Here is our full Warrior PvP Guide for Classic WoW! Get ready to become the best Warrior on your server ;)
Welcome to our dedicated PvP Warrior guide!
As you all know, the mid-november phase 2 update is coming and with it the honor system. World PvP will get even bloodier throughout Azeroth: get ready to fight and find out our tips and recommendations to get the best out of your time playing the game!
This guide will cover everything you
need to be able to handle PvP encounters with your Warrior: the best races and
professions, important skills and abilities, the best talent trees, stats and
gear.
Our guides will always be kept up to date with the latest data from the
community and theorycrafting.
If you’re looking for other Warrior guides, check out our Classic Warrior Guides.
Let’s go, we’re starting this guide with a look at the best races for PvP !Here is the standard PvP Arms tree: the notorious 31/20.
Improved Heroic Strike/Reduces the cost of your Heroic Strike ability by 1 rage point. Reduces the cost of your Heroic Strike ability by 1 rage point. Next level: Reduces the cost of your Heroic Strike ability by 2 rage point. Reduces the cost of your Heroic Strike ability by 2 rage point. Next level: Reduces the cost of your Heroic Strike ability by 3 rage point. Reduces the cost of your Heroic Strike ability by 3 rage point. |
Deflection/Increases your Parry chance by 1%. Increases your Parry chance by 1%. Next level: Increases your Parry chance by 2%. Increases your Parry chance by 2%. Next level: Increases your Parry chance by 3%. Increases your Parry chance by 3%. Next level: Increases your Parry chance by 4%. Increases your Parry chance by 4%. Next level: Increases your Parry chance by 5%. Increases your Parry chance by 5%. |
Improved Rend/Increases the bleed damage done by your Rend ability by 15%. Increases the bleed damage done by your Rend ability by 15%. Next level: Increases the bleed damage done by your Rend ability by 30%. Increases the bleed damage done by your Rend ability by 30%. Next level: Increases the bleed damage done by your Rend ability by 45%. Increases the bleed damage done by your Rend ability by 45%. |
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Improved Charge/Increases the amount of rage generated by your Charge ability by 3. Increases the amount of rage generated by your Charge ability by 3. Next level: Increases the amount of rage generated by your Charge ability by 6. Increases the amount of rage generated by your Charge ability by 6. |
Tactical Mastery/You retain up to 5 of your rage points when you change stances. You retain up to 5 of your rage points when you change stances. Next level: You retain up to 10 of your rage points when you change stances. You retain up to 10 of your rage points when you change stances. Next level: You retain up to 15 of your rage points when you change stances. You retain up to 15 of your rage points when you change stances. Next level: You retain up to 20 of your rage points when you change stances. You retain up to 20 of your rage points when you change stances. Next level: You retain up to 25 of your rage points when you change stances. You retain up to 25 of your rage points when you change stances. |
Improved Thunder Clap/Reduces the cost of your Thunder Clap ability by 1 rage points. Reduces the cost of your Thunder Clap ability by 1 rage points. Next level: Reduces the cost of your Thunder Clap ability by 2 rage points. Reduces the cost of your Thunder Clap ability by 2 rage points. Next level: Reduces the cost of your Thunder Clap ability by 4 rage points. Reduces the cost of your Thunder Clap ability by 4 rage points. |
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Improved Overpower/Increases the critical strike chance of your Overpower ability by 25%. Increases the critical strike chance of your Overpower ability by 25%. Next level: Increases the critical strike chance of your Overpower ability by 50%. Increases the critical strike chance of your Overpower ability by 50%. |
Anger Management/Increases the time required for your rage to decay while out of combat by 30%. Increases the time required for your rage to decay while out of combat by 30%. |
Deep Wounds/Your critical strikes cause the opponent to bleed, dealing 20% of your melee weapon's average damage over 12 sec. Your critical strikes cause the opponent to bleed, dealing 20% of your melee weapon's average damage over 12 sec. Next level: Your critical strikes cause the opponent to bleed, dealing 40% of your melee weapon's average damage over 12 sec. Your critical strikes cause the opponent to bleed, dealing 40% of your melee weapon's average damage over 12 sec. Next level: Your critical strikes cause the opponent to bleed, dealing 60% of your melee weapon's average damage over 12 sec. Your critical strikes cause the opponent to bleed, dealing 60% of your melee weapon's average damage over 12 sec. |
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Two-Handed Weapon Specialization/Increases the damage you deal with two-handed melee weapons by 1%. Increases the damage you deal with two-handed melee weapons by 1%. Next level: Increases the damage you deal with two-handed melee weapons by 2%. Increases the damage you deal with two-handed melee weapons by 2%. Next level: Increases the damage you deal with two-handed melee weapons by 3%. Increases the damage you deal with two-handed melee weapons by 3%. Next level: Increases the damage you deal with two-handed melee weapons by 4%. Increases the damage you deal with two-handed melee weapons by 4%. Next level: Increases the damage you deal with two-handed melee weapons by 5%. Increases the damage you deal with two-handed melee weapons by 5%. |
Impale/Increases the critical strike damage bonus of your abilities in Battle, Defensive, and Berserker stance by 10%. Increases the critical strike damage bonus of your abilities in Battle, Defensive, and Berserker stance by 10%. Next level: Increases the critical strike damage bonus of your abilities in Battle, Defensive, and Berserker stance by 20%. Increases the critical strike damage bonus of your abilities in Battle, Defensive, and Berserker stance by 20%. |
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Axe Specialization/Increases your chance to get a critical strike with Axes by 1%. Increases your chance to get a critical strike with Axes by 1%. Next level: Increases your chance to get a critical strike with Axes by 2%. Increases your chance to get a critical strike with Axes by 2%. Next level: Increases your chance to get a critical strike with Axes by 3%. Increases your chance to get a critical strike with Axes by 3%. Next level: Increases your chance to get a critical strike with Axes by 4%. Increases your chance to get a critical strike with Axes by 4%. Next level: Increases your chance to get a critical strike with Axes by 5%. Increases your chance to get a critical strike with Axes by 5%. |
Sweeping Strikes/30 Rage
Instant
30 sec cooldown
Your next 5 melee attacks strike an additional nearby opponent. Your next 5 melee attacks strike an additional nearby opponent. |
Mace Specialization/Gives you a 1% chance to stun your target for 3 sec with a Mace. Gives you a 1% chance to stun your target for 3 sec with a Mace. Next level: Gives you a 2% chance to stun your target for 3 sec with a Mace. Gives you a 2% chance to stun your target for 3 sec with a Mace. Next level: Gives you a 3% chance to stun your target for 3 sec with a Mace. Gives you a 3% chance to stun your target for 3 sec with a Mace. Next level: Gives you a 4% chance to stun your target for 3 sec with a Mace. Gives you a 4% chance to stun your target for 3 sec with a Mace. Next level: Gives you a 6% chance to stun your target for 3 sec with a Mace. Gives you a 6% chance to stun your target for 3 sec with a Mace. |
Sword Specialization/Gives you a 1% chance to get an extra attack on the same target after dealing damage with your Sword. Gives you a 1% chance to get an extra attack on the same target after dealing damage with your Sword. Next level: Gives you a 2% chance to get an extra attack on the same target after dealing damage with your Sword. Gives you a 2% chance to get an extra attack on the same target after dealing damage with your Sword. Next level: Gives you a 3% chance to get an extra attack on the same target after dealing damage with your Sword. Gives you a 3% chance to get an extra attack on the same target after dealing damage with your Sword. Next level: Gives you a 4% chance to get an extra attack on the same target after dealing damage with your Sword. Gives you a 4% chance to get an extra attack on the same target after dealing damage with your Sword. Next level: Gives you a 5% chance to get an extra attack on the same target after dealing damage with your Sword. Gives you a 5% chance to get an extra attack on the same target after dealing damage with your Sword. |
Polearm Specialization/Increases your chance to get a critical strike with Polearms by 1%. Increases your chance to get a critical strike with Polearms by 1%. Next level: Increases your chance to get a critical strike with Polearms by 2%. Increases your chance to get a critical strike with Polearms by 2%. Next level: Increases your chance to get a critical strike with Polearms by 3%. Increases your chance to get a critical strike with Polearms by 3%. Next level: Increases your chance to get a critical strike with Polearms by 4%. Increases your chance to get a critical strike with Polearms by 4%. Next level: Increases your chance to get a critical strike with Polearms by 5%. Increases your chance to get a critical strike with Polearms by 5%. |
Improved Hamstring/Gives your Hamstring ability a 5% chance to immobilize the target for 5 sec. Gives your Hamstring ability a 5% chance to immobilize the target for 5 sec. Next level: Gives your Hamstring ability a 10% chance to immobilize the target for 5 sec. Gives your Hamstring ability a 10% chance to immobilize the target for 5 sec. Next level: Gives your Hamstring ability a 15% chance to immobilize the target for 5 sec. Gives your Hamstring ability a 15% chance to immobilize the target for 5 sec. |
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Mortal Strike/30 Rage
Melee range
Instant
6 sec coldown
A vicious strike that deals weapon damage plus 85 and wounds the target, reducing the effectiveness of any healing by 50% for 10 sec. A vicious strike that deals weapon damage plus 85 and wounds the target, reducing the effectiveness of any healing by 50% for 10 sec. |
Booming Voice/Increases the area of effect and duration of your Battle Shout and Demoralizing Shout by 10%. Increases the area of effect and duration of your Battle Shout and Demoralizing Shout by 10%. Next level: Increases the area of effect and duration of your Battle Shout and Demoralizing Shout by 20%. Increases the area of effect and duration of your Battle Shout and Demoralizing Shout by 20%. Next level: Increases the area of effect and duration of your Battle Shout and Demoralizing Shout by 30%. Increases the area of effect and duration of your Battle Shout and Demoralizing Shout by 30%. Next level: Increases the area of effect and duration of your Battle Shout and Demoralizing Shout by 40%. Increases the area of effect and duration of your Battle Shout and Demoralizing Shout by 40%. Next level: Increases the area of effect and duration of your Battle Shout and Demoralizing Shout by 50%. Increases the area of effect and duration of your Battle Shout and Demoralizing Shout by 50%. |
Cruelty/Increases your chance to get a critical strike with melee weapons by 1%. Increases your chance to get a critical strike with melee weapons by 1%. Next level: Increases your chance to get a critical strike with melee weapons by 2%. Increases your chance to get a critical strike with melee weapons by 2%. Next level: Increases your chance to get a critical strike with melee weapons by 3%. Increases your chance to get a critical strike with melee weapons by 3%. Next level: Increases your chance to get a critical strike with melee weapons by 4%. Increases your chance to get a critical strike with melee weapons by 4%. Next level: Increases your chance to get a critical strike with melee weapons by 5%. Increases your chance to get a critical strike with melee weapons by 5%. |
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Improved Demoralizing Shout/Increases the melee attack power reduction of your Demoralizing Shout by 8%. Increases the melee attack power reduction of your Demoralizing Shout by 8%. Next level: Increases the melee attack power reduction of your Demoralizing Shout by 16%. Increases the melee attack power reduction of your Demoralizing Shout by 16%. Next level: Increases the melee attack power reduction of your Demoralizing Shout by 24%. Increases the melee attack power reduction of your Demoralizing Shout by 24%. Next level: Increases the melee attack power reduction of your Demoralizing Shout by 32%. Increases the melee attack power reduction of your Demoralizing Shout by 32%. Next level: Increases the melee attack power reduction of your Demoralizing Shout by 40%. Increases the melee attack power reduction of your Demoralizing Shout by 40%. |
Unbridled Wrath/Gives you a 8% chance to generate an additional Rage point when you deal melee damage with a weapon. Gives you a 8% chance to generate an additional Rage point when you deal melee damage with a weapon. Next level: Gives you a 16% chance to generate an additional Rage point when you deal melee damage with a weapon. Gives you a 16% chance to generate an additional Rage point when you deal melee damage with a weapon. Next level: Gives you a 24% chance to generate an additional Rage point when you deal melee damage with a weapon. Gives you a 24% chance to generate an additional Rage point when you deal melee damage with a weapon. Next level: Gives you a 32% chance to generate an additional Rage point when you deal melee damage with a weapon. Gives you a 32% chance to generate an additional Rage point when you deal melee damage with a weapon. Next level: Gives you a 40% chance to generate an additional Rage point when you deal melee damage with a weapon. Gives you a 40% chance to generate an additional Rage point when you deal melee damage with a weapon. |
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Improved Cleave/Increases the bonus damage done by your Cleave ability by 40%. Increases the bonus damage done by your Cleave ability by 40%. Next level: Increases the bonus damage done by your Cleave ability by 80%. Increases the bonus damage done by your Cleave ability by 80%. Next level: Increases the bonus damage done by your Cleave ability by 120%. Increases the bonus damage done by your Cleave ability by 120%. |
Piercing Howl/10 Rage
Instant
Causes all enemies near the warrior to be dazed, reducing movement speed by 50% for 6 sec. Causes all enemies near the warrior to be dazed, reducing movement speed by 50% for 6 sec. |
Folie sanguinaire/Regenerates 1% of your total Health over 6 sec after being the victim of a critical strike. Regenerates 1% of your total Health over 6 sec after being the victim of a critical strike. Next level: Regenerates 2% of your total Health over 6 sec after being the victim of a critical strike. Regenerates 2% of your total Health over 6 sec after being the victim of a critical strike. Next level: Regenerates 3% of your total Health over 6 sec after being the victim of a critical strike. Regenerates 3% of your total Health over 6 sec after being the victim of a critical strike. |
Improved Battle Shout/Increases the melee attack power bonus of your Battle Shout by 5%. Increases the melee attack power bonus of your Battle Shout by 5%. Next level: Increases the melee attack power bonus of your Battle Shout by 10%. Increases the melee attack power bonus of your Battle Shout by 10%. Next level: Increases the melee attack power bonus of your Battle Shout by 15%. Increases the melee attack power bonus of your Battle Shout by 15%. Next level: Increases the melee attack power bonus of your Battle Shout by 20%. Increases the melee attack power bonus of your Battle Shout by 20%. Next level: Increases the melee attack power bonus of your Battle Shout by 25%. Increases the melee attack power bonus of your Battle Shout by 25%. |
Dual Wield Specialization/Increases the damage done by your offhand weapon by 5%. Increases the damage done by your offhand weapon by 5%. Next level: Increases the damage done by your offhand weapon by 10%. Increases the damage done by your offhand weapon by 10%. Next level: Increases the damage done by your offhand weapon by 15%. Increases the damage done by your offhand weapon by 15%. Next level: Increases the damage done by your offhand weapon by 20%. Increases the damage done by your offhand weapon by 20%. Next level: Increases the damage done by your offhand weapon by 25%. Increases the damage done by your offhand weapon by 25%. |
Improved Execute/Reduces the Rage cost of your Execute ability by 2. Reduces the Rage cost of your Execute ability by 2. Next level: Reduces the Rage cost of your Execute ability by 5. Reduces the Rage cost of your Execute ability by 5. |
Enrage/Gives you a 5% melee damage bonus for 12 sec up to a maximum of 12 swings after being the victim of a critical strike. Gives you a 5% melee damage bonus for 12 sec up to a maximum of 12 swings after being the victim of a critical strike. Next level: Gives you a 10% melee damage bonus for 12 sec up to a maximum of 12 swings after being the victim of a critical strike. Gives you a 10% melee damage bonus for 12 sec up to a maximum of 12 swings after being the victim of a critical strike. Next level: Gives you a 15% melee damage bonus for 12 sec up to a maximum of 12 swings after being the victim of a critical strike. Gives you a 15% melee damage bonus for 12 sec up to a maximum of 12 swings after being the victim of a critical strike. Next level: Gives you a 20% melee damage bonus for 12 sec up to a maximum of 12 swings after being the victim of a critical strike. Gives you a 20% melee damage bonus for 12 sec up to a maximum of 12 swings after being the victim of a critical strike. Next level: Gives you a 25% melee damage bonus for 12 sec up to a maximum of 12 swings after being the victim of a critical strike. Gives you a 25% melee damage bonus for 12 sec up to a maximum of 12 swings after being the victim of a critical strike. |
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Improved Slam/Decreases the casting time of your Slam ability by 0.1 sec. Decreases the casting time of your Slam ability by 0.1 sec. Next level: Decreases the casting time of your Slam ability by 0.2 sec. Decreases the casting time of your Slam ability by 0.2 sec. Next level: Decreases the casting time of your Slam ability by 0.3 sec. Decreases the casting time of your Slam ability by 0.3 sec. Next level: Decreases the casting time of your Slam ability by 0.4 sec. Decreases the casting time of your Slam ability by 0.4 sec. Next level: Decreases the casting time of your Slam ability by 0.5 sec. Decreases the casting time of your Slam ability by 0.5 sec. |
Death Wish/10 Rage
Instant
3 min cooldown
When activated, increases your physical damage by 20% and makes you immune to Fear effects, but lowers your armor and all resistances by 20%. Lasts 30 sec. When activated, increases your physical damage by 20% and makes you immune to Fear effects, but lowers your armor and all resistances by 20%. Lasts 30 sec. |
Improved Intercept/Reduces the cooldown of your Intercept ability by 5 sec. Reduces the cooldown of your Intercept ability by 5 sec. Next level: Reduces the cooldown of your Intercept ability by 10 sec. Reduces the cooldown of your Intercept ability by 10 sec. |
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Improved Berserker Rage/The Berserker Rage ability will generate 5 rage when used. The Berserker Rage ability will generate 5 rage when used. Next level: The Berserker Rage ability will generate 10 rage when used. The Berserker Rage ability will generate 10 rage when used. |
Flurry/Increases your attack speed by 10% for your next 3 swings after dealing a melee critical strike. Increases your attack speed by 10% for your next 3 swings after dealing a melee critical strike. Next level: Increases your attack speed by 15% for your next 3 swings after dealing a melee critical strike. Increases your attack speed by 15% for your next 3 swings after dealing a melee critical strike. Next level: Increases your attack speed by 20% for your next 3 swings after dealing a melee critical strike. Increases your attack speed by 20% for your next 3 swings after dealing a melee critical strike. Next level: Increases your attack speed by 25% for your next 3 swings after dealing a melee critical strike. Increases your attack speed by 25% for your next 3 swings after dealing a melee critical strike. Next level: Increases your attack speed by 30% for your next 3 swings after dealing a melee critical strike. Increases your attack speed by 30% for your next 3 swings after dealing a melee critical strike. |
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Bloodthirst/30 Rage
Melee range
Instant
6 sec coldown
Instantly attack the target causing damage equal to 45% of your attack power. In addition, the next 5 successful melee attacks will restore 10 health. This effect lasts 8 sec. Instantly attack the target causing damage equal to 45% of your attack power. In addition, the next 5 successful melee attacks will restore 10 health. This effect lasts 8 sec. |
Shield Specialization/Increases your chance to block attacks with a shield by 1% and has a 20% chance to generate 1 rage when a block occurs. Increases your chance to block attacks with a shield by 1% and has a 20% chance to generate 1 rage when a block occurs. Next level: Increases your chance to block attacks with a shield by 2% and has a 40% chance to generate 1 rage when a block occurs. Increases your chance to block attacks with a shield by 2% and has a 40% chance to generate 1 rage when a block occurs. Next level: Increases your chance to block attacks with a shield by 3% and has a 60% chance to generate 1 rage when a block occurs. Increases your chance to block attacks with a shield by 3% and has a 60% chance to generate 1 rage when a block occurs. Next level: Increases your chance to block attacks with a shield by 4% and has a 80% chance to generate 1 rage when a block occurs. Increases your chance to block attacks with a shield by 4% and has a 80% chance to generate 1 rage when a block occurs. Next level: Increases your chance to block attacks with a shield by 5% and has a 100% chance to generate 1 rage when a block occurs. Increases your chance to block attacks with a shield by 5% and has a 100% chance to generate 1 rage when a block occurs. |
Anticipation/Increases your Defense skill by 2. Increases your Defense skill by 2. Next level: Increases your Defense skill by 4. Increases your Defense skill by 4. Next level: Increases your Defense skill by 6. Increases your Defense skill by 6. Next level: Increases your Defense skill by 8. Increases your Defense skill by 8. Next level: Increases your Defense skill by 10. Increases your Defense skill by 10. |
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Improved Bloodrage/Increases the instant Rage generated by your Bloodrage ability by 2. Increases the instant Rage generated by your Bloodrage ability by 2. Next level: Increases the instant Rage generated by your Bloodrage ability by 5. Increases the instant Rage generated by your Bloodrage ability by 5. |
Toughness/Increases your armor value from items by 2%. Increases your armor value from items by 2%. Next level: Increases your armor value from items by 4%. Increases your armor value from items by 4%. Next level: Increases your armor value from items by 6%. Increases your armor value from items by 6%. Next level: Increases your armor value from items by 8%. Increases your armor value from items by 8%. Next level: Increases your armor value from items by 10%. Increases your armor value from items by 10%. |
Iron Will/Increases your chance to resist Stun and Charm effects by an additional 3%. Increases your chance to resist Stun and Charm effects by an additional 3%. Next level: Increases your chance to resist Stun and Charm effects by an additional 6%. Increases your chance to resist Stun and Charm effects by an additional 6%. Next level: Increases your chance to resist Stun and Charm effects by an additional 9%. Increases your chance to resist Stun and Charm effects by an additional 9%. Next level: Increases your chance to resist Stun and Charm effects by an additional 12%. Increases your chance to resist Stun and Charm effects by an additional 12%. Next level: Increases your chance to resist Stun and Charm effects by an additional 15%. Increases your chance to resist Stun and Charm effects by an additional 15%. |
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Last Stand/Instant
10 min cooldown
When activated, this ability temporarily grants you 30% of your maximum hit points for 20 seconds. After the effect expires, the hit points are lost. When activated, this ability temporarily grants you 30% of your maximum hit points for 20 seconds. After the effect expires, the hit points are lost. |
Improved Shield Block/Allows your Shield Block ability to block an additional attack and increases the duration by 0.5 second. Allows your Shield Block ability to block an additional attack and increases the duration by 0.5 second. Next level: Allows your Shield Block ability to block an additional attack and increases the duration by 1 second. Allows your Shield Block ability to block an additional attack and increases the duration by 1 second. Next level: Allows your Shield Block ability to block an additional attack and increases the duration by 2 second. Allows your Shield Block ability to block an additional attack and increases the duration by 2 second. |
Improved Revenge/Gives your Revenge ability a 15% chance to stun the target for 3 sec. Gives your Revenge ability a 15% chance to stun the target for 3 sec. Next level: Gives your Revenge ability a 30% chance to stun the target for 3 sec. Gives your Revenge ability a 30% chance to stun the target for 3 sec. Next level: Gives your Revenge ability a 45% chance to stun the target for 3 sec. Gives your Revenge ability a 45% chance to stun the target for 3 sec. |
Defiance/Increases the threat generated by your attacks by 3% while in Defensive Stance. Increases the threat generated by your attacks by 3% while in Defensive Stance. Next level: Increases the threat generated by your attacks by 6% while in Defensive Stance. Increases the threat generated by your attacks by 6% while in Defensive Stance. Next level: Increases the threat generated by your attacks by 9% while in Defensive Stance. Increases the threat generated by your attacks by 9% while in Defensive Stance. Next level: Increases the threat generated by your attacks by 12% while in Defensive Stance. Increases the threat generated by your attacks by 12% while in Defensive Stance. Next level: Increases the threat generated by your attacks by 15% while in Defensive Stance. Increases the threat generated by your attacks by 15% while in Defensive Stance. |
Improved Sunder Armor/Reduces the cost of your Sunder Armor ability by 1 rage point. Reduces the cost of your Sunder Armor ability by 1 rage point. Next level: Reduces the cost of your Sunder Armor ability by 2 rage point. Reduces the cost of your Sunder Armor ability by 2 rage point. Next level: Reduces the cost of your Sunder Armor ability by 3 rage point. Reduces the cost of your Sunder Armor ability by 3 rage point. |
Improved Disarm/Increases the duration of your Disarm ability by 1 secs. Increases the duration of your Disarm ability by 1 secs. Next level: Increases the duration of your Disarm ability by 2 secs. Increases the duration of your Disarm ability by 2 secs. Next level: Increases the duration of your Disarm ability by 3 secs. Increases the duration of your Disarm ability by 3 secs. |
Improved Taunt/Reduces the cooldown of your Taunt ability by 1 sec. Reduces the cooldown of your Taunt ability by 1 sec. Next level: Reduces the cooldown of your Taunt ability by 2 sec. Reduces the cooldown of your Taunt ability by 2 sec. |
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Improved Shield Wall/Increases the effect duration of your Shield Wall ability by 3 secs. Increases the effect duration of your Shield Wall ability by 3 secs. Next level: Increases the effect duration of your Shield Wall ability by 5 secs. Increases the effect duration of your Shield Wall ability by 5 secs. |
Concussion Blow/15 Rage
Melee range
Instant
45 sec cooldown
Stuns the opponent for 5 sec. Stuns the opponent for 5 sec. |
Improved Shield Bash/Gives your Shield Bash ability a 50% chance to silence the target for 3 sec. Gives your Shield Bash ability a 50% chance to silence the target for 3 sec. Next level: Gives your Shield Bash ability a 100% chance to silence the target for 3 sec. Gives your Shield Bash ability a 100% chance to silence the target for 3 sec. |
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One-Handed Weapon Specialization/Increases the damage you deal with One-Handed Melee weapons by 2%. Increases the damage you deal with One-Handed Melee weapons by 2%. Next level: Increases the damage you deal with One-Handed Melee weapons by 4%. Increases the damage you deal with One-Handed Melee weapons by 4%. Next level: Increases the damage you deal with One-Handed Melee weapons by 6%. Increases the damage you deal with One-Handed Melee weapons by 6%. Next level: Increases the damage you deal with One-Handed Melee weapons by 8%. Increases the damage you deal with One-Handed Melee weapons by 8%. Next level: Increases the damage you deal with One-Handed Melee weapons by 10%. Increases the damage you deal with One-Handed Melee weapons by 10%. |
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Shield Slam/20 Rage
Melee range
Instant cast
6 sec coldown
Slam the target with your shield, causing 225 to 236 damage, modified by your shield block value, and has a 50% chance of dispelling 1 magic effect on the target. Also causes a high amount of threat. Slam the target with your shield, causing 225 to 236 damage, modified by your shield block value, and has a 50% chance of dispelling 1 magic effect on the target. Also causes a high amount of threat. |
This spec is your ticket to join the PvP crowd. You need all 51 points to reach both Frappe mortelle and Enrager!
There
is some room for customization, for example getting 3 points in Brise-genou
amélioré for
more control at the cost of damage, putting only 3 points Spécialisation
Arme 2M.
This spec is all about controlling and putting pressure on enemy players. Frappe
mortelle deals
damage and applies a very important -50% healing received debuff. Hurlement
perçant slows
nearby enemies if you couldn’t get in range to bust their kneecaps, allowing
you to catch them or finish them off.
Weapon choice can vary and mainly depends on the weapons you have at your
disposal: ideally Fléau de
Bonereaver to
go with Spécialisation
Epée for
phase 1.
Ragnaros also drops a powerful weapon: Arrache-moelle which is an excellent choice for Spécialisation Hache.
While gaining +5% critical strike chance with a specific weapon is nice, don’t sleep on sword specialization which can turn a fight around when it procs. Oftentimes the enemy won’t expect the sudden burst and it might be enough to be his downfall.Warriors can switch between 3 stances. They all have unique advantages and downsides and can enable the use of specific abilities:
Posture de combat: This is the « neutral » stance, giving neither bonus nor malus. Some abilities such as Overpower can only be used in this stance.
Posture défensive: This stance reduces damage taken as well as dealt. It is mainly used because it allows you to disarm an enemy, or lower the damage you’re about to take from a stealthed enemy’s opener.
Posture berserker: This stance increases your critical strike chance by 3% but also increases your damage taken by 10%. While it allows you to kill enemies faster, staying in this stance is dangerous because you will be taking significantly more damage.Désarmement: Disarms your target, getting rid of your opponent’s melee weapon for 10 seconds if they don’t have Gantelets de la forteresse or Dragonne en acier. Only usable in defensive stance.
Cri démoralisant: Lowers nearby enemies’ attack power. If you think the fight is going to take a while, use this early on in order to take less damage for 30 seconds.
Coup de tonnerre: Deals damage to up to 4 nearby targets, slowing their attack speed by 10% for 10 seconds. Only usable in Posture de combat. Use when you have excess rage or just after a charge at the beginning of a fight.
Représailles: Allows you to automatically counter-attack against any physical attacks. Shares a cooldown with Mur protecteur and Témérité. Very useful against Rogues, Feral Druids and Warriors.
Témérité: Significantly increases your critical strike chance and makes you immune to Fear effects for 15 seconds, but you take 20% more damage. Shares a cooldown with Représailles and Mur protecteur.
As a DPS Warrior in PvP you shouldn’t even have Mur protecteur on your bars. It requires a shield and shares a cooldown with more useful abilities. While it considerably increases your survivability for a time, it shouldn’t really be used in PvP situations compared to the two more aggressive alternatives.
In short: Use Témérité if you can start a fight yourself. Charge and bust your enemy’s kneecaps, make them bleed with Rend, switch to Berserker Stance and Témérité. Your target should die in seconds.While there are some differences, your typical PvE stats should remain useful for PvP..
Here are some of the main differences:
5% Hit Cap
Against level 60 players, you need 5% hit chance in order to never miss
Stamina
In PvE you don’t need a lot of it, but in PvP you want as much as possible. There’s a reason PvP armor sets have tons of stamina.You can’t mention PvP gear in Classic WoW without talking about the dedicated PvP sets: Armure de bataille de lieutenant-commandant, the rare version, and Tenue de combat de grand maréchal, the epic version.
As you can see, these sets are stamina-heavy, allowing you to survive the enemy’s attacks, while still giving you enough offensive stats to deal good damage.
Aside from well balanced items such as Espauliers
griffe-de-drake,
Warriors will all want to bring into the battlefield a good two-handed weapon. Ragnaros drops two powerful
weapons for Warriors: Fléau de
Bonereaver is
one of the best swords in the game and Arrache-moelle will do the job
fine if you want to go for the axe specialization.
Finally, you absolutely need to protect yourself against disarm effects by
using either Gantelets de
la forteresse or
by putting a Dragonne en
acier on
your weapon. It’s absolutely required for PvP.
Potions and consumables shouldn’t be used in duel because they’re not Fair Play. They’re very powerful items that can easily turn the tide of any fight. Before any duel, talk to your opponent and decide on a rule for consumables. If you cheat you’ll end up with a bad reputation.
Potions:
Consumables:
Items:
There’s no « typical » solution or rotation for Warriors, it entirely depends on who you’re facing. Although in nearly every situation you’ll want to charge as much as possible, your other ability uses will depend on your opponents and how many other people are around (both allies and enemies)!
Shamans can be traps. They wear mail and healers often have a shield, giving them a lot of armor. They can deal a lot of damage without much spell power. Warriors’ main priority against them is survival.
Chaîne d'éclairs, Eclair and Horion de terre hurt.
If you both have similar gear levels, you will need to interrupt specific casts and use cooldowns properly to win the fight.
No race is particularly better than another against shamans.
Grenade en fer is always very useful.
Rotation-wise: Charge , Brise-genou and Pourfendre. Switch to Berserker stance and use Frappe mortelle. The shaman will cast Eclair and Horion de terre. Use Volée de coups on Chaîne d'éclairs or Eclair, deal some damage then move back and use Interception to stun the shaman for a few seconds and prevent him from casting. Use Rage berserker when you’re about to take damage to gain more rage. Try to keep up Frappe mortelle at all times on your target and play around Volée de coups and Interception to keep preventing his casts. If you get a sword spec proc or a big critical strike, try to burst harder to unlock Exécution and finish him off. Be on the lookout for windows of opportunity and when they open use everything you have.The kings of kiting will often be an obstacle and you’re going to have to deal with them.
They can kite you and restart fights with Flèche de dispersion into Piège givrant if you manage to get close. Coupure d'ailes will be an issue because unfortunately for warriors, its slow is 10% stronger than Brise-genou : it’s rough.
Depending
on the hunter’s talents, things can get even worse because of Intimidation or Dissuasion. You’re then
thoroughly outmatched.
If you’re
an engineer, use Bottes-fusées
gnomes and Heaume-fusée
gobelin to
keep up with the hunter, you will then be able to become the hunter.
If you’re a Gnome, Maître de l'évasion will allow you to remove Coupure d'ailes. Otherwise, good luck and be patient!
Rotation-wise : Charge , Brise-genou and Pourfendre into Cloche des Barov or Petit dragon en arcaniteso Piège givrant doesn’t work. Remain in Posture de combatbecause you’ll gain a lot of Fulgurance procs, hunters having a lot of agility. Follow up with Frappe mortelle, Tourbillon and Fulgurance as soon as possible. Keep Brise-genou and Pourfendre up on the target at all times.
Extremely difficult duel because warlocks deal a lot of damage, have strong crowd control and a lot of Health through Voidwalker’s Sacrifice.
They have multiple instant cast DoTs such as Corruption and Malédiction d'agonie, powerful crowd control abilities like the Succubus’ Séduction, Voile mortel, and Peur.
Not unlike the Priest matchup, this is a DPS race.
Keep Interception to get back into melee range Voile mortel.
Berserker
stance should be used throughout the fight, allowing you to Rage
berserker to
counter Peur.
Don’t hesitate to cast Volée
de coups and
throw Grenade en fer to stop enemy
casts. You can also use Réflectombre ultra-flash to reflect Voile
mortel right
after you charge in.
Undeads are especially good against Warlocks because they can become immune to
Fear effects with Volonté
des Réprouvés.
Rotation-wise: Charge , Brise-genou and Pourfendre. Switch to Berserker Stance and use Frappe mortelle, Tourbillon. After the Voile mortel use Interception to go back to melee. Use Rage berserker against Peur and Volée de coups against damage spells.
This matchup is about timing and patience, because druids Forme d’ours redoutable can tank better than you can.
If the Druid tries to flee with Forme de voyage, Intercept him then spam Brise-genou. He’ll try to change form to remove the slow but because you keep reapplying it, he’ll run out of mana if he keeps trying. Don’t waste rage on damage abilities.
As
soon as the Druid goes back to human form, move away from him and use Interception and then use your
rage to damage him!
If you’re an engineer, use Bottes-fusées
gnomes and Heaume-fusée
gobelin to
keep up with the druid if necessary. If you’re not a Gnome, use Potion de
libre action so
the druid can’t root you. He then won’t be able to run from you. Druids can
heal themselves so maintain the Mortal Strike debuff. This should be enough to
ensure victory in a few seconds.
Very volatile matchup, highly dependent on gear and RNG (crits and Spécialisation Epée procs). Hard to say who’s going to win from the get go.
Any good warrior should have Dragonne en acier but if Désarmement works, the fight can turn around fast. Try using it as soon as possible to gain the advantage
Grenade en fer can help with a bit of damage when you don’t have anything better to use.
No race is particularly strong in this mirror matchup.
Rotation-wise: Charge , Brise-genou and Pourfendre. Switch to Defensive Stance for Désarmement. Follow up with Frappe mortelle, Tourbillon and Fulgurance as soon as possible. The first Warrior to fall under 20% Health is going to get pummeled Exécution and will most likely lose.This can be an infuriating matchup but once you understand the ins and outs of the fight, you’ll end up enjoying such duels.
Melee players struggle against Nova de givre and Morsure de givre procs. Moreover, if the Mage is starting to lose ground, he can reset the fight with Métamorphose.
Barrière de glace and Bouclier de mana will lead you to being rage-starved, absorbed damage granting no rage. They can teleport around with Transfert or hide in an Bloc de glace if things get hairy.
Regardless, charge them as soon as you can and follow up with Brise-genou and/or Volée de coups if they try to cast something.
If you’re an engineer, use Bottes-fusées gnomes and Heaume-fusée gobelin to keep up with the mage and slap him around a bit to maintain the pressure. Remember that Réflectoglace gyrogivre and Réflectoflamme hyper-radiant can be strong options, depending on the phase.
If you’re an Herbalist/Alchemist and have some gold, we recommend the following rotation:
If you’re not a Gnome and don’t have Maître de l'évasion , get a few Potion de libre action then charge the mage. He’ll answer with Nova de givre to no effect, and will find himself in trouble. He’ll Transfert : use Interception immediately (Berserker Stance) which will probably force the mage to Bloc de glace . You should have enough time left on the potion to finish him after the ice block. Move away so you can charge him and use Brise-genou once again. His only option then becomes using Métamorphose to wait out the potion’s effect (30 seconds). If you keep enough rage to use Volée de coups to prevent that cast, you should win the fight almost 9 times out of 10.Paladins can be played in 3 ways. Retribution paladins are pretty weak in this phase, and few people play Protection, so 9 times out of 10 you’ll end up facing a Holy Paladin, a healer.
You’ll have to deal with the infamous Bénédiction de protection, the formidable Imposition des mains, and the notorious 10 sec Bouclier divin.
The trick is using Désarmement at the right time.
Using engineering items such Grenade en fer and Heaume-fusée gobelin will give you some additional tools to control the fight.
Orcs are particularly strong against paladins, their Solidité passive allowing them to regularly ignore Marteau de la justice.
The fight starts as usual: charge, kneecaps, bleeds. Use Frappe mortelle quickly and keep enough rage for a Volée de coups when they try to heal themselves. Once that happens, the pressure will be on the paladin. Depending on how much damage you’ve dealt, he’ll try to control you with Marteau de la justice (instant cast). Use Potion de vive action to free yourself. He’ll try to heal himself. If Volée de coups isn’t available, use Cri d’intimidation or Grenade en fer. Reapply Frappe mortelle, Pourfendre, switch to Berserker Stance, move away and Interception. Divine Shield or Lay on Hands should follow. If he uses the former, move away and bandage yourself. Stay at range and charge the paladin as soon as the shield falls off. Resume DPS and control rotations and finish him.
Priests can be hard to beat for DPS Warriors.
Between Cri psychique and Mot de pouvoir : Bouclier,they can control you and prevent you from generating rage and therefore disallowing you from doing any damage.
Priests have many instant spells; remember to keep Volée de coups for Attaque mentale to avoid massive damage.
As per usual, engineers should abuse Grenade en fer. This will give you some breathing room.
Like against Warlocks, Undeads have an edge against Priests because they can become immune to Fear effects with Volonté des Réprouvés. That being said, races such as Dwarves, Orcs or Taurens are also strong against Priests.
The Warrior’s rotation against Priests is: Charge (if possible), Brise-genou , Pourfendre then immediately switch to Berserker Stance. Once the initial stun is over, the Priest will use Cri psychique that you should counter with Rage berserker. He will drop a few DoTs on you, nothing you can do about it, and will try to cast Attaque mentale.Use Volée de coups to counter it, you’re still in Berserker Stance. Follow up with Frappe mortelle, Tourbillon and Frappe héroïque if you have a lot of rage. The fight shouldn’t last long no matter who’s winning, it’s a DPS race. Once the Priest drops below 20% Health: Exécution.
Try to heal yourself immediately after the Priest dies so his DoTs don’t end up killing you.
If you have, Cloche des Barov, use it after the priest casts Cri psychique. The 3 servants’ interruptions and damage will help you a lot against Priests.This matchup is about the Rogue’s CDs. If they have both Cécité and Préparation it will be a nigh impossible fight for the Warrior.
Rogues have tons of ways to control their enemies with abilities such Coup bas and Aiguillon perfide.
No matter what, always keep Brise-genou up on your target in order to keep him close and damage him.
Pourfendre is key so the Rogue can’t stealth away.
Hurlement perçant is an extremely useful talent. If you think the Rogue is close, use it and it will break his Stealth after the slow.
Whenever you’re not stunned, try using Grenade en fer in melee to gain some breathing room.
Because of Solidité allowing them to resist Coup bas and Aiguillon perfide, Orcs are excellent against Rogues. Dwarves Forme de pierre which gets rid of poisons and removes Cécité.
If you can Charge , Brise-genou and Pourfendre, it’s already a good start. If the Rogue is the one engaging you and you didn’t see it coming, this is another story entirely. Try to stay in Posture de combat and spam Fulgurance and Cri démoralisant.
If you have Représailles ready, use it. Berserker Stance isn’t recommended, because if you get stunlocked the Rogue will murder you. Defensive Stance and using a shield is actually a pretty good alternative. Once you’ve weathered the storm and the Rogue used Coup bas and Aiguillon perfide go back to your two-handed weapon and do as much damage as you can: Frappe mortelle, Tourbillon, Frappe héroïque and Fulgurance as soon as possible, and don’t forget to always maintain Pourfendre on the Rogue until he dies.
Thanks to every contributor and the following sources for helping to create this guide: Marcovitch (multi-glad Warrior), member of the Wowisclassic guild, Gossusha, Wowisclassic contributor.
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