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http://www.wowprovider.com/?talent=11226005_1_805304d302i3p552501105e1051

Ну шилдвол разве что, айрон вил очень спорно, а остальное то зачем нужно при танкинге рейдового босса, в бвл?

С нашим уровнем овергира важнее тпс, чем живучесть танка.

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http://www.wowprovider.com/?talent=11226005_1_805304d302i3p552501105e1051

Ну шилдвол разве что, айрон вил очень спорно, а остальное то зачем нужно при танкинге рейдового босса, в бвл?

С нашим уровнем овергира важнее тпс, чем живучесть танка.

+100500. Все кроме Нефариана, Хрома и Брудлорда зергается так быстро, что у варлоков 2 дум стает бесполезным))

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http://web.archive.org/web/20060718121951/http://forums.worldofwarcraft.com/thread.aspx?fn=wow-warrior&t=155290&p=1&tmp=1#post155290
 
чтоб не потерять


 

1. Rage Generation 


Rage is the bread and butter of the Warrior class. It is your pool from which you draw points to activate all of your skills, second only in importance to your Hit Points (without which you would be dead). Warriors live and die by spending their Rage Points so naturally there are a few things to consider about Rage generation. A Warrior will have zero Rage Points in a completely neutral state. When you attack an enemy you accumulate rage, and how much rage generated is determined by the amount of damage dealt, as well as accumulating Rage when your attacks are parried, dodged, or blocked. Critical Hits will also deliver additional rage on top of that as well due to the nature of their damage, but please keep in mind: a Warrior generates zero rage for hitting a damage shield such as Divine Shield, Mana Shield, etc. As a rule of thumb, two-handed weapons will deliver you the greatest amount of rage per swing. However, this is not to say that you can't also generate rage quickly while hitting rapidly with a one-handed weapon or dual wielding one-handed weapons. There are alternatives. Alchemists have the ability to craft potions that grant you large portions of Rage instantaneously, and the Warrior has innate abilities that instantly generate Rage as well: 

Charge 
Instant Cast 
10-25 yard range 
15 second cooldown 
Requires Battle Stance 
Charges an enemy and generates rage, stunning them for 1 second. Cannot be used while in combat. Rage generated depends on skill rank. 

Bloodrage 
Instant Cast 
1 minute cooldown 
Grants 10 Rage Points in exchange for Hit Points, and grants additional Rage for a 10 second duration. User is considered in combat for the duration of the skill. 

There are also talents that grant additional Rage. These will be reviewed further in the guide. Remember that out of combat, your Warrior's Rage Points will slowly decay. 


2. Stances 
 



Warriors have three stances available to them: 

Battle Stance - Granted to you as a Level 1 Warrior upon creation of your character. A well balanced stance with no bonuses or penalties to stats. Useful in most all circumstances. 

Defensive Stance - Granted to you as a Level 10 Warrior upon completion of a quest granted by your Trainer. While in Defensive Stance Warriors generate more threat, deal 10% less damage but take 10% less damage as well. Ideal for parties. 

Berserker Stance - Granted to you as a Level 30 Warrior upon completion of a quest granted by your Trainer. While in Berserker Stance, Warriors have their Critical Hit rate raised by 3% and take 10% more damage as well. Useful for soloing, or in parties based on configuration. 

Warrior skills are distributed among these three stances. Some skills are usable while in all stances, while others are restricted to only one or two. Charge listed above for example, is only useable when a Warrior is in Combat Stance. Bloodrage however has no stance requisite, and is therefore accessable at any time. Most of the Warrior community agrees that the key to a successful Warrior is knowing when to be in the right stance at the right time. Also, changing stances at the drop of the hat is pivotal to unleashing the full potential of your character. Bear in mind that when you change stances your Rage Points will drop immediately to zero. The Tactical Mastery talent (explained later) will help you with this. Take some time getting familiar with what each stance has to offer, and get used to moving in between the three stances. If you need any further help on interface options for streamline stance-switching, the link to Landrain's Macro Guide contains lots of useful info for creating an interface you can get comfortable using. 



3. Warriors in the Field 



As a Warrior your primary role will vary from situation to situation. 

Solo 
In a PvE solo role, a Warrior will primarily use the build they've chosen in order to move from enemy to enemy with the least amount of downtime throughout. Tactics can vary based on character build. Warriors who invest early in to the Arms Talents or Fury Talents will move from battle to battle with relative ease, taking a fair amount of damage from enemy to enemy. Protection Talent Warriors will find their battles to be longer in duration, with nominal damage taken during the course of a fight and almost no downtime. So which is better? The short answer would be that neither is inherently better the other in statistics alone. It will vary from player to player based on style, so get comfortable with how you play your Warrior. 

Berserker Stance and Battle Stance are suited for PvE soloing as both have a vast number of abilities and bonuses that focus on ending the battle as quickly as possible. Many Warriors will discover themselves most suited to killing enemies of equal or lesser level with a range from +1 to -5 for experience and questing purposes. This ensures the highest hit rate and best downtime-to-experience-gained ratio throughout the leveling process with either near-full or more damage mitigation than listed in your character statstics menu. It is entirely possible to kill monsters further above your current level, but be warned that you will encounter a vastly greater difficulty level when doing so, with more downtime between fights. Many quests will require you to kill Unique Humanoids or Monsters much higher than your current level, so be prepared for what lies ahead. Training your First Aid skill to create bandages will help keep your Hit Points plentiful and your downtime between fights to a minimal. Food consumption will also contribute to this. Remember that while soloing, you only really need to keep an eye on your Hit Points and the environment around you so as not to find yourself in an unwelcome battle. 

Grouping and Aggro Management 
This is where things change. In a grouping situation Warriors will be expected to take the majority of the damage or "tank" for the team by keeping the enemy focused on them for the duration of the battle. Defensive Stance is ideal in a situation like this as you get the greatest amount of damage mitigation, threat generation, and abilities suited for receiving damage. You will be expected to keep full attention of what you fight, and as such, it is advised that you pay close attention to the movement and focus of your enemy. In order to "tank" properly you must generate the highest amount of threat out of all members in the party or raid. There's a thing I like to call the "Threat Priority List" kept behind each and every member of your party. Every skill, each hit inflicted, and every hit taken will generate or reduce the threat of your character. As a Warrior, it is your job to keep yourself at the top of this list at all times to ensure the safety of your party. If your character should fall behind the top of the list, whoever is the highest on the list after you will incur hate and take the majority of your opponent's damage. 

The Warrior comes outfitted with a plethora of abilities that will gain you subtantial amounts of threat and help keep focus on you at all times. All abilities are listed at their highest rank: 

-Heroic Strike: 15 Rage cost, Next Melee Attack, 5 yard rage, Melee Weapon Required. A strong attack that increases melee damage by 138 and causes a high amount of threat. 

*This is one of your most basic threat producing skills as a Warrior. The ability is very useful for keeping your threat levels high, however it is only hamstrung by a dependency on your Main Hand weapon speed. The higher the speed of your weapon, the quicker this ability will unleash itself onto your opponent. Try to keep a Fast (1.9-2.2) speed weapon in your Main Hand in order to get the most use out of this ability. 

-Sunder Armor: 15 Rage cost, 5 Instant Cast, 5 yard range, Requires Melee Weapon. Sunders the target's armor, reducing it by 450 per Sunder Armor and causes a high amount of threat. Can be applied up to 5 times. Lasts 30 sec. 

*The bread and butter of any Warrior's tanking career, Sunder Armor shines brightest due to it's Instant use timer. As long as there is Rage available this skill will generate a very high amount of threat and lower your opponents Armor Rating by a significant amount. Please note that even though it's effects are only appliable up to 5 times that the ability may still be used in order to generate threat. The amount of threat produced offers no diminishing returns. 

-Revenge: 5 Rage cost, Instant Cast, 5 yard range, Requires Melee Weapon, Requires Defensive Stance, 5 second cooldown. Instantly counterattack an enemy for 64 to 78 damage and a high amount of threat. Revenge must follow a block, dodge or parry. 

*As the skill describes, your Revenge button will light up for use after you block, dodge or parry any attack. This skill is another excellent threat holder when coupled with the Shield Block ability by raising your chance to block significantly and providing extra damage mitigation. 

-Taunt: Instant Cast, 5 yard range, Requires Defensive Stance, 10 second cooldown. Taunts the target to attack you, but has no effect if the target is already attacking you. 

*Taunt is your most basic tool in order to focus attacks on your Warrior. Please note that this move does not in fact generate any threat, but instead pulls enemies to your Warrior in order for you to establish top hate priority. This skill is excellent for snatching a monster off your casters in order to bring it on to you. 

-Mocking Blow: 10 Rage cost, Instant Cast, 5 yard range, Requires Melee Weapon, Requires Battle Stance, 2 minute cooldown. A mocking attack that causes 93 damage, a moderate amount of threat and forces the target to focus attacks on you for 6 sec. 

*This skill functions the same as Taunt in that the move itself doesn't generate any threat aside from the damage produced by the ability itself. This will bring an enemy onto your Warrior for 6 seconds garaunteed, which is usually enough time for you to establish top hate priority on your target. There are enemies in World of Warcraft that are also Immune to Taunt or will resist it, so keep your Mocking Blow button ready for when this happens. Please note that if your Mocking Blow misses, is parried or dodged that it will not apply the effects to your target. 

Of course all attacks (and special attacks) from your character will help you generate threat and maintain aggro, however I would list these as the most important skills provided to serve this function. 

When grouping you're going to come across two types of encounters: Multiple Target Encounters, and Solo/Boss Encounters. Each kind needs to be handled differently in order to make sure things go as smoothly as possible. 

3a. Multiple Target Encounters 

Multiple Target Encounters can be tricky as the first 10 seconds will determine the flow of the entire battle. In general, you will be Charging into the fight in order to give yourself a Rage pool with which to establish hate, and bring all sight-aggro mobs onto you without using any abilities. However, things can quickly go sour so there are a few things that you as a Warrior will need to consider before starting a fight. 

1) Are there any patrols that my Charge might pull into the fight? 

2) Are there any other nearby groups that my Charge might pull into the fight? 

3) Which target(s) will provide the greatest threat to my party? 

4) Before Charging, is there any way to reduce the number of enemies attacking via Crowd-Control? 

Be aware of your surroundings. When you Charge into battle as you want there to be as few surprises as possible. Try to direct and hold the fight in a place that is out of the way of patrolling enemies or nearby enemy groups, or dismantle patrolling enemies first before handing an encounter. Also be aware that Charge will zipline your Warrior to the spot where an enemy stood when the ability was activated. If an enemy Aggro's your Warrior before the Charge finishes, it will begin to move towards you. You will Charge right through the enemy, which could risk bringing unwanted adds into the fight. There are times where Charging can be too risky so if you should ever second-guess yourself just use a Ranged Weapon in order to pull a group of enemies. It's often far better to go into a battle safely with an empty Rage pool than risk wiping the entire group so above all, use your judgement. 

Before beginning an encounter try to determine which targets you can eliminate from the battle by Crowd-Controlling them in a variety of ways. A Rogue can use Sap on a target in order to keep it out of the fight, a Mage can Polymorph a target, a Priest can Shackle any undead opponent, a Warlock can use their Succubus to seduce their target, the list goes on. The key is to find the most threatening opponent and remove them for the fight until you are ready to deal with them. You will always have some means of Crowd-Control available to you during a fight so encourage your group to utilize it to make each fight go as smoothly as possible. Your group may be able to handle so many enemies at once, but it's often the one extra opponent that can change the outcome of the entire fight so be prepared.
 


Once you pick your Charge target, and any enemies to be Crowd-Controlled are out of the way, begin the fight. Note that most Crowd-Control abilities will initiate combat so be ready for the fight as soon as they are activated. You will have a Rage pool to begin with from Charge, plus the frontloaded first attack on your target. Start by Taunting the enemy in order to give you a window to establish hate. Switch to Defensive Stance and Stunder Armor once or twice to ensure the target is on you. Make sure you spend the majority of the encounter in Defensive Stance in order to produce additional threat, as well as mitigate that extra 10% damage. When you feel you established adequate hate, take a look at the battle and ask yourself: 

*How many additional targets are there? 

*Is there anything attacking the Priest or Mages? 

Begin selecting different targets (your original target should still be focusing on your character) and using abilities to establish hate control over them. If your party is focusing fire on a single target, a single Herioc Strike or Sunder Armor should allow your Warrior to pick up any of the additional opponents. Sometimes a spell will tear an enemy way from the pack so keep an eye on your casters and Taunt/Mocking Blow and strays back into the fold to re-establish hate on them -- consolidating the fight is often the safest way to conduct yourself. Remember that once you establish a lock on two to three targets to switch between them periodically and drop Revenge, Sunder Armor, or Herioc Strike in order to keep them onto your character. Shield Block and Demoralizing shout will help reduce the amount of damage you are taking to applying it while tanking multiple opponents is highly recommended. Should any of your enemies be casters take note that they will not come into melee range of the fight. By using Shield Bash and interrupting their casting you can slowly bring them into the fight with the rest of the melee targets, so don't let them stand back and cast freely on your party. 

On a last note, some enemies will try to run to other groups of enemies when they reach critical life levels. You can use Hamstring on them in order to slow them down so that your party may quickly dispatch of them, or Execute to quickly bring the fight to a conclusion. Simply be attentive of where your target is running so that you can avoid starting a brand new battle unintentionally. 

3.b Solo/Boss Encounters 

These are in general much less complicated than a Multiple Target Encounter. On the upside, you only have to focus on a single target so you can put all your energy into mitigating damage and producing as much hate as possible. 

The trick is that your party will feel much the same way, and most of the time will expend their Mana pool much quicker by dropping the biggest spells and abilites they have on the target in order to bring them down in a timely manner. It is recommended that you encourage your party to pace themselves, but more often then not it's easier to comprimise. Ask your party give you five or six seconds in order to establish good hold of your target so that you can compensate for all the additional threat they'll be generating. 

Boss battles are usually substantially longer than a normal encounter, so try to remedy this by keeping damage reducing abilities activated as long as possible. Shield Block is probably the most useful skill in this scenario since not only are you mitigating extra damage, but you're practically instantly lighting up your Revenge button for additional threat and damage. Demoralizing Shout will reduce the attack power of your opponent so try to refresh it every 30 seconds in order to minimize the damage you incur. Also take note of what kind of Boss you are fighting, as Melee bosses act much differently than Caster bosses. Many Melee bosses have special moves that they will perform on you for substantial damage such as Mortal Strike. Try disarming these bosses in order to neutralize these abilities for a short time. 

Lastly, remember that most all of the boss fights in the game are scripted so be sure to adjust your playstyle when needed. 


 
4. Talents 
 


 
When distributing points into your talent trees, it's a good idea to bear in mind what kind of a Warrior you are aiming to create. Are you trying to build a Warrior that dual wields two weapons and hits your enemy fast and hard? Or would you rather go for a more defensive based warrior and reap the benefits of using a shield? Or perhaps you would like the satisfying burst damage that a hefty two-handed weapon can provide? Whatever you chose, bear in mind what talents you have available to you as a Warrior. Talents contain commentary and are rated with asteriks on a scale from 1 (being the lowest) to 5 (being the highest) with the following guidelines: 

* - Not a very helpful talent in it's current incarnation, only recommended as a sink for spare points if at all. 

** - A marginally useful talent that could help improve performance to a small degree, generally too narrow for general use or doesn't fit into a scheme. 

***- A semi-useful talent that is either too specific, or is only proven useful by a small niche of players, but still worth consideration. 

**** - A good talent that provides bonuses and abilities for specific talent builds, or talents that nicely fit into a Warrior's general repitoire. 

***** - The ideal talent for either all around use, or for character designs based on tree-by-tree talent specialization. 

Arms Talents 
This tree provides Warriors various bonuses to existing weapon skills, access to new weapon skills, and training in weapon proficiency. Talents are as follows: 

-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. 

*Heroic Strike costs 15 Rage and has your next strike deliver weapon damage, plus a bonus based on skill rank. After the patch, this was granted a much larger bonus can prove quite useful. The amount of damage adds up rather quickly, and provides a solid alternative for Warriors who do not invest in the Arms Talents tree all the way to Mortal Strike. Not bad, but the points could go much farther placed in other talents. Rating - *** 

-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. 

*Additional chance to completely negate melee damage is never a bad thing. A guaranteed must for any Warrior planning on continuing further into the Arms tree. Rating - ***** 

-Improved Rend: Increases the bleed damage caused by your Rend ability by 15%. Can be upgraded to Rank 3 a maximum increase of 35% bleed damage. 

*Rend is a Warrior's only Damage over Time skill (herafter reffered to as DoT), with bleed damage based on skill rank. Rend itself doesn't deliver amazing damage but is immensely useful as an instant cast attack that can aid in your battles, as well as hamper a Rogue's ability to stealth. Improved Rend unlocks Deep Wounds and Impale, two incredibly useful talents in the Warrior arsenal. Rating - **** (Only because it's a requisite for more useful talents). 

-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. 

*Charge is one of the Warriors most useful abilities. Not only does it generate Rage Points, but it stuns the opponent and allows you to enter combat from a distance. Warriors will be using Charge to begin the vast majority of their battles, and the additional Rage to begin the battle never hurt. Some preffer to invest in other talents, but Improved Charge is definitely worth consideration. Rating - **** 

-Tactical Mastery (requires 5 points in Arms Talents): You will retain up to 5 Rage Points when switching stances. Can be upgraded to Rank 5 with a maximum retainment of up to 25 Rage Points.

*Tactical Mastery is an absolute must for almost any Warrior. This talent will allow you to change your stance and retain Rage Points in order to use abilities, and bridges the gap across all your stances allowing you full access to most all of your abilities at a moment's notice. This allows you to get the most out of everything your Warrior will have to offer you. If you go no further into the Arms Tree, at least pick up this gem! Rating - ***** 

-Improved Thunder Clap (requires 5 points in Arms Talents): Decreases the Rage Cost of your Thunder Clap ability by 1 point. Can be upgraded to a maximum Rage Cost reduction of 4 points. 

*Thunder Clap can be a useful skill to reduce the amount of DPS your Warrior receives by 10%, but the damage caused by it has always been trivial. The Thunder Clap ability was modified in the last patch, and now deals physical damage as well as retains a longer skill timer. The new Improved Thunder Clap makes the Thunder Clap ability slightly more accesible, but still doesn't measure up to some of the other Arms Tree talents. Rating - ** 

-Improved Overpower (requires 10 points in Arms Talents): Increases the Critical Hit rate if your Overpower skill by 25%. Can be upgraded to Rank 2 with a maximum increase of 50% Critical Hit Rate. 

*Overpower is among the most powerful attacks for a Warrior. For a mere 5 rage, you get a free attack whenever your opponent dodges an attack. The Overpower attack cannot be dodged, parried, or blocked. This results in a quick Damage Per Second (hereafter reffered to as DPS) surge as well as a near guaranteed hit. Overpower can still miss however, but a Critical Hit has a 100% chance of landing for greatly increased damage. A wonderful talent for most any Warrior. Rating - ***** 

-Anger Management (requires 10 points in Arms Talents, 5 points in Tactical Mastery):Increases the time required for your Rage Points to decay while out of combat by 30%. 

*This isn't too bad a skill to take straight up as it allows you to keep your Rage pool fresh between battles. There is currently a bug that generates a Rage Point per second in combat if you have this skill. Considering that this is more than likely to be addressed at some point, Anger Management is still an extremely useful tool when grinding for only a singular talent point investment. Rating - ***** 

-Deep Wounds (requires 10 points in Arms Talents, 3 points in Improved Rend): 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. 

*Deep Wounds is another bleeding DoT like Rend, but can stack on top of Rend for even more damage. Combined with Rend this kind of damage adds up really quickly, and is a great compliment to your arsenal. As you increase your level and use more powerful weapons, the potency of this skill will also increase. Nigh mandatory for anyone planning on delving further into the Arms Talents tree.Rating - ***** 

-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. 

*The majority of Warriors who specialize in the Arms Talents tree will be using two-handed weapons, making this selection quite viable. The extra damage certainly helps in drawn out fights, but bear in mind that with a 5% increase in damage, the amount of extra damage you deal at the cost of five talent points is questionable. The classic example is that if you take 5 points in Two-Handed Weapon Specialization, and deal 1000 damage in a single hit, you will only get an additional 50 damage. This number is almost ignoreable in the grand scheme of things. However, this is still a viable choice for any Warrior. Rating - *** 

-Impale (requires 15 points in Arms Talens, 3 points in Deep Wounds): Increases Critical Hit 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 Hit damage. 

*If you have invested the points necessary to unlock this skill, Impale still proves rather useful. Critical Hits are where the big damage factors in, and weapon skills such as Whirlwind, Overpower, and Mortal Strike (for those that invest fully into the Arms Talents tree) will yield the most use from this talent. Remember that with Improved Overpower you already have an additional 50% chance to inflict a Critical Hit with your Overpower ability, so these two talents synergize well together. Fairly useful, especially so if you plan to climb further down the Arms Talents tree. Rating - **** 

-Axe Specialization (requires 20 points in Arms Talents): Incrases your chance to land a Critical Hit with an Axe by 1%. Can be upgraded to Rank 5 with a maximum increase of 5% Critical Hit chance. 

*Of the Weapon Specializations, this has proven to be a favorite becuase of the coveted Arcanite Reaper, the heaviest-hitting weapon currently available. Orcs will enjoy investing in this choice as well, further promoting their mastery with Axes. Again, Critical Hits are imperative while in combat, and increasing the frequency of them are paramount. A great choice! Rating - *****
 

-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 6%. 

*Sword Specialization panders to a different crowd than Axe or Polearm users. Rather than raising your Critical Hit chance, you might get a free additional attack. Potentially, this has the power to be very devastating, as both attacks have an equal chance to land a Critical Hit. The difference here is that Swords in general have a lower damage frequency then Axes do. Using an Axe will get you larger attacks out of your weapon damage abilities such as Deep Wounds, Overpower, Cleave, Whirlwind, and Mortal Strike, just to name a few. However, it is rumored that even using skills like thse can set off the 6% chance for a free attack as well. If you want to try something different, this is definitely worth considering. Rating - **** 

-Mace Specialization (requires 20 points in Arms Talents): Gives you a 1% chance to stun your target for 3 seconds after dealing damage with a Mace. Can be upgraded to Rank 5 with a maximum 6% chance to stun. 

*This is the least chosen path of the weapon specilizations. The stun ability can be nice, but does not contribute large amounts of burst DPS that other specializations can provide. This talent was changed recently so that the Mace Stun effects do not suffer from dimishing returns. The use of stuns is being seen more and more, especially in end-game instancing such as Naxxramas and Ahn'Qiraj so the spec as a whole gains validity. Itemization seems to be the biggest factor for this spec nowadays. Some success has been had with this specialization by Warriors here in the community, but it is the least recommended by most of the same. Rating - *** 

-Sweeping Strikes (requires 20 points in Arms Talents): 30 Rage cost, Instant Cast, 30 second cooldown. Requires Battle Stance, and user must be wielding a melee weapon. Your next 5 melee weapon swings will strike an additional nearby opponent. 

*This ability is useful, and does prove to be slightly better than Cleave should you invest this far into the Arms Talents tree. It allows you to deal damage to multiple enemies at once, which can greatly improve your performance when grinding monsters, or in group PvP. However, it's greatest use is in that it is requisite to the single most coveted Warrior weapon skill, Mortal Strike. Rating - *** 

-Polearm Specialization (requires 25 points in Arms Talents): Increases your chance to land a Critical Hit with a Polearm by 1%. Can by upgraded to a maximum of Rank 5 with a maximum increase of 5% Critical Hit chance. 

*Much like Axe specialization, this talent focuses on raising the frequency of Critical Hits in your fights. Polearms are harder to find than the other weapon specialization types, but are very potent weapons and can boast some damage compareable to Axes. For example The Doomsaw, a high-end polearm is quite often used by Warriors late in the game. By the time you can train this weapon specialization, there should be some nice Polearms up in the local Auction House for your browsing. Remember however, that unlike the rest of the weapon specializations this requires you to have 25 points in Arms Talents before you can begin to train it which will require slightly different Arms Talents build variants. Still very solid. Rating - **** 

-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. 

*Hamstring isn't the most useful skill when you're fighting non-humanoids in a PvE situation. However in PvP, Hamsting is most useful in almost every situation in order to keep up with your enemy. This talent has been modified from an increased slowing effect to a "root" effect. It was nice to be able to rely on your Improved Hamstring to stop runners on mounts, but rooting your enemy is the quicket way to remove the option of fleeing. Worth investing in if you have the talent points available. Rating - **** 

-Mortal Strike (requires 30 points in Arms Talents, 1 point in Sweeping Strikes): 30 Rage cost, Instant Cast, 6 second cooldown, 5 yard range. User must be wielding a 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. 

*Mortal Strike is the end-all of the Arms Talents tree and is arguably the most powerful attack available to a Warrior. Not only does it deal a massive amount of damage instantaneously, but it severly weakens all healing effects your opponent may try to use. Please note that you can purchase additional skill upgrades from your class Trainer, yielding a maximum of weapon damage plus 160 when used. A wonderful skill in *any* situation if you have 30 Rage ready. This skill is the reason Warriors invest fully into the Arms Talent tree, and doesn't fail to impress. Rating - ***** 

Fury Talents 
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 abilites by 10%. Can be upgraded to Rank 5 a maximum increase of 50% area of effect and Shout duration. 

*While your Battle Shout and Demoralizing Shout abilities are fairly good, their 2 minute duration/30 second duration (respectively) are usually more than enough to cover your Warrior's needs. This talent was changed to add increased area of effect as well as Shout duration, which means you have to watch your back when you Demoralizing shout. However, mathmatically the rage you save on a 3 minute Battle Shout gives you a third cast for free as you bank an additional minute on each use. Decent if you're investing marginally into the Fury Talents Tree. Rating - *** 

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

*Much like Deflection, increased Critical Hit chance is a wonderful thing and this talent is probably your best investment of five talent points so early into the Fury tree. A definite must for most any Warrior of any build. Rating - ***** 

-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. 

*Demoralizing Shout is a frequently used Warrior ability that reduces the attack power of nearby enemies based on skill rank. The talent has been modified up to a maximum 40% attack power reduction, up from the previous 25%. A very solid choice for any Warrior, but doesn't have the utility that you can get from Booming Voice. Rating - *** 

-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. 

*This skill is really useful because it helps Warriors generate all the Rage they're going to need for their skills. The only problem is, that investing 5 talent points into this skill still won't guarantee that you're going to get that additional Rage Point on even half of your attacks. A very useful investment overall if you plan on furthering into the Fury Talents tree, and very useful for Dual Wielding builds.Rating - **** 

-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. 

*When you use the Cleave ability you're only dealing weapon damage plus a bonus. Since the last patch, Blizzard has doubled the bonus damage that this talent will lend to the Cleave ability, and will prove very useful for grinding, allowing a large amount of extra Cleave bonus damage to multiple targets. Cleave is a little limited in it's scale however, and you can have Rage better invested into other abilities such as Whirlwind or Sweeping Strikes if you invest heavily into the Arms Talents Tree. Still worth consideration, but generally not a favorite. Rating - ** 

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

*For a single talent point, this is a very useful PvP tool. Again, like Improved Hamstring you won't find yourself using this ability very often when grinding experience save versus humanoids. However, dazing an enemy slows their movement speed by 50%. This is a great PvP tool (especially group PvP) worth spending the talent point. Rating - **** 

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

*Health Regeneration is an excellent thing to have during long fights. This ability got revamped in the last patch to heal a percentage of your total life, rather than letting your innate regeneration rate heal you. For a top-end Warrior with roughly 5000 Hit Points and a max rank in this ability, being the victim of a critical strike will recover you 150 Hit Points over 6 seconds, or 25 Hit Points recovered every single second. Overall, it did get a major improvement which will help a bit for grinding, but overall still offers nothing shattering. Rating - *** 

-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. 

*Many Warriors will tell you that this is mandatory if you plan to advance further into the Fury Talents tree. Battle Shout increases the attack power of yourself and nearby party members based on skill rank, making it a valuable part of a Warrior's repitore. The upcoming patch will decrease the Rage cost of this skill, making investing points into this talent very valuable indeed. Rating - ***** 

-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. 

*A brand new addition to our vamped Fury Tree, Dual Wield builds finally become truly viable for Warriors. More importantly, the requirement allows it to be stacked into the Arms Tree for Warriors who still wish to pursue a Mortal Strike 31/20 build, while having Dual Wield specialization on backup. It provides a Warrior that's great for both grinding, and high-end PvP. An excellent addition to our line-up. Rating - ***** 

-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. 

*Execute is another important skill available to Warriors that can end messy fights after the opponent is at 20% life or less. Using this skill drains your entire Rage bar, and converts it into additional skill damage. Spending two talent points to get the most out of this choice will yield an additional 5 rage to convert to damage. The overall difference won't be game impacting, but if you have a spare talent point to spend, this is a viable choice. Rating - *** 

-Enrage (requires 15 points in Fury Talents): Grants you an 8% melee damage bonus lasting 12 seconds, for 12 swings any time you are the victim of a Critical Hit. Can be upgraded to Rank 5 for a maximum increase of 40% melee damage for 12 strikes over 12 seconds. 

*This is another one of the passive "trigger" talents available in the Fury Talents tree. Enrage will drastically increase your DPS while active, and is another ability like Deep Wounds that will become more potent as you come into new and more powerful weapons. Also requisite of Flurry, another excellent skill in the Fury Talents tree. Changed in the last patch to apply to more attacks, making it more beneficial for Dual Wield builds with faster weapons. A fantastic change for the talent. Rating - ***** 

-Improved Slam (requires 20 points in Fury Talents): Decreases the casting time of your Slam ability by 0.1 seconds. Can be upgraded to Rank 5 for a maximum decrease of 0.5 seconds of casting time. 

*Slam is a nifty ability with a 1.5 second cast timer that automatically deals weapon damage to your opponent. This is quite a useful skill when using large two-handed weapons with three second swing times and up, essentially allowing you a comparitively quick hit. The innate problem with the Slam ability is that because it requires casting time, you are not allowed to move while preparing the skill. It can be a useful ability in a PvE situation, but be aware that in World of Warcraft's PvP involves lots of movement, thus disallowing liberal use of the Slam ability. However, the ability is still buggy in it's current incarnation and can become a bit unwieldly when you can't bank damage off Sword Specialization procs or Windfury Totems. Rating - ** 

-Death Wish (requires 20 points in Fury Talents): 10 Rage cost, Instant Cast, 3 minute cooldown. When activated, increases your melee damage by 20%, grants immunity to Fear, but lowers your defense against all types of attacks by 20%. Lasts 30 seconds. 

*Careful use of Death Wish can give you a severe edge versus some types of opponents. Immunity to Fear is a useful tool for PvP, much like the Undead ability Will of the Forsaken. The increase in damage dealt will help end your battles quickly, which makes up for the increase in damage. However, this ability is hamstrung by its own purpose. Death Wish seems ideal versus caster classes that have lower hit points, and take more damage per hit. The immunity to Fear will turn around battles specifically versus Priests and Warlocks as well. The problem lies in that the increase in damage will also apply to magical damage which these clases rely on, and the Warrior class without equipment to raise magic resistance (such as Thorium plate) are practically defenseless. Useful however, if used with trepidation. Rating - *** 

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

*Intercept is an invaluable PvP tool that works mechanically the same as Charge in that it rushes and stuns the opponent from a distance, but consumes Rage Points rather than generating them. It can also be used mid-combat, and requires your to be in Berserker Stance. These are most notably helpful versus ranged oriented classes such as magic users and Hunters. These classes will try to put as much distance between them and you as possible, as they can't last as long as a melee class in toe to toe combat. A useful investment, but not always necessary. Rating - ***
 

-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. 

*This talent now has much to offer the Fury tree, as those who delve deep into it will find the extra Rage very noteworthy, especially in PvP where abilities like Berserker Rage is used constantly as a fear ward. An excellent talent. Rating - **** 

-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. 

*Flurry is one of the reasons many Warriors invest so deeply into the Fury tree. When paired with Improved Dual Wield, Flurry shines brightest as your overall DPS will increase significantly as you deal Critical Strikes to your opponent. The only downside to this talent is it's placement, making it impossible to stack a fully ranked Flurry with a fully ranked Axe Specialization. Even with a Two-Handed Weapon, Flurry provides a large boost to Warriors who decide to ivest primairly in the Fury Tree. Rating - ***** 

-Bloodthirst (requires 30 points in Fury Talents, 1 point in Death Wish): 30 Rage Point cost, Instant Case, 5 yard Range, 6 second cooldown. Instantly attack the target causing damage equal to 45% of your Attack Power. In addition, the next 5 successful melee attacks will restore 10 health. This effect lasts 8 seconds. Can purchase upgrades up to Rank 4 for a maximum of 20 health restored. 

*This talent was completely changed some time ago, and while it is definitely much more powerful that it's previous incarnation the ability still lacks the utility from skills such as Mortal Strike or Shield Slam. The amount of health restored is commendable, but not enough to keep you alive long enough when it really matters. In PvE grinding this provides a very helpful tool in order to reduce downtime and help ease the leveling process, but in a PvP environment skills such as Mortal Strike will still see more use. Rating - *** 

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

-Shield Specialization: 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. 

*For many Warriors investing even partially into the Protection Talents Tree, Shield Specialization provides a large benefit to the tanking Warrior. The increased chance to block equals more damage mitigation as well as additional Rage Points which can be used to help increase aggro. A marvelous talent, and a bargain for requiring no previous investment into Protection Talents. Rating - ***** 

-Anticipation: Increases your Defense skill by 2 points. Can be upgraded to Rank 5 for a maximum Defense skill increase of 10 points. 

*Anticipation is the other beginning talent for the Protection Talents Tree. Since the 33% reduction in Defense values for all equipment, Anticipation is seeing more use as it helps many Warriors get to the magical number of 400 Defense. The problem with Anticipation is that 10 points for 5 talents is a tough investment for people only looking for a partial delve into the Protection Talents Tree, and will only see use by Mortal Strike-hybrid PvP Warriors who rarely carry a shield, or by those who want to invest fully into the Protection Talens tree. A very solid talent by all means, but only to a limited crowd. Rating - *** 

-Improved Bloodrage (requires 5 points in Protection Talents): Increases the amount of Rage your Bloodrage skill grants you by 2 Rage Points. Can be upgraded to Rank 2 for a maximum increase in Rage generation by 5 Rage Points. 

*Improved Bloodrage is a must for those even putting a portion of their Talent points into the Protection Talents tree. Bloodrage is already an incredibly useful Rage Point generator for Warriors, and getting more bank for your buck is even better. Moreover, Improved Bloodrage allows you to purchase the Last Stand ability which is arguably one of the most useful tools avaialble to a tank.Rating - ***** 

-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. 

*Toughness is by all means an excellent talent as it provides you more bank for your buck on every item you equip and providing you a large chunk of additional damage mitigation. Especially at the higher levels, Toughness can provide as much as an 8% increase in overall damage reduction which can equate to a lot less stress on your healers. Toughness shines bright among most all the Protection Talents, and very well worth 5 Talent points. Rating - ***** 

-Iron Will (requires 5 points in Protection Talents): Increases your resistance to Stun and Charm effects by 3%. May be upgraded to Rank 5 for a maximum resistance increase of 15%. 

*Previously this talent had been buggy but it now works exactly as it reads. While the additional Stun and Charm resist may not prove very useful in a PvE situation, for a PvP it can provide you a little boost against Stun-heavy builds. A neat little talent but very, very narrow in it's purpose. Rating - *** 

-Last Stand (requies 10 points in Protection Talents, 2 points in Improved Bloodrage): Instant Cast, 10 minute cooldown. When activated, this ability grants you 30% of your maximum Hit Points for 20 seconds. After the effect expires, the Hit Points are lost. 

*In high-end instance tanking, bosses will hut you hard, and there's times where you're going to need that extra life boost in order to withstand their blows. Last Stand provides you a boatload of additional Hit Points in a hurry, and helps keep you up when you need it. This talent is also favored for hybrid Mortal Strike Warriors as it provides you a very nice little panic button to extend your lifebar. Please note that the ability will heal you for the amount of life you gain by it, so you can use it at low life in order to put yourself back into a respectable position. When the effect wears off, it will reduce your life by the amount you gained but will not reduce you to any less than 1 Hit Point if you do not have more Hit Points than the ability granted you. Every Warrior investing even partially into the Protection Talents tree should pick this skill up. Rating - ***** 

-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 0.5 seconds. Can be upgraded to Rank 3 for a maximum duration increase of 2 seconds.

*Improved Shield Block is a wonderful talent, but only for a single Talent point investment. The reason is that the first point you put into it will get you the additional block from your Shield Block ability -- an incredibly useful tanking skill -- as well as a short duration increase to recieve that extra block. The problem is that additional points only increase the duration of your Shield Block skill rather than the duration as well as additional blocks past that. In the 5.5 seconds you'll have Shield Block active with a single point invested in this talent, you'll generally recieve at least two attacks from your opponent(s) so the increased duration is almost useless. An excellent talent by all means, but only for a single point investment. Rating - **** 

-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. 

*Improved Revenge allows your Revenge ability to provide a little extra stun. The usefulness of this ability has to be completely re-evaluated due to the removal of dimishing returns from your Revenge stuns, as well as the presence of using stuns in end-game content such as Ahn'Qiraj and Naxxramas. It certainly helps mitigate extra damage, and buy time for very critical debuffs to wear off before getting re-applied. It's usefulness outside of PvE content is still debateable, but it certainly has improved quite a bit overall. Rating - *** 

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

*For those partially investing in the Protection Talents tree, Defiance is where it ends as the 15% additional threat generation provides for much better aggro control. This 15% applies to all attacks from your character including special abilities like Revenge, Mortal Strike, Shield Bash, and more. Though 15% doesn't seem like much, you and your party will most definitely notice a difference in the hate control that Defiance provides. An excellent talent by all means, and definitely one of the pinnacles of what makes the Protection Talents Tree the premier tanking tree. Rating - ***** 

-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. 

*Many tanks will agree that Sunder Armor is probably the most commonly used skill to control hate as it's instant cast and high threat production makit it invaluable. Reducing the Rage Cost of this ability will allow you to apply Sunder Armor to your opponent quicker as it will take less Rage to use, and allow you additional uses of it for free throughout the course of the battle. At 15 Rage Point cost, you can apply Sunder Armor 5 times for 75 Rage Points. With this talent, it will only cost you 60 Rage Points making that final application essentially free. If you are investing further into the Protection Tree the Improved Sunder Armor talent definitely lives up it it's usefulness and well worth the 3 Talent points. An excellent talent. Rating - **** 

-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 Disarm is a strange talent, as it allows you to get a few extra seconds out of your Disarm ability for 3 Talent points. This suffers from the same problem that Improved Revenge faces in that many bosses in the later instances will either be Immune to the Disarm effect, or carry no Weapons available for you to Disarm to begin with. Disarm is mostly useful in PvP situations to begin with anyways, so the usefulness of this skill is very narrow. Might be useful for some hybrid builds, but mostly overlooked by tanks investing deeply into the Protection Talents Tree. Rating - ** 

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

*Taunt is another one of those bread-and-butter abilities for tanking, and the decrease of even two seconds on this ability provides a little utility for your Warrior when holding hate against multiple targets. An 8 second Taunt doesn't seem like much, and though there are bosses and monsters immune to this ability will will give you a lot of leeway when having to constantly change targets. For anyone investing this far in the Protection Talents Tree, Improved Taunt does not fail to impress.Rating - **** 

-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. 

*This talent is sort of iffy for those wanting to invest fully into the Protection Talents Tree. While Shield Wall is arguably one of our best 30 minute timers for PvE it's still on a 30 minute timer. Increasing the duration by 5 seconds is a significant amount of time in respect to getting a battle under control, but invest Talent points into an ability you can only use every half hour will vary on effectiveness. If you have the extra Talent points, then by all means invest here but you may want to put those points somewhere where you will get a consistent benefit. Rating - *** 

-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. 

*This is one of those talents where you can definitely see a difference in your Shield Bash skill once you invest. The additional Silences are never a bad thing, and can help prevent harmful abilites during PvP situations. Once again, this talent suffers in that it won't see much use in high end instancing, but will still most definitely help you out in your casual play. A decent talent for Protection Warriors. Rating - **** 

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

*This ability is fairly useful as it is an Instant Cast, guaranteed stun on your opponent. Beware that it suffers diminishing returns the same as Improved Revenge but doesn't hurt as bad since Concussion Blow is best used to control damage amongst multiple targets. Mediocre overall, but unlocks Shield Slam making it mandatory for any Warrior investing this far into the Protection Talents Tree. Rating - *** 

-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. 

*If your Warrior has invested 25 Talent points into the Protection Talents Tree, there is absolutely no reason you should pass up One-Handed Weapon Specialization. The 10% increase means more threat produced while holding a shield as well as the extra damage dealt. Hybrid builds can use this paired with Improved Duel Wield for additional damage as well. The upgrade from 5% to 10% increase made this talent gorgeous all around and a must have for any serious tank. Do not miss this talent should you go full Protection! Rating - *****
 
-Shield Slam (requires 20 points in Protection Talents, 1 points in Concussion Blow): 30 Rage cost, Instant Cast, 5 yard range, 6 second cooldown. Slam the target with your Shield, causing 225-235, modified by shield block value, and has a 50% chance of dispelling 1 magic effect on the target. Also causes a high amount of threat. 

*This is the end-all of the Protection Talents tree. Shield Slam picks up where Protection was really lacking, and adds a large amount of burst DPS to the tree itself. You can also purchase additional ranks of this skill from a trainer to raise the range on the damage to 342-358. The Rage Point cost has also been reduced by 10 making it even more affordable, and scales well with Rage Point generation that comes along with a One-Handed Weapon. For a while, the skill was unsavory due to low amounts of threat generation, but is now just as a good as a snap-aggro ability and practically sticks an enemy to you on a Critical Strike. Very well worth going all the way down the Protection Talents Tree for any tank, and a triumph in functionality. The only downside is that Shield Specialization did help mitigate extra damage, and while Shield Slam had a period where it's usefulness was questionable, it is without a doubt the "cherry on a sundae" for the Protection Talents tree. The debuff does little in PvE, but helps a little in PvP. Not shattering, but a nice little addition to the skill. Rating - ***** 


5. FAQ 


Q: I'm considering creating a Warrior for the first time. What kind of benefits does this class receive? 

A: Warriors are a gear reliant melee class that can serve a variety of purposes. Being the only other class than Paladin that can equip Mail armor from level one, as well as the only class other than Paladin that can ever equip Plate armor, Warriors enjoy a high armor class rating. With proper construction a Warrior can deal some very ferocious physical damage, or take even the nastiest beatings. Warriors are also one of the few classes that can equip shields, allowing them some of the best damage mitigation in World of Warcraft. Couple in the fact that Warriors have the highest number of "snap-aggro" skills, and what you end up with is a highly sought after addition to any party. 

Q: Throughout this guide you've mentioned "snap-aggro" more than a couple times. Can you clarify what this means? 

A: "Snap-aggro" is a term I use for any ability that allows you to immediately direct the attention of a monster towards you. A lot of these abilities are exclusive to the Warrior class. 

Q: What are the best primary professions for Warriors to have? 

A: That is based entirely on what you want to do with your Warrior. Here are some examples: 

Mining/Blacksmithing: Allows you to make your own armor and weapons. The most common combination for the Warrior class. 

Mining/Engineering: Gives your Warrior a plethora of tricks from powerful guns and Goblin explosives, to quirky Gnomish trinkets that work most of the time. 

Alchemy/Herbalism: Gives your Warrior the ability to make Rage Potions, Healing Potions, and Free-Action Potions, just to name a few. 

This should not distract you from doing what you want with your character however. If you wish to make a Tailor, then by all means sew away! If you want to train your character in Skinning/Leatherworking, then go for it! This is World of Warcraft and you can do whatever suits you best. 

Q: What about secondary professions? Which one should a Warrior focus on? 

A: Many Warriors swear by First Aid as a focus for your secondary profession. Killing humanoids will yield cloth material drops, and these can be used in order to create bandages which greatly reduce downtime between fights. As most Warriors shy away from the Tailoring profession they have little other use for the abundance of cloth material they find, save for selling it to other players. Cooking is also an excellent secondary profession, as the healing from food also reduces downtime significantly as well as provide useful lasting effects. 

Q: Which is the best talent build for Warriors? 

A: This is a highly debated topic. The simple answer is that there is no single best talent build for every single situation. Each tree offers many unique skills and bonuses for your Warrior, and will shape them accordingly based on how you want your character to perform. In the end, you are the one to decide how you wish to allocate your talent points based on the kind of character you want to play. That's the most important thing to keep in mind. 

Q: What are some popular talent builds for Warriors? 

A: Here are a couple examples of the current builds enjoyed by a many Warriors. Some vary slightly: 

"The Mortal Strike Build" 

http://www.wowprovider.com/?talent=11226005_1_80232502035251e1055c131005x
Arms Talents: 31 
Deflection - 2/5 
Improved Rend - 3/3 
Tactical Mastery - 5/5 
Improved Charge - 2/2 
Improved Overpower - 2/2 
Deep Wounds - 3/3 
Impale - 2/2 
Two-Handed Weapon Specialization - 5/5 
Axe/Polearm Specialization - 5/5 
Sweeping Strikes - 1/1 
Mortal Strike - 1/1 

Fury Talents: 20 
Cruelty - 5/5 
Improved Demoralizing Shout - 5/5 
Piercing Howl - 1/1 
Blood Craze - 3/3 
Improved Battle Shout - 1/5 
Enrage - 5/5 

*The build above is your cookie cutter PvP build using Axes or Polearms in order to maximize the frequency of Critical Hits. This build generally uses two-handed weapons in order to get the greatest amount of damage from the Mortal Strike skill, and uses Fury training in order to further streamline damage efficiency. Very effective build for PvP. 

"The Defensive Tank Build" 

http://www.wowprovider.com/?talent=11226005_1_805023o5p55250110530201051
Protection Talents: 36 
Shield Specialization - 5/5 
Toughness - 5/5 
Anticipation - 5/5 
Improved Bloodrage - 2/2 
Last Stand - 1/1 
Improved Sunder Armor - 3/3 
Improved Shield Block - 1/3 
Improved Taunt - 2/2 
Defiance - 5/5 
Concussion Blow - 1/1 
One-Handed Weapon Specialization - 5/5 
Shield Slam - 1/1 

Arms Talents: 10 
Deflection - 5/5 
Tactical Mastery - 3/5 
Improved Charge - 2/2 

Fury Talents: 5 
Cruelty - 5/5 


*This is a Warrior that specializes in tanking instance dungeons for parties. With the use of their Protection-based talent setup, they can get a lot of mileage using a one-handed weapon and a shield for high damage mitigation, as well as dabbling in Fury and Arms for additional damage mitigation, Critical Hit rate, and Rage mangement/generation. They should be able to keep focus on a lot of monsters while dealing some damage, but generally not as satisfying for the more bloodthirsty types. 

Remember, these are just examples taken from within the Warrior community here in the Blizzard forums, and are not guidelines on how to create your character. 

Q: Where can I send suggestions/comments regarding this thread? 

A: Your best bet would be to simply reply to me within this thread. If you have a suggestion about something you'd like to have added/linked such as a personal article or post that you feel has good insight, I'd be more than happy to add it for you. 

Q: There have been quite a number of "definitive guides" in the past. Why make another one? 

A: Many of the guides posted have had some excellent insight, and at the request of the authors there are some I would like to link to this guide as well. I do however feel that some of these guides tell a player how they should play their class, rather than let them know what sort of options they have to work with. This guide was written as merely a reference tool in order to steer Warriors towards forming unique ideas, gathering insight, and to promote creativity within the community


Edited by фткyн

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у всех босов, это у кого? у хромы в эраге? кто еще? нормальная атака у боса под 3 сек, с учетом чистого эвойденса 2 блока раз в 5 сек дает полный имун к крашу.

у большинства боссов атака в 2 сек...смотрю по атак бар

у 3/4 боссов кроме белой атаки есть ещё и мили скилы(винбафет, мортал итп)

PS авойданс и блок не стакаются, сначала идёт проверка на блок, а только потом все остальные проверки(если верить нашим девелоперам) (нет пруфа)

PSS блок даёт крит+краш иммун, но это не значит, что нужно убиваться в блок

А вообще я не понимаю зачем у Легионов в рейде 4 вара-танка и пал танк-танко-хил...Оо...

По сути ОТ в бвле нужен на вале, бруде, треше и для таунта вингбаффета. В остальных случаях везде и всегда должен рулить МТ, брать по 2-3 моба, в соло танчить босов Like a Rejustice Pro :D . Для ОТ трит важен только на бруде, там уже сандеры и ШС по кд, в принципе с Джемиком я частенько танчил бруда идеально, с танка на танка. 

 

ЗЫ Скараб у твинка, я плачу)

4 танка-залог успеха, ваэль и гоблопаки, не перестают об этом напоминать

а ещё мне по секрету рассказывали, что на оффе было до 6 танков в бвл(правда гоблинов танчить паладин не мог)

 

Потому что импейл увеличивает ТПС на пару процентов, но при етом танк теряет очень важные таланты в танко-ветке, получаеться что овчинка вычинки не стоит

Почитай свои старые ветки, раньше говорил топ билд для МТ с импалом

Posted by Sulfuras on 30 January 2013 - 02:18

У рейдящего танка существует 2 билда:

Стандартно-универсальный: http://www.wowprovid...250120500221051

Аггро-машина(для вгиренных): http://www.wowprovid...02501205c221051

Все остальное- извращение или подстраивание под конктретного босса-ивента (например 2 очка в сало)

P.S. Для танкования паков - SmartTarget и Oil of Immolation+корешки в помощь.

 

 

После таких МТ фуриком приходится постоянно стопаться))

ПоясниТЕ пожалуйста

Edited by defflord

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у большинства боссов атака в 2 сек...смотрю по атак бар

у 3/4 боссов кроме белой атаки есть ещё и мили скилы(винбафет, мортал итп)

Мили скилы не крашат.

 

PS авойданс и блок не стакаются, сначала идёт проверка на блок, а только потом все остальные проверки(если верить нашим девелоперам)

Дай ссылку на это. Не верю, что они такую чушь писали.

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Кажется критуют, хотя и не должны. Впрочем доказательств текущего состояния дел нет. На то, что они не должны критовать - могу найти.

Edited by Xudojnik

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а ещё мне по секрету рассказывали, что на оффе было до 6 танков в бвл(правда гоблинов танчить паладин не мог)

потому что бвл чистили парни в синих шмотках на оффе 

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Импейл спек можно юзать только когда тебе нужен чистый аггрореген, когда ты одет в Т3, у тебя хватает и хита и крита(под ворлд бафами). И то, Я понимаю, что это звучит глупо и смешно, мб сами через пару лет ето поймете, но Я видел и не раз как роняют фулл Т3 танка на хроме-нефе)))

 

Да, на офе люди рейдили с большим кол-вом танков, точнее сказать, все войны были танками, даже если в фури спеке, а ДПСили только если не нужны были танки.

Как вам АК40 в 8-10 танков?))))  

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Ну чтоб на нефе уронить танка фул т2 надо еще постараться.

Ну-ну))) Сразу видно что не хилером играешь и не танком)))) Варо-класс колл+курса могут сильно озадачить...Даже с Т3 танком

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Ну это не ок рейд где курсу не снимают, хилом играю, иногда, бвл хилил, проблемы только на хроме были.

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Ну это не ок рейд где курсу не снимают, хилом играю, иногда, бвл хилил, проблемы только на хроме были.

её-то всегда снимают, но иногда может быть задержка из-за друид класс-кола+фир, даже без курсы под варо-класс колом танк очень сильно просаживаеться... +50% дмг

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Потому что импейл увеличивает ТПС на пару процентов, но при етом танк теряет очень важные таланты в танко-ветке, получаеться что овчинка вычинки не стоит

Какие это он таланты теряет в прот ветке? 10% армы чтоли? или 33 шилд блок? или имп ревенж с таунтом? Все эти талы бредовые и кпд от них только на треше, где можно фейсролить.

 

Этанлон, или лучше не придумаешь http://valkyrie-wow.com/armory/tool/talentCalculator?class=1&build=2530200030200000000300000000000000055200110530021051 Для тех кто фапает на 20к+ арморы, можно вместо инспирейшена вкачать в армор 55 хуже не будет, в бвл обвесе, танк будет не пробиваем.

 

Вот что нарыл, когда рейдил, правда качество неок, да и кнопки не всегда хорошо жал http://www.youtube.com/watch?v=pItOEuNdKl0

 

2Дефлорд, Я и Жемик, и норм все танчили, я обычно по 2 моба брал, одного жемик, ну и Мимо/Битер брали 4го, по сути когда каждого моба танчит танк это такое убожество, что в рейде 4+ танка, от этого рейд только слабее. 

ЗЫ можно собрать 25% блока и забыть про деф, кап ты соберешь только в наксе, а до него как до Китая. 

 

ЗЫЫ Вопрос на засыпку, кто на сервере, будучи ОТ одевал дуалы и вешал заточки по 2% крита?) Так что ваши разговоры про набор ТПС кажутся таким бредом...

Edited by ====AL&AN====

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Мили скилы не крашат.

 Ок, но заряд блока они снимают, даже обычные атаки без тандерклапа и айсчила получается бьют чаще чем вар может блок обновить. И чего тут заливаем тогда про краш-критимун?

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Какие это он таланты теряет в прот ветке? 10% армы чтоли? или 33 шилд блок? или имп ревенж с таунтом? Все эти талы бредовые и кпд от них только на треше, где можно фейсролить.

 

Этанлон, или лучше не придумаешь http://valkyrie-wow.com/armory/tool/talentCalculator?class=1&build=2530200030200000000300000000000000055200110530021051 Для тех кто фапает на 20к+ арморы, можно вместо инспирейшена вкачать в армор 55 хуже не будет, в бвл обвесе, танк будет не пробиваем.

 

Вот что нарыл, когда рейдил, правда качество неок, да и кнопки не всегда хорошо жал http://www.youtube.com/watch?v=pItOEuNdKl0

 

2Дефлорд, Я и Жемик, и норм все танчили, я обычно по 2 моба брал, одного жемик, ну и Мимо/Битер брали 4го, по сути когда каждого моба танчит танк это такое убожество, что в рейде 4+ танка, от этого рейд только слабее. 

ЗЫ можно собрать 25% блока и забыть про деф, кап ты соберешь только в наксе, а до него как до Китая. 

 

ЗЫЫ Вопрос на засыпку, кто на сервере, будучи ОТ одевал дуалы и вешал заточки по 2% крита?) Так что ваши разговоры про набор ТПС кажутся таким бредом...

Я говорю про таунт и ШВ импрувные и потерю 2% крита... 20% бонус дмг от крита(причем именно бонус = только 10% бонус) не стоят того, учитывая что крита без ворлд бафов у танков немного и того, что много ТПСа идет от статичных источников и существенно не апаеться никакими критами

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Я говорю про таунт и ШВ импрувные и потерю 2% крита... 20% бонус дмг от крита(причем именно бонус = только 10% бонус) не стоят того, учитывая что крита без ворлд бафов у танков немного и того, что много ТПСа идет от статичных источников и существенно не апаеться никакими критами

Окей, я, признаюсь, не считал бонус ТПСа от импейла, с учетом того, что у меня в рейде 21-22% крита, а это уже неплохие ШС + Героики под 800-1к. Если не брать импейл, то кроме тактикал мастер 25 дальше идти смысла нету в армсе, брать 2% крита, окау... что еще брать в деф ветке? имп ревенж или таунт? это уже не рейдовый билд, я дребедня для шоло/стратов...

 

К слову об бафах и тпсе, нету ток скрина с % крита, кстати на этом скрине я еще жужу на ап не собирал танком, так что можно еще 40апа прибавить.

Изображение

Edited by ====AL&AN====

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Окей, я, признаюсь, не считал бонус ТПСа от импейла, с учетом того, что у меня в рейде 21-22% крита, а это уже неплохие ШС + Героики под 800-1к. Если не брать импейл, то кроме тактикал мастер 25 дальше идти смысла нету в армсе, брать 2% крита, окау... что еще брать в деф ветке? имп ревенж или таунт? это уже не рейдовый билд, я дребедня для шоло/стратов...

 

К слову об бафах и тпсе, нету ток скрина с % крита, кстати на этом скрине я еще жужу на ап не собирал танком, так что можно еще 40апа прибавить.

Изображение

имп ШВ и имп таунт :)

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У пасана в т2 оверкап армора же и так, нафига ему таланты.... Надеюсь скоро халяву пофиксят.

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ОМГ О_о Без брони? Ето один из самых важных талов, важнее чем +деф!!! Вы че? Даже в Т3 и под фул химией нет капа брони!!!

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