Contents:
a) Introduction
b) Arms warrior class fantasy
c) List of baseline abilities
d) Talents
e) Rotation examples
f) Conclusions
- Introduction
Greetings all warriors-and non-warriors out there. I come to you with this personal idea of mine on how to improve arms warrior design going forward into Shadowlands (and beyond), and to gather feedback on how you’d like these changes.
However, before we go on, I’d like to make it clear that even with the proposed changes, there’s a lot more things I’d like to get done alongside these things (e.g. Glyphs, class talents, etc), but this idea list is something that is completely based on the current systems we have in place. Further, my idea is to add a lot of new & old stuff back to arms warriors (particularly features that seem to have worked and have been liked by the playerbase), but this is not the only class I’d like to do that on. In fact, if you are interested of my approach on class design, take a look at this shadow priest revamp idea I had (My idea for Shadow Priest 9.0 Spec/Class design (LF FEEDBACK))
The bottom line is this: The idea is to define the warrior class fantasy, to fix the class on fundamental aspects it lacks (e.g. Sustain and selfhealing), and to make the gameplay fluid, regardless of what approach you choose to customize the class with in regards to talents. Further, if some players reading this come to the idea that “this might be too much”, read this not in the context of BFA, but future expansions: Classes overall have been pruned and simplified quite a bit, and my idea is to bring a lot of abilities baseline back to all the classes, not just warriors, so keep that in mind.
Without further a-due, lets get right into it!
- Arms warrior class fantasy
Arms warrior has been, to put it mildly, a damp rag since Legion, really. While a lot of people here will say that they might have liked the “Hard hitting” playstyle of Legion, the said expansion also brought us a very frustrating RNG element to our mastery called “tactician”, which made the damage unpredictable. Further, the debuffing also meant that outside of colossus smash, the class did little to no cleave damage or aoe damage. BFA attempted to fix this by adding bleed wounds and making tactician not as important, but ended up creating a rage starved playstyle and damage buildup that resembled that of a feral druid, not a warrior.
Further, both of these expansions significantly gutted the utility and selfhealing/sustain of warriors, which doesn’t really make any sense since we’re a plate wearing class and the OG tank-class. We should be able to take some hits and deal back some, not be walked over by just about every melee on the roster. And it’s not even that warrior has necessarily been a bad spec damage wise: on the contrary, it has shined on the meters during both expansions, but the gameplay has nonetheless been one-dimensional and clunky or boring.
The talents of warriors are also really problematic, with very little choice existing, and some of the talents are outright mandatory to play with. Further, for some god-awful reason we must choose between basic things like self-heal and cc, which doesn’t make any sense.
So, what is the class fantasy of warriors? I personally answer that by looking at other melee classes. DK’s and paladins are warriors, but with magic. Monks are these tactical martial-arts masters, while rogues are the dirty tricks fighters. The list goes on, but what does it leave to the warrior?
The answer is quite simple. Warriors are peak performance fighters that match all these other cosmic powers and ability users with sheer power, skill and will. They’re the only class able to dualwield two weapons, the only class able to jump 30+ feet in full plate armor, and the only plate class able to hit their opponents so grievously that even magical healing is dampened by mortal wounds. This hasn’t been utilized by the developers, but that’s alright. I have.
Further, arms warrior is described in the tooltip as a “master of arms and a tactician” that deals precise, heavy blows to take down his opponents, and lead others into victory. Now, I personally lean more on the “precision” side of arms warriors, but I recognize many people also like the heavy hitting juggernaut fantasy. So why not have both?
That’s what a warrior is, not some support class that needs others to get the job done, as is so often seen in the game. Whether you prefer a skilled duelist that uses deadly precision and calm to take down your opponent, or brutal overpowering of your foes, arms is a great spec for you.
As a result, my iteration of arms warrior would be as follows:
A tactical blademaster or an unstoppable juggernaut, or any variation between them (Customizable by talent choices).
The idea is to facilitate either of two things: If you like hard-hitting, but slower, playstyle, you can have that. If you like fast paced, momentum filled gameplay, you can also have that, or a number of combinations between the two, whichever you like. These choices are reflected both in utility as well as throughput/damage/rotation changing talents.
A melee spec that can reliably take on other classes and handle him/herself in a battle.
In practise, this means buffing their self-sustain and defensives and counterplay options against other classes. This means also promoting the idea of stances as a key warrior feature, which will allow warriors to adjust to every situation in hand, with unique benefits and effects.
A disruptive oppressor
In the past, warriors had some of the best disruption in the game. That was their niche. While some classes like rogues, mages or hunters had more control oriented abilities and longer CC’s, warriors had shorter, but more frequent CC that allowed them to be very disruptive to their opponents, whether it was interrupting their damage, stopping their casts or drawing the whole attention of the enemy team to yourself.
First in battle, last out of battle.
Warriors are supposed to be leaders and figures around which other classes can rally to, or be boosted by their presence, or rely on their help. This will be reflected with returning utility, such as intervene, banners and shouts. They’re the embodiments of melee combat, and live and die on the battlefield.
Further, since we’re focusing on class design in Shadowlands and beyond, this means that arms warrior, being the tactician (A somewhat of a middleground between fury and prot), can draw some abilities/themes from these specs. One thing is however the same: Rage.
However, rage generation is changed. Instead of being unpredictable and random, rage is now gained from -using abilities-, rather than spending it on use. There are of course still abilities that also drain rage, but the rage gaining mirrors that of MoP arms warrior.
Further, ALL stances are returned baseline (Defensive, battle, berserking), with talent options in place to further customize some of them. Their purpose isn’t so much about swapping to x spec to use y ability, but more akin to adjust to a situation: Are you taking some damage? Best swap to defensive stance. Do you want to deal maximum overall damage and generate resources faster? Use battle stance. Do you want to burst damage for a short while, but also take increased damage? Use berserking stance.
Further, arms mastery has been changed: Instead of causing your abilities to deal bleed damage, increased by mastery, it now increases the damage of most of your abilities by x amount, increased by mastery. Additionally, you now heal 1% of your health for every 10 rage you spend.
Now, lets look at the baseline abilities of (arms) warriors, so you get a general idea of how the class will play out/looks.
- Baseline ability list
A quick note before I begin, is that if an ability has no explanation to it and has a * on it, that means that the ability will play/work just about as it currently does, or how it has used to work before it has been removed. With that out of the way, lets get to it:
DAMAGE:
Mortal strike*. Now generates 20 rage, instead of consuming rage.
Slam* Costs 20 rage.
Overpower (NYI): Generates 10 rage. Instant, melee range. Overpower the target, dealing high damage to your opponent. Can’t be dodged, blocked, or parried. Overpower is activated by damage dealt by rend, or if your attacks are dodged, blocked, or parried. Overpower can gain a stack only once every 2 seconds.
Rend (NYI): Costs 5 rage, instant, melee range. Rend your targets flesh, dealing x amount of damage and y over the course of 12 seconds. At the end of the duration or once refreshed, deals a burst of damage, based on the duration of the bleed.
Thunderclap (NYI): Costs 10 rage, instant. 6 second cooldown. Slam the ground, causing a blast of nature damage that deals x amount of damage to all enemies around you. Spreads your rend bleed effect to all nearby enemies, if one of them is affected by rend.
Cleave (NYI): Costs 30 rage, instant. Cleave targets in cone in front of you, dealing x amount of damage. Damage dealt increased by y amount if the target is bleeding.
Execute (NYI): Costs 20 - 40 rage, instant, melee range. Target must be below 20% health. Attempt to finish off a foe, dealing x amount of damage, based on the rage spent. If execute fails to kill the target, increases the damage of your next mortal strike by y amount, stacking up to 2 times, and refunds half the rage used.
Victory rush*
Bladestorm*. Now generates 5 rage each time it deals damage.
Hamstring* No longer on global cooldown.
Mastery: Glorious melee: The damage of your rage generating and consuming abilities is now increased by x amount (increased by mastery). Every 10 rage you spend heals you for 1% of your maximum health.
Deep wounds (passive). Critical hits with your melee attacks cause the target to bleed for x amount of the damage dealt for 6 seconds. This effect stacks.
Heroic throw*
COOLDOWNS:
Sweeping strikes (NYI): Cooldown 30 seconds, lasts 10 seconds. Off the global cooldown, no cost. Causes your melee attacks to also strike two additional targets near your target for 70% of the damage.
Berserking stance (NYI): Enter a berserking stance, increasing your damage by 20% and the rage generation of your abilities by 50%. Lasts 12 seconds. During this time, you take 10% more damage. Swapping to a different stance cancels the effect. Cooldown 90 seconds. Shares a 6 second cooldown between other stances.
Defensive stance (NYI): Enter a defensive stance, reducing the damage you take by 30% and the damage you deal by 20%. While in defensive stance, you generate rage from being damaged. Shares a 6 second cooldown between other stances.
Battle stance (NYI): Enter a well-rounded combat stance, increasing your rage generation from abilities by 50% and the damage you deal by 5%.
MISC:
Battle shout (NYI): 10 second cooldown, no cost, instant. Prepare for battle, increasing your and your party’s strength by 10%.
Commanding shout (NYI): 10 second cooldown, no cost, instant. Command your party, increasing your and their stamina by 10%. Lasts 60 minutes. Only one shot per warrior can be active at a time.
Weapon master (NYI): Adjust your weapon according to the need. No cost, 3 second cast.
- Crushing blows: Your melee attacks reduce the armour of your target by 5% for 6 seconds, stacking up to 5 times.
- Reaching blows: Your melee attacks can now hit targets up to 6 yards away.
- Sharpen blade: Increases the healing reduction of your mortal strike by 5%.
UTILITY:
Charge: (NYI) Instant cast, 20 second cooldown, 5 - 25 yard range. Generates 15 rage. Charge at your opponent, knocking them down for 1,5 seconds and slowing them by 50% for 6 seconds.
Heroic leap*
Throwdown: (NYI) Instant cast, 30 second cooldown, melee range. Knock your opponent down, stunning them for 4 seconds.
Spell reflect: (NYI). Instant cast, 30 second cooldown. Rise your shield, reflecting all single target spells cast on you back to their caster for 3 seconds.
Pummel*
Rallying cry*
Shattering throw*
Die by the sword* Cooldown reduced to 1,5 minutes.
Disarm*
Shield block:(NYI): Requires defensive stance. 15 second cooldown, costs 10 rage. Rise your shield, blocking all incoming melee and ranged attacks.
Intimidating shout*
Mocking banner (NYI) Instant, no cost: Taunts all enemies to attack you within 20 yards. 2 minute cooldown.
- Talents
The talents of arms warriors are supposed to facilitate all the important aspects of the class, rather than forcing choices like stun vs self-heal. Instead, all the rows are now a choice in one area of your class, e.g. mobility, self-healing, defensive and so on. This’d also be the case for all classes, with some classes obviously having better than others to promote class diversity and fantasy. Either way, here we are.
Row 1: Mobility
Talent 1: Bull rush (NYI). Passive. Reduces the cooldown of your charge to 12 seconds.
Talent 2: Dragon charge*
Talent 3: Intervene (NYI). Cooldown 20 seconds. No cost. Rush to your targeted ally’s rescue, intercepting all the incoming attacks they take for 3 seconds. Clears all snares and roots on use. Can be used on banners.
Row 2: Sustain/defensive
Talent 1: Blade ward (NYI). Instant cast, 20 second cooldown, no cost. Ward off attacks for the next 3 seconds, deflecting all incoming melee attacks and projectiles. Cooldown reduced for each attack warded, up to 5 seconds.
Talent 2: Second wind (NYI). Passive. When below 50% of your HP, the healing from your mastery is increased by 300%.
Talent 3: Shield barrier (NYI). Replaces shield block. No cooldown. Costs 20 rage. Block with your shield, absorbing the next x damage for 5 seconds. This effect stacks up to 3 times.
Row 3: Utility
Talent 1: Storm bolt* Replaces Throwdown.
Talent 2: Shockwave*
Talent 3: Intimidating presence. Passive. The cooldown of your intimidating shout is reduced by 50%, and enemies broken out of the fear are now rooted for the duration that remained when the fear was removed. Damage taken can break the effect.
Row 4: Quality of Life
Talent 1: Momentum. Passive. Your overpower increases your haste by 3% for 6 seconds, stacking up to 5 times.
Talent 2: Hack & slash. Slam/heroic strike reduces the cooldown of your Mortal strike by 1 second.
Talent 3: Thrill of battle. The rage gained from charging is doubled, and the first mortal strike you use within 6 seconds of charging generates double the rage.
Row 5: AOE damage
Talent 1: Overlord’s legacy. Passive. Each time you cleave, its rage cost is reduced by 5 for 6 seconds, stacking up to 5 times.
Talent 2: Gathering storm. Your bladestorm’s duration is increased by 0,2 seconds each time it deals damage to an enemy.
Talent 3: Colossus smash (NYI). Passive. The damage and radius of your thunderclap is increased by x amount.
Row 6: Damage boost
Talent 1: Sudden death*
Talent 2: Avatar* Replaces Berserking stance. Can be used in any stance.
Talent 3: Trauma: After using mortal strike, causes your next slam/heroic strike to be a guaranteed critical strike.
Row 7: Rotation/gameplay changer
Talent 1: Anger management. Passive. The cooldown of your Bladestorm and Berserking stance/Avatar is reduced by 1 second each time you spend 10 rage.
Talent 2: Heroic strike. (NYI). Replaces slam. Costs 30 rage. Melee range, instant cast. Strike your target viciously for x damage.
Talent 3: Meteor strike. (NYI). Instant cast, no cost, 1-minute cooldown. 15-yard range. Leap into air and crash down onto your opponent, dealing x amount of damage to your opponent and knocking back hostile targets around them within a 6-yard radius. The impact ruptures slabs of ground around the target, creating impassable and obscuring terrain for 5 seconds.
- Rotation examples (Aoe + Single target/execute)
These examples are done with the assumption of no talents selected, to make the idea simple.
Single target:
- Charge
- Mortal strike
- Overpower
- Rend
- Overpower
- Slam
Multi-target (+2 targets)
- Charge
- Rend
- Sweeping strikes
- Mortal strike
- Thunderclap
- Overpower
- Cleave
(Bladestorm if large amount of targets)
Execute phase:
- Charge on cooldown
- Mortal strike
- Execute
- Execute
- Mortal strike
Repeat.
- Conclusions
These ideas have attempted to collect what people have liked about the warrior class over the years, while also introducing new ideas. I am still not 100% satisfied with my talents, so I look forward to your feedback eagerly. However, I remind you once more, in an ideal world if these ideas went through, I’d also like the other classes to get new/old stuff back, not just warriors.