Things I’m not going to do until I manage to get my hands on a beta include make any predictions about how well warriors will do in the next expansion. There’s just no way I can know that before I get to see more of the game, you know? But I will say this – the changes to instant cast spells and healing have the potential to make being melee DPS (that is to say, the majority of warriors) a lot less painful in PvE, and even with the loss of charge stun and the reshuffling of talents, I don’t foresee arms warriors suddenly falling out of PvP. Warriors have remained PvP mainstays since vanilla. Through BC and Wrath and Cataclysm and now Mists, no matter how strong or weak we were, we remained. There’s simply no way to get rid of warriors in PvP – we fill a niche that will forever be needed, and we do it in a way no one else really can among the melee. There is no other strength melee class with our combination of in-combat mobility and burst. So even after the changes, I expect warriors will do fine in PvP, but please understand I’m saying this without seeing the changes in action yet, because I can’t.
If it turns out we’re nerfed into uselessness, believe me, I’ll complain about it.
But back to why I think all the changes to healing and cast times might be good for us as melee DPS – the biggest problem with playing as a DPS warrior this expansion has been fights that basically force us to break off contact with whatever we’re DPSing in order to stay alive. In Siege of Orgrimmar, especially heroic SoO, this becomes acute, and it’s bad for warriors and other, lesser melee classes I won’t mention again because I don’t care about them. It’s doubly bad for warriors because we generate our resources through hitting our targets – if we’re not hitting them, we’re not generating the rage we’ll use to hit them harder. It’s also very annoying to (as an example) hit Colossus Smash and have Nazgrim leap away and then have to not approach him immediately because he’s being tanked in his heroic Shockwave, so that going near him will increase the chances of a Ravager spawn – you’ve just lost rage, you’ve lost your six second burst window, you’ve then lost more rage because you couldn’t charge in immediately. It’s a mess, and it’s not the only time this happens. Fights like Thok are basically huge examples of fights where you have a period you can shine, followed by a period wherein your absolutely useless, and the period you can shine in is one your healers are screaming to maintain due to the relentless bursts of raid wide damage going out.
Fight design needs to get melee friendlier, and one of the ways that can happen is if there’s less need to design fights where a half second inside a ground effect will push you into instant death mode when the boss’ next horrible attack comes out. These are changes that could affect raid design in a very positive way for warriors, because they could let us keep hitting things. So I’m cautiously optimistic on that score.