What characteristics does a warrior need in wow. Guides for World of Warcraft (WoW) classes: Warrior - Warrior - Guides for WoW classes - Catalog of articles - Everything for WarcraftIII and WoW. In the end all warriors were tanks

April 13, 2017 Warrior: slang guide Good day everyone! Recently, more and more often, I began to encounter the problem of misunderstanding between the old generation of players, who still played on an English-language client, and the new one, who began to do this only in Russian. Often, beginners get confused after some slang phrases, like “you can use overs after rend ticks if you are an arm.” And even when I try to call everything in Russian, somewhere a slang name will still slip through, the habit is already firmly entrenched. I think those players who have been playing the same way since ancient times will understand me. In this regard, I took upon myself the responsibility to make a slang guide for new warriors (or for those who are already experienced, but still play after the introduction of the Russian client and do not understand our slang :) So, let's begin. I will write in the format "Russian name - original - slang name(s), (examples that you can see in the chat)" Warrior Abilities (Var's abilities): Charge - Charge - charge (Var is charged at me) Bleeding - Rend - rand (rogue (robber) ran away from the var, but he was finished off by the rand hanging on him) Thunderclap - Thunder Clap - thunder (the tank made a thunder to hang a rent on all the mobs around him) Provocation - Taunt - taunt (I have an ax and hit the wrong mob, but the var used a taunt and the mob went at him) (note: often similar provoking abilities of other classes are also called taunt, so don’t be alarmed :) Heroic Strike - heroic (after patch 4.0.6 I became hit with a hero 20% less) Execution - Execute - Ex, cut, execute (my HP dropped and the var began to insert exes) Split armor - Sunder Armor - sander (sunder is now only needed by tanks to gain aggro (note: threats), IMHO) Battle cry - Battle Shout - battleshout, or: "Var, shout at AP (ap = attack power = attack power) / strength" Commanding cry - Commanding Shout - commanding, or: "Var, shout at HP (hp - health points = health)" Intimidating scream - Intimidating Shout - fir (var, fire it) Challenging Shout - mass aggro, mass taunt (tank, you lost all the mobs, use mass aggro) Demoralizing Shout - Demoralizing Shout - demoralization, demoshout (the horns are no longer scorched by demoralization:() Shield Bash - shield bash, bash (prots knock down castes with shieldbash) Superiority - Overpower - over, OP (the horns had so much dodge that I only hit him over and hit) Cleaving blow - Cleave - cleave (a hero has one CD with a cleave) (CD = cooldown = CoolDown, ability recovery time) Harvest - Hamstring - from somewhere it was customary to say “haRm”, “haRmstring”, but if this meet you - you will know what it is :) (Var tried to thrust it into the horn under the eveyzhen (approx. : Evasion - Evasion) harm three times in a row, after which I finally thought of using a scream) Disarm - Disarm - disarm (I don’t care about disarm with their new set bonus) Punch - Pummel - pummel, pummel (I have a ping of 3k, I’ll knock it down with a pummel I can’t even GH) Note No. 1: GH - Greater Heal - Great healing (ability of priests). Note No. 2: I met some frames that Zubotychin call the ability of horns with the same function - Kick, so again - don’t be surprised) Powerful blow - Slam - slam (I again have a ping of 3k and I can’t hit anything with a slam even on the move in whom. I'm a complete loser:() Shield Wall - shield wall, ShV (war under the shieldwall, we hit the priest for now) Intercept - interception, cept (now only furics and prots use cept (warriors with the Fury and Defense specializations )) Retaliation - retaliation, retala, sometimes they say reflection, which is misleading, since another ability is directly involved in reflection (Enkh (Improvement shaman) is better not to hit a var under retala) Recklessness - Recklessness - rekla (a furik under rekla can hit a colossus give out wild damage (damage)) Reflection of a spell - Spell Reflection - reflex (poor magician, cast Pyro (Pyroblast - Pyroblast) for half an hour and got it back with a reflect) Intervention - Intervene - intervene (I was almost finished off and then the var, like a hero from fighter shouting "NOOO-OOO" makes an intervention on me and intercepts a spell flying at me) Crushing throw - Shattering Throw - shatter (magicians are always like this, everything is already recharged for them, but they still wait in the block until I’ll cast the shutter) Heroic Leap - linden (when will this linden be fixed?!) Tavrius 73 April 13, 2017

08 Nov 2018 Changes to the Weapons specialization are coming to the game soon! Greetings, warriors of Azeroth! We're currently working on a fairly significant change to Mastery: Deep Wounds. As players have repeatedly noted, warriors with the Weapons specialization benefit least from mastery. While we haven't finished finalizing the final stats yet, you can already prepare for changes that will make Mastery a huge help in combat. The damage bonus from Deep Wounds gained through Mastery will be significantly increased. Damage from other Weapons specialization abilities (i.e. not from Deep Wounds) will be reduced somewhat. The increased effectiveness of Mastery must be offset by nerfs to other abilities to ensure that the overall damage dealt by a Weapons warrior remains the same. The changes are aimed at increasing the benefits of Mastery rather than strengthening specialization overall. Once the changes take effect, even with average Mastery, Deep Wounds will become significantly more dangerous. Please note that the effect of the changes will vary for different characters depending on their mastery level. Of course, we will continue to monitor the progress of Weapons warriors and make additional changes as necessary. The first raid in Battle for Azeroth opens on September 4th, and we plan to roll out pre-raid changes for this and other specs over the next three weeks as usual. Thank you for your enthusiasm and feedback. See you soon on the battlefield! Reislor 39 08 Nov 2018

16 Sep 2018 Macros I suggest sharing macros for warriors in both pvp and pve in this thread. This is very interesting for me, since I use only 1 macro to change a two-handed weapon to a shield and one-handed one. Sashiel 1607 16 Sep 2018

12 Oct 2013 Tank, Fury. 5.0.5. The best pre-raid gear. Attention. The current bis gear will be posted this weekend. As usual, the raid will not be taken into account and things for reputation will not be taken into account, since it takes ~ a month to upgrade it. Also, in connection with retraining, a weight for the furivar will be laid out. January 422 12 Oct 2013

15 Nov 2018 Warrior in pvp/pve Tell me, I’m interested in pvp/pve content 70/30, did I choose the right class (var fury) or var in pve what in pvp is not very good p.s. they advised muti rogu, it’s too clay, I didn’t like it Legiongang 24 15 Nov 2018

15 Nov 2018 Transmogrification of warriors. Part?...+1 https://site/forums/ru/wow/topic/17617112031?page=1 - completed So I should be someone who will open a new topic. Show off, Glorious warriors, with your polished armor, sharpened swords and strong shields. The last one to post in the previous topic: Mastya Iron Destruction - the “wicket” looks good with LX: and the sword is matched to the theme, like other armor. It's funny that without massive shoulder pads and a helmet (although it is not necessary, because most will cover a cool fiery beard) 9/10 Kiradhiru 26 15 Nov 2018

15 Nov 2018 BAGI SU?*KA Why the hell am I playing the arena, I’m in the execution phase, full raga, I’m standing face to face with the enemy, the execution procs, but HE’S GRAY, JUST DOESN’T PUSH, FUCK ALREADY! THE ENEMY HAS 10 percent HP, HE'S JUST GRAY, HE'S PICKING, BUT HE'S NOT PUSHING, HE'S BECOMING GRAY! Tinres 7 15 Nov 2018

15 Nov 2018 Prot Var Why can't Blizzard make the prot war more durable? Otherwise he is a tin can. In the Underrot, 1 pack of mobs falls off immediately before the boss Reisis 7 15 Nov 2018

15 Nov 2018 Trinkets in PvP for Furies. Hello everyone, colleagues. The question is, what is more preferable for PvP? Pvp trinkets or pve? And which ones do you think are the best? Thank you in advance for your constructive answers. Tybalt 2 15 Nov 2018

14 Nov 2018 Charming furika offhand? I asked in the gig chat to enchant an offhand one - apparently knowledgeable people answered that there was no point, since only one enchantment can be enchanted - from the right hand. So, is it worth enchanting both weapons? or just the right hand? Insulation 8 14 Nov 2018

14 Nov 2018 Fury or Arms PvP Hello, we are playing in the dc arena, while I was only playing in armies, we are experiencing a problem with the horns (I don’t know what to do), but I often see furies in the arena, tell me which spec would be the most profitable to play in? Ragnigar 8 14 Nov 2018

13 Nov 2018 Race for Var Hi all. I want to play as a war in BFA. I decided that I would play FOR THE ALLIANCE. I can’t decide to upgrade now as a conditional draenei or wait for the release of new allied races. Maybe they will have some goodies in pvp? Delsanrin 57 13 Nov 2018

13 Nov 2018 Does damage depend on weapons? I run in 2x2 with a furik. He has two 345 guns. By what % will his damage increase if he equips 370 guns or 385? I remember that earlier in the lichking, everyone tried to buy T2 in order to be able to do something and everyone talked about the strong dependence on weapons. What about this now? We feel the damage is twice as lacking and changing weapons will solve this problem or not. Moskus 29 13 Nov 2018

13 Nov 2018 help with gear Good afternoon Only classic and bookmaker played. And I have a lot of questions! One I raised my var to 120. How to quickly dress up from an auction with crafted clothes to increase lvl items. Please provide more details and approximate price. And then tell us the tactics where to go on what instas expeditions.. heroics Champilol 20 13 Nov 2018

11 Nov 2018 Prepots Tell me from the prepots, a bloody rage potion and a battle potion of strength. Are they situational? Or is it always just one thing that is used? In general, as I understand it, a bloody rage potion is better in furik, since you constantly spam the buttons. Or is the logic wrong? Maybe it’s being simulated somewhere, even though I don’t know about it. Thank you in advance Tadeshi 2 11 Nov 2018

11 Nov 2018 Protoproduct! Hidden appearance of art! In general, what’s the point, I’ve been guarding him on site for the 16th day in a row, as they write in the guides and on WoWhead. Not only there, but I fly around all the piles of gold in Neltharion’s Lair (not on Instagram, of course). And he’s still not there, of course, I understand that it’s random, but still... Maybe I need to go through the Highmountain chain? Although it doesn’t seem to be written anywhere that it is necessary, but what if (otherwise I’ll wait without a chain, but it will turn out to be needed). Yes, I check the appearance in the spec: protection. Elrias 31 11 Nov 2018

10 Nov 2018 G"uun sphere warrior Hi everyone, in short, the gi requires me to carry these evil spheres on the flipper, but the distance is literally 5 meters. Whoever is rummaging around, skin a map where you need to do 2 charges and where to jump with bladestorm to insert this sphere. I’m not a noob, but it’s been a long time for LFR to regulate, and I’m tired of scaring pugo raids, I’m banned from Google. Genelove 23 10 Nov 2018

10 Nov 2018 Make way for the Varams to Myth Keys. After another 2-hour downtime, trying to connect to keys 13-14, I sat and received a bunch of refusals. I couldn’t get anywhere for apa rate! Dear Blizzards! Please make the var interesting for the myth of the var keys. I like 2 things, this is playing for Var and Myth Keys, but now I just get a ton of negativity due to the fact that I simply cannot get anywhere with experience and less than high DPS. This turns into torment and long waiting, according to the principle, well, take it... etc. What is needed, from my words and from the words of friends, who call the first condition: 1. Return the AOE stun - Mast Hev, without this there will be an immediate refusal!!! 2. Slightly increase Solo damage by 10% 3. Rework AoE so that for 4-5 pack refills, after a whirlwind, you can AoE normally, and not execute on two adds, and even then they are not always immediately penetrated to 35% in order to execute under the buff of the peacemaker, therefore a huge loss of dps... 4. Make, like all melee soldiers (horn/dh/monk/enkh), 1 control on the mob, for example, fir for 1 minute, so that he stands in one place in fear. Then Var will be similar to all mile classes and will be interesting! Now the situation is - sit in queues for 2 hours and then go to sleep, cursing the developers for such a mess... Although many people wrote about this situation in advance back in the legion, even I wrote, everything was confirmed. Please make Var competitive in myth keys. Otherwise it's injustice. I don’t want to quit this game, I hope this will be fixed in the next patch! P.S. Playing since Vanilla, I have never written on the forums, and now there is simply such a terrible imbalance that I cannot remain silent, and I ask you to correct this... Someone has always ruled to one degree or another, but the wars are just rock bottom now. .. And no one takes them because they are not useful Skillfish 39 10 Nov 2018

10 Nov 2018 Swang 100%! MYTH KEYS! PLEASE NOTE, we are talking exclusively about MYTH KEYS! Previously, I created a topic about the liquidity of Vars in MYTH KEYS, where many of my mother’s gladiators said that there is no need to push Vars, everything is fine with them! Just like I vanged, vars are no longer in demand, the situation is as follows: The entire top consists of mdd (horn + dh/monk) + rdd (mage/lock/hunt/cow). As for VARS 1. Arms Var - 75th place (with re-applied weight and down 395) 2. Prot Var - 189th place 3. Prot Var - 301st place 4. Arms Var - 475th place The problem is in many ways, now almost no one, not even mine my friends stopped calling me, they said that there was no point in us taking var, and so I lost interest in the game, I could try all day to get in line with someone and to no avail, no one takes the keys at 13-14, even at 12 barely -I barely get there, I’m freaking out.. I have gear, I have experience, but I don’t need it, and here’s why: 1) In any team, you take a horn to skip many mechanics, + goon control, and if there is a difficult situation, then you can also place a blind in the infectious one moba give. 2) If they take a 2nd melee soldier, then it will be Dx/Monk since you need a stun, but in most DH it is preferable, except for certain mechanics where you need a monk ring 3) 3.1 Var is weaker in saves. 3.2 Var is weaker in solo target, significantly by 20-30% (compared to some solo bosses). 3.3 There is no normal AoE stun. 3.4 It’s harder to kill Goon adds than other MDDs 3.5 DPS is very dependent on the tank’s pool, not like other MDDs (it drops very much, unlike others) 3.6 after a burst AoE, it can’t support a lot of damage in a large pack, except for execution in 2 adds, not profitable (on large pools, which is very necessary on high keys). 4) They don’t really like Vars, since few people know how to play them, and besides, the broken mechanics create a big problem, and it’s so hard to get into a party, and given that few people deal damage well, they don’t take anyone at all, based on based on the crowd method, that all vars are weak dpsers now.... (Almost all horns and dx give high dps, unlike vars...) This is a problem. People just don’t want to take them (why, if there is no DPS in solo, why do we have one AoE, it’s about the same as everyone else, there is no stun, and there are fewer saves, a useless class for mythic keys). I hope in patch 8.1.0 the developers will come to their senses and fix this bug! What does the war need, as I said: 1) Increase solo damage by 20-30% 2) Return the AoE stun, and not just the stun, but so that it is in rotation and deals AoE damage of about 10-20k, every 20 seconds without hooks of 3 adds so that the CD is always 20 seconds. 3) Make AoE damage for large pools, for example, do sweeping strikes not at 2 targets, but at 5. (or make a mechanic so that you can AoE well for a long time after a burst AoE, maybe even increase the damage from the whirlwind not 3k DPS, but 8-10k, so that it is noticeable (3 Point it is questionable, how best to do it, but there is clearly not enough constant aoe good!) This is the most necessary thing, that now it’s a must have for them to be taken... If you don’t give damage, then no one will need them as before (Rogi for 12 has the key - Sanctuary 15.7k dps, you have 13.9 Varom. Only in one of the 10 instances - Uecrest Manor for an instance of 15.5k dps in the 12th key.... This is not serious) Dear Developers, listen, return liquidity to the Vars! Otherwise, you will have to delete the character... It’s a pain to endure this, what the hell No one needs vars in high keys, there wasn’t even such a thing in Legion (although there wasn’t enough DPS there, but now it’s tough...) Skillfish 165 10 Nov 2018

10 Nov 2018 Hex in reflect Where should this small indie company write so that the hex reflection bug is finally fixed? Half of the skills after a successful hex reflex DO NOT PRESS for 8 seconds. Nezhmureflekt 11 10 Nov 2018

08 Nov 2018 all stars (tanks) The guys were just looking at the logs of the top tanks and, to put it mildly, did not expect to see the prod- ucts in the first place! https://ru.warcraftlogs.com/zone/rankings/20#metric=dps&class=Tanks In almost all dungeons, this character is at the top. Yes, the whiners will start writing that Travex is the only one in the top and then there’s nothing left, so those who write that the class is more dead than alive are mistaken, for example, this news made me very happy, since I really loved tanking with this particular class. Forza warriors!! Gnoomik 5 08 Nov 2018

07 Nov 2018 Hidden Appearance Guys, how can you get the hidden appearance of Fury Var now if you haven’t played in the legion? I’m just looking on the Internet, I need to loot something from 3 bosses and now I should kick one of them? Ronak 3 07 Nov 2018

07 Nov 2018 Need advice from experienced pve-dd-vars. Specifically now high gear arms. How I took DD specs of vars as a basis, I took guides from icy veins, but also often monitored vars from top guilds, but here is the problem - they are so different: one is in crit, the other is in haste, and you won’t understand what to take as an example. I myself go by hasta-crit-master and, in principle, on 2-3 mobs I did not see higher than myself in terms of DPS (m+), but the same pillar in orgry/boss (1target) is around 10, when hornomagohunts are from 14. In terms of rotation to execution, everything seems to be standard: cleaver/colossus/mortal/storm/mortal buff/mortal/slam/repeat. Can anyone recommend anything? Eragar 24 07 Nov 2018

06 Nov 2018 My congratulations to the products I would like to congratulate the protvars, the gods of the WWII expanses, they have finally arrived and our red days on the calendar have ended))))))))) Befar 46 06 Nov 2018

06 Nov 2018 Arms PTR Weapon Warriors: Bladestorm damage has been reduced by 17% and Execute now generates less Rage. The execution of the campaign will be fixed under the new gear, so that the armies would not spam one execution in the execution phase. But it’s not clear why the whirlwind is being nerfed. Stable 67 06 Nov 2018

02 Nov 2018 I want to learn how to play PVP with arms! Guys, tell me some streamers, preferably Russian-speaking ones, who play armom 2x2 3x3 I’m sure I’m not the only one hanging out here, who also wants to play above one and a half rubles (on the best day - 1600) In fact, there is only one problem - from lack of experience in the arena (bfa is my first addon in which I decided to play the arena) I don’t know how to play against some setups. Bjornulf 27 02 Nov 2018

01 Nov 2018 Avangard Protovar Good afternoon. A question arose about the ability of a vanguard warrior, it is written that it increases armor and stamina based on the strength indicator, but when changing accessories the indicators do not change, that is, when trinkets are removed in the amount of 500 strength and when worn, the indicator of endurance and armor remains unchanged. Having searched the Internet I have not found any data on this issue, everyone advises strength as the main stat due to the avant-garde of the OO. Goodlaic 6 01 Nov 2018

01 Nov 2018 Fury war 1v1 Dear friends, please tell me how fury var feels in duels? I just started downloading, I just don’t know much about duels for Furik. Metalknight 28 01 Nov 2018

31 Oct 2018 Furiki, tell me! Furi Vara, please tell me, does it make sense to carry two Geti "ikku, Bringer of Death (370 dropped today and already has 340), will it work? Or should the second gun be different? Scheigen 5

I don’t really like to be nostalgic, but I started playing as a warrior back in vanilla, and went to all the raids up to Naxxramas for 40 people, so without exaggeration we can say that I know something about what this class was like back then .

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

It's difficult to say anything about the classic, since it lasted 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 rubbish that had to be taken in order to get to something worthwhile. Oddly enough, one of the most sought-after talents only increased the chance of a critical hit, raising it by 1% with each point invested. Because of this, players had to spend as much as 5 talents to get just a 5% chance of a crit. But thanks to this talent, there was no need to raise crit through equipment, but to use its capabilities to generate rage. This was the era of cookie-cutter builds like 31/5/15 for defense spec, 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 gain other talents in the future. Weapons were also selected 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 before the Stormbringer appeared in Burning Crusade) or a halberd, with exactly the same bonuses as the ax (that is, it was used only when they received the Doom Saw).

Leveling up

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

When leveling up a defensive 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 made everything worse. There wasn't even a "Victory Rush". If you were a defensive warrior, you used auto attack and Shield Slam to deal damage. "Shatter Armor" did not cause any damage, and "Crush" did not yet exist, as did "Spell Reflection" and "Interference". Heroic Strike, Revenge, and Slam were the main talents, while Thunder Clap only hit four targets.

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

Personally, I preferred to tank with the Fury specialization using the Incursion DPS build with a two-handed weapon and good rage generation. Regardless of specialization, all warriors needed to replenish their supply of bandages and food, since they had virtually no self-healing. "Bloodthirst" and "Blood Mania" were present... all curse words aside, they weren't 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 managed to spawn again.

Back in those days, there was a weapon skill that required you to wear chainmail gloves (sometimes even for tanks). Also, when you received a weapon that was much better than the current one, due to the weapon skill, it initially became useless, since you missed the target very often.

But there were also good moments. Charge didn't work during combat, but outside of combat it worked amazingly well. This was a great way to start a battle, but it was annoying when just before using the skill the enemy aggroed you and the button became inactive.

In the end all warriors were tanks

This is what happened at the end of the classic. First you had to reach level sixty, and this is not an easy task. Then the dungeons began. A lot of dungeons. You had to constantly tank in Dire Maul to get Quel'Serrar, then multiple runs of Stratholme, Scholomance, upper and lower Blackrock Spire in pursuit of Armor of Valor, at least once a day for months. raided the upper and lower parts of 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 groups of 10-15 players who raided the upper part of Blackrock Spire, and even then, they mostly tanked). It was tank warriors who were in demand in all the dungeons of the late classics. 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 desire. And tanking in vanilla means: the lack of ability to intercept the aggro of several mobs, complete dependence on crowd control, and a huge amount of trash in each pool that you need to deal with - everything that you have been dealing with for a decade.

But, to be honest, I consider the time spent in the classics as a tank warrior to be my best gaming experience of those days. And for this there was no need to have a defense specialization. I've tanked with both Fury Warrior and Weapon Warrior and never had any problems with it. And after some time, the experience of the dungeons I completed helped me get into the guild that raided Molten Core, tank in the raid with Onyxia and in 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 battles do not require six to eight tanks. It was a strange period of life for warriors. You put on your tank armor and continued on your way to the next boss, but depending on the situation, you could put on a different set of equipment, in which you looked like you had drunk paint and picked up the biggest club. Or they put on their chainmail gloves, leather shoulder pads, hat and drew two daggers. The warriors were very strange back then.

Oh, and get ready to fight bandits and hunters for your gear. 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 "Blade Master's Handguards" and everything else was made of leather, until they assembled some kind of plate DPS set for themselves in Molten Core, Blackwing Lair, Zul'Gurub or An'Qiraj. And these plate sets looked, to put it mildly, colorful and scary.

Warriors are the gods of PvP

Let's just admit it. The warrior just needed to get Blackhand's Doomsaw or Arcanite Reaper. After that, you could go to the battlefield and crush everyone there left and right. Of course, sometimes you died. But only when a whole crowd attacked you, having seen you make 5-6 kills before. As soon as you got your hands on the weapon of the commander-in-chief/supreme leader and some decent armor, everyone around you started dying in droves.

I loved 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 replaced "Doom Saw" with "Irresistible Force", and a little later it was replaced by "Great Sword of the High Leader". Even though I died often, PvP was still a lot of fun, including one “Terrifying Scream” that made the enemy team run away in fear. I always managed to kill at least one before I died myself. Usually two or three. Once, together with the priest, we alone held the Sawmill, fighting off the Alliance, while the Horde team ran around, capturing everything else. It was great.

What's the result?

The return of the classic warrior will be the revival of what we have long lost: equipment with a defense bonus, weapon skill (which needs to be upgraded for each weapon), missing talents (or incorrectly working), tanks without the appropriate skills, constant lunch breaks and DPS equipment ( which looked more like a Halloween costume than a warrior's 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.

Warriors are a class focused on melee weapons. They are strong and resilient, as well as masters of weapons and tactics. A warrior's special abilities are combat-oriented. Unlike warriors in other games, a warrior in WoW has many different skills and abilities that can be used directly in battle.

Warrior Parameters
When creating a new character, the player does not have the opportunity to choose initial parameters. They will depend only on the choice of race and class

Strength - increases melee damage. Strength does not affect the chance of landing critical hits. Strength does not affect the chance to block, but does affect damage absorption during the block. This value partly depends on the strength, and partly on the properties of the shield.
- Agility (Agility) - increases damage in ranged combat, increases the chance of inflicting a critical hit, affects the chance of dodging, and the amount of defense and armor directly depends on it.
- Stamina (Endurance) - Increases the character's life (Health points). Intellect (Intelligence) - Increases mana value and affects the chance of causing critical damage with magic spells. Intelligence affects the chance of increasing melee skills (dodge, parry, block).
- Spirit (Spirit) - Increases the speed of mana and life regeneration. This option also allows you to increase your skill with certain weapons. *Ranged damage is affected by agility, while melee damage is affected by both dexterity and strength.

Advantages:
1. A warrior can wear any armor and use almost all types of weapons.
2. Warrior takes more damage than any other class.
3. Has good close range fighting skills.
4. Large selection of uniforms.
5. Easily deals with monsters.
6. Can pull well, tank and deal damage thanks to various fighting stances.
7. Has a variety of abilities to distract opponents.

Flaws:
1. Having no healing skills, she relies on food, restoration potions and other players.
2. Very dependent on the armor and weapons used.
3. Limited abilities, for long-range attacks.
4. A small number of group buffs.

Available races:
human, dwarf, night elf, gnome, orc, tauren, undead, troll

Standard bars:
Health/Anger

Available equipment:
- rag clothes (Cloth),
- leather armor,
- chain mail armor (Mail),
- plate armor (Plate),
- shields

Available weapons: - one-handed and two-handed axes (One and Two-Handed Axes),
- swords (Swords), hammers (Maces),
- daggers and
- throwing weapons (Thrown)

Rage:
The warrior has a red anger bar (a bar, this is similar to the mana bar for magicians.). It is gained during battle. The more damage you cause, miss, or prevent, the more anger you gain. The warrior also has special abilities to gain anger. Anger is needed to use abilities that are not available outside of combat. Accordingly, each special attack requires a certain amount of anger. If the battle is over, then the anger begins to slide to 0. The warrior will also lose all accumulated anger if he changes his fighting stance.

Stances:
A warrior has different stances for fighting, these will determine the abilities that will be available in battle. There are special buttons for switching racks. If you switch stances during a fight, all your pent-up anger will go away. There is usually no need to switch stances during battle, as they are all designed for different situations:

Battle Stance is used mainly for solo battles, as it increases the level and speed of attack.
- Defensive Stance (defensive stance) gives a smaller number of attack skills, but gives the warrior a large amount of defense. This is primarily used if you have the "tank" role in the group.
- Berserker Stance (berserker stance) increases the chance of a critical hit on the enemy, but using it you take more damage. Good to use in a group if there is another tank warrior (Defense specialization).

Special panel attacks (Action Bar):
Each stance has its own special attack panel. When you switch stances, the special attack panel also changes.

Bundles of blows:
Use Shield Bash/Shield Block, and then use the Revenge skill.

Weapon Skill Training:
It is very useful to improve your proficiency with different types of weapons so that you can easily switch to another type of weapon if this weapon is better than yours. Carry different types of weapons with you (swords, axes, hammers, etc.), use them from time to time to improve your skills with them.

Role of the class
The warrior can play the role of a defender or a tank, deal serious damage, or do both alternately. Warriors' abilities are designed primarily for close combat, but can be used by them in completely different situations and groups. Generally speaking, the Warrior class is intended primarily for those who cannot live without melee weapons.

Adviсe:
1. Team up with classes that can heal (Priest, Shaman, Druid, Paladin).
2. Learn to use one or two types of two-handed weapon skills (for example, Two-Handed Axes and Two-Handed Swords)
3. Learn to control your Rage! If you are fighting a caster, save your Wrath so that at the right time you can interrupt his powerful spell or healing spell using your Shield Bash or Pummel skills. One extra Heroic Strike, of course, will cause additional damage, but the monster will be able to heal itself and, one might say, the battle will begin from the beginning.
4. Test and plan the distribution of your talents in advance. If you want to make a fierce close-range warrior with a lot of hit points, you should opt for the Stamina parameter and choose defensive talents. If you decide to become an attacking fighter, then try to increase the Strength parameter and weapon specialization talents.
5. Protect your allies in the group. A Priest or Mage won't be able to withstand multiple monster attacks, so use your Taunt, Challenging Shout, or Mocking Blow skills to force the monsters to attack you.

Trading Skills
o Mining and Blacksmithing - Allows a warrior to make weapons and armor for himself, and at the same time extract the ore necessary for this.
o Herbalism and Alchemy - The warrior will be able to create drinks that will increase his parameters and replenish his hit points.
o First Aid - A warrior cannot heal himself, so this skill will allow him to replenish his hit points even in battle.
o Fishing and Cooking - A warrior has no innate healing skills, so it is very useful to use this bundle for cooking, which replenishes your life and allows you to save time for rest between battles.

Warrior Combat Skills
Combat skills are acquired from special trainers for money. Each skill can only be purchased at a certain level. Also, most skills have multiple ranks. With each rank, the effect of using the skill increases. If you have, for example, rank 1 Heroic Strike, then you will not be able to purchase rank 3 Heroic Strike until you have this rank 2 skill. There are also several skills that you receive as quest rewards or get for free when you create a character.

Hello dear fans of such games as World of Warcraft. Today I want to tell you about such a character as Arms War, because I consider the Furies of War to be a rather dull and boring character for gamers. Warriors are a class that is designed to fight only in close combat tactics. Their main feature is that they have the ability to inflict considerable damage, as well as absorb a lot of oncoming damage. Warriors also have the opportunity 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 practically invulnerable.

Many players have the opinion that Arms War is not intended for raids at all, and if you want to produce top DPS in raids, then Arms War is “Not suitable” for you. However, after BC left the scene, all the vars began to tank dungeons, and those who remained to DPS ran around with two axes. Since the percentage of players who had a spec with two axes was critically small, this led to the impression that the var in the armies was not only dull, but also spoiled the entire raid with its presence. I also got the impression that arm spec is PvP, so “spare yourself in fury!!!”

  1. Var in the Arms does not have his own buff, but can add a buff like a rogue.
  2. Arms gives out much less DPS than Var-Furi. The reason for this is hast and BL. Since the fury war receives an increase in DPS from haste, haste plays almost no role for armies.
  3. Why should you “show off” and press complex button combinations when you can run calmly?
  4. Wild collection of aggro. It’s just very strange where it comes from, if the Arms War does not damage.
  5. Arms cannot knock down castes.

pros:

  • It is very easy to dial in the ARP cap.
  • There is no need for you to collect unnecessary expertise in the army.
  • It’s much easier to put on an arms cool than a furi war, since the arms do not depend on AP and strength, unlike the furi.
  • The whole process when you deal damage is a lot of fun, since for furies the entire process of combat occurs through the dull poking of three buttons.
  • Huge aggro, which will allow you to help out a tank in a raid in difficult times when using an addon like Omen.

Minuses:

  • Arms war is very dependent on arp.
  • Not a simple rotation.
  • There is no way to reset the cast. When choosing a race, I do not advise you to play for people or orcs - I will explain everything to you later.

1. Characteristics

You need to try to get 90% of the ARP, and the combat stance will give you another 10%.
Having 4 items T10 - 264, you should not give up 2x T9 - 245-258 as this will well increase the armor penetration rating and give 8% accuracy.
You simply don’t need such talent as skill, so its complete absence will not have any effect on your combat skills.

Var Arms has no rotation like that. The whole process consists of waiting for the procs and praying “May the deep wounds not subside.” But, in short, the whole thing goes something like this: we always use mortal strike if you have a lot of raga; There should always be bloodletting hanging on the enemy; if you don't have rage, use Bludgerage; if you have CD on all your vehicles and there is no way to proc anything, only then use Slam; to get rid of a large excess of rage, use the hero's blow; if you have a second build installed, then always use the whirlwind according to the CD.

3. Abilities

  • Bleeding - this debuff should always hang on the boss or any other target during the battle. It constantly damages every three seconds, so keep refreshing it in the last seconds. At the same time, do not rush or be late, otherwise you will lose DPS. The Doom Cooldown Pulse addon will help you with this, which can also be downloaded in the addons section on our website. It would also not hurt to pay all attention to excellent raid addons.
  • Sudden Death is a benefit for Arms War for an ability like Execution. Allows you to hit well with progressive probability, somewhere around 3, 6, 9%, it all depends on how you leveled up your talent. Also, after you use Execution, you have 10 units of Raga left. In rotation, the Execute ability takes first place. We always press it for good reason.
    Keep in mind that when the cooldown of “Deadly Blow” coincides with the proc of “Sudden Death” - if you have more than 40 units of rage, then first hit with a mortal, and then use the death penalty. Everything will depend only on your experience and the amount of weight you have accumulated. If your gear perfectly regenerates rage, then you won’t feel much of a difference.
  • Taste of Blood - This ability is the second priority. You can't use it right away. This ability has a 6 second internal cooldown and hangs on the enemy for 9 seconds. This proc does not depend on the Domination proc, which constantly procs when the boss or mob tries to dodge.
  • Mortal blow - That's it for the Arms War. If you are poorly dressed, you will lose rage, if you have good gear, then this is one of the most powerful DPS abilities.
  • Powerful blow - press “Drain of rage” and “Strike with cast”. In the second, its basic use lasts only one and a half seconds. If you take the talent, then the use time is reduced to 0.5 seconds. We hit at a time when all your other vehicles are on CD and you have more than 40 units of rage left. If you have a weapon with a strike speed of 3.4, then the character has time to hit the boss or mob twice. After this, the character should have an auto attack, after which your rage will be restored so that you can strike the next blow.
  • Hero's Strike - if you have a talent like "Awakening" pumped in, then "Hero's Strike" becomes your main ability in order to constantly drain rage. Use it if your rage is more than 70 units. Also, “Hero’s Strike” can be used on bosses instead of a powerful blow when constantly running to one place or another.
  • Execution - If the boss has only 20% of his life left, then this ability turns into a new ability to drain rage. First, we hang “Bleeding” and constantly need to maintain it during the battle, then proc “Execution” and then “Superiority”, then “Deadly Blow”, but now we do not pay attention to “Slam” and “Hero’s Strike” and constantly proc “Execution” " Also, do not forget to constantly control your rage.
  • Bladestorm - This is mainly used immediately after the pool, in order to then begin performing the main rotation. In order for you to be able to gain a debuff from bloodletting, use “Blade Whirlwind” in packs of mobs on trash, where AoE damage from sweeping movements constantly prevails.
  • Thunderbolt - as I already told you, if the build has “Awakening” and “Improved Thunderbolt”, then it becomes like an AoE ability with excellent damage.
  • Sweeping strikes - used 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. It is capable of increasing the DPS not only personal, but also of the entire raid as a whole. Has a cooldown of 5 minutes. If the battle is short, then use this ability in the execution phase; if the battle lasts 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 the boss or enemy, then “Heroic Throw” helps to constantly maintain Bloodletting on the mob. Many gamers also often forget about this ability.

4. Talents

This build is mainly designed for raiding dungeons. Here, instead of the commander's voice talent, it is better for you to pump in an improved execution or an improved stance. But keep in mind that in the stance there will be + 2% 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 that you will constantly run around with. I'll give you a little hint: the only thing cooler than the Tomb Sculptor is the ShM, 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 it is necessary to upload large piles of trash. Here all the amenities have been thought out for you: by turning on the “Whirlwind”, you can drink a cup of coffee, and again join the battle, scattering mobs in different directions.

5. Symbols

Large:

  • Deathstroke symbol - 10% mortal damage. no comments here
  • Glyph of Heroic Strike - When you crit from Heroic Strike, you instantly gain 10 units. rage
  • Symbol of Bleeding - time Bleeding" + 6 sec. hang less often, save GDK - profit increase in DPS
  • The execution symbol is great for the execution phase. The execution deals damage as if it were +10 raga.
  • Glyph of Sweeping Strike - Great for when you need AoE damage

Small:

  • Glyph of Battle Shout - Increases the duration of your Battle Shout ability by 2 minutes.
  • Glyph of Authority - Increases the duration of the Command Shout ability by 2 minutes.
  • Glyph of Blood Rage - Reduces the health cost of your Blood Rage ability by 100%.

6. Bis sheet

[Blessed Helmet of the Ymiryar Overlord]Head277
[Penumbra Pendant]Amulet284
[Hallowed Plate Shoulders of the Ymiryar Overlord]Shoulders277
[Vereesa's Swiftness] /[Sylvanas's Cunning]Cloak272/272
[Hallowed Battleplate of the Ymiryar Overlord]breast277
[Huge Toskka Armlets]bracers277
[Blessed Gauntlets of the Ymiryar Overlord]Peppers277
[Bound of the Cold Spirit]belt277
[Northern Lights Leggings]Legs277
[Approaching Apocalypse]bots284
[Ashen Ring of Endless Vengeance]ring 1277
[Icy Legacy Sapphire Ring]ring 2277
[Will of the Deadly One]Trinka 1277
[Sharpened Twilight Scale]Trinka 2284
[Oathkeeper, Ranger Leader's Spear] /[Dark Mourn]Weapon284/284
[Fal'inrash, Defender of Quel'Thalas]

7. Enchantment

Head - Magic sign of suffering
Shoulders - Great Ax Inscription
Back - Scroll of Enchant Cloak - Agility V
Chest - Scroll of Enchant Chest - All Stats VII
Wrists - Scroll of Enchant Bracers - Assault II
Peppers -

A warrior in the defense specialization (tank) is a very mobile unit. It can deal pretty good damage while reducing the damage of enemy attacks. By choosing certain talents (and direct hands), you can achieve excellent results and make a warrior a true pioneer of mythical dungeons and raids.

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 reduced by blocking, making their damage smooth and predictable. Additionally, they provide utility, be it 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 Defense Warriors and general tanking strategies are beyond 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. Using your defensive cooldowns and utilities effectively is also an integral 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 cooldown by 50%.
  • Support – The CD of the ability does not take a 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 hitting enemies with a demoralizing scream.
  • Anger Management – ​​Avatar, Not a Step Back, Shield Wall, and Demoralizing Scream 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 value one over the other.

In the same vein, for Warriors in the Defense spec, the value of each secondary stat is very close. Strength, while slightly inferior to 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 tank warriors is based on the following priority. As said, this is a priority. Rather than a precise sequence in which abilities must be cast, each time you can use an ability you must start at the top of the list and use the first available ability. This applies to all “rotations” in the future.

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

Rotation for one target

  • Use a powerful shield strike on cooldown.
  • Activate Thunderbolt on cooldown.
  • Revenge must be used whenever possible.
  • Use Crush.

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

Avatar must be on cooldown. It's worth dragging out the demoralizing scream for a few seconds if the avatar is about to come off cooldown. Don't hold the Avatar for a demoralizing cry.

The next stage applies to both the Demoralizing Shout and Avatar spells, if you're trying to maximize damage, you might want to delay those cooldowns for a few seconds if a powerful shield bash 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 of this guide.


Enchantment

Neck

If you're focused on high AoE/spash damage, you'll likely benefit from the Far Troop Mark.

Cloak

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

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