Ghost Rider wrote:
Because there are so many of them!!!
I think Blizzard is just being a fucking obstinate bitch on this particular issue.
Yeah, that issue is absolutely fucking retarded. Yeah let's not buff warriors because they're played the most, never mind that the only reason they're not subbed out is frequently purely due to the time spent in the guild, or the fact that they're guild leader.
They used the same reasoning for why they wouldn't nerf Bear Druids - because they're the least represented spec, they won't nerf something that is struggling in rep numbers. I literally facepalmed when GC came out and categorically stated that druids wouldn't get nerfed while so few played the spec.
Warriors and druids have AoE taunt.
What they don't have is Divine Sacrifice, Argent Defender and AoE aggro that is second to none.
Divine Sac is a fantastic Oh crap ability for a raid rather then a tank because of the fact it shares with everyone. In fact very early on we had them do it, and bubble in very high damage situations to insure everyone took less and then the Pally not taking anything.
Argent Defender is a passive "Oh shit button". Almost nothing compares because the fact it's passive.
AoE aggro is because how many abilities hit everything for Holy, which just ignores armor.
Blessing of Sanc is one of the best tank blessings of all fucking time.
This, Blizzard once again shows how they completely over react to something. Paladins were considered the 'AoE' tanks in TBC, and that stigma of not being able to main tank carried over, so instead of actually competently buff the class, they completely overpowered it.
Argent Defender being passive is ridiculous, the paladin doesn't have to do anything but spec into it, and suddenly you've got a last stand effect and a Guardian Spirit effect, rolled into one talent, that procs anytime you get hit hard enough.
Divine Sac (even after the nerf) is hands down
THE best ability in the game right now for progress raiding, no other talent or spell even comes close to equalling it. There's a reason paladins of all specs were subspeccing prot to grab it in Ulduar and ToC, because it was as I think most dubbed it 'a Raid Wall', going back to Ulduar time now, it wasn't unusual to take 4-5 paladins to Mimiron HM attempts, just to chain Divine Sac for p2, or taking them to Iron Council HM, where the damage reduced is astounding. The presence of Divine Sacrifice is the whole reason the door tactic for Twin Val'kyrs heroic even works.
Either Blizz seriously has to retool Warriors form the ground up, or they will become another Pure DPS class in the future.
They already are. The only reason my raid uses a Warrior tank is because two of the longest and most loyal are this class. I keep a spare ICC25 gear in case the Druid or Paladin have an off day. Same with the Arms.
Same, both our warriors are some of the longest playing members in the guild, one of them is the guild leader. There is no chance any raiding guild would actively go out and recruit a warrior tank
As for pure DPS class? Warriors in BiS gear are bar none one of the best, to the best DPS class with no equal. When you meet having 100% Armor Pen(Passive), Critical % Hard capped, and having an unlimited pool of resources to access said ability? Nothing compares. The burst is better then anything except a hunter, the sustained is better then a rogue. The fact if played and tooled correctly the Warrior also has the best mobility of any of the melee is another benefit.
What the problem is that a warrior NEEDS BiS. That means said warrior has to be carried by the guild for the carrot of knowing he/she will become the monster at the end. In between fresh whatever(1-**) to end of the expansion raiding said warrior is less then dirt is what is so absurd. They have never changed this and sadly Cata will likely prove they never will. They have also done some asinine nerfs...Titan's Grip being the current fave still. At the high end it is bad but not world shattering, but on that low end? It's a monstrous nerf that scales backwards because it hurts the low end DPS by also depriving the low end...rage. You are doing 10% less damage and thus you are simply getting less rage, thus not able to spam your buttons. Add the fucking stupid hybrid tax? Then fresh warriors go Protect or Arms. One of which is a poor tank that needs coddling, and the other is one of the most complex rotation/timing in the game to get right...one a fucking sitting target, let alone moving fights. Though not as bad as Kitty.
Kitty DPS makes me cry, especially on something like fucking Lich King - a boss that's constantly moving, constantly shifting around, with shitty pathing. Although it's nowhere near as bad as fucking Rotface, spinning around every 0.3 seconds. I'm pretty much at the point where i'll refuse to DPS, i'd rather step out if possible than go through that, and if it's not possible, i'll spec Balance - I absolutely fucking detest moonkin DPS, but it's better than balacing 5-6 seperate buffs and debuffs, all while watching the boss and my aggro, and being ready to innervate/CR - and then on top of that the boss will be moving around and my main combo point generator still has a stupid facing requirement on it.
The Titan's Grip nerf was stupid, it was totally uncalled for, and made the best DPS talent in the tree, also the worst.....it's quite amusing how they can fuck up the game so hard in so short a time. I think Swifty did a video on youtube just comparing the different amounts of rage you generate with better and better gear and weapons, and it's stupid, to be so fucking dependent on a good weapon, so that you generate rage.
But yeah, warriors are essentially at a point in ICC now, where rage isn't a limiting factor anymore, and that's where the out of control scaling comes. When rage is unlimited and constantly generated, how fast you can hit your buttons and things come off CD becomes the limiting factor in DPS. Our fury warrior was laughing about it the other night, on any boss in ICC, he simply
cannot spend rage fast enough, no matter how much he heroic strikes, no matter how much he spams his abilities, there is so much damage flying around that he'll completely destroy any other class in the game - there's no ramp up time (unless he has to sunder which is once in a blue moon) once he's on the mob, he's doing damage and probably doing the most. About the only fight he does badly on is Rotface, and even then only if he's unlucky - pretty much every fight he destroys on, the only class even coming close to him right now are the rogues when they're constantly tricksing each other, or arcane mages with IA abuse (a mechanic getting removed next patch).
Largest reason warrior tanks suck is not as much as abilities as mitigation. We have mitigation almost on par with Paladin utilitizing all around skills, but none of the best of anything. We have this murky kind of abilities. Or even better, look at T7-10 four piece. Warriors strive for a four piece protect set, not because of the fact it's BiS, but because that ability overshadows everything.
T7 : Shield Wall by 3 secs. Not gamebreaking, but nothing of T7 was. But it did make mitgation a shitload easier on many bosses.
T8 : Shield Block reduces Magic by 20%. Holy shit, why wasn't this a baseline ability I will never understand.
T9 : Decrease Shield Block by 10 sec. Massive mitgation at those levels.
T10 : Bloodrage = Mini Shield wall. Again, massive mitigation
Others vary, but for warriors...something stinks when the 4 piece is constant shoring up of large holes.
For the most part the high end becomes either Pally or Druid because Paladins have massive mitigation and Holy, along with a few oh shit abilities no one has. Druid...because a 70K-100K(when all set up) pool is better then anything short of 102% permanent defenses.
Yeah, mitigation was fine in TBC, when a boss couldn't completely destroy you in a few hits. But when bosses are regularly hitting a tank for 2/3 to 3/4 of their HP, mitigating 3k of that hit, or dodging every once in a while doesn't help. What becomes king is Effective Health, and no matter what, according to all numbers, warriors have the lowest EH of all 4 tanking classes.
Problem also is, the balance only becomes an issue really in hardmode content - when you've got a Bear that can easily top 70k HP (with the 5% buff) you quickly realise that they are the best tanks for hardmodes, simply because they can absorb so much punishment, and that extra HP gives healers a few precious seconds. It'll becoming even more of a glaring disparity as the rolling nerf buff in ICC gets higher and higher. I can't wait to see a feral druid in BiS tanking gear, with the 30% HP buff - you'll quickly see warriors replaced at that point.