abstract
| - The warrior is a very capable player killer with a mix of strong offensive and defensive abilities and excellent burst damage. The class has good attack speed and mobility and can close on a target quickly, combine this with an essential pvp debuff of 25% less healing on his target and Taste for Blood makes the class very dangerous. The warrior always does damage and does not need to break for mana. The more damage warriors take the stronger they become(while in Berserker Stance) , give them a healer and they become one of the best group pvp classes. Warriors have retribution damage: if he suffers damage, he gains rage and his strikes will become much more deadly. A warrior's major problem is often to avoid being kited by more ranged-oriented classes or being starved for rage. For this, combat controlling abilities such as Hamstring, Piercing Howl, Staggering Shout and Double Time are excellent remedies, also this simple array of abilities means damage can be maintained even with limited rage. These are general guidelines for PvP warriors. Always have Battle Shout applied in any fight - it's a big damage bonus! Or you can use Commanding Shout, for a health buff (recommended in arenas). Although this is open to debate, in PvP most warriors use a slow, high-DPS 2H weapon and choose Arms for pvp, Although some choose Fury for pvp, it is often rage starved. And Warriors who wish to carry the flag or other roles needed for damage soaking will choose Protection. Warriors no longer need to stance dance in order to use their moves, The general tactics for arms, is to keep Mortal Strike up on your target so that your Deep Wounds will always be on target, also Mortal strike will give you 2 Taste for Blood charges which enable your Overpower which generally will almost always crit and cannot be parried or dodged and what not. Also as slam is instant cast, you should use it when either you have used all of your taste for blood charges or when you need the raw damage on, it is preferable to use your attacking moves when you have the rage and Colossus Smash on target. I do not advise using Heroic strike as it costs 30 Rage and does not hit as hard as slam, and 3 overpowers at 10 rage each easily over damage it. To keep from being kited from ranged classes, use Hamstring this will keep your target slowed and easier in your grasp, it is also off the GCD making it invaluable, coupled with Staggering shout your target wont go anywhere, and humorously some players will trinket a stagger giving your stun a nice juicy full duration without fear of being trinketed. Heroic Leap with Double Time will give you 3 chances to close in to your target as well along with hamstring. This gives Warriors a powerful kit against ranged classes. Talent-wise. This is really just what your preferations are gameplay wise. Though using Bladestorm can give you great dps as long as a great snare/root breaker and immunity to stuns and CC, especially since it cannot be disarmed anymore (BE WARNED) never use bladestorm in the beginning of any pvp engagement, especially in a war vs war scenario, if the other warrior is intelligent he will just use Die by the Sword and laugh as you break your self upon his attacks. A great combo to use with Bladestorm is to get your target in the 40-70% health range and use Storm Bolt and follow with your offensive CD macro to get some great damage in. Never stun right off the bat, remember as a warrior you need to be reactive, stun when it will be most beneficial to you. Shockwave is another great talent to use, but it lacks the range of storm bolt, however unlike storm bolt shockwave will stun far more opponents, just be warned messing up with shockwave will deprive you of a stun (the plans as of right now for WoD is that shockwave and storm bolt will share the same talent tree) For the most part with talents, test them out in Battlegrounds and see what works best for you. Recklessness Should be used to achieve maximum burst output, ie. when you have succesfully stunned your opponent (reactively of course, remember never stun in the beginning, that stun can make or break a kill) preferably when your target is 1%-50% coupled with all of your offensive cd's you can easily smite or badly injure your opponent Die by the Sword is best used against melee classes, such as rogues, warriors, paladins, and death knights, this ability allows you to parry ALL frontal attacks, so it is a natural counter to bladestorm, and any warrior bursts, and will allow you to protect your self to some degree against rogues death knights and paladins, (cant parry backstabs or any other butt related rogue attack) However it will lower the dot damage taken thanks to the 20% damage reduction. This ability can also make or break a fight. preferably used to counter your opponents burst, saving a precious stun if you have not already used it. Shield Wall is best used when you're caught off-guard by a ranged class which is damaging you heavily from afar. Useful for outlasting damaging attacks from enemies when they use their best CDs, examples include BM hunters, demon form warlocks, mages and elemental shamans. This no longer requires a shield to be in hand. Spell Reflection also no longer requires a shield in your off-hand. Also do not waste this move on trivial spells, such as incinerate instead use it on spells that can make or break the fight, such as a Chaos Bolt, Frost Bomb or other heavy hitter, instead use Pummel to block out some of the spells.
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