Submind YouTube summaries
Thumbnail for Warriors Just Got a MASSIVE Rework in World of Warcraft Forever

Warriors Just Got a MASSIVE Rework in World of Warcraft Forever

Watch on YouTube

Video summary

The video provides a comprehensive overview of the extensive rework applied to Warriors in World of Warcraft: The War Within, focusing primarily on talent adjustments rather than fundamental ability changes. A significant portion of the update involves refining rage generation and management mechanics across all specializations. For instance, new talents like Anger Management now generate rage every three seconds during combat, while Unbridled Wrath offers a chance to generate additional rage upon dealing melee damage, with two-handed weapons receiving a bonus increase. The rework also introduces "Spearing Strike," a new ability that deals extra damage to giants and mounted targets, effectively allowing players to knock opponents off their mounts in World PvP, a feature previously reliant on different spells. The talent trees have been streamlined to create more distinct and specialized playstyles, particularly for Fury and Protection warriors. In the Fury spec, talents like Dual Wield Spec drastically increase off-hand damage and rage generation, while Improved Cleave reduces its overall rage cost significantly when paired with other talents. The Arms specialization sees benefits in critical strike chance with axes and polearms, whereas Protection gains substantial buffs to threat generation and survivability. Notably, the Protection tree now grants a 100% chance to generate rage upon blocking attacks, and talents like Mastery of Events allow for rage generation when dodging or parrying, addressing previous issues where these defensive stats did not contribute to resource gain. Additionally, long cooldown abilities such as Retaliation and Shield Wall no longer share a cooldown with Recklessness, offering more flexibility in defensive rotations. One of the most impactful changes highlighted is the ability for Protection Warriors to use Thunder Clap while in Defensive Stance, a major quality-of-life improvement that enhances area-of-effect threat generation during tanking duties. The video notes that while the core identity of each spec remains largely intact—Fury as a fast dual-wield DPS, Arms as a two-handed DPS, and Protection as a shield-based tank—the updates aim to reduce pigeonholing by offering slight creative avenues within the trees. However, the speaker expresses concern that the rework might still be too rigid, potentially discouraging hybrid builds like a Fury tank setup due to simplified talent paths. Overall, the changes appear designed to balance resource sustainability and threat generation without altering the fundamental combat mechanics or removing key abilities like Last Stand or Bloodthirst.
Read the full video transcript
So, next we'll do warrior. Let's start with the warrior, chat. Warrior is going to be the first one that we look at. Uh we're going through and we're looking at all the talents and stuff for all of classic plus, for all of wild forever. I'm going to run through them much more quickly than I was paladin. Improved heroic strike, uh deflection, reduces the rage cost of uh heroic strike by one, increases parry by 1%, you know, by up to 5%. Improved rend, increases the bleed damage done by rend by 36%. Improved charge, six more rage on a charge. Improved tactical mastery. Tactical mastery lets you retain up to an additional three rage when you change stances. So, tactical mastery is now built in, baseline. Anger management generates one rage every 3 seconds while in combat, reduces rage loss while out of combat by 30%. Deep wounds, cri- critical strikes cause your opponent to bleed at dealing 20% of your weapon your melee weapon's average damage over 12 seconds. This is all for rank one. Improved overpower, increases the critical strike chance of overpower by 25%. So, you you see some movement in the tree. They've moved it around a little bit. Oh, this is new. Spearing strike, a brutal attack that deals 40% weapon damage, deals an additional 80% weapon damage against giants, dragonkin, and mounted targets. Mounted targets are dismounted. What? World PvP talent. You can knock a guy off his mount. That is cool. That is a cool talent. What we used to use in vanilla, we would we would use uh disco rays, or whatever they're called. Uh discombobulator rays to knock people off their mounts. Two-handed weapon spec, 3% more damage with two-handed weapons. Impale, increase the critical strike damage uh bonus of your abilities by 20%. More crit damage. Is how impale works. Blood thrill, your melee attacks against targets affected by your rend have a 10% chance to activate your overpower ability for one attack on your current target. So, if you have a rend on somebody, then every attack has a 10% chance to instant overpower within the next 6 seconds. Yeah, well, you're saying it's a waste of rage. It's it seems like it's a free overpower. I don't think it's a waste of rage. Sweeping strikes, your next five melee attacks strike an additional nearby opponent. So, weapon master give your we melee weapon attacks a benefit depending on the weapon. Give your melee weapon attacks a benefit depending on the weapon. Axe/polearm, increase your critical strike chance by 1%. So, up to 5%. OH! SO, you're getting all of the specs. So, 5% more crit for axe/polearm. 15% armor pen for mace or staff. Sword, you have the same sword spec. Okay. Improved slam reduces the global cooldown and cast time of slam by max rank, half a second. In addition, slam no longer interrupts your melee swing time. Arms slam DPS warriors Now, interesting, I feel like slam Why didn't they not put this in two-handed fury? Or sorry, in fury, but two-handed fury. Up slam is a recent update. That's what it is. It no longer interrupts your melee swing. Uh mortal strike improved hamstring Okay, same thing. Okay, mortal strike is uh it's the same. Mortal strike is effectively the same. Where's just like a 50% debuff instant strike plus damage. Booming voice, increase the radius of your battle shout and demoralizing shout by 50%. Cruelty, 5% melee crit. Iron will, reduce the duration of stun and fear by 15% max rank. Unbridled Wrath at max rank is going to give you a What is this? 60% chance to generate one additional rage when you deal melee damage with it. This effect is increased to two rage for two-handed weapons. Is that new? Two rage for two-handed weapon, is that new? I think it is. Also, yeah, Iron Will used to be in Prot. It's kind of weird that it's in Fury, right? Cuz I thought before it was one rage for everything. But I What I'm saying is that new, the two rage for two-handed? Two rage for two-handed is new. Okay, yeah. That's That's what I That's what I thought. Improved Cleave uh reduces the rage cost of your Cleave by three. Piercing Howl, same as before, 50% 6-second daze AoE. Blood Craze regenerates 3% of your total health over 6 seconds after being the victim of a critical strike. Dealing damage with Oh. Oh. Dealing damage with Bloodthirst or suffering more than 20% of your maximum health from a single attack. Interesting. Okay. This seems like pretty nasty for your sustain. Every Bloodthirst So, you're If you're Bloodthirsting on cooldown, which you're not always going to be able to, you're getting 3% of your health every 6 seconds. That's a lot of self-healing. Cuz it's going over your Bloodthirst or if you just get hit. Boundless Rage increase your maximum rage by 30. That's big. That's big. 30 rage. Dual Wield Spec, uh increase your off-hand weapon damage by 5%. Off-hand rage generation by 20%. So, it's going to be Off-hand weapon damage by 25%. Off-hand rage generation by 100% and chance to hit with off-hand attacks by 10%. So, it's like That's insane. That is a gigabuff. Raging Blows cause your Whirlwind to also strike with your off-hand weapon. Wow. Raging Blows, Whirlwind if you're dual wielding with Whirlwind, you now hit with both weapons. Reduces the rage cost of Cleave by two in addition to that. So that is a passive paired with improved cleave, your your cleave now does five less requires five less rage overall. And rage gives you a 30% chance to deal 2% increased physical damage for 12 seconds. So 10%. Is that a nerf? After being the victim of any damaging Oh, of any damaging attack. Is that a nerf? I think it I think it's a nerf. So it's a nerf in value, but it's all it's not crit only. Uh That's probably a buff cuz it used to be 25% on crits. Depending on what you're doing, this could either be a buff or a nerf. Uh reduces the rage cost of execute by or five. Uh improved intercept, 10 less rage for intercept. Death wish, when activated increase your physical damage dealt by 20% and makes you immune to fear, but increases all damage you take by 5%. That's the same. Precision increases your chance to hit with all attacks and abilities by >> [clears throat] >> 2%. So fury dual wield fury warriors are going to have 13% hit built into their spec. So if you have 13% hit built into your spec, that's kind of insane. Oh, chance to hit with off hand. That's how it That's how it works, right? 30% off hand. Still I mean it's still insane. Improved berserker rage Improved berserker rage ability will instantly generate five rage 10 rage and has a 50% chance to remove all movement impairing effects when activated. Yeah, 100% for two points. Uh fury PvP spec. But also if you get stuck in a root or something in in uh like a dungeon, who knows. Increase your melee uh melee attack speed by 25% for the next three swings after dealing a melee critical strike. Bloodthirst, instantly attack the target causing damage equal to 35% of your attack power plus 30 and increasing your move speed by 10% for 10 seconds. Okay, so that's that's the same Is that a nerf? Actually wait, that's a nerf. So okay, now finally let's look at the prot tree. Shield spec, increases your chance to block attacks with your shield by 5% and grants you a 100% chance to generate five rage when you block. Anticipation, okay, they they made these all in the Burning Crusade versions. They buffed them up pretty big. Improved blood rage, 50% more, okay. Toughness, increase your armor value by a minus by 10%. Improved Thunder Clap, okay. Last Stand, when activated this ability to really grants you 30% of your maximum health for 20 seconds after the effect expires the health is lost. Mastery of Events, oh wait, is this new? Grants you a 50% chance to generate five rage when you dodge or parry while a shield is equipped. This is kind of nice because one of the problems right now for warriors is like dodge is like the worst mitigation stat because you don't get hit and if you don't get hit you're not getting rage from it. So, a dodge giving you rage is pretty nice. Parry is still great because you get parry haste and you swing faster so you get rage from that. Uh increase damage dealt by Revenge by 60%. Device increases all threat generated in defensive stance by an additional 15% [music] while a shield is equipped. Okay, so you generate more threat if you have a shield equipped. Cool. Just outright. Uh reduce the rage cost of Sunder Armor by one. Improved Disarm, reduce the cool down of Disarm by 21 seconds. Is that Wow, okay. Vanguard, your charge ability is now usable while in defensive stance. Improved Shield Wall, reduce the cool down of your Shield Wall by 11 minutes. Concussion Blow stuns the target for 5 seconds. Give your Shield Bash ability a 100% chance to si- to silence the target for 3 seconds. I think that's already in vanilla, I can't remember. Uh >> [music] >> Vitality, increase stamina and strength by 10%. Stamina and strength by 10%. Deep in Prot, uh Focused Rage, reduce the rage cost of your offensive abilities by one. Bastion, increase all damage you deal by 10% when a shield is equipped. That's kind of cool. Just do more damage with a shield equipped. And then Shield Slam, slams the target with your shield causing damage increased by your block value and has a 50% chance of dispelling one magic effect on the target. Cause a high amount of threat. I think that's the exact same as it was. So, I feel like warrior did not change a lot. I'm a big believer in maintaining the play styles that currently exist in vanilla wow, unless they're like completely stupid. [music] And I feel like with warrior, you're getting pigeonholed a lot more than how you normally are. Fury seems like a hard and fast dual wield spec. Arms, hard and fast two-handed spec. Prot, hard and fast shield and sword taking spec. And I don't think it allows you a lot of creativity within the the tree to be able to do kind of like fury tanking build. Not necessarily dual wield tanking build, like a fury tanking build. Just seems like it would be giga nerfed. It's too simplified. Yeah. Now, I wonder if any abilities changed. Mocking Blow two-minute cool down. Thunder Clap. I think it's important to look at Thunder Clap. Blast nearby enemies with thunder, increasing the time between their attacks by 20% for 22 seconds, doing 55 damage. Affects up to four targets. Battle stance, defensive stance, four-second cool down. Four-second cool down? Is that What's the cool down normally? The number one thing to take from here is you can Thunder Clap in defensive stance as a warrior. So, if you're a prot warrior, they're making it to where you have a little bit of better AoE threat generation, it looks like. That is a big deal. So, I I don't I don't play a warrior or I don't main a warrior or anything, but I know one of the big problems for a lot of warriors that's super frustrating is that Thunder Clap can't be used in defensive stance. And uh yeah, so that's a big deal. Uh Overpower, five-second cool down, makes lots of target dodges. You have Victory Rush in vanilla. They put Victory Rush into vanilla. Hamstring, uh 45% for 15 seconds. Rend, 66 or 18 seconds. It's so funny cuz Rend feels so bad, but you you kind of need it. You need to use it, but it just feels terrible. Retal is on a 15-minute cooldown, and it does not share a cooldown with Shield Wall. It does not share cooldown with Shield Shield Wall or probably Recklessness. 15-minute Retal. That is That is pretty big, dude. Shield Wall, Retal, and Recklessness don't share a cooldown now. Lay on Hands cooldown was 20 minutes. So, the the really really massively long cooldowns, they they axed them. They got They They went They went way lower on them. Cuz I'm looking in the spellbook, and I just did Retal, and my Shield Wall is available. Now, it requires a shield, but I'll just put on a shield real quick, and I'll be like, "Boom, Shield Wall." So, they don't They don't share a cooldown anymore. I mean, things look mostly the same from what I understand. I was just thinking about November. Like, a November launch with a beta on Thursday means that they think they are basically done with the game, and the beta is like almost like a marketing thing.