Wow, there is a lot of changes and additions in this new patch.
There is one little nugget that will largely be unnoticed that is actually a gigantic buff for me. My main character is a Protection spec warrior. In the warrior notes there's a little blurb about Revenge trading some innate threat for actual damage to result in approximtately the same overall threat.
However it was that they stated it, it's a big understatement.
Revenge previously did rather pidly amounts of damage, but it did cause a very large amount of threat even though many did not really know. It does only cost 5 Rage, 2 Rage with Focused Rage, so it was fairly rage efficient with damage. However, at such a small amount of actual damage it frequently was not even worth triggering the global cooldown to use unless aggro generation was an issue.
Damage has been wildly increased at the higher ranks. It is now comparable in damage to Shield Slam, but only costs 2 Rage with Focused Rage. 5 second cooldown. The only thing that keeps this ability from being a spammable ability is that is MUST follow a successful block or parry. Enter staple ability for tanking warriors...Improved Shield Block. 10 Rage, 5 sec cooldown, Increase Block percentage by 75% for up to 2 successfully blocked attacks for 6 seconds. In real practice...if being attacked in melee in the front, 2 attacks will be blocked, 1 extra rage point will be generated for each block, and Revenge will become available. Revenge can then be alternated with Shield Slam for big, continuous damage. In long fights with lots of Rage, throw on 5 Sunder Armors and alternate in Devastate as well. Previously, there was always a choice of using rage to keep Shield Block up to mitigate damage or using the rage on offensive abilities to deal damage. Now, it's a now brainer...Shield Block plus Revenge gives both.
Result...against melee characters, wow... Playing in AV, other warrior specs couldn't come close one-on-one. Dual Wield Fury and 2H Arms both get blocked too much, crits eliminated, and die too easily themselves. Not even close when executed correctly. Rogues are dangerous as always, but most get raped. To even have a shot, they have to get some effective stun locks going. Even then, when their stuns run out I usually have enough life left to climb back into the fight and start winning again. They are frequently having to resort to using Blind and stepping back to bandage...or even hide and attempt to resume attack later. Even so, AV is often too chaotic and quickly paced to attempt something so involved...in more chaotic situations they drop quickly. Even paladins are much more human, especially in the chaos of battle.
Casters are still a problem... They don't give melee attacks to block or parry in order to enable Revenge. However...there can be workarounds. The key is that blocking anyone's attack enables Revenge. Frequently, some hunter has sent their pet to attack or some other melee character is being aggressive. Block their attacks, then Revenge the caster.
Still a nice improvement.
It's also a lot more worth considering Improved Revenge. Generally, this was a shunned talent. 3 talent points yields a 45% chance for a 2 second stun for Revenge. A waste of 3 valuable points for only a 45% chance for a short stun on a rarely used ability for most warriors. I used to use Revenge more than most and actually tried Improved Revenge once. It was tempting, but ultimately I respecced out of Improved Revenge. Now that Revenge is one of my core abilities, I respecced last night and am trying it again. It's still only 45% for 2 seconds of stun, but so far it seems worth scraping a few points here and there to have.
Personally, I already liked Protection better for grinding. It does kill slower than Arms or Fury, but I would finish fights with a lot more life left. Less food. Less waiting in between fights. More ability to prevail against difficult odds. Now, Protection can even kill fast while grinding.
Really, the only big advantage left for Arms and Fury warriors is killing casters and hunters. Since the most played classes are Mages, Warlocks, and Hunters, that's a pretty big reason.
Anyway...as big as this change is, I doubt most people will even notice it during their play. Warrior players will continue to play Arms and Fury and not use shields, defensive stance, and revenge. Other players will continue to encounter these Arms and Fury warriors and won't have to deal with somewhat pumped up Protection guys. So, this is a big thing that most people probably won't even know about.