Class Guide: Warrior (PVP) - Guide for World of Warcraft

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                            A Warrior's Guide to PVP

               '   how to kill something before it kills you   '

             Written by Jai Stuart, for the game World of Warcraft

             The latest version of this FAQ can always be found at

  Table of Contents

    i. Disclaimer
   ii. Revision History
    1. Introduction

    2. PVP Basics
       2.1  Macros

    3. The Arena
    4. Talent Builds
    5. Gearing Up

       5.1  Weapon Choices
       5.2  Armor
       5.3  Trinkets

    6. Warrior Vs. Class Breakdowns
       6.1  Druids
       6.2  Hunters
       6.3  Mages
       6.4  Paladins
       6.5  Priests
       6.6  Rogues
       6.7  Shamans
       6.8  Warlocks
       6.9  Warriors

    7. Frequently Asked Questions
    8. Useful Mods & Links
    9. Credits
   10. End

  i. Disclaimer

  Unpublished work © Copyright 2007 Jai Stuart.  All rights reserved.

  This document is protected by US Copyright Law, and the Berne Copyright
  Convention of 1976.  It is for private and personal use only.  Editing,
  altering or changing this FAQ is prohibited.  It may not be reproduced or
  distributed in any form, in any way, without my permission.  This FAQ is a
  free document that may be accessed for private and personal use by the

  It may not be sold, for profit or otherwise, nor can it be used in any other
  commercial transaction.  Do not sell it.  Do not include it as a bonus gift
  to something.  Do not use it as an incentive to buy/purchase.  You do not
  have my permission to translate this FAQ into any other language, nor do you
  have my permission to HTML-ize it.  This FAQ was created and is owned by me,
  Jai Stuart .  All copyrights and trademarks are
  acknowledged and  respected that are not specifically mentioned herein.

  This FAQ may be found at the following web site(s):
    Twilight Industries 

  This document may be uploaded on your web site has long as it is freely
  accessible, is left in its original .txt file form and no compensation is
  received or exchanged for its use.

  Breach or violation of this copyright can and will result in legal action.

  ii. Revision History

  v1.0  01/09/07   First submission, mostly everything complete, though
                   contributions would be nice, warriors that play 2s with
                   different classes and had tips would be great.  3s and 5s
                   sections need a bit of filling in, though it's hard thinking
                   of anything worth typing in there that isn't covered

  1. Introduction

  I started playing World of Warcraft a year and a half ago.  The first class I
  rolled was a Rogue.  He made it to level 13 on my trial account, and I left
  the game for 6 months until I purchased it out of boredom.  The next
  character I rolled was a Warrior.  He's been the only character I took past
  level 25, and the only one I play now.

  I wanted to write a FAQ on some aspect of WoW.  Being that World of Warcraft
  is an MMORPG, content is always subject to change, be upgraded, become
  different.  Skills will be moved, tweaked, nerfed.  As a writer, there is
  only so long guides can be updated, and eventually the mechanics of WoW will
  move beyond this guide, whether it be when the level cap is raised to 90, or
  100.  I will hopefully still be kicking it to write to 80 - I hope. ;)

  With this in mind, I decided to focus on Warrior PVP, and create a primer and
  reference that could hopefully teach players tips and tricks they don't know.
  For the advanced arena players, you will probably not read anything here you
  haven't learnt already, and I at least hope you guys will find the FAQ a fun
  read.  I also acknowledge that there is only so much that you can read, and
  that the best teacher is practice.  However, whatever can be learnt through
  text, I hope can be learnt here.

  Please note that the stuff written here is aimed at level 70 pvp.  Although I
  do hope to write some things on lowbie pvp in a future version, at the moment
  this guide is aimed at the 70s in mind.

  2. PVP Basics

  Mortal Strike and Burst Damage

  Arms is the spec you want to pvp as a Warrior.  This is pretty much the first
  and basic rule - Arms combines the greatest burst to gear ratio, along with
  the greatest debuff in the game, Mortal Strike (50% reduced healing on the
  victim, lasts 10 seconds).  What burst to gear ratio means is that you get
  more burst out of your gear - Fury MAY surpass it at Hyjal/Black Temple gear
  levels, although I haven't been that far in progression to comment, nor have
  I seen any geared Fury Warriors make PVP videos at that level.  In either
  case, the point is moot; Fury doesn't have Mortal Strike, which is what makes
  the Warrior a competitive class in Arena.

  To start with, what is burst damage?  Burst damage is the amount of damage
  you can put out instantly, or near instantly - within 4 or 5 seconds, maxing
  at around 6 seconds.  Anything longer is hard to consider 'bursty'.  If you
  have the rage for it, along with 3/5 Flurry (or more), you are looking at (at

  2x auto attacks
  1x Mortal Strike
  1x Whirlwind
  1x Imp Slam (used first, and assuming you opened with an Intercept charge
     which will guarantee it hitting before they escape the stun)

  Again, this is considering a slow 2-handed (2H) weapon, 3.6 or slower, Flurry
  up, and a lot of rage.  You will rarely, if ever, get a chance to do that
  entire sequence on one-target without being interrupted, or CC'd, but it
  demonstrates what exactly burst is.  Why is burst damage important?  First of
  all, it's instant (or near instant) damage, and because of it it is
  incredibly difficult to heal through, to retaliate against, and it also
  psychs players out watching their health drop like that.  It gives them less
  chance to counter through.

  Second, it is the only type of damage you will be capable of in a PVP
  situation as a warrior.  Warriors are incredibly weak against CC (crowd
  control, such as sheep/Frost Nova/snares) and because of this there are MANY
  times you will only get to be on a target for a limited amount of time,
  before you are snared and they are out of melee range.  In short, in a 1v1
  situation, it can quickly become difficult to do sustained dps on a moving,
  snaring target.  You must burst.  In some situations, such as high-end 5v5
  Arena, this isn't true - your priority shifts then.  But 1v1, small-scale pvp
  (2v2, 3v3), and in battlegrounds, burst is key.

  The inability to stay on a target is part of the reason dual-wield Fury is
  less effective in pvp, as Fury is mostly geared towards constant, sustained
  dps.  Crit is an important stat here, although countered once resilience
  starts being stacked.


  Warriors are gear-dependant classes.  Some classes (Mages instantly come to
  mind) have effective skills that can be supplemented by good gear.  Warrior
  skills are very basic in comparison, and rely on gear to make them awesome.
  The difference in the scales is there - a Mage may be 50% skills and 50%
  gear, while a Warrior is at least 60%/40%.  The skills of other classes often
  come with debuffs, snares, or stuns - Warrior skills lack these as a whole,
  and gain a large increase in power through base increases such as Str/Attack
  Power and Crit.

  Your weapon is ESSENTIAL - this is as important at the lower levels as the
  higher ones.  A slower weapon with higher top-end will always yield a higher
  dps increase than upgraded pieces of armor, given the two pieces of equipment
  are of relatively the same item level.  Why slow weapons?  Usually because
  they have a higher top-end damage (important for Mortal Strike, Whirlwind and
  HS, since top-end weapon damage is what these skills are 'based' off).  In
  this regard, slow weapons are also more bursty.

  Other gear is also important, as it provides the stuffing to your weapon's
  turkey.  Before The Burning Crusade, the only way to get geared was to raid,
  or make it to rank 13/14.  Both options were effectively out of the picture
  for most casuals, especially because of the old honour system.  What TBC
  changed was the ease of getting 'competitive' gear for pvp.  The honor gear
  can be farmed for at your own rate, and all arena gear takes is an hour of
  pvp each week for points.  There are also the blacksmithing weapons
  available, Thunder, Lionheart Blade and Lunar Crescent and their upgrades,
  which are substantially easier to obtain than a 40-man raid drop and so much
  better than anything previously obtainable, when effort to reward ratio is
  considered.  It was a great change.

  PVP Trinket

    Insignia of the Alliance/Insignia of the Horde
      Cooldown: 5 minutes
      Use:      Dispels all movement impairing effects and all effects which
                cause loss of control of your character.
      Cost:     2805 Honor Points

   Medallion of the Alliance/Medallion of the Horde
      Cooldown: 2 minutes
      Use:      Dispels all movement impairing effects and all effects which
                cause loss of control of your character.
      Cost:     16983 Honor Points

  The pvp trinket (Insignia of the Alliance/Insignia of the Horde) is hugely
  important for you, and some outcomes in 1v1 matchups will solely depend on
  whether or not you had it on you and if it was off cooldown.  It is THAT
  important.  The Insignia costs 2805 Honor Points.  The Medallion costs 16983
  Honor Points.  Both prices are as of 25/08/07.  The Insignia has a 5 minute
  cooldown, while the Medallion has a 2 minute cooldown and gives 20
  resilience.  Both have the same use effect ("Dispels all movement impairing
  effects and all effects which cause loss of control of your character").

  Why is trinket this so important?  Because Warriors are arguably the weakest
  class against cc.  Having an on-call cc break (and now it is ANY cc) is
  extremely important - if not vital in certain matchups.

  Everyone should at least have an Insignia, and have it equipped at all times
  should you be pvping.  Is the Medallion worth the Honor Points?  Yes, easily.
  The 2 minute cooldown is amazing: it helps in world pvp, 5v5 arena (and the
  other two brackets should the fight drag on past the 2 minute mark), and
  battlegrounds.  If you intend to pvp, it is important to have your trinket on
  and ready.  The other trinket slot is up to you, though some are reviewed
  later on in the guide for their general pvp use.

  Key Bindings

  As melee, you must bind your abilities to keys.  This is so vital if you want
  any chance of doing well.  Melee often involves you having to turn sharply to
  keep your opponent in front of you.  Range has the advantage of a larger
  range to open up in.  Melee range is short and often has people trying to
  strafe out of it.

  Along with binding abilities, I also highly recommend setting up A and D to
  strafe left and strafe right respectively.  They turn too slow.  Strafing
  opens up far more possibilities.  The best way to turn is holding down the
  right mouse button and swinging the camera with it.  Combined with strafing
  this is easily the most effective way of moving.

  Here are my bindings for reference (at least the important ones):

  A = Strafe Left      1 = Battle Stance         5 = Intimidating Shout
  S = Back             2 = Defensive Stance     F1 = Deathwish
  W = Forward          3 = Berserker Stance     F2 = Piercing Howl
  D = Strafe Right     4 = Sweeping Strikes     F3 = Throw/Shoot

  R = Mortal Strike        F = Heroic Strike  Sh+2 = Victory Rush
  G = Overpower/Whirlwind  Q = Hamstring      Sh+3 = Trinket Slot 2
  C = Charge/Intercept/    B = Thunderclap/      T = Attack Macro
      Taunt                    Berserker Rage Sh+` = Heavy Netherweave Bandage
  E = Execute              H = PVP Trinket       X = Rend/Pummel Macro

  Sh+F = Battle Shout
  Sh+G = Commanding Shout
  Sh+E = Slam

  2.1  Macros

  There are several macros I use to make certain things easier.  They are all
  relatively simple macros, but that's how I like them, and they do make
  certain things easier.  To use them hit Escape > Macros, the click New.  Put
  in a name and choose an icon for the macro, then hit Okay.  You can now type
  the macro into the small field there, and then drag the icon onto your menu
  bars and hotkey it.

  Attack (swing) macro:

  Perhaps the most important macro I have.  When you bind a key to Start Attack
  in the Key Bindings menu, one press will turn your auto-attack on, and
  another will turn it off.  If you need to jump from target to target it can
  sometimes be EXTREMELY hard to register whether or not your auto-attack is on
  or off for at least a second, if not longer - this is a second wasted.  By
  making a simple /startattack macro, you can bind this to a key instead - one
  push will start your auto-attack, but another WILL NOT turn it off.  To stop
  attacking press Escape.  Now you'll never be unsure whether or not your auto-
  attack is turned on.

  Pummel macro:
  /cast Pummel

  Spamming buttons can sometimes create tiny, miniature action queues in your
  interface - and if you need to quickly Pummel it'll occasionally lag a
  millisecond or two.  /stopcasting kills the queue, which at a certain latency
  range can save you this millisecond.  Just make the macro and drag it to
  wherever you usually keep your Pummel.  Tell me how it works for you.

  Simple Overpower
  /cast Battle Stance;
  /cast Overpower
  /cast Berserker Stance

  This is the simplest Overpower macro ever.  One push of the macro will move
  you to Battle (if you're not already in it).  A second will cast Overpower,
  and a third will return you to Berserker.  Easily spammable, just make sure
  you're in range for the second time you push it.  Occasionally useful for
  saving you a keybinding.

  /target charname
  /cast Heavy Netherweave Bandage

  Replace charname with the name of your character.  This will automatically
  bandage yourself, without having to drop target if you have a friendly

  If you have any of your own, send them in.

  3. The Arena

  When BC came out, the arena quickly became the place to be, and after people
  started gearing up Warriors started to dominate.  Mortal Strike combined with
  the support of a team has made the class excel.  Before BC and the team-play
  the arena brought, Warriors were often cited as weak in 1v1 situations while
  being one of the most dominating classes when supported.  Seems like they
  were right and despite waiting so long for the advantage in group pvp to mean
  anything, we're all happy about it.

  What this means for you is that if you 1. have the gear, 2. have the spec and
  3. have the skill you will be able to get into basically any arena team you
  want.  Now, most arena matches played by people of equal skill are going to
  come down to luck - this luck comes in the form of class balance (what
  classes you have, and what classes you come up against), and the smaller
  things such as crit streaks, lucky procs, whether or not Mortal Strike misses
  or lands.

  Class balance is the big one - ESPECIALLY in 2s, and sometimes 3s, what
  classes you have vs. what classes the other team has is one of the biggest
  factors to whether or not you will win.  And there is little to nothing you
  can do about it.  5v5 is the least affected by this, because of the different
  combinations possible and the fact that more classes are often represented.
  However, class balance is still prevalent in 5s as well.

  There is also something else to consider: you need teamwork.  You have to
  find 1, or 2, or 4 other players that can learn to work as a team, can jump
  on a vent server for quick callouts, and who can learn from their mistakes.
  No matter how good YOU are as a Warrior and as a player, you cannot pull the
  line for 4 other people.  You can only do so much as you can do, get better
  at the things you can get better at, and then find a team of likewise players
  that all want to succeed.  For many reasons, this is why a lot of players
  avoid 5s and play 2s or 3s.  It's much easier finding one other good player
  that will listen than it is to find 4.

    Mortal Strike MUST GO UP

    When running with other dps and against enemy healers, your priority goes
    straight to getting MS up on the kill target.  This is vital.  If you can't
    put MS up, your team's dps is going to be healed through - it must go up
    and unless you are baiting heals/faking players out it must STAY up.

    Your target must be slowed

    Something has to keep the kill target slowed - if you can't stay in melee
    range, your dps drops to 0.  That's it.  If you're not in range, you're not
    dealing damage, every second you're not dealing damage when you SHOULD be
    is wasted time.  Hamstring is best for this, you can keep it up, you can
    refresh it, you know when it's going to expire.

    Shout rogues out

    Watching out for rogues is key.  When an enemy one vanishes, move to it's
    spot (you should already be close, as rogues are the first things to kill
    once they leave stealth) and Piercing Howl, then hit Tab.  Chances are
    you'll have brought it out of stealth, and Tab will bring it up as your
    target.  Rogues out of stealth can't use their openers, saving you a
    possibly lethal Cheap Shot or Ambush.  It takes practice to know when to
    expect the Vanish, and also to KNOW where the Rogue is going to go to once
    it does Vanish.  Is it going to move to one of your partners, is it just
    going to hang around and get another opener in?  Once you're decent you
    have no excuse for letting a rogue regain stealth once it leaves it.

    If you spec Booming Voice, Demoralizing Shout will have a greater aura of
    effect than Piercing - it's up to you to decide which to use in that case,
    though the snare of Piercing Howl is great against rogues.

    Berserker Stance

    Come out of the gates with Berserker Stance on.  Count the enemies.  If you
    realise there's enemy stealthies around, sit in Berserker.  If a rogue
    manages to sap you and you're not in Berserker, you are going to have to
    blow your trinket to get out of it.  Sap can be Berserker Rage'd out of.
    If a rogue sees you switch to Berserker (as in you come out of the gates in
    another stance) they're not going to bother sapping you - and if they do,
    you can wait until they reveal themselves before breaking Sap and nuking
    them.  At a certain rating Rogues stop trying to sap you, as they know
    you'll just break it on them anyway.

    Staying mounted

    Staying mounted is a great advantage that many (surprisingly) do not take
    advantage of.  It allows several things: a quick rush into the enemy, your
    team-mate that is the enemy teams kill target to stay on the move and LOS
    their damage, and protects you from a team that employs this exact strategy
    on you and stays mounted themselves.  For a Warrior it also allows you to
    quickly get into melee range without relying on Charge.  With a team that
    has your back you can simply move in - much less riskier than moving on the
    ground and attempting to get into melee.

    If your entire team stays mounted and the enemy team does not, you
    initially have a huge advantage, as you can time and choose when to rush.

    Move fast

    As soon as you have the targets sighted up in your arena mod, and calls are
    called out, go!  The less time the enemy has to formulate a plan the
    better, and if you move in on them fast enough SOMEONE in their team is
    going to panic, and you can start pulling them down.


    Having Intercept off cooldown makes you many times more dangerous.  For
    this reason, it's important to open up with Charge as OFTEN AS YOU CAN, or
    moving in mounted, saving Intercept for when you really need it.  If you're
    not comfortable with opening with Charge (afraid of sap/being opened up on
    in Battle Stance/know they are going to put you into combat before the
    Charge), simply ride in on them.

    Intervene is usual for getting around as a 'free intercept', when you have
    a friendly next to an enemy player.

    Choosing when to open up - trinket/Deathwish/Battle Shout/burst

    Timing your Deathwish and trinket is important - your other classes decide
    how long of a time limit you actually have, and then it's up to you to
    choose when to open-up within that time limit.  With healers you can hold
    it longer - with dps heavy teams you have a certain time limit to kill
    before something kills you.

    Choosing when to fight defensively - LOS/Shield Reflect/run

    Many caster-heavy teams, when faced with a balanced setup including a MS
    Warrior, are going to FF you.  In 5s this means switching to sword and
    board, staying in Defensive Stance, and keeping MS up on your kill target
    while staying alive and buying your team-mates time.  As often as you can,
    LOS their ranged dps, but be sure to stay WITHIN LOS OF YOUR HEALER.  If a
    caster-heavy team cannot kill their target, eventually your dps is going to
    start cutting through them.  If you are focussed it is your job to buy
    time.  And you'll know when you are focussed, because many different dots
    start popping up over your screen, along with your health rapidly starting
    to disappear.

    If this happens in 2s against a double caster team, you have less options,
    as you're most probably going to need your own dps.  Even in 2s the golden
    rule applies: don't DW if you're focussed, ESPECIALLY if they have dots
    ticking on you.  If you run with another DPS partner (rare), try to LOS
    them while he opens up on one of them, then move out for the kill.  It's
    hard, but doable (my 2s partner at the moment is a Hunter).  It really
    depends on what class the casters are.

    Choosing who to call

    You are most probably going to be a rather large part of any arena team you
    join.  This is narcissim, or whatever the class equivalent is, it's just
    the truth.  Teams that bring you have a massive advantage in MS, and the
    great dps you can put out.  You are going to be an integral member and if
    you're competent and know what you're doing, you should be doing the calls.
    It allows MS to go up instantly, and for you to instantly move from range
    into melee without hesitation.  With a MS warrior, chances are your dps
    needs MS to go up - and if it doesn't you are going to cripple them.

    Switching and Assists

    In most cases (unless you're splitting your dps up in order to shut down a
    healer while you bring down someone else), your dps in arena teams wants to
    work together and focus fire.  Because of MS, you should always be one of
    the first to switch and once you switch CALL IT OUT ON VENT.  This is all a
    lot of writing for that first simple rule: the kill target must have Mortal
    Strike up on it.  Tell your dps to make a macro to assist on you.  I'd also
    recommend making an assist macro yourself, and macro it to the best dps
    class you're running with.  If the shit hits the fan, you get rushed early,
    etc etc, and that dps class opens up on somebody, you want to be there to
    help bring his target down.

  3.1  2v2

  2s all depends on what class your partner is.  Although the top-rank warriors
  all run with healers, you can still have fun with a second dps partner
  (though in most cases you'll be hard-pressed to break 1800).

  Running with a healer

  When you run with a healer it's your job to kill - the fight is pretty much
  you vs them 2 with heals coming your way.  A few general rules:

    * Always keep LOS with your healer, unless for some reason (they are cc'd,
      mainly) they cannot heal, and the call comes out to break LOS with
      enemies until they come out of it (when my old pally partner used to get
      cs'd in Blade's Edge Arena, he'd call it out and I'd head under the
      bridge if I needed to)

    * Know when to move behind the pillars.  Certain 2 dps teams are going to
      take you down even with good heals, especially if they get off a lucky
      interrupt on your healer.  In these cases hug the pillars until they get
      closer/until they screw up, and you can get in some hits on one while the
      other is out of LOS.

    * Stay together as much as possible, if a team is hiding behind pillars and
      just will not budge you have to go make sure to get in LOS of your healer
      occasionally for heals.

    * Know what classes can take your healer down and FF accordingly.  Warlocks
      use to give my pally shit, as did Mages because of CS.  Warlocks
      especially had to be taken down quickly, before Pey was making love to
      their felhunter.  Rogues could be troublesome, but he was much better
      equipped to deal with them - and once a rogue popped I was all over it.

    * When up against an enemy healer, you have to get all over it, depending
      on how squishy their partner is.  If you're certain you can take down the
      dps while keeping their healer cc'd (you personally have Pummel,
      Intercept, Intimidating Shout, a paladin partner has Hammer of Justice, a
      druid has Cyclone, a priest has Fear, shamans have Earth Shock), AND you
      feel their dps is threatening to you or your partner (usually a warlock),
      you can kill it.  Usually though, in 2s, healer first.

    * When facing two dps teams, always take the squishiest one first.  BM
      hunters are not squishy until Beast Within is down.  Frost Mages are also
      not squishy, because of Iceblock.  SL Warlocks that stack resilience are
      retardedly not squishy.  Identifying what you're up against is key in 2v2
      as it is MUCH more easier to quickly call a kill target than in 5v5 - and
      calling the right one makes your chances of winning so much higher.

  Running with another dps

  It's possible to run, and win, with another dps, assuming you both got the
  skills and the gears.  Is it harder?  It all depends on what you come up
  against, though yes, in my experience double dps is weaker against more
  teams.  It also depends on whether the dps is physical or magical (rogues and
  hunters are physical, mages/locks are magical obviously).  With 2x physical
  dps, good paladins are going to SMASH you.

    * Kill quickly!  As you're lacking heals, your HP is pretty much it, and
      you must kill one of the 2 you're up against before you lose a
      significant amount of it.  Commanding Shout has a 2 minute timer (3 if
      you specced Booming Voice).  If you hide behind the pillars for 2 minutes
      you just lost 1000+ HP.  2 dps teams have absolutely no advantage in
      letting a fight being drawn out, you can't last that long.

    * Keep things off your partner.  I 2v2 now with a BM hunter.  Once his
      Beast Within goes down he becomes so much more vulnerable to rogues and
      locks.  Piercing Howl spam keeps rogues off him while he kites and I
      kill.  Little things like this help you win.

    * Your interrupts will win you the game, especially against healers.
      Assuming you time everything perfectly, charge > pummel > intercept >
      fear > pummel, those things will LOCK down a healer for a massive amount
      of time, while your buddy is busy opening up on them.  As you play and
      more arena you will start to play games that you lose, and that you know
      you would have won if you had gotten that fear off.

    * Commanding Shout is your friend in 2s, especially if your partner is

    * Do as much damage as you can before you die, especially with dots
      ticking.  Rogues have a good chance of killing my hunter if Beast Within
      is down.  If I can push it and put in one last MS on the rogue before I
      die, and should that MS crit, thats a solid 2k+ damage my buddy doesn't
      have to do to win us the game.  Vice versa if we're playing a frost mage,
      and I'm left 1v1 with him.

    * Kill the burst dps first.  Especially pom pyro mages - keep them stunned
      and feared as much as you can while you burst them down.  Pom pyro mages
      are actually not that bad at all once you start stacking resilience, but
      if they get lucky on a crit it still hurts massively.  You have to shut
      them down while your partner burns everything to kill them.

    * The aim of the game with 2 dps is to effectively drop one of them quickly
      enough that you can capitalize on the advantage - if you drop one too
      slowly you'll have dots on you, their partner will already have started
      destroying your health bars, and the 2v1 can quickly become 1v1 and then
      a win for them.

    * While you are at a severe disadvantage in drawn out games, it is
      important to play smart too, and not in a zerg mind-set.  LOS whenever
      you can, and whenever it would be advantageous to do so.  Draw people out
      of the pillars by auto-attacks, quick bursts and staying out of their LOS
      while you do it, so your buddy in midfield can start unloading.

    * BRING BANDAGES, LOTS OF BANDAGES.  Bandaging wins you games!  Bandage if
      something is cc'd before you break it.  Bandage if you're on the run and
      manage to buy a little time.  Basically every time it would be to your
      advantage to bandage you SHOULD be doing it.  I've won 1v2s (not many of
      them, that's for sure) by bandaging and having enough HP to burst the two
      guys down.  Would I have won it if I hadn't bandaged?  Nope, I killed the
      rogue with 120 HP left.  Bandages is one of the few consumables allowed
      in the arena, you should always have some with you.

  3.2  3v3

  3s is all about smooth execution - moving in, throwing cc up, heals coming
  quickly while you shut-down the other team.  Strategies employed are mostly
  dependent on your two team-mates.

  3.3  5v5

  5s is the bracket where it's less of the individual things you do, but more
  of a combined team effort to win.  Control can be passed off to classes with
  better cc, and your job is to get MS up on the kill target and bring it down.
  5s requires a slightly different mindset in that:

   a. You can be more of a glass-cannon, with healers at your back
   b. You are most probably not going to be focussed, therefore;
   c. There's no excuse for not using Deathwish, and Battle Shout should go up
      once you enter combat, as you probably gave all the squishies Commanding
      Shout in the prep room

  While it's still important to be a skilled warrior in 5s, many factors are
  out of your hands, and you singly have less of an impact in the game as you
  do in 2v2 and 3v3.  5s is all about good communication, having FIVE good
  players, and lots and lots of practice.

  4. Talent Builds

  Warrior talent builds for pvp all center around a deep Arms tree build.
  Mortal Strike is king, as is its burst damage.  Mostly all arena warrior
  builds follow the same basic talents - they spec to Mortal Strike, and at
  most 2 points more (for Second Wind).  41 Arms is unheard of.  In the Fury
  tree, Improved Intercept is a must, as is Death Wish, Cruelty and Piercing
  Howl.  Other points may be adjusted (Improved Execute for Improved Slam).

  Here are three you will predominantly see in arena warriors: 33/28 with
  Second Wind, 33/30 with 5/5 Flurry, and 33/25/03 with Tactical Mastery.

  1. Second Wind + 3/5 Flurry     33/28/0
     WowHead link:

     This build is solid overall, though missing points in Tactical Mastery.
     Second Wind is most useful in the smaller brackets of arena (2v2 mostly,
     some 3v3).  In 5v5 you are more likely to be ignored and 5/5 Flurry will
     help you generate more damage while lacking rage from incoming attacks.
     In 2v2 survivability is key, and you are more likely to get cc'd and
     therefore more likely to proc Second Wind.  Second Wind is an amazing
     talent for pvp - though like I stated, 5/5 Flurry is more firepower for
     the 5s where you are going to need it.

  2. 5/5 Flurry                   31/30/0

     This build was favoured more before the Flurry nerf in recent patches that
     dropped 5/5 Flurry from 30% increased attack speed to 25% increased attack
     speed.  However, it is still the most damaging Warrior pvp build - 5/5
     Flurry helps immensely in 5s arena where a lot of times you won't be
     getting attacked, and therefore missing rage from recieved damage.  At
     lower brackets where you will face a lot of no-resilience teams 5/5 Flurry
     can shine, along with the 5v5 arenas as I said.

  3. Second Wind + 3/3 Tactical Mastery    33/25/03

     This is the most survivable Warrior pvp build, and it has one major
     benefit that the other two don't - 3/3 Tactical Mastery (TM).  3/3 TM
     guarantees enough rage to switch from Berserker to Battle/Defense and
     Spell Reflect.  This increases the effectiveness of Spell Reflect
     massively.  Due to the fact you will be sitting in Berserker, without 3/3
     TM timing Spell Reflects is near impossible; when you need it NOW you
     won't have the rage to switch and use it.

  These are all solid PVP builds.  They share most of the same talents.  A list
  is below:

    Arms                        Fury                    Protection

    5/5 Deflection              5/5 Booming Voice       #/3 Tactical Mastery
    5/5 Iron Will               5/5 Cruelty
    2/2 Improved Overpower      1/1 Piercing Howl
    1/1 Anger Management        4/5 Commanding Presence
    3/3 Deep Wounds             2/2 Improved Slam
    5/5 Two-Handed Weapon       1/1 Death Wish
        Specialization          2/2 Improved Intercept
    2/2 Impale                  #/5 Flurry
    1/1 Sweeping Strikes
    5/5 Weapon Specialization
    1/3 Improved Hamstring
    1/1 Mortal Strike
    #/2 Second Wind

  Improved Slam can be switched with Improved Execute.  5/5 Booming Voice can
  be switched with 5/5 Unbridled Wrath, though after trying both I decided
  Booming Voice was more useful.  Weapon Specialization = Axe/Mace/Sword Spec,
  whichever you prefer (more on those later).

  Which spec should you use?  It's really up to you.  Out of the three of them,
  they each do better in different arena brackets, in different team
  combinations, and in different ratings.  Second Wind + 3/5 Flurry is usually
  the staple.  5/5 Flurry is usually more effective in 5s if the extra dps is
  needed from you by your team setup.  3/3 TM is just more versatile.  It
  allows you to switch out of Berserker for SR, it allows you to switch and
  disarm Rogues on the fly, it also lets you instantly light up Sweeping
  Strikes and switch to Berserker to Whirlwind.  These micro-games, on the
  whole, can be played without - however some matchups you have no chance 1v1
  without them (like a frost mage while your healer is cc'd and doesn't have
  your back).

  5. Gearing Up

  Warriors are often quoted as being the 'most gear dependent class in the
  game'.  What this statement means is that Warriors are the class that rely on
  gear the most to power up, as opposed to caster classes like Mages that get a
  certain boost to effectiveness each time they can learn new spell levels.  Is
  it true?  In many ways, yes.  Warrior skills are rather 'basic' - they have
  little side-effects or debuffs, and see more effectiveness by raw stat
  increases.  Also, the higher attack power/crit/damage you can deal increases
  the amount of rage gained, which in turn increases the amount of special
  attacks you can put out and therefore more damage.  This is all increased by
  better gear.

  5.1  Weapon Choices

  As stated, your weapon is extremely important.  Arms Warriors do best with a
  slow 2H.  This is because your instant attacks Mortal Strike and Whirlwind
  (also Slam) are based on top-end weapon damage - and when comparing two
  weapons of equal dps, the slower weapon of the two will have the higher top-
  end.  Slower weapons are also more bursty - they hit harder, they crit

  At 70 there are several choices available for competitive weapons.  There are
  raid drops from Karazhan+, the Arena weapons, and of course the epic
  blacksmithing weapons.

  Gorehowl                        Gorehowl drops from Prince Malchezaar in
  Binds when picked up            Karazhan.  It's top-end is reasonably high
  Two-Hand Axe                    compared to its competition - the Agi also
  345 - 518 Damage	Speed 3.60    equals out to 1.30% crit and 1.43% dodge.
  (119.9 damage per second)       Another huge plus is the 51 Stam, making
  +49 Strength                    Gorehowl a great weapon for pvp, assuming you
  +43 Agility                     can take down Prince.
  +51 Stamina
  Durability 120 / 120
  Requires Level 70

  Despair                         Despair is a drop from Julianne, from the
  Binds when picked up            Romulo and Julianne opera event in Karazhan.
  Two-Hand	Sword                 It's a great entry-level into competitive
  319 - 479 Damage	Speed 3.50    pvp.  It's fast, and lacks stam, however the
  (114.0 damage per second)       proc is great (about as good as procs get).
  +52 Strength                    The 600 damage is unmitigated by armour, is
  Durability 120 / 120            buffed by % power increase buffs (DW, Enrage)
  Requires Level 70               and can crit at your melee crit %.
  Chance on hit: Attempts to
  impale the target, causing 600

  Axe of the Gronn Lords          This is a drop from Gruul - it lacks the crit
  Binds when picked up            of Gorehowl, but has 26 more attack power and
  Two-Hand	Axe                   15 more Stam.  It has the exact same top-end
  345 - 518 Damage	Speed 3.60    and speed.  Which do you take?  Whichever
  (119.9 damage per second)       drops first.  Axe of the Gronn Lords drops
  +66 Stamina                     off Gruul.
  Durability 120 / 120
  Requires Level 70
  Equip: Increases attack power by 124.

  Thunder                         Thunder is the tier 1 Master Hammersmith 2H.
  Binds when picked up            The Thunder line has the highest top-end of
  Unique                          the crafted weapons, along with a huge amount
  Two-Hand	Mace                  of stamina.  Thunder itself is a very strong
  333 - 500 Damage	Speed 3.80    pvp weapon - it has great stats and combined
  (109.6 damage per second)       with Mace Spec it dominates in arena.  The 37
  +37 Strength                    Agi = 1.12% crit and 1.23% dodge.
  +37 Agility
  +55 Stamina
  Durability 120 / 120
  Requires Level 70
  Requires Master Hammersmith

  Lunar Crescent                  Lunar Crescent is the tier 1 Master Axesmith
  Binds when picked up            2H.  It's top-end is lower than Thunder,
  Unique                          though it has higher AP and crit.  At low
  Two-Hand	Axe                   levels against low-resilience opponents Axe
  324 - 487 Damage	Speed 3.70    Spec can cause havoc - and Axe Spec is the
  (109.6 damage per second)       reason people why some take LC over Thunder.
  Durability 120 / 120            However, Thunder itself is the better weapon.
  Requires Level 70               The axes line has also no stamina.
  Requires Master Axesmith
  Equip: Improves critical strike rating by 47 (2.1%).
  Equip: Increases attack power by 96.

  Lionheart Blade                 The Lionheart line is easily the weakest of
  Binds when picked up            the BOP blacksmithing epics.  It has the
  Unique                          lowest topend of the three, with a lot of the
  Two-Hand	Sword                 item-level points wasted on useless stats.
  315 - 474 Damage	Speed 3.60    The Agi = 1.27% Crit and 1.40% Dodg - if it
  (109.6 damage per second)       were 42 stam the weapon would be so much
  +47 Strength                    better.  The 5% Fear resist chance is also
  +42 Agility                     wasted itemization - with Deathwish you
  Durability 120 / 120            already have two Fear breaks and 40 seconds
  Requires Level 70               of back-to-back immunity.  Disappointing.
  Requires Master Swordsmith
  Equip: Increases your chance to resist Fear effects by 5%.

  The Merciless Two-Handers

  The Merciless Gladiator weapons are fantastic - they each have 365-549
  damage, a speed of 3.60, 42 Str, 55 Stam, 18 hit, 42 crit and 33 res (except
  for the axe, where instead of 42 Str it has 84 AP, giving hunters and shamans
  a good choice too).  They cost 3750 arena points, which is a fair amount, and
  depending on your ratings you may be saving for a while.  Are they worth it?
  Definitely, though you have to ask yourself, weapon or armour first?
  Realistically if you can get your hands on a Gorehowl, or one of the
  blacksmithing BoPs, you should probably take the armour first.

  (This however is subject to change if they bring the season 1 arena set into
  honour gear in the next patch.  Then you should definitely grab the weapon
  first and take season 1 gear via the honour system.  Watch this space.)

  Which should you grab?  It depends on what weapon spec you want to roll with,
  though Deep Thunder is quite comparable to the Bonegrinder, if not better.
  There are a variety of other 'good' axes you can choose in regards to the
  Decapitator, however the Merciless Greatsword is the second-best sword in the
  game right now - around equal to Twinblade of the Phoenix, a drop off
  Kael'Thas, and beaten by Cataclysm's Edge, a drop off Archimonde.  Even then,
  Cataclysm's Edge lacks the 2% crit and resilience of the Greatsword.

  With these things in mind, it is easy to straight up say grab the sword if
  you're unsure.

  Axe vs. Sword vs. Mace Spec

  One of the most common questions on the forums is 'which is better?'  Each
  has their pros and cons, and while the usual answer is to spec to the weapon
  you have, the question arises often due to the choice afforded by the
  blacksmithing and Arena weapons.

  Mace Spec

  Mace is generally the favoured spec among top-rank PVP Warriors.  This is
  because of the huge chance of the mace spec stun to proc.  With a 3.8 speed
  weapon, the chance to stun is roughly 11% on every attack.  11% is a huge
  number, considering it applies to instants, auto-attacks, and every target of
  Whirlwind.  The 3 second stun is invaluable for stopping runners,
  interrupting casts, and at 11% is also bordering on reliable.  With good
  gear, crit and stats, you can effectively lock down a target until
  diminishing returns set in and they become immune.

    NOTE: Mace Spec has diminishing returns, but only with itself - on-call
    stuns such as intercept and Concussion Blow are on a different timer.

  Mace Spec is popular in part due to the Thunder line's 3.8 speed - it's less
  effective with a faster weapon.  The Mace Spec stun is one of the most
  disrupting cc in pvp right now.

    NOTE: As of 27/08/07 Mace Spec is facing a nerf, it is already on the PTR
    and reports state it has been dropped to a roughly 5% chance to proc, just
    like swords.  This is a rather large nerf - I'll keep you updated as the
    change goes live.

  Axe Spec

  Axe is usually considered the least effective pvp weapon spec, once
  resilience comes into the picture.  Some argue that 'axe spec helps overcome
  the crit disadvantage you have against high resilience opponents'.  This is
  true, however, resilience also affects the amount of damage crits do,
  effectively nerfing a large bonus of the 5% crit that Axe Spec gives.  How
  much damage reduction are we talking?

  There are several things to consider here.  The first is that Axe Spec gives
  a higher chance to proc Flurry, increasing your dps.  The second is that it
  also boosts Impale, since your yellow attacks will be critting more.  The
  third is that both Mace and Sword Specs give you rage on the procs (unless
  the sword spec proc misses/is dodged/is parried) - the 5% crit will only give
  you bonus to rage generation in white swings, not on specials.

  Sword Spec

  Sword is usually the damage spec of choice in high-end arena, since it's proc
  isn't mitigated by resilience unlike axe spec.  Sword Spec procs also give
  rage off the attack.  A crit only gives rage if it crit off white.  With 300+
  resilience opponents, sword is ultimately going to outburst Axe.  The chance
  to proc sword spec is roughly 5%.

  Which is best?

  Overall I'd say maces, though arguments can be made for swords, especially in
  5s where you aren't going to be focus-fired, and when your team needs the
  extra dps.  Maces in 5s are great when you are running with a firepower heavy
  team however, especially in 4-dps rushdown setups where the mace stun can
  keep the kill target from LOS-ing your dps.  It also depends on how badly
  mace was nerfed.

  5.2  Armour

  There are several sets of armour you can go for when making a set for pvp.
  Obviously the most effective is the season 2 gladiator gear, the Merciless
  Battlegear set, however season 1 is great too and it's also okay to include
  tier 4/5 if you raid and have access to the pieces.

  Merciless Gladiator vs. Gladiator Stats

  [1875/1630 Points] Helm:      +5 Str, +2 Stam, +14 Hit, +3 Crit
  [1500/1304 Points] Shoulders: +7 Str, +6 Stam, +4 Crit, +1 Res
  [1875/1630 Points] Chest:    +12 Str, +11 Stam, +2 Hit, +5 Crit, +1 Res
  [1125/978  Points] Gloves:    +5 Str, +4 Stam, +3 Crit, +3 Res
  [1875/1630 Points] Legs:      +7 Str, +8 Stam, +2 Hit, +7 Crit, +1 Res

  Overall                       +36 Str, +31 Stam, +18 Hit, +22 Crit, +6 Res
                                8250 Points/7172 Points

  First things first, always grab the Merciless pieces with your points - this
  is because of the talk on the forums of season 1 gear being able to be
  brought with HONOR in the next patch.  The order that you buy the pieces is
  really up to you - if you have any raid epics that would do well in a pvp
  set, save those ones for last to upgrade to Gladiator gear.  Assuming you
  don't have any, I personally would go with the shoulders first, as they will
  likely kick the crap out of anything else you could have up to this point -
  they're also cheaper.

  Next is up to you - assuming you're in ANY sort of raiding guild, remember
  the tier 4 gloves and helm drop in Karazhan off Curator and Prince
  respectively, with High King Maulgar and Gruul dropping the shoulders and the
  legs.  Do you have access to those pieces?  Then you may want to start
  gearing up other slots.

  I put a small chart up there to show you the extra stats season 2 has over
  season 1 - incase you are in the relatively rare position of having 5/5
  season 1 and wondering which piece to upgrade first.  Look at the chest, or
  the helm if you're missing hit.

  Tier 4

  Tier 4 Warriors are going to munch everything below a equally geared season 1
  warrior.  The pieces are great if you can get them, as they can effectively
  fill a spot while you spend points on another one.  The helm is great, the
  shoulders and legs are also good, while the gloves are a little weak.  Don't
  worry about the chest as it is so much easier to get a Gladiator one then it
  is finding a guild to take down Mag.  Tier 5+ is basically, can you get it?
  Then use it.  Merciless Gladiator however is the best there is right now.

  Fresh to 70 Gear

  You're going to ding 70 in a load of crap.  The first thing to do is join
  some arena teams (even though you have crap gear, if you can get in on any
  teams at all DO IT, it's best to start arena early no matter what..some
  points > no points).  The second is to farm enough honour for the honour
  epics (Boots, Belt, Bracers, and then Cape/Neck/Ring).  Inbetween doing all
  this however you sure try your best to gear-up in whatever you can.  A quick
  outline on what you can grab while doing your weekly arenas/raids/bgs is
  here.  Any Gladiator/Honor gear is left out of this section, as
  you can assume it's better than anything else listed.

  (For quest information/info on how to obtain the gear, please visit

  Helm: Grab the Overlord's Helm of Second Sight.  It's a reward from a
        Shadowmoon Valley quest chain.  The helm is light-years ahead of
        anything else comparable in the blue range.  29 Str, 22 Stam, 13 hit
        and 24 crit.  It also has 3 sockets.  For a blue this thing is a beast.

  Shoulders: Alliance can grab the awesome Sylvanaar Champion's Shoulders (36
             Str, 22 Stam, 20 crit) - these things are the best dps shoulders
             until Doomplate/Tier 4/Gladiator+ and SO much easier to obtain.
             If you're Horde, Mech Tech Shoulders are probably your best bet
             until you can grab the honour ones/Gladiators.  (Mech Tech are 23
             Str, 25 Stam, 9 hit rating and 12 crit.)

  Chest: Chestplate of A'dal is great and available to both factions.  It has
         35 Str, 27 Stam, 22 hit and 25 crit and is available from an easy
         quest line.  You'll probably stick with it until the Gladiator chest.
         Another option is the Doomplate Chestguard off the last boss in
         Arcatraz.  (30 Str, 27 Stam, 19 crit and 3 sockets.)

  Gloves: Good blue gloves are relatively hard to find.  There's the Gauntlets
          of Cruel Intention that drop in Botanica (30 Str, 25 Stam, 21 crit),
          which is one of the few options.  What I did when I dinged 70 however
          was have a pair of Felfury Gauntlets crafted.  They are mail, however
          they have 30 stam, 40 attack power, 27 crit and two sockets.  In
          comparison there are the crafted Steelgrip Gauntlets that are plate,
          have 28 str (56 AP), 36 stam, two sockets and make you immune to
          disarm.  Due to Weapon Mastery (talent in Arms tree that makes you
          immune to disarm) everyone assumes you are already immune and doesn't
          bother to disarm you anyway - so I took the Felfury and the 27 crit.

  Legs: The Slayer's Legguards from Halaa are great entry-level pvp legs.  They
        have 25 Str, 39 Stam, 17 crit and 25 res.  They also have a socket.
        These things are extremely easy to get, you just need to get a raid
        together on Halaa for a little while, and the 39 stam combined with
        great other stats makes them (apart from the honor legs) the best blue
        pvp legs in the game.

  Belt: The Slayer's Waistguard is the second Halaa armour piece, and another
        great entry-level one for pvp.  It has 22 Str, 24 Stam, 19 crit and 19
        res, and like the legs is easy to get assuming you can get a Halaa raid
        going.  Another option is the Deathforge Girdle which is a drop from
        the last boss in Sethekk Halls.  This has 22 Str, 25 Stam, 20 crit and
        two sockets.  If you end up with the Deathforge one while running
        Sethekk keep it, otherwise go for the Slayer's belt.

  Bracers: Demolisher's Bracers aren't bad (14 Str, 21 Stam, 13 hit, 14 crit),
           they're a reward from an easy 5 minute Netherstorm quest, definitely
           pick them up when you ding 70.  Black Felsteel Bracers (26 Str, 15
           Stam, 22 crit) are also good and double as awesome pve dps bracers,
           though they will cost you 200g+ (they're a crafted epic).  Get
           Demolisher's and skip to Veteran's if you're broke.

  Boots: Sha'tari Wrought Greaves are easily the best blue boots (24 Str, 21
         Agi, 22 Stam, 2 sockets).  They're a quest reward from killing Murmur
         in Shadow Labyrinth.

  Weapon: Assuming you didn't take blacksmithing, there are a couple different
          weapon choices you have.  The best blue is either the Apexis Cleaver
          (2H Axe, 268-403 Damage, 3.60 Speed, 46 Str, 39 Stam, 19 crit) or the
          Crystalforged War Axe (2H Axe, 253-380 Damage, 3.50 Speed, 50 Stam,
          27 crit, 80 AP).  Alternatively you can buy one of the BOE
          blacksmithing epics.  Out of these go with either the Felsteel Reaper
          (2H Axe, 295-443 Damage, 3.40 Speed, 30 crit, 112 AP) or the Fel
          Hardened Maul (2H Mace, 286-430 Damage, 3.30 Speed, 50 Str, 46 Stam,
          21 crit).  Felsteel Reaper has more firepower, the Maul has 46 Stam.

  5.3  Trinket Choices

  Insignia of the Alliance                Medallion of the Alliance
  Binds when picked up                    Binds when picked up
  Unique                                  Unique
  Trinket                                 Trinket
  Classes: Warrior                        Requires: Level 70
  Use: Dispels all movement impairing     Equip: Improves your resilience by 20
       effects and all effects which             (0.5%)
       cause loss of control of your      Use: Dispels all movement imparing
       character.                              effects and all effects which
  Cooldown: 5 min                              cause loss of control of your
                                          Cooldown: 2 min

  Your first slot should always be given to your pvp trinket - if its off
  cooldown it should be equipped, period.  Everyone should have the old
  Insignia (5 minute cooldown) - it's only 2805 Honor Points.  If you don't
  have one, buy one ASAP.  The Medallion is an awesome upgrade, and drops the
  CD to less than half.  Is it worth getting?  YES!  It's great for world pvp,
  bgs, and arena games that go over 2 minutes.  Most arena games do, unless you
  play a zerg team in 2s or 3s.  Again, get one ASAP.  The Medallion costs
  16983 Honor Points.

  Note I highly recommend using a trinket-switch mod - these mods automatically
  switch trinkets once you drop combat if you use one and it goes on cooldown.
  I personally use TrinketMenu - check out the links section on where to grab
  it.  A cool feature is that you can queue trinkets up - use one, drop combat,
  the next one gets queued, use it, it queues the next, etc etc.  It's great.

  There are several good choices for the second trinket slot, and they are all
  relatively easy to get.  Unlike the Insignia/Medallion none of them are
  "vital" - use what you can get.  Note however that in all pvp cases a trinket
  with an 'on-call' AP boost is going to be better than a proc-based one (aka
  Hourglass of the Unraveller).  The Hourglass procs are way too random to be
  of use in competitive pvp - you may not crit, you may crit and it may not
  proc, you may proc on a killing blow or proc and not be able to attack anyone
  in the 10 second buff.  Use trinkets allow you to bring the pain when you
  need it.

  Statistically Bloodlust Brooch is the best - Abascus is great as well, except
  the 20 second buff of Bloodlust Brooch beats its 10 seconds.  Use Bladefist's
  if you have nothing better.

  Bladefist's Breadth                     Bloodlust Brooch
  Binds when picked up                    Binds when picked up
  Unique                                  Unique
  Trinket                                 Trinket
  Equip: Improves critical strike         Equip: Increases attack power by 72
         rating by 26 (1.2%).             Use: Increases attack power by 278
  Use: Increases attack power by               for 20 sec.
       200 for 15 sec.
  Cooldown: 1.50 min                      Cooldown: 2 min

  Hourglass of the Unraveller             Abascus of Violent Odds
  Binds when picked up                    Binds when picked up
  Unique                                  Unique
  Trinket                                 Trinket
  Requires Level 68                       Requires Level 70
  Equip: Improves critical strike rating  Equip: Increases attack power by 64
         by 32 (1.4%).                    Use: Increases haste rating by 260
  Equip: Chance on critical hit to             (24.7%) for 10 sec.
         increase your attack power by    Cooldown: 2 min
         300 for 10 secs.

  6. Warrior Vs Class Breakdowns

  These are all strategies you should keep in mind when facing certain classes
  in general pvp.

  6.1  Druids

  Resto druids are the most competitive pvp spec of their class.  In arenas
  resto druids enjoy great healing abilities while being able to massively
  abuse LoS - they cast their hots, switch to travel form, and run.  They also
  get to start out stealthed, and if they are lucky they may be able to open
  with a Cyclone.  It's important to remember that all snares/slows are removed
  from the druid when he shapeshifts, meaning Hamstring has to be reapplied
  over and over.

  If you start fighting restos that heal and run, you have two options.  One,
  you can try to stay on him as long as possible (which while in itself is very
  doable, is much harder if their partner is trying to snare you) and try to
  bring him down , or two, you can kill his dps while keeping him on the run.
  Either strat works better depending on your class makeup and theirs.  It's
  important to remember that if you choose to stay on him, you must hamstring
  every time he switches to travel form.  Try to stay a little 'ahead' of him -
  due to latency your character won't actually be in front of his, but it does
  give you the breathing room if a Hamstring misses/is dodged to lay out a
  Piercing Howl before he gets away.

  If you choose to kill his dps, build as much rage on the druid as you can,
  and then when a prime opportuntiy presents itself just double back on his
  partner and nuke him with everything you've got.  Ideally the druid will let
  you have a second or two while still running in travel form, and if you time
  the switch perfectly with your team this will be all you need to kill his

  Good ferals can also pose a rediculous threat 1v1.  The fact of the matter is
  they have much more tools at their disposal than you do - and as you both
  gear up the advantage swings more into their favour.  Their mitigation is
  rediculous - they will often have the armour of a prot warrior in sword and
  board, higher dodge and a lot more damage.  They can also chain together
  Cyclone, Feral Charges and bleeds, which start becoming a pain in the ass as
  fights drag on.  Save your trinket for the Feral Charge they use on you
  before switching to caster to heal, and burst them for as much damage as you
  can in the few seconds you get.  Also, keep hamstring up at all times and
  kite them for the 3.6/3.8 seconds of your swing timer, staying just a little
  out of their melee range.  If they move backwards, mirror them, so they can't
  bash or charge you.  Fighting them this way makes the fight much more

  Moonkins are easily dealt with both in 1v1 and groups.  They squish far too
  easily to pose a threat, and should be focussed as soon as you see one.

  6.2  Hunters

  To a warrior, hunters come in two flavours.  Beast Master (BM) hunters, and
  everything else.  BM hunters can often be a MASSIVE pain in the ass, and a
  fight against an equally geared/skill one is often 50/50 in favour of the
  hunter.  First I'll talk about the 'everything else' hunters.  Mostly ones
  that spec deep marksmanship, but you will even run into a couple of survival
  hunters out there (they are the ones that can put you to sleep).

  Marksmanship hunters can effectively be considered a squishy to you.  Does
  the hunter know you're there?  Is this arena?  Then he's probably standing on
  a trap.  You have two choices: you can intercept the hunter, trinket the trap
  (it's most probably freezing), and then stay on him and start bringing him
  down OR if he's closer, just start moving towards him and Challenging Shout
  the pet as you run by.  With the pet taunted you can run over the trap on
  purpose and the pet will break you out of it.  This is risky since that
  hunter has a few seconds to light you up.  If the pet is already on you, you
  can Challenging Shout > Intercept the hunter, however you have 6 SECONDS from
  the shout in which the pet will stay taunted and break the trap off you.  Can
  you get to him in time?

  If the hunter has the pet next to him, this may not work.  I don't think I
  have ever been able to shout after intercepting (maybe due to latency, or
  even the gcd) before getting frozen.  Another thing is Intimidating Shouting
  the pet while the hunter is hamstrung.  The primary target of IS is stuck non
  -moving in a fear that breaks on all damage.  However any AOE targets of it
  get a different effect, that only breaks after a certain amount of damage.
  If you hamstring the hunter beforehand, then he moves around slowly and
  you're free to get in a couple of hits before the fear on him breaks.

  Marksman hunters often Scatter Shot you (its that shot that makes you move in
  a daze for a few seconds) before dropping a trap on your feet.  Depending on
  which way you move while in the daze you can sometimes move out before the
  trap gets you.  However, this is the trap I recommend trinketing, as Scatter
  Shot has a 30sec cooldown, and if you can stay on them immediately after they
  use it you have 30 seconds of messing them up.

  Also, Hunters, once disarmed, cannot Wingclip you.  Assuming you're wary of
  traps and stay on top of them, disarming them removes their last trick of
  getting back to range.  Playing smart, the only traps you should HAVE to eat
  is the opening one while they are at range (and only then if they have their
  pet with them) and any you take while Scatter Shotted.  If they are right on-
  top of their trap, you can swing at them without the trap proccing.  Do so.

  BM Hunters are different - they have the Beast Within, that makes both them
  and their pet immune to fear/snaring/roots/slows/stuns for 18 seconds, with
  the pet doing 50% more damage and the hunter 10%.  They also have
  Intimidation, which is a 3 second stun from the pet, that has a 1 min
  cooldown.  Basically both these talents mean the hunter WILL get back to
  range, and once they do they're going to start dishing out the pain.  You
  can't hamstring them, fear them, or basically stop them once they're red.
  With Intimidation/Wingclip/Freezing Traps kiting you is also very easy.

  Staying within a BM hunters deadzone is the best way to win against one.
  (The deadzone is a range where they can't do anything; it's out of their
  melee range, and too close to them to fire at you.  Basically, stay JUST out
  of their melee range for as long as you can.)  Once you see them go red and
  use Intimidation, you must stay within the hunter's deadzone.  When he runs
  away, follow him.  When he comes close, move away.  Mirror him while
  spamming Demoralizing Shout/Thunderclap on the pet (a macro to switch to
  Defensive Stance/sword and board also helps here).  IF YOU INTERCEPT
  Beast Within is nearing its duration, switch back to berserker, and come up
  on him.  Watch out for traps and start nuking.

  Equally played and geared BM hunters are very hard fights, and most of it
  comes down to whether or not the hunter started at range, or whether you had
  the jump on him.  If you get the jump on one and trinket his Intimidation,
  the fight is much easier than if the hunter had jumped you at range, while
  sitting on a trap.  This is all solo advice for fighting a BM hunter, in
  arena the best strategy is to just leave it alone for the 18 seconds of BW.
  Unfortunately the worst thing about them is that you can never guess who is
  BM and who is not, as unlike SL warlocks with felguards/frost mages with Ice
  Barrier, there is no distinguishing features between BM hunters and MM ones,
  until you've attacked and they go all red on you.

  6.3  Mages

  Mages are annoying though less so in arena, where they can be focussed down.
  They come in two general flavours - pom pyro mages (arcane/fire) and frost.
  Pom pyro are capable of extreme burst - they trinket up, use Presence of Mind
  (which makes their next spell with a 10 second or less cast time instant) and
  Pyroblast you.  If they spec Arcane Power, they can also increase their
  damage by 30% for 15 seconds.  This all equals some crazy burst, and is
  pretty much fatal if it crits and you have 0 resilience.

  The second, frost mages, are the most deadly.  They have various talents that
  buff their slowing/snaring capabilities along with great defensive skills and
  a pet that does solid dps.  Ice Block however is why they're deadly - they
  can immune themselves from all damage for up to 10 seconds at the cost of
  being unable to move themselves.  However, Ice Block can be cancelled at any
  time within that 10 seconds, and while they're immune their pet can still
  attack.  Basically this means that to kill a frost mage you have to deal with
  a potential 10 seconds of immunity, while ordering your dps to switch targets
  and then waiting for them to come out of Ice Block.  They also have several
  other talents that help them survive, and basically be pains in the ass.

  Mages are often called the warrior counter-class.  Assuming you have decent
  resilience (200+) you can go toe-to-toe with pom pyros, the focus being to
  shut them down as much as possible.  Mace spec helps a lot here.  You will
  most probably eventually have to eat the pom pyro - if you run with TM you
  can try reflecting it, watch for the red trinket animation along with flames
  of fire coming up over the mage.  Pyro is usually the next thing they cast.

  Never intercept a mage before it blinks, unless you have a very good reason
  for doing so.  Force the blink with hamstring + pummel + burst, basically get
  in their face and freak them out.  ALWAYS interrupt polymorph.  If a mage
  frost nova's you and your trinket is on cooldown, you can Intimidating Shout
  to lock them in place for a few seconds while you wait to come out of the
  nova.  If they're undead, only use IS as an interrupt, it's useless as a
  stun.  You can also use it to catch up to running mages, just spam the button
  as you get close.

  6.4  Paladins

  Paladins are usually only a threat when combined with a team - solo you
  should beat any spec of them, unless you fight a well-geared ret while you
  yourself are in greens.  Holy Light is an easy pummel - Flash of Light a
  little more difficult, though still relatively easy.  When it bubbles, run.
  A Paladin also has Blessing of Protection - a second bubble that it can cast
  on either itself or its friends.  Blessing of Protection immunes the target
  to all physical damage, namely yours, for 10 seconds.

  In arenas Paladins are extremely strong.  If a Paladin Blessing of Freedoms
  itself, you are in for an extremely tough time of keeping damage/rage up, and
  your groups focus fire must be right behind you.  Because of their ability to
  easily LOS your dps with Freedom, their plate armour and their relative
  survivability, fighting a Paladin is often more about shutting down their
  heals instead of killing them.  Bubble effectively means you have to kill
  them twice.  Also, if a paladin does manage to abuse LOS on you, your dps
  often only has seconds to readjust before being ripped into.

  Against bad Paladins you may be able to kill them before they bubble, by
  pummeling Holy Light/Flash of Light while they're on low health and nuking
  them between the school lockdown runs out.  Interrupting paladin heals is the
  most critical thing to beating them - often one pummeled heal could win you
  the game.  Unlike priests and druids, they lack a hot - except when bubble is
  up all of their heals can be interrupted.  Lock it down whenever you can.

  6.5  Priests

  Priests are probably the easiest of the healing classes to take down.  1v1, a
  holy priest specced for healing won't be able to do anything to you.  Simply
  descend upon them like the reaper and destroy them.  Keep MS up, Pummel
  anything you see that has a cast time, and intercept stun them after - this
  is because good holy priests will start casting Mind Control on you, and if
  you pummel it they are free to start healing, as their heals and MC are on
  different trees.  You can't just let them land the MC on you - this is
  especially destructive in Blade's Edge Arena on the bridge.  If a priest
  manages to MC you up there, he's quickly going to throw you off where you'll
  be useless to your team.

  Intercept stun after the pummel helps with this, and is great for putting
  some pressure on the priest.  The only way a holy priest is going to beat you
  is if he lasts long enough for backup to arrive - and with holy priests that
  stack resilience, they are better at this than you may think.  One of the
  best survival talents they have is Blessed Resilience - when specced 3/3 any
  critical hits you land on the priest gives him a 60% chance of being immune
  to crits for 6 seconds.  In short, crit strings on geared holy priests are
  few and far between, and you may have to pace yourself a little in bringing
  him down.  Just don't let him get heals off.

  Shadow priests are a tough fight once they start getting gear, due to the
  fact that as of 30/08/07 dots aren't affected by resilience (though this is
  apparently coming in the next patch).  I can't offer any great insights into
  beating geared shadow priests - stay on them, save your rage until they
  bubble, then burst it down (good rule for all priests - you don't get rage
  attacking bubbles, so without it it's much harder to burst them), and you may
  want to try switching to Battle after you've blown Intercept/Whirlwind, as
  the 10% more damage taken is killer here.  Also be extremely wary of using
  Deathwish - though using Deathwish in Battle Stance is going to have you
  taking less damage than simply by being in Berserker.

  At low levels of resilience you will go through shadow priests like a hot
  knife through butter, but as you gear up the fight moves to their favour, at
  least until the incoming dot nerf.

  6.6  Rogues

  Rogues are generally only an annoyance to arms spec warriors, and ESPECIALLY
  if you catch them out of stealth they should be insta-gibbed.  If one pops in
  an arena game - and you are confident of your team-mates ability to quickly
  shift targets - call it out and SMASH it.  Never trinket Cheap Shot, save it
  for Kidney Shot or Blind.  Always leave arena gates in Berserker - if a rogue
  saps you, you can wait until they reveal themselves (usually by opening up on
  your partner), then Berserker Rage out of it and destroy them.  If they see
  you switch to Berserker they're less likely to try and sap you.  Smart rogues
  eventually stop trying to sap you altogether.

  Intercept stun is one of your best assets against a rogue - they can't
  dodge/parry/whatever while stunned.  This is also the best time to put MS up
  on them, since they dodge it a lot, and MS being dodged is always incredibly
  bad.  Luckily once one lands they're pretty much gone, assuming your dps is
  on the ball.  If MS is on cooldown while they're in the intercept stun, slam
  them (assuming you specced imp. slam).  Basically general burst damage rules,
  except you REALLY want to hit as much as you can in the 3 second stun,
  because of their high dodge.

  1v1, if a rogue pops Evasion, Whirlwind (only if you have the rage to burn,
  or no TM) > Berserker Rage > Battle Stance and wait for Overpowers to light
  up.  Berserker Rage before the switch will make you immune to Gouge for its
  duration.  Other options include Intimidating Shout and bandaging while
  waiting for Evasion to run out (it lasts 15 seconds, Intimidating Shout lasts
  8), or Piercing Howling the rogue while getting into intercept range
  (Hamstring has trouble landing, and this only works if you don't have
  crippling poison on you), then Intercept > MS > Whirlwind, Piercing Howl and
  start kiting again until Evasion is gone.

  Or use both.  It really depends on whether or not the rogue has his trinket
  up, whether he's Undead, and what cooldowns he has left at his disposal
  (sprint may get you).  Hamstringing rogues is also a great way to keep them
  off ranged dps - they have Sprint, their pvp trinket and possibly Prep which
  gives them a second Sprint.  That's it.  If you run with other dps and the
  rogue becomes your kill target, your focus is getting Mortal Strike to stick.

  Finally, as I mentioned before, once a rogue vanishes Piercing Howl
  IMMEDIATELY.  If you're good and quick enough you can catch them, though it
  may be a second before they reappear (there is a tiny minor lag inbetween
  Piercing Howl hitting and them dropping stealth).  Piercing Howl > start
  hitting Tab to find them.  If you spec Booming Voice, Demoralizing Shout gets
  a larger range of effect than Piercing, however the snare of Piercing is
  invaluable if you catch them with it.  If you have Booming Voice and enough
  rage, Demoralizing Shout > once they reappear Piercing.  If not, Piercing all
  the way.  Bringing the rogue out of stealth is a massive advantage, as they
  can't open with Cheap Shot and lose the opening combo points.

  It's also important to work out WHERE the rogue is going to go once it
  vanishes.  Do you have a ranged dps he's going to start running to?  Was he
  low on health and is going to try and drop combat?  Was he just vanishing to
  get another opener in?  Where would YOU go if you were him?  You don't need
  specifics, you just need to work out which direction he would have started
  running in from the point he vanished.  This is easier to get good at
  predicting than you may think.

  Rogues can be disarmed - once disarmed they can't use Sinister Strike,
  Riposte, probably a whole lot of other stuff but most importantly Kidney
  Shot.  Disarming a rogue can effectively keep them off one of your squishies
  for 10 seconds.

  Also, make sure you have your Sound turned up in Options.  If you ever hear
  the shnnshhuu noise of somebody going into stealth, you know a rogue or druid
  just came past.

  6.7  Shamans

  The cool thing about shamans is that you're going to encounter all three
  specs at least SOMEWHERE out in the WoW universe.  Restos are the healers,
  Elemental are the range/magic ones, and Enhancement are the melee ones.

  Resto shammys are easily the healer I have the most difficulty in shutting
  down.  This is because their smallest heal, Lesser Healing Wave, is the
  fastest heal in the game and they spam it massively.  At 250+ latency you
  have half a second to hit Pummel once you see the cast-bar pop up - which
  doesn't sound so bad, however because of the gcd a resto can start a heal the
  second it sees Mortal Strike pop on its debuff bar, or it sees you Whirlwind,
  and you won't be able to stop it.  Earthbind Totem also makes it hard to get
  to Intercept range for the stun, and so even if you do manage to interrupt a
  Lesser Healing Wave, you probably won't be able to interrupt the second.

  At low levels of resilience they are quite a bit easier to burst down, and
  assuming you land your Pummels, fear wisely (bandaging helps here) and make
  it to Intercept stun range as much as you can, it should be an easy win.
  Once resilience starts getting stacked its much harder, you have to land
  interrupts much more, and you must play much tighter.  You are still going to
  win, as they simply don't have the the dps to bring you down, though they ARE
  most probably going to be able to stall you for a good while (especially if
  you mess up).  1v1 this doesn't matter, however in arenas/bgs it's much more
  important - a lot of times a resto will be able to stall you out long enough
  for his buddies to come round and kick your ass.

  A resto shaman's weakness is being focus fired - they simply don't have the
  skills/mitigation/get-away skills to survive being focussed.  If a resto does
  not break LOS quickly after he gets focussed, he will die.  Druids can shift,
  run and LOS, priests get Blessed Resilience, a hot and a shield to by
  enough time to LOS, pallys have their bubble but a shaman has nothing.
  Beware shamans near pillars however, as if they DO manage to LOS you, they
  can heal to full extremely quickly.  In arena while focussing a shammy, get
  MS up ASAP, so that his Nature's Swiftness heal is cut to 50% - Intimidating
  Shout is also great to tag him with if you need the extra interrupt.
  Basically if you choose to focus a resto shaman you MUST kill it, and that
  means letting him heal as little as possible.

  Elemental shamans are extremely squishy, and go down quickly - they're a
  great target for first call focus fire.  They are capable of crazy burst -
  however most of it comes from spells with fairly high cast times (easily
  susceptible to Pummel), and because of it they are easily shut down.
  Enhancement shamans are also great calls for focus fire.  Their dps mostly
  comes from lucky Windfury procs - however if they DO proc on your clothies,
  they are surprisingly quite destructive.  They have nothing to defend against
  from focus fire, and being melee are much harder to use LOS to their
  advantage.  You should have no problem taking an enhancement shaman 1v1,
  unless they outgear you significantly, and even then you should still be
  putting up a fight.

  Telling the different specs apart from one another is easy.  Restos will
  usually have a brown ball flying in circles around them (Earth Shield) - they
  can cast this on their team-mates instead, however they are most likely to
  have it on themselves in 5s and it is easy to spot in 2s and 3s even if on
  somebody else.  Enhancement shamans have a blue lightning ball flying in
  circles around them (Windfury Weapon).  If you see a shaman that looks like a
  resto, but you can't see Earth Shield anyway, assume it's an elemental.

  One last thing, please hamstring the Earthbind Totems.  Hamstring is the best
  way to take totems down - you don't want to waste a 3.6 second swing on one.

  6.8  Warlocks

  Warlocks are another fight that gets progressively more difficult as you both
  start stacking resilience - your crit gets diminished, but their dots don't.
  At lower resilience the fight easily favours the warrior - however later on
  (especially Soul Linked warlocks), this isn't the case.

  The two flavours of warlock you will encounter are the Affliction specced
  sort (buffed dot damage) and the Soul Link/demo sort (extreme survivability).
  Afflictions are a lot squishier than the latter - they have a couple of
  instant cast dots (Curse of Agony, Improved Corruption which most spec for),
  which in a 1v1 situation ARE going to start hurting.  Afflictions go down
  easily assuming you can stay on top of them.  You can even trinket the
  Deathcoil if you want, though this is only worth doing if you can trinket it
  instantly, before you're too far away.

  Once you're skillcoiled they'll either cast Unstable Affliction or Drain
  Life.  Pummel UA and intercept stun Drain Life - Pummel does not always lock
  down the school of channeled spells.  I've seen it spammed again immediately
  following a pummel, and other times not, leading me to think this is either
  working as intended or something to do with lag.  Either way intercept stun
  the first Drain Life if you can.  In a 1v1 situation you can even try
  switching to your shield after the charge to SR the Deathcoil, as there's a
  good chance it'll be what they mash after they see you charge them.

  SL warlocks are the second type - they have massive damage mitigation
  talents, namely Soul Link (20% of damage dealt to the warlock goes to the
  pet).  They also have massive HP, due to their increased stamina and health
  talents (most likely an equal geared SL warlock will have more health than
  you).  Once Gladiator gear is into the picture you are going to have extreme
  problems bursting through their HP, and once they have dots ticking they are
  going to start drain tanking you - drain tanking is basically them spamming
  Drain Life on you and outhealing the damage you put out, or at least stalling
  it significantly while their dots destroy you.

  There are not many things you can do to beat a high resilience SL warlock -
  they are extremely difficult 1v1 opponenets.

  In the arenas Warlocks usually drop very fast - they are also focussed
  extremely quick, due to the fact they can do most of their damage while
  avoiding LOS and felhunters really make a mess of casters.  In 5s Deathwish
  is your best friend - however in 1v1 and even 2s or 3s if you're getting
  focussed use it with extreme caution.

  7. Frequently Asked Questions

  1. Which weapon spec is the best?!?!

  Like I've said before, they each have their pros and cons.  Strictly pvp?
  Maces, or Swords.  Do you PVE on the side, and have a fondness of bgs?  Axes
  are great for both - the 5% crit shines for proccing Flurry along with the
  low res opponents you'll find it bgs.  Can't decide?  Maces.

  2. Which blacksmithing weapon should I make?

  From a weapon-only point of view, the Thunder line are the best MS weapons
  out of the 3 - they're the slowest, and bring along massive amounts of stam.
  However, this question also ties in with which weapon spec you want to use.
  Can't decide?  I've known many people who switched from Lunar
  Crescent/Mooncleaver to Deep Thunder.  Whatever you do however, stay away
  from the sword line.

  3. Is Improved Hamstring as worthless as it seems?

  Many people agree the talent borders on broken, especially with 3 points in
  it that gives it a 15% chance to proc.  However, I find 1 point in it great
  filler to get to MS - this 1 point also gives you the chance, albeit small,
  to proc it on every Hamstring you do.  While small, when it does proc it is a
  great bonus under almost any circumstance.  3 points in the talent does seem
  wasteful however.

  4. Do I have to spec Weapon Mastery?  Do people Disarm often?

  Because of the mere availability of Weapon Mastery, taking the chance to
  Disarm an Arms warrior is rather risky - especially since many Arena specs
  forego TM now, and unless premeditated the Disarm is going to cost you a lot
  of rage when you switch out of Berserker.  There's just no good reason to try
  it - I don't think I have ever been disarmed in the arena by another arms
  spec warrior, they just assume you have Weapon Mastery and you assume they do
  too.  However, rogues can still disarm with riposte (very annoying) and any
  prot warriors you encounter will probably try to disarm you too (not so

  5. How much hit rating do I need to not miss my auto-swings?

  5%, which is around 80 hit rating.  Missing is very bad - make sure you get
  the 5%.  No hits = no damage = no rage.  Frost mages have a talent called
  Artic Winds - when specced 5/5 this talent lowers the chance melee and ranged
  attacks will hit the mage by 5%.  As in, dropping your hit rating by 5%.
  That's why you'll see misses against frost mages.

  6. How should I gear up to help in the arena?  I want to get good gear before
     I go in!

  See section 5.3  Armour for a list of fresh-to-70 gear.  In short, grind the
  honour epics, grab the Halaa gear, and start arenas as soon as you hit 70.
  Even the first day you ding, with 4 other players, some skill, and 10
  games a week you can pull at least 400+ points - this is assuming for one
  reason or another you break even, and sit around the 1500-1600 ratings.  If
  you're on good teams (1800, 1900+) you can turn that into 800+ points a week.
  For this reason it's important to start arenas as soon as you can, to get a
  head-start on gearing up.  Even if when you first ding 70 you have to play on
  crap teams, do it!  Everyone who posts on the forum that they're 'waiting to
  gear up to start arenas' is silly - there's just no benefit when you can
  start right now.

  7. Which enchants should I get?

  Head: Glyph of Ferocity (34 AP, 14 hit, requires Cenarion Expedition revered)
  Cloak: Either +12 agi (1x Greater Planar Essence, 4x Arcane Dust, 1x Primal
         Air) or +12 dodge (3x Nexus Crystal, 8x Large Brilliant Shards, 8x
         Guardian Stone)
  Chest: Either +150 HP (8x Arcane Dust, 4x Major Healing Potion, 2x Large
         Brilliant Shard) or +6 stats (4x Large Prismatic Shard, 4x Arcane
         Dust, 4x Greater Planar Essence)
  Wrist: +12 str (6x Arcane Dust)
  Gloves: +15 str (12x Arcane Dust, 1x Greater Planar Essence)
  Legs:  Both the Clefthide Armor Kit (+30 stam, +10 agi) and the Cobrascale
         Armor Kit (+40 AP, +10 crit) are great choices.  Once you break 10k HP
         I'd go with the Cobrascale, however Cobrascale is much more expensive
         if money is an issue (save it for something good).
  Boots: Surefooted (2x Void Crystal, 4x Large Prismatic Shard, 1x Primal
         Nether the enchanter must have) is easily the way to go.  It's 5%
         snare and root resist and 10 hit rating - if you take it make sure you
         grab the minor speed meta gem, as minor speed is very important.

  8. Which meta gem is the best?

  I'd say minor speed is so important that your choice of meta gem should come
  down to whether or not you have it on your boots.  Minor speed itself is like
  a 7% increase to your run speed.  It seems minor - however, that 7% is
  massive if someone kiting you has it and you don't.  Assuming he's smart, and
  moves away from you in straight lines, you're never going to catch him.
  There's five ways of getting it - three boot enchants have it, and two meta
  gems.  There's only two appropriate choices for you, Boar's Speed and the
  Swift Skyfire Diamond meta gem.

  A large majority of meta gems are also trash.  Many see the Brutal Earthstorm
  Diamond (+3 Melee Damage & Chance to Stun Target) and think it's good,
  however +3 melee damage on a 3.6+ speed weapon is almost nothing, and the
  stun has been parsed out to have a proc rate of around 1%.  The stun lasts
  for 1 second - rather short, though good for interrupting casts.  Due to the
  low proc rate however you can get more bang for your buck elsewhere.

  Two of the better ones are the Swift Skyfire Diamond (24 AP and minor speed)
  and the Enigmatic Skyfire Diamond (12 crit and 5% snare and root resist).  If
  you have Surefooted on your boots, grab the Swift Skyfire - if you can't
  afford Surefooted and have Boar's Speed, grab the Enigmatic Skyfire.

  Boar's Speed and Enigmatic Skyfire Diamond = minor speed, 9 stam, 12 crit, 5%
  snare and root resist.

  Surefooted and Swift Skyfire Diamond = minor speed, 10 hit, 24 AP, 5% snare
  and root resist.

  If you're below 80 hit rating, Surefooted is easily the best combo - at
  higher levels of resilience AP also scales more than crit, however if you're
  already at 80 hit rating it's really up to you.  With any other meta-gem take
  Boar's Speed on your boots.

  9. Mongoose or Savagery?

  If you're unsure, go with Savagery.

  When I first made Thunder, I went with Mongoose due to the fact I was in
  crappy gear and I really desperately wanted that 3.63% crit.  However, there
  are some things that must be considered about Mongoose.  The first is that
  it's a 1ppm (proc-per-minute) - this is boosted by instants however.  The
  second is that unlike rogues we get no AP from agility - so when Mongoose
  procs all it boosts is our crit.  The third is that Mongoose is really a proc
  for a proc - when it procs, our CHANCE to crit goes higher.  Do you
  understand what I'm getting at here?  I'm not the best at explaining gameplay

  Mongoose needs 2 'procs' to be effective, first itself, and then any crits
  that you make in the time frame that it's up.  It can proc, and you'll end up
  out of melee range for its duration.  However, it can also proc, and then you
  do no crits at all for its duration.

  Savagery on the other hand is a static enchant, and that 70 AP is going to be
  up on every single swing you do.

  10. What spec do I use?  I can't decide between TM and Flurry!

  Flurry excels against opponents with lower resilience.  People with low
  resilience are often found in the lower brackets.  What brackets are you
  playing at?  Once you start seeing people running around with a lot of
  Gladiator, the effectiveness of Flurry is going to start diminishing, and the
  value of TM is going to start going up.  Spend the 100g, and try both specs
  out.  You'll soon see which suits your playstyle and ratings more.

  8. Useful Mods & Links


  ArenaMaster adds a small, moveable and resizable window to your screen
  whenever you enter an arena.  By moving your mouse over enemy players in the
  arena, their names, class and health percentage are added into this window,
  allowing you to quickly scan and see what you're up against.  It also gives
  you an easy way to target, as clicking on the name of a player in the window
  brings them up.  This mod is amazing - make sure everyone on your side has


  TrinketMenu is a small mod that makes trinkets use a lot more managable.  It
  brings up a small window in your UI that shows the two trinkets you currently
  have equipped, allowing you to change them via this window, along with
  dynamically binding the two choices to key bindings (instead of having to
  bind every trinket seperately).

  Its best feature is that it can 'queue' trinkets up for you - when you use
  one and it goes on cooldown, once you drop combat the next trinket in the
  'queue' will get lined up and equipped instantly.  Trinkets with strong 'on-
  use' abilities can be instantly changed out for trinkets with strong passive
  stats.  Queues can be setup for both trinket slots.


  ItemRack allows you to create sets of gear via its UI, selecting choices
  based on what gear you currently have in your inventory, and then saving
  those choices under a name and icon - this becomes an equipment set.  Sets
  can be changed with a click on a button, foregoing the painful process of
  equipping items back and forth, one-by-one.  Sets can be binded to keys for
  even faster changes.


  RatingBuster adds little extra tooltips to the stats of items, converting
  things like crit and hit rating into percentages, along with Agility into
  crit/dodge percentages.  The Agility conversion is probably the best thing
  about this mod, though it does also offer a small breakdown on the stat
  summary of any piece of equipment.

  Scrolling Combat Text

  Even though WoW now has its own version of SCT, the original is still the
  best.  This mod provides a scrolling combat text (hence the name) of many
  actions/skills that happen in combat - HP loss, buffs you gain, debuffs you
  gain, when Execute lights up, etc etc.  It can all be customised fairly
  easily, allowing you to turn off anything you don't want to see displayed.

  Cooldown Timer Bars

  CDT Bars gives you several different bar lists that start ticking once an
  ability or item goes on cooldown.  This ability/item and the remaining
  cooldown appears on screen under its respective bar, giving you an easy
  glance to tell how long exactly, say, Intercept has before lighting up.


  Thottbot is a massive online database of everything in WoW, coupled with a
  strong userbase that can post further help and information through a
  messageboard feature on every page.  Everything is listed here; equipment,
  items, and probably most importantly quest chains.  If you need any help with
  quests or loot, go here.

  9. Credits

  Blizzard, for making the game.  Everything in World of Warcraft is (C)
  Copyright them.

  Thottbot (, for being an amazing resource and
  reference checker.

  Wowhead (, for being the best place to go plan talent

  Curse Gaming (, for being a great mod resource, and
  hosting those linked to in this guide.

  WoW Interface (, for being the go-to place for UI
  mods, and having some things Curse doesn't (namely RatingBuster).

  Silvia, for being a great companion.

  Predators, my homeboy.

  The Warrior Forums
  (, for helping me
  out with various questions.

  10. End

  That's the end of this guide.  Thank you for reading and coming this far.
  I'm of the opinion that getting good at 'pvp' is just about playing a lot,
  learning from your mistakes, and having the mindset of wanting to get better.
  I do however hope this guide helped you learn all of the basics, and
  everything that such a guide could hope to teach.


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