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Article published 10th April 2010, 22:26 by DY357LX and last updated 10th April 2010, 22:26

Warrior Cataclysm Changes Announced.

That was a stunning charge. Well done.
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New Spells

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Inner Rage (81)
Increases rage cost by 50% and all damage by 15% for a short amount of time whenever the rage bar hits 100. This is a passive ability so it won't need to be activated by the player. The goal for this ability is make sure that hitting 100 rage is neither a must (the +50% rage cost), nor a hindrance (the +15% damage).
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Gushing Wound (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.
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Heroic Leap (85)
Yet another flashback from Wrath of the Lich King beta, 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 & Mechanics

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Heroic Strike will no longer be an on-next-swing ability, since that particular mechanic is being removed completely. It will still be a rage dump, but work in a redesigned manner. Heroic Strike will be "grayed out" if the Warrior has less than 10 rage; once at 10, it will consume up to 30, converting it into damage. To make sure it never eats all of the rage, Heroic Strike will never leave the Warrior with less than 10 (so if you have 11 rage, it will consume only 1; if you have 40 or more, it will use the full 30).
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Battle Shout, Commanding Shout, and possibly Demoralizing Shout will work similarly to how Horn of Winter works now. They all be free of cost, generate some rage, and have a short cooldown (likely 15-30 seconds).
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Whirlwind will hit an unlimited number of targets, but only for 50% of weapon damage. This will make it an AoE ability instead of a strong melee and string, but limited AoE one.
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Mortal Strike (and other classes' healing reduction effects) will reduce healing by 20%, down from 50%.
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Sunder Armor will now stack 3 times for 4% armor reduction per stack, down from 5 stack for 4%. This should make sure that a group missing Sunder Armor, or an encounter where it may fall if, doesn't suffer a great DPS loss.

New Talents & Talent Changes

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Furious Sundering, a new Fury talent, will make the Sunder Armor ability cause 25/50% weapon damage and reduce the threat generated from it by 50/100%.
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Mace Specialization and Poleaxe Specialization will be removed. Sword Specialization will stay, but it will provide its bonus to all weapons (and will be renamed, of course).
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Booming Voice (Fury) will increase the threat generated by all shouts.
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Single-Minded Fury will be the counterpart of Titan's Grip. The new Fury talent will allow Warriors who spec into it to use two one-handed weapons and not lose DPS, compared to those who use two two-handers.
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Several talents that reduce the Rage cost of abilities will be changed to focus on increased damage for those abilities instead.
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Disarming Nature, a new Arms talent, will make successful disarms cause the target to cower in fear for 5/10 seconds.
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Blitz, another new Arms talent, will make Charge hit for more damage. The bonus damage may vary on the distance between the Warrior and the target before the Charge.
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Improved Pummel will cause Pummel to generate 10/20 Rage.

Mastery Bonuses
Arms

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Melee Damage - Increases melee damage.
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Armor Penetration - Increases armor penetration.
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Bonus Swing - Gives a chance to proc an additional melee swing for 50% weapon damage. All attacks and abilities can trigger Bonus Swing.

Fury

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Melee Damage - Increases melee damage.
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Melee Haste - Increases melee haste.
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Enrage Intensity - When the Warrior is under an Enrage effect from one of his or her abilities, all effects caused by that ability are increased. This includes increased damage and healing from abilities like Bloodrage, Death Wish, Enrage, Berserker Rage, and Enraged Regeneration.

Protection

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Damage Reduction - Decreases damage taken.
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Vengeance - Every time the Warrior takes damage, he or she will gain (up to) 5% of the damage taken as attack power. This buff will stack to (up to) 10% of the Warrior's maximum un-buffed health.
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Critical Block Chance - Increases the chance for a critical block. Critical blocks will still block for twice the normal 30% - so 60% for a critical block. There is a good chance that there will be talents that increase this amount even more.

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