top of page
85e65f881419db89a9c8e508a91375349feffee7-1920x1080.png

World of Warcraft: Classic
  Season of Discovery: Warrior Rework

With this work, I wanted to explore Game Design by thinking of a rework of my favorite class in World of Warcraft Classic current season, "Season of Discovery".

I took the current state of the class as a basis and tried to bring my vision of it, how would I like to see it while following the rules under which the dev team is.

This document is adressed to veteran of the game and the class but I tried to make it as understandable as possible to neophyte.

Introduction

Blizzard Entertainment released a new World of Warcraft Classic version called Season of Discovery, a seasonal version of "Vanilla" with a lot of new things, Classic with a + as said by the Senior Game Producer.

 

Among other things, SoD brings a new feature in the game called "Runes", these runes are different for each class and give them access to new spells and passives, some are completely new, some come from other version of the game.

 

These runes must be discovered by players, and once it's done, you can freely engrave them on your different pieces of gear, some runes can be engraved on legs, some on the wrist, chest etc...

 

This new feature enhances the gameplay of all classes and helps specs that were behind in the original game to perform more.

It even creates new role for some classes like Tank Warlock or Healer Mage, that never existed in the game.

 

As an avid player of the game, I started playing it on release and decided to go with my main class, Warrior.

 

Recently, I wanted to challenge myself in redesigning the class using this rune feature while respecting as much as possible the constraint that the dev team has on its shoulders.

 

So, I chose to start with my favorite class, the Warrior.

  Presentation      

image.png

The original game balancing is kind of special, in fact there's not a real balance and that's a charm of Vanilla, some specs can be deadly in PvP but really bad in PvE, like Elemental Shaman or Shadow Priest.

Some classes are known to be mono-spec in PvE, like the Paladin that only viable spec for PvE in Vanilla is healer, from which came the "Paladin in a dress" meme.

Other classes are extremely strong in PvE and in an environment of 40 players raid, it led to a lot of class stacking.

 

That's the case of warrior, the strongest DPS class in Vanilla for PvE due to its rage mechanic and also the only viable Tank class for high level content.

Other tank classes lack the threat generation and mitigation the warrior has, and the tank gear made at that time was almost entirely focused on the warrior, making it the only viable tank possible.

For the DPS part, Fury Warrior works this way:

Doing damage with basic attack generates rage, critical strikes generates more rage.

    The stronger the damage -> More rage you get

    The more you have rage -> The more you hit with special attacks costing rage

This create an infinite loop : more rage = more damage = more rage = more damage...

Now, if you add to that, every classes buffs, consumables, enchantments, best gear possible and most importantly, every World Buffs (really strong buffs, far better than classes buffs), you get an absolute monster that deals double the damage of other classes.

image.png

Graph that shows the DPS of all classes in the end game content

Warrior unstoppable scaling making it far superior to other DPS classes and being the only viable tank at high level led to raid stacking a lot of warriors, it then wasn't rare to see 40 man raids composed by 20-25 warriors.

image.png

Guild Progress raid composition during Naxxramas speedrun (Warriors are brown)

Knowing that, the dev team of SoD said during the Blizzcon Announcement that they'd aim to bring other classes to warrior level and bring fun to other specs that felt far behind in the original game.

image.png

This is where my reflexion began.

  My Reflexion    

Warrior being a scaling monster is a double edged sword, fully buffed it's the strongest class but when he's alone, without all those buffs, he's not that strong.

 

In fact, it's the worst class to do solo farm or solo questing or...anything alone.

 

In PvP, without a "pocket healer"*, Warriors fall really fast as they have next to no sustain.

(*healer that follows him everywhere)

 

So, my goal was to:

 

-Keep in line warrior scaling, do not add him too much damage to let other classes come to its level without letting it fall to far behind.

 

-Bring more sustain to make its life easier outside of raid content without buffs.

 

-Enhance its survivability, to make it able to fight without a pocket healer.

 

-Give it more support for its group instead of pure damage.

 

-Strengthen the Arms and Protection specs for PvE, Fury far besting them.

 

-Enhance the gameplay but keep the classic aspect, bring more fun.

 

-Facilitate its rage generation, most importantly for leveling or outside of optimal composition.

 

To do that, I took the current state of warrior as a basis, kept some runes as they were and tweaked others, then I started to create new runes by bringing capacities from other versions of the game or thinking of entirely new ones.

image.png

I also used another new thing added by the team, Skill books, to bring more QoL* changes to the classes and made minor changes to some talents.

(*Quality of life) 

Those skill books are items that make you learn a spell/passive, the current book for warrior give them the Commanding Shout, a shout that buffs warrior and his group health. 

Once done, I started to think of the runes placements, currently the game allows us to engrave runes on the Head, Chest, Wrist, Hands, Waist, Legs and Feet for around 24 runes (depending on the class, warrior got 25 at the moment).

As I write these lines, SoD started it's third phase, Players can level up to 50 and next phase, the fourth, level cap will reach 60, the maximum level that will bring new runes and probably new slots on the gear to engrave them.

But the game doesn't end at 60 and high end content continue with new raids that usually come with new phase, my assumption is that the team will continue to bring new runes with each new raid tier, if I'm correct, this will bring us from the current ~24 runes per class to around ~48-60 depending how the teams handles the phases.

image.png

WoW Classic Content Deployment Phases Artwork by Teebling

I decided to go with 50 runes in total, might be a bit much but it was funnier and more challenging for me.

  Talents    

Let's start with some minor talents changes.

 

Playing on the Vanilla Client limits the changes possible on the Talents, but some tweaking is possible as shown by Priests Shadow Form and Shamans Stormstrike changes (devs made some minor changes on those spells that aren't on the original game).

 

Knowing this, I thought of little change that would be interesting for warriors.

Group 20.png
image.png

Very minor change, Anger Management currently only shows the rage decay part in the tooltip but in game, it also generates 1 rage per 3 seconds while in combat.

 

This changes just better reflect what the talent really do.

Group 19.png
image.png

Less minor, this change aim to give 2 Handed Mace a better spot in PvE.

 

Currently, the Mace spec has little to no use in PvE and is almost stricly PvP focused, this means Arm Warrior must avoid 2 Handed Mace in PvE.

 

This change buffs a bit 2 Handed Mace for warriors, it would have a small impact for PvP but a bigger one in PvE.

 

*Note: It seems that % armor modifier is not a thing in Classic, in that case, the % should be replaced by flat numbers*

Group 18.png
image.png

The original talent increases the BONUS damage of the Cleave ability, which is almost nothing for 3 talents points, a high cost for almost no real bonus, meaning this talent as been put on the side by warriors.

 

This change aim to make this talent more appealing and create a small synergy with the new rune "Martial Prowess" that you'll see later.

image.png
Group 72.png

Last one, this talent as always been a niche on the original game but on SoD, with the 2 new runes working with it, it's now completely useless.

 

This minor change to its cost would make it a bit more interesting.

That's all for the talents, it was mostly minor change, now let's continue with deeper tweaks.

  Skills Books    

Next, the skill books.

Currently, the warrior only has one skill book that teach him to use Commanding Shout, a buff that works like Battle Shout but enhances HP instead of AP.

image.png
image.png

In other version of the game, warriors can buff only one shout but in SoD, they can (and must) use both which is a trouble because each one cost 10 rage and last only 2 minutes, meaning they need to spend 20 rage at the start of a fight for this instead of attacking.

 

With this in mind, I tweaked the existing skill book and created others to add more QoL change to the warrior.

Group 15.png

First, I reworked the existing skill book, instead of giving the warrior another shout, It buffs Battle Shout and make it buff Attack Power AND Health, 2 in one.

 

This way, warriors use less rage to buff and can attack more.

Group 17.png

Currently in SoD, Retaliation, Recklessness and Shield Wall have a 30 min cooldown, it's a lot compared to other classes new spells like Priest Dispersion that only has 2 min CD.

 

Lowering it to 10 min seems more fair and given the strength of those capacities, less than 10 min would be too much.

Group 16.png

First of the new books, this one also buffs Battle Shout but this time only its duration and cost.

 

Now it will last longer and cost less to reapply, a bit of QoL buff to the warrior.

Group 70.png

Same idea here, Challenging Shout original CD is 10 minutes, which is a lot for such a spell.

 

Lowering it to 3 min aim to help tank warriors that often struggle to keep aggro on multiples targets and keeping it a "long" CD that can't be used every fight keep its identity as a "Panic Button".

Group 56.png

Currently a Rune on the boots, I chose to turn it into a skillbook instead, I wasn't satisfied by its position on the boots, competing with Gladiator Stance.

This way, warriors get more baseline support, something they lack a bit of.

 

Other than that, it remains the same

  Untouched Runes    

Now, let's have a look at those so called "Runes", starting by the ones I haven't touched.

These runes remain the same as before, I think they work well and don't need tweaking, the only thing that could perhaps be changed is the numbers in case some balancing is needed.

Group 57.png
Group 66.png
Group 63.png
Group 64.png
Group 54.png
Group 58.png
Group 60.png
Group 62.png
Group 67.png
Group 55.png
Group 65.png

  Reworked Runes    

Let's continue with the runes I reworked or tweaked with some explanations.

 

Note: Some values are replaced by a "X" because without testing the numbers, it's hard to find the right spot between too much or not enough, focus on the idea not the numbers.

Group 6.png
image.png

Victory Rush is an attack that heals the warrior but to use it, he needs to land a killing blow, this hinder its utility because if you play in group, other players might have the killing blow, preventing you from using this attack, binding it to solo play.

 

I changed it to being usable at any moment but with a longer cooldown and, to keep the identity of the spell, killing blow resets the CD.

 

That way, it can be used in more configuration and grant the warrior more sustain.

Group 68.png
image.png

A little addition to the rune that increases a bit the importance of player choice in gearing and the effectiveness of Slam with Dual Wield.

 

In WoW, slow weapons hits harder than fast weapons and warriors usually aim for the slowest weapon possible because their capacities scales better on slow weapons, resulting in more damage, that's the case of Slam that is usually used with 2 handed weapons because they're slower so they hit harder resulting in more damage etc...

 

But, for dual wielding, warriors sometimes chose a fast off hand weapon to serve as a "rage generator", because a faster weapon will smooth their rage generation.

 

This change aim to make Slam a better spell for 1 handed weapon and chosing a slow off hand weapon will result in more damage, making Slam with Dual Wield compete with Slam with 2 Hand weapon.

Group 42.png
image.png

I completely redesigned this rune to focus rage generation instead of flat damage buff, as stated before, Warriors are scaling monsters, meaning that giving them a flat 25% damage will just make them explode the DPS metter in endgame.

 

I also said that more rage basically equal to more damage so why would I decide to buff the rage generation ?

 

First, during leveling, you are almost constantly rage starved because you're not fully buffed in raid environmnent, meaning you're struggling because no rage = no damage, this way you generate more rage while getting hit (and you get hit 24h/24).

 

Second, It can also be used by Tank warriors that are also rage starved because the more gear they get, the more tankish they are and the less damage they take, the less rage they generate so they can build less threat etc...

To compensate, the meta evolved into a "Fury/Prot" tank warrior that sacrifices tankiness for more damage and so, more threat.

 

Third, warrior damage buff must be kept in line but every other classes has evolved and now deals a lot more damage than before, warriors deserve to have a little something too.

 

Also, it better reflects the name by using pain to create rage (Blood Rage cost health).

Group 50.png
image.png

Same idea here than above, the point of this is to increase rage generation and not damage, the damage of the bonus attack could be around 20-40% weapon damage, it would result in a really small DPS increase, the main point is the rage generated.

 

My objective being to increase rage generation to let warrior have more fun using its buttons and because more rage = more damage, it will naturally up a bit it's overhaul damage without adding flat buffs, this way he stays on par with the other classes.

Group 11.png
image.png

Again, focus on more rage output for warriors, this rune being a more "tank oriented" passive, I enhanced it to reduce the possibility of rage starvation for Tank warriors, improving their multi-target tanking capacities.

Group 14.png
image.png

The current rune encourages a clunky gameplay where you must restrain yourself to use rage until you reach 80, which can take some time if you're unlucky with crit/dodge/hit...

Then you must stay around 80 to refresh the enrage buff and, same problem as Flagellation, it gives you a flat damage buff which is dangerous for the endgame scaling.

 

I redesigned it to again, focus rage generation by lessening the effects of Miss/Parry/Dodge/Absorb, when it happens, you generate 0 rage and have to wait your next attack 2 or 3 sec later.

This aims to reduce rage starvation which affects a lot the gameplay.

Group 51.png
image.png
image.png
image.png

As it stands, the rune is basically useless and unused by warriors because even with both bleed effects, Rend & Deep Wounds, it doesn't compete with the runes on the same spot.

 

I used its original version from The Burning Crusade, this way warriors bring a buff for the raids, adding them some utility.

 

In addition, it now buffs Rend with attack power scaling because currently, Rend doesn't do any damage.

It also makes Mortal Strike refresh Rend duration, like the Paladin refresh its seal on the target, this reduce the Slam priority in the 2 hand Arms rotation.

 

This rune is focused on the Arms spec.

Group 12.png
image.png
image.png
image.png

To strengthen the sustain of warriors, I enhanced a bit the basic rune with 10% more heal and 1 min less cooldown plus a buff to Bloodthirst heal for more sustain in solo play.

 

In addition, I gave it a passive buff to the talent "Blood Craze", frequently used in PvP and a second passive inspired by a talent in later version, Second Wind, again more focused on PvP.

 

This will improve warrior sustain in PvP and make this rune more appealing because, as it stands, 30% heal every 3 min is really small compared to other classes new runes.

Group 10.png
image.png

Same reflexion used on Single-Minded Fury rune, nothing much to add, the point for it being to make damage from 2 handed weapons and Dual Wielding compete.

Group 43.png
image.png

Now looking at more Tank oriented runes, this one aim to enhance the interest of Revenge because it currently doesn't do enough damage or generate enough threat to compete against spamming Devastate.

 

By making it scales on weapon DPS, it makes it more interesting to use other Devastate while the CD is up.

Group 13.png
image.png

This rune increases threat generation of Tank warriors by increasing their damage, which is good, but I thought it was a bit lacking.

 

On Vanilla, the blocking isn't a really interesting stats because even with the best gear possible, a Tank warrior can reach around ~300 block value, blocking 300 damages from a boss that strikes for thousands isn't much.

 

I decided to enhance the blocking by making it scales with the armor value, this way, even with a small % it would be a decent value, knowing that a Tank warrior can reach around 10k armor with endgame gear, even a scaling of 5% would instantly give him 500 block value, in addition to the ~300 on the gear, it would reach 800 which is really interesting.

 

Too much blocking value might trivialize content, the numbers here are important to check.

Group 8.png
image.png

So, Thunder Clap is one of those ability the warrior barely uses because of the absence of scaling, meaning that it deals almost no damage, the little redeeming quality of the ability is the debuff it puts on the target.

 

Even with the rune, only tank might use it for AoE tanking but even for that, some rather tab-target (switch target with tab) to increase threat one by one.

 

I know that AoE tanking in Vanilla isn't the point and devs want to avoid that but the reality is that players will do it because if they can, they will AoE down an entire dungeon instead of going packs by packs.

 

In addition, Paladin and Shaman have the tools to do it and currently, Tank Shamans are kings at AoE tanking.

 

I know every classes must be different and keep their identities, but I think helping a bit warriors on AoE Tanking is needed.

 

With this redesign, I took off the target cap of Thunder Clap, gave it a scaling to make it deals damage (so more threat) and, with Rend, gave it a passive bonus threat generator plus a synergy with the rune "Blood Frenzy", increasing the rage generated.

Group 56.png
image.png

As stated before, I chose to turn this rune into a baseline Skill Book, first because it competed with runes like Intervention or Gladiator Stance, which was a bit strange to me and secondly because I think warrior lacks of baseline support ability.

 

I want the warrior to bring more utility to the raid than its damage or tanking.

image.png
image.png

To end with the reworked rune, I chose to delete Quick Strike entirely.

 

The point of this rune was to give a instant attack that uses rage with no cooldown to warriors, and this ability had 2 goals:

 

-Synergize with Consumed by Rage, to help warriors manage their rage around 80

-Fish for Wildstrike/Windfury procs instead of using Hamstring

 

Wild strike and Windfury are buffs that give each melee hit a 20% chance of granting the attacker an extra attack with additional Attack Power, this buff is really strong for melee classes but extremely strong for warriors because again, more attack = more rage = more damage.

image.png
image.png

When every other capacities were on CD, warriors relied on Hamstring, the only instant attack costing rage with no CD, to "fish" for procs, Quick Strike main goal is to replaces Hamstring in this fonction.

The problem is that taking another rune slot for a small damage increase other Hamstring for a greater rage cost doesn't seems really worth.

 

With the new runes I designed, I tried to reduce warrior's rotation downtime to limit the necessity of fishing for procs, that's why I chose to delete this rune and, in case there's a hole in the rotation, Hamstring is still here.

image.png

We're finished with the reworked runes, a lot has been said already but there's still more to come !

  New Runes    

Now, let's delve into the new runes I made with some being re-used spells from other version of the game and others being completely new spells.

            Ultimate Abilities            

Group 53.png

Let's begin with the most legendary ability of the warrior, Bladestorm.

 

First appeared in Wrath of the Lich King (Or back in Warcraft 3), this ability is the ultimate talent of the Arms spec, a strong cooldown for the warriors and one of the funniest ability of the game.

 

This spell would give warriors a strong cleave burst, for DPS or even Tank, and should be engraved on the same slot than other "ultimate abilities" I'll show next.

Same than Bladestorm, this ability first came in Woltk (or still, Warcraft 3) and is the ultimate talent of the Protection (tank) spec.

 

A strong ability that deals good damage on a short cooldown and gives the warrior more CC with a "range" stun.

 

Great for Tanking to buy you some time on a pack of mobs or as DPS for a CC + AoE spell.

Group 24.png
Group 22.png

Originally from Mists of Pandaria, this Fury talent gives the warrior a strong AoE on a short cooldown, dealing more damage than Shockwave but without a CC.

 

The strong element of this spell is that it ignores armor, making strong even against highly armored target.

 

Can be used by tanks for a more agressive playstyle and by DPS if they don't need the CC of Shockwave and want a shorter cooldown than Bladestorm.

Group 23.png

Added in MoP (but again, first seen in Warcraft 3), this ability serves as a huge buff for all specs, it also has a huge impact in PvP thanks to its CC immunity.

 

Given the strength of the spell and to avoid too much buff stacking with, for exemple, Death Wish, I put a "long" CD of 5 min on it, this way it can't be used every fight in PvE or PvP, like the Divine Shield of Paladin.

Group 39.png

Inspired by Tryndamere from League of Legends, I think this kind of "new" spell fits the warrior well.

 

Given the current state of PvP with players getting deleted in a few globals, a strong passive like this would help the warrior survive its encounters.

 

To make it balanced, the duration can't be too long unlike the CD that must be a bit long, it shouldn't be used every fights.

Facing death and surviving has a cost and this cost is the previous spells, it should be engraved on the same spot.

In PvE, it would also have some utility, like a "second chance" if the tank takes a fatal blow, like the "Ardent Defender" of Paladin.

image.png

            Utility Abilities            

Coming from Wotlk, this passive bring more utility from the warrior for its group/raid.

 

Currently, only Feral Druids bring this debuff on target, the warrior is extremely dependent of other classes and if you don't have a Feral in your group, you basically are nerfed by half.

 

To fix this dependence issue and enhance its solo play, I though of rune like this one.

 

If there's a Feral in the group, the warrior can easily switch to another rune.

Group 44.png
Group 35.png

Same reflexion here but even more, currently, Horde warriors can benefit from either Druid Wild Strike or Windfury Totem, same buff on 2 classes, meaning they have really low chance to not having it during a raid unlike Alliance warriors that only gets it from Feral Druids.

 

Even with that, this buff is so strong for warriors that playing alone without it feels bad, again like if you've been nerfed by half, I personally saw warrior players have a "pocket druid" with them by playing a 2nd account only to have this buff permanently.

 

Like the previous spell, this one helps strengthen warrior solo-life but unlike Druids and Shamans, this buff is a Self Buff only and doesn't stacks with the other 2.

 

So, like Trauma, if the warrior gets the buff from a Feral or Shaman, he can switch rune, the objective being to break the massive dependence on other classes that the warrior has.

As a warrior, throwing down a banner to buff your friends fits so well the fantasy of the class that I couldn't not add it.

 

Another way to bring more utility to the warrior, while the other classes use magic to buff their comrades, warrior don't, they use war cry and banners during battles.

 

So, with this, Warriors can provide another buff to their group with the War Banner

Group 47.png
Group 48.png

Same idea here but more defensive, this brings a defensive CD to the warrior for his whole group/raid, enhancing its utility instead of only bringing its damage.

Inspired by the Shadowlands version, the same idea continues here but working differently.

 

While the previous are banner throwed on the ground working like Shaman Totems, making them easy target, this one is a Flag beared by the warrior.

 

This cooldown is more PvP oriented but could have use in PvE aswell, it fits well the fantasy of the warrior leading the charge with a banner on his back.

 

Those 3 spells should be engraved on the same slot, enhancing the importance of the banner choice.

Group 49.png

            Active Abilities            

Group 28.png

A rework of the Cataclysm version, this helps warriors apply their debuffs faster to really start fighting quicker.

 

As a warrior main, I know the struggle of having to buff with your shouts then stacking Sunder Armor 5 times on the target for each boss fights.

image.png

This rune aim to ease this struggle but with a cost, as it replaces Sunder Armor, it means if you take it, you won't be able to Sunder Armor on another target until the CD is up, this brings a choice to warriors.

Famous spell of warriors feared by casters, this would help warrior a lot in PvP as they're usually an easy target for casters.

 

This spell would come at the cost of playing with a shield, naturally reducing the warrior damage, even if experienced player would use macros to quickly switch weapons.

Group 29.png
Group 75.png

Taken from Cataclysm, this bring an easy to use CC to warriors, something they really lack of, more PvP oriented but can also be useful in PvE or leveling.

Inspired by the Dragonflight version, this should synergize with the Gladiator Stance while also helping Tank warrior generate a good threat while pulling (when they can charge in).

 

Should be engraved on the same slot as Warbringer.

Group 76.png
Group 27.png

New spell inspired by the Death Grip of Death Knight and the Hook spell of some Abomination (undead mob).

image.png
image.png

Nothing much to add, just a fun button that fits the warrior fantasy.

A "Get Over Here" button for warriors, really PvP oriented.

For this rune, I took the "Storm Bolt" ability as an basis and added it a "Classic" touch.

 

The warrior throw is weapon, deals damage and add an effect depending on the weapon's type, echoing the weapon's spec of the warrior.

 

Adding a (short) self-disarm effect aim to balance the ability.

image.png
Group 34.png

             Stance Runes             

Stances are iconic abilities of Classic Warriors but once you reach the level 30 and unlock the last one, Berserker Stance, they stay the same as you level up.

 

In other versions of the game, talents appeared to enhance these stance, the warrior specializes in one stance and enhances it as he gets new levels.

 

I took inspiration on that and made those runes, to let warriors enhances the stance they're playing with.

 

These runes should be engraved on the same slot, Gladiator stance aswell.

Group 45.png
Group 32.png
Group 46.png

            Passive Abilities             

Group 78.png

Inspired by Cataclysm gameplay, currently Heroic Strike and Cleave are "Next Melee" attack, which means that they're applied on your next auto attack.

 

This rune aims to had more dynamism to the warrior's gameplay, a way to add more to the rotation and justify the "Quick Strike" supression.

 

With this, Cleave target cap is also removed, a way to put the warrior on an equal footing as the hunter "Carve" ability.

image.png
image.png
image.png

Currently, Whirlwind hits only with the main hand weapon, starting in Burning Crusade, Whirlwind was tweaked to use both weapon, this rune aim to do the same.

 

In addition, it also removes the target cap, like Cleave on the previous rune.

Group 30.png
Group 25.png

A Talent first seen in Wotlk, this passive had more interest in "Execute" and also breaks the monotony of the rotation by adding a proc effect.

Like the previous one, a talent coming from Wotlk.

 

In Classic, warriors often use leather or mail armor instead of plate, unlike other extensions, this is one of the aspect that make the charm of Vanilla.

 

But even if sometime, leather or mail pieces of gear are better than plates option, some warriors rather focus on the plate to live the big armor fantasy.

 

Tanks usually focus plate to increase their armor and thus, their tankiness.

 

This rune is for those who prefer to focus a big armor.

Group 77.png
Group 40.png

A mirror of the Shield Mastery rune but for the other specs, nothing much to add.

First seen in Cataclysm, this aims to give warriors a bit more survivability.

Group 41.png
Group 31.png

Another rune to help Tank and Gladiator warriors with their damage/threat while also enhancing the blocking, making it a better stats.

 

Shouldn't be engraved on the same slots as Shield Mastery, Gladiator Stance, Sword & Board and Hoplite's Training.

As a warrior, I always wanted to play a build with a shield and a spear,

like Leonidas in 300.

 

With the addition of Gladiator Stance that makes the Sword & Board

build works, I though of this addition to synergize with it.

 

This rune gives more importance to the Polearm weapons that are almost

always ignored by warriors and usually are only "stats sticks" for hunters.

 

As Polearm are 2 handed weapon, they need to have a damage reduction

to balance the bonus of attack speed and, as they are "spears", I though

that a small melee range increase fitted well.

 

The damage reduction is mostly negated by the 2 other runes that are needed to play the Gladiator build, without the reduction here, it would lead to a 20% damage buff + the damage of a 2 handed weapon with an attack speed bonus and the bonus stats of a shield, which would be too much.

 

That's why a damage reduction is needed here.

 

This rune should be engraved on the same slot as Frenzied Assault, to avoid an attack speed stacking and most importantly, shouldn't be on the same spot as Gladiator Stance and Shield Mastery, as it must be used with those 2 in synergy.

Group 69.png

We're done with the new runes, now comes the hardest part, organizing all these runes on each engraving slot.

  Rune Slot Organization    

I made several iteration of the rune slot organization, to try different combination.

 

The first, second and third version use 10 engraving slots with the addition of the Necklace, Shoulders and Cloak.

The second one takes the current organization as a basis and expand it with the new additions.

 

The fourth and fifth use 12 engraving slots with the addition of the Rings, as players got 2 rings slots in the game, I made those 2 engraving slots share the same runes a put more on them to create a lot of possible combination.

 

My favorite version is the fourth, I think it works the best as with the addition of the 2 rings slots, it gives a lot more room to let the possibility of more combination.

Current Version

Version 1

Version 2

Version 3

Version 4

Version 5

  Conclusion    

This rework was really fun to do while also being a good challenge, the hardest part being to organize the engraving slots and the impossibility of testing the numbers in game, to see if the runes would go to far or not far enough.

My main goal was to enhance the warrior's gameplay outside of a raid environment, be it farming, leveling or solo pvp while keeping a leash on its scaling problem.

I hope I managed to do so, in a world where all this would be implemented in the game, it would indeed need a balancing pass, notably on the numbers.

 

Putting myself in the shoes of the developers was really interesting and showed me the difficulties encountered when your work on a Class kit.

 

I really liked this "exercice" and will probably continue with another class !

 

  Thanks for reading all of this, if you're a member of SoD dev team, I hope it will give you some ideas ! (I'm open for work...just saying)  

bottom of page