So, you've decided to join the ranks of the tough, battle-hardened,
and bloodthirsty killing machines known as the Warrior, or perhaps
simply checking in to see if this is the class for you.
Either way, I personally recommend the warrior class to all those
who thrive off ripping apart opponents with a combination of personal
skills and overpowering damage – But take note, this class is
not for those who want the easy road.
The warrior class is for those who want to be the first target in every battle, PvE or PvP, and are willing to bear the brunt of punishment to reach and annihilate the opposition with a combination of devastating abilities such as Mortal
Strike and Blood Thirst.
However, first things first, and before you’ve even entered the game world you’ll
be forced to choose amongst the numerous races of world of warcraft,
and choose wisely, many players find this descision almost as important
as what class to play.
With 4.0 & Cataclysm the biggest changes are the talent system,
shuffling of abilities, and Mastery. Warrior mechanics were
tweaked, but not changed (as they were for Paladins.) As far as the value
Warriors bring to PvP or PvE in Cataclysm, well, see "Buffage" below.
With the talents you now have a total of 41 talent points at level
85. Once you pick your first taltent, at level 10, you will be
locked into that "specialization" until you have spent 31 talent points
(at level 69.) After that you will be free to buy talents from the
Buffage and Nerfage:
With any new patch or expansion comes the inevitable period of time
afterwards when characters are gods one day and doormats the next. This
is true for any class and Warriors are no exception.
With the builds and notes on these pages we will not be looking
at the "flavor of the minute" topics.
If you like this guide how about sharing it?
Cataclysm raiding will require a lot more in the way of rating
points (eg: crit rating) to get 1% in that ability than it did
before. Therefore any points in Expertise or whatever that
one gets from a racial abilitiy at level 85 is a much bigger thing
than at 80.
Also, with Cataclysm, any race can be a Warrior. Even Goblins.
Now that that's out of the way... the only real choices for Warrior
are Human, Night Elf, Orc, and Undead. The rest are...just the rest.
Humans and Diplomacy. The ability Diplomacy grants you
a solid 10% increase to all faction reputation gains. Initially
you might scoff at this being a useful Warrior racial, but quite
honestly since WoW incorporates so many faction grinds with each
new expansion this ability’s been elevated to almost a ‘must
- Diplomacy - great for leveling faction. Adds to the
guild diplomacy bous.
- Escape - Very nice in PvP, occasionally
- Spirit increase- Low wut? Warrior have no spirit and need none.
- Increased Expertise with swords and maces. Nice for
the end-game, if a sword or mace is the best weapon (and it probably
Next, Night Elves gain both Shadowmeld and Quickness as far
as effective abilities go.
- Quickness is a 2% increase to dodge, seemingly worthless
initially, but this 2% easily counts for multiple pieces of gear
bonuses (especially useful for tanking) at level 85, take note
of it. It's very nice to have if you're
a Warrior tank.
Shadowmeld gives you a stealth of sorts, allowing
you to wait and ambush others in PvP, or even just avoid being
targeted while AFK or resting.
Shortness is a virtue? Is a digging tool your favorite weapon?
Do you live for the smell of baking ore in the morning?
- Stoneform removes bleeds, poisons, and diseases which
gives Dwarves much needed PvP utility against Rogues, Death
Knights, and other bleed using classes. It also reduces damage
by 10% which has PvP use and is nice at times in PvE.
- Mace Expertise is useful if you're looking for every
last point of expertise on your gear and if the best weapon
is a mace, which it probably isn't. Expertise is a very
good threat stat, so a few extra points here are good.
- Crit chance with guns - You're a Warrior, you don't
- Increased Archeology Skill - Nothing useful for Warriors.
Draenei present probably the most contestable rank amongst
warrior race choices, some say the HoT(Heal over time) is
easily worth it, acting as a secondary bandage. Some disagree.
I think the any Warrior heal is a good thing.
Draenei also gain a 1% +hit aura that, with 4.0, is self-only. Nice
to have, especially for level 85 raiding, where it's just thatmuch
less that you have to reforge/gem for.
Finally, Gnomes... Too short, the butt of too many jokes, and
punted by everyone except Goblins. While a useful race in
and a solid PvP race, they
bring nothing special to Warriors.
- A nice escape ability is great for PvP and is useful every
now and then otherwise
- Their small size is a benefit in PvP where many people click
- Increased mana pool? Zzzzz....
- Increased Engineering skill is interesting since there are several
widgets created by Engies that are useful to Warriors, particulary
- Expertise with small swords might be useful in raids where
those expertise points free up points to put somewhere else. Actually,
with this ability, you should have been a Rogue.
Cataclysm brings with it the smelly, snuffling, flea
ridden Worgen as a playable race.
- Worgen can periodically move more quickly, much like the Rogue's
Sprint, which is a generally useful ability.
- They have an increased crit chance which is an overall DPS gain.
- Increased skill and speed with Skinning is ncie enough is you're
On the flipside, there is the Horde and the Orcs: Orcs are the
race most consider the deadliest warrior race at 85.
possess an interesting racial ability called Bloodfury,
which increases their attack power by a significant amount. Add
this to a macro, along with certain trinkets, and use it to
really smash face when you need to.
- Additionally, Orcs possess Hardiness, a 15% resistance
to all stuns and knockout effects. What with Warriors already
having an anti-rogue arsenal, Orcs stand as the greatest rogue
slayers of all.
- The Orc Expertise with Axes is a useful
raid DPS ability, if an exe is the best weapon availalbe.
- A 5% increase to base health seems amazingly useful
at high levels for any prospective tank, especially with Cataclysm raiding,
except that it doesn't scale well at high level, giving far less
than 5%. Perhaps this will be changed in a later patch.
Also useful is war stomp, an almost strictly
a PvP ability, but also useful for leveling, that gives them
a crucial short range AoE stun. This can also interrupt trash mobs
Trolls are something gain innumerable points for style and uniqueness.
There just aren't too many of them around. For PvE their Berserkingputs
them ahead of the Undead as DPS or Tanks.
- Berserking increases attack speed by a decent amount.
- Increased damage Vs beasts is useful for leveling and some
- Regeneration - Very little help in combat and your bandages will
probably take care of the out of combat part. So while any regen is nice,
it's hardly significant.
- Increased crit with throwing and bows - nice for Hunters, but since you're
only using thrown wpns and bows for pulling it's not very interesting.
- Do Voodoo Shuffle reduces movement altering effects,
such as from Slow
Finally, Undead, another race with no PvE abilities and one
great PvP abilitiy. Will of the Forsaken is a solid
racial, PvP wise, granting a free break from fear, sleep, and charm
effects every 2 minutes, yet in PvE wise it’s
almost useless, aside from specific boss fights.
Cannibalize grants undead great post-fight regeneration
ability, making them faster than other warrior races in long-term
grinding. Finally, underwater breathing has helped
in the odd-scenario of being rooted underwater by an enterprising
alliance druid, not to mention being handy for the various underwater
quests from 60+.
Coming with Cataclysm we have the Goblins.
- Rocket Jump is usable once per 2 minutes and can be
a nice gap closer or escape.
- Haste is increased for the Goblins, which is nice for
- Vendor Discounts and a Personal Bank have little combat use, as
does their increased Alchemy skill.
With Cataclysm the Blood Elves became Warriors
- Arcane Torrent restores some rage and silences nearby opponents
for 3 seconds, players for 2. This makes it a pretty useful ability
every 2 min.
- Increased enchanting skill
All in all I’d recommend you consider whether you value
looks or maximized power first, and then take your pick of either
Tauren for tanking, Gnome or Human for PvP, although admittedly
Orcs also have a strong case for being PvP champions as well.
Then, of course, we have the Squids... er... Draenei for their
not insignificant +1% hit.
Another large consideration when beginning your warrior is what tradeskills to
pick up, and making this decision will seriously affect the future
of how you obtain both gear and cash for the grinds to 80..
Epic flying mounts require over 5000 gold, for mount and training,
your ground epic mount a much smaller, yet still high amount. To
reach these requires often dedicated gold making, and for that pursuit
recommend picking up a combination of harvesting skills such as Herbalism,
(Also see our gold guide for more tips.)
crafting professions are all very expensive to level up and you should
probably wait until 80+ to seriously level any of them since that's
when the cash comes a little more freely. Of course, that's not such
an issue if you farm all your mats (ugh.)
If you have to work on a crafting skill as you level... Either Engineering, or
much more likely Blacksmithing, come to mind. Engineering provides
both enjoyment and PvP effectiveness in the form of numerous trinkets
Blacksmithing allows you to craft powerful endgame armor or weapons
with materials gathered personally and on the auction house/through
raids. Generally blacksmithing creations are more useful PvP wise than PvE, but this isn’t
always the case.
Each of the professions offers self-only items or abilites.
It's up to you to decide whether the self-only effects are worth
- Alchemy - in addition to creating all kinds of potions wil useful
effects you will gain increased effects from your own potions.
For example, youir Strength flasks gain an addition 80 points.
- Blacksmiths can add two gems sockets, one each to bracers and
gloves. So that's two moire gems for Str or for your tanking stats
- Enchanting - Adds stats to your rings
- Engineering - Lots of nifty gadgets
- Inscription - 130 Str or 195 Stam to a shoulder slot
- Leatherworking has a bracer "enchant" which can increase your
Stam by 195 or Str by 130.
- Jewelcrafting - You can use three gems that provide +67 stats instead
of the usual +40.
- tailoring - For your cloak, does 1000 AP for 15 seconds, which
sometimes procs on melee attacks, sound interesting?
4.2 Warrior Patch Notes
Some changes to class balance were made with 4.2. Here's
an explanation of the thinking behind the changes.
Here's the main 4.2
Tanks, especially, will be interested in the 4.2 Crowd Control changes,
Warrior specific changes:
- Overpower now has a 1.5-second cooldown and global cooldown (Taste
for Blood's Overpower cooldown has not changed).
- Recklessness and Deadly Calm can no longer be used at the same
time. One cannot be used while the other is active, but using one
does not put the other on its full cooldown.
- Retaliation, Recklessness and Shield Wall no longer have stance
- Talent Specializations
Two-Handed Weapon Specialization weapon damage increase has been
lowered to 12%, down from 20%.
Dual Wield Specialization weapon damage increase has been lowered
to 5%, down from 10%.
- Warrior Bug Fixes:
It is no longer possible in some encounters to use Charge when
closer than its minimum range.
4.1 Warrior Patch Notes
You can see all of the 4.1 patch notes here.
- Charge and Intercept no longer have diminishing
returns on their stun effects.
- Colossus Smash now ignores 50% of a hostile player's
armor (PvP), but continues to ignore 100% of a non-player character's
- Heroic Throw is now available from trainers at
- Heroic Leap is no longer on the global cooldown,
similar to other warrior movement abilities.
- Inner Rage is now available at level 56.
- Intercept now has a 1.5-second
stun, down from 3 seconds.
- Pummel is now usable in all stances.
- Rallying Cry (new ability) is available from trainers
at level 83. It temporarily grants the warrior and all party or raid
members within 30 yards 20% of maximum health for 10 seconds. After
the effect expires, the health is lost. It has no cost, no stance
requirements, and is not on the global cooldown. It has a 3-minute
cooldown, but also shares a cooldown with Last Stand.
- Shield Bash has been removed
from the game.
- Spell Reflection cooldown has been increased
to 25 seconds, up from 10.
- Whirlwind now has its cooldown reduced by 6 seconds
when it deals damage to 4 or more targets. The Whirlwind effect caused
by Bladestorm remains unchanged.
- Improved Hamstring now reduces the global cooldown on Hamstring
by 0.5/1 seconds in addition to its current effects.
- Juggernaut no longer adds 2 seconds to the Charge stun, but
instead lowers the cooldown of Charge by 2 seconds (to 13 seconds
total without the glyph).
- Lambs to the Slaughter now causes Mortal Strike to refresh Rend
in addition to its current effects.
- Strikes of Opportunity value per point of mastery
has been increased by 10%.
- Precision (passive) now increase auto-attack damage by 40%,
in addition to the 3% hit it offers currently.
- Unshackled Fury now only grants 2 base points of mastery, down
- Shield Mastery no longer affects the cooldown
of Spell Reflection, however, it now allows Shield Block to proc
a second aura that reduces magic damage by 7/14/20% for 6 seconds.
- Gag Order now applies to Pummel and Heroic Throw,
giving these abilities a 100% chance to silence the target for 3
seconds. In addition, Gag Order lowers the cooldown of Heroic Throw
by 30 seconds.
- Glyph of Spell Reflection reduces the cooldown of Spell Reflection
by 5 seconds, up from 1 second.
Warriors are in the possessions
of numerous ability choices, sectioned off into three distinct tree’s
much like other classes, each with potential benefits and drawbacks
based upon your desired style of play and generally lined up to focus
on synergy with a specific talent tree.
However, above all, Warriors ability usage and capabilities are both
improved and hindered based upon the current stance they utilize, those
being: Battle, Defensive, and Berserker stance. Each is focused
upon a specific forte of the warrior, General Combat, Tanking, and
Damage output respectively.
Depending on which stance you currently use your selection as to which
abilities to use will be noticeably hindered with the sole exception
of battle stance, which allow the usage of almost all attack types,
although this too is with a few exceptions.
This is your first and most basic stance. It increases your damage done
by a small amount and decreases your damage taken by the same amount.
Defensive stance is the first stance warrior’s gain
after battle stance, and is the cornerstone of all tanking
from levels 10 up to the level
stance gives you a solid 10% decrease in all damage and increase in
aggro (threat) generated.
All in all defensive stance is useful more so to those intending to
tank for teams or instances. Anyone planning to put those
pursuits on hold until reaching maximum level will rarely find Defensive
Stance helpful, much less required.
The stance is a 10% increase to damage and no longer increases damage
taken. It used to require a quest, but that is no longer the case.
You simple learn the stance from your trainer.
Berserker stance opens up a lot of new options when fighting, make
certain to give your new abilities a workout along with the stance,
allow you to determine which of the three you favor most for leveling,
although berserker is an obvious choice for fury warriors.
The Whirlwind Weaponry
This quest, like the berserker stance quest, is now obsolete and is
no longer available.
With the release or WoW 4.0 all specializations of all classes received
a set of unique abilities.
Fury: With 4.0 and Cataclysm you get certain Fury specific abilities.
Whereas Arms is
the two handed weapon expert, Fury is the berserking engine
- Bloodthirst hits your opponent for high damage and heals
you slightly. This is your initial Fury ability.
- Dual Weild Specialization: Increases overall damage by 10%
and increases the off-hand damage by 25%
- Precision: Increases your chance to hit by 3%
- Mastery: Unshackled Fury - Various enraged/berserker abilities
provide a benefit and this increases that benefit by 25%. Additional
Mastery Rating increases that percentage.
Arms: With 4.0 (and Cataclysm) your Arms Specific abilities
- At level 10 you'll get Mortal Strike as your main attack
- You also get Two Handed Wepaon Specialization, for 10%
more damage with the things.
- Anger Management is another specialization ability which
allows for greater rage generation
- Mastery: Strikes of Opportunity: Obtained from your trainer
at level 80) Each melee attack has a chance to trigger an additional
swing for 75% damage. Additional Mastery rating will increase
With the Protection spec you pick up the following abilities:
- Shield Slam: Whack the target with your shield, dispell
a magic effect on the target, and add a lot of threat.
- Sentinel: 15% more Stamina, 15% higher chance to block,
and 50% more rage from attacking targets that aren't attacking
you. This should help in sweeping up loose adds.
- Vengence: Each time you're hit you take 5% of the damage
taken as Attack Power up to a max of 10% of your health. A
level 85 Prot Warrior can have over 105k health (heck, some 80s do)
so that's quite a bit of added Attack Power
- Mastery: Critical Block: You get an additional chance block
and to Critically Block. Additional
Mastery Rating increases the chance to block.
Taunt is definitely a core ability, but is complicated enough
as to deserve its own section. Taunt is one of the tank's greatest
aids when dealing with either higher level party members pulling aggro
or a few trigger happy hunters or mages.
What this ability does is not pull aggro for a set duration before
releasing the mob, rather it brings your threat levels to an exact
equal to whoever is currently holding the mobs attention, meaning
that by following up taunt with revenge, shield
slam, or a sunder,
you solidify your hold on its aggro so long as you continue to output
more threat than the other player.
This can be used to your advantage by waiting to taunt until the
offending mage, warlock, or hunter in your group has unloaded with all cooldowns
and major damage abilities, building up major threat
within the space of a few seconds. By taunting immediately
afterwards, you effectively gain all of the threat they just built
up plus your own after the taunt.
With Cataclysm Taunt apparantly no longer can miss, which will make
tanking more reliable.
Charge & Intercept
These two serve a dual-purpose for both grinding and tanking, with
charge being a staple rage-builder when mowing down mob after mob as
well as reducing travel time slightly. Charge also aids tanks
in building the rage required to hold aggro on multiple mobs early
into the fight.
Interception is much more of use in PvP for the most part, however
when a mob starts chasing your healer, this ability can be easily used
to catch up and either taunt or blast a shield slam onto the offending
mob before they can catch their own target.
Other similar abilities include Intervene and Victory Rush, however
these are covered later on.
Note: For more a more
in-depth look at leveling a warrior, check out our Warrior
Leveling a warrior has become more easily accomplished with almost every patch, leading to the current status of warrior leveling nigh matching that of all other quickly leveling classes, most likely due to the increased emphasis on questing as opposed to long-term grinding.
As far as speed and style, this will largely depend on which talent
tree you choose to emphasize, Fury being first amongst leveling speeds,
arms second, and protection a very distant third (unless you're tanking
all things considered, each suits a different variety of player definition
If you're just looking to blast to 85 ASAP then you need Zygor's
leveling is focused on killing quickly and effectively through
extremely fast attack speeds combined with a high critical and +hit
rate, if possible. These
stats combine to generate a blender-speed whirlwind of (insert two
weapons of choice) when mowing down mobs. Bloodthirst becomes
your basic attack at level 10 and it adds a very small heal, which
reduces some downtime.
Downtime is probably least with this build as well, lending itself
to taking down opposition with minimal time spent and thus lessening
the time the enemy spends beating on you, always helpful. When combined
with bandaging, this reduces downtime to almost nil.
Although the traditional build of fury is indeed dual-wield, there
is also the variant of two-handed fury that boasts a leveling speed
somewhere between that of dual-wield and an arms build, yet for many
this difference in play style is more interesting/more fun for leveling
With the DUal Weilding ability there is little point to using
two handed weapons, before Titan's Grip, other than just for
style. Fury really is designed around dual weilding, especially since
build is the second fastest leveling style, barring "flavor
of the minute" changes, however it also presents itself as the
greatest PvP build for both leveling and battlegrounds/arena’s,
making it one of the more viable choices for those playing on PvP servers.
All in all this is a good change of style/pace for those tired of
dual-wield or being slaughtered by other players frequently. Still,
for those seeking to maximize leveling speeds, go fury.
If you're PvP leveling then stick with Arms. You'll do fine in the quests
and you'll do better on the battlefields.
by far the slowest solo-leveling specialization for any
warrior, no matter the gear nor personal playing ability, protection
is simply too low on the damage output and downtime management to be
a viable solo-alternative to either fury or arms,
When teaming frequently (for instances and raids) this
becomes an entirely different matter. Any warrior with some good friends,
seeking to spend more time in instances than outside, will find protection
suddenly that much more viable.
With the introduction of the Dungeon
Finder tool the Protection
level quickly as tanks.
Tanks also have very short
wait times for the dungeon queues, this means that if you like
to tank and you're fine with dungeons then that short queue time
will make the Protection Warrior the fastest leveling warrior of
Additionally, when questing, a tank can always come in handy for tougher/elite
group quests, making protection ideal for someone with at least
one or two buddies at all times.
I won’t recommend it for leveling solo, but it’s
definitely the party-players build of choice should they desire
to soak up damage. Then again, a damage build makes killing speeds
that much faster, it’s
all up to you.
What Gear and When
Gearing is fairly simple thankfully, our core statistics being those
of strength and stamina, as everyone can use
a little more health, tanks most of all. I’ll cover the
fundamental increases and priorities, but the more specific build guides
flesh this out further.
The 4.0 patch streamlined a lot of gear. Various stats, such as Armor
Penetration went away and primary stats, such as Strength, became
Strength is easy, more strength means more attack
power, and by connection more damage, and also adds to block value for
the defensively minded. More
damage is faster killing, less damage taken, and overall increased
leveling speed with less downtime. With Cataclysm Str is by
most important damage stat, for Fury and Arms, though not the most
important threat stat (see below)
Critical is a stat generally lacking in earlier levels,
the first appearing somewhere in the 40’s and even then in low amounts. This
stat plays best when combined with large amounts of strength, preferably
picking up gear that has both stats in high amounts if possible.
Stamina is obvious, more health is always better,
especially in PvP or when tanking, and given our utter lack of healing
aside from crusader enchants, bloodthirst,
and bandaging. You’ll find that large amounts of stamina saves
you a lot of corpse runs and thus time. For leveling, at
low levels, we recommend stacking as much Stam as is possible.
Hit Rating isn't necessary while leveling (you'll have
enough from your talents,) but is important for PvP and very important
for raiding damage output. 5% is good for PvP and 8% is good for raids.
- Arms and Fury want 8% Hit total, before any other stats
- Prot doesn't need the Hit.
Intellect and Spirit have no business being on any piece of your gear, ever.
Agility Especially with 4.0 agility is less important
than strength or +crit generally.
Mastery is a poor stat for Fury and Arms, though Prot
Warriors, going for avoidance, value it highly.
Haste seems to be the least valuable stat for all Warriors.
For tanking duties:
- Mitigation: The idea is to maximize your avoidance & blocking. This
evens out incomming damage and has the nice side-benefit of making
things easier on your healer. Vengence and your other abilities should
provide more than adequate threat.
Go for: Stamina > Mastery > Parry > Dodge
- Threat: For whatever reason you feel it's necessary to maximize threat.
Expertise negates the boss parries which not only means you hit more
often, but it means the boss doesn't get an attack buff from a successful
parry which means you live longer.
go for: Expertise > Hit > Strength > Crit
This section covers some basics, check out our Warrior
PvP Guide for more.
PvP as a warrior is probably one of
the most enjoyable experiences in the game as far as I’m concerned.
There is nothing better than baring down on an offending cloth wearing caster,
busting out trinkets to break whatever roots and snares they possess,
and dropping them in 2-3 hits with massive damage.
However, this obviously isn’t the way all or even most battles
go, otherwise we’d be seeing the nerfbat quite soon. Rrather,
most fights head the opposite way quite quickly, especially when caught
by surprise by anything from a mage to even rogues.
Perhaps the most key element to general warrior combat, which takes
some work, is always being prepared for every single class and talent
build. Preparation ahead of time gives us the ability to use our numerous
counter-attacks and adjust ourselves to the opponent’s style
of combat quickly enough to prevent being slaughtered by the opposition.
Of all the classes I’ve played in PvP, meaning every class
in world of warcraft, warriors required the most instinctive play
as opposed to actual well-thought out strategies, how much I played
seemed to drastically improve my abilities as opposed to training
myself for specific fights.
I sometimes use a
Nostromo gaming pad, sometimes not, I've
also experimented with special macro set-ups for specific classes,
but either way I found that whether I could mash the required key
before my opponent could react decided most fights before they even
Hitting charge before you’re forced into ‘combat’ status,
mashing intercept to catch the sprinting rogue and following it up
with hamstring, intervene a team-mate to gain ground or help them fight
off another player, all these are determined by how well your hands
know what you’re doing as opposed to conscious thought patterns.
Whether you’re Arms, Fury, or Protection, if you can master
your keys and hit them in proper succession with your eyes closed,
probably reached the level where you need to worry more about gear
Arms Warrior PvP
Arms and thus, Mortal Strike, is the PvP build of choice for
90% of the warriors you’ll see, likely 99% in the higher w
brackets, and this comes with good reason as well. Mortal
combined with big critical strikes, is the absolute greatest utility
a warrior can bring to any PvP scenario, whether you’re playing
solo, in the chaos of battlegrounds, or fighting alongside well-trained
allies in Arena.
Warriors will always lead the assist-train death charge, Mortal
strike exposes even the strongest and well-healed
players to possible slaughter within those few seconds. Given that
the attack gives you a healthy (although not for your opponent) burst
of damage as well, it’s
nigh-unthinkable not to open a fight with a Hamstring-Mortal
Arms warriors are essentially kill-captains, they point and everyone
else jumps on the player with reduced healing, and slowed down by hamstring,
to take them out before they react to their sudden lack of health.
PvP as a fury warrior is
considerably more difficult than that of Arms, mostly the fact that you
no-longer bring a healing debuff and high instant damage to the table,
instead replacing it with a consistently high DPS more apt for slaying
mobs than players, especially those with healers.
To make up at least partially for your lack of utility, you’ll
have to be geared to the teeth and possess amazing reflexes to bring
the pain to opponents constantly moving, strafing, and generally making
it a pain to keep up constant DPS throughout the fight.
There are high ranking PvPers who go with Fury, but they are
few and it does take more work than Arms.
Protection Warrior PvP
Protection warrior PvP is, for the most part, a largely laughable
enterprise, consisting of being kited by hunters and other such ranged
classes as they constantly ignore your pitiful hits (of about 1/10
the damage of other warriors.)
On the flipside, you’ll be more than capable of deflecting high-damage
spells such as pyroblast and other opener combo’s with more than
a little luck combined with good reflexes. Rogues will find you
utterly infuriating to take down as you disarm them and slowly beat them
into the ground.
Finally, you definitely have the element of surprise, 90% of warriors
being Arms, 10% Fury, and that nonexistent 0% protection like yourself – Use
this advantage well.
Check out our Protection
Warrior Guide for more in-depth information on warrior tanking
Raiding is probably warrior’s greatest
point, whether you’re a fury warrior looking to bust out
big numbers and hit the top 5 on DPS charts or a protection specced
tank wanting to help others bring the beat down to all manner of
These two roles, DPS and Tank, are the only ones Warriors are
capable of fulfilling for obvious reasons. Arms warriors
previously had been left behind in PvE, but the 4.0+ patches seem
to have brought that spec up to at least par with Fury.
Additionally for DPS warriors wanting
to make their way into raid dungeons as well, check our Fury
Warrior Guide or Arms
1-85 Warrior Leveling Guide
Now that you've chosen to be a Warrior look into
a full blown Warrior leveling guide for your
1-85 blast. Instead of grinding or grabbing all available quests,
and wondering where to go when they run out, look into Zygor's
Guide. Zygor practically automates the whole leveling path,
from start to finish, for your Warrior. You will never wonder
where to go or what to do next.
Pick your starting point and the guide automatically
updates and advances as you complete quests, sets a waypoint arrow
automatically, and includes the important quest info. You will
probably never need to look at your quest log again.
If you grab
a few leveling in a dungeon and return to questing, Zygor's will
recalculate where you are and continue to show you the right
path, where to go and what to do, without missing a beat. Not only
that, it will also clean up your old/obsolete quests.
Fully Cataclysm ready, including its nifty Talent Advisor,
Zygor's will get you leveled to 85 ASAP.
your copy of Zygor's Guide here.