Topic
(Sticky)
Arms PvP Guide - Info and Tactics (4.3)
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Edited by Squirrelnut on 12/13/11 8:46 AM (PST)
*** Update; tweaked slightly for 4.3, almost everything remains the same other then having 25% Mortal Strike and Charge Jump has been mostly fixed ***
I began throwing some information together in response to another thread but I figure I will add some additional details and create this Arms Warrior PvP Guide topic as it may be helpful since I see a lot of the same questions asked repeatedly regarding Arms PvP. I will keep things fairly brief regarding the general info and expand a bit more in the tactics section because I think that is where most Arms Warriors struggle anyway. Section Overview I. Abilities http://us.battle.net/wow/en/forum/topic/2592648205?#1 II. Stats, Gemming, Reforging & Enchants http://us.battle.net/wow/en/forum/topic/2592648205?#2 III. Spec http://us.battle.net/wow/en/forum/topic/2592648205?#3 IV. Glyphs http://us.battle.net/wow/en/forum/topic/2592648205?#4 V. General Tactics http://us.battle.net/wow/en/forum/topic/2592648205?#5 VI. Macros http://us.battle.net/wow/en/forum/topic/2592648205?#6 VII. Class Specific Tactics http://us.battle.net/wow/en/forum/topic/2592648205?#7 VIII. Frequently Asked Questions http://us.battle.net/wow/en/forum/topic/2592648205?#12 VIIII. Addons http://us.battle.net/wow/en/forum/topic/2592648205?#14 X. Arena Comps http://us.battle.net/wow/en/forum/topic/2592648205?#15 I. Abilities Arms PvP is similar to PvE with the main difference of wanting to keep things slowed and burst as much as possible based on windows of up-time that you have on your target. It is a priority system (similar to PvE) of: Hamstring (if not applied) > Rend (if not applied) > CS (if plate wearer) > MS > OP > Slam > HS whenever 50+ rage or spammed during Deadly Calm Bladestorm is used situationally and frequently more to break roots or prevent other forms of CC then to do a lot of damage (Unless reck bladestorming in a group or to be un-CCable going after a kill target). You are invulnerable to CC other then disarm & deathgrip while it is being used (can't be feared, stunned, rooted, etc). Since time on target is so important in PvP and our mobility is limited due to Charge & Intercept sharing the same CD, Hamstring and Improved Hamstring come into play allowing you to use your various damage abilities. |
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Edited by Squirrelnut on 2/28/12 11:41 AM (PST)
II. Stats, Gemming, Reforging & Enchants
Stats
5% (601) Hit > Strength > Crit > Mastery > Everything else (haste and excess hit are both meh and should be reforged away). The one real variable stat is Expertise and many top end players have different philosophies on it. 20 (601) expertise on the high end can help ensure more consistent damage while lower expertise around 5-10 can allow good burst potential damage with increased stat availability for Crit or Mastery but also opens you to more frequently being dodged/parried. Be sure to take into account any expertise bonus you get from a racial which can commonly gives +3 expertise if using the required weapon:
Human = 2H Sword or Mace Dwarf = 1H and 2H Mace Gnome = 1H Sword I generally recommend taking the Expertise you can get on gear and simply don't gem or reforge for more or less of it. I personally maintain 20 Expertise at all times. Gemming
• Red: • Yellow: • Blue: Reforging
Enchants
• Shoulders: or • Chest: • Wrist: • Hands: • Belt: • Legs: • Boots: • Weapon: Back to Top: http://us.battle.net/wow/en/forum/topic/2592648205?#1 |
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Edited by Squirrelnut on 10/11/11 10:53 AM (PDT)
III. Spec
The basic cookie cutter spec for Arms PvP is:
http://www.wowhead.com/talent#LGofcRrRurkhbzo Variations based on this specs can be viable depending on what you want to do however they provide a good amount of self heals, damage and versatility for both duels and Arena. To mention a few points of difference between this spec and PvE: Self Heals: As Arms it is important to get as much self healing as possible due to how often we are rooted, stunned, etc
Second Wind - 2 points Blood Craze - 3 points Mobility: Since the loss of intercept we have to do everything in our power to stay on target
Piercing Howl - 1 point Rage & Stuns: Capability to gain a burst of rage upon charge is very helpful and stunning opponents is huge (especially when trying to kill healers)
Throwdown - 1 point Damage: Arms Warriors have to burst whenever they reach their target so the various other spec choices are tailored around doing as much damage as possible
The rest is fairly cookie-cutter, ignore Drums of War and Tactical Mastery since Bliz goal is obviously to reduce the skill cap and remove the need to Stance Dance any more (even less in 4.2) and you can't spam demo or howl to break out stealth players anymore. ----------------------------------------------------------------------------------------------------------------------------- An alternative 'Gag Order' spec for Arena:
http://www.wowhead.com/talent#LGofcRrRuMk0bZG00b:McRM0R0zc The main drawbacks:
- Missing Piercing Howl
The benefits however are very nice when playing a comp such as Warrior/Rogue/Pally; Freedom & dispels plus Rogue slowing everything makes the drawbacks very minor whereas ranged silence on Mages or combining a Pummel silence followed by Heroic Throw silence followed by Throwdown on a healer can be really nasty. It really isn't a good spec to use for duels or bgs but for Arena it can be very useful depending on your comp. ----------------------------------------------------------------------------------------------------------------------------- A hybrid I personally prefer 32/7/2 http://www.wowhead.com/talent#LGofcRrRuMkhbzoZb:McR0Mmzc0 (Sacrifices 2 points from Sudden Death over into Incite since the CS nerf to 50% ArP) Back to Top: http://us.battle.net/wow/en/forum/topic/2592648205?#1 |
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Edited by Squirrelnut on 8/23/11 9:12 AM (PDT)
IV. Glyphs
Prime
Overpower Bladestorm (I generally find this more useful then Slam because its capability to break root / avoid CC is huge and the damage isn't that bad. Slam crit chance is low anyway so 5% more isn't that helpful whereas the fairly substantial CD time reduction from the Bladestorm glyph makes a fairly big difference in both duels and arena) Major
Rapid Charge or Shield Wall (Duels I prefer Rapid Charge, Arena may favor Shield Wall) Piercing Howl or Sweeping Strikes (I generally prefer Piercing Howl especially for duels however Sweeping Strikes may be useful in Arena depending on your comp) Minor
Enduring Victory Battle or Command (Glyph for which ever you use, generally Battle but if you do arena with a DK for example they will likely be using Horn so you would use Command) Back to Top: http://us.battle.net/wow/en/forum/topic/2592648205?#1 |
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Edited by Squirrelnut on 8/23/11 9:13 AM (PDT)
V. General Tactics
• Rend should be up 100% of the time for both damage and Taste for Blood procs allowing Overpower use • Speed reduction of some sort needs to be up 100% of the time either Hamstring, Piercing Howl or some other class's slow • Burst Damage Output
/ Ideally you want to fit a CS -> MS -> OP -> OP in with as many HS uses as possible without rage depriving yourself. Remember to not use CS when low on rage, it doesn't hit very hard by itself and if you can't use other abilities while the ArP is up on the target there is no point / To really burst combine the above with cooldown usage; Since 4.2 removed the stance requirement for Recklessness you can remain in Arms Stance and pop Deadly Calm to spam as many HS uses as possible with your normal rotation. As soon as DC ends pop CDs (Recklessness + Trinkets & Racial) at once followed by MS -> OP, OP, Slam while getting as much HS use as possible. You could consider more Slams as it hits hard but the cast time and potential to be avoided causes me to generally prefer OP when you have them available. Lastly as you are running out of rage you can then Bladestorm to finish off decent damage with your Reck up as well as re-fill your rage bar for more ability use as soon as Bladestorm ends. • Defensive Peel
/ Make sure to keep Thunderclap & Demo Shout up / Charge (especially with a point in Blitz to stun an additional target) provides the 1.5s stun that is not on DR and can frequently give someone just enough time to kite or get a heal off • Be a Ninja
/ Heroic Leap away and charge back in to guarantee separation & stun allowing Throwdown to not be dodged by classes such as Rogue/Feral Druid as well as disruption of their abilities • Tips
/ Get used to using Slam efficiently (and take the Imp Slam spec), it is substantially more damage output potential then Incite spec (which is fairly common because of junk Swifty babbled on Youtube) / I don't bother with CS much on anything below mail armor and even then it depends on the up-time you will have available after the CS. It is really DKs/Pallys/Warriors that you use CS on to get much benefit since the 50% Armor Penetration Nerf in 4.1 / Keybind EVERYTHING, you may be a decent clicker but I guarantee keybinding will make you 10x the player you would otherwise be. The time it takes to learn all the binds will be exponentially worth it in your level of play. / Don't be scared of Addons, they aren't required but they can make your play much more efficient with tracking of buffs/debuffs/dr/timing/frames/etc Back to Top: http://us.battle.net/wow/en/forum/topic/2592648205?#1 |
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Edited by Squirrelnut on 12/13/11 8:53 AM (PST)
VI. Macros
Here is a compilation that I find useful on a daily basis Spell Reflect (must be pressed twice to equip weaps and then reflect) #showtooltip Spell ReflectionEquip main set again and normal stance (changed away from 'equipset' because it stopped working in 4.2 and don't think it has been fixed in 4.3) #showtooltip Battle StanceShattering Throw #show Shattering ThrowRanged Attack #showtooltip heroic throwShield Wall #showtooltip Shield WallIntervene #showtooltip InterveneIntervene Alternative (I use this the most in arena so I can just spam my key and intervene my healer) #showtooltip Intervene Disarm #showtooltip DisarmTop Trinket #tooltipBottom Trinket #tooltipSet focus /focus [target=mouseover,exists]; targetCharge focus #showtooltip ChargePummel focus #showtooltip PummelBack to Top: http://us.battle.net/wow/en/forum/topic/2592648205?#1 |
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Edited by Squirrelnut on 10/20/11 11:32 AM (PDT)
VII. Class Specific Tactics
This section is based mainly around Duels since there are so many possibilities in BGs, Arena or Rated BGs depending on teammate class composition. Most duel information can be applied toward organized PvP anyway so it may be helpful. Not all class/spec combinations are listed but it gives you a decent list of what is frequently seen at the moment. R Druid:
R Shammy:
H Pally:
Disc Priest:
Back to Top: http://us.battle.net/wow/en/forum/topic/2592648205?#1 |
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Edited by Squirrelnut on 12/13/11 1:02 AM (PST)
F Mage:
Example duel: http://www.youtube.com/watch?v=qmsX43tSCVQ
- Bladestorm & Cancel Bladestorm macro - CD macro for short notice burst damage - Shield Wall macro - Rallying Cry + Berserker Rage + Enraged Regen macro - Shattering Throw macro Once you have all that then it becomes purely a timing and ability/counter fight with a very specific set of abilities you have to use in order to have any chance. The basics are:
- If unable to get the imp-hamstring you should at least have gotten 1 hamstring or a piercing howl up on him (and hopefully a rend) before being rooted. Immediately bladestorm break the root to get as much damage as possible on the mage. - If he blinks cancel your bladestorm and charge into either an imp-hamstring root or if unavailable then throwdown and burst macro blow him up as much as possible. - If he deep freezes you trinket (never trinket a sheep unless he is 1 hit from death) - Try to never charge unless he blinks first - Try to save fear for his images or if you are near a kill and rooted - Don't worry about shattering his iceblock unless he uses it in a throwdown because they just cancel it as they see you cast - Keep Rend up at all times and be very careful about when you use Heroic Leap and try to time it around Imp Hamstring or Throwdown availability - Spell Reflect is tricky, a lot of mages use predictable Deep Freeze timing but that is a risk, I generally save it for the idiots that root and step back for a big cast, wait until it is almost finished before using your Spell Reflect macro. A good mage will fake cast or let their pet waste your reflect but at least it forces them to reset a big cast that would nuke you while you are rooted - Once you are out of everything else and are getting low use your regen macro or if you get rooted with nothing you can do and are going to get nuked use your shield-wall macro. Don't forget about Heroic Throw and I tie it into a macro with normal ranged so that if available I Heroic Throw and if not it uses my ranged to at least do something while you are rooted and Reflect is on CD. Don't get discouraged, fighting mages is all about timing and the simple fact is they are absolutely OP in duels right now because Bliz doesn't care to make even a semblance of balance around anything other then 3v3 where you have a chain dispel available. - Note: Bladestorm through Ring of Frost (you are immune while doing your storm) or HL in or out of it as long as you don't land on the actual ring. Warlock:
- Can start with a charge if not in range since if they port early you can heroic leap right over to them. - Get rend & hamstring up and simply do a lot more damage then they do. Interrupt casts that matter and throwdown when you pop your CDs for good burst. - Bladestorm when you think they are about to try to deathcoil or if they have their slow on you and are going to try to kite but make absolutely sure you have a cancel macro setup because if they haven't already ported you can pretty much guarantee they will as soon as you start to storm on them. Time your bladestorm around having charge up so that you can instantly cancel -> charge when they port. - If for some reason you don't have charge up when locks port instantly use your spell reflect macro because 99% of locks will try to hit you really hard as soon as they have ported and feel safe. Once you have reflected back in their face then you can HL at them if you haven't already closed the distance running over with reflect up - I tend to combine HL with my fear because not only will it fear their pet but it will keep them in place for you can position for an Imp Hamstring and prevent further kiting - Use your regen macro once you start to get low, the simple combination of our single target damage + constant up-time + regen should = win > lock. - Trinket their deathcoil and Berserker Rage fear if they get one off The only challenge can be some non-afflic locks that turn into the big winged blob but you should still be able to regen + CDs do more damage and kill them. Back to Top: http://us.battle.net/wow/en/forum/topic/2592648205?#1 |
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Edited by Squirrelnut on 12/16/11 9:40 AM (PST)
Huntard:
- They will usually start at distance and in camo so you can't charge them until they pet root you and go for a big opening burst. If you got hamstring or howl up on them I will usually start with a bladestorm to break their root and get a good damage start on them - If they disengage you charge - If they snake trap you thunderclap - If they iceblock you, you trinket - If they deterrence get rend up and some good damage on their pet so that you have the option of killing it or at the very least have TfB procs available as soon as you can hit the huntard again - If they start to get away with a well timed trap of some sort when you don't have bladestorm available then use your fear - Imp hamstring on cooldown and time your damage CDs around throwdown to get as much burst as possible - If they get separation or if you are stuck in a root with nothing you can do use your shield wall macro and remember to dance to defensive until you are able to close with them again - Keep in mind killing a huntard pet gives you Victory Rush so if they are good at kiting but are stupid enough to leave it sitting there you can always pop retaliation, run away from the max-range huntard and kill the pet. Imp-hamstring it if it is almost down and they try to recall it, then charge -> victory rush the huntard and laugh @ their fail with no pet Rogue: Example duel: http://www.youtube.com/watch?v=lkagbcBCYgs
- If they disarm your bladestorm I tend to fear them and try to open just enough space to charge stun - If you happen to get dismantled and don't have fear it is an ideal time to go defensive stance -> disarm -> thunderclap, demo shout -> back to Battle Stance to continue DPSing as your weapon should return just as you finish your stance dance and defensive GCD use to reduce what the rogue can do to you - Keep rend & slow up AT ALL TIMES this is HUGE against rogues, they avoid so much you have to have the rend damage plus TfB procs for Overpower as frequently as possible plus them hitting you in the back makes a night & day difference so keeping them slowed and in front of you is huge - Imp hamstring them on CD and use it to gain separation enough to charge them for good burst damage (they can't dodge when stunned) - Use an addon or get really used to watching for their Evasion, make sure to never waste your throwdown when they evade - Try to save your trinket for their blind or if you are a hit or 2 from a kill. Also if they are bursting and you are in a full duration stun it can be worth it to trinket the stun as long as you make sure to keep rend on them so that if they blind you it keeps them in combat and helps avoid the re-open - I virtually never use recklessness against rogues in duels because they can simply stunlock you wayyyyy too easily and even with a cancel macro being stuck in zerg stance while stance/dancing is not good. The one time you SHOULD use reck is on your 2nd throwdown when they trinketed the first one. It guarantees they take the full stun and you can unload, just be sure to cancel it as they come out of the stun. - Use Heroic Leap -> Charge for the stun and good burst damage when possible but try to save both for the end as a lot of rogues try to be lame and kite just before death and you need to be able to close the gap to finish them off (don't forget about heroic throw too) - Save your regen macro until you are very low because they will frequently vanish -> reset and you need as much health as possible (never use it when it would take you past 100% and waste some of it) Back to Top: http://us.battle.net/wow/en/forum/topic/2592648205?#1 |
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Edited by Squirrelnut on 8/23/11 9:14 AM (PDT)
Frost DK
Good frost DKs can be very tough in duels and a nightmare in Arena. They have a huge amount of versatility that really causes issues for your healer however I will continue to focus on duels for now.
- It is important to get rend and hamstring up immediately because many DKs like to try to kite you; I tend to start with an Imp Hamstring so that even if he roots me with his Chillblains Death Grip I root him too and can still open with all my normal stuff without him running away and doing damage from a distance - You have a couple choices regarding CDs when fighting a Frost DK. You can either pop recklessness and basically everything else you have (Trinkets, racial, deadly calm, etc) right at the start of the fight and nuke him immediately to either cut him in half or force him to go defensive and death strike spam (getting nerfed in 4.2) or you can save it all until you see him use Icebound Fortitude and use it all after that combined with a throwdown. I tend to prefer the second approach because with throwdown he can't simply break that stun unless trinketing and even if he trinkets he won't be reducing all damage taken like he will with Icebound Fortitude up. - Keep in mind DK is a plate wearer so Colossus Smash is still very useful so keep it up whenever you have enough rage for good ability usage to immediately follow - Save trinket for Hungering Cold (turns you into an iceblock) - If he grabs a pet sweeping strikes & bladestorm to kill the pet and stay on him, alternatively if he starts trying to kite you and attack from range use bladestorm to break Chillblains and remove any slows - Disarming DKs is VERY helpful especially if they are either hurting you too much or trying to be defensive with Death Strike, many of them don't have a weapon chain on so disarm lasts a fair amount of time - Similar to rogues try to separate whenever you get the chance to charge back in for a stun & rage burst to increase your damage to them and reduce their damage on you. Using bladestorm (right before it ends), heroic leap and fear are all good ways to separate for enough space to charge back in - Always watch for them popping Icebound Fortitude, it not only breaks any stuns on them it also makes them immune to stuns so if you charge or throwdown while it is up they are completely wasted - Similarly don't waste your fear when they have anti-magic shield up (green sort of bubble) - Don't forget to use your regen CD and I usually use fairly early in the fight against DKs, earlier then in most other duels to get as much healing from it as possible in case they try to stack necrotic stikes on you which would absorb it Back to Top: http://us.battle.net/wow/en/forum/topic/2592648205?#1 |
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Edited by Squirrelnut on 12/13/11 1:02 AM (PST)
Feral Druid (kitty)
Kitties are sort of like wannabe rogues with really painful bleeds but a lot less stuns. They dodge a ton, try to kite sometimes and like to hide until they hump your leg.
- If they do start to run away move away from them as it ends or cancel it a little bit early so that you can get a charge off for a good initial rage burst and stun allowing you to get rend/hamstring up without being avoided - If they hide too long so you don't have enough rage to bladestorm out of their opener go ahead and use your trinket to break the stun because their opener and bleeds are deadly (getting buffed in 4.2) then go ahead and use your fear while moving away (never backpedal, always strafe run) to create some separation for your charge opener - ALWAYS keep rend and either hamstring or howl up on druids, they move quickly and always try to get your back and should never be allowed to get there. They avoid a TON so it is really important to keep rend up for TfB procs along with dodge based overpowers - Try to save your damage CDs around a Throwdown but keep in mind how often they avoid so many times I use it when combined with an Imp Hamstring -> separate -> charge -> throwdown (they can't dodge throwdown when stunned from charge) - Druid bleeds hurt pretty bad so you will likely need your regen to beat them - Ideally you saved your trinket by using Bladestorm to break their opener so it will be available for their Bear -> Skull Bash -> Cyclone which they will frequently do when starting to die so that they can run off and get some hots going. Trinket the Cyclone immediately and charge them to keep DPSing - If they get Natures Grasp up (3 hits all root you) hit your spell reflect macro and heroic throw them to cause them to get rooted and prevent them from vanishing to heal and get another opener on you - If they get a root off and are starting to get away use your fear preventatively to keep them close and unable to run off Warrior vs Warrior
- Mobility & stuns are key. Many Warriors tunnel, keep them hamstrung or imp hamstrung while running in circles around them lets you hit their back more often and prevents them from doing it to you - Get Rend up and never let it fall off, Mortal Strike refreshes it since the last patch so this should be easy to maintain - Never let Hamstring fall off, mobility plays a big role in doing what you want and preventing from doing what they want - Basics ability/counter use overview: / If they fear you Berserker Rage / If they Bladestorm you Retaliation & burst them / If they Recklessness you Disarm or if they Disarm you Disarm them back / If they Leap away you charge before they can charge you / If they Imp Hamstring you to try to create separation for a charge, bladestorm to break it and stay on them / If they Throwdown you, Trinket and Throwdown them back (Never use your trinket on anything but throwdown) - Save your regen macro for later in the fight but be sure to use it before your health gets down to Execute range because nothing is more pathetic than getting bursted down when your self-hot is still ticking - Avoid using Recklessness unless you are fairly confident you can get a Throwdown on them that they can't trinket; the 20% increased damage taken generally isn't worth the improved Crit chance in a duel situation. If you do opt to use it, make sure you have a Cancel macro available in case you need it. - Separate away for charges as frequently as possible; it is basically a free GCD of damage on them every time and makes a big difference. Imp Hamstring, Bladestorm to remove slow, fear and leap are all excellent tools you can use to create space for the charge back in. - Don't run from Bladestorm, it hits like a limp noodle and with lag you will probably get hit anyway - Never let a Warrior see your back. Ever. Back to Top: http://us.battle.net/wow/en/forum/topic/2592648205?#1 |
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Edited by Squirrelnut on 12/13/11 8:57 AM (PST)
VIII. Frequently Asked Questions
Question: Are Warriors viable in 4.3 and what is different? Answer: Yes, the Warrior can still be viable, we simply rely on our teammates to control the flow of games. The main changes in 4.3 was our Mortal Strike debuff being increased to 25% (same for other classes like Rogues/Hunters) and Charge Jumping being partially fixed. It still happens some but resolved 3/4 of it which is nice. Question: Do you have to stand still to Slam? Answer: No, as Arms we have Improved Slam with reduced cast time and can run while casting (wtf? i know, it is weird) so you can be moving non-stop and still Slam people despite having the cast time which isn't cancelled as you move Question: Would taking Incite in my Spec be better then Imp Slam? Answer: You can take a hybrid spec for both but if choosing between the two Slam is the higher priority in PvP. Slam costs less rage & hits much harder. Heroic Strike is not on the GCD so both Slam and HS should be used anyway (especially when Deadly Calm is up). With that in mind, it would be foolish to not take the reduced cast time & 20% damage increase to Slam over increased Crit chance on Heroic Strike (our lowest damage, least rage efficient, lowest priority ability). Question: What does "Jump Charge" mean? Answer: Basically there was a bug in the Warrior charge mechanic that has been there for years and was only recently 'fixed' in 4.3. When attacking someone they could jump while running so that even though you charge & stun them for 1.5s they are still moving away through the air and end up a fairly substantial distance away from you and could keep running before you actually reached them. This has been mostly fixed so that 3/4 of the time you end up landing near your target though not always. Question: How do I get close to my target, I am always getting kited! Answer: Precise ability use, timing & practice. Since the removal of Warriors being able to Charge / Intercept by putting them on the same CD intercept is now absolutely useless. With that in mind you only have 2 actual gap closers with a few additional tricks.
• Heroic Leap - A terrible replacement for intercept as a gap closer it does not take you directly to your target nor does it stun them in any way so it is very important you are precise when targeting this and it is helpful if you can combine it with either a Throwdown, Fear or Imp Hamstring as you land. Keep in mind, this ability fails a lot so it won't work if there is ANY obstacle between you and your target (pebble, piece of lint, etc) or if your target leap location is up hill at all from you (you can jump as you leap to help a little with that) or if you are targeting near the max range of where it shows is allowed (it lies, showing a green available location when in truth it is too far away). • Other tricks - Due to our limited gap closers it is really important to use every trick available to you in order to prevent your target from getting away in the first place. A brief list of things to keep in mind:
/ If they get freedom you can either charge/throwdown/fear/leap/switch targets / Improved Hamstring is one of our most important abilities, don't just spam hamstring and waste it, timing it efficiently is huge both offensively and defensively for peels / Intervene to a friendly target in order to close the gap toward someone you want to attack, basically as good as your leap if they happen to get close to your friendly player / Piercing Howl (glyphed even better) keeps people slowed even if you can't quite reach them for a hamstring or if they dodge a lot. Very useful against mages, druids, rogues, etc even if they have something like Evasion up they can't avoid your howl Question: Do you get Victory Rush from killing pets? Answer: It depends on the pet. Hunter pets & DK Army are a definite YES whereas Mage pets, DK gouls, Warlock pets, Priest Shadowfiends all do not give you Victory Rush. Back to Top: http://us.battle.net/wow/en/forum/topic/2592648205?#1 |
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Edited by Squirrelnut on 12/13/11 9:07 AM (PST)
VIIII. Addons
I thought I would provide at least some recommendations for addons that I have found useful. Addons can be extremely helpful in making PvP both more enjoyable and more efficient by allowing you to track things and see things more easily. Overview List Separated by Section
GladiatorlosSA: Sound notification of other players using CDs, REALLY helpful. This will say things like 'trinket, recklessness, shieldwall, evasion, etc' as players use CDs without you having to have them targeted or even on focus. Cooldown Timers
Tell me when: Fairly versatile capability to track all kinds of things including cooldowns, buffs, dubuffs, etc and can include sound notifications. I currently use this to track the CD for my Imp Hamstring so that an Icon appears when targeting an enemy when Imp Hamstring is available also displays a numeric countdown of exactly how long until the 30 seconds CD is over as well as playing a sound notification when it is ready to be used again.
Power Auras: I don't personally use this one but a lot of people track procs and CDs with it Interrupt Notifications
Purge Light-weight addon which provides chat notification of various things including cast interrupts. Made by one of our own community members Kynetix, this is the interrupt addon I currently use. Buff / Debuff Bars
Track my self-buffs Track my general debuffs Track specific debuffs that I really want to pay attention to such as stun timers from rogues/ferals/etc Track my procs such as: Incite, Battle Trance, Landslide, Trinkets, Bloodsurge, etc Track buffs on my target that I really care about such as: IBF, Evasion, Shadow Dance, Inner Focus, Bubble CD, etc Cast Bars & Timers
Combat Text
Unit Frames
Raid Frames
Name Plates
Action Bars
Quality of Life / Appearance
Sexymap: Replace the normal mini-map and make it secksy Back to Top: http://us.battle.net/wow/en/forum/topic/2592648205?#1 |
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Edited by Squirrelnut on 12/13/11 1:03 AM (PST)
X. Arena Comps
Currently in 4.2 Warriors are struggling with being one of the least versatile melee in the game. With that in mind it is very important to find an Arena comp that can minimize our weaknesses and maximize our potential. 3s Our role in 3s is generally to just do as much damage as possible and allow the other players on your team to control the fight. Minimize burst with the occasional disarm/peel and keep everyone slowed with Piercing Howl but our job is to max out the pressure and let your team handle the control because we simply don't have much versatility as Warriors. Remember the best peel you can do is to put out enough damage that the other team has to go defensive / peel you.
WMP
Kittycleave (Warrior/Feral/HPally)
KFC (Warrior/Hunter/Healer)
Warrior/Rogue/Healer
TSG
2s This bracket is basically broken with regard to balance so I wouldn't recommend even worrying about it unless just doing it for the luls or to work on synergy with another DPS. If you really want to do it here are some decent comps
Warrior/Feral
Warrior/Rogue
Warrior/Warrior
Warrior/Healer
Back to Top: http://us.battle.net/wow/en/forum/topic/2592648205?#1 |
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Great guide, I see this being very helpful in the future. Requested sticky
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Nice to hear, if anyone has any additional suggestions or comments let me know and I will update the original thread.
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Updated with Frost DK and Feral Kitty Druid duel tactics
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Really great guide you've got here. I requested a sticky and 'liked.' I have a question though concerning the Intervene macro. Is it basically having you automatically Intervene to the teammate that your target is currently attacking?
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