Archive for the ‘Warrior’ Category

Balancing around encounters


Well, it’s been a holiday period – sorry for the gap between my last entry and this one, but it may please you to know that I’ve had a great Yule period and that I hope everyone else did, too. Happy new year, one and all!

In any event, I want to move on and speak briefly about the notion of class “balance” and how it pertains to encounters. After all, the developers “absolutely balance around encounters” when it comes to all of the classes in the game, and not just tanks. But to set the scene, it’s worth mentioning what balancing by encounter actually means.

It means that the developers are comfortable with class imbalance on paper, using encounters to redress this imbalance by playing to the strengths of certain specs on a given fight. The phrase usually uttered by the developers is “we don’t balance by target dummies”; and this is further illustrated when Ghostcrawler correctly points out the flaws in the “my static DPS is too low – buff, please” argument.

I suppose the question for warriors is whether or not the developers have gotten it right. And, in the main, I’d say that they have.

Yes, certain things from a tanking point of view are frustrating. Having worse effective health, mitigation and damage reduction percentages than a paladin is hard to justify, for example, and seems like an oversight – especially considering how simple said class is to play. But, there is only one Patchwerk and you can soon find that interrupts, stuns, fast gap closing, disarming, spell-reflecting and practical immunity to crowd control can take so much more pressure off a raid when they really need some help. So far, the encounters in Icecrown Citadel (including the trash) have seen warriors open their entire box of tricks throughout and highlight the other tanking classes for what they really are.

Imitations. Copies. Replicas.

Imperfect versions of the original.

This isn’t a warrior call-to-arms and I’d be loathe to write such a thing. But it’s been a long expansion that, for the most part, has played to the strengths of the damage sponge with regard to boss tanks. This has been disheartening for most of Wrath of the Lich King and, as you’ll know, I’ve lost the faith more than once. But now, at the business end, we’re starting to see raids asking things of their paladins or bears and getting resigned head shaking. And now, at the summit of content, the Protection warrior is standing up and saying:

“Wait… I can do that.”

Protection warriors; still the original, and best.


The Necessity of Focused Rage


My previous blog made a number of assertions regarding a talent specialization and what a warrior should be prioritising. The one talent, however, that is a little difficult to quantify is Focused Rage. In fact, I’ll rephrase; it’s not hard to quantify at all, just difficult to establish a necessity for it.

Point before starting: This is not a discussion on the rage mechanic, so please don’t mistake it for one. It is specifically about the comparative value of the Focused Rage talent and where it is best used.

I previously stated that any tank leaving out three points in Armored to the Teeth would attract my metaphorical ire because they’re essentially punishing their performance by not picking up passive threat from a stat that a tank would have a lot of whether they wanted it or not. Yet, that’s exactly what Focused Rage does, too – by lessening the rage cost of every ability you ever use, you can ship a considerable need for rage and increase your passive threat output.

I’ll defend my position first.

To start with, it’s worth looking at where you would sacrifice three talent points to pick up Focused Rage (assuming you go 3/3). In the cookie cutter I previously linked, you’re still running with a lot of essentially free points so you can go right ahead and put them into Focused Rage with impunity. However, most people have talents that they would no longer do without and a pretty settled spec, and picking up Focused Rage means a sacrifice elsewhere in their spec.

I’d imagine the choice is between Deep Wounds and Shield Specialization for your three points. In saying that, however, picking up Focused Rage implies a desire for more DPS/TPS, which would effectively invalidate leaving out Deep Wounds in the same spec. Therefore, do you choose to pick up a little more threat from Focused Rage or a little more mitigation from Shield Specialization?

For me, you pick up five rage when you block, dodge or parry and you get more if you take damage. You can also use the Glyph of Revenge to cut back on the rage cost of your Heroic Strike, as well as taking three points in the namesake talent. By picking up the extra 3% block you’re not just increasing your block chance, you’re decreasing the chance to be fully hit by a swing by a full 3% – you can’t get that anywhere else for three points and you’re lowering the pressure your healers feel when you get spiked.

If you’re picking Focused Rage, you are essentially saying that threat matters more than survival. You only need to take one point in Shield Specialization for the 5 rage on avoidance, and that will be in your spec regardless of what else you’ve chosen. The main plus point here is that you would have to be awfully unlucky to end up rage starved, and you’re accounting for the use of Cleave which isn’t covered by talents or a glyph in the same way Heroic Strike is.

So, am I implying that Shield Specialization is for progression content and Focused Rage is for farm content and/or heroics?

Well, yes and no.

A freshly dinged tank could expect to take more damage than a well geared one, therefore, having less use for Focused Rage seems clear. Yet while a new tank is learning their trade, you never want to run out of rage; heroic instances (particularly in a PuG) often demand a lot from a tank. It’s also worth remembering that far more of that instance will be trash, so you’ll be using Cleave an awful lot more.

With progression content, you can also expect to take more damage and pick up rage from that, but there is the very real threat of enrage timers – would you want your DPS to hold off to the extent they’re pushing this timer? Of course, the value of block is often questionable in progression content when Shield Block is considered.

Of course, all of this assumes an appreciation of unlucky stretches of avoidance that slow the flow of rage to a crawl.

So… Can I summarise?

I don’t think either Shield Specialization or Focused Rage qualify for “necessary” points in a cookie cutter talent specialization. However, the real question is whether or not I should be considering Armored to the Teeth in the same vein, as it’s also passive threat.

I admit it; no. There is no requirement to add Armored to the Teeth as a necessary choice in the cookie cutter.


I said it.

I was wrong.

Just don’t expect me to be removing Armored to the Teeth from my spec any time soon.

The Value of a good Talent Specialization


Forgive the laziness regarding my first December offering, but I figure there’s no reason to reinvent the wheel; the following transcript is taken from a conversation I’ve been having on the WoW-Europe tanking forums, and relates to the benefits you get from selecting your talents carefully and actually reading the tooltips whilst understanding the context.

The first point is to do with the value of Deep Wounds when Protection warriors won’t be running with a high critical strike rating.

“Well… You actually get a lot more critical strikes than that from your main abilities. Incite gives more critical strike rating to Heroic Strike, Cleave and Thunderclap. If you were running the T8 set bonus, you got 5% more rating for your Devastate; and, of course, Critical Block also provided you with critical strikes that procced Deep Wounds from blocks (another reason for picking up Shield Specialization, but sadly ditched for 3.2.2), but you still get the extra 15% added to Shield Slam. Finally, Sword and Board gives you 15% critical strike rating on your Devastate, bringing it in line with all your other major abilities.

In short, the passive critical strike rating on your character sheet doesn’t factor in the additional percentages you get added from specific talents. Put simply, all of your main abilities (Shield Slam, Heroic Strike, Cleave, Devastate and Thunderclap) run at a base critical strike chance of 20%. Then, assuming a Feral Combat druid or Fury warrior, you’ve got 25% and that’s not including other common buffs such as Blessing of Kings or Gift of the Wild.

So… One in four blows will critically strike, and warriors are (typically) running two attacks every GCD due to our on-next-attack abilities Heroic Strike and Cleave.

Put simply, Deep Wounds is practically always up as passive DPS/TPS, and not taking it will see a significant drop in both.”

The next point was regarding points picked up in Improved Revenge.

“I still like using Revenge in low rage situations, and putting two points in it keeps its damage above that of Devastate. So, when threat isn’t an issue, Revenge is better than Devastate.

Personal taste, though; I wouldn’t say 2/2 Improved Revenge is a must.”

Next up, the value of block rating.

“The reason warriors and paladins are preferred to death knights and druids on Anub’arak heroic adds is because they don’t take a full hit; they either avoid it, or block it, meaning that block is never a bad stat to have. And to be fair, it also increases the procs on Revenge (which I like), so it’s an increase in DPS if you’re running 2/2 Improved Revenge.”

Finally, a point on Focused Rage.

“I don’t think Focused Rage is a necessity any more, if it ever was. As hinted, I use Revenge for the low rage situations, and I even glyph it for the following free Heroic Strike. Bearing in mind Heroic Strike is the main reason for rage starvation, and you’re also picking up Improved Heroic Strike, I’m not sure Focused Rage is vital.”

After all of this, the poster was very courteous for the time I’d taken and thanked me for doing so. As is often my wont, I had a couple of quick things to add regarding posting for advice/assistance on forums:

“I think it’s a common problem that people come to these forums and ask for assistance (any class/spec), pick up some potentially bum advice, and act on it without really knowing the “why”. Please don’t think this is a personal criticism, because it’s not; these forums are exactly the place to come to pick up ideas. It’s just that, very often, “advice” can be something of a Chinese whisper that gets to you via a 765458726th source.

And we all know what happens when you copy a copy of a copy of a cassette.

I’m not claiming that every idea I ever came up with was my own – it wasn’t. However, spending a bit of time going over your talents and abilities will often bring up some very strange surprises. They often have secondary effects that are not properly considered, or even primary effects that are not considered in context.

Armored to the Teeth: “It’s a DPS talent only”. No, it’s attack power for a stat you will, naturally, end up with a lot of, especially as a tank. It’s a wonderful passive threat stat, and I almost choke every time I see a tank without it. It’s also the reason armour is the better EH choice for a warrior.

Shield Specialization: “Block is naff”. An additional 3% (most tanks take 2/5) chance to pick up five rage, however, isn’t; nor the additional chance to avoid taking a full blow or simply getting Revenge up 3% more. Contextually, this is points well spent though, admittedly, not a necessity.

Improved Spell Reflection: “Spell reflect doesn’t work on most bosses”. Actually, it’s 4% additional chance to dodge spell damage completely – it has a place in any full survival spec.

Gag Order: “You can’t silence most bosses”. That’s true; but anyone not interested in picking up 10% damage from every Shield Slam they ever hit is doing their character a dis-service.

Vigilance: “I don’t need help with threat”. The threat management is only one part of this talent, so take a look at the Taunt refresh. If used imaginatively, you’ve just become an off tank with constant Taunt uptime.

All told, the warrior Protection tree has got a heck of a lot in it that people don’t bother looking at or reading when they copy the “top raid tanking” spec. The best advice I can give ANY warrior asking about their spec (which I get asked about a lot) is to read their talents and make their own decisions based on what they’re doing. As a result of this, here is what I consider the “cookie cutter” and it actually leaves you an incredible 12 points to spend where you like, depending on what you’re tanking and what you prefer (preferring Devastate to Revenge):

And that was it.

Imposter alert!


I don’t believe it – I have an impersonator.

Another undead warrior named Zellviren has clearly picked up on either my blog or my posts on the WoW Forums and decided that I’m so undeniably awesome, he has to try and follow in my footsteps.

Imitation is the sincerest form of flattery, they say, and I’ve also started to receive a few comments on some of my earlier musings. It just may be that things are picking up.

Who knows?

But remember; Zellviren, GM of the Eye of Nerzhul, Kilrogg server.

Still the original, and best.

Warrior: the metal-bound juggernaut


We tanks are currently living in a world of effective health. Come Icecrown Citadel, the general view is that stamina stacking is going to be an even more important part of gearing up, due to the inclusion of Chill of the Throne and the 20% hammering our avoidance is going to take as a result. Irrespective of whether I agree with that assessment or not (I don’t), it’s worth having a look at the real implication as opposed to the simple one and how, as a warrior tank, we should approach it. Basically, the notion is that tanks are going to be hit more often, but for slightly less damage than they have been; depending on the scaling of gear and the appropriate content, of course. So, logically speaking, stacking stamina is the best way to make sure we’re surviving for decent periods of time when we’re not avoiding. This sounds great on paper, but it’s not exactly big news – warriors have generally been the worst tanks for taking damage throughout this expansion, so a certain amount of cushion has been required throughout. But the cushion is called effective health and not just health. There is another facet to effective health that seems, to me, to be continually overlooked.


Warriors have access to plate, the heaviest armour type in the game. Our shields have a pile of it stapled on, we can enchant for it, we can gear for it and we can find loads of gear with armour where you wouldn’t normally expect to find it. Armour is effective health – it’s the X to the stamina Y. The question, I suspect, is how good armour actually is for a warrior tank when compared to other stats that you may look for on your gear. And as anyone who looks at my profile will be able to see, I’m pretty aggressive when it comes to stacking armour. I’ll tell you why.

Armour lessens the amount of damage you take per hit. No, really; I’m not kidding. If you look at your character sheet and hover over your armour value, you’ll see just how much physical damage you’re lessening with the armour you’re wearing. When you consider that the vast majority of damage you take in this game is physical, the correlation is fairly obvious. Those with more stamina have a higher health pool, but will take a bigger hit. Those with more armour have less of that health pool, but take less of the hit. What’s the difference? Feel free to ask your healer who they like healing more. Back during The Burning Crusade, healers weren’t often fond of the “mana-sponge” tank that constantly needed topping off.

The second and most important part of armour, however, is the added benefit of DPS. Just as paladins were previously getting more spellpower from stacking stamina, warriors get more damage from armour through the talent Armored to the Teeth. Only an idiot would underestimate just how big this passive increase to their DPS is and ignore it purely for stamina. In my case, I’m currently running with 27599 armour on my gear. Purely from the aforementioned talent, I’m picking up an additional 766 attack power (rounded down) unbuffed. In anyone’s book, that’s a pretty substantial damage buff to be picking up from gearing for the other side of the effective health coin.

I’m probably labouring the point. Suffice it to say that armour, for a warrior, is an extremely good stat to be picking up. Not only does it provide constant mitigation, you can grab an awful lot of threat from it when you take the points, as everyone should, in Armored to the Teeth. I appreciate that armour is no defence against large or prolonged magical damage, but these mechanics are typically dealt with by using cooldown rotations and should not be a hindrance to going for armour when you get the chance.

Get more armour. Go on. You’ll love it.

Supporting Rage and Heroic Strike


My apologies for the lack of updates recently, I’ve been busy with other bits and pieces; namely, the WoW-Europe warrior forums.

To that end, here’s a piece I’ve just put up for the community regarding the current iteration of rage and Heroic Strike. It’s written with Cataclysm in mind, but is still a bit of a revision of how this expansion has seen two of our core mechanics play out.

Feel free to respond to it there, or here.

Warrior ability: Call of War


After going through Ghostcrawler’s post on “Hybrid tax”, I wanted to share a notion that hit me and may get missed by those who read a bit of the mentioned thread and ignored the rest, or who simply didn’t click it for having the notion “not again”…

Basically, the argument is that hybrids must have a form of performance tax in order to make sure pures don’t get rubbed out of the game. That’s fine. It’s also posited that hybrids should have excellent utility in order to stop THEM from declining. Ignoring the rest of the points previously made, the warrior is the one hybrid class that is badly lacking in attractive utility for a raid setting because they lack buffs. Most buffs have been spread around a bit in order to promote the “player not class” mantra, but as warriors are doing slightly less DPS than a pure and have no real buffs of note, the question is why you’d take a warrior to a raid.

Let’s argue warriors need a raid wide buff.

Let’s also note that “shouts” are the compelling method of buff for the developers.

Let’s finally spot the one excellent buff that is in the game and only provided by a single class; thus, could do with more representation.

We then finally arrive at the new warrior ability for CataclysmCall of War.

Call of War (30 rage):

Increases melee, ranged, and spell casting speed by 30% for all party and raid members. Lasts 40 sec. After the completion of this effect, those affected will become Sated and unable to benefit from Call of War again for 10 min.

Look familiar?

It should.

All of a sudden, one terrific buff is spread out a little (making one class less mandatory) and warriors get the utility that they otherwise crave.

[The following was what I posted in response to other authors.]

I’m glad to see most people think this is a good idea and that the “lol warz fine nub l2p” brigade have left it alone; getting a bit bored with those people, to be honest.

I actually did a bit of a guild chat last night regarding this and even those who’ve listened to my QQ about warriors in the past agreed that the notion was both fair and fitting. We discussed what buffs people think are generally the best and, yep, you guessed it:

Blessing of Kings
Gift of the Wild

A few people like Prayer of Fortitude a lot, but that’s more for the “look at my health” factor as opposed to an increase in performance. The other one that continually came up was, of course, combat ressurection. The problem, of course is that there’s something of a pattern here.

The hybrids with more than two available raid specs seem to also be the ones with the best buffs. I’m struggling to see how this can be considered reasonable from a balance point of view. As hinted in my original post, I think the 5% tax (simple number) across all hybrids is reasonably fair to avoid druids being next to useless in every environment. However, that is on the understanding that hybrids also bring that “additional” utility to a raid that is currently seeing priests, death knights and warriors (the latter two particularly) somewhat short changed.

And when you consider that druids, the only four-role class in the game, have got both Gift of the Wild AND Rebirth, I don’t see how the developers can justify this argument on the utility of hybrids being used to balance them out.

Warriors need something to bring to a raid because they lack any kind of unique buffs or additional utility. None of the hybrids can do anything other than what they’re specced for in the current raid environment for Wrath of the Lich King. The developers have also been keen to make sure no class becomes “mandatory” for an encounter, but ask anyone who’s ever raided if they like to go without a shaman; they don’t.

Bloodlust needs another class to represent it.
Warriors lack raid utility badly and are the obvious choice for a Bloodlust variant.
Let’s see it done, Blizzard.

P.S – I think the combat ressurection should also see another class represent it and, in my view, a priest is the obvious choice, with the spell taking the form of a prayer. Just thought I’d throw that in there, because it seems a bit odd that the only class with two healing trees doesn’t have combat ressurection.

"Are warriors underpowered?"


A while ago (just prior to 3.1), I wrote a post for the wow-europe forums that was entitled “Are warriors underpowered?”. Needless to say, it received a lot of attention due to the general view that it hit a lot of nails on the head and that warriors needed some attention. Since then, we’ve seen numerous changes for the better regarding balance, as well as gear scaling, causing an upturn in warrior performance. I then revisited the topic with version 2 after seeing a good old fashioned “necro” of the thread, with later participants repeating some of their earlier complaints. Are there complaints still valid? Well, no.

Warriors, just prior to 3.3, are well balanced in both PvE (tanking and DPS) and PvP.

Yes, some specs around the bazaars remain a little too good. Protection paladins remain overtuned, as do death knights (DPS) and rogues. But this isn’t a warrior issue, really, and is something that the developers need to try and remedy for 3.3 in order to sort everyone out in readiness for Icecrown Citadel. Generally, of course, there are still some things that are particularly annoying from a fundamental class design, but we shouldn’t expect to see these properly engaged with before Cataclysm and, I’d imagine, every class has something they find difficult or irritable.

In short, well done Blizzard. Despite my complaints and misgivings, you seem to have gotten things about right for the content patch that really matters.

I’m looking forward to getting started. 🙂

Learning to tank? Learn to drive!


It’s somewhat obvious that many people will have levelled quickly to 80 in a spec/playstyle that wasn’t for tanking. Let’s face it, the survivability is probably less important than the speed at which you can kill, particularly if you’re a class with any kind of healing capability. For warriors, you’re using food and bandages until you get to level 75 and pick up Enraged Regeneration (unless you’re undead and have Cannibalize). But, let’s face it, either DPS spec is faster for levelling than Protection, with Arms probably getting the nod due to ease of charging access, a bit more survivability, and a need for only one decent weapon as opposed to two. But now you’re at 80, it’s time to get into your raiding schedule and you’re struggling to find a regular spot. Your guild already has plenty of melee DPS, you see; death knights, paladins, warriors, enhancement shamen, rogues, feral druids… It’s going to be a while.

Somebody get me a shield!

The decision to take up tanking is an easy one – it’s the hero’s job, after all. Taking the hits for your team, being the focal point of the entire strategy, and filling a smaller specialization percentage will all increase your chances of grabbing a spot. Sticking with it, however, is not so easy. You soon feel the weight of the priority set up and don’t always make the right choice. You’re struggling to keep an eye on Omen as you keep pressing the Tab key, often losing mobs to DPS that aren’t really hitting all that hard because you’re targeting the wrong mob at the wrong time. Cycling Heroic Strike is becoming difficult as you’re not managing rage correctly, and you are forgetting to slot in Cleave when there is more than one mob; sometimes vice versa. Finding a global cooldown for Demoralizing Shout is something you typically forget, as is using Shield Block for more threat or a bit of damage reduction – then, of course, there’s the extra health of Commanding Shout to recall. Throw in a couple of cooldowns, on-use trinkets, situational abilities such as Shield Bash, Spell Reflection and Disarm and it can all become horribly overwhelming for the new tank. Often, it can become overwhelming enough to make you give up and get back to what is far easier and less demanding on the grey matter. Obviously, tanking doesn’t make sense to you; it never will, so there’s no point in spending time gearing and practicing, when you’re clearly meant for dishing out damage. Right?


Think back (those of you old enough) to when you first started your driving lessons. What a great idea! The freedom of the road will save me time, money and hassle. I can get out when I want, I don’t have to rely on public transport or other people and I can start to develop independence that will stand me in good stead for the future. My friends have all told me that driving is easy, it certainly looks that way, so I should be passing my test in no time at all. Provisional licence? Check. Cash for lessons? Check. Time in the schedule? Check. Getting everything booked up? Check. Let’s hit the road! Except, now you’re sat in the car, it’s a whole lot more difficult. You have to keep your eye on the road, obviously; you don’t want to crash. But fitting time in to check your side-view and rear-view mirrors is causing you to take your eye off the road! Yet… You need to know what’s behind you. Meh. You need to speed up, now; time to change gear. So, get your foot off the accelerator and on the clutch (three pedals here, which is which again…?), then check the gearstick to make sure you’re not skipping one by accident, foot off the clutch… EYES ON THE ROAD! Okay, back onto the accelerator and we’re moving forward a bit more quickly now. For crying out loud, nobody said it would be this hard to learn to drive!

“Sod it, driving is obviously not for me.”

Yep, you guessed it. I used the tanking template from above and directly applied it to how every driver felt when they first parked their backside in the driver’s seat. Yet, nobody gives up on their driving lessons and they eventually master the skill, take to the road and (hopefully) drive safely and soundly. All the thinking that was erstwhile expended on whether you’re in the right gear or not, has been rapidly replaced with the concern that grandma doesn’t look so good and may pee in the back seat; swiftly followed by musings on how best to treat the embarrassing eventuality should it come up.

My point here is that tanking is no different. Everyone, repeat everyone, goes through this process whenever they learn a new skill. It’s the transference of the conscious knowledge of the novice, to the subconscious knowledge of the expert. You will learn each section of a skill as you go along, committing it into a habit that you do without thinking and then further merging all of these sections into the complete skill package. As each sub-skill is implanted subconsciously (say, threat building), your conscious mind has time to contemplate what else is going on (boss encounter mechanics). I recall Veneretio describing this in one of his “clicks to keys” blogs and, though difficult to start with, he stuck with it and became a fully-fledged keybinder.

Now, of course, we accept that there are going to be people with natural talent and this will set them apart. Mastering the fundamentals of tanking will not make you into Ciderhelm or Veneretio, any more than a driver’s license will turn you into Jenson Button. But that doesn’t mean that you can’t learn the skill itself to a high degree of competence and carry it out with surety and steadfastness; just look at the motorists on the M1 every Friday afternoon (!). Of course, you could also look over the WoW community forums and see the posted responses whenever anyone asks for a good Fury or Arms rotation. If I had a penny for every post that started and pretty much ended with “it’s easy, your rotation is Whirlwind and Bloodthirst, Slam when Bloodsurge procs and using Heroic Strike/Cleave depending on the number of mobs”, I’d be a rich man. Oh, and a fantastic Fury player. Needless to say, I’m not because I haven’t put in the time to commit that conscious knowledge, that leaves me little time to think about other things, to the subconscious knowledge that would let me think about rage management, positioning, cooldowns such as Deathwish/Recklessness, and overall awareness.

To sum up (or to replace this entire post /blush), I should simply imply:

Stick with it.

What seems like an awful lot right now, will soon be habitual second nature.

Why Damage our Shields?


So, here we have it – another patch (3.3 on the way, the long awaited Icecrown Citadel), another nerf to protection warriors. This time, the nerf isn’t so bad but it is still frustrating for quite a specific reason. Anyway, more on that in a second or three – first up, here’s the nerf in all its glory:

Damage Shield: This ability will no longer trigger any chance-on-hit effects from the warrior or the opponent it damages.

So what?

Well, I’ll tell you the “so what”.

This particular nerf will effect the application of Deep Wounds whilst tanking multiple mobs (will barely matter on a boss, as your attacks will do the job for you). Basically, you can no longer proc Deep Wounds from a Critical Block, which means warriors will lose an amount of passive threat while tanking several mobs. This particular change actually hits warriors in the one place where they are particularly weak, and that’s threat building on several mobs.

Good going.

Now, I’m not going to get into a debate about how our AoE tanking is “fine” and a far site better than it ever was. That’s true. Nor am I claiming that this will suddenly make our AoE threat unsustainably low when in an off-tanking/trash role. It’s not. My complaint is that, quite simply, there is absolutely no reason for this nerf to be applied, especially when warriors are the weakest of the four tanks in AoE threat building as things already are. Invariably, something is nerfed because it’s either unbalanced and/or overpowered, or it’s messing with other internal game mechanics in some way. Clearly warriors are not overpowered regarding AoE abilities, and I can’t see where the nuts and bolts are straining at the seams when working out the application of Deep Wounds on a critical strike of any source.

Now, of course, I understand we’re only into the first few builds. A heck of a lot is going to change. Perhaps warriors are going to get a buff in some other area and it simply hasn’t been announced yet. But I still find this nerf utterly baffling, purely from a “why bother?” standpoint.

Fingers crossed, I suppose.