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World of Warcraft Warrior Guide
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Blog Title: World of Warcraft Warrior Guide

Warrior Basics, Warrior Leveling, Warrior Talents, Warrior Weapons and Armor, Grouping for Warriors, Warrior Quests, Warrior Combat Mechanics, Warrior Professions, Making Gold as a Warrior, Warrior PvP Guide.

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Warrior armor: Conqueror's Greaves, Spaulders and Legguards







Conqueror's Greaves

Binds when picked up
Feet
Plate
689 Armor
+21 Strength
+17 Agility
+23 Stamina
Durability 75 / 75
Classes: Warrior
Requires Level 60
Equip: Increases defense rating by 6 (2.5).
Set: Conqueror's Battlegear (1/5)
Item Level 78
Vendor value: 4 Gold 22 Silver 55 Copper
Source: Quest
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Score: 67.0
The numerous different versions of these boots are listed on this link: http://www.wowhead.com/?item=25007

Conqueror's Spaulders


Binds when picked up
Shoulder
Plate
752 Armor
+20 Strength
+16 Agility
+21 Stamina
Durability 100 / 100
Classes: Warrior
Requires Level 60
Equip: Increases defense rating by 6 (2.5).
Equip: Increases your hit rating by 10 (0.6%).
Set: Conqueror's Battlegear (1/5)
Item Level 78
Vendor value: 4 Gold 17 Silver 73 Copper
Source: Quest
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Score: 73.0

Conqueror's Legguards

Binds when picked up
Legs
Plate
909 Armor
+33 Strength
+21 Agility
+24 Stamina
Durability 120 / 120
Classes: Warrior
Requires Level 60
Equip: Increases defense rating by 9 (3.8).
Equip: Increases your hit rating by 10 (0.6%).
Set: Conqueror's Battlegear (1/5)
Item Level 81
Vendor value: 5 Gold 81 Silver 17 Copper
Source: Quest
document.write


Score: 97.0

Crushing blow is 1.5x damage and +defense does not help guard against it. Defense skill reduces mob crit chance by 0.04% per skill level.(and also increases mob miss chance by 0.04% per level, increases your dodge block and parry chance by 0.04% per level). At 425 defense you are nearly immune to crits from level 60 mobs(5% crit chance), but it is capped to some small value(like .1% or something). For every mob level you need 5 more defense. So 440 defense is what you really want to have for fights were crit avoidance is paramount(Anytime there's a high damage melee attack). Additional defense provides more mitigation but is arguably less important than extra stamina.

Ok, guys... Seriously, defense is nice. This said...... Rogues are SUPPOSED to be able to hurt us... It happens. We die. This said, I want to make sure people can see this on all the Conqueror's set items. Yeah........ You all realize, this is a FIVE piece set, right? So, you know... You can.... Add parts of Wrath, or, hell, if you want to, Might. So, you don't all need to freak out. Yeah, all the "best" slots are taken. But, you aren't going into BLW or MC later without all your Equipment on. That's just.... Stupid. So, you might want to not say that you'd take full anything. Even this isn't AMAZING full. I like it. But, I wouldn't say that any set is amazing full. Some are better than others. I like this one myself... But, all things said, you can pick one bonus from a set. Do you like Wrath's first 3? Or, Might? Choose. It can be the deciding factor of, "I'm dead, aren't I?" If you don't know, Wrath is here: Waistband of Wrath Bracelets of Wrath Gauntlets of Wrath And, Might is here: Belt of Might Bracers of Might Gauntlets of Might Ok... Also, I'd have both, if I were anyone here.


Warrior armor: Conqueror's Crown















Conqueror's Crown

Binds when picked up
Head
844 Armor
+29 Strength
+18 Agility
+34 Stamina
Durability 100 / 100
Classes: Warrior
Requires Level 60
Equip: Increases defense rating by 9 (3.8).
Set: Conqueror's Battlegear (1/5)
Item Level 81
Vendor value: 4 Gold 30 Silver 10 Copper
Source: Quest
document.write


Score: 90.0
Not as easy as all that. You'll need to gear up. That means running UBRS/Scholo/Strat/DM before you can work on ZG, Onyxia, or MC. Trust me; this is a lot of work. Your working for raiding gear, meaning everyone has to be working on their gear. Coordination takes time, but solid teamwork helps. I assume that, with gear this good, you'll even need to put time into MC and BWL before you can reasonably expect to gain the cream of the crop from AQ. For MC (I’ve never been to BWL) u'll need switch gear for Fire Resist. Problem is, all the good stuff requires RUNNING MC, both for mats and the good FR drops. I assume BWL is similar (like with onyxia cloaks, for instance). Anyway, point is that its something u work your way up towards. Incidentals, you'll appreciate the value of the gear more, as you'll be working hard for it =)

Yeah..You all realize, this is a FIVE piece set, right? So, you know... You can.... Add parts of Wrath, or, hell, if you want to, Might. So, you don't all need to freak out. Yeah, all the "best" slots are taken. But, you aren't going into BLW or MC later without all your Equipment on. That's just.... Stupid. So, you might want to not say that you'd take full anything. Even this isn't AMAZING full. I like it. But, I wouldn't say that any set is amazing full. Some are better than others. I like this one myself... But, all things said, you can pick one bonus from a set. Do you like Wrath's first 3? Or, Might? Choose. It can be the deciding factor of, "I'm dead, aren't I?" If you don't know, Wrath is here: Waistband of Wrath Bracelets of Wrath Gauntlets of Wrath And, Might is here: Belt of Might Bracers of Might Gauntlets of Might Ok... Also, I'd have both, if I were anyone here.







Warrior armor: Conqueror's Breastplate






Conqueror's Breastplate






Conqueror's Breastplate
Binds when picked up
Chest
Plate
1124 Armor
+34 Strength
+24 Agility
+38 Stamina
Durability 165 / 165
Classes: Warrior
Requires Level 60
Equip: Increases defense rating by 9 (3.8).
Set: Conqueror's Battlegear (1/5)
Item Level 88
Vendor value: 6 Gold 22 Silver 74 Copper
Source: Quest
document.write


Score: 105 (Customize)

comment: In my eyes this is superior to Warlords Battlegear. Set gives: 137 strength 96 Agility (almost +5 critt!!) 140 Stamina +24 Def. With just 5 pieces this is way better than Warlords Battlegear who has 6 items in set. But i wouldent switch it out with might or wrath when i tank. Bonus from those sets are better for tanking. Maby it will come more pieces for this set later. Its still 3 more spots to cover compared to tier 1 and 2. I just love Conqueror :D

You guys have to look at more than just Defense...Just a few points I want to make... A) You can fill in any non-Conqueror's pieces with Wrath. So don't get all full-set OCD on me. That's just stupid. B) I'm not comparing the other Conqueror's Items vs. Wrath, but at least for tanking, the Breastplate is better. Here's why... Breasplate of Wrath --------------------------- 857 Armor +17 Strength +40 Stamina +11 Defense (It has resistances too, but I'm not counting those) 857 Armor = 2.43% Armor Mitigation (8000 Armor Base).......This means that assuming you have 8000 armor before you add the Breastplate, you will gain 2.43% melee damage reduction. +17 Strength = 0.77 extra damage blocked. Nothing very spectacular here. But it's still something to consider. It also ups your DPS, which helps with aggro, but I'm not counting that. +40 Stamina = 400 Health. Pretty self-explanitory. +11 Defense = 0.44% chance to Block, 0.44% chance to Parry, and 0.44% chance to Dodge. These add up nicely, which is part of the reason that people love Defense. WRATH TOTAL: - 400 Health - 2.43% Armor Damage Reduction - 0.77 Extra Damage Blocked on Each Block - 0.44% Added Chance to Block - 0.88% Added Chance to Completely Avoid Damage Conqueror's Breasplate --------------------------- 985 Armor +34 Strength +24 Agility +38 Stamina +6 Defense 985 Armor = 2.77% Armor Damage Reduction (8000 Armor Base). Like the Wrath Breasplate, this means that if you already have 8000 Armor, and you're just adding the Breastplate on, that you will gain 2.77% in melee damage reduction. +34 Strength = 1.55 Damage extra blocked on each block. Again, not very spectacular. The main benefit is that it adds to your DPS, which helps aggro, but again, I won't get into that. +24 Agility = 48 Armor (0.14% Melee Damage Reduction, again with an 8000 Armor base), and 1.2% extra chance to Dodge. Also adds to Crit, which helps with DPS, but I won't get into that. +38 Stamina = 380 Health. Pretty self-explanitory. +6 Defense = 0.24% Added Chance to Block, 0.24% Added Chance to Dodge, and 0.24% Added Chance to Parry. CONQUEROR'S TOTAL: - 380 Health - 2.81% Armor Damage Reduction (NOTE: This number is not precicely correct, because of diminishing returns. However, it should only diferr by a very small fraction, therefore for this comparison it remains accurate) - 1.55 Extra Damage Blocked on Each Block. - 0.24% Added Chance to Block - 1.68% Chance to Completely Avoid Damage (1.44% Dodge + 0.24% Parry) COMPARISON (Wrath Listed First, then Conqueror's) ------------------------------------------------------- - 400 Health vs. 380 Health - 2.43% Armor Reduction vs. 2.81% Armor Reduction - 0.77 Extra Blocked vs. 1.55 Extra Blocked - 0.44% Chance to Block vs. 0.24% Chance to Block - 0.88% Chance to Completely Avoid Damage vs. 1.68% Chance to Completely Avoid Damage. The only advantages Wrath has over Conqueror's is 20 Health and 0.20% chance to Block; both of which are extremely arbitrary amounts. Yet not only does Conqueror's reduce more damage with Armor, but boasts a 0.80% higher chance to completely avoid damage. In addition, the added DPS (which is not calculated into these stats) helps with aggro control. Which very close, Conqueror's is simply the better tanking piece, at least for Breastplates.




wow warrior for the basic

u can go this site for more information

  1. http://www.wowgold-wowgold.com/Warrior-Leveling-1-20-Article418.html
  2. http://www.wowgold-wowgold.com/searchArticles.php
  3. http://forums.worldofwarcraft.com/board.html?forumId=10022&sid=1
  4. http://wow.warcry.com/content/guides/class/warrior/1.php
  5. http://www.youtube.com/watch?v=1Xq_fG2-tdI
  6. http://www.worldofwarcraft.com/info/classes/warrior/
  7. http://www.wowgolds.co.uk/warrior.html

Warrior Leveling 1-20

Race played = TaurenLevel obtained = 20Armor = cloth, leather, mail, (use mail if you have a choice) at level 40 you may use plate (with training)Weapon of choice = Ax/ShieldLeveling Difficulty = MediumNOTE: the cost to buy each skill is listed next to its name. The Warrior Leveling 1-15The Warrior is a very 'Item Dependent' class; you need to keep your armor and your weapons very close to your level or risk being 'gimped'. If you are a player that likes to be in a group then, your items will be even more important as the group will expect you to take and HOLD agro. In the MMORPG Shadow bane a good tank was just about impossible to solo with any class, in DAOC, a S/S(S/S = Sword/Shield) tank could hold his own in PvP but really did not shine in any particular form. In WOW it is really going to be your choice, do you want to deal massive damage up front and in a mob's face? If so then go 2 handed putting full talent points in 'arms' and 'fury', want to play the shy defensive type? Then go 1 hand/Shield putting most of your points in the 'protection' talent tree. As the end of Open Beta approached there was a LARGE number of debates going on about the Warrior class as allot of peeps simply felt that the warrior could not stand on its own as it was built, regardless of the skills it used or the talents it took. The Warrior I played went Ax/Shield and although I had no problems soloing to level 15, I did start to see some weaknesses in the level 15-20 range, the problem was not damage output but rather being able to take damage, I am very used to a 'block' with a shield being a 'block', however in WOW a 'block' with a shield simply reduces the damage taken it does not erase it completely. Anyway I am not complaining about the Warrior class as that is not what I am here to do, I just mention it now because you might want to wait a few weeks, before playing this class as I am sure if Blitz sees the Warrior population being very tiny they will make some changes to get more people to play this class. Nerf...(I don't know what to nerf maybe ALL the mobs - lol) The first thing you want to do is open your inventory and right click on the scroll, or other object that will open the quest window on the left side of the screen and give you your first quest, accept the quest and if you look on your mini map you should see a little yellow dot this dot represents the NPC that you talk too to complete your first quest. (You may have to walk a little ways, but just starting off the quest NPC is usually very close to your starting location) For future reference anytime you see a little yellow dot on your mini map this is the location of an NPC that you have completed a quest for. When you get to level 5 you may take a trade skill, which may also show you little yellow dots on the mini map, these will either represent a 'mine node' (if you have the skill ‘mining’) that can be mined or a 'herb plant’ (if you have the skill 'herbalism') that can be harvested.Leveling 1-4From level 1-4 you will have the following skills available:Heroic Strike Level 1(free/quest)Cost = 15 Rage ----- Activation = Next melee attack ----- Must have melee weapons equipped. (Stance? SEE PARAGRAPH BELOW)A Melee attack that raises melee damage by 10.Battle Stance (free)Cost = 0 ----- Activation time = Instant ----- Wipes out 100% of rage (there is a talent that will allow you to keep some rage while changing stances.This 'stance' is the normal stance at the lower levels and generates rage when you get hit and when you cause damage.Battle Shout Level 1(10 copper)Cost = 20 Rage ----- Activation time = InstantThis ability raises the groups attack power by 19.(It will raise yours as well if solo)Ability last 2 min..(This time can also be increased with the use of talents)A caster in WOW starts out with health and mana, Rouge starts out with health and 100 energy, a Warrior starts out with health and an empty 'rage' bar. As the warrior hits a mob the rage bar will start to fill,(it has been my experience that the more damage the mob takes from your hit the more rage you receive) and you will also gain a very small amount of rage when you are hit. You can think of 'rage' as a casters mana bar but it starts on empty, as it fills you have enough 'rage' to use skills such as Heroic Strike. At this level you only have 1 'stance' so you will in that stance all the time that you are online. A typical combat until you get more skills is simply to close to melee range with a mob and click on the skill Heroic Strike anytime that you have enough rage to do so. The skill Battle Shout should only be used if you know that within the next 2 minutes you will be in another melee combat. If you find that any skills are mentioned here or later in this article then simply open up your abilities window and left click on the skill then drag it to your hot bar and left click it again. To start combat simply right click a mob and move into melee range. At the lower levels you will only experience the 'melee' type mobs, later on you will face mobs that once you attack them they may start casting a spell on you. As you noticed above there is a message to 'see paragraph below' this is in reference to numerous changes Blitz has made in the days(and with the last patch within hours) to the warrior class as of the close of Open Beta. Although this guide is only to get you to level 15, so for the most part you have nothing to worry about for now. But later on you will need to check with your trainer and see what skills require what stances, this will be very important to check BEFORE you start throwing points into talents. Remember, talent points are a 'bonus' to your combat abilities, and you are not forced to place them when you start getting them at level 10, it is far better to save them for a few levels until you get clarification on topics such as required stances and such, then to place the talent points and have to pay 10 gold to get them untrained... From now until level 4 simply get within melee range and just whack him with your weapon a few times and he should die. By now you should be getting to level 4.Leveling 4-6At level 4 you may buy these skills:Rend Level 1(50 copper)Cost = 10 Rage ----- Activation time = Instant ----- range = melee ----- Must have melee weep equippedBleeds the target for 15 damage over 9 seconds. (A Minor DOT)Charge Level 1(50 copper)Cost = 0 ----- Range = 10-25 yards ----- Cool down = 15 seconds.Charges at an enemy, stunning it for 2 seconds and generating 9 rages, cannot be used while 'in combat'.Pummel Level 1(1 silver)Cost = 10 Rage ----- Activation time = Instant ----- Range = melee ----- Cool down = 10 seconds.Slams the target for 4 damage and interrupts the spell being cast for 5 seconds.NOTE: I will mention this skill here, but one of the last things I heard in the Closing of the Open Beta was that this skill was removed, check with your trainer as soon as you can in game. This is a 'caster killer' skill witch interrupts spell casting, if you are equipped with a shield there is a skill called 'Shield Bash' that you get at level 12 that does the same thing, interrupts spell casting.Now you are a little better off, your new combat drill will be: Charge, Rend, Heroic Strike, Heroic Strike, Rend, and Heroic Strike. (Don't forget Battle Shout if you are going to be 'chain pulling’ (chain pulling is when you engage another mob within seconds of finishing the first mob you were fighting, at low levels this is fine, but do not try to do this at higher levels with mobs that are your same level if you are solo.) A Warrior does not have mana so it does not need to keep 'drinkable' items in his inventory so either sell them or give them to a caster friend, however to lessen downtime between pulls always have a supply of food on hand, at later levels you will find drinks that give you stat adds these you may want to consume instead of selling them or giving them away. Another thing to keep in mind is that you Charge skill can be activated quite a distance away from your target so start getting closer to your target as you watch the slot that your Charge skill is in, when the number in the slot box turns from red to white you are close enough to activate this skill. Continue on to level 6, at level 6 you will most likely leave the 'noob' town and make your way to another town to get new quests and higher-level mobs. Up to now when you see a mob it was most likely yellow which means that these will not attack you if you get too close, however if see a mob that is red then this mob will attack you if you get to close, this is commonly called 'agro'.Leveling 6-8At level 6 you may buy the following skill(s):Thunderclap Level 1(1 silver)Cost = 20 Rage ----- Activation time = Instant ----- Cool down = 4 seconds.This is a PBAEO Thunder attack that will slow your enemies attack speed by 10% and do 7 Nature damage to them, this will last 10 seconds and will affect up to 4 targets.I did not find the Thunderclap spell very useful, so I really did not use it, continue to complete all the quests you can and keep obtaining the best armor and weapons you can without directly buying them from a merchant, for example: When doing a quest that offers you armor pieces as a reward always take the armor piece that will 'add' the most armor value to your character, this is not always the highest piece offered. If you have a choice of a '50 armor chest piece' and a '30 armor pair of boots' and you are wearing a '45 armor chest piece' and a '5 armor pair of boots' take the new boots! By now you should be pretty familiar with the quest system as well as knowing what level mobs you can handle. It has been my playing experience that you should only kill mobs your level or 1-2 levels higher as anything else is going to cause too much down time and too much food consumed or a possible death, and you will find that the exp is not worth it at all, after you figure in the risk and the downtime needed to recover from the lost health. Also if you are going to take any trade skills get them now, even if you have to take some time to walk to your nearest capitol, (which is pretty close to you now, regardless which race you have chosen) You can get your 2 main trade skills at level 5.Leveling 8-10At level 8 you may buy the following skills:Hamstring Level 1(2 silver)Cost = 10 Rage ----- Range = melee ----- Must have melee Weapons equippedHits the enemies legs for weapon damage + 5 additional damage, also slows the enemies movement by 60% for 15 seconds.Heroic Strike Level 2(2 silver)Costs = 15 Rage ----- Activation = Next melee attack - Must have melee weapons equipped.A melee attack that raises damage by 18.Parry (2 silver)Costs = 0 ----- This is a passive skill, to see your actual Parry chance open your abilities window and click on the general tab then look at the skill named Parry.Here you receive the skill Hamstring, because of my playing style I really did not use this, because at level 10 I trained in throwing knives, so if the mob ran away I would just chuck a knife or 2 at him and he would come running back. (If he did not run into hi friends and bring additional agro, lol) The Parry skill is useful even if you want to go 2 handed; as this ability would also give your 2 handed weapons a chance to parry. The next rank of Heroic Strike is here to help boost your damage output as well. It should be noted however that you could use Hamstring as andemergency’ skill, simply activate it and if it hits run as the mob would be too slow to keep whacking on you. By now you should have visited your capitol or have a quest that leads you to your capitol for your race. At level 10-11 you will most likely leave the level 5-10 'area' and be sent on a quest to visit a new location, this is also the level at which you may be introduced to your first 'elite' quest. Elite quests are not meant to be done solo and no you cannot solo andelite’ mob that is your same level in most cases. I believe Blizzard did this to encourage 'grouping' after level 10 if you so desire. You can easily tell an 'elite' mob from a normal mob by the word 'elite' in the mobs name or the wreath around the mobs picture when you left click it. You can safely left click a mob to get info however if you right click it then you enter combat mode with that mob.Leveling 10-12At level 10 you may buy the following skills:Punishing Blow Level 1(3 silver)Cost = 10 Rage ----- Cool down = 2 minutes ----- Must have melee weapons equipped.A brutal attack that raises damage by 7 and causes allot of threat to you lasts for 6 seconds.Defensive Stance (quest reward)Cost = 0 ----- Activation time = Instant -----Wipes out 100% of rage (there is a talent that will allow you to keep some rage while changing stances)This is the Next stance you get after Battle Stance, you still generate rage when you hit and when your receive a hit but this Stance raises your Defense by 10 and allows some Stance restricted moves that you will obtain laterBlood Rage Level 1(3 silver)Cost = 0 -----Cool down = 20 seconds -----requires defensive stance(I believe this requirement was changed recently check with your trainer)This ability will generate 20 rage over 10 seconds, BUT will take a chunk of health from you instantly, the warrior is also considered 'in combat' so you cannot charge if you use this.Taunt Level 1(silver)Cost = 5 Rage ----- Activation time = Instant ----- Must be in Defensive Stance for this abilityTeases the target to attack you, increasing threat.Punishing Blow I did not use as I was always solo, so there was simply nothing more I could do to make the mob attack me besides whacking him upside the head wit my ax, this is a 'group' skill to try and get the agro off a healer or other caster. Defensive stance is the stance that I used most as this seemed to work the best for me, as I have stated earlier I never had a problem with damage output just being able to take damage even with the above average hit points. Blood Rage is really 2 sided, as it does give you the 20 rage but the health you lose is instant and it seemed to be about 10% of my hits, so as far as I am concerned this is really a toss up, if you use this in a tight battle I hope you have a big heal potions on your hot bar... Taunt, this is another skill I did not use since I was solo, however I have heard numerous problems with this, mainly as the warrior not being able to hold enough agro regardless if using it or not, not to cause a fuss but WOW is really new, which means we are all noobs playing it, and in my experience in past MMORPG's I have seen many clerics spam casting large heals in battle, and then screaming when they get agro and cant figure out why and simply blame it on the tank that is supposed to be holding the agro, I am not saying this is the case in WOW, but I am sure this has happened here more then anyone will admit, after all it is a new game. By now you should understand the basics of playing aWarrior, and at the capitol city you should also find your 'bank' as this has numerous 'slots' to store your items, before storing items see if you can 'stack' them by dragging one item over the top of another items of the same type. Stackable items include: potions, food, water, crafting materials, and crafting supplies. Also depending on which type of server you are playing on PvP or PvE you may start to see enemies from the other 'realm.' From level 10-20 the basics of the game and the mobs start to take you out of the 'noobness' and into the full game, expect to fight 'caster' mobs, 'bow and arrow' mobs and mobs that will give you poison, stuns, or other negative status effects. You may also want to open your 'social' window and flag yourself as 'looking for a group' if that is a style of play that you desire.(You also may choose to pick a talent here, see the bottom of this post for a link to a list of the talents available.)Leveling 12-14At level 12 you may buy the following skills:Overpower Level 1(8 silver)Cost = 5 Rage ----- Activation time = Instant ----- Range = melee ----- Cool down = 5 seconds ----- Must have melee weapons equipped ---- Must be in Battle Stance.This skill cannot be blocked, parried, or dodged, however you may only use it after your target dodges your attack, cause weapons damage + 5.Shield Bash Level 1(8 silver)Cost = 10 Rage ----- Activation time = Instant ----- Range = melee ----- Cool down = 10 seconds ----- Must have Shield equipped ----- Must be in defensive stanceSlams the target for 6 damage with your shield, cancels the spell being cast for 8 seconds.Battle Shout Level 2(8 silver)Cost = 20 Rage ----- Activation time = InstantThe next level in your battle shouts increasing your attack power by 35 as well as your groups attack power.Skill lasts 2 minutes.Overpower is a very useful skill IF you have your eyes glued to the hot bar to see when it lights up so you can use it. Shield Bash is the skill I mentioned earlier that is a necessity to use against caster class mobs, and battle shout now deserves a little more attention, as the attack power increase will now be noticeable in the damage you do. I would set up a typical combat here but I have no idea how your are going to spec your character... Maybe you are going to go Dual Wield @ level 20, maybe you are using 2 handed weapons by now, I believe the most important thing to remember is simply remembering to keep your armor and weapons up to the closest you can to your level without wasting coin at the vendors, check the auctions,(located in Orgrimar for the Horde) I guess regardless how you play your warrior some fundamentals would be to STAY AWAY from casters, yeah you can run in and charge one, but what happens if you agro another caster close by? The one you agroed and the one that you were fighting will be nuking you will be getting nuked from a distance and if you run you. At level 10 I went and bought the 'thrown' skill for 10 silver and if I ever had to pull a caster mob for a quest I would throw a knife at it then run away, the caster mob would run after me and when it got far enough away for the other casters mobs I turned around and ran straight at it, I could not charge it since I was already flagged for combat but I was able to close and use my shield bash every chance I could, this worked out rather well for me. Another mob you want to stay away from if you can is a bow mob as these again have ranged attacks and you will face the same problem as if you were facing a caster class, and a caster that can heal itself is double trouble to a Warrior. For now it is probably best if you move on, if you are on the horde side and you are a Tauren, Orc or troll you should be at the crossroads (that's a town), if you are Undead then you should be at the sepulcher. Here you will start to find that you are not in the lobie noob zones anymore. The majority of the mobs are aggressive (red con) and if you pull them and they have buddies nearby they will come also. You will also find mobs that 'call' other mobs if they get hurt and are close to death, so if there are other mobs close by that are of the same type do not be surprised if they agro you when you have the mob you are working on almost dead. The best way to see this is to mouse over your chat window, go to the tab that says 'combat' left click and hold and drag it to the right side of your screen to separate it from the chat window, now you can review all the damage and other combat related actions taken by you and the mob you were in combat with, as well as seeing any new chat messages in the chat window. At this level you really need to be paying full attention to your surroundings. If you are Undead and hanging around the sepulcher. Doing quests you may run into a unique mob named 'son of aragul' this mob will agro you from far away, and will kill you in one to 2 hits, if you see him run, do not investigate unless you need a free trip to the graveyard... If you are Orc, troll or Tauren stay away from the 'dinosaur looking' lizards south of the crossroads, as they are melee and casters, and will zap you with lightning damage. Needless to say, now is a good time to get in a group. Also at the crossroads I am 99.9% sure you will experience your first PvP encounter... If you are Undead and want to go to the crossroads simply go to the 'airport' a little north of the Under city, look up and you might see one of the airships flying in to dock. Climb the stairs to the tower and take the 'west' airship this will take you right outside of Orgrimar the Orc main city, after you get off the city id to the west about a 1-minute run. The trip in Open Beta was free, as you just walk onto the airship. Do not take the 'east' airship as this takes you down close to Booty Bay and trust me you are not ready for that yet...Leveling 14-15At level 14 you may buy the following skills:Revenge Level 1(12 silver)Cost = 5 Rage ----- Activation time = Instant ----- Range = melee - Cool down = 5 seconds ----- Must be in Defensive StanceThis skill Instantly strikes back at an opponent for 12-14 damage, however it can only be activated after you block, dodge or parry.Shield Block(12 silver)Cost = 10 Rage ----- Activation time = Instant ----- Cool down = 5 seconds. -----Must have shield equipped ----- Must be in defensive Stance.Raises your chance to block by 75% for 5 seconds, but will only block 1 attack.Demoralizing Shout Level 1(12 silver)Cost = 10 Rage ----- Activation time = Instant ----- Cool down = 5 seconds.Lowers nearby enemies attack power by 30Ability lasts 30 seconds.Revenge I did not use as again this is a skill that you must constantly’ baby-sit' to see if you can use it, Shield block works really well as it only has a 5 sec cool down and it costs very little to use. Demoralizing shout is another very good skill to use when you are fighting more then 1 mob at a time. From here to level 20 it seemed to get harder and harder to take on mobs my own level or 1 level above me as, I was just taking too much damage I did the best I could to keep my items at my level and even crafted a few items for myself that added about 70 more armor. It just seemed that I was always 2-3 steps behind where I should be as far as taking damage was concerned. Pretty soon you will be heading to your second set of 'elite quests', so hopefully by now you have met quite a few players and already have some friends you can do the quests with. As you do your quests remember that the top most quest in your quest list under an area is the easiest one to complete, so in most cases you should do these quests first.

Basic Warrior Guide

Feeling a little angry? Hot rage flowing through your veins after a strong killed and ate your dog Fluffy? Yeah, me too, you picked the right class, warrior, let's kick some ass!Ok, not just yet, first pick a race, any race, it doesn't matter, they can all be warriors, some better than others, Humans on alliance get some nice bonuses for weapon skills and Tauren on the horde for a boost to life. Really, any race can kill, it all comes down to life, as each race differs, you are a mainly tank class, problem is you don't have self heals so it's best to have a lot of life.Now, go create a vicious killing machine and come back for some lessons before we send you out to slaughter. Back? Great, let's get you familiar with movement and your GUI. To move you just use the arrow keys, click and hold both mouse buttons at once, numlock for auto run and space bar, as always, is jump.So, you can move, that's cool, but you still need to know how to navigate. In the upper right-hand corner of your screen is your map, this is pretty simple to understand. When you travel around grey arrows will appear, these are pointing to the nearest towns. There are other arrows as well, like say you die, then you get an orange arrow on your map pointing to your body and a light yellow arrow represents team mates. Also, when you team, your team mate will appear as small dots with yellow rings around them on your map so they are easy to find.Map learned, cool, still have buttons and backpacks. Let's do buttons first, on the bottom left are icons with little numbers next to them. Those numbers coincide with the number row above all your letter keys. Press one, you attack normally, press two you use heroic strike. Simple as piece well, pie is a little more complicated, but you understand.Now, when you begin a battle you can't use heroic strike instantly, that's because, if you look to your upper left, you have no rage. The empty bar next to your picture is you rage bar, you need to fill that, to do that you just attack a monster and get hit, hit it, or block a hit.In short rage is just like mana is to a mage or combo points to a rogue. You have to build rage up to use skills but don't worry, you get a skill later that gives you rage without fighting, sure you take damage, but it's worth it.So now you know how warriors slaughter and I bet you are itching to get out and draw blood in the name of Fluffy, but you can't, not yet. I need to give you the run down about bags and quests and the little icons to the right of the attack bar, talents, plus there are still stances to go over.Time for the next set of icons! To your right you will see the next set of icons, these consist of game settings, quest log and character information, take a peek around. To your further right you will see an icon on the far bottom right, which is your backpack, right click to open it. In here you will see some heal items and a stone called a hearthstone.Now the hearthstone is super nifty, just talk to your local Inn keeper and tell him you want to rest. Doing this makes it so that when you right-click the stone you are teleported straight to the last Inn you rested at. This is really nice when you want to return from a quest quickly or just want to skip on the long run from the middle of nowhere. You can only use it once per hour though so use wisely. There are also four other slots next to the backpack for further bags that you can find or buy later on.Look around at the people near you, you should see a guy around you with an exclamation point above his head, talk to him, he has a quest for you.Anyone you see with exclamation points above their heads has quests for you. After you complete the quest an orange question mark will appear over the NPC's head showing that they are ready to give you a reward. Now, get your first quest and go draw blood in the name of Fluffy!After you complete a quest or two you should been two or three and get a quest to see your trainer, let’s go see him. If you don't have the quest look around for someone offering a quest, it should be there. After you have reached your trainer take a look at your skills, pretty straight forward. Here is some of what you should see.1. Battle Shout- Very nice skill, it increases yours and your party's attack power for a short time. Level this up for sure.2. Charge- This is just what it says, you charge your target to start the battle, very nice since it stuns the target as well.3. Thunder Clap- This skill is great against multiple monsters because it slows attack speed of the monsters.4. Heroic Strike- You've been using it, you know, just damage.5. Parry- Get this, very nice when you parry away an enemies attack.6. Hamstring- This is great for running away from a single target. It does low damage but slows the target for a short time, enough to get away.7. Blood rage- This is the skill that you use when not in a battle to give you rage so that you might open combat with a special skill. It damages you but gives you rage points.8. Rend- This is just a DOT that does some decent damage.9. Shield Bash- Great for using against those pesky mages, does little damage but a stop spell casting and prevents another spell from that class to be cast for a short time.10. Overpower- Useful only if your target blocks and you have to be watching for it but it does weapon damage plus a set amount on top of that.11. Demoralizing Shout- An awesome skill reducing the attack power of enemies for a short time, very nice.There you can see a good list of the basic skills, there are others but you will understand them when you read them. Now let's touch some on talents, one of the finer things you get at level ten aside from a pretty number.Talents are special skills that you get from then on, and every one of these skills can be reset, in open beta. Once the game launches are careful where you put your talents, this beta will give you a chance to learn.What you want to focus on as a warrior is defensive talents Parry under the Arms talents and Shield block under Protection. You are the one who will take the most damage, its best to be able to reduce the damage as much as you can and avoid it if at all possible. Just remember, a tank can't do its job if it doesn't have its armor, that would be like a human stopping a bullet with his naked chest, it just doesn't work all that well.So, now down to some fine tuning, we have one more thing to learn about, that is stances.There are three types of stances: Battle Stance, Defensive Stance and Berserker Stance. You start off with Battle Stance; this is the little icon above the rest of your hot keys. As your progress through the game you will attain the other two stances from quests. Be careful when in battle that you don't switch stances unless intentionally because it will cause you to lose all your rage. Each stance gives you bonuses and allows you to use different skills. Let's describe each one in detail-1. Battle Stance- This Stance is best used when you are soloing because it gives you more high damage moves and opens up a lot of health and damage altering skills. Skills opened by Battle Stance –1. Charge2. Overpower3. Thunderclap4. Mocking Blow
2. Defensive Stance- Use this when you are tanking since it boosts your armor rating and allows you to take less damage when you will be taking the brunt of it. Skills opened by Defensive Stance-1. Shield block2. Revenge3. Disarm4. TauntThe Berserker Stance- This is just when you go insane because Fluffy is dead and you can't take it anymore! You will deal more damage but also take more, really best when you have someone else tanking so you don't take huge amounts of damage and die. Skills opened by Berserker Stance-1. Whirl Wind2. Recklessness3. Cleave4. Berserker RageNow that you see how each stance works and where to use them and understand how rage and your skills work you are more than ready to slaughter in the name of Fluffy. Just remember that while you are strong, can take on multiple enemies and gut them like a pig doesn't mean you are immortal.Healers like Priests, Druids, and Paladins are your closest friends. Team with them to do harder quests and to level faster by taking on harder monsters. Remember to keep doing the quests to get nice gear, money and great experience rewards, and don't forget to keep your armor up to date. Iron Forge Auction house is a great place to get armor and weapons, make sure to visit there if you are alliance. With power like yours, you'll make Fluffy proud!Have fun gutting,

Warshizzle's PvE Warrior Template (solo)

Hi, I've seen some of goose's templates and I've decided to share my own warrior PvE template.For 2 handlersArms TreeImproved Heroic Strike rank 3/3Improved Rend rank 3/3Improved Charge rank 2/2Tactical Mastery rank 5/5Anger Management rank 1/1Deep Wounds rank 3/3Two-Handed Weapon Specialization rank 5/5Impale rank 2/2Axe Specialization 5/5 <--- only if you have an axe, meaning don’t take Sword or Mace spec if you're 2 handed, for reason scroll downFury TreeCruelty rank 5/5Unbridled Wrath rank 5/5Improved Cleave rank 3/3Piercing Howl rank 1/1Improved Battle Shout rank 5/5Improved Execute rank 2/2Enrage rank 5/5 <--- only if you have not taken Axe SpecializationDeath Wish rank 1/1If you're 2 handed, there is no point in taking Sword/Mace Specialization since you hit slow and rarely will you stun anyone or get an extra attack. I would say avoid putting points in Specialization unless you have an Axe. Also you might want to take Sweeping Strikes (21 point talent in the Arms tree) instead of Death Wish.For more information about the skills, search for them on www.thottbot.com or wow.allakhazam.com.Dual-wieldArms TreeImproved Heroic Strike rank 3/3Improved Rend rank 3/3Improved Charge rank 2/2Tactical Mastery rank 5/5Improved Thunder Clap rank 1/3Improved Overpower rank 1/2Anger Management rank 1/1Deep Wounds rank 3/3Impale rank 2/2Sweeping Strikes rank 1/1Axe/Sword/Mace Specialization (depending what you have) rank 5/5Fury TreeCruelty rank 5/5Unbridled Wrath rank 5/5Improved Cleave rank 3/3Improved Battle Shout rank 5/5Dual Wield Specialization rank 5/5Improved Execute rank 2/2If you have not taken one of the Specializations, I would suggest trying to spend the remaining points to fill Improved Overpowered, get Deathwish and Peircing Howl. You should then have 2 points left, spend them where you want.

Wailing Caverns Guide for warrior

Basic information Wailng Caverns: Levels 15 - 25 (WC) Wailing Caverns can be found in The Barrens near Shrine of the Fallen Warrior. If you haven't gone to Ragefire Chasms don't worry that you haven't gotten a good group experience because just a few levels after RFC there is Wailing Caverns a great place for beginners especially Rogues and Shamans. The drops are great for all classes and it isn't difficult to complete. There are 4 Fanglords that must die before the Main Boss may spawn Greater Boss Information: 1st Boss: Lady Anacondra, Lvl (15-21) Elite She isn't much of a boss but i do believe that you must kill her to spawn the Main Boss she doesn't have many valuable items on here other then quest item Gem of Anacondra She is found in the first large room of Wailing Caverns that consists of a large circle she spawns in three different places of that room. 2nd Boss: Lord Cobrahn, Lvl (15-21) Elite A good Boss for Rogue drops. He is much harder then Lady Anacondra and needs quite some damage to take him down he is also one of the four fanglords you must kill to spawn the Main Boss he drops Cobrahn's Grasp (Warrior/Rogue Belt) and Leggings Of The Fang (Feral Druid/Rogue Leggings) and quest item Gem of Cobrahn He is found going left down the tunnel of the first room and following the path all the way up. 3rd Boss: Lord Pythas, Lvl (16-22) Elite He is much harder than Cobrahn and Anacondra combined so this requires serious attention he is so hard because of all the mobs that are around him you want a Rogue to Sap a mob around him and then full force needs to be added to Pythas if followed then you should take him down no problem he drops Stinging Viper (Rogue/Warrior Mace) he drops quest item Gem of Pythas He is found at the right of the beginning of the tunnel opposite way of Cobrahn. 4th Boss: Lord Serpentis, Level (16-22) Elite The final Fanglord you must kill to summon Main Boss. He may not be as hard as Lord Pythas but that is just because there aren't very many mobs around him but he is still tough. He drops Venomstrike (Hunter Bow) very well for hunters that level, he also drops quest item Gem of Serpentis he is found continuing the path followed to find Pythas. After he is killed you may go back to the beginning of the instance and talk to the Tauren who will take you to summon Main Boss but I will continue that later. Lesser Bosses Information: 1st Lesser Boss: Kresh, Level (16-20) Elite He is either before or after Lord Cobrahn or even before Lady Anacondra because he rooms the tunnel/hallway going to Lord Cobrahn or going to Pythas. A very high armored turtle that doesn't have much health but his armor makes up for it. This guy is easily taken with a Rogue but can do without. He drops Kresh's Back (Great Warrior Shield). He is also tamable. 2nd Lesser Boss: Skum, Level (16-21) Elite He is right after Lord Pythas going to Lord Serpentis. He is a Thunderlizard that isn't very hard to take down; easily done with a small group he drops Glowing Lizardscale Cloak (Shaman Back Piece). 3rd Lesser Boss: Verdan The Everliving, Lvl (16-22) Elite He hits extremely hard for his level probably the hardest boss in the instance hits an average of about 125-200 damage needs extremely large amount of attention. He is found directly right after Lord Serpentis. He drops Seedcloud Buckler (Shaman Shield) and Living Root (Caster Staff). Rare Spawn Information: 1st Rare Spawn: Boahn, Level (15-20) Elite He is found right outside the instance. He isn't very hard at all, he doesn't hit hard or hit fast He often drops Boahn's Fang (Warrior/Paladin Axe) it is a BoE blue which can be sold in the AH. 2nd Rare Spawn: Trigore the Lasher, Level (19) Elite He can be easily taken, and is right outside of Wailing Caverns instance portal, he is in the pool before you enter the instance won't take much to kill him and he drops Serpent's Kiss (Warrior/Rogue 1h Axe) which is also a BoE item that can be sold in the AH. And now for the Main Boss, After you kill all the Fanglords you go back to the entrance and talk to the Tauren 'Nalpak' he will then take you to awaken Naralex from his nightmare once you talk to him and he starts walking toward the summon area you must stay with him to protect him from instant spawn mobs so don't think you can go ahead and clear a path for him because mobs pop-up right when Nalpak passes through certain areas. Once Nalpak is awakening Naralex, mobs will spawn before the Main Boss spawns so you must kill them to kill the Main Boss easier.
Now for the Main BossMain Boss Information: Main Boss: Mutanus The Devourer, Level (17-24) Elite He hits fairly hard and you need to kill the oozes that spawn before him quick so you can kill him easier, he isn't hard if your group knows what they are doing he drops three nice blues, Slime-encrusted Pads (Caster Shoulders, 3 health every 4 seconds), Deep Fathom Ring(Nice Ring), Mutant Scale Breastplate (Warrior chest piece) I hope this guide helps you all that are curious about Wailing Caverns. It is important for beginners so make sure you check it out!

WoW Warrior Guide for Pro

Why roll a warrior? This is a question I encourage anyone even thinking of rolling any class whatsoever in this game to consider, present to yourself what entices you to this quest of leveling and character development, and equally, what might halt you in your tracks during this. Warriors are something of a problem class in WoW, at times seemingly the most powerful and at others perhaps the worst of all, it indeed varies based upon experience, the current patch, and most of all, gear.

Warriors are an extremely gear dependant class, out of all the classes they in-fact rank numero uno, number one, for gear dependancy. This is both a blessing and a curse, an example would be that in the case of a mage, a new staff will, if not drastically higher level or some other such circumstance, improve the mage to a minor amount in overall visible effect. A warrior however, upgrading his weapon to something new and even slightly better, will see a definitive increase, everything from a minor yet noticable to an extremely major change in damage and his overall effectiveness.

As an aspiring warrior, perhaps of levels below 70, or even one just recently achieving the max level, you will find yourself quite weak in comparison to all others around you. Don't take it to heart, if you truly work hard and find, make, or otherwise gain access to better gear you'll suddenly find yourself in another world of power. Another major method of improving yourself is to find a healer, such as priest or a druid and even paladins for PvP, your already quite enticing damage capabilities sky-rocket as you find yourself free of the previously confining debuff's, DoT's, and able to gain massive amounts of rage without losing an equally massive amount of health.

During the leveling period I recommend equipping your warrior as best as possible, if you lack a main or other source of income leveling will be quite a painful experience. Given warriors extreme gear dependancy leveling is quite the chore, replacing gear every 2-3 levels simply to maintain a good rate of experience will grow tiring. Perseverance is necessary to endure the hardships of leveling a warrior, that and a healthy dosage of sanity that you're willing to part with.

2.0 - Class Basics of a warrior, also known as "How Warriors Work"

As you've most likely perceived from the above paragraphs detailing the relative ups and downs of warrior-hood and continued on, most likely you wish to find out a bit more about warriors, such as the basics of how one works in combat, PvP, instances etc.

Warriors are, when played right, one of the most active classes in the entire game, right next to rogues really. To actually dish out reasonable damage and proceed to bring the hammer(or weapon of choice) down requires you to use your abilities wisely. Warriors have a whole slew of talents and attacks that all sound very nice, using each or even all of them is not exactly the wisest however.

Due to warriors limitations upon when exactly they can use abilities, your rage bar, you often are required to pick and choose what you want to use regularly and leave all the rest out. Unlike other classes warriors need to actually engage in combat to fuel their abilities and thus are often left without the rage to utilize all the skills we possess fully.

At higher levels rage often becomes rather more easy to obtain, this is counterbalanced by the fact that we require more abilities to actually kill a target however. You will most likely find yourself rage-starved at lower levels, it's painful indeed, but you're going to have to bear with it and hope for better at the later levels. PvP can be extremely fun or a living hell, our nemesis being hunters and frost mages mainly, though any good caster can give you a run for your money.

I highly suggest you familiarize yourself with every single last use of warrior abilities, fighting any of our weaker match-ups, such as the previously mentioned frost mages, will require your acute knowledge to win. An example of one ability we always want to use though would be hamstring, a lovely snare allowing us to often do what we do best, hit things for big numbers. All the rage and damage dealing capabilities in the world are rendered useless if you can't reach melee range on the opponent, AI monster or player.

3.0 - The 1-60 Grind, If you think leveling is hell then warriors populate the ninth level

Leveling a warrior in painful, extremely painful, if you cared to read the above text then you'd know a bit of my opinions on warrior's leveling capabilities, not pretty. After leveling more than 7 characters past the 60 mark and many more to at least 30 or 40 i've learned a fair bit about the process as well, new players will often find the first time easier due to a relative lack of knowledge concering the world and such, the second and the third wear you down however.

Regardless, if you're intent upon this then you'll want to know a few things first, one of them is to go down the fury talent tree. I've met far too many warriors who think that two-handers can in any way whatsoever hold a candle to fury dual-wield for leveling, if you really want to reach 60 and then 70 as fast as possible then go fury. Warriors are already quite slow, fury makes this bearable and can at times even make us quite viable for leveling, you simply need to keep the equipment up to date and a healthy supply of food/bandages handy.

Always go for of the bear gear, strength and stamina are your lifeblood at this point, maximising other stats is a secondary achievement often reserved for levels 60 and beyond. Another thing is to always keep first aid maxed out, bandages provide an easily avaliable supply of healing and you can sometimes find humanoid class monsters, such as bandits or ogres, who drop the materials required to make your bandages and thus have an eternal supply of bandages whilst killing them.

We are most definitely not good at taking multiple monsters, leave that to the other classes, instead just focus on killing them one at a time, fast and efficient, leave the fancy work to everyone else. This becomes a more apparent deficiency while questing, retalitation and recklessness can help us down one important elite or otherwise stronger than normal quest mob every half-hour, other than that we possess no emergency abilities unlike practically everyone else.

As for maintaing your gear level, I recommend picking up mining and herbalism, at the very least mining, and using these to make enough money as you level to not only afford a mount at 40 but also to keep yourself in good straits gear wise. For more information on this subject I suggest you visit my grinding guide for 1-60 or 1-70, good luck fellow warrior.

4.0 - 60-70, Outland, The more relaxed zone of leveling

Wow, so you've taken my few pointers, hopefully found them helpful, and made it all the way to 60? Good things await you, not only is outland a completely and utterly superior leveling zone to anything on azeroth, it also allows you to spend more time as whatever talent build and style of combat that you like. Given the complete emphasis on questing in outland versus Azeroth's mixed grinding and questing you'll find it much easier to level regardless of your gear and talents.

So far so good right? Well not all's well in Outland, despite it's relaxed leveling requirements you'll soon notice an almost complete lack of good warrior damage/leveling gear after the first few zones. Entering the 68-70 range I was wearing stuff from 64 and 65, even 61 at times, it's a bit painful given the amazing amount of gear everyone else has access to, but it can be alleviated somewhat by running various instances and such at certain levels.

Beyond that I continued my fury warrior build, stopping off at level 68 for a quick try at an arms based talent spec before returning to fury, and found leveling to be an alright experience. Our solo capabilities are still painfully lacking compared to everyone else, I fixed this a bit by finding a good friend, a mage in-fact, to level up with at this point. Friends of any class besides warrior will be a valuable asset at the later zones, netherstorm and shadowmoon valley practically demand you team at least a tiny bit to finish all the quests.

Overall though because of the extreme increase in leveling speed versus Azeroth one will often be able to ignore the various downsides present in Outland, yet again hard work and perseverance will win over in the end, regardless how gimped you seem compared to everyone else. Keep in mind that once you reach 70 you'll have the chance to visit the heights of power that warriors gain only when wearing the best gear possible, somewhat depressing to some, but simply a goal to reach for others, such as myself.

5.0 - 70 and Beyond, also known as, So i've hit 70... what now?

It's a nice feeling, hitting the maximum level, at least for now, and thus being able to rest assured that you have no more horrid grinding or questing to go. I always found it quite a relaxing feeling, fun too, and it also opens up an entire new line of possibilities for your newly 70 warrior. Raiding, PvP, Heroic Dungeons, Tradeskills, the list goes on and on, time to take charge and fully explore all your characters capabilities, at least until the next expansion.

First things first, socketed items. Socketed items, an old friend if you happened to play Diablo 2, and an amazing way of enhancing your stats and attack/defense ratings to even higher numbers, depending on whether you favor PvP or PvE you'll find varying selection of gems avaliable to you. PvPer's can simply go for the honor point requirement gems, PvE's, whether raiders or not, can find a whole slew of gems avaliable from quests and the auction house. Either way it really helps.

Another new thing to explore, the whole new slew of enchants avaliable for that spiffy new gear obtained at level 70, everything from mongoose to savagery and alot more. Personally I found the new enchants simply heaven and perfectly suited to my new armory, some however choose to use old favorites such as Crusader and the like. It's all your choice really, as a primarily fury warrior I found mongoose the most beneficial though.

Finally, enjoy exploring the new heroic dungeons and the like, although as I've mentioned before warrior gear is sparse, what you can find is simply wonderful. A variety of new set items, such as the new "bold" warrior armor set, and even some DPS gear, populate the new dungeons. It's somewhat funny finding out that I'll get upgrades even from level 64-66 dungeons at 70, this was my most enjoyable period in outlands, I'd personally skipped all the dungeons as I leveled so returning as a 70 tank for even level 60-61 dungeons made it somewhat fun to do rather than exasperating.

Finally you'll find a new level of PvP, even arena, gear to obtain, as well as a bunch of new raid dungeons for the more hardcore players out there. I'll explore that further below.

6.0 - PvP vs PvE

Well, the somewhat eternal debate, PvP or PvE? Personally I'm an avid PvPer as well as a determined raider, but that's just me, most people I encounter find that dedicating themselves to either path as a sole method of advancement to be easier. PvP to a certain degree rewards the solo gamer, at least until you start needing the arena gear, whereas raiding is obviously going to require teamwork, friendship and communication are one of the main drawing points of an MMORPG and WoW is no exception so raiding can appeal to many through that.

My own personal experience as a warrior was that I found main-tanking, and therefore saving the entire raids butt at times, to be very rewarding. I equally found it fun to be the lead targeter and essentially the trigger of the DPS gun in an arena team, leading the way with Mortal Strike and battle shout essentially, both bring you together in a group and often leave you with long-term connections and friends.

A good compromise is to find a good raiding guild that has a few members willing to participate in the arena as well, teamwork on raid bosses definitely crosses over to teamwork in PvP. Coming in as a tried and tested team in the raiding battlefield is an immense advantage versus other less experienced teams. In the end I leave it up to you to choose, either one path or even both, good luck.

7.0 Gear Guide, What do I need to start my career as a Tank?

So, you want a few pointers on what you'll need to start tanking Karazhan hm? Well i'll have you know I never had the luxury of enjoying such a thing when I first tanked the raid dungeons. Luckily I'm not going to force you through what I endured, instead I'll tell you exactly what you need and where to find it.

The minimum requirement for tanking Karazhan, the first actual raid instance, are somewhat simple and not too hard to reach. The hard numbers are: Armor, at least 12,000. Defense, 490 minimum. Health, everywhere from 11-12,000 HP is good. Dodge and parry, combined I reached about 32%, you'll want at least 30% if not 40. For all your gear I recommend stacking the gem named "Solid Star of Elune." This provides everything you need for good tanking, stamina, stamina, and more stamina.

The actual gear list is as follows:

Helm:

Felsteel Helm - Crafted
Myrmidon's Headdress - Quest Reward

Neck:

Mark of the Ravenguard - Quest Reward
Strength of the Untamed - Reputation Reward(Cenarion Circle Revered)
Natasha's Battle Chain - Quest Reward

Back:

Devilshark Cape - Drop(Steamvault)
Cloak of Eternity - Crafted

Shoulders:

Shoulderguards of the Bold - Drop(Shadow Laybrinth)
Warchief's Mantle - Quest Reward

Chest:

Jade-Skull Breastplate - Drop(Mechanar)
Breastplate of the Warbringer - Quest Reward
Vindicator's Hauberk - Reputation Reward(Aldor Revered)

Wrist:

Sha'tari Wrought Armguards - Quest Reward
Bracers of the Green Fortress - Crafted

Hands:

Felsteel Gloves - Crafted
Thatia's Self-Correcting Gauntlets - Drop(Random BoE)

Belt:

Sha'tari Vindicator's Waistguard - Quest Reward
Girdle of the Lost Vindicator - Quest Reward(Aldor Only)

Legs:

Felsteel Leggings - Crafted
Timewarden's Leggings - Reputation Reward(Keepers of Time Revered)

Boots:

Sha'tari Wrought Greaves - Quest Reward
Flesh Beast's Metal Greaves - Quest Reward

Rings:

Protector's Mark of the Redemption - Quest Reward
Wind Trader's Band - Quest Reward
Iron Band of the Unbreakable - Drop(Old Hillbrad, Caverns of Time)

Trinkets:

Adamantine Figurine - Drop(Shadow Laybrinth)
Dabiri's Enigma - Quest Reward
Figurine of the Colossus - Drop(Shattered Halls)

Weapons:

Grom'tor's Charge - Quest Reward
Honor's Call - Reputation Reward(Honor Hold Exalted)
The Sun Eater - Drop(Mechanar - Heroic Only)

Shield:

Netherwing Protector's Shield - Quest Reward
Aegis of the Sunbird - Drop(Botanica)
Platinum Shield of the Valorous - Drop(Shadow Laybrinth)

Ranged Weapon:

Zerid's Vintage Musket - Quest Reward
Scout's Throwing Knives - Quest Reward

Racial Talents Overview

Warriors are the only class where you can be any race in the game. The wide range of choices does cause some people to think that one race choice is superior to another, but every race class makes a very effective warrior. The bonus skills, though they do change your play style in certain situations, they are by no means the “Be-All-End-All” skill. Remember, you will be looking at this character for a long time, so I really think people should go by their aesthetic choice first, but for the power gamer in you, here are the significant differences between the races.

Alliance

Dwarves:

Stoneform - "While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor increased by 10%. Lasts 8 sec". - It doesn’t just give you immunity but also gets rid of any current bleed, poison and disease on your character when you activated it. The 10% bonus to armor does diminish in usefulness as you gain more armor because every 1 point of armor adds less to damage mitigation. Not the best of skills, but handy early in the game.

Gun Specialization - "+5 to Gun Skill" - Well, a warrior can use guns, but overall this isn’t all that useful. Warrior just can’t do ranged damage well. Guns can be useful for pulling in instances or with large mobs.

Frost Resistance - "+10 Cold Resistance" - More resistance is always good. Frost damage is not used all that often by enemies though that may change as newer instances come out. Rumor has it the Necropolis Naxxramos is frost based, but that is rumor only. Still the prevalence of fire resistance gear in PvP has caused most mages to switch to cold spells, these 10 points could come in handy.

Find Treasure - "Activate to see treasure chests on mini map - lasts until canceled - no cooldown" - This works like a gathering skill, and because you can only have one gathering skill active at a time, this does make it a little worthless. If you have leatherworking, and a crafting skill, you can use it all the time, but if you are a miner or herbalist then you are stuck a little having to switch between modes. Even then, the chests don’t usually have anything significant inside them anyways. You will be lucky to get a green item.

Gnomes:

Escape Artist - "Activate to break out of a Root or Snare effect - 0.5 sec cast - 1 min cooldown" - One problem warriors have is getting into melee range in the first place. Roots and Snares stop us dead in our tracks, holding a big, bad sword while the arrows or fireballs rain in. This skill helps you get out of this situation. This skill is a channel cast so you can get interrupted, but with the .5 sec cast that is slim.

Expansive Mind - "Increase Intelligence by 5%" - Warriors are dumber than a rock, and a 5% increase isn’t going to improve this much. This helps a little in leveling up weapon skills, but even then warriors are not the target class for this skill.

Arcane Resistance - "+10 Arcane Resistance" - More resistance is always good, especially in something as rare as arcane. Though on the flipside, not much in the game uses arcane. Take what you can get is my motto here. Engineering Specialization - "+15 skill bonus to Engineering" - Engineering is a good profession for a warrior (more on that later) if you don’t want to be an engineer though, this is pointless.

Humans:

Perception - "Activate to dramatically increase stealth detection - Lasts 20 sec - 3 min cooldown" - Warriors kill rogues. We are the Rock to their Scissor. A skill which helps us catch more of them is always good. Very few mobs in the game use stealth so this is definitely a PvP skill.

The Human Spirit - "Increase Spirit by 5%" - Spirit helps regenerate health and mana. Mana does regenerate while in combat, but health does not so this skill is limited in usefulness to a warrior since first aid and bandages cover out of combat healing well.

Diplomacy - "10% bonus to faction point gain" - This trait is worth gold. This game is build around factions, and lots of factions outside of the 4 main racial factions give rewards for gaining reputation with them. These rewards at higher level are epic in quality. Thus a 10% increase in gain means you get the item 10% faster.

Sword and Mace Specialization - "+5 to Sword and Mace skill" - Naturally, as a warrior you will, in some point in your career, be killing something with a Mace or a Sword, it is sort of the object of the game. This helps you kill better. In essence, a +5 skill bonus is a being able to hit something at the equivalent of being one level higher than you are if the skill in maxed out. This helps a lot in leveling in taking on higher level mobs in instances, and still being able to hit them effectively

Night Elves:

Shadowmeld - "Activate while immobile and out of combat to enter stealth mode - lasts until canceled - 10 sec cooldown" - Not as useful to warriors as some other classes, but it does help a little in evading enemies and hiding in order to jump a trap. It isn’t too useful in PvE though. Works as a pinch AFK button so you don’t get attacked on a PvP server.

Quickness - "Dodge chance increased by 1%" This may not sound like much, but when you are in higher level instances and that boss you are tanking can hit you for 4000 to 6000 damage and you dodge said attack, you will feel golden.

Wisp Spirit - "Become a wisp when dead with movement speed increase of 50% (25% faster than normal ghost)" - You will die. It is inevitable. There are no Hardcore servers or modes (like in Diablo), and since there are no death penalties the only annoying part on death is running back to your corpse. As a Night Elf, you do that faster.

Nature Resistance - "+10 Nature Resistance" - If you have been reading so far through everything, invariably, you will know that my motto is more resistance is a good thing. Nature resistance is even more of a good thing since the release of patch 1.9 Ahn'Qiraj, where a large number of mobs do nature damage.

Horde

Orc:

Blood Fury - "Activate to increase base melee attack power by 25% for 15 sec - 2 min cooldown. Applies a healing effectiveness debuff on the user. The healing debuff is applied immediately upon using the ability. " - Use it in a pinch to gain more damage on a target in either PvP or PvE. The healing debuff causes all healing done on you to be only 50% effective. So use it when you know you don’t have healing incoming or healing doesn’t matter.

Hardiness - "25% resistance to stun effects." - Warriors are rogue killers, but one effective way for a rogue to have a chance against us is to use the stunlock tactic. Rogues have enough stuns that they can almost incapacitate a target indefinitely. This trait gains you a 25% chance of resisting said stun, and beat the pants off the rogue.

Command - "Pet melee damage increased by 5%." - Well, we don’t get pets, but in a pinch you can always us /p and command your party members to attack. They don’t get a bonus though. Pity.

Axe Specialization - "+5 to Axe skill." - This increases your axe skill as though you are one level higher than you are. Better skill at hitting someone is always good. More death, more carnage, more blood... well you get the idea.

Tauren:

War Stomp - "Activate to stun up to 5 opponents within 8 yards - lasts 2 sec - 2 min cooldown" - A tauren can put his foot down on any situation. This skill works wonders in a lot of situations. Need to run, Warstomp and flee. Want to disrupt an enemy formation? Charge in and Warstomp. Is a Mage ready to throw that large Pyroblast at you? Warstomp. Have a Gnome problem? Crush him under your boot. Very effective.

Endurance - "Max Health increased by 5%" More health always good and considering how large tauren are, it is no surprise they get more health.

Cultivation - "15 skill bonus to Herbalism" - It works well, if you actually get herbalism. The profession is not required though and the +15 can be gotten other ways. Still, nothing like seeing a several-hundred pound 9 foot Tauren prancing around in the flower garden.

Nature Resistance - "+10 Nature Resistance" - If you have been reading so far through everything, invariably, you will know that my motto is more resistance is a good thing. Nature resistance is even more of a good thing since the release of patch 1.9 Ahn'Qiraj, where a large number of mobs do nature damage.

Trolls:

Berserking - "Berserking is an activated ability that increases your melee, ranged and casting speed by 10% to 30%. The value scales upwards towards 30% depending how low your health is when you activate the ability - lasts 10 sec - 3 min cooldown. Requires 5 Rage to activate." - Emergency maneuver. Are you in dire straits and need a way out? Mad as all hell that this mob or person is going to kill you? Sounds like you really need to hit that berserking button.

Regeneration - "10% health regen bonus, 10% active in combat" – It’s not a bad bonus, but it isn’t all that much. At level 60, you usually have a warrior with about 50ish health regen out of combat per tick(more if you have spirit gear). This trait gives you 10% more so you have 55. In combat, though, you would only get 10% of that 55 point regen so about 5 health per tick while in combat, so it isn’t that powerful.

Beast Slaying - "5% damage bonus to Beasts" - You will kill a lot of beasts in this game, so a damage bonus is a good thing. Too bad though that at higher level though most enemies are not beasts.

Throwing Specialization - "+5 to Bows and Throwing Weapon skills" - This skill gives you a better chance to hit and score criticals with a bow or throwing weapon, but we are warriors. If we pull out the bow, then melee range better be close to instant death.

Undead:

Will of the Forsaken - "Activate to become immune to Fear, Sleep, and Charm effects. Can also be used while already afflicted by Fear or Sleep - lasts 5 sec - 2 min cooldown" Considered by some to be the best racial ability in the game. This skill allows you to mitigate the mentioned crowd control effects and keep control of your character. Very effective in fighting Priests and Warlocks who will fear you out of melee range.

Cannibalize - "Activate to regenerate 7% of total health every 2 sec. by consuming Humanoid or Undead corpses within 5 yds - lasts 10 sec - 2 min cooldown" - I recommend the red wine with dead enemy. More or less a free bandage every 2 minutes.

Underwater Breathing - "Underwater breath lasts 300% longer than normal" - One doesn’t do that much swimming in the game, though this skill is handy when you do.

Shadow Resistance - "+10 Shadow Resistance" - More resistance is good.

Talent builds

When designing your warrior with talents, consider what type of warrior you want to be since you will have to max out to at least 31 points in the style you chose. Warrior talents are not meant to be dabbled in, meaning a Tri-build does not work for warriors. One tree should always have at least 31 points in it.

Now the 3 categories are surprising names Arms, Fury and Protection. Here is an overview of each style.

Arms - This Talent build is focused around Mortal Strike, the 31 point talent. Hence the reason this build is also referred to as the MS Build. Large 2-handers are the name of the game with this build. Front loading damage and powerful crits are perfect, when going the damage route. Going much higher than 31 points is usually not desirable. Points put into the other 2 trees are very effective.

Example of a 31 Arms, 20 Fury Build with Axe spec. This is a very powerful offensive build.

Arms Talents - 31 point(s)
Deflection 2/5
Improved Rend 3/3
Improved Charge 2/2
Tactical Mastery 5/5
Improved Overpower 2/2
Deep Wounds 3/3
Two-Handed Weapon Specialization 5/5
Impale 2/2
Axe Specialization 5/5
Sweeping Strikes 1/1
Mortal Strike 1/1

Fury Talents - 20 point(s)
Cruelty 5/5
Improved Demoralizing Shout 5/5
Piercing Howl 1/1
Improved Battle Shout 4/5
Enrage 5/5

Example of 31 Arms, 5 Fury, 15 Protection spec with Swords. This build is still strong offensively, but is a little more well-rounded.

Arms Talents - 31 point(s)
Deflection 5/5
Improved Rend 3/3
Improved Charge 2/2
Tactical Mastery 5/5
Improved Overpower 2/2
Deep Wounds 3/3
Impale 2/2
Sweeping Strikes 1/1
Sword Specialization 5/5
Improved Hamstring 2/3
Mortal Strike 1/1

Fury Talents - 5 point(s)
Cruelty 5/5

Protection Talents - 15 point(s)
Anticipation 5/5
Toughness 5/5
Defiance 5/5

Fury builds can be separated in to two designs. This spec is very gear intensive. Arms is a lot more forgiving on gear. Dual wielding Fury, or 2-handed Fury. Dual wielding fury is a great sustained dps build that isn’t very high on burst damage. 2-handed Fury only starts to shine when your base Attack Power is above 800, which causes the damage from Bloodthirst to be significant.

Example of 34 Fury, 17 Arms Spec

Arms Talents - 17 point(s)
Deflection 2/5
Improved Rend 3/3
Improved Charge 2/2
Tactical Mastery 5/5
Deep Wounds 3/3
Impale 2/2

Fury Talents - 34 point(s)
Cruelty 5/5
Unbridled Wrath 5/5
Piercing Howl 1/1
Improved Battle Shout 4/5
Dual Wield Specialization 5/5
Enrage 5/5
Death Wish 1/1
Improved Intercept 2/2
Flurry 5/5
Bloodthirst 1/1

Protection builds are considered right now the worse of the 3 talent builds. Why? Well Protection is mainly considered a PvE build. This build is meant to help mitigate damage in higher level instances. The problem, though, is that the damage potential is a LOT less than Arms and Fury, but the damage mitigation is only really somewhat better. The talents above 15 are also considered lackluster. This is the reason that a lot of warriors are going with the Arms 31, Fury 5, Protection 15 Spec.

Here is one design of Protection 33, Arms 13 and Fury 5

Arms Talents - 13 point(s)
Deflection 5/5
Improved Charge 2/2
Tactical Mastery 5/5
Anger Management 1/1

Fury Talents - 5 point(s)
Cruelty 5/5

Protection Talents - 33 point(s)
Shield Specialization 5/5
Anticipation 5/5
Improved Bloodrage 2/2
Last Stand 1/1
Improved Shield Block 1/3
Improved Revenge 3/3
Defiance 5/5
Improved Taunt 2/2
Improved Shield Bash 2/2
Concussion Blow 1/1
One-Handed Weapon Specialization 5/5
Shield Slam 1/1

Mark the targets with different symbols for each different minion or pet, so your group members will know which ones to attack. If you aren't the group leader, ask them to do it for you so all of the tanks know where to go.

Once you are in the instance, you should be in the lead. If you don't know where you are going, and someone else does, let them lead, but stay right with them. When you see a mob, pause and make sure that everyone is ready, especially if it is a large group of mobs. Choose the highest level mob and mark it, as that is the one that you need to go for. Let the group know that you are ready, and then head in for your kill.

Use all your skills and abilities as a tank to kill the most powerful mob there. The others in your group will start picking off the others, or helping you with the one you have chosen. Once you slay that mob, move on to any others that are left standing. Make sure that you help to slay any mobs that are left so they don't hurt your other group members too much.

If an item comes up that is green, blue, or purple, and is one that you either need for a quest or that you can use or wear, it is always polite to ask if you can “need” the item instead of just doing it. More than likely, it won't be a problem, but there are always those few that will gripe about people needing. If you don't win it on a roll, it gives you the chance to go back to the instance with another group and regain the xp that you get from each instance until you gain the item you need to finish your quest.

Being a good tank is more than just knowing how to handle yourself in a fight, it takes a constant sense of where you are, what your strengths are, and how you can use them to become a great tank and to ensure that your group will make it through.

Keep your eye on this site as new guides are added each and every week. Be sure to bookmark this page and check out the other class specific guides to help make you a

Improved Heroic Strike - “Reduces the Rage cost of your Heroic Strike by 1,2 or 3 Rage points” Max 3 Points - Heroic strike isn’t really all that great of an ability, since this talent gives you a cost saving of 3 rage, but that still doesn’t help with the limitation that Heroic Strike has, which is that is "on next strike". Arms/MS warriors really should waste rage on heroic strike, and fury and protection warrior should always have enough rage coming in so that this talent isn’t as useful as it first seems.

Deflection rank - “Increases your Parry chance by 1,2,3,4,or 5%.” Max 5 points. - Parry is a great skill and makes a great way to start going into the Arms tree.

Improved Rend -“Increases the bleed damage of your Rend ability by 15,25,35%.” Max 3 Points. - This is a horrible talent. I doubt anyone would take it unless it wasn’t a pre-req for Deep Wound. Rend at Rank 7 does 147 damage offer 21 sec; this talent increases that by 51 points. Sure Dots ignore armor, but it is still a drop in the bucket. Deep Wound and Impale make taking this almost mandatory.

Improved Charge - “Increase the amount of rage generated by your Charge ability by 3 or 6.” Max 2 Points. - Charge gives you 15 rage at the start of battle, with this talent that is increase to 21. Now the first hit has no swing timer and if it hits, as an arms warrior this is more then enough for an immediate Mortal Strike Follow-up. With High Crit gear and some luck, you can severely damage opponents with this opening.

Tactical Mastery - “You retain up to 5,10,15,20 or 25 or your rage points when you change stances.” Max 5 Points. - The most important talent in the tree, being able to switch stances quickly at the right time causes a mediocre warrior to be great. This talent makes sure that you have a good amount of rage available to activate the ability that caused you to switch stances.

Improved Thunder Clap - Reduces the cost of your Thunder clap ability by 1,2,3 points.” Max 3 Points. - Thunder clap is VERY situational of a talent. It is really only useful in long PVE fights were the mob is hitting so hard that a 10% slowdown in attack speed actually makes a large difference on the damage output. 20 rage is expensive, but if you are a dps warrior on a boss fight you should have rage available every 30secs to refresh it on the boss.

Improved Overpower - “Increases the Critical Strike chance of your Overpower ability by 25, 50%” Max 2 Points. - Great talent for Arms warriors. Not so much for fury. This talents causes rogues nightmares. Rogues already don’t have a lot of health and an overpower cannot be dodged, blocked or parried. Thus, when overpower is up, you are very likely to get a crit. With large 2 handers that is a power hit. Dual Wielding Fury players are usually in berserker stance, and since you need to be in battle stance to overpower, this isn’t as useful nor as damaging since it only takes the main hand weapon damage.

Anger Management - “Increase the amount of time for your rage to decay out of combat by 30%”. 1 Point. - This ability is currently bugged, but not in a bad way. Rage fades out of combat at a rate of 3 rage per tick. Now, this talent makes it so that you only lose 2 rage per tick, and it does this by giving actually giving you 1 rage point per tick. The bug occurs when you are in combat. The 1 rage point per tick is still active, so you gain 1 rage every 6 seconds. Some what handy.

Deep Wounds - “Your critical strikes cause the opponent to bleed, dealing 20,40,or 60% of your melee weapon’s average damage over 12 sec.” Max 3 Points. - On a critical hit you, put a debuff on the target that cause 60% of you average weapon damage in 12 seconds. Now this doesn’t stack, and is only refreshed on another successful critical in the 12 seconds but it does add up.

Two-Handed Weapon Specialization - “Increases the damage you deal with two-handed weapons by 1, 2, 3, 4, or 5%.” Max 5 Points. - Rather generic, I personally prefer to specialize in one of the specific weapon choices, but good during leveling when you don’t know what weapon you will find.

Impale - “Increases the critical strike damage bonus of your abilities in Battle, Defensive and Berserker stance by 10 or 20%.” Max 2 Points. - 100% Grade A Good. Things can be immune against it though.

Axe Specialization - “Increases your critical strike chance with axes by 1, 2, 3, 4, or 5%.” Max 5 Points - If you want to life by burst damage critical hits is the way to go.

Sweeping Strikes - “Activate to cause your next 5 melee attacks to strike an additional nearby opponent. Cost 30 Rage, Requires Battle Stance, 30sec cooldown.” 1 Point. - Well, everyone takes it to get to Mortal Strike. But Sweeping Strike is useful in solo PVE when fighting 2 targets at the same time, with a lucky string of criticals you can kill both targets with the 5 swing charges that sweeping strike has.

Mace Specialization - “Gives you a 1, 2, 3, 4, or 5% chance to stun your target with a mace.” Max 5 Points. - Some people swear by it, others can’t stand it. I personally believe you need a specific weapon like earthshaker in order to take advantage of stunning people.

Sword Specialization - “Gives you a 1, 2, 3, 4, or 5% chance to get an extra attack on the same target after dealing damage with your sword.” Max 5 Points. - The tooltip is a bit misleading. Yes you get a 5% chance to hit someone again but now after every swing, your overall weapon swing timer gets reset. So if it does proc off of a special attack, then you will still get another hit, but you will wait your full swing timer again. Example you have a weapon with a 3.8 sec swing. Now you attack, wait 2 seconds use Mortal Strike and Sword Spec talent procs. You hit with MS and the extra Swing, but you now have to wait again 3.8 seconds for your next regular attack and not 1.8 seconds.

Polearm Specialization - “Increases your critical strike chance with polearms by 1, 2, 3, 4, or 5%.” Max 5 Points - Same as axe spec.

Improved Hamstring - “Gives your Hamstring ability a 5, 10, or 15% chance to immobilize the target for 5 sec.” Max 3 points. - Hamstring is the worse of any character slows in the game. This improves it so that it so that a little. Good for PVP, but not all that useful in PVE.

Mortal Strike - “A vicious strike that deals weapon damage plus 85, 110, 135, or 160 and wounds the target, reducing the effectiveness of any healing by 50% for 10 sec. Cost 30 rage, 5 yard range, 6 sec cooldown, 4 Ranks” 1 point. - Arguably the best melee attack in the game. It shines in both PVP and PVE. The debuff makes is the kicker in PVP, the 50% heal debuff on the target causes nightmares for all healers. The weapon damage was normalized in patch 1.8 so that all 2 handed weapons are set to 3.4 attack speed, meaning that slower, high damage weapons no longer have an advantage over quicker weapons.

Fury Talents

Booming Voice - “Increases the area of effect and duration of your Battle shout and Demoralizing Shout by 10, 20, 30, 40, or 50%”. Max 5 Points - Not all that great considering the other talent at the same level. Maxed out it increases your demoralizing shout and battle shout, to 45sec and 3 minutes respectively. And increase their range also by 5 and 10 respectively. Overall the 10 rage cost isnt going to break you to cast it more and the range increase isnt all that vital either. Cruelty is a much better talent.

Cruelty - “Increases your chance to get a critical strike with melee weapons by 1, 2, 3, 4, or 5%” Max 5 Points. - 5% critical hit increase is worth its weight in gold. Take this talent, always.

Improved Demoralizing Shout - “Increases the attack power reduction of your Demoralizing Shout by 8, 16, 24, 32, or 40%.” Max 5 Points. - This talent increase the rank 5 version of Demoralizing shout from 140 to 196. Since 14 AP equal 1 damage per second it is an add decrease of 4.0 dps for a total of 14.0 dps. Great for smaller or fast hitting enemies. Still in order get further into the Fury tree this is a nice place to put points for an arms warrior. Fury should go Unbridled Wrath.

Unbridled Wrath - “Gives you a 8, 16, 24, 32, 40% chance to get an additional rage point when you deal melee damage with a weapon.” Max 5 Points. - Even with the recent nerf, this is still a critical talent for fury warriors. Dual Wielding warriors work well with this, since both weapons count toward the hit. All this talent does is generate 1 rage point, so the hits need to come quickly, hence the reason Arms Warrior should stay away from this talent since their slow 2 Handers just don’t hit often enough.

Improved Cleave - “Increases the bonus damage done by your Cleave ability by 40, 80 or 120%.” Max 3 Points. - The tooltip is a little misleading. This talent ONLY increase the bonus that cleave gives. The rank 5 cleave has a bonus of 50 damage on top of weapon damage so the increase with 3 points in the talent in 60 for a total of a 110 damage bonus to cleave. Yet, to take advantage of this one needs to fight 2 targets often and that isn’t always possible. It's a mediocre talent.

Piercing Howl - "Ability: Causes all enemies near the warrior to be dazed for 6 sec. Cost 10 rage.” 1 Point. - Great talent for many situations. This includes stopping a rush of enemies in both PVP and PVE, and escaping from them or stopping them from escaping. Good talent.

Blood Craze - “Regenerates 1, 2, or 3% of your total Health over 6 sec after being the victim of a critical strike.” Max 3 Points - Consider how much this actually is. At level 60 a warrior usually has 5000 health so this skill gives you back 150 health. Really, you won’t break the bank with this. Only really useful if you plan on using lifesteal enchantments on weapons and equipment that allow you regen health while in combat.

Improved Battle Shout - “Increases the Attack Power bonus of your Battle Shout by 5, 10, 15, 20, 25%.” Max 5 Points - The rank 6 Battle Shout is 185 attack power increase, and with this talent that is upped to 231. That is a dps increase from 13.21 to 16.50 I take it since I can help not only myself but the entire party. The new Rank 7 Battle Shout that is available from AQ20 makes this even better from 232 (16.57dps) to 290 (20.71). Rogues love you for this, since their skills are multiplied by their attack power.

Dual Wield Specialization - “Increases the damage done by your offhand weapon by 5, 10, 15, 20, or 25%.” Max 5 Points - Offhand dps is usually only 25%, this increases that to 50%, which at level 60 with 40dps weapons means a 10 dps increase.

Improved Execute - “Reduces the Rage cost of your execute ability by 2, or 5 points.” Max 2 points - 2 points in this talent allows you to execute someone with 10 rage instead of 15. Does make execute more efficient and more bonus points are added on top. Yet the skill can only be used a 20%, so it does seem a little situational.

Enrage - "Gives you a 5, 10, 15, 20, 25% melee damage bonus for 12 sec up to a maximum of 12 melee swings after being the victim of a critical strike.” Max 5 Points. - Great talent that can push a warrior damage over the top. Recently decreased from 40% to 25% increase in damage at 5 points, yet the nerf doesn’t make it less desirable. Good against rogues since they crit a lot. The 12 seconds means about 4 attacks for MS warriors for extra damage.

Improved Slam - "Decrease the casting time of your Slam ability by 0.1, 0.2, 0.3, 0.4, or 0.5.” Max 5 Points. - Slam is still a substandard attack that is only useful when you are not getting hit yourself. This skill doesn’t change that, though it makes it a little better. Still, 5 points make this an expensive talent for a very limited skill.

Death Wish – “Ability: When activated, increases your physical damage done by 20% and makes you immune to Fear effects, but lowers your armor and resistances by 20%. Lasts 30sec. Cost 10 rage. Cooldown 3 min.” 1 Point. - Uber damage for a price.

Improved Intercept - “Reduces the cooldown of your Intercept ability by 5 or 10sec.” Max 2 Points. - Intercept has a 30 second cooldown, with this talent that is 20 seconds. Shines in PVP, where intercept is useful for the quick stun and getting back into melee range. Not that useful in PVE.

Improved Berserker Rage - “Berserker Rage ability will generate 5 or 10 rage when used.” Max 2 Points. - Rage comes quickly for a fury warrior this far into the tree, so this is a bit of a waste for a dual wielding warrior, but for a 2-handed fury warrior this is gold.

Flurry - “Increases your attack speed by 10, 15, 20, 25, 30% for 3 swings after dealing a critical strike.” Max 5 Points - With a high crit rate, a warrior will rip through targets. Great Talent.

Bloodthirst “Instantly attack the target causing damage equal to 45% of your attack power. In addition, the next 5 melee attacks will restore 10, 13, 17 or 20 health. This effect lasts 8 sec. Cost 30 rage. Cooldown 6sec. Range 5 yrds. 4 Ranks.” 1 Point - The reason why fury is better at leveling then arms. The 20 health per hit for 5 hits allows the fury warrior to stay in combat more continually then the arms warrior. It scales better then Mortal strike. Mortal Strike only gains .25 dps per 1 AP while Bloodthirst gains .45dps per 1 AP.

Protection Talents

Shield Specialization - “Increases your chance to block attacks with a shield by 1, 2, 3, 4, or 5% and has a 20, 40, 60, 80, 100% chance to generate 1 rage when a block occurs.” Max 5 Points. - Not a bad talent. 5% more block and the 1 rage per block are handy, but to block you always have to have a shield equipped. If you don’t always sword and board, then Anticipation is better. Improve Shield block does work well also.

Anticipation - “Increases your defense skill by 2, 4, 6, 8, or 10.” Max 5 Points. - 10 defense, always. Nothing to complain about it. Though the defense skill is not as powerful as it used to be.

Improved Bloodrage - “Reduces the Health cost of your Bloodrage ability by 25 or 50%.” Max 2 points. - Now bloodrage uses base health. And a warrior base health at 60 is about 2600. This skill uses 20% to activate for about 520 health, these 2 points lower it to 260. Bloodrage though is rather situational. So these 2 points are only worth it if you want Last Stand.

Toughness - “Increases your armor value from item by 2, 4, 6, 8, or 10%.” Max 5 Points. - More Armor. One could say that this is a good thing, but damage mitigation per point goes down with each point more you get. So as you get more armor the less you get out of hit meaning the less this skill is important. Still if you need to put points into Protection at Tier 2, this is the place.

Ir