be made more compelling if the Minimum Range requirement was removed, even if this is at the expense of the Stun.

  • Last Stand is a very underwhelming cooldown in it’s current iteration, as in it’s baseline iteration it serves at most as a buffer for non blockable damage. Unnerving Focus and Bolster both serve to make the cooldown much, much more interesting, and it may be worth adding one of these to the baseline skill (although adding Bolster’s Shield Block may make the skill too powerful baseline with the current state of the rest of the kit.)

  • Never Surrender is a very unfortunate talent which has always been weak in it’s design for Protection Warrior, as the class’s mitigation when played correctly will keep your health from ever going low enough to benefit from the talent. It’s previous incarnations in Shadowlands and Battle For Azeroth increased the size of the Ignore Pain absorption shield, and now increasing block chance are both somewhat uncompelling as you will never benefit from either with good play. It could be worth the talent being redesigned to either increase our Critical Block chance (as we have not had a way to meaningfully interact with this since our artefact ability and have only been able to use it with high amounts of mastery) or to increase the amount of damage Ignore Pain absorbs up from the current 55% up to a higher amount. This would offer another way to spec the class for heavy magic / bleed damage at the expense of blockable damage.

Besides this, the Protection tree sees to be well balanced and offers a good blend of options to help with increasing block uptime and options to help with damage sources that Protection had previously not been as strong against, with the addition of Spell Block and more options to self heal, as well as the Battle Scarred Veteran capstone (or currently in game as Battle Scared Veteran) helping smooth the classes experience out, as currently it can be very punishing to make mistakes on.


warrior talent tree:

  • warrior tree looks decent, rows and positions of spells are mostly well done
  • Shattering Throw no longer remove Blesing of Protection (BoP) and Bubble (havent tried it on Ice block yet)… just why, let it be as it is on retail now
  • berserker Stance - reducing effectivness of fear, sap, incap is kinda pointless since we can easily remove it by Berserking rage, so I would consider changing its design (e. g. reducing effectivness of bleeding effects, poisons, wounds, dots by x %; or increases effectivness of healings and healings received by x %)
  • I would also consider changing talents like “increase x % stamina/crit./haste/etc.” into some more attractive talents which will give us bonuses for/from main spells like overpower, mortal strike, raging blow, rampage. E. g.:
    - spending 60 rage increases crit. effectiveness of overpower/Mortal strike/for fury:
    spending 100 rage increases crit. effectiveness of raging blow/Rampage by x %
    for x seconds; or
    - every 4th used overpower/for fury: every 6th used raging blow increases your
    haste by x % and up to x % for x seconds; or
    - using overpower, mortal strike and slam/for fury: using bloodthirst, raging blow
    and rampage increase your primary stats by x % for x seconds


  • tree looks good and fine for me, there are some choices which can be made
  • also changes in tree are fine


  • I would change position of Raging Armaments (extra charge of raging blow), because you have to spend 2-3 point through aoe cleave whirlwind ability and that makes no sense
  • I would give Fury access to play Bladestorm too

What I really miss or do not get where it disappeared…is Ignore Pain. This ability is really cool and it helps warriors in combat. I would consider having this ability in Dragonflight too since it was one of good changes in Shadowlands.

At the end, I would give you a feedback on Execute combination: Massacre, Improved Execute and Exploiter do not work correctly (you can only use execute below 20 % HP right now). It will be hotfixed in future I guess.

Thanks for your work and progress! zug zug

Today’s Alpha update included substantial changes for Warriors:

  • General Developer Notes
    • Warrior has undergone a tuning pass to bring it more in line with the other classes.
    • This week we’ve experimented a bit more with the Warrior class tree, trying to build in more flexibility and choices throughout the middle of the tree. We’d love to hear your thoughts on this comparative to previous weeks.
    • Stances – No update here, still working on some ideas on our end.
    • We’re experimenting with nodes specific to specs within the Warrior class tree. So, for example, War Machine has different values per spec, this gives us better control of balance and grants more tools to enhance what makes each specialization unique.
    • Signet of Tormented Kings - We’ve added four new nodes in place of Signet, two for Arms and two for Fury and Protection will get its own variants in a future update. These are not final but we’re feeling good about the general approach and would like to hear your feedback on these new talents.
    • Added a few placeholder nodes where there will be new choices in the future to give players an idea of what the complete tree will look like.
    • We’ve had a couple of weeks of big updates for Warriors and want to set expectations that next week’s update will be light.
  • Class Tree
    • Changed some pathing and node positions to allow for more flexible choices.
    • Cruel Strikes now grants 1.5% Critical Strike chance per rank. This will be changed in a future build.
    • Quick Thinking now grants 1.5% Haste per rank. This will be changed in a future build
    • Reinforced Plates now increases your armor by 15% per rank (was 30% of your Strength).
    • Removed Dauntless Duelist from the talent tree.
    • Frothing Berserker now applies to only Rampage, Mortal Strike, Cleave and Revenge.
    • Overwhelming rage is now 2 ranks that grant 15 max rage each.
    • Crushing Force is now 2 ranks and grants 30% damage and 7.5% crit chance to Slam per rank.
    • Removed Signet of Tormented Kings.
    • New Fury Talent: Memory of a Tormented Berserker – Activating Avatar or Recklessness casts the other at reduced effectiveness. Effects lasts 4 seconds.
    • New Fury Talent: Memory of a Tormented Titan – Activating Avatar or Reckless casts Odyn’s Fury at reduced effectiveness. Effects last 4 seconds.
    • New Fury Talent: Memory of a Tormented Warlord – Activating Avatar or Thunderous Roar casts Recklessness at reduced effectiveness.
    • New Arms Talent: Memory of a Tormented Blademaster – Activating Avatar or Bladestorm the other at reduced effectiveness. Effects last 4 seconds.
    • War Machine is now split into different versions per spec to allow for different values for each.
    • Massacre now adds 5% to execute range rather than 15% for Arms and Protection to allow for more execute modifiers.
    • Massacred now reduces the cooldown of Execute for Fury by 1.5 seconds.
    • Avatar now generates 20 rage.
    • Elysian Might should now correctly work outside of the Shadowlands.
    • Shattering Throw is now a choice node so players can choose between the existing immunity break ability and a lower cooldown variant that is instant but no longer breaks immunities.
    • Honed Reflexes changed to reduce cooldowns by 0.5 seconds rather than 1 second.
    • Two-Handed Weapon Specialization now grants 5% increased damage (was 10%).
    • Dual Wield Specialization now grants 5% increased damage (was 10%).
    • One-Handed Weapon Specialization now grants 5% increased damage (was 10%).
    • Armored to the Teeth now grants Strength equal to 3.5% of your Armor.
    • Furious Blows has been redesigned to now give 5% auto attack speed.
  • Arms Developer Notes
    • We did a lot of work this week on rage generation, we want this to feel a bit different that it does in the current live game, we generally don’t want you to feel rage starved but we also don’t want you to be overflowing with it. So, we’ve taken steps to ramp down how much rage you are obtaining while still trying to allow you to use your abilities when you want and need.
    • We’re still planning to put some more time into the central branch of the tree which is still a bit sparse.
    • We’ve also added some placeholder nodes to the Bladestorm choices to give players an idea of what’s to come.
  • Arms
    • Mortal Strike damage reduced to 174% of attack power to allow for talents modifying it (was 194%).
    • Sharpened Blades now deals 10% increased critical damage and increases Execute’s chance to crit by 5%.
    • Sharpened Blades now only effects the critical damage of Mortal Strike and Execute.
    • Impale now grants 7.5% increased critical damage per rank instead of 10%.
    • Exploit the Weakness modifies Tactician by 1% (was 1.6%).
    • Battlelord – Rage reduction changed to 10 (was 15) and now a 30% chance to reset Mortal Strike.
    • Lowered the chance for Bloodsurge to trigger to 10% (was 25%).
    • Bloodborne now grants 7.5% increased bleed damage per rank.
    • Bloodletting now increases the duration of your bleeds by 3 seconds and increases critical strike chance of bleeds by 5%.
    • Sudden Death procs are no longer free and now cost rage.
    • Chance to trigger Sudden Death reduced slightly.
    • Overpower reduced to 97% of attack power to allow for talents modifying it (was 117%).
    • Dreadnaught damage reduced to 31% of attack power (was 46%).
    • Execute’s damage has been reduced to 132% attack power to allow for talents that improve it (was 170%).
    • Rend reduced to 115% of attack power to allow for talents that improve it (was 133%).
    • Deft Experience – Now increases Mastery by 1.5% and also increases the damage of Rend’s initial strike by 50% per rank.
    • Valor in Victory – Increases Versatility by 1.5% and now reduces the cooldown of Die by the Sword by 15 seconds per rank.
    • Critical Thinking – Now increases critical strike chance by 1.5% and now also increases the critical strike damage of Whirlwind and Cleave by 10% per rank.
  • Fury Developer Notes
    • As a result of our tuning pass using two-handed and one-handed weapon builds should now have more similar damage numbers.
    • We’re not happy with Cadence of Fujieda as it is sharing a very similar space with Frenzy and we’re looking at other designs which would probably bring Frenzy back up to four stacks.
    • We’ve also added some placeholder nodes to a few places to give players an idea of what’s to come.
    • We are experimenting internally with the idea of letting the auto attack / Annihilator build not be weapon type specific.
  • Fury
    • Added some pathing and moved some nodes to make for more flexible options.
    • Slaughtering Strikes now grants 10% damage per stack for Raging blow and 3% per stack from Annihilator.
    • Deft Experience now gives 1.5% Mastery per rank, and also reduces the cooldown of Bloodthirst by 0.5 seconds per rank.
    • Swift Strikes now grants 1.5% Haste per rank (was 2% per rank).
    • Critical Thinking now grants 1.5% Critical Strike Chance per rank (was 2% per rank).
    • Depths of Insanity now makes Recklessness lasts 4 seconds longer (was 5 seconds).
    • Dual Wield Specialization now grants 5% increased damage (was 10%).
    • Deafening Crash now increases the duration of Siegebreaker by 2 seconds (was 3 seconds) and increases the critical strike chance of Raging Blow by 5% (was 10%).
    • Cruelty is now 2 ranks and grants 10% increased damage and a 15% chance to reset its own cooldown during enrage, per rank.
    • Frenzy now stacks up to 3 times (was 4).
    • Unbridled Ferocity now works correctly with Reckless Abandon.
    • Odyn’s Fury is now correctly improved by various damage modifiers.
    • Ravager cooldown is now correctly 90 seconds.
    • Gushing wound damage increased to 20% of attack power (was 10%).
  • Protection Developer Notes
    • We’ll be putting more focus on the Protection tree in the coming weeks, so for now there aren’t large changes in this week’s build.
    • We’re looking at doing a tuning pass for Protection in the future both in terms of survivability and DPS output.
  • Protection
    • Battle-Scared Veterans are no longer scared. They are now Battle-Scarred, as it should be!
    • Ravager cooldown is now correctly 90 seconds.
    • Increased damage of Shield Charge to 275% of attack power (was 200%) and increased the area of effect damage to 110% of attack power (was 50%).
    • Fixed another issue causing Seismic Reverberation to trigger many Revenge casts.
1 Like

Hello, good job!

I like Signet of Tormented Kings and Shattering Throw variants (I will kinda miss Signet, but I am fine with this change). I also like position changes of some spells. On the other hand, I am not sure about damage changes (nerfs), maybe it will be decent when we gear up in season 1 on DF (anyway, I am aware of warr having overpowered damage on alpha now).

I also would love too see some changes about Ignore Pain (for arms and fury) and bladestorm (for fury).

This week we have a fair number of bug fixes as we start to get to a point where the class tree is mostly complete.

We’ve customized a few talents to be more spec specific, so they are clearer and more useful in their intention, such as Honed Reflexes, Barbaric Training, and Crushing Force.

We’ve heard your feedback regarding Massacre and Sudden Death, so we’ve reverted these changes and made adjustments elsewhere to ensure DPS is still in line with intentions. Massacre is now located on the spec tree for Arms and Protection where there’s a higher opportunity cost per talent point with regards to damage throughput that in the class tree.

We have some work to do on the nodes beyond the 20-point gate still, specifically related to Shockwave, Spear of Bastion, and Thunderous Roar.

We’re also looking at customizing a few more talents based on your spec to make them clearer in their function and purpose for each spec.

  • Class Tree
    • Removed the lockout period from Concussive Blows.
    • Fixed the various Tormented memories procing themselves and granting extra durations. They should all be working as intended now.
    • Weapon specialization nodes now only appear relevant to their related specialization (e.g. Two-Handed Specialization only appears on the Arms version of the class tree).
    • New Protection Talent Variant: Crushing Force – Shield Slam deals and additional 5% damage and deals 5% increased critical strike damage per rank.
    • New Talent: Barbaric Training (Arms Variant) – Slam and Whirlwind now deal 40% more damage but now cost 5 more rage.
    • New Talent: Barbaric Training (Fury Variant) – Slam and Whirlwind damage increased by 20% and their critical strike damage is also increased by 10%.
    • New Talent: Barbaric Training (Protection Variant) – Revenge deals 40% more damage but now costs 10 more rage.
    • Rumbling Earth now also increases the range of Shockwave by 6 yards.
    • New Talent: Sonic Boom – Shockwave deals 350% increased damage and will always deal critical strike damage.
    • New Arms Talent Variant: Honed Reflexes – Cooldown of Overpower reduced by 1 second and cooldown of Pummel reduced by 0.5 seconds.
    • New Fury Talent Variant: Honed Reflexes – Cooldown of Raging Blow reduced by 1 second and cooldown of Pummel reduced by 0.5 seconds.
    • New Protection Talent Variant: Honed Reflexes – Cooldown of Shield Slam and Pummel reduced by 1 second.
    • For Arms and Protection specializations Massacre and Sudden Death have switched places between the class and spec trees and increases the execute threshold up to 35% again.
    • Sudden Death procs per minute is now 1.7 (was 1.5).
    • Sudden Death should now refund rage again.
    • Quick Thinking – Now also increases your auto-attack speed by 2.5% per rank.
    • Cruel Strikes – Now also grants an 2.5% critical damage per rank for Overpower, Raging Blow, and Revenge respective to the relevant specialization.
    • Arms and Protection Execute damage reduced by 5%.
    • Spear of Bastion cooldown increased by 50% but instant damage also increased by 50%.
    • Thunderous Roar Damage no longer has a hidden undocumented crit damage bonus.
    • Thunderous Roar now ticks every 2 seconds (was 3 seconds) and has a duration of 8 seconds (was 9 seconds). It now also deals a total of 160% attack power (was 135% across its duration).
    • Thunderous Aftershocks has been redesigned and renamed: Thunderous Words – Now increases the duration of Dragon Roar’s Bleed effect by 4 seconds and increases the damage of your bleed effects by 20%.
  • Arms Developer Notes
    • Generally happy with where Arms is at, moving forward changes are likely to be small and/or tuning based.
    • Fixed various bugs and triggers so more things should be working correctly in conjunction with each other.
    • We’ve added some extra nodes to try and allow Bladestorm to feel more useful in various situations.
    • The left side of the tree had too many 2-point nodes, so we’ve reduced this to allow for more choices.
  • Arms
    • New Talent: Gathering Storm – While Bladestorming every 1 second you gain 5% movement speed and 5% Strength, stacking. Lasts 6 seconds.
    • New Talent: Dance of Death – If your Bladestorm kills an enemy your next Bladestorm lasts 3 seconds longer.
    • Unhinged now correctly triggers outside of the Shadowlands.
    • Unhinged, Gathering Storm, and Merciless Bonegrinder now trigger correctly from various Whirlwind sources.
    • Impale is now 1 point and grants 10% increased critical damage (was 7.5% per point).
    • Critical Thinking now grants 2.5% Execute critical damage per rank instead of Cleave and Whirlwind.
    • Juggernaut now lasts 12 seconds (was 8 seconds).
    • Fatality should now always hit unless the target is immune or due to specific encounter mechanics.
    • Bloodsurge chance to trigger increased to 20% (was 10%).
    • Bloodletting now causes your Bleed effects to last for 6 seconds long.
    • Removed Weapon requirements from Sharpened Blades and Concussive Blows.
    • Concussive Blows now correctly effects the damage dealt by Warbreaker.
    • Concussive Blows now correctly increases the duration of the Colossus Smash effect by 3 seconds, and Warbreaker gain and additional 20% damage.
  • Fury Developer Notes
    • Generally happy with where Fury is and do not expect to make large scale changes in the future. As with Arms, changes are likely to be small/or tuning based.
    • As stated previously, we’re looking at if Annihilator can work for multiple weapon types and if we can open this playstyle up for everyone.
    • Working internally on Odyn’s Fury subsequent nodes and expect to have them functioning shortly.
  • Fury
    • Maximum Frenzy stacks increased to 4 (was 3).
    • Cadence of Fujieda has been redesigned – Now increases your auto attack speed by 5% per stack instead of your Haste and stacks up to four times.
    • As a Fury Warrior if you do not have improved Whirlwind, Whirlwind should now correctly cost 30 Rage.
    • New Talent: Gathering Storm – While Ravager is active, every 1 second you gain 5% movement speed and 5% Strength, stacking. Lasts 6 seconds.
    • Deft Experience decreases the cooldown of Bloodthirst by 0.75 seconds per rank (was 0.5 seconds).
  • Protection Developer Notes
    • As we wind down attention and focus on Arms and Fury, we’re now putting more focus on Protection internally. Protection will undergo a tuning pass similar to Arms and Fury soon.
  • Protection
    • Fixed another issue with Seismic Reverberation and Revenge, hopefully the last one!
    • Bloodsurge chance to trigger increased to 20% (was 10%).

Warrior looks promising, some things i would change:

  • Unbreakable Will talent for Protection should be for the whole raid and not only party.
  • Spell Reflect seems a bit long CD i would say 10 secs or have the effect of spell reflect always on you for the duration it lasts.
  • Having a group spell reflect would be really cool in some form
  • Skull Banner should be whole Raid not only party

Tank warriors damage is a lot to high … in every dungeon i was until now tank warriors out damaged everyone even top dps players.

err u never saw Blood Death Knight tank ? they prob even outheal the healers aswell :eyes:

1 Like

Hey, some personal feedback i have currently:

  • I feel like the berserker stance Fury gets seems so weak compared to the 3% crit battle stance arms is getting, i like having the option to pick what stance u want.
  • It’s nice they put sidearm in the main tree it’s somthing new and looks fun.
  • Wrenching impact seems really fun to play for grouping adds but the cooldown seems so high currently and the 10 yards isn’t quite that far
  • Is it possible to make Skull banner look less boring ? The way it looks is just plain orange cloth with a skull in the middle, i was thinking it would look so much cooler if it looked like the spell icon with the red cloth and skulls.
1 Like

Stances still pointless, yeah. Skull Banner needs a a bigger better visual and effect.


This isnt really feedback about anything specific but I just like to say that without doing a full review of the talent tree yet I really love the layout of both Warriors class spec and the Protection tree.

Some really intresting options and alternative routes to go down the tree, I feel like its one of the first trees that doesnt just play themself out and I really love that. Of course I havent fully gone through it closely yet but so far so good.

This is mainly for PvP reasons, it´d be too much. Unless, this change was for PvE only, it still would cause confusion in different scenarios.

Another PvP stuff :stuck_out_tongue: Skull banner is copypaste from War banner, which has red colour. Many people are used to see this ability as a red banner, so do something unique with Skull banner like make it bigger / different model / sound effect… etc. I think the current yellow one is placeholder for a while.

Is it intended, that warriors on PTR/Beta has a lower healthpool than on live at level 60?
At same Gear as a Fury 12k lesser health and as a prot 19k-20k lesser.

So how does everyone feel about the removal of skull banner ? I thought it would be a nice thing to have, but when i hear other people the reason why people disliked it was because it required u to move to ranged in the raid so they would get the crit buff ?

1 Like

After testing the new talents for warrior, the placement for bitter immunity feels bad for PvP, really derpy. Thunderclap hasn´t much value and we need to have picked improved thunderclap for it. I think bitter immunity should be below pain and gain, leading to honed reflexes.


Alongside blood and thunder (thunderclap spreads rend), the other choice node would increase thunderclap damage for 200%(?) if hit single target, making it viable choice for pure ST situations. However, I think moving bitter immunity would be easier.

Mainly Protection Warrior Feedback.

In terms of design Protection feels somewhat unfinished to me. I think that many ideas were consired, some were added but the overall flow doesn’t quite add up.

Currently Protection Warriors deal to much damge. Primarly i belive this is an indriect effect of the ridicoulus scaling warrior has. To summarize a few:

  • Vanguard (Tank passive) increases armor by 100% of your strength
  • Reinforced Plates (Base Tree) increases amor by 20%
  • Armored to the Teeth (Base Tree) increases strength by 5/10% of your armor
  • Enduring Alacrity (Protection Tree) increases armory by 5/10%
  • Focused Vigor (Protection Tree) increases strength and armor by 5/10%

If you skill those nodes, you basicly scale exponentially since armor gives you strength and vice versa.
Possible solution: Let the Talent points only scale of Base Stats provided by Items. This way you still profit from the effects but dont double dip to hard.

The next issue i have is the pathing/dependencies from the Base Tree. In my opiniton you will always skill into Thunder Clap since its one of your two main abilitys wich generate rage regardless of spent points in the Protection Tree. The same can somewhat be said about Avatar. Currently it’s cooldown is still reduced by Anger Management wich, if you pick it, kinda forces you into Avatar to get the most Value.
Possible solution: For Thunder Clap i don’t currently have an idea. For Avatar, you could try to implement a similar solution as protection paladins have. Have one Avatar in the Base Tree and another in the Protection Tree. If both are skilled, Avatar will give you Ignore Pain and Mastery similar to the Bastion of Might Trait from BFA.

The last big issue i see is Rend. Back in the day (i belive it was MoP) it was removed due to basicly only being used once in a pull since you extended it via Thunder Clap. The same behaviour is currently noticable. It still feels like a dead butten on Bosses, and for a trash pull in a dungeon it feels to slow to apply it, spread it with Thunder Clap (if talented) and wait for a Dot Tick to gain threat. In addition to that, from the core design its basicly the same as Deep Wounds, just another bleed wich ticks for damage.
Possible solution: Have Rend replace Deep Wounds passive, and make it only applyable with Devestate/Devestator. That way another dead button gets some kind of interaction. Thunder Clap could still spread the new Rend, if talented.

Hello, Warriors.

This week we’ve mostly been fixing errors and tweaking things for the Class, Arms and Fury trees. We’re happy with where these are at and don’t intend to make any large changes moving forward. Arms and Fury and the various options within seem to be preforming well and people are enjoying them, we’ll be monitoring feedback and tuning things where needed.

We’ve focused more on the Protection tree this week and provide more details on this below.

Class Tree

  • Bitter Immunity – Once again more easily available, but now no longer clears Bleeds.
  • Reinforced Plates – The armor values should now be correctly calculated.
  • Battle Stance – Now reduces the effects of Root and Snares by 10% (was 15%).
  • Berserker Stance – Now reduced the effects of incapacitating effects by 10% (was 15%).
  • Inspiring Presence – Tooltip updated to make its effect clearer.
  • Spear of Bastion – Now grants 20 Rage (was 25).
  • Elysian Might – Now extends the duration of Spear of Bastion by 2 seconds (was 4 seconds).
  • Piercing Verdict – Damage and Rage bonus increased to 50% (was 30%).
  • Endurance Training: Fury – Now increases Stamina by 5% and reduces the duration of moment impairing effects on you by 10%.
  • Endurance Training: Arms and Protection – Now increases Stamina by 5% and reduces the duration of Fear, Sap and Incapacitate effects on you by 10%.
  • Thunderous Roar – Now deals damage in a 12 yard radius (was a frontal cone) and also generates 10 Rage.
  • Shockwave – Now generates 10 Rage.
  • Avatar – Now grants 15 Rage (was 20).
  • Crushing Force: Protection – Tooltip should now correctly update granting 5% increased critical damage per rank.
  • Barbaric Training: Protection – Revenge damage reduced to 30% (was 40%).


  • Stormwall – Now has a lockout period of 1 second.
  • Dance of Death – Clarified tooltip to make it clear you are not required to get the killing blow.
  • Exploiter – No longer effects Cleave, the synergy here was odd and didn’t work in practice.
  • Fracture – Updated tooltip to not reference Thunderous Roar.
  • Bloodborne – No longer increased the damage of Rend’s initial strike.
  • Exploit the Weakness – Removed from the talent tree.
  • Deft Experience – Now grants 1% Mastery and increases Tactician’s chance to trigger by 0.5% per rank.
  • Rend – The initial strike of Rend’s damage has been increased to 64% damage (was 32%).
  • Massacre – Updated Massacre visuals.


  • Annihilator – Now generates 2 Rage per attacks.
  • Dancing Blades – Now triggers from procs correctly.
  • Annihilator – Can now be used with 2-handed weapons.
  • Rampage – Damage reduced to 206% (was 227%).
  • Hack and Slash – Was incorrectly triggering on every Rampage strike instead of casting Rampage. We like this functionality, so now Hack and Slash has a 20% chance with each Rampage strike to refund a charge of Raging Blow.
  • Storm of Steel – Now causes Ravager to generate 15 Rage per hit (was 10).
  • Critical Thinking – Now grants 1% critical strike chance per rank (was 1.5%) and the tooltip now correctly states that it affects Annihilator.
  • Annihilator, Slam, Thunderous Roar, Shockwave, and Odyn’s Fury should now gain extra Rage benefit from Recklessness.
  • Massacre – Updated Massacre visuals.
  • Wrath and Fury – Now increases Raging Blow’s damage by 10% (was 5%).
  • Slaugthering Strikes – Auras now display correctly for both Raging Blow and Annihilator, and it can now be triggered via Crushing Blow.
  • Bloodcraze – Can now be triggered via Bloodbath.

Protection Developer Notes

  • We’ve started to put more focus on the Protection tree this week and you’ll see a large update next week also.
  • We’re very happy with how Protection Warriors are playing, but they have been overperforming both in terms of survivability and damage, so we’ve made some tweaks to bring them more in line with the other tanking classes.
  • We don’t intend to make large structural changes to Protection Warrior’s trees, our goals for the next week are mainly around bug fixing, tuning and to make the bottom left and right sides of the tree more appealing.
  • We’ve made some changes to the baseline Vanguard ability to account for the large amount of survivability bonuses available in the talent tree.


  • Deep Wounds – Should now trigger Bloodsurge correctly.
  • Titanic Throw – Fixed an issue causing Titanic Throw to get the 100% bonus from Improved Heroic Throw twice.
  • Heroic / Titanic Throw – Now has a 3 second cooldown.
  • Auto-attack damage reduced by 20%.
  • Brace for Impact – Aura tooltip should now correctly reference Shield Slam. Now increases Shield Slams damage by 5% per stack (was 10%), but lasts for 15 seconds (was 9 seconds).
  • Spiked Shield – Now causes high threat.
  • New Talent: Dance of Death – If your Ravager helps kill an enemy your next Ravager lasts 2 seconds and deals 20% increased damage.
  • Champion’s Bulwark – Should now add to existing Shield Block durations.
  • Juggernaut – Has a maximum of 10 stacks for Protection specialization but last 20 seconds.
  • Massacre – Updated Massacre visuals.
  • Enduring Alacrity – Now grants 1% Haste per rank (was 2%).
  • Focused Vigor – Now grants 1% critical chance per rank (was 2%).
  • Vanguard – Increases your Stamina by 30% (was 45%), increases your Strength by 70% of your armor value (was 100%), and reduces damage you take by 5% (was 15%).
  • Revenge – Damage reduced to 53% (was 63%).
  • Shield Slam – Damage reduced to 80% (was 85%).
  • Punish – Shield Slam deals 10% increased damage (was 20%).
  • Best Served Cold – Revenge damage is now 10% (was 20%) and 30% when free (was 50%).
  • Unnerving Focus – Now grants 50% rage generation (was 60%).
  • Show of Force – Thunder Clap damage is now 20% (was 25%).
  • Booming Voice – Now generates 30 Rage (was 40).
  • Rend – Initial damage reduced to 32% (was 64%) and periodic damage reduced to 17% (was 23%).
  • Execute – Damage reduced by 8%.
  • Shield Charge no longer has a minimum range.

Brace for Impact currently stacks instead of overlapping, which is why it is incredible overpowered. Please keep the nerf in mind once that bug is fixed.

Could you change the reduce damage taken to perodic and magic damage only and revert it back to 15%? We will continue to struggle with these mechanics even more then we currently do.

Thank you

All the nerfs where justified, not sure yet if you did go overboard since some of the nerfs are double dipping, but we will see.

Please keep in mind that our 10% leech, our uncapped aoe and rage scaling with bleeds and the fact that nothing in heroic dungeons does any damage is enabling our current strength. Yes we needed nerfs and this was Justified. I just hope you keep the nerfs in check until we have access to harder content, where our uncapped scaling is naturally reduced and we no longer have the opportunity to trade survivabilty for damage, where damage also accounts for our survivability (10% leech is just really strong in easy content or the pull sizes you can only do in heroic).

What I want to say is: Dont measure us on low end content where we are currently gamebreaking op. Measure us on “real” content like M+ 15 - 25 and HC / Mythic raids. Currently I am a bit worried you might overnerf us for content that the majority ignores.

One last wish:
Please rework Storm of Steel. Currently it is a overall DPS loss in exchange for 60 rage for the entirety of a M+ run / a raid boss. A Keystone talent should not make you weaker.

New version looks much better.


This one was already bad when it was moved under Thunder Clap but now its just useless whitout bleed clear.

Its an okay one because we are able to duble charge and heroic leap while havin storm bolt and victory rush.

this is a huge nerf i cant tell why this is happening because the other big deal talents are not even close to this and speciali in pvp this is a very huge nerf this hurts. Its forcing arms to play bleed spec in arena what kinda mehh.

i want to see punishment aka “condemn” back in game because you said when teh talent was deleted you want to see big chunks massive damage from execute but its doing the same damage as before even with all the talets which are making it stronger Execute is still feels like a filler ability because slam + ww are doing much more damage when talented to it so i cant understand why was the punishemnt deleted and also you were deleted a whole playstyle i feel bad for that one.

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