Stratics - The Massively Multiplayer Network
Stratics Network Stratics Community Stratics Central  
WoW Stratics Front Page WoW Stratics Front Page
Home | Submit News | Submit a Poll | Submit a Screenshot  ]

Way Of The Warrior Version 1.2

By: Edward the Less

Way Of The Warrior Version 1.2
- Greetings Warrior!
- The Good
- The Bad
- Alliance
- Horde
- Talents
- Playing By The Numbers
- Weapon Trainers
- How To Play A Warrior
- Professions
- Conclusion

Greetings Warrior! 

I have gathered information from around the world. I have read many FAQs and guides from many websites and magazines, many with differing ideas, and then tried them out in-game to see what is right.

First you must know what a Warrior is. A Warrior is for the most part a tank. A tank in an Massive Multiplayer Online Role Playing Game (MMORPG) is the damage taker. You will attack the enemy and keep the enemy on you at all times. If you cannot keep the enemy on you, you have failed as a Warrior.

Starting out you will also be a good damage dealer but past level 20 or so other classes such as the Mage will pass you as the one doing most of the damage.

Your best friend as a Warrior will be the Priest. No other class can beat a Priest set up for full healing. Others can come close such as the Druid.

Starting out you can do fine with a Shaman or Paladin helping you with the hard stuff, but by level 45 to 50 they can no longer be the only healer in the group and you will need two of them or one of them and a Priest or Druid for a well balanced group.

As a Warrior you will have a variety of attack options and most likely will not be repeating the same thing over and over again. You can and will change the way you fight with each battle. You will also level faster than most other classes.

You have many things to offer a party such as a modest DOT (Damage Over Time), enemy damage debuff, and a melee buff of the group.

As a Warrior you are an active class that responds immediately to changes in a battle with Hamstring and Mocking Blow. You will also be changing your Stance with changes in the battle. There are three stances that changes the Warriors aspect, from Battle Stance that is balanced, Defensive Stance for protection, and Berserker Stance for more damage.

The more damage you do the more rage you gain. You will also gain a lesser amount of rage from the damage you take. Rage is used to do special attacks. When you are out of battle you will slowly loose the rage gained in battle.

Starting out you can and will be solo most of the time. Fight enemies two levels below your level. You will do more damage to them and therefore gain more rage for faster kills and less downtime. This is good advice for most classes also.

Here is the good and the bad of the Warrior class.

The Good 

  1. Variety of attack options
  2. Fast leveling
  3. Can solo very well
  4. Exciting play style
  5. Can wear heavy plate armor (at level 40)
  6. Can use all weapons except Wands

The Bad 

  1. Must find or buy top-notch weapons and armor frequently
  2. Not the greatest damage output. (Rogues, Warlocks, and Mages do more)
  3. Difficult to get into groups as there are plenty of Warriors
  4. Not much damage from ranged attacks (Warriors can use guns and bows)
  5. Can only use potions and First Aid to heal unless your a Draenei.

So now you know what a Warrior is and what a Warrior does and the good and bad of the Warrior and you still want to be a Warrior but what race?

First you must choose a faction. There are two factions, Alliance and Horde. The Alliance are the “pretty” races and the Horde are the “ugly” races. On most servers the Horde are better at PvP but there are fewer of them and they are more rude. The Alliance on most servers are not very good at PvP but there are more of them and they are less rude.

Here is a list of what races can be Warriors and what makes them good or bad at being a Warrior to help you choose.

Alliance 

Draenei

Gift of the Naaru: 40yd Range, 1.5 second cast, 3 minute cool down, Heals target of 50 damage over 15 seconds, Scales with level. Very nice, like a healing potion you can use on anyone.

Heroic Presence: Increases chance to hit by 1% for you and all party members in 30 yards. A nice little boost.

Jewlcrafting: Increases Jewlcrafting skill by 5. A nice boost if you take up Jewlcrafting.

Shadow Resistance: Increases shadow resistance by 10. Great for all the evil guys you fight who mostly use shadow magic.

Human:

Perception: Activate to dramatically increase stealth detection - Lasts 20 sec - 3 min cool down is useful for PvP.

The Human Spirit gives +5% spirit and is useless for a Warrior.

Diplomacy: 10% bonus to faction point gain is somewhat useful for gaining faction reputation.

Sword and Mace Specialization: +5 to sword and mace weapon skill is good if you plan on using swords or maces but is not really that big (about 1% more damage).

Night Elf:

Shadowmeld: activate while immobile and out of combat to enter stealth mode - lasts until canceled - 10 sec cool down is good for PvP.

Quickness gives you a +1% chance to dodge and is ok.

Wisp Spirit: Become a wisp when dead with movement speed increase of 50% (25% faster than normal ghost) is nice so you can get to your body faster after you die.

Nature Resistance adds 10 to your Nature Resistance and is good.

Dwarf:

Stoneform: While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor increases by 5% and speed reduced to 70% of normal. Lasts 20 sec. - 3 min cool down is ok.
+5 to gun skill fairly useless.

Frost Resistance: +10 Cold Resistance is nice.

Find Treasure: Activate to see treasure chests on mini map - lasts until canceled - no cool down. The Find Treasure skill is almost useless unless you have Engineering or Blacksmithing and their bombs and keys to open locked chests.

Gnome:

Escape Artist: Activate to break out of a Root or Snare effect - 1.5 sec cast - 1 min cool down is great for PvP.

Expansive Mind: Increase Intelligence by 5% is useless.

Arcane Resistance: +10 to arcane resistance is nice.

Engineering Specialization: +15 to Engineering skill can be useful if you go Engineering.

Horde 

Orc:

Blood Fury: Activate to increase base melee attack power by 25% for 15 sec but applies a healing effectiveness debuff for 45 sec after Bloody Fury wears off - lasts 15 sec - 2 min cool down is ok.

Hardiness: 25% resistance to stun and knockout effects is good.

Command: Pet melee damage increased by 5% is useless for a Warrior.

Axe Specialization is ok but does not really do a whole lot more damage (about 1% more damage).

Tauren:

War Stomp: Activate to stun up to 5 opponents within 8 yards - lasts 2 sec - 2 min cool down is the best racial talent and is great for a Warrior in PvE or PvP.

Endurance: Max Health increased by 5% is just what a Warrior needs.

Cultivation: 15 skill bonus to Herbalism is ok if you plan on making your own potions.

Nature Resistance: +10 to nature resistance is good.

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 cool down is great for PvP and some PvE.

Cannibalize: Activate to regenerate 7% of total health every 2 sec. by consuming Humanoid or Undead corpses within 5 yd - lasts 10 sec - 2 min cool down is good for soloing.

Underwater Breathing: Underwater breath lasts 300% longer than normal can help sometimes.

Shadow Resistance: +10 to shadow resist is good.

Troll:

Berserking: Activate after being the victim of a critical strike to increase attack and casting speed by 25% but take 10% more damage in the process - lasts 20 sec - 2 min cool down can be good for lower level enemies where you don't take a lot of damage.

Regeneration: 10% health regeneration bonus, 10% active in combat is so-so.

Beast Slaying: 5% damage bonus to Beasts is so-so also.

Throwing Specialization: +5 to Throwing Weapon skill is the most useless of all racial talents.

Bow Specialization: +5 to Bow skill and is not really useful for a Warrior.

Starting Stats:

Strength

Agility

Stamina

Intelligence

Spirit

Health

Draenei

24

17

21
21
22
50

Dwarf

25
17
25
19
19
90

Gnome

18
23
21
23
20
50

Human

23
20
22
20
20
60

Night Elf

19
25
21
20
20
50

Orc

26
17
24
17
21
80

Tauren

28
16
24
16
21
80

Troll

23
22
23
17
21
70

Undead

22
18
23
17
25
70

If you have know “What's the best race for a Warrior” Tauren would be it. Their War Stomp and +5% health really help out. If you go Alliance Dwarfs are setup nicely for a Warrior and Draenei with their healing spell is great for low level newbies new to the game.

Talents 

Here are the Warrior Talents. Talents specialize you in a certain area. Normally you spend points in two trees. Trees are different aspects of Warrior.

Arms

This tree provides Warriors various bonuses to existing weapon skills, access to new weapon skills, and training in weapon proficiency.

Improved Heroic Strike: Reduces the cost of your Heroic Strike ability by 1 Rage Point. Can be upgraded to Rank 3 with a maximum cost reduction of 3 Rage Points.

Deflection: Increases your chance to Parry an attack by 1%. Can be upgraded to Rank 5 with a maximum increase of 5% chance to Parry.

Improved Rend: Increases the bleed damage caused by your Rend ability by 25%. Can be upgraded to Rank 3 for a maximum increase of +75% bleed damage.

Improved Charge: (requires 5 points in Arms Talents): Increases the amount of rage generated by your Charge ability by 3 Rage Points. Can be upgraded to Rank 2 with a maximum increase of 6 additional Rage Points generated.

Iron Will: (requires 5 points in Arms Talents): Increases your chance to resist stun and charm effects by 3%. Can be upgraded to rank 5 with a 15% chance to resist stun and charm effects.

Improved Thunder Clap: (requires 5 points in Arms Talents): Decreases the Rage Cost of your Thunder Clap ability by 1 point, damage by 40%, and the slowing effect by an additional 4%. Can be upgraded to rank 3 with Rage Cost reduction of 4 points, +100% damage, and +10% to the slowing effect.

Improved Overpower: (requires 10 points in Arms Talents): Increases the critical strike chance of your Overpower skill by 25%. Can be upgraded to Rank 2 with a maximum increase of 50% critical strike chance.

Anger Management: (requires 10 points in Arms Talents): Generates 1 rage per 3 seconds.

Deep Wounds: (requires 10 points in Arms Talents): Your critical strikes cause the opponent to bleed, dealing 20% of your melee weapon's average damage over 12 seconds. Can be upgraded to Rank 3 with a maximum effect of 60% of your melee weapon's average damage over 12 seconds.

Two-Handed Weapon Specialization: (requires 15 points in Arms Talents): Increases the damage you deal with two-handed melee weapons by 1%. Can be upgraded to Rank 5 with a maximum increase of 5% damage dealt.

Impale: (requires 15 points in Arms talents, 3 points in Deep Wounds): Increases critical strike damage done by your abilities in Battle, Defensive, and Berserker stances by 10%. Can be upgraded to Rank 2 a maximum increase of 20% critical strike damage.

Poleaxe Specialization: (requires 20 points in Arms Talents): Increases your chance to get a critical strike with axes and polearms by 1%. Can be upgraded to Rank 5 with a maximum increase of 5% critical strike chance.

Sweeping Strikes: (requires 20 points in Arms Talents): 30 Rage cost, Instant Cast, 30 second cool down. Requires Battle Stance, requires melee weapon. Your next 5 melee weapon swings will strike an additional nearby opponent.

Mace Specialization: (requires 20 points in Arms Talents): Gives your melee attacks a chance to stun your target for 3 seconds and generate 2 rage when using a mace. Can be upgraded to Rank 5 with a higher chance to go off.

Sword Specialization: (requires 20 points in Arms Talents): Gives you a 1% chance to deal an additional attack after dealing damage with a Sword. Can be upgraded to Rank 5 yielding a maximum chance of 5%.

Weapon Mastery: (requires 25 points in Arms Talents): Increases skill with all weapons by 2 and increases your chance to resist Disarm effects by an additional 50%. Can be upgraded to rank 2 with an increase to all weapon skills of 4 and a 100% chance to resist Disarm effects.

Improved Hamstring: (requires 25 points in Arms Talents): Gives your Hamstring ability a 5% chance to Immobilize the target for 5 seconds. Can be upgraded to Rank 3 for a maximum 15% chance to Immobilize the target for 5 seconds.

Improved Disciplines: (requires 25 points in Arms Talents): Reduces the cool down of your Retaliation, Recklessness, and shieldwall abilities by 4 minutes and their duration by 2 seconds. Can be upgraded to rank 3 for a reduction of 10 minutes and and increase of 6 seconds.

Blood Frenzy: (requires 30 points in Arms Talents): Your Rend and Deep Wounds abilities also increase all melee damage to that target by 2%. Can be upgraded to rank 2 for an increase of 4%.

Mortal Strike: (requires 30 points in Arms Talents, 1 point in Sweeping Strikes): 30 Rage cost, Instant Cast, 6 second cool down, 5 yard range. Requires melee weapon. Deals a vicious strike that deals weapon damage plus 85 and wounds the target, reducing the effectiveness of any healing by 50% for 10 seconds. Trainable ranks are: Rank 2: +110, Rank 3: +135, Rank 4: +160, Rank 5: +230, Rank 6: +300.

Second Wind: (requires 30 points in Arms Talents): Whenever you are stuck by a stun or immobilize effect you will generate 10 rage and 5% of your total health over 10 seconds. Can be upgraded to rank 2 for a total generation of 20 rage and 10% of your total health.

Improved Mortal Strike: (requires 35 points in Arms Talents, 1 point in Mortal Strike): Reduces the cool down of your Mortal Strike ability by 0.2 seconds and damage it causes by 1%. Can be upgraded to rank 5 for a total of 1 second from the cool down and +5% to it's damage.

Endless Rage: (requires 40 points in Arms Talents): You generate 25% more rage from damage dealt.

Fury

This tree provides Warriors a bolster to their Shout abilities, bonuses to existing weapon skills, new abilities, and also contains many passive "trigger" talents that revolve around dealing and receiving a Critical Hit. Talents are as follows:

Booming Voice: Increases the area of effect and duration of your Battle Shout and Demoralizing Shout abilities by 10%. Can be upgraded to Rank 5 a maximum increase of 50% area of effect and Shout duration.

Cruelty: Increases your chance to get a critical strike by 1%. Can be upgraded to Rank 5 with a maximum increase of 5% Critical Hit chance.

Improved Demoralizing Shout: (requires 5 points in Fury Talents): Increases the attack power reduction of your Demoralizing Shout by 8%. Can be upgraded to Rank 5 with a maximum increase of 40% attack power reduction.

Unbridled Wrath: (requires 5 points in Fury Talents): Gives you an 8% chance to generate an additional Rage Point when you deal melee damage. Can be upgraded to Rank 5 yielding a maximum 40% chance to generate an additional Rage Point.

Improved Cleave: (requires 10 points in Fury Talents): Increases the bonus damage caused by your cleave ability by 40%. Can be upgraded to Rank 3 with a maximum increase of 120% additional bonus damage.

Piercing Howl: (requires 10 points in Fury Talents): 10 Rage cost, Instant Cast. Causes all enemies near the Warrior to be dazed, reducing movement speed by 50% for 6 seconds.

Blood Craze: (requires 10 points in Fury Talents): Regenerates 1% of your total Health over 6 seconds after being the victim of a critical strike. Can be upgraded to Rank 3 allowing a maximum of 3% of your total Health to be regenerated over 6 seconds.

Improved Battle Shout: (requires 10 points in Fury Talents): Raises the attack power bonus of your Battle Shout ability by 5%. Can be upgraded to Rank 5 for a maximum 25% increase to your attack power bonus.

Dual Wield Specialization: (requires 15 points in Fury Talents): Increases the damage done by off-hand weapons by 5%. Can be upgraded to Rank 5 with a maximum of 25% damage with an off-hand weapon.

Improved Execute: (requires 15 points in Fury Talents): Reduces the Rage Point cost of your Execute ability by 2 Rage Points. Can be upgraded to Rank 2 for a maximum decrease of 5 Rage Points.

Enrage: (requires 15 points in Fury Talents): Grants you an 5% melee damage bonus lasting 12 seconds up to a maximum of 12 swings after being the victim of a critical strike. Can be upgraded to Rank 5 for a maximum increase of 25% melee damage for 12 strikes over 12 seconds.

Improved Slam: (requires 20 points in Fury Talents): Decreases the casting time of your Slam ability by 0.5 seconds. Can be upgraded to Rank 5 for a maximum decrease of 1 second of casting time.

Death Wish: (requires 20 points in Fury Talents): 10 Rage cost, Instant Cast, 3 minute cool down When activated, increases your melee damage by 20%, grants immunity to Fear, but increases all damage taken by 5%. Lasts 30 seconds.

Improved Intercept: (requires 20 points in Fury Talents): Reduces the cool down time of your Intercept ability by 5 seconds. Can be upgraded to Rank 2 for a maximum cool down reduction of 10 seconds.

Improved Berserker Rage: (requires 25 points in Fury Talents): The Berserker Rage ability will generate 5 Rage Points when used, upgradeable to Rank 2 for a maximum of 10 Rage Points gained.

Flurry: (requires 25 points in Fury Talents, 5 points in Enrage): Increases your attack speed by 10% after dealing a Critical Strike. Can be upgraded to Rank 5 for a maximum 30% increased attack speed after dealing a Critical Strike.

Precision: (requires 30 points in Fury Talents): Increases your chance to hit with melee weapons by 1%. Can be upgraded to rank 3 for a +3% chance to hit.

Bloodthirst: (requires 30 points in Fury Talents, 1 point in Death Wish): 30 Rage Point cost, Instant Case, 5 yard Range, 6 second cool down Instantly attack the target causing 14 damage. In addition, the next 5 successful melee attacks will restore 10 health. This effect lasts 8 seconds. Trainable ranks are as follows: Rank 2: 13 health, Rank 3: 17 health, Rank 4: 20 health, Rank 5: 25 health, Rank 6: 30 health.

Improved Berserker Stance: (requires 35 points in Fury Talents): Increases attack power by 2% when in berserker stance. Can be upgraded to rank 5 for an attack power increase of 10%.

Rampage: (requires 40 points in Fury Talents, 1 point in Bloodthirst): 30 rage, instant, Warrior goes on a rampage, increasing attack power by 30 and causing most successful melee attack to increase attack power by an additional 30. This effect will stack up to 5 times. Last 30 seconds. This skill can only be used after scoring a critical hit. Trainable ranks are: Rank 2: +40 attack power, Rank 3: +50 attack power.

Protection

This is the tanking tree for the Warrior class, allowing many passive abilities that revolve around damage mitigation, hate control and threat production.

Improved Bloodrage: Increases the instant rage generated by your Bloodrage by 3. Can be upgraded to rank 2 for +6 rage generation.

Tactical Mastery: You will retain up to 5 Rage Points when switching stances. Can be upgraded to Rank 3 with a maximum retainment of up to 15 Rage Points.

Anticipation: Increases your Defense skill by 4 points. Can be upgraded to Rank 5 for a maximum Defense skill increase of 20 points.

Shield Specialization: (requires 5 points in Protection Talents): Increases your chance to block with a Shield by 1% and has a 20% chance to generate 1 Rage Point when a block occurs. Can be upgraded to rank 5 for a maximum 5% increased chance to block with a Shield and a 100% chance to generate 1 Rage Point when a block occurs.

Toughness: (requires 5 points in Protection Talents): Increases your armor value from items by 2%. Can be upgraded to Rank 5 for a maximum increase of 10% armor value from your items.

Last Stand: (requires 10 points in Protection Talents): Instant Cast, 8 minute cool down When activated, this ability grants you 30% of your maximum Hit Points for 20 seconds. After the effect expires, the Hit Points are lost.

Improved Shield Block: (requires 10 points in Protection Talents, 5 points in Shield Specialization): Allows your Shield Block ability to block an additional attack and increases the duration by 1 second.

Improved Revenge: (requires 10 Points in Protection Talents): Gives your Revenge ability a 15% chance to Stun a target for 3 seconds. Can be upgraded to Rank 3 for a maximum 45% chance to Stun a target.

Defiance: (requires 10 points in Protection Talents): Increases threat generated by your attacks by 5% while in Defensive Stance. Can be upgraded to Rank 3 for a maximum threat increase of 15% while in Defensive Stance.

Improved Sunder Armor: (requires 15 points in Protection Talents): Reduces the Rage cost of your Sunder Armor ability by 1 point. Can be upgraded to Rank 3 for a maximum 3 Rage Point cost reduction.

Improved Disarm: (requires 15 points in Protection Talents): Increases the duration of your Disarm ability by 1 second. Can be upgraded to Rank 3 for an overall 3 second duration increase.

Improved Taunt: (requires 15 Points in Protection Talents): Decreases the cool down of your Taunt ability by 1 second. Can be upgraded to Rank 2 for a maximum decrease of 2 seconds on your Taunt cool down

Improved Shield Wall: (requires 20 points in Protection Talents): Increases the effect duration of your Shield Wall ability by 3 seconds. Can be upgraded to Rank 2 for a maximum increase of effect duration by 5 seconds.

Concussion Blow: (requires 20 points in Protection Talents): 15 Rage Cost, Instant Cast, 5 yard range, Requires Melee Weapon, 45 second cool down Stuns the opponent for 5 seconds.

Improved Shield Bash: (requires 20 points in Protection Talents): Gives your Shield Bash ability a 50% chance to Silence the target for 3 seconds. Can be upgraded to Rank 2 for a maximum 100% chance to Silence your target.

Shield Mastery: (requires 25 points in Protection Talents): Increases the amount of damage absorbed by your shield by 10%. Can be upgraded to Rank 3 for +30% damage absorbed.

One-Handed Weapon Specialization: (requires 25 points in Protection Talents): Increases the damage you deal with One-Handed Melee Weapons by 2%. Can be upgraded to Rank 5 for a maximum damage increase of 10% with One-Handed Melee Weapons.

Improved Defensive Stance: (requires 30 points in Protection Talents): Reduces all spell damage taken in defensive stance by 2%. Can be upgraded to Rank 3 for 6% spell damage reduction.

Shield Slam: (requires 30 points in Protection Talents, 1 points in Concussion Blow): 20 Rage cost, Instant Cast, 5 yard range, 6 second cool down Slam the target with your Shield, causing 225-235 damage and has a 50% chance of dispelling 1 magic effect on the target. Also causes a high amount of threat. Trainable ranks are as follows: Rank 2: 264-276 damage, Rank 3: 303-317 damage, Rank 4: 342-358 damage, Rank 5: 410-430 damage, Rank 6: 478-502.

Focused Rage: (requires 30 points in Protection Talents): Reduces the rage cost of all your offensive abilities by 1. Can be upgraded to Rank 3 for a 3 rage point reduction.

Vitality: (requires 35 points in Protection Talents): Increases your total stamina by 1% and strength by 2%. Can be upgraded to Rank 5 for a total of +5% stamina and +10% strength.

Devastate: (requires 40 points in Protection Talents): 15 rage, 5yrd, Instant, Requires One-Hand melee weapon, an instant weapon attack that causes 50% of weapon damage +15 and additional threat for each application of sunder Armor on the target. In addition, this attack will renew the duration of the sunder armor effect. Trainable ranks are as follows: Rank 2: +25 damage, Rank 3: +35 Damage.

Here are all of the Warriors special abilities and attacks.

Arms

Heroic Strike : Increases melee damage by 11 and causes a high amount of threat. 15 rage

Rank 1:
level 1
11 damage
Free
Rank 2:
level 8
21 damage
2 silver
Rank 3: 
level 16
32 damage
20 silver
Rank 4:
level 24
44 damage
80 silver
Rank 5:
level 32
58 damage
1 gold 40 silver
Rank 6: 
level 40 
 80 damage
2 gold 20 silver
Rank 7:
level 48
111 damage
 4 gold
Rank 8: 
level 56
138 damage
5 gold 80 silver
Rank 9:

level 60

157 damage

6 gold
Rank 10: level 66 176 damage 6 gold 50 silver

Charge: Charge an enemy, generating 9 rage, and stun for 1 second. Cannot be used in combat. 8-25 yards, instant, battle stance, and 15 second cool down

Rank 1:
level 4 
Generates 9 rage 
1 silver
Rank 2:
level 26
Generates 12 rage  
1 gold
Rank 3:
level 46 
Generates 15 rage  
3 gold 60 silver

Rend: Wounds the target causing them to bleed for 15 damage over 9 seconds. 10 rage, 5 yards, requires melee weapon, instant, battle and defensive stance.

Rank 1:
level 4     
15 damage over 9 seconds
1 silver
Rank 2:
level 10
28 damage over 12 seconds
6 silver
Rank 3:
level 20
45 damage over 15 seconds
40 silver
Rank 4:
level 30  
 66 damage over 18 seconds
1 gold 20 silver
Rank 5:
level 40
98 damage over 21 seconds
2 gold 20 silver
Rank 6:
level 50 
126 damage over 21 seconds
4 gold 20 silver
Rank 7:
level 60  
147 damage over 21 seconds 
 6 gold 20 silver
Rank 8: level 68

182 damage over 21 seconds

6 gold 50 silver

Thunder Clap: Blasts nearby enemies with thunder slowing their attack speed by 10% for 10 seconds and doing 10 damage to them. Will affect up to 4 targets. 20 rage, instant, 4 second cool down, battle stance.

Rank 1:
level 6 
10 seconds 
10 damage
1 silver
Rank 2:
level 18
14 seconds
23 damage
30 silver
Rank 3:
level 28
 18 seconds 
37 damage  
 1 gold 10 silver
Rank 4:
level 38
22 seconds
55 damage 
2 gold
Rank 5:
level 4
26 seconds
 82 damage
4 gold
Rank 6:
level 58
30 seconds
103 damage 
 6 gold
>Rank 7: level 67

30 seconds

123 damage

6 gold 50 silver

Hamstring: Maims the enemy, causing 5 damage and slowing the enemy's movement to 60% of normal for 15 seconds. 10 rage, 5 yards, instant, requires melee weapon, battle and berserker stance

Rank 1: level 8    
5 damage
60% speed 
 2 silver
Rank 2: level 32
18 damage
55% speed
1 gold 40 silver
Rank 3: level 54
45 damage
50% speed
5 gold 60 silver
Rank 4: level 67

63 damage

50% speed

6 gold 50 silver

Overpower: Instantly overpower the enemy, causing weapon damage plus 5. Only usable after the target dodges. Overpower cannot be blocked, dodged, or parried. 5 rage, 5 yards, instant, 5 second cool down, requires melee weapon, battle stance.

Rank 1: level 12        
+5 damage
10 silver
Rank 2: level 28       
+15 damage
1 gold 10 silver
Rank 3: level 44       
+25 damage
 3 gold 40 silver
Rank 4: level 60       
+35 damage
6 gold 20 silver

Mocking Blow: A mocking attack that causes 22 damage, a moderate amount of threat and forces the target to focus attacks or you for 6 seconds. 10 rage, 5 yards, instant, 2 minute cool down, requires melee weapon, battle stance.

Rank 1: level 16
22 damage
20 silver
Rank 2: level 26 
31 damage
1 gold
Rank 3: level 36
46 damage
1 gold 80 silver
Rank 4: level 46        
71 damage
3 gold 60 silver
Rank 5: level 56      
93 damage
5 gold 80 silver

Rank 6: level 65

114 damage

6 gold 50 silver

Retaliation: Instantly Counterattack any enemy that strikes you in melee for 15 seconds. Melee attacks made from behind cannot be counter attacked. A maximum of 30 attacks will cause retaliation. Instant, 30 minute cool down, battle stance. Level 20, 40 silver.

Mortal Strike: A vicious strike that deals weapon damage plus 85 and wounds the target, reducing the effectiveness of any healing by 50% for 10 seconds. 30 rage, 9 yards, instant, 6 second cool down, requires melee weapon.

Rank 1:
 30 points in Arms talents with 1 being in Sweeping Strikes.
Rank 2: Level 48         
+110 damage
20 silver
Rank 3: Level 54          
+135 damage
28 silver
Rank 4: Level 60           
+160 damage
 
31 silver
Rank 5: Level 66 +185 damage 32 silver 50 copper
Rank 6: level 70 +210 damage 32 silver 50 copper

Defense

Parry: Gives a chance to parry enemy melee attacks. Requires melee weapon. Level 6, 1 silver.

Dual Wield

Dual Wield: Allows one-hand and off-hand weapons to be equipped in the off-hand. Level 20, 40 Silver.

Fury

Battle Shout: The Warrior shouts, increasing the attack power of all party members within 20 yards by 15. Lasts 2 minutes. 10 rage, instant.

Rank 1: Level 1 
+15 attack power
10 copper
Rank 2: Level 12       
+35 attack power
10 silver
Rank 3: Level 22     
+55 attack power 
60 silver
Rank 4: Level 32     
+85 attack power
1 gold 40 silver
Rank 5: Level 42     
+130 attack power
3 gold 20 silver
Rank 6: Level 52 
+185 attack power
5 gold 40 silver
Rank 7: Level 60 +232 attack power 6 gold 50 silver
Rank 8: Level 69 +305 attack power 6 gold 50 silver

Demoralizing Shout: Reduces the attack power of all enemies within 10 yards by 35 for 30 seconds. 10 rage, instant.

Rank 1: Level 14          
-35 enemy attack power
15 silver
Rank 2: Level 24        
-55 enemy attack power 
80 silver
Rank 3: Level 34         
-70 enemy attack power 
1 gold 60 silver
Rank 4: Level 44      
-105 enemy attack power 
3 gold 40 silver
Rank 5: Level 54     
-140 enemy attack power 
5 gold 60 silver

Rank 6: Level 62

-220 enemy attack power

6 gold 50 silver

Rank 7: Level 70

-300 enemy attack power

6 gold 50 silver

Cleave: A sweeping attack that does your weapon damage plus 5 to the target and his nearest ally. 20 rage, next melee attack, requires melee weapon.

Rank 1: Level 20         
weapon damage +5
40 silver
Rank 2: Level 30        
weapon damage +10
1 gold 20 silver
Rank 3: Level 40       
weapon damage +18
2 gold 20 silver
Rank 4: Level 50       
weapon damage +32
4 gold 20 silver
Rank 5: Level 60        
weapon damage +50
6 gold 20 silver

Rank 6: Level 68

weapon damage +70

6 gold 50 silver

Intimidating Shout: The Warrior shouts, causing the targeted enemy to stay and fight. Up to 5 total nearby enemies will flee in fear. Lasts 8 seconds. 25 rage, 10 yards, instant, 3 minute cool down Level 22, 60 silver.

Execute: Attempt to finish off a wounded foe, causing 125 damage and converting each extra point of rage into 3 additional damage. Only usable on enemies that have 20% or less health. 15 rage, 5 yard, instant, requires melee weapon, battle and berserker stance.

Rank 1: Level 24 
125 damage
3:1 rage damage
80 silver
Rank 2: Level 32 
200 damage
6:1 rage damage 
1 gold 40 silver
Rank 3: Level 40
325 damage
9:1 rage damage
2 gold 20 silver
Rank 4: Level 48
450 damage
12:1 rage damage
4 gold
Rank 5: Level 56
600 damage
15:1 rage damage
5 gold 80 silver

Rank 6: Level 65

750 damage

18:1 rage damage

6 gold 50 silver

Rank 7: Level 70

925 damage

21:1 rage damage

6 gold 50 silver

Challenging Shout: Forces all nearby enemies to focus attacks on you for 6 seconds. 5 rage, instant, 10 minute cool down Level 26, 1 gold.

Slam: Slams the opponent, causing weapon damage plus 32. 15 rage, 5 yards, 1.5 second cast, requires melee weapon.

Rank 1: Level 30
weapon damage +32
1 gold 20 silver
Rank 2: Level 38
weapon damage +43
2 gold
Rank 3: Level 46
weapon damage +68
3 gold 60 silver
Rank 4: Level 54 
weapon damage +87
5 gold 60 silver

Rank 5: Level 61

weapon damage +105

6 gold 50 silver

Rank 6: Level 69

weapon damage +140

6 gold 50 silver

Berserker Rage: The Warrior enters a berserker rage, becoming immune to fear and incapacitate effects and generating extra rage when taking damage. Lasts 10 seconds. Instant, 30 second cool down, berserker stance. Level 32, 1 gold 40 silver.

Whirlwind: In a whirlwind of steel you attack up to 4 enemies within 8 yards, causing weapon damage to each enemy. Berserker stance. Level 36, 1 gold 80 silver.

Pummel: Pummel the target for 20 damage. It also interrupts spell casting and prevents any spell in that school from being cast for 4 seconds. 10 rage, 5 yards, instant, 10 second cool down, berserker stance.

Rank 1: Level 38
20 damage
2 gold
Rank 2: Level 58
50 damage
6 gold

Intercept: Charge an enemy, causing 25 damage and stunning it for 3 seconds. 10 rage, 8-25 yards, instant, 30 second cool down, berserker stance. Can be used in combat. Requires quest The Islander.

Rank 1: Level 30
25 damage
1 gold
Rank 2: Level 42
45 damage
3 gold 20 silver
Rank 3: Level 52 
65 damage
5 gold 40 silver
Rank 4: Level 61 85 damage 6 gold 50 silver
Rank 5: Level 69 105 damage 6 gold 50 silver

Bloodthirst: Instantly attack the target causing 14 damage. In addition, the next 5 successful melee attacks will restore 10 health. This effect lasts for 8 seconds. 30 rage, 9 yards, instant, 6 second cool down 1 point Death Wish and a total of 30 points in Fury talents.

Rank 2: Level 48
13 health restored for 5 attacks
20 silver
Rank 3: Level 54
17 health restored for 5 attacks
28 silver
Rank 4: Level 60
20 health restored for 5 attacks
 31 silver
Rank 5: Level 66
25 health restored for 5 attacks
32 silver 50 copper
Rank 6: Level 70
30 health restored for 5 attacks
32 silver 50 copper

Recklessness: The Warrior will cause critical hits with most attacks and will be immune to fear effects for the next 15 seconds, but all damage taken is increased by 20%. Instant, 30 minute cool down, berserker stance. Level 50, 4 gold 20 silver.

Rampage: (requires 40 points in Fury Talents, 1 point in Bloodthirst): 30 rage, instant, Warrior goes on a rampage, increasing attack power by 30 and causing most successful melee attack to increase attack power by an additional 30. This effect will stack up to 5 times. Last 30 seconds. This skill can only be used after scoring a critical hit. Trainable ranks are: Rank 2: +40 attack power, Rank 3: +50 attack power.

Rank 2: Level 60
+40 attack power
31 silver
Rank 3: Level 70
+50 attack power
32 silver 50 copper

Victory Rush: Instantly attack the target causing 11 damage. Can only be used 15 seconds after killing an enemy that yields experience or honor. Damage is based on your attack power. Level 62, 5yd, instant, 15 second cool down, requires battle stance or berserker stance. 5 gold 80 silver.

Commanding Shout: Increases total health of all party members within 20 yards by 730. Lasts 2 minutes. Level 68, 10 rage, instant. 6 gold 50 silver.

Plate Mail

Plate Mail: Allows plate armor to be equipped. Level 40, 2 gold 20 silver.

Protection

Bloodrage: Generates 10 rage at the cost of health, and then generates an additional 10 rage over 10 seconds. The Warrior is considered in combat for the duration. 4 health, instant, 1 minute cool down Level 10, 6 silver.

Shield Bash: Bashes the target with your shield for 6 damage. It also interrupts spell casting and prevent any spell in that school from being cast for 6 seconds. 10 rage 5 yards, instant, 12 second cool down, requires a shield, battle and defensive stance. Level 12, 10 silver.

Rank 1: Level 12
6 damage
10 silver
Rank 2: Level 32
18 damage
1 gold 40 silver
Rank 3: Level 52
45 damage
 5 gold 40 silver
Rank 4: Level 54
63 damage
6 gold

Revenge: Instantly counterattack an enemy for 12 to 14 damage and a high amount of threat. Revenge must follow a block, dodge, or parry. 5 rage, 5 yards, instant, 5 second cool down, requires melee weapon, defensive stance.

Rank 1: Level 14
12-14 damage
15 silver
Rank 2: Level 24
18-22 damage
80 silver
Rank 3: Level 34
25-31 damage
1 gold 60 silver
Rank 4: Level 44
43-53 damage
3 gold 40 silver
Rank 5: Level 54         
64-78 damage
5 gold 60 silver
Rank 6: Level 60
81-99 damage
5 gold 60 silver
Rank 7: Level 63
86-104 damage
6 gold 50 silver
Rank 8: Level 70
99-121damage
6 gold 50 silver

Shield Block: Increases your chance to block by 75% for 5 seconds, but will only block 1 attack. 10 rage, instant, 5 second cool down, requires a shield, defensive stance. Level 16, 20 silver.

Disarm: Disarm the enemy's weapon for 10 seconds. 20 rage, 5 yards, instant, 1 minute cool down Level 18, 30 silver.

Stance Mastery: You retain up to 10 points of your rage points when you change stances.

Sunder Armor: Sunders the targets armor, reducing it by 90 per sunder armor and causing a high amount of threat. Can be applied up to 5 times. Lasts 30 seconds. 15 rage, 5 yards, instant, requires melee weapon.

Rank 1: Level 10
-90 armor per sunder
4 silver
Rank 2: Level 22      
-180 armor per sunder
60 silver
Rank 3: Level 34
-270 armor per sunder 
1 gold 60 silver
Rank 4: Level 46
-360 armor per sunder
3 gold 60 silver
Rank 5: Level 58
-450 armor per sunder
6 gold
Rank 6: Level 67
-520 armor per sunder
6 gold 50 silver

Shield Wall: Reduces the damage taken from melee, ranged, and spell attacks by 75% for 10 seconds. Instant, 30 minute cool down, requires shield, defensive stance. Level 28, 1 gold 10 silver.

Shield Slam: Slam the target with your shield, causing 288 to 352 damage and has a 50% chance of dispelling 1 magic effect on the target. Also causes a high amount of threat. 30 rage, 9 yard, 6 second cool down

Rank 1: 
Requires 1 point in concussion blow and a total of 30 points in protection talents.
 
Rank 2: Level 48 
342-418 damage
20 silver
Rank 3: Level 54
396-484 damage
28 silver
Rank 4: Level 60         
450-550 damage
 31 silver

Devastate: (requires 40 points in Protection Talents): 15 rage, 5yrd, Instant, Requires One-Hand melee weapon, an instant weapon attack that causes 50% of weapon damage +15 and additional threat for each application of sunder Armor on the target. In addition, this attack will renew the duration of the sunder armor effect.

Rank 1:
+15 damage
Requires 40 points in Protection Talents
Rank 2: Level 60
+25 damage
31 silver
Rank 3: Level 70
+35 damage
32 silver 50 copper

Spell Reflection: Raise your shield, reflecting the next spell cast on you. Lasts 5 seconds. 25 rage, Instant, 10 second cool down requires shield, battle stance, defensive stance. Level 64, 6 gold 50 silver.

Intervene: Run at high speed towards a party member, intercepting the next melee or range attack made against them. 10 rage, instant, 8-25 yards, 30 second cool down, requires defensive stance. Level 70, 6 gold 50 silver

Playing By The Numbers 

I have here a few formulas that are used to figure out many of a Warriors stats. I've checked on these to see if they work and so far these have. Others that I've tried have not worked and I am trying to get the correct formulas.

Attack Power: (Character level x 3) + (Strength x 2) - 20= Attack Power

Ranged Attack Power: Character level + Agility – 20=Ranged Attack Power

14 attack power equals 1 damage per second, before modifications. Items that provide raw Attack Power contribute this amount to Ranged Attack Power as well as melee. Buffs that provide raw Attack Power contribute nothing to Ranged Attack Power. +28AP from Death's Embrace Head & Leg ZG enchant does not count as RAP either.

Agility: 1 Agility = 1 Stamina = 2 Strength = .1% Crit. = .2% Dodge = .13% Parry = .13% To Hit = 2 Attack Power = 5 Daggers = 4 Any Resistance = 5 Health/5 Sec. = 50 Armor.

Stamina: 1 Stamina= 10 health. Note Taurens receive 10.5 health for each point of Stamina.

Strength: Increases damaged blocked with a shield. 1 Strength= 2 melee Attack Power.

Armor: 2 x Agility + Armor Items.

%Reduction= (armor/(armor + 400 + 85 x Enemy Level)) x 100.

To calculate the amount of armor needed for maximum mitigation use this formula. Armor= 1200 + 255 x Enemy Level.

Damage reduction is capped at 75%

Defense: 1 defense skill equals 0.04% to parry, dodge, and block.

Reduces the chance to be hit with a critical by 0.04% for each point of defense.

Each point of defense will decrease the chance of being hit by a crushing blow by 2%. Any creature 3 levels above the characters level can land a crushing blow. Minimum chance is 15%

After patch 2.0 items now give bonuses to Defense Rating instead of Defense. 1.5 Defense Rating= 1 Defense skill.

Block: Block%= 5% base chance + Block Rating + Talents + ((Defense Skill – Enemy weapon skill) x 0.04)

Block Rating from items gives you 1% for each 5 points of Block Rating at level 60. At level 70 you gain 1% for each 7.9 points of Block Rating.

shield block value + ((Strength/20) - 1)= Damage blocked.

If you have the Shield Mastery talent the formula becomes (shield block value x 1.3) + ((Strength/20) – 1).

Note that the amount of damaged blocked is calculated AFTER damaged mitigation for both armor and defensive stance (if your using defensive stance when hit).

Threat: 1 damage dealt= 1 threat, 1 rage gained= 5 threat, 1 health gained= 0.5 threat.

Dual Wield: +24% chance to miss. 50% less damage on off-hand weapon. Talents can increase that to 62.5% of the off-hand weapons damage.

Instant Melee Attacks: weapon damage range + attack power x a fixed number for weapon type.

Two-Hand weapon= 3.3
Daggers= 1.7

All others= 2.4 Normal weapon attacks are not affected only Whirlwind, Mortal Strike, and Overpower. It was changed to the fixed number from weapon speed as slower weapons did a lot more damage. Now they are more even.

Talent Builds

Ok now we get to the most asked question “What talents should I have?”. It all depends on what kind of Warrior you want to be. There are three main classes, Tank, Damage, and Hybrid.


A tank is used more for instances, PvE, and groups.
Here is a tank build.

Arms

Deflection 5/5
Iron Will 5/5 Anger Management 1/1

Protection

Tactical Mastery 5/5
Anticipation 5/5 Shield Specialization 5/5
Toughness 5/5
Last Stand 1/1 Improved Shield Block 1/1
Defiance 3/3
Improved Sunder Armor 3/3 Improved Disarm 3/3 Improved Taunt 2/2 Improved Shieldwall 2/2
Concussion Blow 1/1 Shield Mastery 3/3
One-handed Weapon Specialization 5/5
Shield Slam 1/1 Improved Defensive Stance 1/3 Shield Slam 1/1 Vitality 5/5 Devastate 1/1

Some might question having defiance instead of heroic strike but in the higher level instances the enemies have aggro wipe abilities and are immune to taunt. Anger management is very useful in longer fights where it's rage generation will allow another special ability or two to be used.


 

I will have to wait for The Burning Crusade to go live before I can add more talent builds. I will need time to see how they really work at level 70 but the tank build above is being used on the beta server and is working well


A few talents every build should want are Cruelty, Tactical Mastery, and Deflection.

Cruelty give you more critical hits and Warriors really need more critical hits.

Tactical Mastery is needed as the best Warriors do not stay in just one stance but move from one stance to the next as the fight unfolds. Tactical Mastery will allow you to keep your rage up so you don't waste valuable time building it back up.

Deflection raises your parry chance by 5%. The less you get hit the better. Also a parry allows you to use Revenge, one of the best aggro holding abilities, so parrying more often allows you to use Revenge more often.

Weapon Trainers 

Here is a list of the weapon trainers and what weapons they can train you for.

Thunder Bluff (Lower Rise): Ansekhwa. One and Two Hand Maces, Staves, and Guns.

Undercity (War Quarter): Archibald. Crossbows, Daggers, One and Two Hand Swords, And Polearms.

Orgrimmar (Valley of Honor): Hanashi. Bows, One and Two Hand Axes, Staves, and Thrown.

Orgrimmar (Valley of Honor): Sayoc. Bows, Daggers, Fist, One and Two Hand Axes, and Thrown.

The Exodar (The Traders Tier, Third level of the platform): Handiir. Daggers.

Silvermoon City (Farstriders' Square): Lleda. Bows, Polearms, and Thrown.

All weapons can be trained at level 1 and training cost 10 silver but for Polearms. Polearms have to be trained at level 20 and cost 1 gold to train.

How To Play A Warrior 

Player Vs. Environment

Now that you know what kind of warrior your going to be, you now need to know the basics of how to play. I will first start off with Player Vs. Environment.

Solo

When going solo use a two-hand weapon so you can do the most damage you can. It takes longer with a one-hand weapon and shield and the extra armor of the shield does not offset the lower damage of the one-hand weapon.

In a group the Mage, Warlock, or Rogue will be your weapon and they will offset the lower damage of your one-hand weapon and you will offset their cloth or leather armor.

Fight enemies two levels lower than you. You will still gain good experience and should not need to stop for healing.

You will mostly use Battle or Berserker stance when soloing.

Try to start a fight with a charge. If you can't because it will aggro too many other enemies then use a thrown weapon to try to pull one or a few of them instead of the whole group. Why a thrown weapon you ask? Because a bow or gun requires you to give up a bag for an ammo pouch or quiver where as thrown weapons don't. Even though a gun, bow, or crossbow does more damage than thrown weapons it really does not offset the loss of a bag, more so when soloing.

Next use Rend. It works great on enemies who last long enough for the Rend to do it's magic. If the enemies are dropping like flies then Rend is not worth it. This should not be the case when fighting enemies two levels below you so Rend will be well used.

Next get in a Battle Shout if it's not up already. Make sure Battle Shout never goes down during a battle.

If you aggroed more than one enemy then you will need to use Demoralizing Shout before building rage. You may also need to use a Demoralizing Shout when fighting enemies of your same level and more so when they are of a higher level than you. When solo you have only potions to heal you so stopping damage is key to staying alive when fighting higher level enemies.

Bandages can be used during combat but if you get hit it will break the healing so they are not very good for a Warrior and more so when soloing during combat.

Now do a few normal swings until you have 50% or more rage.

Now use a Heroic Strike or Mortal Strike (if you have it). The enemy should be low on health now. If the enemy is a humanoid then they will normally run about now so Hamstring them when they have about 20% health.

Every fight will be different and this is just a basic guide to how a fight with an enemy two levels lower than you will go. Only time will give you the skill to know what to do in every fight.

Enemies who run are better handled by front loading damage. They will run sooner and do less damage to you because they are running away and not fighting you. Just remember to pull them away from other enemies and Hamstring them and they are doomed.

On the other hand enemies who use abilities when their health is low, mid to high level Ogers for example who have Enrage, are better handled by dumping all your damage at the end of the fight before their Enrage abilities can do much damage to you.

Group

In group PvE the Warrior is “meat shield”. Your job is to fight the enemy and keep the enemy on you so that others like the Priest, Warlock, and Mage don't get killed. They only have “paper armor” of cloth and cannot take very many hits before they die.

When grouping with others you will want a well balanced group if possible. You will want a tank (that's you), a healer/rezzer (a Priest or Druid), a damage dealer (a Mage, Warlock, or Rogue), and the last needed is an off-tank (a Paladin, Shaman, or another Warrior). The last slot can be taken by any class but Hunters make for very good pullers if they have the skill.

As the main tank you will need a one-hand weapon and a shield. Don't forget food buffs as they supply extra Stamina. Cooking is not just for sissy Mages and Priests.

Keep extra rage at all times. I would never let it fall below 10%. You never know when a Priest, Mage or Warlock will do a critical and gain aggro. Use the extra rage to do a Mocking Blow, Taunt or Challenging Shout to get aggro back. You don't really have time for a swing or two to build the rage necessary to use an instant aggro skill. By the time you get a swing or two off to get the rage necessary the cloth wearing class will almost be dead or the Priest will have to have used up mana to keep them from dying.

Also you want the extra rage for the end of a fight if the enemy runs, you can then Hamstring them.

After loosing aggro and getting it back, use a high threat attack like Sunder Armor to keep the enemy on you.

But how does aggro work you say? As best as can be figured a monster will attack a target until another player does 10% more damage to it. So if a Mage does 100 damage then stops attacking the monster will stay on the Mage until someone else does a total of 110 damage to it.

Warriors get a boost to their threat in Defensive Stance of +30%. In Battle Stance and Berserker Stance, all threat from a Warrior is -20%. Defiance adds 5%-15% while in Defensive Stance depending on how many points you put into it.

From what people can tell threat does not decay. You can hit an enemy for 100 damage and it will stay on you until the server goes down, you run away, or someone does 10% more damage to it than you did.

For each point of damage done by a Warrior a healer must heal two points of health to gain aggro as best as can be figured.

If you can, try to always start a fight with a charge. If your not the puller then let the puller pull a target while you back away from the group a bit. When the enemy starts running for the puller wait until it is two or three feet from the puller then charge.

Try to keep the enemy at least 30 yards away from any other enemies. If they run and you can't stop them for some reason you want room enough to kill them before they reach help.

Do no special attacks until you build up at least 50% rage. If you have a good weapon that should not take long.

Rend is good if the fight will last a while and the enemy does not drop fast.

Demoralizing Shout would be the next thing to do as it will really help lower the amount of damage they do to you. The healer will thank you. Also if there are more than one enemy it will get aggro on all of them.

A Thunder Clap helps if you have two or more enemies on you after the Demoralizing Shout. Don't use Thunder Clap if a Mage has Polymorphed the second enemy.

Use defensive stance as much as possible to help keep your health and threat up.

If you see that your going to die then try to move to an area with no enemies so that you can be rezed in a safe area or can run back to your body and rez without aggroing.

If you are the second Warrior in the group and there are no Paladins or Shamans then you will be the off-tank. The off-tank will help the main tank when there is just one enemy. When there are two enemies the off-tank will fight the second enemy. This is where Sweeping Strikes is good, you can fight the second enemy while still helping the main tank.

At all times your main job as the off-tank is TO PROTECT THE HEALER! No matter what happens you are to stop any and all enemies from attacking the healer. If three enemies attack the party and two go for the tank and one goes for the healer, don't help the tank with the second enemy, go after the one that's attacking the healer.

As the off-tank you are third in line to be healed and are expendable. The first in line is the main tank, the second is the healer themselves then you (normally). Because of their healing abilities Paladins and Shamans make great off-tanks.

The higher level Warrior should be the main tank and the lower level Warrior should be the off-tank if there are two Warriors in a group.

When going solo use a two-hand weapon and when off-tanking.

Always carry a shield, one-hand weapon and a two-hand weapon that's within five levels of your level unless it's blue or purple then it can go a bit longer, because you never know when you will be the main tank or the off-tank.

Player Vs. Player

I don't do a lot of PvP so much of this is from reading other guides and asking questions of level 60 Warriors in-game. I have started to do some battlegrounds with my Warrior and have tried the things the guides and other Warriors have told me to see if it was valid advice. With the new Burning Crusade talents I will have to review this section when I get enough information on each class.

One On One

First I will start with one on one PvP and will list each class and what I have learned so far after fighting them in battlegrounds and in raids like The Crossroads.

Druid

Druids are a jack of all trades type character. Most of the time they will go into bear form and melee you until their health gets low then go into humanoid form, root you, back away and heal then go back into bear form.

When they come at you in bear form treat them like a Warrior. Sunder armor is good to use. When they go into humanoid form when their health is low wait until you see their hands turn green, than means they are about to cast a spell. Most will root but some try to heal right there, either one needs to be stopped with a Pummel, Shield Bash, or if your a Tauren you could save the Pummel or Shield Bash and do a Warstomp.

Next get a Mortal Strike in if you have it. It will reduce the amount they will heal by 50%.

If they do root you then use the Corporal Trinket if you got it or a free action potion. Try to use as few and as little rage as you can when they are in bear form then unload all you can when they are in humanoid form.

Humanoid form and spell interruption abilities are what will get them.

Hunter

Distance is your worse enemy. If the Hunter gets away from you and stays that way for very long your burnt toast.

First ignore the pet and do not hit it. The pet is there to keep you away from the Hunter.

Charge the Hunter and use Hamstring first and keep it on them at all times. Next use Intimidating Shout so that their pet runs away. A Rend next is good if the Hamstring is still up and the Hunter is still near you.

Next if they are still near you Disarm them.

When the pet comes back from the Intimidating Shout the Hunter will try to run again so use a Piercing Howl to stun both the pet and the Hunter.

Avoid the freezing traps the Hunter will drop. When they run look to the ground for them and do not run straight at them, Go forward and then use the A or D key to run slant ways left or right.

If they do get away and you have Intercept use it then Hamstring again. If you can stay on them and keep them from running away you should be able to take them down.

Mage

Again range is the killer here. The Mage will kill you in the “Blink” of an eye. The Mage will use Frost Nova on you then Blink away and nuke you with spells. If they get low on health they will Blink away then Polymorph you and use a potion or bandage.

As always try to Charge them first then use Intimidating Shout to keep them from running away, if your a Tauren Warstomp can be used if you don't have the rage.

Hamstring them at all times and if they Polymorph you try to get off Bloodrage. It cost health but while Polymorphed you will regain your health faster.

Pummel and Shield Bash are your friends when fighting casters.

Also if they use Frost Nova an Intimidating Shout will keep them from getting too far so use it as fast as you can when they Frost Nova you.

Paladin

Your in for a long fight but not impossible. At level 40 they have Plate Armor and at lower levels they have a shield and healing.

Charge in Rend, Demoralizing Shout, and Sunder armor is the way to go most of the time, Disarm if you can.

When they put their shield up back off and bandage. They should not be able to shield again unless the fight goes on a very long time.

When they are not shielded and are trying to heal, Charge, Intercept, Pummel, or Shield Bash them to stop them.

Try to use the Berserker Stance ability Execute to finish the fight.

Priest

Shadow Priests are quite possibly the most powerful PvP class there is. You can take them down if you can outlast their mana pool.

First Charge them then switch to Berserker Stance as fast as you can because they will use Physic Scream. When they do use Berserker Rage to break it. If your an Undead you can also use Will Of The Forsaken to break it.

Priest have shields but unlike a Paladin you can beat the shield down.

Pummel, Shield Bash, Charge, Intercept, the Tauren Warstomp, and any other spell stopping ability is the key.

Mortal Strike and Execute is the way to go to take them down. Mortal Strike's 50% healing reduction is great here because you fighting a healer and will make the fight much shorter.

Rogue

If the Rogue sneaks up on you and gets the first hit it's going to be very hard to win the fight. Most Rogues are what is called “Stun Lock” Rogues. They will stun you and keep you that way the whole time.

The key is to first not let them sneak up on you. Always listen for the stealth detect sound, a low sounding whoooom.

If they do sneak up on you the best way to win is to Rend. Rend will keep them from using stealth.

Hamstring them and DO NOT let them get behind you or they will Backstab you.

Use Overpower when you can.

Impale and Deep Wounds are also great for fighting a Rogue.

Disarm is one of the best ways to keep a Rogue down as most all of their abilities require a weapon.

Retaliation is very good too but it has a long cool down For each of their fast swings you get a hard hitting one.

Shaman

This is what I play as my main character. People scream their heads off that Shamans are overpowered. As a Shaman I know better. You just need to know what to do.

Shamans have less armor than a Paladin but do more damage. They are also the worse healers in the game but they can heal.

Many PvP Shamans go down the Elemental tree so they have powerful ranged spells. Charge or Intercept them and break any healing spells they try to get off.

Unlike a Paladin Shamans don't have a shield to hide behind when they need healing.

Shamans will use Frost Shock against you to keep you from running so Hamstring them back to keep them in melee range.

Their shocks can hit hard if they critical so make sure your healing potion cool down timer is off when going in.

Because they are healers and not very good ones a Mortal Strike will really hurt them.

If your a two-hand weapon Warrior ignore their totems but if your a Dual Wield Warrior kill them all.

When you get them into Execute range or run them out of mana it's all over.

Warlock

Warlocks are much like a Hunter in that their pet defines them. Again Ignore the pet and go after the Warlock. Like a Shadow Priest they will use Fear on you so use Berserker Stance and break Fear when it comes.

After fighting them a while you will be able to see the difference between a Fear spell and other Shadow spells so that you can interrupt just it.

Keep the pet away with Intimidating Shout and Hamstring the Warlock to keep them from running away and nuking you from afar.

Warrior

Fighting against another Warrior is a test of skill and equipment. Try to Charge first and keep them Hamstringed and stay behind them. Don't just stand in front of them and try to slug it out.

Use a Rend on them then Sunder Armor is next. Disarm is good as of course most Warrior abilities require a weapon. Demoralizing Shout is also good to keep their damage down.

Professions 

Primary

You now have your Warrior and now you need a job. I will list the primary professions combinations and how they might be good for a Warrior.

Mining and Skinning: If you do not have a main character that can supply your Warrior with lots of money or your Warrior is your main character then two gathering professions is a must. You can sell what you gather and use the money to buy weapons and armor.

I like this combination because Mining is a high profit gathering skill and since you will be killing beasts anyway you might as well skin them and make more money.

Mining and Herbalism: Another gathering combination that works well for making money.

Note: I would not go Mining and Herbalism because you can only track one of them on the mini-map at a time. I can't tell you how many times I've been going along and did not or could not see a resource spot until the yellow dot showed up on the mini-map.

Herbalism and Alchemy: Not really a money maker until you can make swiftness potions and high level stuff like flasks. They love the swiftness potions for the battlegrounds. The potions can be a great boost and you will not have to farm or buy health potions.

Mining and Blacksmithing: This is a good combination to keep you in modest weapons and armor most of the time. You can also make keys that can open locked doors and treasure chests. You also make items needed by other professions like rods for enchanters and items for Engineers.

Mining and Engineering: Engineering is a money pit but oh boy what fun toys you get to play with. You can go, at the higher levels, either Goblin or Gnomish Engineering. Goblin is more towards bombs and Gnomish is more for gadgets.

Engineering is good for PvE and great for PvP. Just remember you will need loads of cash.

Skinning and Leatherworking: This is not a good combination for a Warrior as leather armor is too weak to wear for a Warrior and it does not seem to sell very well.

Enchanting and Tailoring: A good combination. You can disenchant the items you create with tailoring to feed your Enchanting and you can enchant the items you make with Tailoring boosting their value. Also with Tailoring you can make bags.

Enchanting is only really profitable at higher levels. You will be glad that you can enchant you own stuff when you ask for a high level enchant and get a price of several hundred gold back!

Jewlcrafting and Mining: A nice way to make rings and necklaces at the lower levels, trinkets at mid levels, and a good way to make jems to put into socketed weapons and armor at the high levels. You can also make stone statues that heal you and might replace or enhance bandages.

Secondary

There are three secondary professions and I would advise everyone to take all three as you can do them all.

First Aid: With first aid you can make bandages to heal yourself and others. You can normally only do this when out of combat because if you get hit it will stop the healing. Being able to heal yourself and others will help your groups healers mana pool.

Cooking: Cooking allows you to make food that can give you a boost after eating it. The most common boost is one to Stamina and Spirit. More Stamina is just what a Warrior needs. There is also a cool one that allows you to breath fire! You will also regain health faster when eating food.

Fishing: Fishing goes hand in hand with Cooking. Some of the recipes require fish and you can also gather fish faster than other types of raw cooking food.

They have added new things to fishing after nerfing it a few months after the game went live. There are now schools of fish you can see near the shore so you can be more sure of what you are getting.

Also you can now find floating wreckage and fish up items once again such as bolts of cloth, leather, potions, weapons, armor, and more. They have toned it down from what it was like when the game first came out but it once again makes Fishing worth taking up.

 

Conclusion 

Warriors are pretty good and Blizzard did a good job with them, most likely because all races but Blood Elves have the Warrior class so if they messed them up everyone would complain.

I would suggest a Warrior as a second character because of the need for up to date weapons and armor but with a few money making skills you can have your Warrior feed and cloth himself.

I will try to update, improve, and correct this guide as often as I can.

Good luck Warriors!



Version Changes

Version 1.0: First release
Version 1.1: Spelling and grammar fixes

Version 1.2 TBC information added 1/15/07

 

Back to the Guide Section


WORLD OF WARCRAFT STRATICS

World of Warcraft Stratics is best viewed in Internet Explorer 6+ at a resolution of 1024x768 or higher.


STRATICSCOM INC. COPYRIGHT INFORMATION
©1997-2009 STRATICSCOM INC. All Rights Reserved.
World of Warcraft Site Design & Original Content.