Topic [Guide] Warrior Arms PvP 4.3
For those who would like to do some PvP, I present my "collection" of ideas and tips for playing in the best possible way an Arms warrior in Arenas/Bg's/Rated Bg's.
Stat weight & Caps:
Your most important stat is Strenght. Every points of strenght gives a +2AP.
The list of stats is as follows: Str > Hit(cap) & Expertise(cap) > Resilience > Crit > Mastery > Haste.
Your Hit cap in PvP (facing lvl 85's Players) is 5%, which is 641 Hit Rating.
Your Expertise cap is 20, which is 601 Expertise Rating.
That said, let's see how to Gem and how to Reforge:
(I will not post epic gems, so if you can socket them just see the gem i have posted here and find another more powerful, but that gives only the stat/stats i've listed).
Yellow Socket : Resplendent Ember Topaz (+20 Strenght, +20 Resilience)
Blue Socket : Etched Demonseye (+20 Strenght, +20 Hit Rating)
Meta Socket : Chaotic Shadowspirit Diamond (+54 Critical Strike Rating, +3% Increased Critical Damage)
Try to gem hit rating as much as possible, so you can keep the reforging for other stats, like Critical Strike Rating!
Remember that is not possible to reforge Strenght, so use only gem that gives +Strenght!
For a correct gemming use, follow the list written above.
The reforge order, is the following:
[If Hit and Expertise caps aren't reached]
Haste & Mastery > Hit & Expertise (until cap reached); if needed, reforge also Critical Strike > Hit & Expertise;
[If Hit & Expertise caps are reached]
Haste & Mastery > Critical Strike;
Hit & Expertise > Critical Strike Rating;
Let's see now the Enchants:
Head : (Enchant by PvP vendor) : +Str, +Resilience
Shoulder : (Enchant by PvP vendor) : +Str, +Resilience
Chest : Enchant Chest - Mighty Resilience : +40 Resilience Rating
Back : Enchant Cloak - Critical Strike : +50 Critical Strike Rating
Bracer : Enchant Bracer - Major Strength : +50 Strength
Hands : Enchant Gloves - Mighty Strength : +50 Strength
Waist : Ebonsteel Belt Buckle : +1 Socket (socket a +Strenght gem!!!)
Legs : Dragonscale Leg Armor : +190 Attack Power and +55 Critical Strike Rating
Boots : Enchant Boots : Earthen Vitality : +30 Stamina and Minor Movement Speed
Now, we will see the best spec:
There are some talents that should not be discussed, and which should be used as the basis for each spec variant:
Field Dressing : This is a must-have talent, which permits, added to the fury tree talent "Blood Craze", to have a noticeable input of self-healing. Personally, from an arena match, i take from 60K to 100K of self healing from "Blood Craze".
War Academy : This talent gives a +5/+10/+15% damage to Mortal Strike, Victory Rush and Slam abilities (i've written only those abilities that we will use as arms). Don't leave blank.
Second Wind : This talent, gives a +10/+20 Rage and a +2/+4% Total Hp Healing when struck by a movement impairing effect. Personally i think this talent is a godsend.
Deep Wounds : Must-have, when you need some solid tick-damage. It does 16/32/48% weapon's average damage over 6 Seconds. Awful.
Drums of War : This talent, if used in 2/2, gives a 100% reduced rage cost when using Pummel, Demoralizing Shout, Intimidating Shout and Challenging Shout. And if i need to interrupt a spell but i have not enough rage? Use it.
Taste for Blood : This talent increases the Overpower critical strike chance by 20/40/60%. In addition, when rend ticks, you have a 33/66/100% chance to use Overpower within 9 seconds. This effect will not occur more than once 5 seconds.
Personally i don't use "Sweeping Strikes", because is a "situational" talent. Situational because it's useful when in melee with more than one enemy, and useless if you are in combat with only one enemy.
Impale : Increases the critical strike damage bonus of Mortal Strike, Overpower and Slam by 10/20%. Don't leave blank.
There's a discussion above the use of Hamstring/Piercing Howl. Personally i prefer to keep the two talents of "Improved Hamstring" and spec into "Piercing howl". When my arena mates needs to run away from enemies, i can spam Piercing Howl and save their lifes. Is also true that "Improved Hamstring" BLOCKS the target for a few seconds, so, choose yourself...
Now, from tier 4 to tier 7 (i'm talking about "from the fourth line of talents to the seventh line of talents) use ALL. Use all because all talents are a must-have.
Slam or Heroic Strike?
Maybe you can think i'm crazy, but i prefer to use Slam, and NEVER to use Heroic Strike.
I will obviously explain the reason of this choice:
First of all, Heroic Strike has a 6 seconds cooldown, 30 rage cost; Slam has no cooldown, 15 rage cost. Has only a 0.5 second cast, but is useable when moving or jumping.
In second place, let's see the following talents:
War Academy : This talent gives a +5/+10/+15% damage to Mortal Strike, Victory Rush and SLAM abilities.
Impale : Increases the critical strike damage bonus of Mortal Strike, Overpower and SLAM by 10/20%.
Lambs to the Slaugher : Your Mortal Strike causes the slaughter effect, which refreshes the duration of Rend on the target and increases the damage of your Execute, Overpower, and SLAM abilities of 10/20/30%.
Juggernaut : Your Charge ability is now usable while in combat and in all stances, and the cooldown of your Charge is reduced by 2 sec. Following a Charge, your next SLAM or Mortal Strike has an additional 25% chance to critically hit if used within 10 sec. However, Charge and Intercept now share a cooldown.
Seems to be that the Arms tree prefer the use of Slam instead of Heroic Strike.
These 4 talents are, for me, more influential than the 3 talents of "Incite".
See my armory for complete spec and glyphs.
Finally, let's see the rotation. Rotation? there is also a rotation for PvP? Yes.
When Charging, use always: Charge, Rend(if is not on the target), Colossus Smash.
For the standard rotation, use the first available ability in the following order:
IF Colossus Smash is not in CD, use it.
ELSE IF Mortal Strike is not in CD, use it.
ELSE IF Overpower is not in CD and Useable, use it.
ELSE Slam spamming.
Heroic Strike is a 3 second cooldown, only 1.5 with Inner Rage up, which is literally up half the time, and is not on Global Cooldown, so it can be hit in conjunction with a Mortal or Overpower.
i havent even seen what he wrote except for the stats prio and thats enough for me to call it s useful post you know not everyone starts this game knowing everything
and the other thing stop acting all high and mighty instead of trolling on a lvl1 show us your glad main and i hope its a warrior otherwise plz dont insult ppl for helping others thank you very much
Maybe you should relax a little bit there? I wasn't insulting anybody, I was just stating the facts.
He has never been above 1500 in ANY bracket therefore should not be posting a guide on how to play a warrior. Or am I wrong? With just basic knowledge of the Warrior ( any class these days really) class you can get above 1500. It's the equivalent of learning Math from a person who has an F in Maths. It's absurd.
Not trying to insult anybody, it's just facts. I just hit level 85 on my Priest, I'm not about to write a guide on how to play after reading a few notes on google and playing 5 2's matches.
This is just Wrong. Unless you know your not going for a kill anytime soon it's nice to keep the pressure going sure. But most of the time it's best to save CS for when you have enough rage to get a heroic strike or two in it's duration with IR. Not to mention communication with teammates. Let's say your warlock says "Fearing the priest in 5 seconds" Of course it's a much better choice to save CS for when the healer is in CC. This is especially true against plate/mail wearers. If you keep CS on cooldown at all times chances are it will not be there when you need it most.
What I said may very well be untrue also as I've only been to 2.2k myself (on my warrior). And most of the PVP community wouldn't (shouldn't) completely trust my advice, but it is much more likely to be correct as somebody who hasn't even been above 1.5k is either just an awful player, or doesn't really like to play their Warrior (Which is much more likely). So tell me why should a new player looking for a guide on Warriors take advice from someone
who has 8 unenchanted items, 3 empty sockets, and Mining as a profession? There is no reason. If you learn to play the incorrect way it's hard to get rid of the habits.
Obviously Mr.Kubrik (sweet name btw) had good intentions, but I'd suggest playing the class a little bit longer before making guides for it so !@#$%^-s like me don't come in and start to rage on your threads :)
Why should we listen to someone not even being over level 1?
Show your balls and post on your main.
I am not asking you to listen to me. Most of what I said is just common sense. What do YOU think I was wrong about since your level 85 and all (-.-)? Should a person like that be posting guides? Yes? Well then go ahead and follow it. Good luck getting to 1200 rating :D Will be fun playing against peoples 8 year old kids who have a character on their daddies account :D Being stuck at 1500 and writing guides is OK yo!
Im not saying his guide is perfect, or any like that.
Your like everyone < 2k + rating are not allowed too post any tips/guides
Is that your way of agreeing with me or what? "< 2k + rating are not allowed too post any tips/guides" That is basically what I said. Unless you actually have AT LEAST the average experience it's useless to post a guide.
Edited by Dathran on 09/01/12 12:59 (GMT)
Shut up, you talk such rubbish.
He's right though, that guide is off in quite a few places.
Edited by Shieldbreak on 16/01/12 19:00 (GMT)
Since warriors pretty much get trained every match, I'd say the 60 resilience is more worth it than a lousy 60crit rating
Also, socketing for bonus is only worth it when you get 10 Strength or 20 resilience, rest of the time it's kinda of worthless...
Thank you for taking the time to make a guide,but i'm afraid you're quite off in certain points.
First and foremost,the whole Slam Vs Heroic Strike argument has been here for ages,and it really all matters on what you play.Try them out both would be my advice and see for yourself.As i am doing mostly rbgs,i find it much more useful to have an ability off the GCD when that last healer or Efc has to go down. It is indeed true that slam does a marginally higher damage,but it's casting time is not what i am looking for.
As someone else has posted above,your meta gem choice contradicts yourself,as you state that "Strength is the best stat for warrior",which is true,and yet you choose a 54 crit meta over a 54 strength one.Obviously now.
The "rotation" is good for beginners,but i think it would be a bad idea to imprint them that colo should always be on as it is a rather situational burst attack.
I will agree with the most part of the rest of the guide,although i could give some more feedback regarding talents but that would make my post too long.
Please try get some more insight before creating guides,as some people will follow them step by step and will be damned by their choices in some situations.