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Found 7 results

  1. Calmurtits

    Arms Warrior 4.3.4 ULTIMATE PvP GUIDE

    Hello guys, I play Arms warrior since LK, in LK i played also protection in 3v3, cuz it was a hell of a burst and good combo with 2x protection wars and holy pala(2k+ rate EZ) I played retail also from 3.0.6 LK - MoP 5.4.3 . When you count it, it's like 5-6 years of XP. I had also 2.4k rate on AT, i was r1 on some private serves ( i do not wish to advertise,even tho i said AT... :/ ). I decided to make one guide for starters but also for ppl who played but didn't figured out some things.   Introduction and my opinions: After 4.0.6, 4.1. ,4.2 Warriors got slightly nerfed in 4.3.4 patch, but it's still playable if u make it with pressure talents (i'll explain this later). Warriors were beasts back in the 4.0.6, especially Fury who could hit 80k+ in reckburst.Warrior isn't easy to play, i can tell u that. That's one of the hardest classes to master after Locks. Cataclysm is all about succesfull bursting and cc timing. For me, warrior is the class who can beat any class, it doesn't have anti-classes if u know how to play it. Even tho they say hunters and mages are their Anti-class of the warrior. They are biggest threat, i agree but if you play against them with ur brain and if u know what is their rotation, you can counter it. To be succesfull in any class u chose to play, you have to know what ur enemy can do against u, and what is their vulnerabilities. In this guide i'll try to explain you and to teach you something. I would just say that you need to be patient and to have a hard steel nervs if you wish to master this class. Do not switch comps like socks! It takes a while to master a comp and it isn’t easy! This will be a tough patch for us, that means no playing with friends! As tough as it can be, if you want to be successful as a warrior, you cannot play with your friends that play classes which do not simply work with a warrior. If you lose against one comp in arena,DO NOT STOP, que again, PRACTICE! With practice against comps like that, just think, what did they do last time, how did they do it, AND HOW CAN I COUNTER THEM? After few arenas, you will beat that comp, i'm sure of it. Don't be noob and ragequit. Anger will just crush ur brain and u will not think clearly. Be positive,optimistic and have WILL to be the BEST! When u reach that level, you can be the best and u WILL BE THE BEST! If you think you are noob and you will never do something, you'll never do it. You have to have faith in urself in order to succeed IN ANYTHING, even in LIFE! (just some encourage) :P xD Okay, lets get started with stuff i prepared for you guys. TALENTS: I use Pressure talents( HC talents) . They look like this: I use these talents because i'm used to make pressure and when my target is around 50% hp(with or without recklessness, that's your thing, i never use recklessness until my target is 30% and their partner is cced). I use piercing howl mainly because i play with healer and if they want to kill my healer i can slow them both, within Tunder Clap + Demoralizing Shout as a dmg reduction. Or you can use SLAM talents. They look like this: I used to play like this when i just started playing Cata, but there are a lot of better options with it. You can add Drums of War instead of Rude interruption and Piercing Howl. Or instead those two you can put on Incite. Either way it's your own style how u wanna play. There is one more popular thing warriors are playing, it's GAG ORDER. It looks like this: It's really good against casters, so you can silence them from distance. I took 2/2 Cruelty and 1/3 Blood Craze, but you can make what ever u want, you can put 2/2 Blitz and 1/2 Drums of War. What ever is easier and better for you and your style of playing. After you choosed the talents,next step is rotation. ROTATION: For HC PRESSURE i use this rotation: Charge>Rend>Clossus Smash>Mortal Strike>Overpower(if i get proc)/HC>Execute(under 20% hp) You should apply 3x stacks of Slaughter on yourself, cuz' with that buff your Execute,OverPower,Slam and Mortal strike will cause 30% more dmg. You should always keep REND on ur target, even tho Mortal Strike will refresh it instantly after it, but if u get caught in CC and if u lose rend on ur target, you should apply it again. Always hit with MS(Mortal Strike),it's your main spell! In burst you should always burst with CS(Colossus Smash) as first spell of ur rotation and them Mortal Strike within HC and Overpower. For SLAM talent i use this rotation: Charge>Rend>CS>Mortal Strike>SLAM>Overpower/HC>Execute(under 20% hp) As warrior you should always hit with Mortal Strike when it's not on CD, it's your main spell. If you don't have enough rage and u are in burst,use Deadly Calm and just spam MS/HC>SLAM/HC>OVERPOWER/HC. HC is not on GLOBAL COOLDOWN, so u can combine it with ur other spells and also in burst you should always use it even if u didn't make it in 3/3 incite talents. Because it's always good to do 6-7k more dmg in the burst. For GAG ORDER talent the rotation is the same as HC PRESSURE rotation: Charge>Rend>Clossus Smash>Mortal Strike>Overpower(if i get proc)/HC>Execute(under 20% hp) You only have one more CC with Heroic Strike that can silence for 3 seconds and it's cooldown is 45 seconds within the talents. GLYPHS: Prime Glyphs: - Glyph of Mortal Strike (Increases the damage of Mortal Strike by 10%) MS is your main spell, so u gotta have this glyph. - Glyph of Overpower (Increases the damage of Overpower by 10%) - Glyph of Slam/Bladestorm (depends on ur talent tree). I use Bladestorm just to get out of roots in 80% of situations. Glyph of Bladestorm (Reduces the cd on bladestorm by 15 sec.) Glyph of Slam (Increases the critical strike chance of Slam by 5%) Major Glyphs: - Glyph of Colossus Smash ( YOU JUST GOTTA HAVE IT, because it applies 1x sunder armor stack per CS hit on target) - Glyph of Shield Wall (Shield Wall now reduces damage taken by an additional 20%, but its CD is increased by 2 min.) GREAT STUFF! - Glyph of Spell Reflection/Piercing Howl Glyph of Spell Reflection (Reduces the CD on Spell Reflection by 5 sec.) It's not much yousefull against classes that doesn't do magic dmg Glyph of Piercing Howl (Increases the radisu of Piercing Howl by 50%.) Good for kiting NOTE: Major Glyphs varies of what comp do u play, i choose Shield Wall and Spell Reflection because i play with healer. If you play with DPS you would probably want to take Long Charge or Rapid Charge instead of Spell Reflection/Piercing Howl. Minor Glyphs: - Glyph of Battle (Increases the duration by 2 min and area of effect by 50% of your Battle Shout.) - Glyph of Berserker Rage (Berserker Rage generates 5 Rage when used.) - Glyph of Demoralizing Shout (Increases the duration by 15 sec and area of effect by 50% of your Demoralizing Shout.) PROFESSIONS : - Engineering Access to 480 strength proc on gloves: Synapse Springs - Jewelcrafting Access to special gems that give 67 strength: Bold Chimera's Eye. Up to three can be used at the same time. - Alchemy Access to flask that gives 80 strength: Flask of Enhancement. - Tailoring Cloak enchant proc for 1000 attack power: Swordguard Embroidery - Enchanting Access to +40 strength on your rings: Enchant Ring - Strength - Blacksmithing Access to two extra gem slots. One on bracers, one on gloves: Socket Gloves and Socket Bracer - Inscription Access to shoulder enchant adds 130 strength and 25 crit rating: Lionsmane Inscription - Leatherworking Access to 130+ strength to bracers: Draconic Embossment Strength I use BS and Leatherworking, since i got 1K ATT Power from my 2h enchant (Landslide). GEMS : - Meta - Reverberating Shadowspirit Diamond - Red - Bold Queen's Garnet - Blue - Etched Shadow Spinel - Yellow - Potent Lava Coral STATUS PRIORITY: Just follow the next pattern. 5% Hit > Strength > Crit/Resilience > Mastery > Haste ENCHANTS: - Head -  Arcanum of Vicious Strength  - Shoulder -  Greater Inscription of Vicious Strength  - Cloak -  Enchant Cloak - Greate r Critical Strike  - Chest - Enchant Chest - Peerles Stats - Bracers - Enchant Bracer - Major Strength - Hands - Enchant Gloves - Mighty Strength - Legs - Dragonscale Leg Armor - Boots - Enchant Boots - Lavawalker - Weapon - Enchant Weapon - Landslide MACROS: Focus Target Charge macro: #showtooltip Charge /cancelaura Bladestorm /cast [target=focus,exists] Charge /cast Charge Burst macro: (It's mainly up to you, you can put /cast Recklessness in it if you want to make one shot macro, lolz... /use Dps trinket /cast Deadly Calm Defensive Stance macro: /cast Defensive Stance /equipslot 16 / 1Hander’s Name /equipslot 17 / Shield’s name Spell Reflection macro: #showtooltip Spell Reflection /cast [stance:1/2,equipped:Shields] Spell Reflection; [stance:3] Defensive Stance /stopmacro [equipped:Shields] /stopcasting /equipslot 16 1Hander’s Name /equipslot 17 Shield’s name Focus Target Throwdown macro: #showtooltip Throwdown /cancelaura Bladestorm /cast [target=focus,exists] Throwdown /cast Throwdown Focus Target Pummel macro: #showtooltip Pummel /cancelaura Bladestorm /cast [target=focus,exists] Pummel /cast Pummel Focus Target Fear macro: #showtooltip Intimidating Shout /cast [target=focus,exists] Intimidating Shout /cast Intimidating Shout Disarm macro: #showtooltip Disarm /cast Defensive Stance /cast Disarm /cast Battle Stance Shield Wall macro: #showtooltip Shield Wall /cast Defensive Stance /equip 1Hander’s Name /equip Shield’s Name /cast Shield wall /cast Battle Stance /equip 2Hander's Name Intervene with charge macro: #showtooltip Intervene /cast Defensive Stance /cast [target=myfriendname] Intervene /cast Battle Stance /cast Charge Heal Macro: #showtooltip Enraged Regeneration /cast Rallying Cry /cast Enraged Regeneration /use healthstone Comps that are good to play in 2v2: Playing with DPS: Warrior is good with Hunter, Feral druid and Retribution paladin, it's not worth playing with mage,lock or ele shamy. Because you will mainly lose. You need someone who's good in cc and hard burst. Playing with HEAL: I would suggest you to play with Disc Priest, because of the dispells and it's easier even tho you both have FEAR so DR(Diminishing Returns) is pain sometimes, but u can maintain your cc rotation either way. But best choice to play 2v2 with healer is Resto Shaman, instant heals and some dispells within buffs isn't so bad after all, since from priest u don't get anything except dispells and shield. Combs that are good to play in 3v3: I would recomend playing WLS (WAR/LOCK/SHAMY) It was one of the best back on the retail, since lock could just put the dots on everyone,peel and burst really good with war in the same time. Also hard to master it. But some ppl play KFC (HUNTER/WAR/AnyHEAL) It's good and easy comp, cuz burst is really good and you gotta have good CC chain in order to win. It's a really nice combination. ALSO TSG (DK/WAR/Holy Paladin) It's huge pressure and healer find hard it to heal because of DK's Necrotic Strike (It deals 100% weapon damage and a heal absorb equal to your AP*0.7. It also applies 30% casting speed increase debuff.) Also this combination is great because everyone in team has a deffensive spells so it's harder to lose and yet pala have bubbles and instant heals. KITTYCLEAVE (WAR/FERAL/AnyHEAL) One of really good comps too, because feral has good defensives and offensive so they would go on you for sure and you'll get soo much rage to spend! NOTE: I would recommend you guys to check ArenaJunkies or some Bajheera 4.3.4 3v3 tip videos, they explain how you move and what u should do in these comps. RECOMMENDED ADDONS: - OmniCC - Tidyplates - Soundalerter - LoseControl - Gladius - Juked - Interrup bar Thank you for reading, i hope i helped. Now go make some warriors and lets get some GLAD TITLES! I'm sorry for my english and that my guide took so long, but i think it's worth it, because it has EVERYTHING U NEED! REMEMBER TO PRACTICE, NO MATTER HOW HARD IT IS! After you master WARRIOR you can accomplish some really good results! Peace out, Calmurtits.
  2. Hello everyone, I decided to post this video in Class Corner because for many players it may be a very useful guide - rotation, using cooldowns, behaviour on Ragnaros heroic. If you have any questions about warrior, feel free to ask in this topic or contact with me in game :-) I hope you will enjoy :>
  3. Aethas

    Is the Fury Mastery Bugged?

    Hi, There is probably a thread already about this, but I can't personally find it. I was looking through the reasons why warriors do not like Fury PvE, and other from the fact that people keep telling me that it blows, one seem to stand out: Mastery is bugged. Mainly that Mastery does not increase the beneficial abilities create by Enraged. Is this true? I was hoping to roll out a SMF Warrior. Best, Aethas.
  4. as title says , what is your opinion about Slam vs heroic strike , i want people input and their experiance on the subject , thank you
  5. I want to be able to make my mog character.. But I can't because some items (even tho they are warrior specifik and plate specifik) Are still no available for me to transmog into.. I might have something to do with an achievement needed in order to mog the Lieutenant commander's plate shoulders but I doubt thats the case.. Would be aswesome if you could that it so that it was possible to transmog into this item. Also was told to attach this picture for no reason  
  6. Based on both numbers in character sheet, and in-combat testing, neither Precision nor Dual Wield Specialization are granting the damage bonuses indicated by the tooltip.  Autoattack damage is not being amplified, and offhand weapon is receiving 1/2 of dps bonus from Attack Power(should be 3/4). EDIT Further testing suggests, however, that Bloodthirst's damage IS being amplified significantly over what the tooltip indicates.  Was this a deliberate change that just isn't reflected in the tooltips?
  7. Hello! And welcome to my prot warrior guide!   Table of content: 1. Overview and basics 2. Races 3. Professions 4. Talents and glyphs 5. Spells, cooldowns and rotation 6. Buffs and debuffs 7. Stats 8. Reforging 9. Enchants 10. Gemming 11. Consumables 12. Add-ons 13. After CTC cap     1. Overview:      In my opinion, Warrior is the most fun and versatile class to tank with. What we lack in terms of an aspect of an encounter we can compensate through choosing various specs and talens. In the right hands, I'd dare to say, Warrior can be the best tank of them all. We have very steady and smooth threat generation and DPS and consistent damage reduction thanks to our mastery, which increases our block chance. With the recent changes to the block % calculations and the Shield Block fix, we are slowly making our way back to the top.      As a class that wears shields we mitigate damage by blocking with our shield and thanks to our mastery, those blocks can be sometimes critical blocks. I will go over this in details in the stats section.   2. Races:      In WoW we have 12 races to choose from, which, actually all can be warriors. If you have any preferences towards a specific race, feel free to skip this part.   2.1 Alliance:      - Draenei - A small heal over 15 seconds and 1% hit - IMO the heal is too small to make a big difference and we already have a pretty solid HoT in our spellbook.    - Dwarf - Stoneform - Removes poison/bleed/disease effects and reduces damage taken by 10% for 8 seconds. This is, hands down, the best tanking racial in the game.    - Gnome - No!!!    - Human - PvP trinket, extra expertise with swords and maces. Excellent if you like PvPing from time to time, but it doesn't really bring any benefits in a raid enviroment.    - Night Elf - 2% dodge and some nature resistance.    - Worgen - Darkflight - Short movement speed boost, more mobility never hurts. You also get 1% passive crit.   2.2 Horde:      - Blood elf - Arcane Torrent - AoE interrupt and mini rage generator, small amount of arcane resistance. Not worth looking like a gaylord.    - Forsaken - Will of the forsaken - Removes sleep/charm/fear effects, some shadow resistance.    - Goblin - Some additional mobility never hurts, 1% increased attack speed.    - Orc - DPS on-use racial and expertise with axes.    - Tauren - 5% increased base HP, AoE casted stun    - Troll - Reduced effect of movement impairing effects, small amount of regen persists in combat and a haste cooldown.   The best choices would be Tauren for horde and Dwarf for Alliance.   3. Professions:      Professions are another factor based on personal preference, but their impact is a lot bigger than the race choice.   3.1 Gathering:      - Mining - 120 Stamina, goes well with Blacksmithing/Jewelcrafting/Engineering    - Skinning - 80 Crit rating, goes well with Leatherworking    - Herbalism - Useless cooldown, pairs well with Inscription/Alchemy   3.2 Crafting:      - Alchemy - 40 extra Mastery and 15 extra resistance from your elixirs combo and an excellent ilvl 359 trinket    - Blacksmithing - One of the most versatile professions out there. Its bonus is implemented via additional gem sockets on gloves and bracers, thus letting you choose bonus to your liking. The best choices are 80 Mastery or 120 Stamina.    - Enchanting - 120 Stamina in the form of ring enchants.    - Engineering - This profession is too inconsistent for my liking so I generally avoid it. I have to admit, though, you get a lot of cool toys as an engineer.    - Inscription - 120 Stamina in the shape of an improved shoulder enchant.    - Jewelcrafting - Another very versatile profession, its bonus comes in the shape of 3 Jewelcrafting only, epic quality gems. I'd go for 81 Mastery or 123 Stamina or a mix of the two stats.    - Leatherworking - a 195 stamina bracer enchant, 155 more than the existing one. Excellent profession if you like Stamina.    - Tailoring - A DPS oriented cloak enchant, something we are not interested in.      Untill Dragon Soul comes around and we are wearing full epic gems, Blacksmithing/Jewelcrafting is the best combo we can go for. Beware, though, that those professions can be a real pain in the rear side to level if you don't have deep pockets or an alt with mining.   4. Talents and glyphs      This is one of the parts where we have a lot more choices than other tank classes. We can pick between AoE, single target or try to find that sweet balance between the two.   4.1 The "Skeleton"      The skeleton of our build is basically our core talents which make tanking possible.         In this picture I have marked our core talents with green and our situational talents with red. Below I will try to explain what each one of them does for our spec and which should we focus on.   4.1.1 Core:      - Toughness 3/3 - Extra armor. Armor is the best source of physical damage reduction and we want as much as possible.    - Shield Specialization */3 - Our most consistent source of rage generation. This is what converts our mastery to threat. Put as many points as you wish, depending on the amount of adds present. I recommend 1 point for heavy AoE and 3 points for single target.    - Shield Mastery 3/3 - Reduces CD on Shield Wall and Shield Block and also causes it to reduce magic damage. Definite 3/3.    - Hold the Line 2/2 - Has a chance on parry to give us a threat/defense boost for 10 sec.    - Last Stand 1/1 - 30% of max HP for 20 sec. A talent point well spent.    - Concussion Blow 1/1 - A decent threat ability and a stun. A decent choice for 1 talent point and it unlocks Vigilance.    - Bastion of Defense 2/2 - Makes us immune to crits and gives a small threat boost, mandatory talent.    - Warbringer 1/1 - Allows us to to be mobile in our main tanking stance, which allows us to pull while having more rage which reduces the chance we will lose aggro.    - Improved Revenge 2/2 - Our Revenge is now a cleave and does more damage. More DPS = happy raid leader.    - Devastate 1/1 - This is our main filler ability and it does decent damage. Also causes the Sunder Armor debuff.    - Vigilance 1/1 - This gives us more threat if we are currently not tanking anything (Magmaw or Cho'Gall come to mind) and lowers the cooldown of Taunt.    - Heavy Repercussions 2/2 - 100% more damage on SS while SB is active, yes pls.    - Sword and Board 3/3 - Just... take it, it's that amazing.    - Shockwave 1/1 - Amazing threat spell, since it can't be dodged. Usefull in both single target and AoE.    - Cruelty 2/2 - A pretty effective threat talent.    - War Paint 2/2 - A very good survival talent which makes our healers' job easier.   4.1.2 Optional:       - Incite */3 - A very good threat talent if you find your self using HS often. I prefer using it in single target specs.    - Blood and Thunder 2/2 - Apart from sounding awesome this is a must-have talent in an AoE spec as this is our biggest source of AoE threat.    - Gag Order 2/2 - An extra interrupt that can find its tight niche in raiding. Can be usefull on bosses like Cho'Gall.    - Thunderstruck 2/2 - Apart from being another song reference it's a direct boost to our AoE threat. A must have in all AoE specs.    - Safeguard 2/2 - A decent talent if you expect your Intervene target to take heavy damage.    - Blood Craze */3 - A niche talent that can be usefull in AoE tanking as it will proc pretty often.    - Piercing Howl 1/1 - A very good AoE talent when we need to kite adds (Maloriak, Nefarian)    - War academy */3 - Talent that boosts the damage of our main filler ability. I would take 3/3 for single target.    - Deep Wounds */3 - Filler talent that serves the purpose of more TPS. Has a decent uptime due to the high critical strike chance of Devastate.   4.2 Exaple Single target spec      This is, IMO, the best single target spec.     4.3 Example AoE spec      One of the many AoE specs, but this is the one I like the most.     4.4 A balanced spec      You can always try to build a well-balanced hybrid spec that can serve both purposes if you want to keep an active dps spec or you are just too lazy to manage 2 specs.     4.5 Glyphs      Most of our glyphs will stay the same throughout numerous fights but some are quite situational.   4.5.1 Prime glyphs - Those glyphs should never leave their spots once placed     - Glyph of Shield Slam - A direct damage boost to our most important threat ability. Yes, please!     - Glyph of Revenge - A very usefull glyph and a direct TPS boost. It is worth noting that this glyph is very cheap (3-5 on the AH) and you can pick it up relatively early.     - Glyph of Devastate - A boost to our main filler ability.   4.5.2 Major glyphs      Doesn't matter the situation, we always want to use:     - Glyph of Shockwave - CD reduction on a very good threat ability. We will use this in both single target and AoE fights.      For AoE I also like to take:    - Glyph of Cleaving - An extra target to our cleave, helps with equally distributing AoE threat.    - Glyph of Resonating Power - Our Thunderclap now costs 5 less rage. It can greatly help with rage efficiency over the course of the fight. That's about an extra cleave every 36 seconds, which technically can be a TPS increase. If however you need some extra range for those pesky adds that are out of your reach, feel free to use Glyph of Thunder Clap.    For single target, honestly you can take whatever you feel is best, as there aren't too many good choices.   4.5.3 Minor glyphs      Nothing really to choose from here, except a few QoL changes.    - Glyph of Battle/Glyph of Command - Double duration on our shouts which means we will have to waste less GCDs during a fight to refresh them. Use glyph for whatever buff your raid is missing.    - Glyph of Demoralizing Shout - Increases the duration of our physical damage, which again will save us a few GCDs throughout the course of a fight.    - Glyph of Berserker Rage - Use this spell on cooldown for a little bit of extra rage, unless you are expecting heavy incoming damage or healer is dead, then save it for BR+ER combo which I'll explain a little bit later.   5. Spells, cooldowns and rotation   5.1 Main abilities:      - Shield Slam - Our most iconic spell. It does a very high amount of damage and dispells one buff from it's target.    - Revenge - Decent and extremely cheap cleave-like ability, use this if SS is on Cooldown.    - Rend - A DoT effect, ticking every 3 seconds and does decent damage.    - Devastate - Our main filler ability, has a pretty high critical strike chance, thus generates a high amount of threat and it applies the Sunder Armor debuff.    - Concussion Blow - A stun and another decent filler ability.    - Shockwave - High threat ability which can not be dodged or parried and hits everything in a cone infront of you.    - Thunder Clap - AoE move which on it self does pretty low damage, but spreads Rend to all targets it hits.     - Taunt - Does exactly what it sounds like.    - Charge - Our signature ability, nothing feels cooler than charging at a giant boss. Use this in the beggining to generate rage and close the gap between you and the boss.    - Intercept - A worse version of charge. Use it when charge is already on cooldown and you need to charge at an add to take aggro or similar situations.    - Intervene - Another charge-like ability. If a DPS somehow takes aggro at the other end of the room or you need to move and your other mobility spells are on cooldown, use this on a nearby person.    - Heroic Leap - Even more mobility. You can use this for literally whatever you want. Reposition a boss, avoid falling damage, you name it.    - Pummel - Our interrupt. Use this to uhhh... interrupt spells maybe?    - Victory Rush - A niche but effective self-heal ability. Use it whenever it is available.   5.2 Dumping rage      Sometimes we end up with an amount of rage too high to spend with our main abilities and you should look forward to dump it when you exceed 50 rage. We have 2 good ways to dump rage:       - Heroic Strike - Usefull for dumping rage and maintaining single target threat, especially if specced for it.    - Cleave - Our AoE rage dumpster, if glyphed this can do a lot of damage.    5.3 Cooldowns      Warriors don't have a lot of cooldowns to use, so using them at the right time is what matters.      - Shield Block - Our bread and butter defensive ability. Use this whenever is not on cooldown, unless you are expecting heavy damage.    - Shield Wall - Good old flat damage reduction. Use this when things go bad or you are expecting very heavy damage.    - Last Stand + Enraged Regeneration - A very good combo, since Last Stand boosts the healing by a decent amount.      - Last Stand - You can use this on its own as a health buffer which will allow you to survive unavoidable damage. (example: Crackle + Breath on Nefarian.)    - Inner rage - When you exceed 70 rage you should pop this so you can dump it a lot quicker. You might find yourself using this often in AoE fights.    - Retaliation - Best used on a big pack of mobs at a pull. Be carefull when you use it since it takes up a GCD    - Recklessness - You should only, ONLY use this at the pull. The extra damage taken will ensure you get vengeance faster and the extra crit will let you hold aggro a lot better.     5.4 Rotation     Instead of a set rotation we follow a priority, which is quite basic and easy to remember.   5.4.1 The pull - As a warrior, you need to let your DPS know that you will need 4-5 seconds of freedom in the beggining of the fight, so you can freely apply debuffs and generate a small threat buffer, so you won't drop aggro if an ability misses early on.      - Single target pull - Battle shout -> Berserker Rage -> Recklessness -> Shoot/Throw -> Heroic Throw -> Charge -> Heroic Leap -> Shield Block -> Shield Slam -> Devastate x3 -> Shield Slam -> Apply debuffs -> follow single target priority      - Aoe Pull - Battle shout -> Berserker Rage -> Shoot/Throw -> Retaliation -> Charge -> Heroic Leap -> Shockwave-> Rend -> Thunder Clap -> Demoralizing shout -> AoE priority      (For AoE try to use Shield Block right before the shockwave stun expires on the adds.)   5.4.2 Spell priority      - Single Target - Shield Slam > Revenge > Rend > Devastate (if <3 stacks or debuff is about to expire) > Shockwave > Concussion Blow > Devastate      - AoE - Shockwave (3x Thunderstruck stacks) > Thunderclap > Shockwave (If <3 stacks) > Shield Slam (If Shield Block is active) > Revenge > Shield Slam   6. Buffs and debuffs       - Buffs - As warriors we have 2 buffs which we can provide to choose from - 549 Strength and Agility or 585 Stamina. Use a shout depenidng on what buff the raid is missing. As a side note Mark of the wild/Blessing of Kings and Battle Shout/Horn of winter will give you a decent amount of parry, thus giving us higher CTC.      - Debuffs - We have 3 buffs to maintain on the boss - Sunder Armor x3 (through Devastate), Demoralizing Shout and Thunder Clap. When they are about to expire simply just refresh them instead of using an ability low on the priority list.   7. Stats      - Stamina* > Mastery > Parry ≥ Dodge > Exp > Stamina (past our threshold) > Hit        - Stamina is stamina. Makes us fluffier, not much else. You will want a decent amount before you move on to other stats. ~8k is enough for normal mode Firelands content. You need to make sure you have enough in order to survive unavoidable abilities and magic damage. If you find yourself getting one-shot by a boss, swap to a Stamina trinket. I, myself, have never had to gem for stamina while progressing through t11 heroic mode.      - Mastery - After we have enough Stamina, this is our best stat to go to. It provides unmatched damage reduction and threat through the Shield Specialization talent. Each Mastery point gives us 1.5% block chance and 1.5% critical block chance. A block reduces 30% of the damage of the boss' melee swing, and critical block - 60%. This is the stat that lets us become an unstoppable hulking machine of death. We will gem for it and reforge for it, enchant for it, simply everything we can do to get more untill the 102.4% CTC cap.     - Parry - A stat that completely negates the damage from a boss' melee swing. What makes it inferior to mastery is that it has diminishing returns (we need more and more rating to get 1% of parry the more parry we have). On paper it is superior to dodge, because of the HTL talent, but again, it's affected by diminishing returns and you should generally aim to have your parry 2-2.5% higher than dodge.     - Dodge - Pretty much the same as parry, no need to explain again.     - Expertise - Our best threat statistic. It reduces the chance our attacks will be dodged or parried. Untill its soft cap of 26 (781 rating) this will give us the highest TPS and DPS increase. You don't need threat stats to hold aggro, but sometimes a large streak of parries can be pretty bad. My personal advice is to aim for 10-15 exp for a minor DPS increase after we have reached the CTC cap. (which might be impossible this tier)     - Hit - Reduces the chance you will miss. You shouldn't ever need to reforge for this stat. If you have to, you are doing something wrong. Provides a decent threat increase untill its cap of 8% (961 rating)   7.1 CTC and being "Unhittable"     I was originally going to write a huge wall of text about this but I found a Video that will explain it a lot better than me.   8. Reforging     Somewhat similar to the previous part, reforging will help us squeeze every little bit of CTC from our gear.     If piece of gear doesn't have Mastery -> Reforge the highest stat to Mastery (If there is hit or exp on the piece, reforge that instead, It's still a CTC gain)   If piece of gear has exp or hit -> Reforge to Dodge   *If piece of gear has Mastery/Parry -> Reforge Parry to Dodge   If you need threat -> Reforge Parry to Expertise instead of Dodge.     *Try to keep Your Parry/Dodge ratio to a state similar to what we talked about before.   9. Enchants:   Since I'm too lazy to make links now, I will just write down the enchant, what it does and Its source.      - Head: Arcanum of the Earthen Ring - 90 Stamina, 35 Dodge - Revered with the Earthen Ring    - Shoulder: Greater Inscription of Unbreakable Quartz - 75 Stamina, 25 Dodge - Exalted with Therazane    - Back: Enchant Cloak - Protection - 250 Armor    - Chest: Enchant Chest - Greater Stamina - 75 Stamina    - Wrist: Enchant Bracer - Superior Dodge - 50 Dodge    - Gloves: Enchant Gloves - Greater Mastery - 65 Mastery    - Waist: Ebonsteel Belt buckle - Extra socket    - Legs: Drakehide Leg Armor - 145 Stamina, 55 Dodge    - Feet: Enchant Boots - Lavawalker - 35 Mastery, 8% movement speed    - Weapon: Enchant Weapon - Windwalk - Chance on hit for 15% movement speed and 600 dodge rating for 10 seconds    - Off-hand: Enchant Shield - Mastery - 50 Mastery   10. Gemming      - Meta: Eternal Shadowspirit Diamond - 81 Stamina and 1% increased block value    - Blue: Puissant Dream Emerald - 30 Stamina/20 Mastery    - Yellow: Fractured Amberjewel - 40 Mastery    - Red: Fine Ember Topaz - 20 Parry/20 Mastery OR Keen Ember Topaz - 20 Expertise/20 Mastery in case you need threat.      As a tank, I would avoid ignoring socket bonuses.   11. Consumables      Food: Lavascale Minestrone - 90 Stamina/90 Mastery    Battle Elixir: Elixir of the Master - 225 Mastery    Guardian Elixir: Prismatic Elixir - 90 Resistance to all schools of magic OR Elixir of Deep Earth - 900 Armor    *Potion: Golemblood Potion - 1600 Strength for 25 seconds      I prefer using the elixir combo over a flask because of the higher CTC, but if you have a lot of Steelskin flasks laying around or there is a guild cauldron, feel free to use those instead.      *This is a personal preference because, again, more CTC for 25 seconds. A lot cheaper alternative would be the Earthen Potion - 4800 armor for 25 seconds.   12. Usefull Add-ons:      - Omen - Threat meter, pretty handy to see if a fire mage going crazy is about to take aggro.    - Rating Buster - You can break down every statistic on your gear and see exactly what it gives.    - Raid Defense Stats - Saves time opening your calculator every time you aquire an upgrade, shows your CTC in the character tab.    - RSA - Major cooldowns announcer, my guildies love it when this thing spams chat 24/7.    - DBM - Knows everything about every boss in the game.   13. After CTC cap - What do we do after CTC cap?       This is a very subjective question. You can go for Stamina, more Mastery or get more threat stats. Let us see what each of these gives us.    - Stamina - Larger health pool, allowing us to survive huge amounts of magic damage easier. (Baleroc for example)    - Mastery - Further improves our shield block and our physical damage mitigation abilities. If you stack enough mastery to get 50% critical block, Shield Block will make you crit-block capped. (Shield block gives 25% block and crit block and it converts the block that's over the CTC cap to crit block. Since all of the block will be excess at CTC cap, 25+25=50% extra crit block.)    - Exp/Hit - More DPS -> boss dies faster -> you take less damage.      I have not yet reached the cap, even though I'm close. Even with the big amounts of magic damage in Firelands, I will still be opting for for the mastery route while carrying a Stamina trinket in my back pocket in case of  needing stamina on magic damage fights.     See you on the battlefield!
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