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The Defense Warrior (Tank) is a very mobile unit. He is able to deal pretty good damage, while reducing the damage of enemy attacks. By choosing certain talents (and straight hands), you can achieve great results and make a true pioneer of mythical dungeons and raids out of a warrior.

Class overview

Defensive Warriors excel in fights with a lot of physical damage or where mobility is required. Most of the damage they deal is mitigated by blocking, making their damage smooth and predictable. Plus, they provide utility, whether it's crowd control or raid buffs. Warriors are formidable tanks, and are a worthy choice in both raids and dungeons.

Please note that this guide focuses on aspects specific to Defensive Warriors and general tanking strategies are outside the scope of this guide.

Basics

Defense Warriors have great mobility and a diverse toolkit, both in terms of utility and defensive options.

Your main goal during fights will be to maximize your rage generation and then use that rage on your active abilities to keep yourself alive. Making good use of your defensive cooldowns and utilities is also an essential part of playing well.

Talents

  • Punishment - Adds valuable damage, reduces incoming damage.
  • Ultimate Step - Is a huge increase in mobility when you need it.
  • Unstoppable Force – The Avatar increases Thunder Clap damage by 100% and reduces its CD by 50%.
  • Support - The cooldown of the ability not to step back is reduced by 60 seconds. You also block all melee attacks.
  • Earthquake – When a shockwave hits 3 targets, its cooldown is reduced by 15 seconds.
  • Tinned Throat – With this ability, you deal 15% more damage when you hit enemies with your Demoralizing Shout.
  • Anger Management - Avatar, Stay Back, Shield Wall and Demoralizing Shout are reduced by 1 second.

Characteristics

For the rotation used, the priority of characteristics will be as follows:

  • Speed
  • Versatility >= Mastery
  • Critical hit

Note that Versatility is slightly better than Mastery in most cases, but their defensive value is so similar that there is no need to rate one over the other.

In the same vein, for Defense Warriors, the value of each secondary stat is very close. Strength, despite being slightly worse than secondary stats, still provides decent survivability. Generally speaking, stat priority should only be respected when comparing an item of the same level. A piece of equipment with a higher level than you currently have must be equipped regardless of its secondary stats.

rotation

One target rotation for a warrior in a tank is based on the following priority. As said, this is a priority. Rather than the exact order in which abilities must be cast, each time you can cast an ability, you must start at the top of the list and use the first available ability. This applies to all "rotations" hereafter.

The overall goal is to generate as much rage as possible so that it can then be spent on reducing incoming damage.

Single Target Rotation

  • Use a powerful shield strike on cooldown.
  • Activate Thunder Clap on cooldown.
  • Revenge should be used whenever possible.
  • Use Crush.

Demoralizing Shout should be cast on cooldown (when using Tinned Throat) and technically first in ability priority. Of all your rage generating abilities, it generates the most rage.

The avatar must be on cooldown. It's worth dragging out the Demoralizing Shout for a few seconds if the avatar is about to go off cooldown. Don't delay the Avatar for a demoralizing scream.

The next stage applies to both Demoralizing Shout and Avatar, if you're trying to maximize damage you can delay these cooldowns for a few seconds if a powerful shield strike is close to being available. Never delay offensive cooldowns for more than 3-4 seconds.

Gems

These gems are the best option based on their calculated value using the position statistics and stat weights in this guide.


Enchantment

Neck

If you're focused on high AoE/spash damage, you're more likely to benefit from a distant army sign.

Cloak

Captivating spellcasters boost base stats, so this germ is the obvious choice!

The Defense Warrior is a classic tank in the world of Azeroth. Hardy and strong - a reliable support for his allies. Uses his melee skills to hold opponents, wielding a shield and one-handed weapons. Learn how to play and win as a Tank Warrior in our WoW guide.

Introduction

Let's look at the strengths and weaknesses of this specialization:

Pros:

  • Requires minimal third-party healing when receiving static damage
  • Low recovery time for defensive abilities
  • Great damage without loss of survivability
  • High mobility
  • Ability to reflect spells
  • Can often reduce an ally's incoming damage by 30%

Minuses:

  • Vulnerable to heavy, unblockable physical damage
  • Has a small amount of health

Basic information on the spec:

The “Protection” Warrior has one main resource, like all other specs of this class - rage. As a tank, a warrior is focused on minimizing incoming damage as much as possible, since he has no way to replenish lost health.

Glossary

Glossary

Agro

AoE

buff

Burst

gir

GKD

Debuff

DoT

DPS

cleve

cooldown

Miles and range zone

Mitigation

Traitazerite armor.

WoW for Russian players initially existed only in foreign languages, since the native language of the game is English, many terms are still formed from the English names of established mechanics and many abilities.

Agro- (from the English “aggravation”, which means irritation) in the game is used to indicate the desire of the enemy to beat someone. The more aggro, the higher the chance of being a victim of enemy attacks.

AoE- (from the English. Area of ​​Effect) literally - this is the area on which the effect occurs, whether damage is inflicted in this area, or healing is performed - it does not matter. Usually this abbreviation is used as a command to deal damage to a group / raid on several targets. It is also used to describe any boss ability with the above effect.

buff- positive effect. By default, it is displayed to the left of the minimap along its top edge.

Burst- (from English Burst), an ability that gives various ways to inflict a large amount of damage in a short time.

gir- (from the English. Gear) in fact - this is equipment.

GKD- (short for Global Cooldown) is the total cooldown time of abilities.

Debuff- a negative effect. By default, it is displayed to the left of the minimap along its bottom edge.

DoT- (from English Damage over Time) is an effect that deals damage over time

DPS- (from the English. DPS - Damage per Second) is a value that displays the damage done per second.

cleve- (from English Cleave) the ability to deal damage to secondary targets, through causing damage to the main target while not having loss (or with minimal loss) on the main one.

cooldown- (from the English. Cooldown, you can often find the abbreviation "CD", or "cdshki"), the main meaning is the cooldown of the ability. Also often used in relation to bursts or various defensive abilities.

Miles and range zone- (from the English Melee and Ranged, respectively) Miles - means a melee zone, also used to name all classes / specs that deal effective damage directly in this zone. Range (you can also see "range") - usually means a zone that is not a melee zone, and, accordingly, is also used to name all classes / specs that can deal effective damage from a distance.

Mitigation- more often used in combination with active mitigation (from the English. Active Mitigation), which means reducing or mitigating incoming damage, requiring the use of certain abilities with a short duration, but with a small cooldown. The developers started using this ability model in the Mists of Pandaria, so this is already an established term for any class with a tank specialization.

Trait- (from the English Trait) the name of the “talents” of yourazerite armor.

Basic abilities

Offensive abilities

Talents

General information. Upon reaching several new levels, new “tiers” of talents will open up for you. In each such line, you can select only one talent at a time. Talents can affect abilities in different ways: add new ones, replace old ones, passively modify various effects and spells. You can change talents while in sanctuaries or in any recreation areas, however, if there are no such places nearby, you can use “Tome of a Tranquil Mind” , which will allow you to change talents within a minute. Talents cannot be changed in combat. The talent cannot be changed if the talent selected in this tier is on cooldown, you will first have to wait for it to be restored.

Tier 1. 15 lvl

Azerite traits

Sets have been removed from BFA, and “Azerite Armor” has been added in their place. Now in any honor / head / shoulders there are several rings in which you have to choose one or another talent.

  • Bloody sport . " pain resistance » Blocks additional damage and increases your self-healing for 8 sec. One of the few really useful survivability traits of a warrior if you have trouble getting healed in a raid - our choice, also quite strong in m+
  • Bulwark of power. « Avatar » Increases your Mastery for 20 sec. and immediately applies the effect "pain resistance ". An excellent trait that, for the duration of the Avatar, gives us a bunch of mastery, which strengthens our block, as well as increases our damage. A good choice for both m+ and raids.
  • deafening peal. « Thunderclap » deals additional damage and extends the duration of your «demoralizing scream » on hit enemies for 2 sec. up to 6 sec. With the talent Tinned Throat ” is required to be in traits, besides, it enhances our ability, which deals the main damage, both in a single battle and in AOE. It is desirable to have at least 1 such trait.
  • Insidious agreement . This talent provides strength, but has its drawbacks, for example, if health drops below 50%, it stops working and becomes useless, and if health drops below 20%, it starts to work at a loss, and provides a debuff in which we We take 15% more damage. If you want to damage the boss, then this trait is great, a tank warrior rarely drops below 50% health due to blocks, as well as absorption, but be careful, I don’t advise taking this trait on bosses that haven’t been killed yet, because there may be a problem with survival, which will negatively affect the nerves of the RL.
  • Bound souls . Your spells and abilities can buff us with Soul Link. The action time is 15 seconds. While Soul Link is active, every 5 sec. You and your nearest ally are healed and buffed to Haste for 5 seconds. An excellent trait that gives haste, as well as heals us, and besides, it procs quite often. So in the absence of other options, it will be an excellent choice.

Game process

Let's take a look at dealing damage first, as it directly affects your rage generation.

Main priorities:

  1. Shield Bash per CD and per proc
  2. revenge, when if the boss is tanking another tank
  3. Thunder Clap per CD
  4. Revenge , if there is a use for free use
  5. crush

* Don't forget to use Interception , so it also generates rage, but do not use it if it will cause the boss to turn or move undesirably

On AoE from 3+ targets:

Hello dear fans of such game as World of Warcraft. Today I want to tell you about such a character as Arms var, because I consider the furies of var to be a rather dull and boring character for gamers. Warriors are a class that is designed to fight only in melee tactics. Their main feature is that they have the ability to deal a lot of damage, as well as absorb a lot of oncoming damage. Also, warriors have the ability to wear very powerful protection in the form of plate armor, first-class shields and have a good set of abilities that make the warrior almost invulnerable.

Many players have the opinion that the Arms var is not intended for raids at all, and if you want to give out top DPS in raids, then the Arms var is not suitable for you. However, after BC left the stage, all warriors started tanking the dungeons, and those who remained DPS were running around with two axes. Since the percentage of players who had a spec with two axes was critically small, this gave the impression that the war in arms was not only dull, but also spoiled the entire raid with its presence. I also got the impression that the arm spec is PvP, so "sinter in the fury !!!".

  1. War in arms does not have its own buff, but can hang a buff like a rogue.
  2. Arms gives out much less DPS than war furies. The reason for this is hast and BL. Since the fury var receives an increase in DPS from the hast, the hast plays almost no role for the arms.
  3. Why do you need to "show off" and squeeze out complex button combinations when you can run calmly.
  4. Wild collection of aggro. It's just very strange where it's coming from if the armor var doesn't damage.
  5. Arms can't knock down casts.

pros:

  • It is very easy to get the ARP cap.
  • There is no need for you to collect a cap of expertise that is unnecessary in Arms.
  • Arms is much easier to dress cool than fury wara, since arms does not depend on ap and strength, unlike furies.
  • The whole process when you deal damage is a lot of fun, since the fury has the whole process of combat by the dull poking of three buttons.
  • Huge aggro that will allow you to help out a tank in a raid in difficult times when using an addon like Omen.

Minuses:

  • Arms var is very dependent on arp.
  • Not just a rotation.
  • There is no possibility to bring down the cast. When choosing a race, I do not advise you to play as humans or orcs - I will explain everything to you later.

1. Characteristics

You need to try to get 90% of the ARP, so the combat stance will give you another 10%.
Having 4 pieces of T10 - 264, then you should not refuse 2x T9 - 245-258, as this will raise the armor penetration rating well and give 8% to accuracy.
You simply do not need such a talent as mastery, so its complete absence will not have any effect on your combat skills.

Var arms does not have rotation as such. The whole process is to wait for the procs and pray "Let the deep wounds not fall." But, in short, the whole thing is something like this: we always use mortal strike if you have a lot of ragi; bloodletting should always hang on the enemy; if you don't have rage, use bludgerage; if you have a CD hanging on all the machines, and there is no way to proc anything anymore, only then use Slam; to get rid of a large excess of rage, use the hero's blow; if you have the second build downloaded, then use the whirlwind always on CD.

3. Ability

  • Bleed - This debuff should always hang on the boss, or any other target during combat. It constantly damages with a frequency of three seconds, so constantly refresh it in the last seconds. At the same time, do not rush and do not be late, otherwise you will lose DPS. The Doom Cooldown Pulse addon will help you with this, which can also be downloaded from the addons section on our website. Also, it would not hurt to pay all attention to excellent raid addons.
  • Sudden Death is a proc for an Arms War ability like Execute. Allows you to hit well with a progressive probability, somewhere around 3, 6, 9%, it all depends on how you upgraded your talent. Also, after you use Execute, you still have 10 units of ragi. In the rotation, the Execute ability takes first place. We always press it for good.
    Keep in mind that when the cooldown of "Mortal Strike" and the proc of "Sudden Death" coincide - if you have more than 40 units of rage, then first we hit with a mortal, and then we use the death penalty. Everything will depend only on your experience and the amount of gear you have accumulated. If your gear has excellent rage regeneration, then you won't feel much of a difference.
  • Taste of Blood - This ability is the second highest priority. You may not use it right away. This ability has 6 seconds on internal cooldown and hangs on the opponent for 9 seconds. This proc has no dependency on the Overpower proc, which constantly procs when a boss or mob tries to dodge.
  • Mortal Strike - That's it for the Arms War. If you are poorly dressed, you will drain your rage, if you have a good gear, then this is one of the strongest DPS abilities.
  • Powerful blow - press "Rage drain" and "Strike with cast". In the second, its base use lasts only a second and a half. If you took the talent, then the use time is reduced to 0.5 seconds. We strike at a time when you have all the other machines on cooldown and you have more than 40 units of rage left. If you have a weapon with a hitting speed of 3.4, then the character manages to hit the boss or mob twice. After that, the character should have an auto-attack, after which your rage will be restored so that you can deliver the next blow.
  • Hero Strike - if you have such a talent as "Awakening", then "Hero Strike" becomes your main ability in order to constantly drain rage. Use if you have more than 70 rage. Also, "Hero Strike" can be used on bosses instead of a powerful blow when constantly jogging to one place or another.
  • Execution - If the boss has only 20% health left, then this ability turns into a new ability in order to drain rage. First we hang up "Bleeding" and it is necessary to constantly maintain it during the battle, then proc "Execution" and after "Superiority", then "Mortal Strike", but now we do not pay attention to "Slam" and "Heroic Strike" and constantly proc "Execution ". Also, do not forget to constantly control your rage.
  • Blade Whirlwind - It is mainly used immediately after the pool, in order to then begin to perform the main rotation. In order for you to get the debuff from bleeding, use Bladestorm in packs of mobs on trash, where the AoE damage of sweeping movements constantly prevails.
  • Thunder Clap - as I told you, if the build has "Awakening" and "Improved Thunder Clap", then it becomes like an AoE ability with excellent damage.
  • Sweeping blows - use on bosses when there are 2 or more targets in the battle.
  • Crushing Throw - many Arms warriors simply forget about this ability, but in vain. She is able to increase DPS not only personal, but also the entire raid as a whole. Has a cooldown of 5 minutes. If the fight will be short, then use this ability in the execution phase, if the fight will go on for more than 5 minutes, then we will proc it during the pool and a second time in the execution phase.
  • Heroic Throw - When you constantly have to move away from a boss or enemy, then Heroic Throw helps to constantly maintain Bleed on the mob. Many gamers also often forget about this ability.

4. Talents

This build is mainly geared towards raid dungeons. Here, instead of the commander's voice talent, it's better for you to pump in an improved execution or an improved stance. But keep in mind, in the stance there will be + 2% to strength, but expertise will also be added, which is not very good. So it's up to you to choose. We pump five talents into the weapon with which you will constantly run. I'll give you a little hint: only BL is cooler than the Tomb Builder, as it will give you a free + 15% to arp.

This build will obviously be easier for you. It is more suitable for heroics, as well as for places where you need to fill in large heaps of trash. Here all the amenities are thought out for you: by turning on the “Whirlwind”, you can drink a cup of coffee, and again join the battle, scattering the mobs in different directions.

5. Symbols

Large:

  • Glyph of Mortal Strike - 10% mortal damage. no comments here
  • Glyph of Heroic Strike - When you critically hit with Heroic Strike, you instantly gain 10 damage. rage
  • Glyph of Bleed - Time Bleed + 6s. hang less often, save GDK - profit increase dps
  • Glyph of execution - great for the execution phase. Execute deals damage as +10 ragi.
  • Glyph of Sweeping Strike - Great for when you need AoE damage.

Small:

  • Glyph of Battle Shout - Increases the duration of the effect of your Battle Shout ability by 2 min.
  • Glyph of Command - Increases the duration of your Commanding Shout by 2 minutes.
  • Glyph of Blood Fury - Reduces the health cost of your Blood Fury ability by 100%.

6.Bis sheet

[Sacred Imirjar Overlord's Helmet]Head277
[pendant penumbra]Amulet284
[Sacred Imirjar Overlord's Plate Shoulders]Shoulders277
[Vereesa's Swiftness] /[Sylvanas' Cunning]Cloak272/272
[Sacred Imirjar Lord's Battleplate]breast277
[Huge Tosca Wristguards]bracers277
[Sanctified Gauntlets of the Imirjar Lord]peppers277
[Cold Spirit Bond]belt277
[Northern Lights Leggings]Legs277
[Approaching Apocalypse]bots284
[Ashen Ring of Endless Vengeance]ring 1277
[Ice Legacy Sapphire Ring]ring 2277
[Deathbringer's Will]trinka 1277
[Sharpened Twilight Scale]trinka 2284
[Oathkeeper, Rangerleader's Spear] /[Darkmourne]Weapon284/284
[Fal'inrush, Defender of Quel'Thalas]

7. Enchantment

Head - Magic sign of suffering
Shoulders - Greater Inscription of the Ax
Back - Scroll of Enchant Cloak - Agility V
Chest - Scroll of Enchant Chest - All Stats VII
Wrist - Scroll of Enchant Bracer - Assault II
peppers -

Finally, we got to the Proto Var, because it has long been the legend among the players that this is the best tank for raids in World of Warcraft. And this is exactly so, because Proto War in 5.4 PvE is simply created in order to lead a raid through epic dungeons. Upgrade Proto Var to the final level and fully equip him, ...

24.05.2016

It's no secret to anyone that Fury Wars are perfect for any raid. Therefore, they are among the warriors are considered the most powerful, thanks to their skills and abilities. In 5.4, and this is Pandaria, PvE Fury Var received a new round of development. He has become a pro at weapons, his combat tactics, and his mobility has also improved. Upgrade Fury Wara 5.4 to perfection, we...

20.04.2016

It is possible that the new Pandaria update gave a turn not only to the development of the game as a whole, but also to the development of characters. Arms Var has already become a cult character in 3.3.5, and still keeps his brand. It is quite difficult to understand the technique of the game, especially for beginners. We have developed a PvE Guide for Arms War 5.4, where we will consider all the points for leveling it. The guide will include: characteristics, ...

18.02.2014

Many gamers who have chosen such a class as the Warrior have reached the heights and are tired of playing in the Arms branch, and of course they would like to try their hand at PvP in the Fury branch. In this branch, Var looks, of course, cool and impressive with two two-handed axes or swords on his back. Many players consider the Fury branch not quite suitable for PvP, but believe me in this too ...

18.02.2014

Many people think that Proto Var in this spec is not suitable for PvP. But I will tell you right away that this is a very erroneous opinion. There are many reasons that refute all opinions, namely: cool damage, no need to constantly change stances, cool control, also support a partner and a lot of fun! However, there are also disadvantages, due to which most gamers refuse this spec: no mortal, ...

18.02.2014

For many requests, I will try to present the material on Arms Var in PvP as much as possible. Warrior is a versatile class for PvE, and he will also be an excellent killer in PvP battles. It's not easy to play as a var. Many consider him a two-button character, but this is far from the case. The main thing is to choose the right glyphs for you, spread your talents, put on the necessary gear and everyone will tremble when ...

08.10.2013

Hello friends and readers of the site site. Today, due to your numerous requests, I wrote a special guide for Fury War 3.3.5. It's unusual to somehow remember the fury war 3.3.5. But there were times when a warrior of fury could cut down almost anyone. In the patch version 3.3.5, the Fury War could squeeze out a colossal DPS, and I’ll tell you in detail how to do it in practice. For...

I don’t really like nostalgia, but I started playing as a warrior back in vanilla, and went to all the raids up to Naxxramas for 40 people, so it’s no exaggeration to say that I know something about what this class was then .

So what is the difference between classic and modern warrior? To be honest, the strangest thing for modern players who start playing as a warrior on classic servers will be the need to equip leather and chain armor and daggers. This is not a joke, you heard right. You'll have to wear all of these if you don't want to be stuck in tank form.

It's hard to say anything about the classic, as it lasted for two whole years and saw a lot of patches. Everything changed as new raids and new equipment were released. But let's try. This is what a warrior looked like as a tank and DPS in those days.

Remember talent trees?

The talent trees were full of all sorts of junk that had to be taken to get to something worthwhile. Oddly enough, one of the most sought-after talents just increased the chance of a critical hit, raising it by 1% with each invested point. Because of this, players had to spend as many as 5 talents to get only a 5% crit chance. But thanks to this talent, it was not necessary to raise the crit due to equipment, but to use its capabilities to generate rage. This was the era of formulaic builds, such as 31/5/15 for Defensive Specialization, 31/20/0 for Weapons, or 3/46/5 for Fury.

You didn't choose talents based on customization or what you wanted to be good at. They were chosen either to increase damage, or to receive other talents in the future. Weapons were also chosen based on the requirements: an ax with a critical strike bonus, a sword with a chance to proc another swing, a blunt weapon with a stun (which was of little use until the Stormcaller appeared in Burning Crusade), or a halberd, with exactly the same bonuses as an ax (that is, it was used only when they received the Doom Saw).

pumping

You could level as a DPS, or comfortably and without killing anyone.

When pumping a defense warrior, it was easier to wait until the mobs died of old age than to kill them yourself, and the inability to heal yourself only aggravated everything. There was not even a "Victory Rage". If you were a defense warrior, then you used auto attack and Shield Slam to deal damage. Sunder Armor didn't deal any damage, and Crush didn't exist back then, as did Spell Reflect and Intervene. Heroic Strike, Revenge, and Slam were the main talents, while Thunder Clap only hit four targets.

However, some warriors managed to upgrade the defense specialization, but there were very few of them. Even in raids, most tanks had other specializations. Most tanks invested 31 points in the weapon tree for Mortal Strike, 5 points in Fury, and 15 points in Defense.

Personally, I preferred to tank with the Fury specialization using the Intervention DPS build with two-handed weapons and good rage generation. Regardless of specialization, all warriors needed to replenish their supply of bandages and food, since they had practically no self-healing. "Bloodthirst" and "Blood Mania" were present... if you leave out all the expletives, they were not very effective. Thus, regardless of specialization, after each skirmish, the warrior had to take a lunch break. Even the defense warrior, since killing mobs took so much time that by the time you killed the second one, the first one had already spawned again.

Back in those days, there was a weapon skill, because of which they had to wear chain mail gloves (sometimes even tanks). Also, when you get a weapon that is much better than the current one, due to the weapon skill it becomes useless at first, as you miss the target very often.

But there were also good moments. Dash didn't work in combat, but out of combat it worked amazingly. It was a great way to start the battle, but it was frustrating when the enemy aggroed you right before the skill was used and the button became inactive.

In the end all warriors were tanks

That's what happened at the end of the classic. First you had to reach the sixtieth level, and this is not an easy task. Then the dungeons began. Lots of dungeons. You had to constantly tank in Dire Maul to get Quel Serrar. Then a lot of passage through Stratholme, Scholomance, upper and lower Blackrock Spire in pursuit of Armor of Valor. At least once a day for several months, I raided upper and lower Blackrock Spire.

And in all these dungeons, the warrior always played the role of a tank. There were DPS warriors too, but no group wanted to take them (except for 10-15 player groups raiding the upper part of Blackrock Spire, and even then, they were mostly tanking). It was tank warriors that were in demand in all the dungeons of the late classic. Everything changed only with the advent of The Burning Crusade, where they were replaced by paladins and druids. In vanilla, warriors were tanks regardless of their will. And tanking in vanilla is: not being able to intercept the aggro of several mobs, completely dependent on crowd control, and a huge amount of trash in each pool that you need to deal with - all that you have been dealing with for a decade.

But, to be honest, I consider the time spent in the classics for the tank warrior the best gaming experience of those days. And for this there was no need to have a specialization of protection. I've tanked both the Fury Warrior and the Weapon Warrior and never had any problems with it. And after some time, the experience of the dungeons I went through helped me get into the guild that raided Molten Core, tanked in the raid with Onyxia and in the Blackwing Lair.

It was then that I discovered that there were only a few other warriors fighting next to me, and I realized that most boss fights do not need six to eight tanks. It was a strange period of life for warriors. You put on your tank armor and continued on to the next boss, but depending on the situation, you could put on a different set of equipment that looked like you were drunk on paint and picked up the biggest club in your hands. Or they put on their chain mail gloves, leather pauldrons, a hat and drew two daggers. Then the warriors were very strange.

Oh, and get ready to fight rogues and equipment hunters. Most agility equipment had an "Attack Power" parameter, which was useful for a warrior - attack power gave damage, and agility gave crit. Most DPS warriors wore "Blademaster's Handguards" and everything else made of leather until they were building some plate DPS set in Molten Core, Blackwing Lair, Zul'Gurub or An'Qiraj. And these plate sets looked, to put it mildly, colorful and scary.

Warriors - Gods PvP

Let's just admit it. The warrior only needed to get Blackhand's Doomsaw or Arcanite Reaper. After that, you could go to the battlefield and chop everyone left and right there. Of course, sometimes you die. But only when you were attacked by a whole crowd, who saw how you had previously made 5-6 kills. As soon as the weapons of the commander-in-chief / supreme leader and some decent armor fell into your hands, then everyone around you began to die in batches.

I liked PvP in classic. Was I good at it? Not really... I wasn't the best, but I wasn't the worst either. My tauren warrior crushed everyone. I changed the Doomsaw to Irresistible Force, and a little later, the High Warlord's Greatsword took its place. Even though I died a lot, PvP was still a lot of fun. That was worth one "Intimidating Shout", which made the enemy team run away in fear. I've always managed to kill at least one before dying myself. Usually two or three. Once, a priest and I alone held the Lumber Mill against the Alliance while the Horde team ran around taking everything else. That was great.

What is the result?

The return of the classic warrior will be the revival of what we have long lost: equipment with a defense bonus, a weapon skill (which needs to be pumped for each weapon), missing talents (or not working properly), tanks without appropriate skills, constant lunch breaks and DPS equipment ( which looked more like a Halloween costume than warrior armor). DPS warriors looked stupid long before everyone started complaining about their clown costumes in The Burning Crusade.

And despite all this, the warrior will still be one of the best classes in the game. I guarantee it.

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