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PTR
10.2.7
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10.2.6
Beta
Battle for Azeroth Warrior Class Changes
来自 Anshlun
[Last Updated]:
2018/07/03
变更日志
补丁:8.0.1
目录
评分:
In Battle for Azeroth, Warriors have received many different class changes, ranging from Talent changes to Gameplay and Rotational changes. These changes affect all specs, affecting Arms Warriors, Fury Warriors, and Protection Warriors all alike, so what you knew about DPSing and tanking in Legion is likely to be changed.
While there are many new abilities and spells, there are also returning ones, previously removed during pruning. On top of those spells, the legacy from Legion lives on with different
legendary effects and artifact traits
returning in BfA as talents, baked into the core spec, or are now
azerite traits
, the BfA version of artifact traits. Gameplay changes are also happening, as some abilities and spells that could be used together with others are now
added to the GCD
.
Some Legion systems got reworked, like Honor talents, now active while questing with
War Mode
turned on, which also grants bonuses, like 15% extra experience while leveling.
In this overview, we'll highlight all class abilities, as well as new, changed, or removed talents. Grey to green text indicate changes between
Legion
and the current version of
Battle for Azeroth
; more information can be found by going to the Changelog within the relevant spell page. Keep in mind that information is largely derived from the tooltips, so typographical errors may be intentional to match.
Some notable overall changes:
Arcane Torrent and Every Man for Himself changed
.
Two of the strongest racial effects have received changes in BfA, with
奥术洪流
receiving a new effect and added to the GCD and
生存意志
having its cooldown increased.
The majority of class cooldowns have been added to the GCD
.
Abilities that are in the Global Cooldown, or GCD, cannot be used at the same time, meaning you must wait for the default GCD, 1.5s reduced by haste, until you can use your next ability.
Before BfA, many abilities were called "off-GCD" as you could two or more of them at the same time, even in the same button macro. For BfA, Blizzard started to reduce to amount of abilities in this state.
All melee abilities now scale with both Attack Power and Weapon Damage
.
The actual ability damage formula for all non-casters has changed, and now all those abilities use both weapon damage and attack power, even abilities like
盾牌猛击
or
凛风冲击
.
This appears to be intended to create a better balance between classes, rather than some favoring weapons heavily (
战士
), while others hardly at all (
武僧
).
Bleed and Poison ticks now scale with Haste
.
Bleeds and poisons from
猎人
,
潜行者
, and
战士
were the only over time effects not affected by haste, which is being changed in Battle for Azeroth.
Battle for Azeroth has a huge stat and ilvl squish.
Battle for Azeroth implements the second stat squish for World of Warcraft, two expansions after the
Warlords of Draenor Squish
.
Unlike Warlords, Battle for Azeroth will also have an item level squish, changing the item level previously found on classic items as well.
See what changed in each specific build with our datamining blogs:
26970 Class Changes - July 2nd
26936 Class Changes - June 27th
26926 Class Changes - June 26th
26903 Class Changes - June 22nd
26871 Class Changes - June 19th
26812 Class Changes - June 12th
26788 Class Changes - June 9th
26734 Class Changes - May 31st
26707 Class Changes - May 24th
26624 Class Changes - May 15th
26567 Class Changes - May 8th
26522 Class Changes - April 30th
26476 Class Changes - Apr 20th
26433 Class Changes - Apr 13th
26367 Class Changes - Apr 3rd
26031 Class Changes - Mar 27th
26287 Class Changes - Mar 22nd
26231 Class Changes - Mar 14th
26175 Class Changes - Mar 6th
26131 Class Changes - Feb 27th
26095 Class Changes - Feb 22nd
26032 Class Changes - Feb 13th
26010 Class Changes - Feb 9th
25976 Class Changes - Feb 6th
25902 Class Changes - Jan 25th
Check out all Battle for Azeroth changes for every class and specialization!
All Class Changes
Death Knight Changes
Demon Hunter Changes
Druid Changes
Hunter Changes
Mage Changes
Monk Changes
Paladin Changes
Priest Changes
Rogue Changes
Shaman Changes
Warlock Changes
Warrior Changes
Abilities that are in the Global Cooldown, or GCD, cannot be used at the same time, meaning you must wait the default GCD, 1.5s reduced by haste, until you can use your next ability. Before BfA, many abilities were called "off-GCD" as you could two or more of them at the same time, even in the same button macro. For BfA, Blizzard started to reduce to amount of abilities in this state. For Warriors the affected abilities by these changes are:
All Specs
集结呐喊
1.5s GCD
天神下凡
1.5s GCD
Arms
冲锋
0.5s GCD
横扫攻击
1.5s GCD
Fury
冲锋
0.5s GCD
鲁莽
1.5s GCD
1.5s GCD
Protection
拦截
0.5s GCD
挫志怒吼
1.5s GCD
无视苦痛
1.5s GCD
Community Opinions
Earlier in the testing cycle, we had a series of articles covering the main changes to every class in the game up to that moment. Check out the
Community Opinion - State of Warriors
article.
Blizzard Direct Feedback
I wanted to add to the analysis of protection warriors discussion by looking at some of the mathematics of our baseline 110 mitigation, especially in relation to druids as they are another primarily mitigation based tank. Most of the discussions on these forums have been primarily qualitative analysis; disliking the general feel or flow of the class, and/or commenting on the various talent lines. The goal of this post is to present a numerical overview of our mitigation as it stands on the beta (build 26530), because I think from a mitigation standpoint we are significantly weaker than other mitigation based tanks (namely guardian druid).
Assumptions:
Baseline 110 warrior and druid on BFA Beta
Build 26530
Warrior Stats:
Baseline Physical Mitigation: 47.49%
Dodge + Parry: 23.13%
Block Chance: 29.46%
Critical Block Chance: 39.60%
Block Fraction: 30%
Effective Warrior Mitigation
If one then calculates the average damage taken (reducing the incoming DPS by the P/D chance and then adding in block and mitigation), the baseline warrior health takes 35.51% of the incoming physical damage. If we add on 100% uptime on Bolster as we already have too much rage, this becomes 31.54%. Thus, with bolster the average mitigation of a protection warrior is 68.46%.
No Bolster: 64.49% effective mitigation
Bolster: 68.46% effective mitigation
Another calculation worth doing is our damage reduction in our active mitigation (shield block). This gives us 100% chance to block and at 110 baseline a 69.06% chance to critically block. Thus the results are as follows:
No Bolster: 80.07% effective mitigation
Bolster: 82.30% effective mitigation
If we then amortize the active mitigation calculation by assuming 33% uptime (6s with 18s recharge), the average mitigation of a protection warrior is as follows:
No Bolster: 69.69% effective mitigation
Bolster: 73.07% effective mitigation
This does not take into consideration the change in any additional cooldowns, this is merely a base mitigation calculation.
Effective Druid Mitigation:
It's worth comparing this against a baseline druid on the beta who can maintain 100% uptime on IF (ironfur). We'll look at 100% uptime 0, 1, and 2 stacks of IF. The baseline druid has 21% dodge.
No Ironfur: 52.42% effective mitigation
1 Stack IF: 60.90% effective mitigation
2 Stack IF: 66.43% effective mitigation
Assuming a druid can keep 100% uptime on 2 stacks of IF, the protection warrior with 100% bolster uptime (easily maintained) manages 2.03% higher mitigation without the use of shield block. With consistent shield block usage this gap increases to 6.64% higher mitigation.
Disclaimer: this is sort of analysis is necessarily rough--beyond these basic estimates, talents and many other things will affect mitigation and overall tank performance in any given context.
Disclaimer 2: I didn't review your calculations or assumptions, but the approach seems reasonable.
Even based on your own conclusions, you're greatly downplaying the Warrior's mitigation advantage in your example. "Only 6.64%" is a very large difference when the Druid is only taking 33.57% of incoming damage in the first place. The Warrior (who's taking 26.93% of incoming damage) is taking 19.8% less damage than a Druid. 19.8% is a very large mitigation advantage--it amounts to a 25% increase in effective health, which is very close to the 29% higher health the Druid has in your example.
Blizzard
The value of block now passively increases as you get more and more gear, most notably from shield. Block as a mechanic still scales somewhat linearly throughout the expansion, instead of double dipping with the increased survivability from having higher armor contribution on top of it.
This is the right idea. Since there have been a lot of questions about this--
Block seeming to decrease when you gain armor is mostly an artifact of how we're currently presenting it on the character sheet (which might be worth revisiting). I'll keep using
正义盾击
as the example since it's a large temporary armor change.
Block now uses similar scaling to armor itself, for the reasons mentioned in my other post (briefly--it's more gear-driven and makes upgrades matter, and allows content to be tuned around higher block values as you proceed further into the game). When you gain a massive amount of armor from
正义盾击
, you're now at a higher point on the armor DR curve. So adding a fixed amount of armor, which is essentially what block is doing, translates to a lower %.
This is no different from how gaining a buff for X armor would appear to add less mitigation (as a %) if you had
正义盾击
up--i.e. the way armor as worked for the whole history of WoW. Block just happens to be called out as its own % on the character sheet, so this is more visible. In all cases, gaining more armor will further reduce damage from both blocked and unblocked hits.
We of course could make abilities like
正义盾击
increase block value as well as armor, so the "block %" stayed similar. But I'm not sure that's what you'd actually want from a gameplay or balance perspective. That's basically saying we'd give block more value during the time when you're already protected by
正义盾击
. That's the opposite of the usual desire (it would increase damage variance). Letting armor DR work using its natural mechanics, causing an effect like block to have more % value when you have lower armor, seems better.
Summing up, I hope that clarifies a bit more what's going on, and so far I think the biggest outstanding question is whether there's a clearer way to present the block information on the character sheet.
--------
The first direction we're likely exploring for Brewmaster is to make Stagger the mechanic that is driven by Agility, and ultimately make sure it has similar scaling to the armor-based mechanics on the other tanks. This would not necessitate any large player-facing changes to how
醉拳
works or how you use it.
--------
Also, an upcoming alpha build will have a reduced % on all the effects that translate primary stat to armor. They're too high right now because a recent change reduced armor values across the game and didn't change those abilities to conform. It's just a math fix, when it happens.
Blizzard
We are looking at a change to Block (for all classes), where it would not share DR with your base armor. This won't be in the next build though.
The next build will slightly increase the value of the
奉献
effect from
精通:神圣壁垒
. There's a disadvantage to having the mastery split between two effects, where each is weaker than it otherwise would be. But we also want to be careful with making
奉献
's damage reduction too strong, where the damage swing in stepping in/out of it might be uncomfortable again.
Blizzard
This week's beta build caught the Fury Warrior changes mid-flight, and is an incomplete picture of the overall changes. Work is still underway – the spec is currently being iterated on. To give some more information on the overall direction of the spec, here are some points we are looking to address:
More tightly adjust/control Enrage uptime and Rage income (both of which heavily impact pacing, flow, and the feel of the spec) throughout the expansion, rather than letting both scale up dramatically as gearing happens.
Reduce the amount of stacking damage bonuses on the spec that are available simultaneously, which reduces the desire/need to stack multiple at once, which now feels much worse to do now that virtually all of them are on the global cooldown.
Figure out
狂暴挥砍
's place on the spec.
Enrage
Getting mad and being better and stronger is definitely still the fantasy of Fury, and Enrage is staying as the spec's core base mechanic and Mastery. However, Enrage is changing a bit into 25% Haste (still being adjusted) and 10% Movement speed. It's currently 100% melee attack speed on live, and was 50% melee attack speed previously on Beta. Haste is something that's much more felt in terms of pacing (button presses, cooldowns compressing) compared to auto attack speed, which mostly gets covered up by ability animations anyways.
The 20% increased damage taken during Enrage is being removed. Along with this, the 15% passive increased maximum health the spec had is also going away – this was largely added to counteract the increased damage drawback that Enrage had. Now, Fury will simply have the bonus of ~8% more health than other non-tanks in the same gear level, due to being able to dual-wield a pair of 2-handed weapons.
In terms of Enrage uptime, our current thought is we'd like to try targeting Enrage uptime to around ~60%, and not growing wildly throughout the expansion as gear improves. I think there exists a sweet spot for Enrage uptime where it's not up so often that it's taken for granted and you don't have to think at all about playing around it, but also not so rare that it feels bad.
Because Enrage uptime is a function of Enrage duration and Rage generation (which is directly proportional to the time in between
暴怒
s), Enrage duration going up means uptime can get too high, which means time in between
暴怒
s can get too high, which then feels bad. Currently, Enrage duration is back to 4 sec, but
Rage generation has increased significantly
since this round of Fury changes, so the spec should feel much faster now and the uptime on Enrage shouldn't feel low.
怒击
怒击
now Generates 12 Rage, has 2 charges, 7.5 sec recharge (reduced by Haste), has a 20% chance to instantly reset its own cooldown, and no longer requires being Enraged to be usable. It's more similar to the
怒火中烧
version than the live baseline version, where it has no cooldown but requires Enrage to be usable.
怒击
is doing a lot of things for the spec here:
怒击
was changed to fit together into
暴怒
and
嗜血
, both of which we thought were good and didn't need any notable changes.
Being usable only while Enraged, meant you very frequently pushed it multiple times in a row for 5 Rage each time, which didn't feel super engaging.
Having 2 charges baseline felt better, as a version with either a 6 or 7.5 sec cooldown but no charges meant it collided with
嗜血
's cooldown very frequently, which did not feel good. Additionally, charges on
怒击
is sort of the only actual resource you manage on the spec, since Rage is technically a resource but only spent on
暴怒
and nothing else.
Having a 20% chance to reset itself is the random proc on the baseline spec that adds an amount of unpredictability to the rotation.
狂暴挥砍
狂暴挥砍
didn't really found its place on the spec. it's a no-cooldown free filler that didn't feel great to press, largely as a direct result of being the lowest priority/impact ability by design. The version of
狂暴挥砍
you're seeing this week is a first iteration, where we tried giving it more tie-ins to your core rotation/mechanics: Generates 3 Rage, has 10% chance to trigger Enrage.
玩耍
this version some more internally, we thought the button felt better, but still didn't feel great to press. Additionally, it overlaps some with
旋风斩
, which is also a baseline no-cooldown free filler. So we're going to try removing
狂暴挥砍
baseline and making Whirlwind the baseline filler in single-target.
旋风斩
has the benefit of having better audio/visual feedback, and generally feeling better to press. It also just fits the fantasy of a whirling blademaster/berserker pretty well. It will generate 3 Rage + 1 additional per target hit, up to a maximum of 8 Rage (this is intended to also speed up the AOE rotation).
狂暴挥砍
is being merged together with
(talent) and becoming a talent in that slot, without the new experimental 10% chance to trigger Enrage mechanic.
Whirlwind's Meat Cleaver effect
旋风斩
will now cause your next 2 single-target attacks to gain the effect of striking up to 4 additional targets for 40% damage. With the changes to
怒击
, it made sense to add Raging Blow to this effect, but at that point the only thing not included was
斩杀
and
狂暴挥砍
, so we've added them too.
斩杀
斩杀
being a Rage spender caused it replace
暴怒
entirely during execute range (against enemies below 20% health). We are trying a version of
斩杀
where it has a short 6-sec cooldown, and generates 20 Rage instead of spending it, so that it adds to your rotation and helps fuel your Rampages, rather than replacing one of your core buttons. In the current design of the spec, it feels more correct for Rampage to remain the almighty and only Rage spender, and Execute to be a more support role (rather than the spammed Rage spender), even if it deals similar damage to Rampage on paper (because
斩杀
is available less frequently and Rampage Enrages you).
鲁莽
With Enrage no longer coming from
嗜血
critical strikes and instead coming from
嗜血
at a consistent 30% rate, the spec no longer has a core critical strike mechanic, and it made less sense to have 100% critical strike chance as Fury's baseline cooldown. Thinking about it more, 100% critical strike chance would make more sense as Arm's cooldown, because that spec is slower-paced and more about setting up for fewer, larger hits. Fury is currently much more about flurries of many smaller hits, speed/haste, and Rage generation. To that end, Fury's cooldown turning into double Rage generation from all sources (and some critical strike chance for flavor) made more sense, both in terms of feel, theme, and gameplay.
As a side note, one of the upsides of Fury's resource model is that it can support a huge amount of burst/temporarily increased resource income in a way that feels great (something many other specs can't do as well), because
暴怒
spends 85% of the Rage bar – we're consciously leaning into this more with the
鲁莽
mechanics changes.
As always, thanks for all of the feedback.
Blizzard
We've been iterating on Fury Warrior since last week, and the next Beta build will again be a slightly out-of-date version of Fury compared to we have internally at this moment.
To give an update: everything on the baseline spec described last week hasn't changed. However, many talents have been adjusted, moved, or replaced to better fit together with the updates to the Fury spec.
Level 15, 30, 60 rows
: No changes since last week/last Beta build.
Level 45 row:
怒火中烧
,
猝死
,
狂暴挥砍
– this row speed up/adds to the rotation
怒火中烧
is now -1 sec off the base cooldown of
怒击
(which is now 8 sec base cooldown) and increases its damage. Simple and direct, and does the job of slightly speeding up/adding to the rotation.
猝死
is the same talent many know, adjusted for Fury – “Your attacks have a chance to reset the cooldown of
斩杀
and make it usable on any target, regardless of their health.” It replaces
摧枯拉朽
in the talent tree, and fills the role of “occasionally inserts an ability into your rotation” better than
摧枯拉朽
does, because
旋风斩
is now already used often as part of your single-target rotation. Additionally, now that
斩杀
generates 20 Rage for Fury, this proc will also serve to slightly speed up the rotation, which is desirable on this talent row.
狂暴挥砍
is the
狂暴挥砍
attack (from live) combined with
(the talent from live), as described last week, granting Haste per stack, stacking up to 3. It serves as the higher-complexity talent that add a brand new button to your rotation. The Haste granted has been reduced to a more appropriate level (2% per stack, pending playtesting/feedback/tuning) considering the spec now has 25% Haste baseline from Enrage, and with another talent (
暴乱狂战士
) also providing 10% Haste occasionally.
Level 75 row:
屠戮
,
屠杀
,
暴乱狂战士
屠杀
has been redesigned into “
斩杀
is now usable on targets below 35% health”. Now that
斩杀
has a cooldown and generates Rage, the live Legion version doesn't make much sense anymore – it would've just amounted to a Rage proc on
斩杀
. Additionally, Execute adds a significant amount to the rotation already when it's available – any redesign that made that
斩杀
window even more impacted by adding more resources or buttons to press didn't seem to overall improve the
斩杀
rotation. Instead, widening the window during which you can use
斩杀
, made more sense.
On Execute's cooldown, which is currently 6 sec (reduced by Haste, ending up at ~4.2 sec with Enrage up): Currently, there are no lack of buttons to press during
斩杀
windows, with
斩杀
being available on every 4th ability use (at a high priority), and pushing some other buttons out to make room for itself. We think
斩杀
being any lower cooldown makes the Fury rotation more cramped during
斩杀
, and not any better overall.
屠戮
and
暴乱狂战士
are unchanged since last week.
Level 90 row:
旋风斩
,
巨龙怒吼
,
剑刃风暴
– this row is primarily AOE
旋风斩
still has its baseline mechanic of making your next 2 attacks strike up to 4 additional targets for 40% damage (this mechanic/buff is called Meat Cleaver on live). That proc/buff has been renamed to simply “
旋风斩
” because if anyone referred to
旋风斩
when talking about Fury, it wasn't possible to find those words anywhere in the spellbook, which made it harder to learn about the mechanic.
旋风斩
, the new talent, uses that name, and gives
旋风斩
a 10% chance to Enrage you and causes it to generate an additional 1 Rage per target hit (up to 3 additional Rage), pending tuning.
巨龙怒吼
's cooldown has been increased to 40 sec (up from 25 sec), radius has been increased to 12 yds (up from 8 yds), damage increased significantly, and it now generates 10 Rage. The goal is to put it much closer to
奥丁之怒
in usage and damage impact (high cooldown, more one-hit damage). Generating a respectable amount of Rage allows it to be used during
鲁莽
without you feeling like you're missing out on its potential Rage generation increase.
剑刃风暴
's duration has been reduced to 3 sec (down from 6 sec), cooldown reduced to 1 min (down from 1.5 min), and now generates 20 Rage over the duration. Shortening the duration allows Bladestorm to fit into an Enrage window (without requiring extreme amounts of Haste) if used right after after gaining Enrage, and a shorter duration/cooldown
剑刃风暴
feels more like Fury anyways.
Level 100 row:
肆意放纵
,
愤怒掌控
, Siegebreaker
– this row modifies or adds damage bonuses
肆意放纵
is a fine talent, no changes.
愤怒掌控
has been added to Fury, reducing the cooldown of
鲁莽
by 1 sec for every 25 Rage you spend.
鲁莽
is cool, so why not have it more often?
When looking at the third talent slot on this row, we tried various version of
or
天神下凡
at different cooldowns, or with different mechanics, or with up-front damage, and even a version where the talent literally just cast both
天神下凡
and
鲁莽
for 15 sec with a 1.5-2 min CD. In the end we concluded:
Any version that was a separate self-buff damage cooldown button didn't feel great to press consecutively with
鲁莽
, because you're pressing two straight abilities which both feel more like self-buffs than attacks
Any version that made
鲁莽
stronger (high damage/amplitude) or replaced
鲁莽
with an ability with a 1.5 min cooldown, felt too similar to
肆意放纵
Any version that made
鲁莽
shorter cooldown was
愤怒掌控
Any version that made
鲁莽
a longer cooldown or replaced it with a new spell with a longer cooldown, didn't feel great because you were taking a talent that made
鲁莽
available less often
In the end, we're going to try a cooldown attack that debuffs the target, increasing your damage done to them for a duration. This synergizes with
鲁莽
in a way that feels better –
鲁莽
first to buff yourself, then a heavy attack against the enemy. The intended gameplay is: Build up Rage -> Siegebreaker ->
暴怒
-> Rebuild Rage ->
暴怒
before Siegebreaker ends. Correct tuning on the duration will allow 2
暴怒
s to be doable during one Siegebreaker, but not trivial to do mindlessly. During Recklessness you should be able to get off three
暴怒
s in the Siegebreaker window.
Siegebreaker
(30 sec cooldown, Generates 15 Rage): Break the enemy's defenses, dealing Physical damage, and increasing your damage done to the target by 20% for 10 sec.
Notes
:
,
, and
天神下凡
have been removed from Fury.
Auto attack damage, as a portion of your overall damage, has been reduced. This came from increasing the damage of most abilities on the spec. Our target for auto attack damage on Fury is currently much closer to 25% of your overall damage than 50%.
Thanks for the continued feedback here and everywhere else.
Blizzard
In the next Beta build, you'll see a few changes for Arms that should address the Rage economy issues pointed out in threads like this one. The baseline pacing is slightly lower than intended, and talents can cause too big of a swing in either direction (slowing down or speeding up the pace).
• Rage generation from auto attacks is increased by ~16%.
•
战术专家
's proc chance is increased to 1.4% per Rage spent (it was 0.9%).
This adds more button presses to the rotation regardless of your talent build, and pushes
压制
more than other abilities to avoid creeping too close to "Slam-spam" territory. The moment we're trying to eliminate as much as possible is the, “I have enough Rage to Slam right now, but I don't know if I'll have enough to
致死打击
afterwards unless I have a swing timer.” These changes add enough Rage, and enough
压制
procs, to make that a rarer occurrence.
However, pumping more Rage into the rotation doesn't solve the problems with certain talent setups that have been highlighted here. There are a handful of Rage management talents that have big impacts on the spec's feel and flow, but it is easy to accidentally put together a build that is either starved or flooded.
•
天神下凡
and
战斗狂热
swap places (
天神下凡
to 90,
战斗狂热
to 45).
• Trauma removed, and replaced with the new
屠杀
design: "Execute is now usable against targets below 35% health."
This makes the purpose of each row clearer. 45 is all about spending more Rage. The row will have a more predictable impact on total button presses over time, while each talent still has a distinct impact on moment-to-moment gameplay.
Similarly, the 90 row is now all about cooldowns. Putting
天神下凡
and
致命平静
against each other limits the pacing swing between different talent setups, as well as lowering overall burst potential (something at which Arms already excels). Having strengths is important, but pushing them too far can lead to feeling like you're a one-trick pony.
Finally, two more related tweaks:
•
碎颅打击
generates 20 Rage (was 30 Rage).
•
愤怒掌控
no longer affects
致命平静
. It now only affects
巨人打击
/
灭战者
, and
剑刃风暴
.
碎颅打击
was adding too much activity, relative to the other options on the 15 row. Even with this change, it is still the most active choice for players who enjoy being closer to GCD-locked.
Rather than adding
天神下凡
to
愤怒掌控
, we've opted to keep it simpler on the surface while still having all three 90 talents interact with it in different ways:
杀心骤起
is directly buffed,
天神下凡
feeds extra Rage into
愤怒掌控
, and
致命平静
makes it easier to set up for the more regular
巨人打击
windows.
Oh -- we're also trying out a different animation for
压制
.
As always, thanks for the feedback and discussion!
Warrior Spell Changes
Class Tools
Arms
Talents
Fury
Talents
Protection
Talents
巨人打击
断筋
致死打击
压制
猛击
顺劈斩
撕裂
碎颅打击
.
灭战者
嗜血
斩杀
狂暴挥砍
暴怒
毁灭打击
剑刃风暴
英勇投掷
怒击
旋风斩
灭绝者
Specialization
武器战士
Apply Aura: Modifies Damage/Healing Done by 10% 18%.
Effect #4 Apply Aura: Modifies Damage/Healing Done
剑刃风暴
by 50% 25%.
REMOVED
鲁莽
Lets loose a battle cry, granting your abilities 100% increased critical strike chance for 56 sec.
Name changed from Battle Cry to Recklessness
Specializations changed from Arms/Fury/Protection to Fury/Protection
REMOVED
顺劈斩
Strikes all enemies in front of you with a sweeping attack for 90%(48.36% of Attack power} Physical damage. Hitting 3 or more targets inflicts Deep Wounds.
Cooldown changed from 6 to 12 sec
Cost changed from 10 to 20 Rage
Now a lvl 75 talent
REMOVED
For each target Cleave hits, up to 5, your next Whirlwind deals 20% more damage.
REMOVED
Increases the damage of your Colossus Smash by 13%13.0%, and causes it to increase damage you deal to the target by an additional 13%13.0%.
REMOVED
致死打击
Mortal Strike's damage is increased by 60%.
REMOVED
猛击
Slam's damage is increased by 60%.
NEW
精通:重伤
Deep Wounds damage is increased by 8.0%, dealing (53.82% of Attack power) Bleed damage over 3 sec.
Striking an enemy with Mortal Strike, Cleave, Execute, or Bladestorm inflicts Deep Wounds.
NEW
压制
Overpower the enemy, causing 375%dealing (70% of Attack power) Physical damage. Cannot be blocked, dodged, or parriedand has a 60% increased chance to critically strike. Your other melee abilities have a chance to activate Overpower. Increases the damage of your next Mortal Strike or Execute by 30%, stacking up to 2 times.
Now baseline and requires Level 20, up from 15
Cooldown changed from None to 12 sec recharge
NEW
百战老兵
Your auto attack critical strikes generate 30% more Rage.
NEW
横扫攻击
For 12 sec your single-target damaging abilities hit 1 additional target within 8 yds for 75% damage.
剑刃风暴
Become an unstoppable storm of destructive force, striking all targets within 8 yards for (7 * 157%50%) Physical damage over 6 sec.
You are immune to movement impairing and loss of control effects, but can use defensive abilities and can avoid attacks.
巨人打击
Smashes the enemy's armor, dealing 210%(200% of Attack power) Physical damage, and increasing damage you deal to them by 15% for 8 sec.30% for 10 sec.
Cooldown changed from 20 sec cooldown to 45 sec cooldown
斩杀
Attempts to finish off a foe, causing 202% Physical damage, and consuming up to =10 additional Rage to deal up to (202% * 10 / 10) additional damageup to (2.0 * 80.6%) Physical damage based on Rage spent. Only usable on enemies that have less than 20% health.
If your foe survives, 30% of the Rage spent is refunded.
Cost changed from 10 Rage to 20 Rage
断筋
Maims the enemy for 105%16.926% Physical damage, reducing movement speed by 50% for 15 sec.
致死打击
A vicious strike that deals 274%(110% of Attack power) Physical damage and reduces the effectiveness of healing on the target by 25% for 10 sec.
Cost changed from 20 Rage to 30 Rage
集结呐喊
Lets loose a commanding shoutrallying cry, granting all party or raid members within 30 yards 15% increased40 yards 15% temporary and maximum health for 10 sec. After this effect expires, the health is lost.
Name changed from Commanding Shout to Rallying Cry
猛击
Slams an opponent, causing 190%(55.614% of Attack power) Physical damage.
战术专家
You have a 0.75%0.90% chance per Rage spent on damaging abilities to reset the remaining cooldown on Colossus SmashOverpower and Mortal Strike.
乘胜追击
Strikes the target, causing (100% of Spell power + 200%40% of Attack power) damage and healing you for 30%20% of your maximum health.
Only usable within 20 sec after you kill an enemy that yields experience or honor.
旋风斩
Unleashes a whirlwind of steel, striking
Fervor of Battle:Fervor of Battle
hitting your primary target for Physical damage, and all other
with Slam and striking all other
striking all enemies within 8 yards for 3 * 90%) Physical damage. Physical damage.
Talents
Live
BFA
Removed
REMOVED
坚定
Your abilities cost 10% less Rage.
REMOVED
Battle Cry also reduces the Rage cost of your abilities by 75% for the duration.
REMOVED
怒火聚焦
Focus your rage on your next Mortal Strike, increasing its damage by 75%30%, stacking up to 03 times. Unaffected by the global cooldown.
REMOVED
致死连击
Mortal Strike now has a maximum of 2 charges.
REMOVED
Your melee abilities have up to a 60% chance, based on the target's missing health, to trigger an extra attack that deals 160%(48.36% of Attack power) Physical damage and generates 5 Rage.
REMOVED
压制
Overpowers the enemy, causing 375% Physical damage. Cannot be blocked, dodged, or parried and has a 60% increased chance to critically strike. Your other melee abilities have a chance to activate Overpower.
Now baseline
REMOVED
震荡波
Sends a wave of force in a frontal cone, causing (47.5%9.975% of Attack power) damage and stunning all enemies within 10 yards for 3 sec. Cooldown reduced by 20 sec if it strikes at least 3 targets2 sec.
REMOVED
Mortal Strike and Execute hit 2 additional nearby target for 50% damage.
REMOVED
创伤
Slam, Whirlwind, and Execute now cause the target to bleed for 20% additional damage over 6 sec. Multiple uses accumulate increased damage.
REMOVED
泰坦之力
Increases the duration of Colossus Smash by 8 sec, and reduces its cooldown by 8 sec.
New
NEW
顺劈斩
Strikes all enemies in front of you with a sweeping attack for (30% of Attack power) Physical damage. Hitting 3 or more targets inflicts Deep Wounds.
NEW
间接伤害
When your abilities damage a second target due to Sweeping Strikes, they refund 20% of their Rage cost.
Tier 5 Talent
NEW
致命平静
Reduces the Rage cost of your abilities by 100% for 6 sec.
Tier 6 Talent
NEW
悍勇无畏
Overpower has 2 charges, and it increases the damage of your next Mortal Strike by an additional 10%.
Tier 7 Talent
NEW
胜利在望
Instantly attack the target, causing (39.312% of Attack power) damage and healing you for 20% of your maximum health.
Killing an enemy that yields experience or honor resets the cooldown of Impending Victory.
Tier 2 Talent
NEW
屠杀
Execute is now usable on targets below 35% health.
Tier 3 Talent
NEW
碎颅打击
Bash an enemy's skull, dealing (67.704% of Attack Power) Physical damage.
Generates 20 Rage.
Tier 1 Talent
NEW
猝死
Your attacks have a chance to make your next Execute cost no Rage, be usable on any target regardless of their health, and deal damage as if you spent 40 Rage.
Tier 1 Talent, previously the legendary ring
阿亚拉的磐石之心
NEW
战争机器
Your auto attacks generate 10% more Rage. Killing an enemy instantly generates 10 Rage, and increases your movement speed by 30% for 15 sec.
Tier 1 Talent
NEW
灭战者
Smash the ground and shatter the armor of all enemies within 8 yds, dealing (200% of Attack Power) Physical damage and increasing damage you deal to them by 30% for 10 sec.
Tier 5 Talent
Formerly the artifact ability
灭战者
Changed
愤怒掌控
Every 20 Rage you spend reduces the remaining cooldown on Battle Cry and BladestormWarbreaker, Bladestorm, and Colossus Smash by 1 sec.
天神下凡
Transform into a colossus for 20 sec, causing you to deal 20% increased damage and removing all roots and snares.
Generates 20 Rage.
Tier 6 Talent
战斗狂热
Whirlwind deals 80% increased damage to10% increased damage, and Slams your primary target.
Tier 3 Talent
杀心骤起
Colossus Smash grants you 10% Haste for 8 sec.Colossus Smash/Warbreaker increases your Haste by 10%, or by 20% if the/any target is below 20% health. Lasts 10 sec.
撕裂
Wounds the target, causing 150%(23.2128% of Attack power) Physical damage instantly and an additional (1000%81.12% of Attack power) Bleed damage over 812 sec.
Now scales with haste
风暴之锤
Hurls your weapon at an enemy, causing (100%16.38% of Attack power) Physical damage and stunning for 4 sec.
Honor Talents
战旗
You throw down a war banner at your feet, rallying your allies.
Increases movement speed by 30% and reduces the duration of all incoming crowd control effects by 50% to all allies within 30 yards of the war banner. Lasts 15 sec.
Azerite Traits
NEW
碾压突袭
Your melee abilities have a chance to increase the damage of your next Slam by 248 and reduce its Rage cost by 20.
NEW
刽子手的精准
Execute increases the damage of your next Mortal Strike against the target by 105, stacking up to 2 times.
NEW
战争之王
Warbreaker/Colossus Smash deals an additional 62 damage and generates 10 Rage.
NEW
聚焦风暴
While Ravager is active/Bladestorming, every 1 sec you gain 15 Speed and Ravager's/Bladestorm's damage increases by 25. Lasts 6 sec.
NEW
地震波
Overpower causes a seismic wave that deals 43 Physical damage to enemies in a 10 yd line.
NEW
力量的考验
When Warbreaker/Colossus Smash expires, your Strength is increased by 2 for every 10 Rage you spent during Warbreaker/Colossus Smash. Lasts 12 sec.
Specialization
狂怒战士
Apply Aura: Modifies Damage/Healing Done by 10% -16%.
NEW Effect #4 Apply Aura: Mod Auto Attack Damage by -25%.
REMOVED
狂暴挥砍
Aggressively strike with your off-hand weapon for * ((max(0, min(Level - 10, 10)) * 10 + 171) / 271)] Physical damage, and increases your Haste by 3% for 15 sec, stacking up to 3 times.
Generates 5 Rage.
Increases your Bloodthirst critical strike chance by 15% until it next deals a critical strike, stacking up to 6 times.
Now a talent
NEW
乘胜追击
Strikes the target, causing (100% of Spell power + 200%40% of Attack power) damage and healing you for 30%20% of your maximum health.
Only usable within 20 sec after you kill an enemy that yields experience or honor.
嗜血
Assault the target in a bloodthirsty craze, dealing * ((max(0, min(Level - 10, 10)) * 8 + 137) / 217)] Physical damage and restoring 4%5% of your health.
Generates 108 Rage.
激怒
Bloodthirst critical strikes will Enrage you, increasing your attack speed by 100% and damage you take by 20%Becoming Enraged increases your damage done by 11%, Haste by 25% and movement speed by 10% for 4 sec.
Bloodthirst has a 30% chance to Enrage you.
Rampage always Enrages you.
斩杀
Attempt to finish off a wounded foe, causing (400% + 400%) Physical damage. Only usable on enemies that have less than 20% health.
Generates 20 rage
Cost changed from 25 rage to None
Cooldown changed from None to 6 sec
精通:不羁之怒
Increases damage done while Enraged by 11%11.0%.
怒击
A mighty blow with both weapons that deals a total of 165% + 165%50% + 50%) * ((max(0, min(Level - 13, 7)) * 4 + 118) / 146)] Physical damage. Only usable while Enraged.
Raging Blow has a 20% chance to instantly reset its own cooldown.
Generates 512 Rage.
Cooldown changed from None to 7.5 sec recharge
Charges changed from None to 2
集结呐喊
Lets loose a commanding shoutrallying cry, granting all party or raid members within 30 yards 15% increased40 yards 15% temporary and maximum health for 10 sec. After this effect expires, the health is lost.
Name changed from Commanding Shout to Rallying Cry
暴怒
Enrages you and unleashes a series of 54 brutal strikes over 2 sec for a total of (57% + 172% + 114% + 345% + 201%)(72% of Attack power) + (42% of Attack power) + (96% of Attack power) + (54% of Attack power)] Physical damage.
鲁莽
Lets loose a battle cry, Go berserk, increasing all Rage generation by 100% and granting your abilities 100%20% increased critical strike chance for 510 sec.
Name changed from Battle Cry to Recklessness
Cooldown changed from 1 min to 1.5 min
旋风斩
Unleashes a whirlwind of steel, striking all enemies within 8 yards for 45% + 45%)] Physical damage.7% + 5.8032% of Attack Power)] Physical damage.
Causes your next Bloodthirst or Rampage2 single-target attacks to strike up to 4 additional targets for 50%50% damage.
Generates 3 Rage, plus an additional 1 per target hit. Maximum 8 Rage.
泰坦之握
Allows you to dual-wield a pair of two-handed weapons.and increases your maximum health by 15%.
Talents
Live
BFA
Removed
REMOVED
天神下凡
Transform into a colossus for 20 sec, causing you to deal 20% increased damage and removing all roots and snares.
Generates 20 Rage.
REMOVED
ForCause a bloodbath, dealing (60% of Attack power) Physical damage to all enemies in front of you.
For the next 10 sec, your melee attacks and abilities cause the targettargets to bleed for 40% additional damage over 6 sec.
REMOVED
Furious Slash increases your Haste by 5% for 15 sec, stacking up to 3 times.
REMOVED
Berserker Rage now causes Enrage, and its cooldown is reduced by 15 sec.
REMOVED
震荡波
Sends a wave of force in a frontal cone, causing (47.5%7.7805% of Attack power) damage and stunning all enemies within 10 yards for 3 sec. Cooldown reduced by 20 sec if it strikes at least 3 targets2 sec.
REMOVED
Killing a target grants you 30% Haste and 30% movement speed for 15 sec.
REMOVED
摧枯拉朽
Your attacks have a chance to make your next Whirlwind deal 250%300% increased damage.
New
NEW
愤怒掌控
Every 20 Rage you spend reduces the remaining cooldown on Recklessness by 1 sec.
NEW
狂暴挥砍
Aggressively strike with your off-hand weapon for Physical damage, and increases your Haste by 2% for 15 sec, stacking up to 3 times.
Generates 4 Rage.
Increases your Bloodthirst critical strike chance by 15% until it next deals a critical strike, stacking up to 6 times.
Tier 3 Talent
NEW
胜利在望
Instantly attack the target, causing (39.312% of Attack power) damage and healing you for 20% of your maximum health.
Killing an enemy that yields experience or honor resets the cooldown of Impending Victory.
Tier 2 Talent
NEW
血肉顺劈
Whirlwind has a 10% chance to Enrage you and generates an additional 1 Rage per target hit (up to 3 additional Rage).
Tier 6 Talent
NEW
破城者
Break the enemy's defenses, dealing (85% of Attack power) Physical damage, and increasing your damage done to the target by 15% for 10 sec.
Generates 10 Rage.
Tier 7 Talent
NEW
猝死
Your attacks have a chance to make your next Execute cost no Rage, be usable on any target regardless of their health, and deal damage as if you spent 40 Rage.
Tier 3 Talent, previously the legendary ring
阿亚拉的磐石之心
NEW
战争机器
Your auto attacks generate 10% more Rage. Killing an enemy instantly generates 10 Rage, and increases your movement speed by 30% for 15 sec.
Tier 1 Talent
Changed
剑刃风暴
Become an unstoppable storm of destructive force, striking all targets within 8 yards for with both weapons for ) Physical damage over 64 sec.
You are immune to movement impairing and loss of control effects, but can use defensive abilities and can avoid attacks.
Generates 25 Rage over the duration.
Tier 6 Talent, cooldown changed from 1.5 min to 1 min
屠戮
Reduces the cost of Rampage by 15 Rage.Rampage costs 10 less Rage and deals 15% increased damage.
巨龙怒吼
Roar explosively, dealing (162%170% of Attack power) damage to all enemies within 8 yards and increasing all damage you deal by 16%12 yds and reducing their movement speed by 50% for 6 sec. Dragon Roar ignores all armor and always critically strikes.
Generates 10 Rage.
Tier 6 Talent, cooldown changed from 25 sec to 35 sec
无尽怒气
Your auto attack generates 30% additional Rage.Gain 6 Rage whenever you Enrage.
狂怒冲锋
Charge also increases the healing from your next Bloodthirst by 300%250%.
新鲜血肉
Bloodthirst has a 60% increased critical strike chance against targets above 80% health.15% increased chance to trigger Enrage and heals for 20% more.
暴乱狂战士
When you reach 100 Rage, your damage is increased by 15% and your movement speed by 30%Rampage now costs 95 Rage and increases your damage done by 10% and Haste by 5% for 6 sec.
怒火中烧
Raging Blow no longer requires Enrage and deals 150% increased damage, but has a 4.5 sec cooldown.Raging Blow's cooldown is reduced by 1 sec and damage is increased by 20%.
Tier 3 Talent
屠杀
Execute critical strikes reduce the Rage cost of your next Rampage by 100% is now usable on targets below 35% health.
肆意放纵
Battle CryRecklessness generates 100 Rage and lasts 24 sec longer and generates 100 Rage.
Tier 7 Talent
风暴之锤
Hurls your weapon at an enemy, causing (100%16.38% of Attack power) Physical damage and stunning for 4 sec.
战争印记
You now take only 15% increased damage from Enrage. take 10% reduced damage while Enrage is active.
Honor Traits
REMOVED
死亡喧嚣
You can now Execute targets at or below 25% health.
野人
For 3 sec after casting Heroic Leap, you may cast the spell a second time without regard for its cooldown.
Increases the damage done by your Heroic Leap by 200%.
战斗专注
After you Raging Blow the same target twice, You go into a trance causing you to regenerate 3% of your health and generate 5 Rage every 3 sec for 1218 sec after using Raging Blow twice in a row on a target.
Using Raging Blow on a new target will cancel this effect.
死亡之愿
Increases your damage done by 5%taken and done by 5% for 15 sec at the cost of 10%5% of your health. Stacks up to 10 times.
Cooldown changed from 10 sec cooldown to 5 sec cooldown
无尽之怒
Increases the duration of your Enrage effect by 1 sec, and your Raging Blow refreshesBlows extend the duration of your Enrage by 1.5 sec.
Name changed from Endless Rage to Enduring Rage
屠宰场
Bloodthirst deals up to an additional 50% damage and healing when it hits a target under 50% health, and reduces its remaining cooldown by 1 sec.
Azerite Traits
NEW
血腥疯狂
Bloodthirst gains 0 critical strike rating every 1 sec, up to 0 rating. This effect resets when Bloodthirst critically strikes.
NEW
无尽怒火
When Recklessness expires, your Critical Strike is increased by 0 for 5 sec. Your auto attacks will refresh the duration of this effect.
NEW
碾压打击
Raging Blow causes every strike of your next Rampage to deal an additional 6 damage. Stacks up to 5 times.
NEW
鲁莽劈砍
Auto attacks deal 5 additional damage and reduce the cooldown of Recklessness by 0.0 sec.
NEW
怒气冲天
Rampage deals an additional 60 damage and generates 1 Rage per strike.
NEW
欺凌弱小
Rampaging an enemy whose health percentage is lower than yours increases your Strength and Stamina by 19 for 8 sec.
Specialization
防护战士
Apply Aura: Modifies Damage/Healing Done by 10% 0%.
REMOVED
鲁莽
Lets loose a battle cry, granting 100% increased critical strike chance for 56 sec.
Name changed from Battle Cry to Recklessness
REMOVED
Ignore Pain
Fight through the pain, ignoring 90% of the next up to damage you take from any sources, based on Rage spent.
NEW
天神下凡
Transform into a colossus for 20 sec, causing you to deal 20% increased damage and removing all roots and snares.
Generates 20 Rage.
Now baseline
NEW
无视苦痛
Fight through the pain, ignoring 50% of damage taken, up to total damage prevented.
NEW
破胆怒吼
Causes the targeted enemy to cower in fear, and up to 5 additional enemies within 8 yards to flee. Targets are disoriented for 8 sec.
NEW
震荡波
Sends a wave of force in a frontal cone, causing (47.5%7.7805% of Attack power) damage and stunning all enemies within 10 yards for 3 sec. Cooldown reduced by 20 sec if it strikes at least 3 targets.2 sec.
Cooldown changed from 40 sec cooldown to 30 sec cooldown
Now baseline
重伤
Your Devastator, Devastate and Revenge also cause (525%70% of Attack power) Bleed damage over 15 sec.
先锋
A tanking combat stance that decreases damage taken by 0%, increases threat generation, and causes you to generate Rage from damage taken instead of dealt.Hardened by battle, your Stamina is increased by 35%, and your armor is increased by 45% of your Strength.
Name changed from Defense Stance to Vanguard
挫志怒吼
Demoralizes all enemies within 10 yards, reducing the damage they dodeal to you by 20% for 8 sec.
Cooldown changed from 1.5 min cooldown to 45 sec cooldown
毁灭打击
A direct strike, dealing * ((max(0, min(Level - 12, 8)) * 8.5 + 241) / 309)] Physical damage.
拦截
Run at high speed toward an ally or enemyenemy or ally.
When targeting an enemy, Intercept deals (70%11.466% of Attack power) Physical damage and roots the target for 1 sec and then reduces the target's movement speed by 50% for 6 sec, but has a minimum range of 8 yds.
When targeting an ally, Intercept will interceptintercepts the next melee or ranged attack against the allythem within 10 sec while the targetally remains within 10 yards.
Generates 15 Rage.
破釜沉舟
Increases current and maximum health by 30% for 15 sec, and instantly heals you for that amount.
精通:精确格挡
Increases your chance to block by 4%4.0% and your chance to critically block (blocking twice the amount) by 12%.12.0%.
Also increases your attack power by 8%8.0%.
复仇
Swing in a wide arc, dealing (350%45.864% of Attack power) damage to all enemies in front of you.
Your successful dodges and parries cause your next Revenge to become free.
盾牌格挡
Raise your shield, blocking every melee attackall melee attacks against you for 6 sec.
Protection (Level 78)
These blocks can be critical blocks
Increases Shield Slam damage by 30% while active.
Cost changed from 15 Rage to 30 Rage
Cooldown changed from 13 sec recharge to 18 sec
盾牌猛击
Slams the target with your shield, causing (492.8%80.7206% of Attack power) Physical damage.
Protection (Level 34)
Devastate, Thunder Clap, and Revenge have a 30% chance to reset the cooldown of Shield Slam
Generates 20 Rage15 Rage.
法术反射
Raise your shield, reflecting spells cast on you and reducing magical damage you take by 30%15%. Lasts 5 sec or until a spell is reflected.
Now requires Level 70, down from 80
雷霆一击
Blasts all enemies within 8 yards for (300%39.312% of Attack power) damage and reduces their movement speed by 50%20% for 10 sec.
Generates 5 Rage.
坚定的哨卫
Your Defensive Stance provides several additional benefits.
Increases your total Stamina by 30%.
Reduces the chance you will be critically hit by melee attacks by 6%.
Reduces the chance your attacks will be parried by 3%.
乘胜追击
Strikes the target, causing (100% of Spell power + 200%40% of Attack power) damage and healing you for 30%20% of your maximum health.
Only usable within 20 sec after you kill an enemy that yields experience or honor.
Talents
Live
BFA
Removed
REMOVED
天神下凡
Transform into a colossus for 20 sec, causing you to deal 20% increased damage and removing all roots and snares.
Generates 20 Rage.
Now baseline
REMOVED
震耳嗓音
Demoralizing Shout also generates 6040 Rage, and increases damage you deal to affected targets by 25%15%.
REMOVED
You inspire your party or raid members within 60 yards, causing them to be healed for 3% of all damage they deal.
REMOVED
狂暴复兴
Ignore Pain also enrages you, increasing all damage you deal by 10% for 6 sec.
REMOVED
震荡波
Sends a wave of force in a frontal cone, causing (47.5%7.7805% of Attack power) damage and stunning all enemies within 10 yards for 3 sec. Cooldown reduced by 20 sec if it strikes at least 3 targets.2 sec.
Now baseline, cooldown changed from 40 sec cooldown to 30 sec cooldown
REMOVED
战神
Intercept now deals 0 damage to all enemies within 5 yds of(17.6904% of Attack power) additional damage to the target, and stuns them for until cancelled.
REMOVED
Reduces the cooldown on Berserker Rage by 15 sec, and while Berserker Rage is active you may use Taunt with no cooldown and Taunted enemies move 50% faster towards you.
New
NEW
激励
Last Stand's cooldown is reduced by 60 sec, and it additionally causes you to block all melee attacks.
Tier 4 Talent
NEW
腾跃步伐
Reduces the cooldown on Heroic Leap by 15 sec, and Heroic Leap now also increases your run speed by 70% for 3 sec.
Tier 2 Talent
NEW
巨龙怒吼
Roar explosively, dealing (170% of Attack power) damage to all enemies within 12 yds and reducing their movement speed by 50% for 6 sec.
Generates 10 Rage.
Tier 3 Talent
NEW
威吓
Intimidating Shout disorients enemies for an additional 4 sec, and it causes all enemies to cower in fear instead of fleeing.
Tier 5 Talent, in place of
百折不挠
NEW
惩罚
Shield Slam deals 20% increased damage, and reduces enemies' damage against you by 3% for 9 sec.
Tier 1 Talent
NEW
When Shockwave strikes at least 3 targets, its cooldown is reduced by 10 sec.
Tier 5 Talent
NEW
Avatar increases the damage of Thunder Clap by 100%, and reduces its cooldown by 50%.
Tier 3 Talent
Changed
愤怒掌控
Every 10 Rage you spend reduces the remaining cooldown on Battle CryAvatar, Last Stand, Shield Wall, and Demoralizing Shout by 1 sec.
痛宰
Revenge deals 5% more damage per target hit, up to 525%.
爆裂闪电
Increases the radius of Thunder Clap by 50%.
Tier 2 Talent
灭绝者
Your auto attacks deal an additional 21% of Attack power) * ((max(0, min(Level - 12, 8)) * 8.5 + 241) / 309)] Physical damage, generate 2 Rage, and have a 30%20% chance to reset the remaining cooldown on Shield Slam.
Tier 6 Talent
胜利在望
Instantly attack the target, causing (240%39.312% of Attack power) damage and healing you for 15%20% of your maximum health.
Killing an enemy that yields experience or honor resets the cooldown of Impending Victory.
百折不挠
Increases your maximum health by 20% and the maximum effect of Ignore Pain by 20%10%.
Tier 4 Talent
投入战斗
You gain 3% Haste for each enemy within 15or ally within 10 yards, up to 5 enemies.15% Haste.
Tier 1 Talent, in place of
震荡波
绝不屈服
Ignore Pain will ignoreprevent up to 100% more damage, based on your missing health.
Tier 4 Talent
风暴之锤
Hurls your weapon at an enemy, causing (100%16.38% of Attack power) Physical damage and stunning for 4 sec.
报复
Ignore Pain reduces the Rage cost of your next Revenge by 35%33%, and Revenge reduces the Rage cost of your next Ignore Pain by 35%33%..
乘胜追击
Strikes the target, causing (100% of Spell power + 200%32.76% of Attack power) damage and healing you for 30% of your maximum health.
Only usable within 20 sec after you kill an enemy that yields experience or honor.
Honor Talents
压迫
Intimidates the target, increasing their damage taken by 5%3% for 6 sec. Each unique player that attacks the target increases the damage taken by an additional 5%3%, stacking up to 5 times.
Your melee attacks refresh the duration of Intimidated.
盾击
Bash the target with your shield dealing (410%3.198% of Attack power) Physical damage and reducing their damage done by 15%. If the target is casting, the cooldown is instantly reset.
Generates 3 Rage.
剑盾猛攻
Increases yourthe critical strike chance of your Devastate by 30%, and Shield Slam deals 20% more damageby 30% while Shield Block is active.
Azerite Traits
NEW
Ignore Pain prevents 87 additional damage, and grants you 31 Leech for 8 sec.
NEW
Using Shield Slam increases your Block by 31 and the damage of your Shield Slam by 25 for 9 sec. Multiple applications of this effect may overlap.
NEW
Revenge deals 35 additional damage and reduces the damage enemies deal to you by (-- 50 / 100)% for 8 sec, stacking up to 3 times.
NEW
雷音贯耳
Thunder Clap deals an additional 50 damage and extends the duration of your Demoralizing Shout on affected enemies by 1 sec.
NEW
Increases Block by 62, and blocking an attack deals 74 Physical damage to the attacker. Critical blocks deal double damage.
NEW
Blocking an attack increases your Strength by 8 for 5 sec, stacking up to 5 times.
NEW
When
Devastator Devastate resets the cooldown of Shield Slam, your Strength is increased by 78 for 8 sec.
Spells
NEW
战斗怒吼
Increases the Strength and AgilityAttack Power of all raid and party members within 100 yards by 10% for 1 hour.
冲锋
Charge to an enemy, dealing (70%14.7% of Attack power) Physical damage, rooting it for 1 sec and then reducing its movement speed by 50% for 6 sec
Warbringer: and stunning it for until cancelled
Generates 20 Rage.
英勇飞跃
Leap through the air toward a target location, slamming down with destructive force to deal 45(10.2211% of Attack power) Physical damage to all enemies within 8 yards
Protection: and resetting the remaining cooldown on Taunt.
Now requires Level 26, down from 85
英勇投掷
Throws your weapon at the enemy, causing 50%8.2212% of Attack power Physical damage. Generates high threat.
Azerite Traits
NEW
胜利宣言
When you use Victory Rush, gain 1622 Physical absorb for 10 sec.
NEW
光荣时刻
Your Rallying Cry grants 385 additional Max Health to affected allies, and its duration is increased to 12 sec.
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评论
评论来自
zombiemall
While it looks like the talents for warriors have been nerfed, what I am not yet seeing is how weapons and gear will boost a warrior. We have had a long standing issue of not being able to out DPS other classes, while at the same time not exactly being a viable tank while in Prot form. It almost looks like to me, based on some of the weapons and gear that I have looked at, that there may be a bit of balance brought back (on an upscale) to warriors. The true test will be how warriors perform while climbing levels in BFA. - just musing my thoughts here. thanks.
评论来自
Dykataa
I like that in BFA fury warriors get "Impending Victory" but it seems like we are missing "Victory Rush" atleast acording to this post :)
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