Warriors charge into battle through Arms, Fury, and Protection, turning Rage, stances, and weapon mastery into momentum on the battlefield. In World of Warcraft: Forever, the Warrior continues to stand at the front line with updates that reinforce its familiar role as a durable, hard-hitting combatant while creating more room for each specialization to shine.
Base Class Abilities
First, we want to acknowledge that there are some bugs players are experiencing with Rage generation in the beta, and we are working on tracking down and identifying the root cause. It may take a couple weeks to track down as our engineers work through a variety of tasks.
Rage:
Rage from taking damage: We kept the original formula for Rage generation from taking damage, but with one big change. Rage gain from damage is calculated by ignoring Armor. So, wearing Armor will no longer reduce the Rage you gain. We are using the old formula as if you always had 50% damage reduction from Armor. Rage gain also ignores all damage absorption effects, so Power Word: Shield will no longer decrease Rage gained.
Rage from dealing damage: We have fully-normalized this Rage. Rage gained is now based on the speed of the weapon that dealt the damage. In the launch beta, we gave no additional Rage for dealing critical strikes. We are re-adding that. Critical strike will now give 75% more Rage than non-critical strikes.
Tactical Mastery: Learned at level 14. Allows the Warrior to keep 10 Rage when changing Stances. Can be further improved with Arms talents.
Victory Rush: Learned at level 20. 30-second cooldown instant attack that deals damage (increased by Attack Power) and heals the Warrior for 10% of maximum health. Activated for 20 seconds every time you kill a non-trivial enemy.
Recklessness: No longer shares a cooldown with Shield Wall and Retaliation.
Retaliation: No longer shares a cooldown with Recklessness and Shield Wall. Cooldown reduced to 15 minutes.
Shield Wall: No longer shares a cooldown with Recklessness and Retaliation. Cooldown reduced to 15 minutes.
Rend: Now gains significant damage scaling from Attack Power.
Thunder Clap: Now gains significant damage scaling from Attack Power. Useable in Defensive Stance. Cooldown increased to 6 seconds. Threat rebalanced (reduced) to account for being usable in Defensive Stance.
Battle Shout: Attack Power bonus reduced to compensate for both factions having both Shaman and Paladin buffs. But benefit of Improved Battle Shout also baked in.
Sunder Armor: Now usable even if the target has a more powerful Expose Armor effect active. Threat generated now scales with Attack Power.
Talents
Arms
Improved Tactical Mastery: (Formerly Tactical Mastery.) Each point now increases the Rage retained when shifting stances by 3 to a maximum of 25.
Improved Overpower: Moved from row 3 up to row 2.
Anger Management: Tooltip clarified, but no functionality change.
Spearing Strike: (New 16-point gold medal talent.) An instant attack for 15 Rage with a 20 second cooldown. Deals a percentage of weapon damage to target and dismounts them. If the target was mounted, a Dragon, or a Giant, damage is doubled.
Bloodthrill: (New row 5 talent.) Your main hand attacks on enemies afflicted with Rend have a chance to activate Overpower for 6 seconds.
Weaponmaster: (New row 5 talent.) Combines the benefits of all weapon specialization talents into a single talent. You gain a different bonus based on your equipped weapon. Axes and Polearms grant increased critical strike chance. Maces and Staves ignore some of the target’s armor, and Sword have a chance to gain an extra melee autoattack.
Improved Slam: Moved from Fury to row 6 of Arms and redesigned. Only 2 points. Reduces the cooldown, global cooldown, and cast time of Slam, and Slam no longer delays or interrupts your melee auto attack swing time.
Removed talents: Axe Specialization, Mace Specialization, Sword Specialization, and Polearm Specialization all removed. These are now a part of the Weaponmaster talent.
Fury
Booming Voice: No longer modifies Shout durations. That modification is now baseline.
Iron Will: Moved from Protection to row 2 of Arms. Now reduces duration of Stuns instead of increasing resistance to them.
Unbridled Rage: Chance increased. Now grants 2 Rage if the weapon equipped is a two-handed weapon.
Improved Cleave: Now reduces the Rage cost of Cleave instead of increasing its bonus damage.
Blood Craze: Now also triggered by attacks that deal more than 20% of your maximum health in a single hit and by striking a target with Bloodthirst.
Boundless Rage: New row 3 talent. Increases your maximum Rage.
Dual Wield Specialization: Now also increases chance to hit with off-hand weapons.
Raging Blows: (New 16-point gold medal talent.) Causes your Whirlwind to hit with both weapons when dual-wielding and reduces the Rage cost of Cleave.
Enrage: (Redesigned.) Now has a chance to trigger from taking any damage.
Precision: New row 5 talent. Increases chance to hit.
Death Wish: Minor redesign. Now increases all damage taken while active instead of decreasing Armor and Resistances.
Flurry: Total increased attack speed reduced by 5%.
Bloodthirst: Minor redesign. No longer heals the Warrior. Instead increases movement speed by 10% for 10 seconds. Damage retuned to have a base value and less scaling from Attack Power.
Removed talents: Improved Demoralizing Shout and Improved Battle Shout are now Baseline abilities.
Protection
Shield Specialization: Now has chance on Blocks to generate 5 Rage instead of 1 Rage.
Anticipation: Now grants twice as much Defense Skill per talent point.
Improved Bloodrage: Now increases initial Rage and Rage over time, instead of just initial Rage.
Master of Defense: New row 3 talent. Requires Shield Specializaton. Grants a chance to gain 5 Rage when the Warrior Dodges or Parries while a shield is equipped.
Improved Revenge: (Redesigned.) Now increases damage done by Revenge instead of a chance to Stun the target.
Defiance: Now requires a shield equipped to increase threat in Defensive Stance.
Improved Disarm: Now reduces the cooldown on Disarm instead of increasing its duration.
Vanguard: New 16-point gold medal talent. Charge is now useable while in Defensive Stance.
Improved Shield Wall: (Redesigned.) Now reduces the cooldown on Shield Wall by a large amount.
Bastion: New row 5 talent. Increases all damage done while you have a shield equipped.
Focused Rage: (New row 6 talent.) Reduces the Rage cost on all offensive abilities.
Shield Slam: Damage scaling from Block Value increased.
Removed Talents: Improved Shield Block and Improved Taunt are now baseline abilities; One-Handed Weapon Specialization has been removed.
Warriors remain the masters of melee combat. They can both dish out melee damage and mitigate damage done to them. They have a unique strength in dealing sustained damage to multiple melee targets, found on no other melee class. They have a powerful toolkit to solve nearly any problem, but they lack the tools to easily recover from taking too much damage. And they have unique buffs and debuffs that only Warriors can supply. Any party or raid is happy to add a Warrior as either a tank or damage dealer.