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WoW Warrior Q&A

Posted on 2008-12-26 by adminNo comments


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1) Is generating no rage on shielded targets considered to be a balanced mechanic or are possible alternatives being considered? It's not something we think is broken. Rage is not an unalienable right. You get it when you hit things. When you hit a shielded target, you aren't hitting them. 2) Is it intended for the new Arms tree to be so heavily dependant on RNG or was it maybe taken a bit to that extreme, and if so are there any plans to making the damage from that tree seem more on demand? we're okay with it for now. Various specs have more or less RNG baked into them. Fire and Frostfire mages are enormously RNG at the moment, but many players are okay with that. Incidentally, it is usually the Fury warriors I see accidentally pulling aggro. 3) When comparing overall damage to survivability ratio between the three plate wearing classes (Paladin, Deathknight and Warrior) do you feel that things are balanced? I assume you mean dps specs, not tanks? I gather from your question that you think it isn't, so why don't you bring up the specific issue instead of tying to test me on whether I am aware of it? :) 4) Are stance restrictions for certain abilities such as 1) Pummel 2) Rend 3) Overpower still considered a functional and desired warrior mechanic? Mostly in regards to Pummel as Arms is lacking a convinient interrupt due to it being balanced around battle stance. Yes, we like stance restrictions. That is really the major thing that makes stances unique. Despite the changes we made though, I still think Battle Stance is a little neglected and that is something we'll be looking at. 5) Is weapon swapping invoking the GCD while in combat something that is considered to be ok, namely for a class like warriors which rely on frequently switching between a 2 hander and sword and board to use basic functions such as spell reflect, shield wall, and possibly shield bash? This could also help with the issue of Arms not having a readily accessible interrupt if equiping a shield didnt invoke the gcd to interrupt. It's supposed to be a decision on whether to use a shield or not, not something you can macro around. If we wanted you to use spell reflect without a sheild, we would have just done that. (Trivia: we did consider a deep Arms talent to let warriors spell reflect and possibly even bash with a two-hander.) 6) Is changing charge to a 1 second root mechanic, similar to druids feral bear charge being considered, to help alleviate some of the issues warriors are facing in terms of not landing near their opponent, the stun not landing and lastly by invoking an early DR on stuns? You're talking about changing the mechanic just as a work around to technical limitations. That is a last resort if we can't make the tech work the way we want. The movement code in WoW is something we need to update. We are using it a lot more (consider even things like Disengage and Death Grip) than the original architects probably intended. If we can't make it work, then we might change charge. If we do DR on stuns, it won't be because of warriors. :) 7) When comparing the damage sacrifice warriros take by equiping their shield and going into defensive stance to up their survivability to a druid going to bear form or a deathknight going into frost presence (which is further being buffed) are things considered balanced? Yes. To really benefit from bear form, a druid has to have certain talents. If they have those talents, they probably do not have as many +dps talents. A death knight, like a warrior, gives up a lot of damage by going into Frost Presence. The buff was made because we nerfed abilities like Icebound Fortitude and Bone Shield. You also don't have to use a shield and Defensive Stance together every time. It depends on what you are trying to accomplish. Now, I'll assume you are wearing plate. I am less sympathetic when warriors wear leather "because it's better for us" and then complain about survivability. :) 8) With a resource like rage which can be plentiful or crippling scarce, is the 30 rage transfer between stances (if speced) considered to be a reasonable ammount or are there any considerations of possibly slightly increasing the amount retained through stances? This is something we might end up changing. Losing access to certain abilities might be enough. But again, the druid and death knight both pay a resource cost for changing. Remember it is supposed to be a decision, not a test of your reflexes to see how fast you can switch. 9) >>Open ended question<< Ultimately I made this last one for you to write anything you think the warrior or general wow community would be interested in. I'll just throw out a couple of thoughts on warriors, since I haven't done it in awhile. Protection - very happy with the tree overall. One of our best success stories in LK I think. Still a viable tank, but with some more interesting abilities and actually a better PvP presence. Critical Block and Damage Shield may present scaling problems down the road. Fury - Titan's Grip is cool overall, though we still worry about whether Fury has enough buttons to push and too much rage. Whirlwind Glyph change should be nice. Might generate too much threat (with no viable dump) when blowing cooldowns. Arms -- probably the tree that still needs the most love. Some of the new talents are very cool, but mid-tree may be a bit lackluster (we don't want to make the upper tree any more attractive to Fury). Deep Wounds is probably too high a percent of overall damage, but we don't want to nerf it without compensation elsewhere. Sudden Death may be too RNG, but we'll see. Bladestorm + Retaliation can make a nice tank. :)
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Titans grip warrior does wotlk instance Old Kingdom.

Posted on 2008-12-07 by yufan.xNo comments


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YouTube Preview Image Let me start by saying, in the video I have 40-800 latency(was spiking bad). Im level 73 doing Old kingdom, I have 2 quest blues, and brutal/veng glads gear, 94 hit rating and about 40% crit in combat. If anyone likes the videos Ill keep making them, im working on a 71-80 montage. Our group had 1 CC'er, So I did a lot of Cleaving and Whirlwinding, putting out a lot of dps and is a good example of what TG/Fury Warriors can do in Wotlk. at the end is a clip of my pally friend who just dinged 80 dueling me, as you can see he wrecked me in one stun. Our group combo was: Me - 73 Fury warrior 75 ret pally 74 holy pally - healer 80(unknown spec) warrior - tank 78 mage
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World of Warcraft Videos, WoTLK Guides, WoW Mage Guides, WoW Warrior Guides | 271 views read more ...

WotLK Tank Gear at lvl 80 and 540 Defense.

Posted on 2008-11-26 by adminNo comments


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Mostly making this list for myself and future reference or to later update it for reference. Current gear at lvl 80 in WotLK Beta with minimum 21K+ HP, 5644 Mana, 540+ Defense (Uncrittable) depending on which Trinkets used. All gear enchanted with minimum of lvl 70 Enchants and some WotLK Enchants as obtainable as most are just way to expensive in Beta.
Helm The Crusader’s Resolution. Quest Item with The Argent Crusade in Icecrown. Enchanted with Arcanum of the Stalwart Protector from Argent Crusade Revered. Neck Burning Skull Pendant. Unknown Heroic Drop I luckily picked up on AH at astronomical price. This was upgraded from the Amulet of Deflected Blows I had picked up also from Utgarde Pinnacle lvl 80 Dungeon. Shoulder Crusader’s Square Pauldrons. Dungeon BoE Item drop from any mob in regular Cot - Stratholme lvl 78-80 Dungeon. Enchant Greater Inscription of the Knight (Scryer Enchant). Upgrade enchant would be Lesser Inscription of the Pinnacle from Sons of Hodir Faction Honored. Cloak Cloak of Peaceful Resolutions. Faction: The Wyrmrest Accord - Honored. Enchant Cloak - Titanweave. Chest Reanimated Armor. Dungeon Boss Item drop from Utgarde Pinnacle lvl 80 Dungeon. Enchant Chest - Exceptional Health. Bracer Svala’s Bloodied Shackles. Dungeon Item drop from Utgarde Pinnacle lvl 80 Dungeon. Enchant Bracer - Major Defense. Glove Daunting Handguards. BS Crafted Item. Enchant Gloves - Armsman. Waist Tempered Saronite Belt. BS Crafted Item. Has a Eternal Belt Buckle socket added. I put a +21 Stamina gem in the Belt Buckle. Upgrade Belt would be from dungeon The Oculus: Girdle of Obscuring. Leggings Special Issue Legplates. Faction: The Argent Crusade Honored. Enchanted with Jormungar Leg Armor Kit. Bloodstone Gem. (Current) Daunting Legplates. Previous leggings from BS crafted before upgrade. Boots Slaughterhouse Sabatons. Dungeon Boss Item drop from Cot - Stratholme lvl 78-80 Dungeon. Enchant Boots - Greater Fortitude. Ring 1 Solid Platinum Band. Dungeon Quest reward Item from quest to Gundrak lvl 76-78 Dungeon in Zul’Drak . Ring 2 Dragonflight Great-Ring. Dungeon Boss Item drop from The Oculus lvl 80 Dungeon. Trinkets Crusader’s Locket. Quest Item reward in Icecrown on Argent Crusade quest. Scarab of Isanoth. Quest Item reward in Dragonsblight. Horn of Argent Fury. Quest Item reward in Zul’Drak on Argent Crusade quest. Seal of the Pantheon. Dungeon Boss Item drop from Halls of Lightning lvl 80 Dungeon in Storm Peaks. Indestructible Alchemist Stone. Alchemy Crafted at lvl 75. 1H Weapon Eternally Folded Blade. Dungeon Boss Item drop from Halls of Lightning lvl 80 Dungeon in Storm Peaks. Enchant Weapon - Potency. The WotLK upgrade enchant to this enchant seems really mislabeled with AP vs a new Strength upgrade enchant for WotLK. Good WotLK Enchants as also very hard to try and get with mats that require a epic item DE for shards also. Better than no enchant at all. Shield Titansteel Shield Wall. BS Crafted Item. Enchant Shield - Exceptional Stamina. This shield replaced my BS crafted Saronite Bulwark. Libram Libram of Repentance. Upgrade Libram of Obstruction with 15 Emblems of Heroism to purchase in Dalaran. This post is linked on side bar and will continue to be updated as necessary!
If you plan ahead in WotLK having some mats can make things easier eg Arcane Tomes for Shoulder. Saving all green gear while leveling to get DE for Dusts, Shards and Essences. AH prices were astronomical in Beta. I had actually saved up every piece of green BoE gear collected in Beta from 70-80 sent to my alt and later had them all DE by a enchanter for mats which made it easier for me to afford and obtain gear enchants.
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WoW Warior Guides: Warrior Talents

Posted on 2008-11-26 by adminNo comments


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The warrior has three talent trees: Arms, Fury, and Protection. Whichever you choose to specialize in will set you in a specific direction, distinguishing you from the other warriors. You can be a invulnerable tank, a two-handed weapon wielding heavy hitter, a quick dual-wielding rage machine, or a mixture of any of the three. Here is a basic overview of each of the three trees: Arms: The most popular tree, Arms specializes in two-handed weapons (and weapon proficiency in general, hence the name Arms). If your dream Warrior wields a slow two-handed weapon, doing massive damage each hit, this is the tree for you. The end-tier talent, Mortal Strike (a viscious strike that deals weapon damage plus 160 [at level 60] to the target), is specifically geared towards high-damage two-handed weapons. For that reason, Warriors who specialize in this tree will be using primarily two-handed weapons of whatever type they specialize in (Axes, Swords, Maces, or Polearms). Arms is also regarded by many high level Warriors as the best tree to specialize in for PvP. Some Arms essentials: • Deflection (although some builds do not include this talent, most behoove from taking it) • Tactical Mastery (a must for all builds, whether you plan on being the ultimate tank or PvPer) Fury: Fury is the high-damage, high rage tree. There are some talents, such as Dual-Wield Specialization, Flurry, and Bloodthirst, that make it geared more towards dual-wielders. However, there are other talents, such as Improved Slam, that can make it a good tree for two-handed weapon users. However, with the change of Bloodthirst in patch 1.6, there are few 2h Fury Warriors anymore; it is basically an exclusively dual-wield tree. Some Fury essentials: • Cruelty (very few builds should ever be without this talent) Protection: This tree is good for one thing, and one thing only: tanking. Anyone who wants to be the ultimate tank should specialize in this tree. While you lose much of your soling and PvP capability, you gain a lot of tanking ability. However, it should be noted that any Warrior can tank; just Protection Warriors do it better, and Protection Warriors are basically required for some of the high-level raid encounters. The same goes for soloing (except vice-versa). The tree is geared towards damage mitigation (often through shields), stuns, and maintaining aggro. There aren’t any real “essentials” in Protection. There are quite a few nice talents, but for some builds, they just aren’t worth getting. For tanking, Anticipation, Shield Specialization, Toughness, Defiance, and Improved Shield Block are all quite nice talents. Also, the Improved Blood Rage to Last Stand line can be quite useful. Some sample talent builds: The Arms/Fury Mortal Strike (MS) Build:            Fury Mastery Cruelty Rank 5 Improved Demoralizing Shout Rank 5 Piercing Howl Rank 1 Blood Craze Rank 3 Improved Battle Shout Rank 1 Enrage Rank 5 Fury Total:20 Arms Mastery Deflection Rank 2 Improved Rend Rank 3 Tactical Mastery Rank 5 Anger Management Rank 1 Improved Overpower Rank 2 Deep Wounds Rank 3 Two-handed Weapon Specialization Rank 3 Impale Rank 2 Axe Specialization Rank 5 Sweeping Strikes Rank 1 Improved Hamstring Rank 3 Mortal Strike Rank 1 Arms Total:31 Total Total Points Spent: 51 Level Required: 60 This is a very strong build for soloing and PvP. It focuses on dealing large amounts of damage with high damage per hit two-handed weapons. You can substitute Axe Specialization with whatever weapon type hits your fancy, but Axes are very good, as the 5% to land a critical strike works well with Deep Wounds and Impale, and Axes are the slowest weapons, with the highest damage per hit (which works well with MS, as it depends on your damage per hit). The Fury/Arms Dual-Wield Build:            Fury Mastery Cruelty Rank 5 Unbridled Wrath Rank 5 Piercing Howl Rank 1 Improved Battle Shout Rank 4 Dual Wield Specialization Rank 3 Enrage Rank 5 Improved Intercept Rank 2 Death Wish Rank 1 Improved Berserker Rage Rank 2 Flurry Rank 5 Bloodthirst Rank 1 Fury Total: 34 Arms Mastery Improved Heroic Strike Rank 3 Improved Rend Rank 3 Tactical Mastery Rank 5 Anger Management Rank 1 Deep Wounds Rank 3 Impale Rank 2 Arms Total: 17 Total Total Points Spent: 51 Level Required: 60 This build focuses on dealing lots of damage by dual-wielding. This build grants the highest amount of rage. It is an alternative to soloing and PvP from the oh so common MS build. This particular build, however, is aimed primarily at PvE damage. Typically, Fury is viewed as better (than Arms) at sustained damage, and therefore it is viewed as superior for PvE DPS. However, Arms is typically viewed as superior for PvP, as it has higher burst damage, or the ability to unload lots of damage in a short period of time (Arms is well-known to 3-shot cloth-wearers in the time it takes for an Intercept Stun to wear off). The Raid Tank Protection Build:            Fury Mastery Cruelty Rank 5 Improved Demoralizing Shout Rank 5 Piercing Howl Rank 1 Fury Total: 11 Protection Mastery Shield Specialization Rank 5 Anticipation Rank 5 Toughness Rank 5 Improved Bloodrage Rank 2 Last Stand Rank 1 Improved Shield Block Rank 1 Defiance Rank 5 Concussion Blow Rank 1 One-Handed Weapon Specialization Rank 5 Shield Slam Rank 1 Protection Total: 31 Arms Mastery Deflection Rank 5 Tactical Mastery Rank 4 Arms Total: 9 Total Total Points Spent: 51 Level Required: 60 This build, needless to say, is best for raid tanking. You will be the ultimate tank using this build. However, it is not very effective at soloing or PvP. In some PvP situations, however, such as Warsong Gulch or Alterac Valley, it can be useful to have a Protection Warrior. The “31/5/15″ Arms/Fury/Protection Hybrid Build Fury Mastery Cruelty Rank 5 Arms Mastery Deflection Rank 5 Improved Rend Rank 3 Tactical Mastery Rank 5 Improved Overpower Rank 2 Anger Management Rank 1 Deep Wounds Rank 3 Two-Handed Weapon Specialization Rank 3 Impale Rank 2 Sweeping Strikes Rank 1/1 Sword Specialization Rank 5/5 Mortal Strike Rank 1/1 Protection Mastery Anticipation Rank 5 Toughness Rank 5 Defiance Rank 5 This build, the “31/5/15″ build, is a good hybrid build. For those of you thinking, “I want to solo well and be able to hold my own on the PvP battlefield, but still be able to tank better than your average Warrior,” this build is perfect for you. You have Mortal Strike and the whole Arms greatness, minus Piercing Howl, Improved Battle Shout (or Blood Craze), and Enrage (being nerfed to 25% bonus damage in patch 1.9). As of 1.9, this build becomes even more desirable over the classic 31/20 Arms/Fury build. The fifteen points in Protection can be changed to suit your own tastes, as Shield Specialization and Anticipation are both good talents and either pick will suit you well (and if you choose Shield Specialization you may have a point in Improved Shield Block, which is nice). This is the most common version of the build, however. To calculate your own talent builds before actually doing the talents ingame, use the wowhead.com talent calculator.
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WoW Warior Guides: PvP strategies and tips

Posted on 2008-11-26 by adminNo comments


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The Warrior can be effective in PvP, or he can be horribly gimped. It all depends on how you play your Warrior and how your opponent plays his class. This is simply an attempt to show you how to play against each individual class, regardless of how good the Warrior is, as this will change from patch to patch. Note that there are many variables, so any fight can be very unpredictable. Also, these strategies are aimed towards higher level players, as they and their opponents have all or most of their abilities, but they can generally be applied to most Warriors. Also, these strategies are tailored towards Warriors with a Mortal Strike (MS) Arms/Fury build (covered in the Talents section), but these strategies can be easily modified to fit your own build. If you don’t use Mortal Strike and are a Fury warrior, you will primarily be using Bloodthirst instead. If you are using a Protection build, you will be using shield block/revenge and sunder armor against melee classes and HS against casters. Druid: Druids are quite different from any other class. Imagine fighting a Warrior for a while, then all of the sudden fighting a Priest. Most Druids will lead off the fight by rooting you and nacking on a few damage spells, and then they switch to bear form to melee you. When meleeing them, fight them just as you would a Warrior (see the Warrior PvP later down the page). However, when they get around half health, or maybe a little less, they will likely switch to Druid form to heal themselves. Some will root you and go back to heal, and some will just heal right there. It’s important that you pummel whatever comes up, heal or root (they hands will glow green), and get a Mortal Strike on them so they heal at 50% effectiveness (if you have Mortal Strike). If you have a free action potion or the Corporal PvP trinket, use it when you’re rooted. That can be game over for the Druid if he can’t heal. If you let them get off the heal, however, they can just rinse and repeat, because you’ll never outlast them like that.            Hunter: Until you get Intercept (at level 34 or so), hunters are quite hard. After that, they become much easier. The trick is, keep them moving slowly with improved hamstring and close any distance that does happen with intercept. Watch out for the freezing ice trap, though; it’s always a killer. Also, use imtimidating shout on them, so their pet runs away, or on their pet (make sure not to cause damage to it, though) so they run, hamstrung, while you beat on them and their pet cowers in one place. Rend is good, and since they use mail (DOTs aren’t affected by armor) it’s pretty efficient. A well-played Hunter can make use of the freezing traps very well, so that it is very hard to get many hits off. If possible, avoid the traps, and use imtimidating shout (if possible) when you will intially be frozen, so that he doesn’t get to move out and set another trap. If you can achieve this, and get the initial Charge, the fight will ussually be fairly easy. Otherwise, be ready for a hard fight. Mage: Usually one of your toughest opponents. The problem with mages seems to be they will always be one step (or blink) ahead of you, so you’re never in melee range. A mage will often, after you charge, blink away and polymorph you. They will often proceed to caste a HUGE nuke for ~600-900 damage, ~1200 or more if it crits. There’s not much you can do it prevent this, except by being quick on Intercept, pummel, and your PvP trinket. However, if you know they are going to poly you and can’t do anything about it, use Bloodrage (it costs a bit of health, but it will give you 20 rage and the health will be regained while in sheep form). But once that happens, quickly intercept and hamstring them. If they use frost nova, which freezes you, you should shoot them with your bow/gun while they nuke you, or throw a bomb if you’re an engineer. Also, if you have a quick finger, consider using intimidating shout to root them until your nova wears off (turn off attack until it does wear off). This will effectively negate the root. Get ready to run up to them again if you don’t get that shout, and use MS until you can execute. Mages can be a sinch if you close the distance between them, as they are quite soft. The challenge is closing the distance. Paladin: Paladins can be nearly impossible to beat unless you catch them when their shields are on cool down. And even then, they can prove to be tough. With their plate armor and healing, you’re in for a long fight. The strategy is pretty simple…demoralizing shout, rend, just as you would fight a mob. Also use disarm. After you’ve done that, just Mortal Strike until the execute. However, you will often find that you die before you get a chance to execute. Paladin fights are pretty predictable. Keep to berserker stance to pummel if they try to heal unshielded when you’re not stunned, and if you could use a bandage and they don’t have a rend/deep wounds on, use intimidating shout, turn off attack, and bandage yourself. Whenever they shield, take a few steps back and bandage. Bandaging yourself while they shield is essential. Priest: Shadow Priests are regarded by many players as the best PvP class, and, like paladins, can be very tough, even for the most skilled warrior, to beat. They are often regarded as THE best PvP class. Other priests, though, will prove to be much easier. Against any priest, though, your first action (after charging) will be to switch to berserker stance in preperation for the physic scream (AoE fear). Once he uses the fear, just use berserker rage to break it. Your strategy is simple: mortal strike and execute. Pummel holy spells if they are not a shadow priest (you can tell because shadow priests will always have shadow form on, which looks semi-transparent and has little shadow stuff at their feet), and shadow spells if they are a shadow priest. Holy spells look like yellow light, and shadow spells look blackish purple. Rogue:            A good stun-lock rogue (one that keeps you stunned almost the whole time) can be very difficult to beat, but a poorly played rogue can be a walk in the park. But any rogue is beatable; much of WoW is luck. Crits, misses, etc. Many Warriors have lost to stunlock rogues without them taking more than a 25% loss of health, but many have also beaten them with 50% health left because of their missed cheap shot, etc. Because rogues can sneak up on you, there is no real “formula” for fighting them, but here are the first things you should do: Hamstring. This will prevent the rogue from moving around you and getting a backstab in. Second, overpower whenever you get a chance. Overpower is a great skill, especially with improved overpower, deep wounds, and impale. Third, rend. This prevents them from vanishing for the ultimate stun-lock combo. So make sure they’re always bleeding with either rend or deep wounds. Another key ability is disarm. All their abilities require a main hand melee weapon (most do, anyway), so disarm takes away those abilities. Keeping those four tactics in mind, try to keep them with demoralizing shout on, keep battle shout up (keeping battle shout up should apply to all classes), and mortal strike away. If it looks like you’ll lose, remember retaliation. For every one of their ultra-fast swings, you get one hard-hitting one. Unfortunately, you can not rely on this skill because of the long cooldown. Should you ever get the charge, the rogue will almost indefinitely lose. If they get the jump, however, things often won’t look so good for you without retaliation. It all depends on the Rogue. Shaman: Shamans are somewhat jacks of all trades. They have mail and can wear a shield, so they’re not soft. They can heal, so that’s that. In addition, they have potent damage spells and weapon-enhancing spells, so you could be taking quite a bit of damage. Most shamans will lay down a totem and try to melee you. Depending on what totem they lay down, you may or may not want to destroy it (generally, two-handed weapon users will not want to destroy the totem, while dual-wield users will…you can use Hamstring on the totems to destroy them, however, for only 10 rage). When you fight the Shaman, though, fight them as you would a Paladin, remembering that they’re a bit softer, but (generally) do more damage and have no damage shields. A shock spell, an instant high-damage spell, could instantly take away 800 health. Be ready for things like this. Make sure to pummel their heals and keep them with the MS effect on, so when they do heal, it’s at 50% effectiveness. If you can manage to get them into execute range, you should win. Disarm helps. Warlock: Warlocks can be easy or hard, depending on their build and pet choice. A good warlock will use their succubus demon minion to seduce you (10 seconds of you while you cannot perform any actions) while they get off free castes, and they will fear you while your berserker rage is on cool down. But still, they are very soft, and there are diminishing returns linked to seduce and fear. Remember to use switch to berserker stance from the start to break the fear. You will probably get feared and not be able to help it, so intercept to close distance. You can learn what the difference between a fear caste and another shadow spell is, and pummel only the fears. Still, the warlock will have a small window of opportunity to fear you. Ignore the demon. The toughest of Warlocks will have a Demonology build that effectively grants them 10,000 life. Yes, that is ten-thousand hit points. Even those Warlocks are beatable, though. Like when fighting Hunters, using Imtimidating Shout on the Warlock (so the demon runs away) is vital. Other Warriors: Your strategy vs. other warriors is somewhat like your strategy vs. rogues and vs. paladins combined…remember, disarm is nice, as it is vs. rogues, and maneuvering plays a big role. Keep them hamstrung, so you can have the mobility advantage. Just fight them like you would a mob, basically. Use your instinct; you should be fairly adept at fighting warriors, since you play one. In group PvP, you will often find yourself ignored by other players, as the Warrior’s DPS isn’t anything like that of a mage’s or rogue’s. However, it is considerable enough so that any who ignore you are going to be in for a beating. The nice thing is, if they start attacking you, it may take them a bit of time to kill you. Use this to your advantage, and go straight for the cloth wearers. They’ll either be forced to take their eyes, and spells, off of the enemy casters and go for you, or they’ll die . However, if you charge in, guns (or swords…axes…maces) ablazin’, you’ll be sure to die within 6 seconds. You can try to get them from behind, but the most important thing is to attack in groups, so the enemies aren’t focused on any one person. Another thing that many Warriors forget is Imtimidating Shout. If enemy casters are lined up, shooting at your group, charge in and caste Imtimidating Shout. Everyone will flee off in different directions, and the enemy will be vulnerable. One more thing to remember is the usefulness of Hamstring. It’s usually the first or second thing you do against ANY class. Mobility is very important.
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Basics of the Warrior Class

Posted on 2008-11-26 by adminNo comments


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Contents: I. Intro II. Gear Dependency III. What makes a Warrior different from other MMOs’ Warriors? IV. Weapons V. Strengths and Weaknesses I. Intro The warrior class in World of Warcraft is primarily a tank, although we have other options. What’s a tank, you ask? A tank is a class whose primary role is to keep the monsters’ attention and absorb damage while the other people in your group blast the monster with high-damage spells and heal you. The warrior is good at this as he/she can wear mail, and later plate, armor, and because he can use shields. Also, the warrior has innate abilities dealing with shields and maintaining aggro (the attention of the monster, or mob).   This is Blizzard’s description of the Warrior:              Warriors are the melee-centered class. These characters are tough as nails and masters of weaponry and tactics. The special abilities of the Warrior are naturally combat-oriented. The Warrior is the ultimate toe-to-toe fighter with the most options available to him. Unlike other Warriors you might have played in other games, the Warrior of World of Warcraft has many different options and abilities to use during combat. The Warrior can be a defensive, shielded tank, a damage-dealing powerhouse, or a mixture of the two. Their abilities obviously pertain to the art of close combat; their stances carry with them different moves for different situations and party setups. All in all, the Warrior is one of the prime candidates to capture and hold the attention of creatures while they die to sword and spell. We’re not telling you how to play the game - one of the fascinating practices of this genre is the ingenuity exercised by the players every day!    As you can see, the warrior has several options: you can be a tank, mitigating loads of damage, a crazy physco damage dealer, or a mixture of both. II. Gear Dependency When deciding to choose whether or not to play a Warrior, it should be noted that the Warrior is very gear dependent. A warrior with outdated gear can be effectively a couple levels lower. So always keep up with your gear; search for all plate (or mail at earlier levels) armor for your revel range at the auction house every now and then to keep up to date. Of course, the best way to get new gear is by running instances. And everyone wants a warrior to be their tank . III. What makes a Warrior different from other MMOs’ Warriors? The warrior has two bars: health and rage. Health is pretty self-explanatory; you die when it reaches zero. Rage is something unique to WoW. Instead of mana, you have rage. Rage depletes when out of combat, and you gain it mostly when dealing melee damage, and some when you take damage yourself. A two-handed weapon, for example, would give you much more rage than a one-handed weapon and a shield. The amount of rage gained per hit depends on how much damage you do compared to your level, and the amount of rage you gain when taking damage depends on how much damage you take compared to your level. You use your rage to perform special abilities, such as Battle Shout or Heroic Strike. Some abilities, such as Charge, give you rage. Another feature of the Warrior that distinguishes him from warriors of other games is the stances. The Warrior has three stances: Battle Stance (you begin with this at level 1), Defensive Stance (obtained at level 10 by completing a quest), and Berserker Stance (obtained at level 30 by completing a quest). Each stance has its own unique abilities and certain bonuses. For example, the Charge ability is only usable in Battle Stance, but Shield Block is only usable in Defensive Stance. Also, Defensive Stance reduces both the damage you deal and the damage you take by 10%, while Berserker Stance increases the damage you take by 10% and your critical strike chance by 3%. The stances also generate different amounts of threat. Both Battle and Berserker Stance generate 80% threat (the damage you deal and abilities you use deal 80% of the threat generated if you were not in a stance), and Defensive Stance generates 130% threat (145% with the talent Defiance). IV. Weapons There are three different weapon setups that the warrior has the option of using: a one-handed weapon and shield, a two-handed weapon, and dual-wield (availible at level 20…even if you don’t plan on duel-wielding, it will behoove you to train the skill anyway, so if you get disarmed you can still use both fists). Using a two-handed weapon or dual-wield is designed to deal 20% more damage, but you lose the armor/block bonus of the shield (and all the abilities that come along with it, such as shield block). Because of the added damage (that you deal and you take), two-handed weapons and dual-wielding both generate more rage than the one-handed/shield combo. Dual-wield actually gives more rage than a two-handed weapon, but you will find that more warrior abilities are geared towards slow, high-damage 2h weapons, and dual-wield has a much higher miss rate (roughly 19% more). This more or less balances the two builds, although this is always disputed, and many warriors would say two-handed weapons are much better at the “endgame” for PvP (player versus player). However, a one-handed weapon and shield are mandatory for tanking endgame instances, and almost all Warriors will agree on that. V. Strengths and Weaknesses           Strengths: • Can wear all types of armor (cloth, leather, mail, plate [level 40], shields) • Can use all types of weapons (except wands) • Have pretty high survivability, outdone by only the Paladin, perhaps (although the Warrior is still a far better tank, and with the aid of a Paladin, has the best survivability) • Good at melee combat and dealing damage • Very good at holding “aggro,” or the attention of a monster • Very little downtime between fights, as the only thing you need to regenerate is health (easily healed with First Aid) • Can close distance and stop runners with Charge or Intercept • Able to fight continuously without having to regenerate mana: Rage is infinite. Weaknesses:           • Very weak in ranged combat • DPS (damage per second), although decent, is not very impressive compared to that of the Rogue or other such class (although if equipped well and specced correctly [has the right talents], a Warrior can actually rival and outdamage DPS classes) • Very gear dependent • Rage is accumulated through combat: you have none to begin with • Lack of healing abilities • No way to easily escape combat, compared to other classes
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