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	<title>USWoWGold.com Team Blog &#187; null</title>
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		<title>Breakfast Topic: When you were there</title>
		<link>http://blog.uswowgold.com/2009/12/25/breakfast-topic-when-you-were-there/</link>
		<comments>http://blog.uswowgold.com/2009/12/25/breakfast-topic-when-you-were-there/#comments</comments>
		<pubDate>Sat, 26 Dec 2009 02:38:09 +0000</pubDate>
		<dc:creator>Shawn Alex</dc:creator>
				<category><![CDATA[MMO]]></category>
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		<guid isPermaLink="false">http://blog.uswowgold.com/?p=253</guid>
		<description><![CDATA[
From time to time it occurs to me that my character, were I a better roleplayer, has actually been to a whole lot of places. He&#8217;s seen a ridiculous amount of things and would have a really hard time settling down on a farm somewhere on Azeroth or whatever it is old adventurers do when [...]]]></description>
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<p>From time to time it occurs to me that my character, were I a better roleplayer, has actually been to a whole lot of places. He&#8217;s seen a ridiculous amount of things and would have a really hard time settling down on a farm somewhere on Azeroth or whatever it is old adventurers do when they&#8217;re tired of killing old gods, elemental monstrosities, Dragon Aspects, ancient liches, and <a href="http://www.wow.com/2007/01/12/know-your-lore-illidan/">Illidan Stormrage</a>, to name just a few.</p>
<p>It really occurred to me on a visit to Darnassus, in fact, to turn in the quest &#8220;<a href="http://www.wowhead.com/?quest=14409">A Cautious Return</a>&#8221; that I should be able to do more than just hand the dude a note. I mean, I killed Illidan! I&#8217;ve kicked Kil&#8217;Jaeden&#8217;s butt back down the Sunwell myself! I went back in time and fought Archimonde. (By the way, Tyrande, thanks for the slow fall item and all.) Lore wise, I&#8217;ve pretty much seen everything at this point and soon, I&#8217;ll be running off to fight Arthas. You&#8217;d think I could say &#8220;<em>hey, take it easy</em>&#8221; to that Sentinel for the poor guy.</p>
<p>When you think about all our characters have seen (even new characters leveled from 1 to 80 with this expansion have traveled to an alien world and then to a frozen wasteland stuffed with titan relics and undead like the worst pizza crust ever) these are some really experienced folks (hence that bar on your interface, I guess) and I find myself wondering what kind of stories they&#8217;d tell. So now I ask you, what stories would your character tell? What lore moments were the ones you think he or she would be more moved by, impressed by, or pleased to have been a part of? For that matter, which ones were the best for you as a player?</p>
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		<title>Totem Talk: The Shaman of 2009</title>
		<link>http://blog.uswowgold.com/2009/12/25/totem-talk-the-shaman-of-2009/</link>
		<comments>http://blog.uswowgold.com/2009/12/25/totem-talk-the-shaman-of-2009/#comments</comments>
		<pubDate>Sat, 26 Dec 2009 02:36:34 +0000</pubDate>
		<dc:creator>Tuzinski</dc:creator>
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		<guid isPermaLink="false">http://blog.uswowgold.com/?p=251</guid>
		<description><![CDATA[
2009 has been a year of almost continuous changes for shamans. It seems that not a patch has gone by without some changes to the class, some major, some not so severe. The class has seen mysterious DPS shortfalls, a minor controversy about health in PvP that then carried over into PvE content with the [...]]]></description>
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<p>2009 has been a year of almost continuous changes for shamans. It seems that not a patch has gone by without some changes to the class, some major, some not so severe. The class has seen mysterious DPS shortfalls, a minor controversy about health in PvP that then carried over into PvE content with the high levels of AoE damage in Ulduar with patch 3.1. <a href="http://www.wowhead.com/?spell=58790">Flametongue Weapon</a> saw changes to prevent enhancement shamans from using caster weapons. Resto got a fairly substantial review and some significant tweaks. Elemental also saw some talents redesigned.</p>
<p>While all of this was going on, shamans also saw some controversy about itemization, gear scaling and having to share caster mail between two specs that value different stats, as well as the constant battle with holy paladins to keep their grubby, grasping mitts off of our mail. Yeah, we know you don&#8217;t want that MP5 plate, but since you&#8217;re the only ones who can possibly get anything out of it, go away and leave our precious alone. (Cue the pages of discussion on why it&#8217;s perfectly acceptable for holy paladins to take caster mail and explanations in detail of why I&#8217;m an inhuman monster who drowns fish. Yes, fish, That&#8217;s how evil I am.)</p>
<p>Now that we&#8217;ve got the pleasantries out of the way (remind me to tell you the story of the year my mom beat Santa Claus up in front of the extended family) we move on to shamans in 2009.</p>
<p><span id="more-251"></span><em><strong>Class Interactions/Changes to Buff Stacking</strong></em></p>
<p>From the discussion of how Totem of Wrath compares to the Warlock version to the murmurs about the <a href="http://www.wow.com/2009/05/15/totem-talk-mystery-dps-leak/">&#8216;mystery DPS leak</a>&#8216; being related to our DoT&#8217;s not working properly or being affected by another class being nerfed, shamans and the complexity of their various totem buffs were possibly the single class most affected by the change<a href="http://forums.wow-europe.com/thread.html?topicId=5640524782&amp;pageNo=1&amp;sid=1#0"> to how buffs work in <em>Wrath of the Lich King</em></a>. As a shaman, you now have to pay more attention to the make up of your party or raid than ever before to make sure you&#8217;re not dropping a totem that duplicates a buff already present (and after a while, you can end up simply running out of totems you can drop without duplicating someone&#8217;s efforts) &#8211; as an example, you&#8217;re probably going to drop Totem of Wrath in your raid (as an elemental shaman) even if you have a Ret Paladin providing the same debuff to the boss with Heart of the Crusader, or a demo lock surpassing the spellpower benefit of the totem with his pet, depending on the situation. (You may well drop a <a href="http://www.wowhead.com/?spell=58734">Magma Totem</a> and spam glyphed <a href="http://www.wowhead.com/?spell=16544">Improved Fire Nova</a> on a big trash pull, of course. You can hit that bad boy six times before the totem despawns, not that I&#8217;ve been doing this and making tanks cry or anything.)</p>
<p>I&#8217;d definitely put the changes to how buffs stack down as a big change to shamans in this expansion so far, and frankly, all too often the shaman version of a buff or debuff loses out to some other class&#8217;s. I get that our totems stand in one place and provide their buffs as an aura, meaning that if the other class&#8217; buff wasn&#8217;t superior our totems would just overwrite them and we&#8217;d have to rebuff people who were going to leave the totem&#8217;s area, but there has to be a way around this that favors the shaman once in a while.</p>
<p><a href="http://www.wowhead.com/?achievement=2716"><em><strong>Dual Talent Specialization</strong></em></a></p>
<p>Seriously this should be in just about any class&#8217; list of &#8220;Big Things of 2009&#8243;. I&#8217;ve seen Elemental/Resto, Enhancement/Elemental, Elemental/Elemental (PvP/PvE), Resto/Resto (both PvE specs, just focused differently)&#8230; Dual Talent Specialization gives players the chance to customize and channel their characters to succeed at an aspect of the game without immediately locking themselves out of other aspects. Healers want to grind? Boom, here&#8217;s your DPS grinding spec. DPS want to help out the raid when a bit of extra healing is needed? You can have a healing spec ready to go. Want to PvP as elemental but still enjoy raiding as enhance? We have you covered.</p>
<p><em><strong>Totem Bar Interface</strong></em></p>
<p>Honestly, this was an idea that took so long to come to fruition (how many of us had various totem addons to try and automate the process out a little before patch 3.2) and was such a nice change it really deserves to be celebrated. The <a href="http://www.wowhead.com/?spell=66842">Call of the Elements</a>, <a href="http://www.wowhead.com/?spell=66843">Call of the Ancestors</a> and <a href="http://www.wowhead.com/?spell=66844">Call of the Spirits</a> spells allowing shamans to pre-select four totems and drop them as a group is simple and made a process that was irritating (run after the group, drop totems one at a time wasting globals) and could even be deleterious (a resto shaman trying to get the totems down in between casting healing spells, for instance) into something easy to use. You can even change the call spells on the fly via a very easy to use tab system, so you don&#8217;t have to keep dropping Strength of Earth in your Call of the Ancestors set if you have a DK in the group without having to use an entirely different Call if you don&#8217;t want to. (I like Call of the Spirits to be my PvP set of totems.)</p>
<p><em><strong>Patch 3.1 and 3.2 both redesign shamans</strong></em></p>
<p>Shamans saw a lot of design changes in both <a href="http://www.wowwiki.com/Patch_3.1#Shaman">patch 3.1</a> and <a href="http://www.wowwiki.com/Patch_3.2.0#Shaman">3.2</a>. Bloodlust/Heroism saw a shorter cooldown with a longer debuff (adjusted so that raids that wiped could use B/H on their next attempt), Flametongue Weapon was changed to benefit a slower weapon, both elemental totems were buffed, Earth Shock lost its spell interrupt and gained an attack speed slowing effect, Wind Shock was renamed Wind Shear and was taken off of the shock cooldowns, Fire Nova Totem was replaced with the Fire Nova talent, Restoration got a significant overhaul. (Resto&#8217;s overhaul was one of the minor success stories of 3.2 in my opinion, as healing on my shaman got significantly more fun for me after that.)</p>
<p><a href="http://www.wowhead.com/?spell=63374">Frozen Power</a> was introduced to help enhancement out in PvP, our poison and disease cleansing spells and totems were rolled into one, Spirit Weapons, Improved Stormstrike, Chain Heal, Shamanistic Rage, Elemental Mastery, Lightning Overload&#8230; the list of talents and abilities that saw redesign in one of these two patches is pretty significant. <a href="http://www.wowhead.com/?spell=63372">Booming Echoes</a> was introduced for elemental (<a href="http://www.wowhead.com/?spell=62101">Shamanism</a>, an even more significant talent for elemental scaling, was actually added in 3.0.8). Even things like base health were adjusted this year. It&#8217;s really safe to say that shamans have been one of, if not the, most highly adjusted and redesigned classes of this expansion. (<a href="http://www.wowwiki.com/Patch_3.3.0#Shamans">Patch 3.3 continued this trend </a>with the introduction of <a href="http://www.wowhead.com/?spell=61657">Fire Nova</a>, or as I like to call it, &#8220;Lookit me, I&#8217;m <a href="http://en.wikipedia.org/wiki/Arthur_Brown_%28musician%29">Arthur Brown</a>! I&#8217;m sorry, Mister Tank.&#8221;)</p>
<p>It&#8217;s been a really astonishing year of changes and re-changes for shamans. Between itemization and scaling issues, buff controversies, and nigh-continuous redesigns, it&#8217;s a wonder we can still recognize the class, but shamans keep on dropping totems. (Even if those totems <a href="http://www.wow.com/2009/10/02/patch-3-3-ptr-new-totems-for-trolls/">look really different </a>now.) Here&#8217;s to another year of dropping sticks in the ground and setting everything on fire, or healing everything. Whichever you prefer.</p>
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		<title>The Care and Feeding of Warriors: The Warrior of 2009</title>
		<link>http://blog.uswowgold.com/2009/12/25/the-care-and-feeding-of-warriors-the-warrior-of-2009/</link>
		<comments>http://blog.uswowgold.com/2009/12/25/the-care-and-feeding-of-warriors-the-warrior-of-2009/#comments</comments>
		<pubDate>Sat, 26 Dec 2009 02:27:25 +0000</pubDate>
		<dc:creator>Shawn Alex</dc:creator>
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		<guid isPermaLink="false">http://blog.uswowgold.com/?p=241</guid>
		<description><![CDATA[
The Care and Feeding of Warriors is WoW.com&#8217;s column about aromatic essential oils for use in baths and to spruce up the house. Unfortunately I don&#8217;t know anything about those so I&#8217;m going to have to talk about playing a warrior in World of Warcraft instead. My hands are tied, I&#8217;m afraid.

Wow, that was a [...]]]></description>
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<div><em>The Care and Feeding of Warriors is WoW.com&#8217;s column about aromatic essential oils for use in baths and to spruce up the house. Unfortunately I don&#8217;t know anything about those so I&#8217;m going to have to talk about playing a warrior in World of Warcraft instead. My hands are tied, I&#8217;m afraid.</p>
<p></em></div>
<p>Wow, that was a year, huh? From the dizzying highs of fury spec in Naxxramas to the somewhat less dizzying highs of Ulduar, arms&#8217; constant evolution and protection spec&#8217;s astonishing makeover as the expansion launched, 2009 was a year that saw warriors sway from top DPS and solid tanks as if in some kind of gale force wind. Armor Penetration went from a stat we&#8217;d take if we had to and is now one of our top DPS stats, Block got a makeover that led to changes in how abilities like Shield Block and Shield Slam calculate, and in general we saw the effects of stat inflation on gear really have an effect on us and how we stack up to other classes as tanks and DPS. If you were a tanking warrior in Naxx on <a href="http://www.wow.com/2009/01/02/the-care-and-feeding-of-warriors-the-year-2008/">January 1st. 2009</a>, for example, you may have had upwards of 35k health. (To be honest, it&#8217;s hard for me to remember, it may have gotten up to 38k if you stacked stamina.) Now, a geared TotGC tank walking into ICC can pretty easily hit 54 to 55k health fully raid buffed.</p>
<p>And it&#8217;s only going up from here. Icecrown Citadel promises much improved itemization as well as crazy old school procs that should have warriors, be they DPS or tanks, salivating.</p>
<p>Warriors have definitely had their ups and downs this year, but I think we can say we&#8217;re ending the year on a fairly high note. Fury DPS has managed to get back to a competitive place with the new weapons, arms still lags behind but has solid PvP and PvE uses, and protection is quite possibly the single strongest tanking class by virtue of sheer flexibility: other tanks may have more health, more armor, or more AoE threat, but protection&#8217;s suite of abilities includes standouts like Shockwave, Vigilance, Spell Reflection and Warbringer, making it possibly #2 in every single tanking category when no class can claim to be #1 in them all. Let&#8217;s look at some changes and how they shook out for warriors.</p>
<p><span id="more-241"></span><em><strong>Titan&#8217;s Grip</strong></em></p>
<p>Yes, even a year and a month later, Titan&#8217;s Grip has changed how warrior&#8217;s DPS forever. It&#8217;s not just fury that it changed, either: the rather radical design elements included in the arms tree are testament to the difficulty inherent in trying to balance a tree that DPS&#8217; with one 2h weapon against a tree that sees that one 2h and raises it another one.</p>
<p>Titan&#8217;s Grip didn&#8217;t just cause design problems for arms, however: the talent itself required a lot of adjustment until it reached its current state. It&#8217;s no secret that I disliked the hit penalty when it was originally introduced, chortled in glee when it was removed, and then wept bitter black tears when the talent instead gained a flat 10% damage penalty to offset the benefit of having all the stats of two two-handers. I&#8217;m still not thrilled about that penalty, or the idea that in order to match any other hybrid DPS who uses a two hander I have to spend DKP on another one and then eat that penalty on top of it, but I can&#8217;t deny the evidence of my senses: as gear improves even penalized Titan&#8217;s Grip just gets better and better and better. (Hey, when a tanking warrior can go DPS for one fight, throw on his DPS gear and switch to his old DPS raiding spec and hit 9.5k DPS, even the most bitter curmudgeon in existence has to admit he was wrong.)</p>
<p>Titan&#8217;s Grip is a problematic talent, to be sure. I expect it will require further adjustment as we go into Cataclysm and see five more levels, with the redesigned talent trees and even more powerful gear. But it does what it was intended to do and moves fury DPS away into a unique and iconic level.</p>
<p><a href="http://www.wowwiki.com/Dual_Talent_Specialization"><em><strong>Dual Talent Specialization</strong></em></a></p>
<p>Was anything as directly and immediately class changing for every single class in the game as <a href="http://www.wowhead.com/?achievement=2716">Dual Talent Specialization</a>? Perhaps it wasn&#8217;t as big a deal for the so called &#8216;pure&#8217; classes, but for classes who can perform two or more roles, this was an absolute revelation. As long as you can keep your gear, glyphs and specs current, you now have the ability to (as just one example) tank and have a DPS spec, or PvP and PvE. The customization and flexibility this offers is simply astonishing, and it&#8217;s a feature I&#8217;m so glad they decided to put into the game.</p>
<p><a href="http://www.wow.com/2009/10/08/the-care-and-feeding-of-warriors-armor-penetration/"><br />
<em><strong>Armor Penetration</strong></em></a></p>
<p>Until <a href="http://www.wow.com/2009/03/07/patch-3-1-ptr-ulduar-emblem-of-conquest-gear-for-warriors/">patch 3.1 dropped</a>, no one was really thinking all that much about Armor Pen. It had its moment back in BC with enchants like <a href="http://www.wowhead.com/?item=33307">Executioner</a> and weapons like <a href="http://www.wowhead.com/?item=30902">Cataclysm&#8217;s Edge</a>, but people were generally of the opinion that ArP was a confusing and really awkward stat. But 3.1 made ArP indispensable to the DPS warrior. So much so that there was wonkiness with the stat and has been ever since: we quickly <a href="http://www.wow.com/2009/05/16/armor-penetration-to-be-capped-at-100/">saw it capped</a> so it couldn&#8217;t reduce armor to below zero, there was much discussion of how the stat was calculated at all (to the point where <a href="http://www.wow.com/2009/04/19/ghostcrawler-on-the-mechanics-behind-armor-penetration/">devs actually explained it</a>, something they rarely do) and the amount of ArP rating you needed to actually reduce armor was<a href="http://www.wow.com/2009/09/05/armor-penetration-being-nerfed-in-3-2-2/"> increased in patch 3.2.2</a> to address it&#8217;s runaway popularity among physical DPSers.</p>
<p>Since warriors are pretty close to being a purely physical DPS class (we have a few bleeds and bleed effects) ArP is one of those stats that, of all plate wearers, benefits us the most. While it&#8217;s gone back and forth ever since it came roaring back with Ulduar, you simply cannot ignore ArP if you want to DPS as a warrior.</p>
<p><strong><em>Block</em></strong></p>
<p>It&#8217;s been a roller coaster of a year for us block tanks. We talked about <a href="http://www.wow.com/2009/05/28/the-woes-of-block/">block</a> back in May, and while the basic idea of block hasn&#8217;t changed (you have two stats, block rating, which determines how often you block, and block value, which determines how much damage you block when you do) block itself has had its ups and downs this year. The <a href="http://www.wow.com/2009/06/18/changes-coming-for-block-in-patch-3-2/">changes to Block in 3.2</a> didn&#8217;t magically fix all of its issues. Even Blizzard itself said in the <a href="http://www.wow.com/2009/07/16/class-qanda-warrior/">Q&amp;A series</a> that block will eventually move to a pure percentage system where the amount you block will not be a static number but rather a certain percentage of a blocked hit. This will make the stat less godly on big trash pulls (in some instances a high block tank can simply ignore trash because their individual hits will never get over his block value, especially with talents like <a href="http://www.wowhead.com/?spell=47296">Critical Block</a>) while making it more effective against a boss who hits for 30k or more. (Depending on the percentages blocked, of course&#8230; too low and it&#8217;s just a nerf across the board, too high and block becomes the only stat anyone cares about.)</p>
<p>Part of the issue for warriors and block and the reason we saw so much tuning when block value from items was increased (and also the reason the amount of block value we get from strength wasn&#8217;t) is that we use block as a threat stat as well as a damage reduction stat. Right now you can go play arenas and see, possibly for the first time, prot warriors in high strength or strength/BV sets running around Shield Slamming as an offensive strategy. This is subject to diminishing returns (this was put in place in patch 3.2) -</p>
<p><em><a href="http://www.wowhead.com/?spell=47488">Shield Slam</a>: The benefit from additional block value this ability gains is now subject to diminishing returns. Diminishing returns occur once block value exceeds 30 times the player&#8217;s level and caps the maximum damage benefit from shield block value at 34.5 times the player&#8217;s level.<br />
</em><br />
What this means is that when you hit Shield Block, the amount of block value you get from the talent doesn&#8217;t just scale directly to Shield Slam damage, which while a clunky solution is certainly more elegant than the <a href="http://www.wow.com/2009/07/09/the-care-and-feeding-of-warriors-patch-3-2-gets-weird/">&#8216;Shield Block just adds threat to your Shield Slam, no damage&#8217;</a> solution that was the original goal. While the doubling of block value on gear and the diminishing returns on block value for Shield Slam damage is not ideal, it&#8217;s definitely better than rolling back to pre-<em>WOTLK </em>days.</p>
<p><em><strong>Gear Scaling, Rage Generation and Rumblings of the Future</strong></em></p>
<p>Warriors have forever been the class that scales the most&#8230; <em>interestingly</em>&#8230; with gear. We&#8217;ve seen rage normalization attempt to fix this back when BC came out (and fail spectacularly, too, I might have added at the time <a href="http://www.wow.com/2008/01/04/the-care-and-feeding-of-warriors-this-is-the-year-that-was/">oh look I did</a>) and it&#8217;s been an issue ever since. The mantra is as it has always been: a warrior leveling has the most downtime, has to stop and eat while out grinding and soloing, and is weaker in relatively equal gear than almost any other class. Then, as the warrior gets better and better gear, his or her relative strength increases out of kilter with how other classes scale because as the gear improves, rage starvation goes from a real liability to a complete nonissue, giving the warrior effectively a red mana bar that starts low and then shoots up, never going empty.</p>
<p>Meanwhile, the tanking warrior finds herself or himself walking an entirely different tightrope. The gear he or she uses to tank absolute cutting edge fights, the best of the best for survival against massive spike damage from huge, powerful bosses, is a liability tanking anywhere else. Your best gear? Don&#8217;t wear it to heroics. Oh, I know the DPS will be wearing all of their best gear, the same level and quality of gear as your best stuff, earned in the same dungeons and raids. But you can&#8217;t do that. Strap on that older gear with worse stats, or gear to stack a threat stat or two over health even if it means wearing stuff you abandoned two tiers of content ago. It&#8217;s not crippling, but it is irritating: I know I dislike losing 3k health to tank a heroic.</p>
<p>These aspects of the class&#8230; the wonky nature of rage generation and how the class scales&#8230; have had profound impact on how the class has been designed, and how it will be designed. The <a href="http://www.wow.com/2009/07/16/warrior-qanda-analysis/">Warrior Q&amp;A</a> we saw this year showed us that an awareness of this issue is still foremost in Blizzard&#8217;s look to future design. And the <a href="http://www.wow.com/2009/08/28/the-care-and-feeding-of-warriors-comes-the-cataclysm/">Cataclysm</a> preview we saw at BlizzCon 2009 showed us that the changes will most likely be baked right into our talents and the Mastery ability, meaning that we are coming to the end of the time where a warrior uses stats like defense to determine the tanking viability of an item.</p>
<p>Make no mistake: warriors are still absolutely the class that scales best with gear. Bad gear is almost crippling to a warrior, and the better suited gear is to a role the more powerful the warrior is. Tanking is still heavily dependent on rage from damage taken, not dealt, and that is most likely going to change, and we first heard about it at BlizzCon.</p>
<p>Also, that class Q&amp;A said Arms Warriors maybe will get to tank with 2h weapons, which is pretty sweet and I wanted to mention it again.</p>
<p><em><strong>Arms goes round and round and round</strong></em></p>
<p>It&#8217;s hard, looking back now, to remember that there was a time where fury warriors wore tons of leather and mail and used 2 1h weapons like discount rogues, and arms warriors were the undisputed kings of two handed weapon fighting among the clanky rage class. All through Burning Crusade, Arms was feared for its Mace Specialization Stuns (especially when combined with a <a href="http://www.wowhead.com/?item=28442">Stormherald</a>) and of course Mortal Strike. Arms was regarded as a PvE DPS debuff spec, able to put out respectable numbers while also granting <a href="http://www.wowhead.com/?spell=29859">Blood Frenzy</a> to the raid.</p>
<p>Frankly, when <em>Wrath</em> was in beta, I wasn&#8217;t terribly impressed with arms. The new ability Bladestorm felt weak, arms felt kitable, and MS just didn&#8217;t seem all that impressive anymore. Fury was over there dual wielding 2h and I was trying out arms and feeling like a tool. Frankly, I really missed paying attention to arms&#8217; new abilities like <a href="http://www.wowhead.com/?spell=56638">Taste for Blood</a>, <a href="http://www.wowhead.com/?spell=56614">Wrecking Crew</a> and <a href="http://www.wowhead.com/?spell=29724">Sudden Death</a>. Obscured by my own obsession with Titan&#8217;s Grip I missed as the developers moved arms as a spec into the ;disciplined and solider-like&#8217; spec they had in mind for it.</p>
<p>This past year has seen a lot of <a href="http://www.wow.com/2009/03/13/the-care-and-feeding-of-warriors-arms-waits-and-waits-and-waits/">up and down for arms</a>. There was the creation of <a href="http://www.wowhead.com/?spell=64976">Juggernaut</a>, followed hard upon by the nerf to Juggernaut (but not to macros yelling catchphrases from last year&#8217;s internet memes) which did help give arms much needed comabt mobility in both PvP and in movement heavy fights like Ulduar. In the hands of a skilled player, arms is capable of solid DPS and is a threat again on the PvP battlefield (the sheer volume of people complaining about Bladestorm proves that arms is no longer seen as the free kill it was at the beginning of the year). Part of this is also the change to Battle Stance adding ArP and the buffing of Sword Spec to where it&#8217;s actually a useful ability and you won&#8217;t reject a sword out of hand for the spec. Arms is solid now. Although even at this late date <a href="http://forums.worldofwarcraft.com/thread.html?topicId=20133929318&amp;sid=1&amp;pageNo=19#364">we can find issues to fix, apparently</a>.</p>
<p>There&#8217;s a lot more to discuss, of course (holy crap the Dungeon Finder alone), there always is. But here&#8217;s to 2009, and looking forward to 2010.</p>
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