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Legion Warrior Overview


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#1 Beer

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Posted 11 November 2015 - 01:37 PM

Welcome to our World of Warcraft: Legion class preview series. In this entry, we’re exploring the Warrior—to find out what’s in store for a different class, check out the overview.

We continue our early look at class and specialization design with the Warrior. In these blogs, we’ll be exploring class identity, discussing Legion’s new designs, and presenting core combat abilities for each specialization—laying the foundation upon which talents and Artifacts will build further. With that in mind, let’s delve into what it means to be a Warrior in World of Warcraft.

Warriors are the quintessential fearless fighters on the battlefield, and their pure martial prowess inspires courage in allies and despair in enemies. Experts in all manner of melee weaponry and possessing incredible physical strength and skill, Warriors are perfectly suited to serve as frontline combatants and battlefield commanders.

Warriors are thematically informed by our own history, dating back to ancient clashes when close-quarters, shield-and-sword combat was the backbone of battlefield strategy. Warriors in WoW are steeped in this tradition, with each specialization filling distinct niches.
One notable goal we have for Warriors in Legion is to significantly expand their customizability through talents, especially for Arms and Fury. If the below core abilities seem sparse, it’s to leave room for more from talents than ever before. Both specs now have five rows of core throughput talents (mostly different between Arms and Fury, too), with a strong mix of active rotational abilities, passives, procs, cooldowns, and other interesting effects. You’ll find old favorites like Overpower, Heroic Strike, and Opportunity Strikes, returning classics like Avatar, Dragon Roar, and Storm Bolt, along with a host of brand new talents. We look forward to seeing the combinations that you put together.




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Arms
Across culture and kingdom, men and women who demonstrate great physical aptitude are transformed into mighty warriors through tests of strength, endurance, and fighting capability. Their friendships are forged not in the classroom, tavern, or workshop, but in the dueling pits and on the arena floor. As a childhood of sparring defines a warrior’s destiny, so too does one’s choice of weapon determine their role on the battlefield. Arms warriors gravitate toward two-handed weapons instinctively. It’s more than a matter of preference—it speaks to the character of the wielder. Arms warriors are patient in a fight, waiting to capitalize on moments when an opponent is left exposed. Two-handed weapons allow them to deliver devastating, overpowering blows, fully exploiting their enemies’ weaknesses.

"Arms warriors are patient in a fight, waiting to capitalize on moments when an opponent is left exposed."

Gameplay
The defining character traits of Arms Warriors already mesh well with their gameplay, but there’s room for more flavor. In Legion we’ve opened up a wider variety of potential gameplay styles based on your talent choices, as discussed above. We also replaced their Mastery with Colossal Might, which increases the effectiveness of Colossus Smash, playing into their theme more directly. As before, Arms Warrior Rage generation comes from auto-attacks.

Here’s a basic look at the core combat abilities for Arms Warriors:
  • Mortal Strike
    • 20 Rage, Melee Range, Instant, 6 sec cooldown
    • A vicious strike that deals strong Physical damage and reduces the effectiveness of healing on the target for 10 sec.
  • Slam
    • 15 Rage, Melee Range, Instant
    • Slam an opponent, causing moderate Physical damage.
  • Colossus Smash
    • Melee Range, Instant, 45 sec cooldown
    • Smashes the enemy’s armor, dealing massive Physical damage, and increasing damage you deal to them by 20% for 6 sec.
  • Execute
    • 10 Rage, Melee Range, Instant
    • Attempt to finish off a foe, causing strong Physical damage to the target, and consuming up to 30 additional Rage to deal up to massive additional damage. Only usable on enemies that have less than 20% health.
  • Tactician
    • Passive
    • Slam, Whirlwind, and Execute have a 20% chance per target hit to reset the cooldown on Colossus Smash.
  • Mastery: Colossal Might
    • Increases the damage of your Colossus Smash by 50%, and causes it to increase damage taken by an additional 50%.
Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Arms-specific talents:
  • Titanic Might
  • Passive
  • Increases the duration of Colossus Smash by 200%, but halves its effectiveness.

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Fury
On the battlefield and in the arena, the most feared combatants are often the furious berserkers who lust for battle and thirst for blood. Through a lifetime of training and sparring, these merciless warriors have become masters of carnage—often wielding a weapon in each hand to maximize the destruction. Even without the protection of a shield, the fury warrior leaves little opportunity for an opponent to strike without suffering grievous wounds in return—delivered in a whirlwind of blades that dooms anyone its wake. Brute force becomes a breathtaking display when fury warriors relentlessly dive into the fray.

"Brute force becomes a breathtaking display when fury warriors relentlessly dive into the fray."

Gameplay
Fury is a thematically grandiose take on the classic warrior archetype, and in Legion we want the gameplay to convey this better. To help deliver on the fantasy of a relentless death-dealer, we’ve bolstered their gameplay around quickly building Rage and then going wild with Rampage. In particular, Enrage is now considerably more powerful, doubling your attack speed (and thus Rage generation, since the majority of Rage is still generated by auto-attacks), along with increasing damage based on Mastery. Similar to Arms, a multitude of talent options will expand your combat abilities in a wide variety of ways.

Here’s a basic look at the core combat abilities for Fury Warriors:
  • Bloodthirst
    • Melee Range, Instant, 4.5 sec cooldown
    • Attack the target in a bloodthirsty craze, dealing moderate Physical damage, generating 10 Rage, and restoring 5% of your health.
    • Bloodthirst has an additional 40% chance to be a critical strike.
  • Enrage
    • Passive
    • Bloodthirst critical strikes or activating Berserker Rage will Enrage you, increasing attack speed by 100% and damage taken by 30% for 6 sec.
  • Raging Blow
    • 10 Rage, Melee Range, Instant
    • A mighty blow with both weapons that deals a total of strong Physical damage.
    • Only usable while Enraged.
  • Rampage
    • 50 Rage, Melee Range, Instant
    • Unleash a series of 5 brutal strikes over 2 sec for a total of massive Physical damage.
    • Rampage always deals damage as if you were Enraged.
  • Execute
    • 30 Rage, Melee Range, Instant
    • Attempt to finish off a foe, causing a total of massive damage Physical damage. Only usable on enemies that have less than 20% health.
  • Mastery: Unshackled Fury
    • Increases damage done while Enraged by 28% (with Mastery from typical gear).
Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Fury-specific talents:
  • Frenzy
  • 15 Rage, Melee Range, Instant
  • Furiously slash at the target, dealing moderate Physical damage, and increasing your Haste by 5% for 10 sec. Stacks up to 5 times.

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Protection
Like their counterparts, protection warriors are virtually bred for physical dominance, having been raised in the art of close-quarters combat—but their measured approach to battle is what distinguishes them from their comrades-in-arms. They demonstrate an uncanny knack for blade and shield, nullifying an opponent’s advances and creating opportunities for counterattacks. For the protection warrior, being the toughest soldier on the front means nothing if allies are left vulnerable to the enemy’s attack. Stalwart defenders are integral to the success of any military campaign—the protection warrior seeks to be an unbreakable wall.

"For the protection warrior, being the toughest soldier on the front means nothing if allies are left vulnerable to the enemy’s attack."

Gameplay
Protection gameplay ties strongly to Warrior lore and exemplifies the very foundation of the tank role in the game, so we’re primarily focused on fine-tuning their mechanics. Shield Block and Shield Barrier in particular often created a trap choice for players. We’ve replaced Shield Barrier with a new ability, Ignore Pain, which massively reduces damage taken (up to a cap based on maximum health) and functions as your primary defensive Rage-spender. It doesn’t compete as much with Shield Block, and thus provides you with distinct tools in your arsenal to apply to different situations. In terms of Rage, Protection Warriors now primarily generate Rage through taking damage, supplemented by a baseline Rage income from ability usage. This plays well with Ignore Pain as their primary Rage-spender; it’s most useful when you’re taking a lot of damage, which is also when you’ll have a lot of Rage to use on it.

Here’s a basic look at the core combat abilities for Protection Warriors:
  • Offensive
    • Devastate
      • Melee Range, Instant
      • A direct strike, dealing moderate Physical damage.
      • Devastate has a 30% chance to reset the cooldown of Shield Slam.
    • Revenge
      • Melee Range, Instant, 9 sec cooldown
      • Swing in a wide arc, dealing strong damage to all enemies in front of you.
      • Generates 4 Rage.
      • Your successful dodges and parries reset the cooldown of Revenge (cannot occur more than once every 3 sec).
    • Deep Wounds
      • Passive
      • Your Devastate and Revenge cause the target to bleed for strong Physical damage over 15 sec.
      • This effect is cancelled if the target reaches full health.
    • Thunder Clap
      • Instant, 6 sec cooldown
      • Blasts all enemies within 8 yards for moderate damage and reduces their movement speed by 50% for 10 sec.
    • Shield Slam
      • Melee Range, Instant, 9 sec cooldown
      • Slam the target with your shield, causing strong Physical damage.
      • Generates 6 Rage.
    • Heroic Strike
      • 30 Rage, Melee Range, Instant
      • Instantly deals moderate Physical damage.
      • This ability is not on the global cooldown.
  • Defensive
    • Shield Block
      • 10 Rage, Instant, 12 sec recharge, 2 charges
      • Raise your shield, blocking every melee attack against you for 6 sec. These blocks can be critical blocks.
      • Shield Slam deals 30% additional damage while Shield Block is active.
    • Ignore Pain
      • 40 Rage, Instant
      • Fight through the pain, ignoring 90% of the next massive amount (based on maximum health) of damage you take.
    • Spell Reflection
      • Instant, 25 sec cooldown
      • Raise your shield, reflecting spells cast on you and reducing magical damage taken by 30%. Lasts 5 sec or until a spell is reflected.
    • Mastery: Critical Block
      • Increases your chance to block by 10% (with Mastery from typical gear) and your chance to critically block by 30% (with Mastery from typical gear).
      • Also increases your attack power by 20% (with Mastery from typical gear).
Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Protection-specific talents:
  • Shield Discipline
  • Passive
  • Shield Slam extends the duration of Shield Block by 2 sec.
  • Shield Block increases the damage of Shield Slam by an additional 30%.
We hope you’ve enjoyed this early preview of our approach to Warrior class and specialization design in World of Warcraft: Legion. We’ll continue our series later today with a look at Monks and Druids.

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so i guess whirlwind is still around

Edited by Beer, 11 November 2015 - 02:59 PM.

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#2 Zzx

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Posted 11 November 2015 - 01:41 PM

nice, they basically just reverted every change made from mop to wod
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#3 Lloix

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Posted 11 November 2015 - 02:37 PM

Here's to another expansion of turbo.
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#4 Fedx

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Posted 11 November 2015 - 02:54 PM

im not sure if im colorblind or if you chose a very bad font for the names of the different specs
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#5 Barriery

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Posted 11 November 2015 - 02:57 PM

Mastery: Colossal Might
  • Increases the damage of your Colossus Smash by 50%, and causes it to increase damage taken by an additional 50%.
that is a really good design Kappa
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#6 Beer

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Posted 11 November 2015 - 03:00 PM

im not sure if im colorblind or if you chose a very bad font for the names of the different specs


You are right, I changed them. I didn't chose them, they come like that when copy/pasted from mmoc :)
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#7 Qpon

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Posted 11 November 2015 - 03:21 PM

Lol nice I might actually come back to play the same exact warrior before it was butchered
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b.K.a Man on the Moon

:warrior:

edit: When you type : skymind : (without spaces of course) it makes the warrior symbol


pretty sure skymind invented the warrior


skymind#1


#8 Dills

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Posted 11 November 2015 - 04:10 PM

If you aint going slam you aint going ham
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the only hunter i approve of is dillypoo. the remainder of hunters' existence offends me to my core. when i wake up, i am troubled that in some parts of the world, there are other humans who still partake in slavery, sex trafficking, and hunter playing on world of warcraft


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did you ever get round to taking it? It's actually the best free site i've found :)

Gonna take that as you flopped hard and couldn't get near my score with repeated tries :)


#9 Xinowl

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Posted 11 November 2015 - 04:53 PM

Hopefully Overpower won't be the retarded shitversion of MOP, and actually do damage.
On the other hand. Hopefully arms as a spec won't be the thrashy small number spec of MoP.

Wotlk Warrior plix
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#10 Moshe

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Posted 11 November 2015 - 06:28 PM

Enrage
  • Passive
  • Bloodthirst critical strikes or activating Berserker Rage will Enrage you, increasing attack speed by 100% and damage taken by 30% for 6 sec.
RIP in piece fury
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#11 Xinowl

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Posted 11 November 2015 - 06:54 PM

Enrage

  • Passive
  • Bloodthirst critical strikes or activating Berserker Rage will Enrage you, increasing attack speed by 100% and damage taken by 30% for 6 sec.
RIP in piece fury


You know that RIP means "Rest in Piece" right?

So REST IN PIECE IN PIECE FURY?? :eek:
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#12 Fedx

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Posted 11 November 2015 - 07:59 PM

You know that RIP means "Rest in Piece" right?

So REST IN PIECE IN PIECE FURY?? :eek:

hey dad
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#13 ~Invictus

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Posted 11 November 2015 - 08:18 PM

nice, they basically just reverted every change made from mop to wod

Bar Colossus Smash.

In regards to Arms,
on paper and just by a superficial reading it looks all nice and dandy: Overpower and Heroic Strike both mentioned, Slam returns as a single target filler, Colossus Smash does not cost Rage.
The fact that Mastery does not buff two abilities in particular but makes your focusing window stronger is a welcome boon by itself as it allows other abilities to be buffed without adjusting the magical Mastery lever in hopes that everything fixes by itself.

However,
as far as depth goes, we didn't really reach any judging by this preview alone.

Granted I'm not sure if abilities that didn't get mentioned simply didn't make it out of the chopping block, and I sure as hell hope it's not like that, as it stands we're left with CSmash every 45 seconds (up from twenty), MS every 6 seconds, and Slam replacing Whirlwind.
CSmash gets randomized, so there's no pooling properly and is subject to avoidance, which is minor since there's always the possibility to ignore the matter by throwing a CC/ hitting the back of people and whatnot.
Still, having this big chunk of my damage heavily depending on RNG irks me.

The previewed talent is the funniest thing of it all: this resembles a lot the Recklessness glyph, that nobody took ever since it was a dps decrease, and this without mentioning the part in which it's detrimental to burst itself.
I'd have liked to see the new iteration of Overpower, if anything. This preview shows a pretty worrying lack of knowledge on the class fantasy itself, or the basics of the spec.

I think that it has to be taken for what it is, a teaser of what's to come, and beta will indeed reveal it all. Because as it stands there's nothing to write home about (but Overpower).

Saddest thing of the day however falls upon WWs: it seems that FoF lost its stun component.

EDIT:
It seems -and it will be true for all classes- that talent trees will introduce a lot of depth by allowing the customization of rotational abilities and passives.
I strengthen my statement: these are all teasers and no judgement can be made until beta rolls out.
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#14 Xom7

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Posted 11 November 2015 - 08:59 PM

they are changing the dmg taken value
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#15 xxRiblyxx

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Posted 11 November 2015 - 09:21 PM

Enrage

  • Passive
  • Bloodthirst critical strikes or activating Berserker Rage will Enrage you, increasing attack speed by 100% and damage taken by 30% for 6 sec.
RIP in piece fury


In the spanish traduction of the blizzard forums:

Enfurecer
Facultad pasiva.
Los golpes críticos de Sed de sangre o la activación de Ira rabiosa activan Enfurecer, lo cual aumenta (increases) la velocidad de ataque un 100% y el daño infligido (damage done) un 30% durante 6 s.

It says that increases damage done while enraged, so i guess that in the english version they meant to say damage taken by your target, maybe.
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#16 Moshe

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Posted 11 November 2015 - 09:43 PM

In the spanish traduction of the blizzard forums:

Enfurecer
Facultad pasiva.
Los golpes críticos de Sed de sangre o la activación de Ira rabiosa activan Enfurecer, lo cual aumenta (increases) la velocidad de ataque un 100% y el daño infligido (damage done) un 30% durante 6 s.

It says that increases damage done while enraged, so i guess that in the english version they meant to say damage taken by your target, maybe.


The increased damage taken is intended

https://twitter.com/...517318030954496

Edited by Moshe, 11 November 2015 - 09:43 PM.

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#17 Pinka

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Posted 11 November 2015 - 10:34 PM

The increased damage taken is intended

https://twitter.com/...517318030954496


Who knows there will be a pvp talent that removes (reduces) the damage taken.

__

Aside from this. Theres a lot to still discover. We know our basic abilities. And the cs change is kind of huge.
Flat damage increase rather then armor ignored will most likely make us stronger vs cloth and leather. And will most likely no longer have it's effect reduced in pvp.

Edited by Pinka, 11 November 2015 - 10:41 PM.

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#18 Deonto

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Posted 11 November 2015 - 11:51 PM

Something to note about the increased taken damage for being enrage is that they are planning on increasing Fury wars HP and self healing to compensate.

Tweet said they would have a passive for 25% more hp(and the fact they are TG will mean another 6% or so) And they will have strong self healing(as already seen with BT healing for 5% hp).

I think it sounds kind of cool. At least until you get stunned while enraged : P. Will have to wait and see though.
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#19 Pinka

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Posted 12 November 2015 - 01:14 AM

Heroic strike and Rend confirmed as talents.
Gladiator stance will be removed.

Blizzard is pretty much going for the route to make us build our own rotation through talents.

Edited by Pinka, 12 November 2015 - 01:17 AM.

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#20 ~Invictus

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Posted 12 November 2015 - 01:57 AM

I do hope that's for situations or flavor and we don't end up with the whole t45 fiasco.
Don't even remember which one the SD tier is.

Fury Warriors' enrage risks to end up like Versatility, which is in the position of being the strongest stat in the game but cannot scale or gets heavy nerfs.
The sole fact that you get 30% increased damage taken on an occurrence you have no control about is stupid, to put it kindly. Nothing can offset it unless it's grossly overpowered. I mean, how stupid it is that if I crit I effectively grant my whole enemy team an Avatar?

There's plenty of time til beta anyway.
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