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Legion Warrior Class Changes
Di Wowhead
[Last Updated]:
12/08/2016
Patch: 7.3.5
Tabella dei contenuti
Punteggio:
This post covers all of the changes to Warriors in Legion: talents, spec-specific abilities, artifacts, class changes, spell animations, glyphs, and tier sets.
Class Guides
Arms Guide
|
Fury Guide
|
Protection Guide
|
Leveling 1-20 Guide
|
User Guides
Wowhead has guides to each spec written by popular
Warcraft
community members, linked above. The Protection guide is by
Llarold
and the Arms and Fury guides are by
Zachxx
.
New to Legion, you can also create and submit your own build guide! We designed a new user-friendly UI for writing class guides, which allows you to do the following new things:
Embed Talent, Honor Talents, and Artifact Calculator builds into the guide, with notes on each ability choice.
Leave tags specifying the skill level required for your build, and if it's suitable for different categories of PvE and PvP. Perhaps you're looking for a simple build for an alt, or something specifically for dungeons on your main.
Select stat weights and rank useful enchants, gems, and food.
Leave notes on any important items that impact your build, such as
Legion Legendaries
.
To set up a Legion Class Guide, just go to "
Create New Guide
" on any guide page and select "Classes" from the guide category, then pick a spec. You can also set up a guide for a spec via the "Create New Guide" option on the
Legion Talent Calculator
.
Class Changes
Stances have been removed for all Warriors - Gladiator, Berserker, and Defensive.
Bladestorm is no longer a talent for all specs; it is instead baseline for Arms and a talent for Fury.
Recklessness has been replaced with Battle Cry for all specs.
With the removal of raid-wide buffs, shouts have been changed. They are now on a cooldown and provide a short buff for party or raid members.
Arms:
Spell Reflection has been moved to be a PvP only talent.
is now just a talent.
has been moved to be a PvP only talent.
Battle Shout has been removed.
Chiamata a Raccolta
is the new version of Rallying Cry, which was removed.
Recklessness has been reworked and renamed into
Avventatezza
. 1 minute cooldown, 100% critical strike rating for 5 seconds.
Squartamento
is no longer baseline, but now a talent.
Shield Barrier has been removed.
Thunderclap has been removed.
is no longer baseline, but now a talent.
Contusione
is now baseline, but it no longer stacks.
Fendente
has been reintroduced into the game!
Attaccamento alla Vita
cooldown increased from 2 minutes to 3 minutes.
We have a new passive called
Tatticismo
. Your abilities have a chance to reset the cooldown of Colossus Smash and Mortal Strike.
Haste is now important to us!
Fury:
Wild Strike has been reworked and renamed
Taglio Furioso
.
Scatto d'Ira
has been added.
Defensive Stance has been removed.
Rigenerazione Furente
has been reworked. Now reduces damage taken by 30% and bloodthirst healing restores an additional 20% health for the duration.
Turbine Migliorato
has been reworked. Instead of raging blow cleaving, whirlwind now allows for the next cast of Bloodthirst or Rampage to hit 4 targets instead of one.
Draenor Perks have been removed.
Spell Reflection has changed to be a PvP only talent.
Intervene has been removed.
Furia del Berserker
has been reworked. Cooldown increased from 30 to 60 seconds. No longer activates enrage, but still grants fear and sap immunity.
Shield Barrier has been removed.
Siegebreaker has been removed.
Chiamata a Raccolta
is the new version of Rallying Cry, which was removed.
Recklessness has been reworked and renamed into
Avventatezza
. 1 minute cooldown, 100% critical strike rating for 5 seconds.
Victory Rush has been removed.
Vigilance has been removed.
Die by the Sword has been removed.
Warriors:
Rage has been redesigned!
Colpo di Scudo
and
Rivincita
still generate Rage, but Crits no longer do.
Guerriero
s now generate Rage from taking damage. The amount of Rage is based upon % of health taken in damage, but it is tuned to not make Rage generation poor once well-geared.
Colpo di Scudo
's cooldown has been increased to 9 seconds.
Scudo Saldo
's cooldown has been increased to 13 seconds.
Both of these cooldowns now scale with Haste!
Colpo di Scudo
deals 30% increased damage while
Scudo Saldo
is active, baseline.
Rivincita
is now an AoE skill that does not require a target selected, and cleaves every melee range target in front of the casting
Guerriero
. Also, it can only reset its cooldown via Dodge and Parry once every 3 seconds, making it no longer able to be spammed.
Protection Warriors now have
Grido di Battaglia
, a potent offensive cooldown.
Shield Barrier has been replaced with
Insensibilità
.
Insensibilità
only absorbs 90% of damage taken, lasts 15 seconds, and multiple casts will stack the value rather than simply overwriting the buff.
Carica
and
Intervento
have been replaced with a single skill:
Intercettazione
, which has two charges and functions like both, depending on whether the target is friendly or hostile.
Heroic Strike has been replaced with
Rabbia Concentrata
, an off-GCD Rage dump that increases the damage of the next
Colpo di Scudo
.
Furia del Berserker
has had its cooldown increased from 30 seconds to 60 seconds.
Muro di Scudi
has had its cooldown increased from 2 minutes to 4 minutes.
Urlo Demoralizzante
has had its cooldown increased from 1 minute to 1.5 minutes.
Frenesia di Vittoria
's self-healing has been doubled in Legion, but the talent
Vittoria Imminente
remains the same.
Esecuzione
has been removed.
Azzoppamento
has been removed.
Schianto del Tuono
still slows.
Urlo Intimidatorio
has been removed.
Guerriero
s are scary enough.
Mocking Banner has been removed.
Battle Stance and Defensive Stance have been removed.
Battle Shout and Commanding Shout have been removed.
Blood Craze has been removed, because Multistrike is no longer a stat.
Improved Heroic Leap and Improved Heroic Throw have been baked into the baseline skills.
Improved Defensive Stance and Improved Block have been removed.
Gladiator Stance has been removed, and Protection as a DPS spec is a thing of the past.
Visual Updates
Most specialization received visual updates for Legion, especially melee. We have videos of all the new animations for Arms, Fury, and Protection Warriors. Additional videos on our
Legion Spell Animations Playlist
.
Talents
There are more spec-specific talents in Legion, with each talent tree row offering more playstyle variety--active, passive, and proc talents. In addition, there are less "themed" rows--eg mobility talents are split among rows, instead of being in the same row.
Create your own talent build with our
Legion Talent Calculator
and if you find a build particularly interesting, click on "Create a Guide" after selecting your talents and leave a little explanation to share with other beta testers!
Legion
Legion
Legion
Juggernaut
Enraged Regeneration - now Fury Specialization
Taste for Blood
Impending Victory
Slam - Arms Baseline Only
Storm Bolt - Fury and Arms Only
Dragon Roar - Fury and Protection Only
Bladestorm - Fury and Arms Only
Anger Management - Arms Only
Ravager - Protection and Arms Only
Sudden Death
Mass Spell Reflection - Protection PvP Talent Only
Safeguard
Bloodbath
Furious Strikes
Warbringer - Protection Talent Only
Unquenched Thirst
Gladiator’s Resolve
Unyielding Strikes
PvP Talents
The new max-level PvP Honor system allows you to select certain talents based on your Honor Level. These abilities selected will be active in addition to your regular Legion talents.
Rows 1 and 2 cover general talents, Rows 3 and 4 are Warrior talents, and Rows 5 and 6 have spec-specific talents. Please check out the
PvP Honor Calculator
to create your own build and save it with commentary as a guide.
Rimbalzo
- Protection PvP Talent
Scudo e Spada
- Added into Devastate
Abilities
In Legion, more abilities are becoming spec-specific to enhance the fantasy for each spec. To see how an ability has changed each Legion build, click on the spell, and then view the "Changelog" tab on the spell page.
New
Insensibilità
:
Fight through the pain, ignoring 90% of the next up to damage you take from any sources, based on Rage spent.
: Focus your rage on your next Shield Slam, increasing its damage by 50%, stacking up to 3 times. Unaffected by the global cooldown.
Intercettazione
:
Run at high speed toward an ally or enemy. When targeting an enemy, Intercept will root for 1.5 sec, but has a minimum range of 8 yds. When targeting an ally, Intercept will intercept the next melee or ranged attack against the ally within 10 sec while the target remains within 10 yards. Generates 20 Rage.
Former Core Abilities
Avanguardia
Rifletti Incantesimo
Provocazione
Frenesia di Vittoria
Changed
Bastione Difensivo
Urlo Demoralizzante
Schianto del Tuono
Muro di Scudi
Removed
Battle Stance
Shield Charge
New
Scatto d'Ira
:
Enrages you and unleashes a series of 5 brutal strikes over 2 sec for a total of (50% + 150% + 100% + 300% + 175%) Physical damage.
Taglio Furioso
:
Aggressively strike with your off-hand weapon for 280% Physical damage. Increases your Bloodthirst critical strike chance by 15% until it next deals a critical strike, stacking up to 6 times.
Changed
Furia
Rigenerazione Furente
Sete di Sangue
Chiamata a Raccolta
Esecuzione
Maestria: Furia Insaziabile
Colpo Furente
Avventatezza
Removed
Attaccamento alla Vita
- now Talent
Rallying Cry - Renamed to Commanding Shout
Wild Strike
Meat Cleaver
Defensive Stance - Arms/Protection Spec Only
Battle Stance - Arms Spec Only
Victory Rush - Arms/Protection Only
New
Fendente
:
Strikes all enemies in front of you with a sweeping attack for 90% Physical damage. For each target up to 5 hit, your next Whirlwind deals 20% more damage.
Tatticismo
:
You have a 0.65% chance per Rage spent to reset the remaining cooldown on Colossus Smash and Mortal Strike.
Contusione
:
Now ability, no longer Talent. Slams an opponent, causing 170% Physical damage.
Former Core Abilities
Frenesia di Vittoria
Changed
Squartamento
- now Talent
Colpo del Colosso
Chiamata a Raccolta
Esecuzione
- now Talent
Attaccamento alla Vita
- now Talent
Avventatezza
Removed
Thunder Clap - no longer Arms
Changed
Balzo Eroico
Ferite Profonde
Removed
Battle Shout - now gone
Battle Stance - now gone
Furia del Berserker
- now Arms and Fury
Commanding Shout - Arms and Fury
Avanguardia
- now Protection
Azzoppamento
- now Arms
Shattering Throw - now gone
Shield Barrier - now gone
Shield Charge - now gone
Rifletti Incantesimo
- now Protection
Provocazione
- now Protection
Frenesia di Vittoria
- Arms
Artifact Weapons and Traits
Arms Strom'kar Calculator
|
Fury Warswords Calculator
|
Protection Scale of the Earth-Warder Calculator
Our Artifact Calculators, linked above, let you browse traits, relics, and appearances in the modelviewer.
Our class guides have recommendations on how to spend Artifact Power and choose Relics.
The
comprehensive Artifact Weapon guide
covers the following:
All artifacts by spec
: any hidden abilities like
Sguardo delle Val'kyr
, and flavor effects like
Xal'atath, Lama dell'Impero Nero
whispering you.
Traits
: their perks, costs, how to acquire traits, and max level bonus traits.
Relics
: how they increase ilvl, how they modify traits, and how to acquire them.
Acquiring artifacts
: your first one and later ones for offspecs.
Artifact Knowledge
: how this increases the rate at which you acquire Artifact Power, how to increase your AK level, how much extra AK you get at each rank.
Artifact Appearances
: Every appearance organized by spec, how to get them, and modelviewer and video links.
Artifact Lore, Wowhead's Art Interview on Artifacts, and FAQ.
Tier Sets
Warriors have class-specific sets from Raiding and PvP, as well as from the Order Hall. Dressing Room links and more armor sets are found in the
Legion Armor Guide
.
Cosmetic Abilities
Major glyphs have been removed in Legion and cosmetic effects have either been converted to minor glyphs, toys, or class books sold on vendors.
Fantasy and Gameplay Blog
The following information has been taken from Blizzard's
Legion Class Preview Series: Warrior
blog.
Like their counterparts, protection warriors are virtually bred for physical dominance, having been raised in the art of close-quarters combat—but their measured approach to battle is what distinguishes them from their comrades-in-arms. They demonstrate an uncanny knack for blade and shield, nullifying an opponent’s advances and creating opportunities for counterattacks. For the protection warrior, being the toughest soldier on the front means nothing if allies are left vulnerable to the enemy’s attack. Stalwart defenders are integral to the success of any military campaign—the protection warrior seeks to be an unbreakable wall.
Gameplay
Protection gameplay ties strongly to Warrior lore and exemplifies the very foundation of the tank role in the game, so we’re primarily focused on fine-tuning their mechanics. Shield Block and Shield Barrier in particular often created a trap choice for players. We’ve replaced Shield Barrier with a new ability, Ignore Pain, which massively reduces damage taken (up to a cap based on maximum health) and functions as your primary defensive Rage-spender. It doesn’t compete as much with Shield Block, and thus provides you with distinct tools in your arsenal to apply to different situations. In terms of Rage, Protection Warriors now primarily generate Rage through taking damage, supplemented by a baseline Rage income from ability usage. This plays well with Ignore Pain as their primary Rage-spender; it’s most useful when you’re taking a lot of damage, which is also when you’ll have a lot of Rage to use on it.
Across culture and kingdom, men and women who demonstrate great physical aptitude are transformed into mighty warriors through tests of strength, endurance, and fighting capability. Their friendships are forged not in the classroom, tavern, or workshop, but in the dueling pits and on the arena floor. As a childhood of sparring defines a warrior’s destiny, so too does one’s choice of weapon determine their role on the battlefield. Arms warriors gravitate toward two-handed weapons instinctively. It’s more than a matter of preference—it speaks to the character of the wielder. Arms warriors are patient in a fight, waiting to capitalize on moments when an opponent is left exposed. Two-handed weapons allow them to deliver devastating, overpowering blows, fully exploiting their enemies’ weaknesses.
Gameplay
The defining character traits of Arms Warriors already mesh well with their gameplay, but there’s room for more flavor. In Legion we’ve opened up a wider variety of potential gameplay styles based on your talent choices, as discussed above. We also replaced their Mastery with Colossal Might, which increases the effectiveness of Colossus Smash, playing into their theme more directly. As before, Arms Warrior Rage generation comes from auto-attacks.
On the battlefield and in the arena, the most feared combatants are often the furious berserkers who lust for battle and thirst for blood. Through a lifetime of training and sparring, these merciless warriors have become masters of carnage—often wielding a weapon in each hand to maximize the destruction. Even without the protection of a shield, the fury warrior leaves little opportunity for an opponent to strike without suffering grievous wounds in return—delivered in a whirlwind of blades that dooms anyone its wake. Brute force becomes a breathtaking display when fury warriors relentlessly dive into the fray.
Gameplay
Fury is a thematically grandiose take on the classic warrior archetype, and in Legion we want the gameplay to convey this better. To help deliver on the fantasy of a relentless death-dealer, we’ve bolstered their gameplay around quickly building Rage and then going wild with Rampage. In particular, Enrage is now considerably more powerful, doubling your attack speed (and thus Rage generation, since the majority of Rage is still generated by auto-attacks), along with increasing damage based on Mastery. Similar to Arms, a multitude of talent options will expand your combat abilities in a wide variety of ways.
Warriors are the quintessential fearless fighters on the battlefield, and their pure martial prowess inspires courage in allies and despair in enemies. Experts in all manner of melee weaponry and possessing incredible physical strength and skill, Warriors are perfectly suited to serve as frontline combatants and battlefield commanders.
Warriors are thematically informed by our own history, dating back to ancient clashes when close-quarters, shield-and-sword combat was the backbone of battlefield strategy. Warriors in WoW are steeped in this tradition, with each specialization filling distinct niches.
One notable goal we have for Warriors in Legion is to significantly expand their customizability through talents, especially for Arms and Fury. If the below core abilities seem sparse, it’s to leave room for more from talents than ever before. Both specs now have five rows of core throughput talents (mostly different between Arms and Fury, too), with a strong mix of active rotational abilities, passives, procs, cooldowns, and other interesting effects. You’ll find old favorites like Overpower, Heroic Strike, and Opportunity Strikes, returning classics like Avatar, Dragon Roar, and Storm Bolt, along with a host of brand new talents. We look forward to seeing the combinations that you put together.
Blue Tweets
Blizzard has lately been very
active on Twitter
, posting clarifications on Legion developments in response to user questions. We track all of the significant tweets with our
Blue Tweet Tracker
, which lets you filter conversations by class and role.
These class tweets are grouped by month and topic--some of the earlier tweets are included for archival purposes, but may reflect outdated design choices.
All November 2015 Tweets (Click to view)
Fury
Protection
Arms
General
Blue Posts
Blizzard
Fistweaving (and Gladiator Stance) will not be joining us in Legion.
We love the fantasy that each of those “subspecs” promise, but leaving them as subspecs has proven to be problematic, making us unable to properly deliver on their fantasy. Trying to support two different playstyles within one spec restricts how much we can focus and bring out the strengths of either of them. We still love both of their concepts, however, and will look for opportunities to bring them back in the future.
Celestalon
In the latest Legion Alpha build, tanks and healers will notice significant changes to the tuning on many of their defensive abilities. These may appear to be “nerfs” at first glance, but are actually part of a widespread adjustment to improve overall tank (and tank healer) gameplay, that includes reducing the strength/frequency of defensive cooldowns, and adjusting creature tuning to compensate.
Over the course of Warlords of Draenor, tanks have been mostly self-sufficient, providing the vast majority of their own survival, with only minor direct assistance required from healers. Encounter design has unfortunately reinforced this, focusing tank damage into more and more bursty moments in an attempt to challenge tanks. This has made long-cooldown defensive ability usage more and more important, while also further trivializing direct healing requirements.
For Legion, we want to return the overall tank gameplay to a more stable environment. In that, we have laid out some specific goals that we aim to hit:
Tanks will require more direct healing. This will also improve on healer gameplay, as it’s more engaging when there’s a mixture of the types of healing that need to be used on any single encounter.
Active Mitigation abilities for tanks (such as Shield Block or Death Strike) should feel rewarding, allowing an experienced tank to meaningfully reduce damage taken.
Healers should care about the time and mana required to heal tanks, so that taking less damage as a tank is considered valuable.
Tanks and healers’ long-cooldown defensive abilities (such as Barkskin or Shield Wall) should feel like a valuable resource. These abilities should be strong, but not necessarily available for every danger during a specific encounter.
Tanks should have much more survivability than a non-tank. However, they don’t necessarily need to be extremely more sturdy. If the difference in ‘tankiness’ between tanks and non-tanks becomes too much of a gap, we then risk having situations such that if any one add gets loose, it’s likely to instantly kill any poor healer or damage dealer they hit–as the damage that these creatures deal would need to be exponentially higher to offset the sturdiness of the tank. This also brings a risk that tanks would opt to ignore enemy abilities that are designed to be dangerous to non-tanks, just taking those relatively minor blows rather than trying to avoid them as intended.
In raid encounters, tanks should spend more time tanking, and less time waiting for their turn to tank.
Tanks should be able to handle solo content quite effectively. They need to do less damage than dedicated damage dealers, but that difference can be moderate. It doesn’t have to be a massive difference.
Looking at these goals, we’ve made the following changes for tanking in Legion. We hope that these explanations will help you understand the bigger picture, in that these should be viewed as an overall improvement to the style of tank gameplay, rather than nerfs.
In order to ensure that tanks require direct healing from healers, we’re increasing the amount of damage that makes it past a tank’s mitigation. This will include reducing or removing passive defensive abilities, along with the below changes.
We’re toning down how frequently you’re able to use Active Mitigation abilities. This change will generally affect the length of their cooldowns, and not necessarily the strength of the ability. We believe these abilities are important to tank survival; but, when the uptime on these abilities gets too high, skill in knowing when to use them strategically matters less.
EDIT: Passive healing from healers (such as Beacon of Light) will be toned down, and other tank heals adjusted to compensate.
There are many long-cooldown defensive abilities that will be able to be used less frequently, and, in some cases, these abilities may be weaker. Many of these abilities are currently either too numerous or usable too frequently, resulting in a strong cooldown for almost every threatening moment of every encounter.
Encounter design will be adjusted to account for these changes. Overwhelming burst damage will be toned down, in favor of more steady and consistent damage on tanks.
The damage of creatures that are intended to be tanked in group content will be reduced overall, in order to ensure that tanks can still perform their role just as well as before.
Damage output by tanks will be increased, and their scaling with gear will be improved. This is being done so that tanks can stay in-line with damage dealers as a group gears up together.
Please note that many of these changes are preliminary, and we’ll be tweaking our changes based on testing and feedback. We’ll continue making adjustments as the Alpha moves along, until classes are in a more balanced state, and we look forward to hearing your thoughts throughout this process.
For more info on the latest Legion Alpha changes, see our summary thread:
http://us.battle.net/wow/en/forum/topic/20420212939
A lot of great discussion here, and we share a lot of the concerns (even the cynical ones), and will be doing our best to actually meet the stated goals.
Tanks will indeed have much more health than DPS; apologies if that was unclear. It's just that their total effective health can safely be in the 5-15x of a DPS range, doesn't need to be 50x. 50x is kinda silly. Raid bosses will still 1-shot DPS, and that's fine.
Healers are being adjusted with tank healing in mind.
The comments about tanks spending less time waiting for their turn to tank isn't an indication that they'll be expected to run around more, just that they'll have more engaging encounter gameplay.
We especially look forward to more feedback based on playtesting; thanks for what you've given so far! This is going to be an iterative process, and we'll keep adjusting based on it. It surely isn't perfect yet, but we'll keep reading, responding, and tweaking!
Are encounters going to be tuned to have longer time-to-kill for tanks as well?
I ask because in a world where tanks need to be actively healed, dying so quickly that they must be spammed all of the time (read: less than 3 or 4 seconds for 100-0) just leads to a WotLK situation where one person gets to spam the tank forever and everyone else ignores it and nothing is really any different.
Absolutely, yes. It's very important that this is the case.
I'd like to note that "use Active Mitigation to avoid X ability" isn't usually engaging gameplay. How about I use AM because it helps me survive a powerful attack, not because I get a debuff if I don't.
Binary AM checks like you mention will continue to be extremely rare. They're still an interesting mechanic to see everyone once in a while, but will not be common. Sorry if what I said gave the impression otherwise.
In regards to tank healing, I am very much a fan of "Many hits to be killed, many heals to be healed." This adds variety and allows the engaging task of healing prioritization (i.e. what makes healing fun).
Most of the posts on here have pretty much already spelled out the problem which is scaling. Once you start scaling these heals more than you scale the HP pools, you run into near instant top offs. Then this begins the slippery slope of competitive (raids) top offs, and the trivialization of mechanics. Then the mechanics become more bursty to make healing more engaging and the cycles repeat.
More attention needs to be paid to ensuring that the gear scaling doesn't lead to instant topping off, so that encounter design no longer needs to keep ratcheting damage to extremely bursty levels. Exponential gear curves work great for DPS, but terrible for healing and tanking. We are of a symbiotic relationship in this regard.
We generally agree with this thought process. The fact that tank healing gets spikier as ilvls rise is a huge problem that we're making some significant changes to help address. Most notably, Spirit's removal, and the changes to how secondary stats scale with ilvl will help. The % of a tank's healthbar that you can heal per second went up over the course of Warlords, by a massive amount (probably about 3x). We don't want it to not go up (it gives a good feeling of progression), but it should only go up a little (probably to 1.5x).
I echo the sentiments of other tanks in this thread regarding the removal of active mitigation abilities. Being responsible for accurately recognizing and appropriately responding to potential threats is fun, is engaging, and does not need to be changed. Requiring active responses to incoming damage increases the skill cap, and is one of the things that allows good tanks to outshine other more mediocre players.
We agree with your sentiments; perhaps my wording was not clear. We are not removing active mitigation abilities; we're making them more active. Apologies of my original post was unclear about that. Currently, you can maintain 70-100% uptime on most rotational active mitigation, making them rather passive-feeling. By making them 40-60% uptime, the choice of when to use them becomes more skillful.
On the topic of tank offense, we see lots of discussion about how tanks need to have ways to trade defense for offense, such as choosing to use resources on defensive abilities or offensive abilities, what choices they are for that, how effective they are, etc.
We actually completely disagree with that whole premise, because it leads to a lot of un-fun cascading effects. You may focus more on damage, and frustrate healers with needing more healing. You may focus on your assigned role of tanking, maximizing defense, while doing meager damage. While there are definitely upsides (it can certainly be fun trying to ride the line of not giving up too much defense, while maximizing offense), there is a better way.
Instead, we think that how skillfully you play your class should affect both your offense and defense. If you're trying hard to play your character well, you should be performing well at all of your jobs, and that includes both survival and damage dealing for tanks, not sacrificing one for the other. You shouldn't have to give up your mitigation in order to deal respectable damage. You shouldn't have to accept doing trivial damage if you want to really make sure you survive and minimize healer assistance. Both of those goals should be aligned, and you should be rewarded for playing well with great damage and survivability.
We won't be removing absolutely all damage/survivability tradeoffs, but the few that remain will be significantly toned down.
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