With Open Arms: Arms PvP Guide 5.2 WIP

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Hello and welcome to Open Arms: Arms PvP Guide updat(ING) for 5.2!

This guide is designed to fulfill your Arms PvP question needs, and help you get ready for 5.2. The goal is to update this regularly and keep its contents current and efficient.

If you are reading this now, the guide is still a WIP! Feel free to comment on what you see, errors, information you don't like, or if you'd like extra clarification. Please keep it civil if you can, I'd like this to be a place a new warrior can look and not get too much drama, just good debates and discussion to help them out.

Table of Contents:

1. Introduction: A brief history/design intent of warriors
2. The Core: Core abilities and how to use them
3. Gearing up: Gearing, reforging, gemming, enchanting and professions
4. Styling Strikes: Talents
5. Read or Die: Glyphs
6. Getting Fancy: Macros and Addons
7. General Practice: Basic priorities and situations
8. Location, location, location: Battleground and arena specific tips
9. Know thy enemy: Class by class situationals
10. Friends closerer: Teammates and synnergy
11. I'm MAD: Fury's differences
12. FAQ
13. Work cited
1. Introduction: A brief history/design intent of warriors

Warriors are the backbone of the lore. In warcraft your first guys are footmen and grunts, because they are there to do their job. Some would say they aren't flashy, but this is the opposite today. When you play a warrior, you should be able to cross a battlefield very quickly, flying all over the place in an instant should you so choose.

Vanilla was great, vanilla was glorious. Since the crafting of the arcanite reaper, and non-normalized special attacks, warriors were 2-4 shotting everyone in sight. It was great. However to gain this power, we had to sacrifice the ability to do anything at range, and also the susceptibility to crowd control effects. When damaging us, we came back at you harder, and the better option was to just try and avoid us. Glorious.

Burning crusade was also great. Not as glorious, but great. After they decided we would no longer be 2-4 shotting everyone, we found the mace stun effect. This was a stupid ability, that no one should like due to its RNG nature and bad overall feel. This is when we started to actually become crutched on abilities like mace stun effect, but our damage was still strong throughout, and we were still susceptible to crowd control effects as intended.

Wrath of the Lich King was a horrible start. Our damage was taken, our crutches kicked out... in season 5 it was better to have a hunter in just about every situation. They had more damage, mobility, crowd control, they had our old mace stun effect (TNT at the time)... they were just better. Over time in WotLK though, we became a lot stronger. We got better gear, better damage, better defensive utility (revenge spam hooray), ways to finish opponents (bladestorm), and a legendary never hurt if you picked one up. Armor penetration seemed to be another saving crutch.

Cataclysm started out great. We lost armor penetration, but gained colossus smash which gave us silly burst on short cooldown. Heroic strike was hitting very hard, and it was a fantastic button-mash fest of warriors winning fights. Then it stopped. We lost mobility with charge/intercept sharing a cooldown. We lost our heavy armor penetration from colossus smash. We still had bad crowd control. To be fair, we could still put out some damage, but that was it. We were a one trick pony, and now we are starting to get better. Some major class changes have happened now, and all warriors should be aware.

Pandaria? So far we have been very powerful, and crushing opponents left and right. We've received some sizable nerfs, but our burst is still high, and control very strong where it needs to be. People are still very scared of warriors, and their cooldowns.

With 5.2 however, we will become less bursty, but far more solid - in both defense and overall consistency. Our game won't be entirely saving up for a cooldown crush of an opponent, but rather a metal grinding effect.
2. The Core: Core abilities and how to use them

Arms warriors have a decent amount of frequently used abilities. You will need quite a few keybinds, less than a shaman though (my heart goes out to shamans).

Mortal Strike - This is the #1 ability you have. It is the most iconic arms attack, and it was generally feared across the board as that 2-4 shotter. Mortal Strike is important for many reasons. It deals good damage, generates rage, enrages you on crits, and reduces the healing the target takes by 25%, and places Deep Wounds on the target. You will be using this ability almost always on cooldown, because of these properties. It also allows the use of two Overpowers for a few seconds after the Mortal Strike is used (the mortal strike doesn't have to land, just throw), and these Overpowers can be banked for up to 5 stacks. Generates 10 rage.

Overpower - This is the second most iconic arms attack, but you could throw it in with fury if you go back far enough. Overpower is known for critting a lot - it has 60% bonus crit chance applied to it. Overpower also has the amazing ability that it cannot be blocked, dodged, or parried. This is a fantastic property that will be very handy. You will be using this often, and sometimes will be your most used attack. Costs 0 Rage.

Colossus Smash - This is an attack that sets up for more damage in the future. In PvP, the armor reduction is only 50%, so it's not as important to keep 100% uptime like in PvE. It is however a decent amount of damage, and a great way to fill 'empty' globals. It should be applied if possible before you try to burst someone. Most times you will open with either Colossus Smash or Mortal Strike. If it crits, it also enrages you for the 10% damage bonus and 10 bonus rage. Costs 0 Rage.

Slam - This is a hard hitting ability that costs rage. Its use is only for dealing damage, and nothing more. Used most often to burst someone, or in large uptime dps. Won't see too much use unless no one is targeting you, because otherwise you will likely be in Defensive Stance. Costs 30 Rage.

Heroic Strike - Heroic Strike is an instant strike that deals less than desirable damage normally. It is however off the global cooldown - meaning you can use it alongside another ability, to either dump excess rage in a hurry, or use in a burst. You will use occasionally when glyphed, but most times you will be in defensive stance and you will revert to Hamstring or Piercing Howl for a snare to save rage. Costs 30 Rage.

Thunder Clap - Thunder Clap is an underrated ability that can really mean the difference in key fights. 10% physical damage reduction is nothing to sneeze at, and it also applies your Deep Wounds to all targets it hits - that means it's the fast lane to topping your nearest battleground damage scoreboard in big fights. It can't be blocked/dodged/parried either, so a good ability to use on rogues, or opponents who are just out of range of melee because you are rooted etc., or even disarmed. Costs 20 Rage.

Execute - The most glorious of abilities, all other executes in the game are named after this one; and it's back in action. This ability should be #1 priority if you can use it, because it does so much damage it will usually kill the opponent, or put them real darn close. Killing opponents is good. Costs 30 Rage.

Charge - Your primary gap closer. This will see a lot of use, no doubt. It generates rage, and stuns the opponent for you to get there. Depending on what talents you choose, this ability might be a little different, but the idea is the same. You will be using this to fly across to battleground, to kill someone, save a friend, or crowd control an enemy. It is off the global cooldown as well, and is not affected by slows. Generates 20 Rage.

Heroic Leap - Your secondary gap closer. This will also see a lot of use, but is less preferred to charge, because it doesn't generate rage. Heroic Leap however can go 40 yards instead of 25, which will be very important for sure. Also deals damage, and is off the global cooldown (you can use it for extra burst). With the 4 piece PvP bonus, heroic leap also gives you a 70% run speed bonus for 3 seconds after you land. Costs 0 Rage.

Intervene - Your tertiary gap closer. This will see a fair amount of use. This ability is useful with war banners, but is still very effective without. You run to guard an ally, but this ability is sneaky. The first use is obvious, saving an ally or healer, stopping the melee on him/her as best you can. The second, is intervening other melee who are on a target you want to be on. You can intervene pets, totems, shadowy apparitions - there are a lot, so this ability will see as much use as you put it to. It is off the global cooldown, and ignores snares similar to Charge. Costs 0 Rage.

Disarm - This is pretty straight forward, but I will say try to use this when behind the opponent, or they are stunned/cannot control their character. Having this dodged/parried can lose you a fight if you aren't careful. Generally you want to disarm a DK/Hunter/Warrior/Rogue/Ret/Enhance when they pop their offensive cooldowns. Don't waste it on Monks/Ferals. Costs 0 Rage.

Battle Shout - Battle shout gives you an attack power buff, and also generates a decent amount of rage. It has a one minute cooldown, and through practice will be used almost on cooldown it seems. You will be using this when you have nothing else to push, or cannot get on a target and need something to do before you get there. Generates 20 Rage.

Any other abilities will probably be covered in the talents, glyphs, general practice, class by class, or locations sections.
3. Gearing Up: Gearing, reforging, gemming, enchanting, and professions

Gearing in PvP is a lot easier than PvE. You won't have too many decisions to make, because most of them are already decided for you! There are still some choices though, and making the right choices can set you apart from those who've put less time into their craft.

The stats weights for PvP are now very much in favour of PvP resilience. While PvP Power is the best stat you can get for damage, PvP Resilience now scales better than any other PvP stat. It's growth is exponential, meaning the more you have, literally the better it gets. As for secondary stats, you will be reforging into Critical Strike rating first, then either expertise or mastery.

I think a solid priority list goes like this though.

3% Hit > PvP Resilience > PvP Power > Strength > Critical Strike > Expertise > Mastery > Haste

You won't have a hard time getting that 3% hit at all, but it should still be mentioned. Reforge for the small amount of hit you need, and then go through the rest of the priorities.

Reforging: You cannot reforge the top stats in that list (minus hit), so for reforging it simplifies to this:

Critical Strike > Expertise > Mastery > Haste

Critical Strike gives us more damage, and also give us more enrages - which give us more damage and more rage, which is even more damage and utility. Awesome. No doubt this is the best PvP secondary stat, and you will want to get as much of it as you can.

Expertise and Mastery are a little more complicated. Mastery will net you more damage than Expertise on casters and healers. However, all agility users will be rocking 12%-18% dodge, and all strength users (yay us!) will be rocking 12%-18% parry! There are a lot of melee, and I have found many times that melee like to peel me, and I end up fighting melee more often than not. Therefore I choose to take Expertise over Mastery, but the choice is yours!

I should note that while you still get the Overpowers from Mortal Strike even if it is dodged, the suffering of being hit with Mortal Strike is far more important than the Overpowers are. So don't try to think that you don't need expertise - you REALLY want that healing debuff on your target, the bleed as well. Not to mention the chance at the enrage, for 10% more damage and 10 rage.

Haste is awful. It does almost nothing for you. You wouldn't even notice it in PvP.

Gemming: As with the original stat weights,

PvP Resilience > PvP Power > Strength

Most of the time you will want to go for the socket bonuses, as the game has changed to where you won't always one shot the opponents with a 5 stacked taste for blood. Basically the theory is that if a battle lasts longer, more PvP Resilience will net you better results in terms of damage in/damage out. However, I still will make a comment that if for some reason you are never being attacked, PvP Power is a better stat. However, you are still a common target since Cataclysm, as you don't have any hardstops, just very good defense.

Enchanting: Currently there are only a couple choices of enchants. The ones are:

Shoulders: Greater Tiger Fang - From Scribes

Back: 180 Critical Strike - This is the go to back enchant, due to Critical Strike rating being so good for us.

Bracers: 180 Strength - From Enchanters (this is expensive, and if you are replacing yours soon go for 170 Mastery)

Gloves: 170 Strength - From Enchanters

Legs: Angerhide Leg Armor - From Leatherworkers (cheap one is Brutal Leg Armor)

Boots: Pandaren Step 140 Mastery + Run Speed -From Enchanters

Weapon: Dancing Steel - From Enchanters (I would go for elemental force for the cheap option)

Chest: Resilience or Stats - Go with PvP Resilience, unless you are feeling cuhrazy.

Professions: Professions are minor increases that always cause heated discussions.

Blacksmithing is definitely the best. It gives you the versatility of any gem. Blacksmiths can add 2 sockets to their gear, one to gloves and one to bracers. Go for 2x 320 PvP Resilience.

Engineering gives you a mini cooldown, which can be better than the static stat weights, and in non-rated PvP gives you some very handy tinkers. Engineers can get a glove tinker for the mini cooldown, and other various tinkers that do not work in rated PvP. Goggles can look cool for transmogrification too!

Jewelcrafting Has versatility like Blacksmithing too, but no special PvP Resilience gems currently. Only the better Strength gems exist. Jewelcrafters get 3 special gems that have better stats than normal, that can be used in different sockets.

Mining is worse than other professions, as it is limited to stamina. While not dead weight, it is not the best use (I still use mining due to it being handy with Blacksmithing). Mining gets its stats automatically for leveling the profession.

Skinning will be decent as Critical Strike, but not as good as some of the others. Good for Fury though, no doubt. Skinning gets its stats automatically for leveling the profession.

Enchanting is solid strength, and good. Enchanters can add strength enchant to their rings.

Tailoring is similar to engineering - except it's a proc instead of an on use for the mini cooldown. This could be better than others if you watch for it, or worse if you get unlucky. Also gives you some nets for fun in non-rated PvP. Tailors can enchant their cloak (doesn't take the normal enchant slot) for a mini cooldown proc of attack power.

Inscription should be similar to enchanting as far as I know. Inscription is able to grant better shoulder enchants than regularly found.

Leatherworking should be in the same boat as inscription and enchanting. Leatherworkers can get better bracer enchants giving them more strength.

Overall, my suggestions are Blacksmithing, and then one of the following: Jewelcrafting, Engineering, Tailoring, Enchanting, Inscription, or Leatherworking. The others shouldn't really be recommended.
4. Styling Strikes: Talents

This is probably the reason you visited this guide! The new talent trees are a great place to experiment, and try what you like. I will be going in to the different tiers and giving you a heads up on the changes you would expect for using each talents, how they measure up to each other, and how they can help you promote co-operative gameplay with your teammates.

Tier 1: Level 15: Charge

Juggernaut - Juggernaut is the most basic of the three talents. It gives you shorter cooldown on charge, meaning more rage, and more mobility than baseline. It drops 8 seconds (20 seconds to 12). This is a comfortable choice for Warriors coming from Cataclysm, as it is similar to what we just had as arms. It is a solid choice.

Double Time - The most stylish of the three talents. Double time will also give you 'shorter' cooldown on charge, but indirectly. You can effectively have charges every 10 seconds for 3 charges, but you will lose some rage for doing that. Also, if you spend your charges unwisely, you will be left for 20 seconds with no charge. As well, once the extra charge is spent, you will be waiting quite a while before getting two charges again. Sound like a lot to keep track of? It is, and is recommended for more advanced, tactical decisions. If you aren't sure how to use this properly, take juggernaut and don't look back. If you are sure, I will enjoy seeing you fly across the battlefield!

Warbringer - This talent is hilarious. You lose mobility from Juggernaut, flexibility from Double Time, and rage from both. What do you get in return? A 3 second stun. The amazing thing with it? It isn't on the same DR as Shockwave/Stormbolt! Originally, this was not the case, but now functions very well with Shockwave/Stormbolt. 7/6 second stuns every 20/30 seconds are very powerful, and makes killing people easy. In 5.2 it now also snares the target, which makes those silly stunlocks even more funny with staggering shout.

***Breaking bugs! Currently in 5.1, charge is (probably, though it could be a stealth nerf) erroneously causing diminishing returns on itself. It won't effect other stuns, but if you charge on cooldown with Juggernaut, or use Double Time charges often, you will get reduced stun time, and eventually IMMUNITY to charge on your target. Warbringer won't suffer from this UNLESS you charge as soon as you get charge off cooldown. I suggest waiting .5-1.0 seconds after it comes off cooldown, as you would with the shockwave stun DR to maximize stun time.

Verdict: Warbringer

Tier 2: Level 30: Healing

Enraged Regeneration - This is a solid minor healing cooldown. It does decent healing, and paired with some RNG or use of Berserker Rage, it is free. Also usable while stunned, very cool. If you take it, consider pairing it with Rallying Cry, or even a battleground banner if you have one, possibly in a macro.

Second Wind - Gives you a constant heal when you are low health. Also grants you rage whenever you are stunned or rooted. The best part about this talent is the rage generation for sure. Pairing with some defensive cooldowns, the heal can save you from death. Without those cooldowns though, and the way the heal has been nerfed, you won't notice the healing like you used to. Also the rage gen has been lowered.

Impending Victory - This has too many flaws for me to consider. It costs rage, deals low damage, and replaces Victory Rush. The issues with it, are you cannot use it while stunned, kited, or crowd controlled. Another negative, is that when you kill someone, while it resets the cooldown, it doesn't make the heal any better than Victory Rush. So if you are killing people a lot, this talent becomes less useful.

Verdict: Enraged Regeneration, maybe Second Wind.

Tier 3: Level 45: Prevention

Staggering Shout - For returning warriors, this is the replacement of Improved Hamstring. Once an enemy is snared, simply push this button and they are rooted for 5 seconds. This root is not magic dispel-able, and doesn't break on damage. Staggering shout also costs no rage, and is even off the global cooldown! Fantastic talent, much recommended. In group PvP this can be amazing too if you have some snare heavy teammates already (frost DK, frost Mage, Hunter ice slick trap, another Warrior with Piercing Howl etc)

Piercing Howl - This is a fairly iconic warrior ability. If you take this talent, most players could take hamstring off their action bars, as this is better in almost every way. The almost is because with the PvP glove bonus, hamstring costs 3 less rage, but also has .5 seconds less global cooldown trigger. In all honesty, I would suggest piercing howl over hamstring usage in most PvP 100% of the time if you have it. If you snare anything else, it's better, and if the opponent could dodge/parry it, it's better, and if there is latency it's better. Overall great talent.

Disrupting Shout - An interesting talent for sure. This talent is different than the other two; it doesn't have much to do with stopping movement. On the other hand, it's great for killing healers and hybrids. I would suggest this talent if you were playing with teammates who already had great snaring capabilities, and weren't sure what to take. I've also heard you can interrupt healers who have an anti-interrupt cooldown up, such as Aura Mastery or Spiritwalkers Grace.

Verdict: All are good. I like Staggering Shout, but that is because of my whole setup, specifically my glyphs. Piercing Howl IMO is the go to choice if you are unsure, as it will help you a lot if you make mistakes. Disrupting Shout is for yelling at healers to stop healing and you want them to die.
Stylish Strikes: Talents Continued

Tier 4: Level 60: Area of Effect

Bladestorm - This is an iconic (arms) warrior ability, but it's now up for grabs for all warriors. It has greatly increased damage since cataclysm, but acts the same. Bladestorm is a powerful ability. It deals heavy damage to many opponents, and has utility behind it too. Bladestorm will break roots and slows on you, and you can use it if you sense the opponents mean to stun or crowd control you to negate the effect. The downside, is it can be disarmed. However, not including shadow Priests and Monks, you can avoid this by activating Die by the Sword before Bladestorming, making you nigh unstoppable. Simply face the direction of the Rogue/Warrior/pet, and keep on rolling. Also works as a great defensive play when used in conjunction. Another handy addition, is the ability to use shouts while Bladestorming. Use Battle Shout, Piercing Howl, Staggering Shout, Disrupting Shout, and Intimidating Shout to get a leg up and stop your opponents even more from escaping! Overall a great talent.

Shockwave - Shockwave is nothing short of amazing. If you are itching for your old throwdown, look no further. This is throwdown on the big screen; It's less cooldown, can't be dodged/parried, 10 yard range, deals damage, and hits all targets in the cone. This will win you many fights, and could be that extra crowd control you need to keep healers down or peel enemies off your friends. The cooldown has been upped to 40 seconds, but it's lowered to 20 if you hit 3 or more enemies.

Dragon Roar - Dragon Roar is a powerful area of effect attack that deals large damage to targets around you. The upside is its massive frontload of damage, this is the stuff that eliminates players from the game in 2 seconds or less. The downsides are there though; it provides very little defensive benefit unlike the others, and the utility is less seen (I actually wish the knockback was more powerful). Technically the largest single target dps increase, assuming you had 100% up time and just beating on the target. However, the 'AoE damage cap' seems to start taking effect as early as hitting two(!) targets. If you want to kill someone quickly with this, make sure you get them alone, with no pets or other players in the way.

Verdict: Shockwave or Bladestorm

Tier 5: Level 75: Shielding

Mass Spell Reflection - Mass spell reflection is great. Using addons or UI mods, you can get a grasp of what the opponents are doing, and reflect some key spells on you or your nearby teammates! Super! The most important thing to note about Mass Spell Reflection though? Not that you don't need a shield, that's great, but the real important thing in this tier; it doesn't require a nearby teammate to use. The other talents do. Definitely worth picking up, especially if flying solo.

Safeguard - Safeguard takes intervene and switches it from your tertiary gap closer to one of your best; it now breaks roots/snares, and also gives your target a cool damage reduction buff. This could be the difference in saving your healer, say a frost mage roots you and wants to combo your him/her. Break the roots, defensive cooldown on your buddy. Awesome, and very stylish to bust out of nowhere to fly around the 'field. Can also be used to your war banner to break roots when in a 'bind' (hohohehe so clever asd)

Vigilance - Vigilance is a harder to use talent, but no doubt has its moments. Place it on a friend who needs help, and you could save him with that 30% damage transfer. The hidden use, that paladins have been using forever, is to break crowd controls with it. Throw it on a partner who's being attacked, or has DoTs on, and you will break any sheeps, blinds, ice blocks, and some fears/hexes too. Your taunt also has no cooldown during the duration as well, which sounds useless, but you can taunt pets with it to reduce pet class damage even further to an ally. Very good talent.

Verdict: Mass Spell Reflect for solo, and Safeguard when with teammates.

Tier 6: Level 90: Power

Avatar - Avatar is what you've been waiting for no doubt. It's the old Deathwish with a root break built in, and it makes you look cool while doing it. Incredibly powerful, and much needed offensive cooldown. It lasts a very long 24 seconds now, and can pack a punch.

Bloodbath - Bloodbath is a short cooldown, decent damage ability. The bonus? It also snares the opponent during the bleed. The negative? Any snare breaking mechanic will nullify your bleed as well. That's what makes this a much poorer choice in PvP. If any paladin uses Hand of Freedom on your targets, this literally does nothing. Also, it is 30% damage, but it is only special attacks. This makes it great for dealing damage over time, but can be negated very easily by certain opponents.

Storm Bolt - Another mountain king ability shows up in our talents, but this one is the most different from the others in the tier. It is a stun, instead of a dps cooldown. It deals damage, has good range and costs no rage. The proper usage to me would be crowd controlling a healer or otherwise dangerous target from afar - which is a very powerful tool in the warrior's arsenal, one that has not been seen before.

Verdict: Avatar is the offensive/burst style gameplay. If you want to set up a kill properly and annihilate someone during a small window of time, Avatar is what you want. If you want better defensive capability, or even easier/more frequent setups, Stormbolt is the one you want. Stormbolt plays much nicer with Defensive Stance and the low rage generation tied with it.
5. Read or Die: Glyphs

Glyphs are great for warriors, there are tons of useful ones. If you inspect warriors, you see them using different ones everywhere. I will go over the various glyphs, why I think they are good, and where they can be used, and I will summarize at the end my top choices. In another post, I will probably list some common, or at least well-working setups of glyphs and talents together. I won't be listing glyphs that Arms can't use.

In order of my glyph book on live:

Blitz - Blitz used to be a talent for arms, and is good for peeling melee off healers and friends. It does NOT combo with Warbringer's extra stun, so don't think you've thought of a grand idea. It isn't worth the silver to try it. The stuns on charge don't put anything on diminishing returns (other than itself), so while this glyph doesn't hurt, it doesn't help very much either. 6/10

Bull Rush - Increases the rage generated by charge by an additional 15. This is great, it really helps you start a fight, or get back into one with some weight. Best paired with Juggernaut, as if you Double Time too early, you still get 0 rage from the second charge. Bummer. The rage gen is very useful when in D stance a lot. 8/10

Colossus Smash - Whenever you use Colossus Smash it applies one stack of sunder armor. Cool glyph, and quite handy. I wouldn't bother sundering most targets normally, unless you know you are in for a long fight, so this glyph will help you kill things better. Sometimes it doesn't really do anything though, and it doesn't do much if you have someone else (druid say) applying the debuff. With Colossus Smash only being 50% armor bypass in PvP though, it effectively makes your Colossus Smash 4%-12% more armor reduction if you don't have someone else applying it. With no one else applying 8/10

Death From Above - This is the best glyph we have. Literally, if you don't have this glyph, you should replace something with it. That means you might be able to kill someone with that extra off the global damage, and you will be in the fight longer. >GET THIS GLYPH< 10/10

Enraged Speed - This glyph is very good, and I knew it would be as soon as I saw it. Run speed is great in PvP, as up time is everything for a warrior. This scales directly with your haste and Mortal Strike/Colossus Smash usage and Critical Strike rating, but you can use Berserker Rage to proc is as well for a mini boost. 8/10

Furious Sundering - This glyph is alright I guess, it makes your sunders free. I don't see this being better than colossus smash though, as when you take this you've chosen to lose 3 globals. 5/10

Gag Order - Doesn't work on players. 0/10

Hamstring - After you Hamstring once, your next Hamstring is free. I don't know if I've ever needed to use a lot of hamstrings since the patch. I really wouldn't use this glyph over some of the others, it's just not that good. 4/10

Hindering Strikes - Hindering strikes is the snare we've wanted since about WotLK. It means you can snare off the global, and it is still 8 seconds and non-magic dispel-able. Great. Combos well with Staggering Shout, giving you an off the global snare and root, which is very cool. Cleave actually does snare both, working even better with Staggering Shout. The downsides to this glyph are as follows: They still cost 30 rage, which is pretty steep for a snare. With a Charge though, you can easily do a charge plus Deadly Calm to get you enough rage for the snare, which also means you can start your 'rotation' with Colossus Smash instead of Mortal Strike, and this will still have them snared. 7/10

Hoarse Voice - Hoarse Voice is a lackluster glyph. I don't think anyone should take this glyph, unless your common tactic is dying more than once every 30 seconds. This will make you spend more globals to get the same rage as normal. 1/10

Long Charge - Gives your charge a little extra range, 5 yards. This is a nice addition, but it won't change your life too much. I suppose you could go further while styling across the battlefield. 5/10

Mortal Strike - When your Mortal Strike is affecting a target you get 10% more healing. Honestly, I don't think it has to be on someone, I think it just gives you a 10 second buff. That being said, this glyph is great if you have a healer. 10% Heals is a minor negative Mortal Strike on you, which could mean the difference (just like Thunder Clap, but the other way). 8/10 with a dedicated healer 6/10 without (some off heals here and there etc), cause our heals aren't great alone.

Overpower - Cleave hits increase the damage of overpower by 20%. This glyph seems to be more PvE oriented, but even then I'm not sure. I've tried it, and it was underwhelming. Overpower simply isn't a big hit to begin with, so 20% seems wasted on it. Could be a dps increase in some cases though. 6/10

Recklessness - Hmm... I would argue that this could be good for a Fury warrior once you have high enough Critical Strike rating to guarantee Bloodthirst crits, but I don't think its use is good for arms. I suppose it might help if you often get crowd controlled immediately for using Recklessness, as you might get some use out of it still... but if they control you just a bit more you wasted a glyph slot for a 5 minute gamble. Does last longer, and stays for a lot of Avatar's duration, which is nice though. More research(gear, really) needed! 5/10

Resonating Power - I think Resonating Power is an underrated glyph. It gives you more damage but increases the cooldown on Thunderclap. This is good and bad. The good is that it is more damage, and less globals worried on Thunderclap. The bad is that you don't have Thunderclap to knock people off flags in battlegrounds as often as you like. 6/10, really situational.

Rude Interruption - After interrupting an enemy with Pummel, you gain 6% damage for 20 seconds. Bummer it doesn't work with Disrupting Shout too. Even still, a solid glyph that will up you damage, and maybe give you the edge on a healer you are beating on. Be careful to not get juked though, as this glyph's use will dwindle when misused. 7/10

Shield Wall - This is a powerful glyph as well. A much better Shield Wall, for a longer cooldown. If you take this, Shield Wall becomes a whopping 7 minute cooldown. For me personally, I wouldn't take this outside of arenas, and even then it is a sacrifice. I think this glyph is better now that we have Die by the Sword, as we aren't as naked without Shield Wall. 6/10 outside arenas, 7/10 inside arenas.

Spell Reflection - Reduces the cooldown by 5 seconds. Simply put, good. More spell reflects could win you the fight, or mean nothing because you were fighting a bunch of melee. 7/10

Sweeping Strikes - Before the nerf it was really great, but now it is much less appropriate. The nerf actually being multiple nerfs, to the damage sweeping strikes and the rage of the glyph. Could be useful in some fights, but you won't see it used as often as you like 5/10

Unending Rage - I've seen a lot of warriors take this, but I don't like it too much personally. It isn't bad by any stretch, it won't hurt you. It doesn't really help you that much either. If you have 120 rage, I doubt you'll be able to spend it by the time you get more rage anyways. Slam's priority comes after Mortal Strike, so unless you are really unlucky, and have lots of rage banked, this glyph isn't that useful. Frankly you just don't generate rage quickly in Defensive Stance, which is where you will spend most of your time. 5/10

Victory Rush - This is the grinder glyph, when you've decided to go on a rampage. I suggest this glyph when you notice that you are felling many opponents with your weapon. This is the real warrior self healing, and is directly proportional to how well you are doing. Take this glyph when you are stomping the other guys with no real worries. 3-8/10, depending on badguy to stomp ratio!

Whirlwind - Increases the range on whirlwind by 4 yards. This is fantastic for Rated Battle Grounds like Arathi Basin, Battle for Gilneas, and Eye of the Storm, as you will be able to cover everyone trying to sneak a cap while standing on the flag. Otherwise, I don't use whirlwind too much as arms, so I think this is more of a Fury thing. Good on those flags though, if that's your job. 7/10 in those bgs I'd say, 5/10 otherwise.

And that's all of them. As for minors, the only one that has any effect is Intimidating Shout. I would pick Intimidating Shout glyph up if you take bladestorm, otherwise it's your call. There are arguments for it either way, in terms of getting melee off you or teammates, or accidentally gap opening yourself from a kill target.

My current choices for glyphs are Death From Above, Hindering Strikes and Colossus Smash. I like starting out with off the global snares, and possible roots if I need them. I might switch to Mortal Strike/Victory Rush in 5.2 depending on what I'm doing

My other top picks are Enraged Speed, Bull Rush, and Rude Interruption - in no particular order. You can obviously choose the glyphs that work best for you, but that's what I've been feeling through my testing.
6. Getting Fancy: Macros and Addons


My first thing would be to direct you to any of Quinten's Macro threads. He does great stuff, and makes great posts in general. His 'Quinten's Quintessential Warrior Macros' thread is a good example of such. I will cite him for the some of his stuff that inspired this in the Work Cited section.

There are a few important macros that you will need to perfect your craft. You will need cooldown macros, weapon swapping macros, and stopping macros. Here is what, and all, I use for macros.

#1 Arms PvP Equip Macro

/equipset [equipped:shields] Arms PvP

Whew, that was a tough one. Here's how it works! 'Arms PvP' is the name of my equipment set, and you should rename that part to whatever your's is! Or, change your equipment set name. The '[equipped:shields]' part actually makes it so that once you are in your Arms PvP set, it won't try to re-equip your main weapon, because you don't have a shield so the macro doesn't continue. Cool!

#2 Arms SnB Spell Reflect

#showtooltip Spell Reflection
/equipset [noequipped:shields] Arms SnB
/use Spell Reflection

For this one, I use 'Arms SnB' as an equipment set, that is identical to 'Arms PvP' in every way except it has my sword and board - hence 'SnB'. With the '#showtooltip Spell Reflection' it will show the icon for spell reflect on the UI tooltip, and it will also give the cooldown timer too. The next line is almost the same as the first, except it's 'noequipped' now, and it's my Arms SnB set. The same logic behind 'equipped:shields' is applied here, so you don't keep trying to re-equip your shield. If you are wondering what happens if you don't have that there, basically it just makes an annoying noise every time you push the button, instead of just once. After that, it uses Spell Reflection. Awesome. Then you will probably go back to using the first macro to get back into fighting mode!

#3 Shield Wall

#showtooltip Shield Wall
/use Defensive Stance
/equipset [noequipped:shields] Arms SnB
/use Shield Wall

This is basically the same thing, but for shield wall. The only addition, is the extra
/use Defensive Stance line. While not necessary, if you are going defensive, you may as well make sure you are going all the way. Sweet!


#showtooltip Recklessness
/use Avatar
/use Bloodbath
/use Deadly Calm
/use Berserking
/use Malevolent Gladiator's Badge of Victory
/use Recklessness
/use Skull Banner

This is the pain bringer, where you put all your eggs in one basket, and give out death to everyone. Or become the target of all crowd controls within 30 yards, whichever happens first. When you know they will die, and it will win you the fight/battle/game. Deadly calm for cheaper Heroic Strikes, Berserking is my Troll Racial, the trinket is whatever you have. Recklessness and Skull Banner are the heavy hitters. Berserker Rage could be used, but I like the guaranteed fear break later. If you are fighting against a team that has no Paladin, Priest, Warrior, Warlock, Rogue, *Druid(warrior with them), then for sure use Berserker Rage with this macro :P

#5 Pummel

#showtooltip Pummel
/cancelaura Bladestorm
/cast Pummel

This is the only cancelaura Bladestorm macro I use. When you push your pummel button, it will stop the 'storm. This is useful if you think you can pummel the healer and end their life in it, or you need to charge/leap out of there. Maybe even need to Shield Wall/Spell Reflect. All you need to do is push it once, and the Bladestorm will stop. Keep mashing it, or push it twice and you throw the pummel.

#6 Last Chance

#showtooltip Rallying Cry
/use Healthstone
/cast Rallying Cry
/use Horde Battle Standard
/use Berserker Rage
/use Enraged Regeneration

This is used to save you from death. More useful if you took Enraged Regeneration, but still good to have at all times. I use a Horde Battle Standard, you can swap that with Alliance too. It uses Berserker Rage because of the Enraged Regeneration, but you should remove both those lines if you don't have the talent.

#7 Focus Macros

#showtooltip Intervene
/use [target=focus] Intervene

More useful than it looks. Note that you can use it like that with the focus, or you can switch it with a Player's name. If you are against a hunter, it is a good idea to switch the macro to say [target=Holyheroguy], your Paladin healer etc., so you can intervene and eat Ice Traps instead of him (which he then dispels you from :P).

#showtooltip Storm Bolt
/use [target=focus] Storm Bolt

Simple stuff, for smacking your focus in a CC chain or otherwise.

#show Intimidating Shout
/use [target=focus] Charge
/use [target=focus] Intimidating Shout

For when you REALLY want to CC chain a healer or otherwise, mash this button to charge them and fear them once you get there. Best advised to Heroic Leap or Intervene back to your kill target after this.


I use only a few addons. I won't tell you how to set up your UI, or how to manage your bars - that's all in your court. I'm simply going to list addons that I think will give you massive performance boosts in PvP - ones that really matter.

GladiatorlosSA - I cannot recommend this addon enough. It is fantastic. It gives you vocal queues of important spells and abilities cast by nearby enemies. It will let you know when crowd controls are happening, defensive and offensive cooldowns are being used, healers using mana cooldowns, or other important things. This is the most important addon IMO. It will increase your awareness of the battlefield many times over. Your reactions will be amazing, and you will be good. This addon is mostly plug and play, very little setup. You can choose where it's active though; bgs, arenas, world etc.

BattlegroundTargets - This is another amazing mod. It gives you a small window that contains information such as the player names, their class, their spec, their role (healer, dps), if they have a flag, and how many teammates are targeting them. It now also lets you know which players share guilds, so you know they are more 'premade'. It really helps you plan attacks and focus enemies down. Requires about 2 minutes of setup, very easy.

Capping/Deadly Boss Mods(pvp) - This is just listed here for the timers. I use Capping because it is more light weight than running deadly boss mods, but the end result is the same. Flag timers, Graveyard, Bases, it's all there. Very good to know what is going to happen and when.

Tidy Plates and Healers Have to Die - These are a couple mods that I don't use, but some might get use out of. I usually don't need to know who the healers are, because my awareness is fairly solid, and the plates never really felt right to me. They could make a big difference in landing a kill on a weak target though, so check em out!

Any other addons that people recommend could be posted here, if you have recommendations feel free to let me know, and I will even test them out myself!
7. General Practice: Basic Priorities and Situations

Now we get to the meat of the guide. What to do when smacking opponents. You've geared, gemmed, reforged, enchanted, talented, glyphed, macro'd, modded, and learned a bit about warrior stuff that makes you what you are today. This is general practice, and how you should go about dealing damage and staying alive without going into to much class by class detail.

Your damage priority looks something like this:

Colossus Smash (debuff not up or about to expire) > Mortal Strike > Overpower > Colossus Smash >>> Slam

It's key that you also recognize what your rage is looking like during the fight. You want to save your rage for bursting opponents, while making sure you also have rage if you need to snare an opponent. A general rule is for sustained dps, try to dump your rage into the colossus smashes, and not outside of them.

However, not all fights are so kind with up time. You will also need a priority list for when you are being kited around, and need to eventually get something accomplished. We have enough gap closers now to guarantee a decent amount of up time on most targets, so this rotation is more for setting up for later opportunity, rather than 'now' damage.

Mortal Strike > Overpower > Colossus Smash > Slam

I doubt you'd ever push slam in this situation, otherwise you would revert to the original with that much up time. The key difference is Colossus Smash. You won't be worrying about the armor debuff as much, as you may be ripped from your target at any time. You aren't so interested in getting enrages or rage here, as getting some Overpower stacks. Once you have some stacks, then you can go in for pressure etc.. Make use of the fact that you can hit pets and other objects to get Overpower stacks while you are rooted or kited. It could mean the difference of you killing the opponent when you get there, or getting peeled again shortly afterwards.

Now that you've set up for some pressure, how would you go about finishing it?

If you are following this guide fairly closely, you will know that I recommended Warbringer earlier, especially paired with either Shockwave or Stormbolt. This makes killing people in a burst rotation laughably easy. Most times you want to go in this order:

Charge (Warbringer Stun) -> Cooldowns -> Colossus Smash -> Shockwave/Stormbolt + Heroic Strike -> Mortal Strike + Heroic Strike -> Overpower + Heroic Strike (+ Heroic Leap if it will kill)

This is 100% Stunned time, so if they don't have a trinket or dispersion, this will hurt them. You need about 40 rage before you Charge if you want all three Heroic Strikes, as Deadly Calm should be up for this combo. If it isn't for some reason, you want 70 rage before Charge, although it may not matter. As a side note, you should delay the Colossus Smash at the start by about .5 seconds, so you don't overlap the stun times too much.

Lest it be known that Heroic Strikes are less damage than Slam, however the burst damage of Heroic Strike + Overpower should be higher unless the Slam crits and the Overpower doesn't. So from an efficiency point of view, Slam is much better than Heroic Strike, but if you want to murder someone in a stunlock, the Heroic Strikes could be the extra push you need. You will 'lose' damage over time from doing this, so that's why it's a burst option.

Now you know how to fight, and how to end one. Starting one can be one of the most important though (because warriors start fights, and bring the fight to them):

Charge (Warbringer Stun) -> Colossus Smash -> Shockwave/Stormbolt -> Mortal Strike -> Overpower

This is the basic starter if you have Warbringer and Shockwave/Stormbolt. I highly recommend this setup, as you will start very strong in all fights, and every time you charge someone.

You do this to most enemies to get on the offensive early, and Mortal Strike debuff should be applied too. Your Snare device is also on Warbringer. If you didn't take Warbinger, skip the Colossus Smash and head right into a Shockwave/Stormbolt. If you didn't take that either, prepare to watch your target fly away from you! Get a hamstring/piercing howl up as your first move, then go to a rotation.

Oh no! They got away! Through some device, they have left your grasp. Ask yourself these questions:

A: Can I simply use a gap closer (Charge, Heroic Leap, Intervene) to get back in there?
B: Are they going to tear right through my armor now that they can freely dps me?
C: Is there some place I would rather, or should rather be?

'A' is often the most straightforward, and offensive answer. You get back in there, and keep doing your job.

'B', is something you have to calculate based on the fight. You may need to bust out those shield macros really quickly if this is the case. Definitely going to Defensive Stance is a good idea at this point if you aren't already and can't close the gap anyways. You might start working on the Overpower stack heavy rotation as well.

'C' is for when you are feeling like a good friend, and have some situational awareness. The opponent has already used a tool to escape, which means they are focused on evading you (assuming B was a no). If you can really help in some other area, that would be best at this point, unless A is an easy kill. Peeling someone off a healer or friendly dps may help you more in the long run than a wild goose chase.

Finally 'D', you didn't answer yes to any of those. That probably means you have been flying around the battlefield and were caught with no gap closers, or you were hit with a heavy crowd control and are being ignored. That's ok, in both situations (hopefully). It isn't great by any stretch, but hopefully your teammates will be ok without you. If you can, take this time to walk slowly to your desired destination, and if possible use a Battle Shout or Bandage.

Now you should have a good base in killing people. The next question, is who to kill? The short answer, is whoever dies the easiest. The longer answer is obviously more complicated. Lets go over a list of targets, and why you might want to be hitting each of them.

Healers - Healers are great targets to be on. You can deal lots of damage to them, you bring the best kind of defense to your team; offense, and forcing their team to peel you or pay the price. If you can sit on a healer long enough, you should be able to get enough pressure to kill them in one of your '7/6 second stuns'. Until then, try to get in their head with how they heal, and if they like to 'juke' heals or not. Healers are a good spot for you to be.

Casters(ranged) - Casters are pretty good to be on if you can stick to them. As with healers, use your interrupts and reflects to keep their damage low, and stuns to force them into bad situations. Some ranged you will have trouble sticking to (Mages, Hunters), but if you can be on one of these guys you will be helping the team out by doing so. If they don't have a healer, and let you stay on them, you will probably end up killing them before they kill you.

Melee - Melee are 'ok' to be on, but not the best. The reason is because you mitigate a lot of their damage passively, and aren't stopping any heals or crowd controls from going out by being on them. That doesn't mean you never hit melee, because when a rogue wants you off their healer, you're mostly forced to fight the rogue. Healers have some tools to escape, and with a melee peeling you, there won't be much up time for you. Make sure you do your absolute best to always face them for your parry bonus, and try to get behind them to land important melee skills (like Disarm, or even Colossus Smash).
*Note - it is generally believed that in arenas warriors counter other melee pretty well, so if going up against a team with heavy melee and no warrior, if you can force a 1v1 against them, you will be doing well.

Tanks - These guys aren't common in PvP, but when you choose to attack one you will notice it. They mitigate damage easily, and can often bounce back quickly from damage taken. These are the last guys you want to be on, because you aren't stopping anything really - their job is to keep you busy or waste your attacks! The only time you want to be exclusively on these guys is if they are carrying a flag, and your team is trying to crowd control the healers, or the tank has quite a few Focused Assault stacks.

The bottom line comes down to 'hit what you can'. So if all you can hit is a Blood Deathknight at the time, hit the Blood Deathknight. You'll want to switch as soon as you can, but always make the best of each situation. Remember to watch players health accordingly - if you see a player who has 300k health unbuffed, you might try to hit them over another, no matter what their role is. I guarantee they will be easy to kill. If you can eliminate enemy players, it really helps your team focus on enemies together, and reduces all the things you have to deal with in the future.


Battle Stance - Battle Stance is the main damage dealing stance. As it stands right now, I would only be using this stance if I'm not taking any real amount of damage, and I have good up time on a target, usually a healer. This stance does the best in this situation.

Berserker Stance - Berserker deals the same damage as Battle Stance, but it generates rage in slightly different ways. You still get some rage through white attacks, but you also get 1 rage for every 1% damage taken. This ends up being a LOT of rage if you are taking a decent amount of damage. If you have a good healer, and really want to fill your rage up, use this stance. Avoid it otherwise though.

Defensive Stance - This stance is used for everything else. If you are taking some damage, but are still setting up for a burst, or simply doing alright on rage, you should be using Defensive stance. If you are the kill target, use this stance. If you are being kited, you should use this stance. Most of your time will be spent in Defensive Stance, as you don't lose that much from using it, but gain the equivalent of a defensive cooldown at all times. Amazing.

To summarize this General Practice section, your job is to deal damage, and bring your team into the fight. Focus on keeping the enemies under control, and pressuring the right targets as best you can. As is said, the best defense is a good offense, and the best peel for your healers is to make their dps come peel you!
8. Location location location: Battleground and arena specific tips

This is a section that will definitely need some help from the community. While I may know a few thing, two (or many) heads are better than one, so if you think you have a useful tidbit of information feel free to share!


While I could go on about general strategy of the individual battlegrounds, I feel as if this is not the place to do so. So I will instead add small bits of useful information to pertains to warrior abilities or traits that should be handy should the situation rise.

Alterac Valley:

Alterac Valley is a 40 vs 40 battleground, and one of the first battlegrounds added into World of Warcraft. It has changed a lot since its creation.

- As a warrior, you can tank or off-tank Drek'thar and Vanndar Stormpike, assuming that your team has knocked down a couple towers/bunkers. Go to Defensive stance, throw on a shield, cycle cooldowns early, and perform a similar priority list to the sustained damage priority, and you should be ok if your healers are awake. (*note, gear dependent)

- In the towers and bunkers of Alterac Valley, depending on your race you can auto-attack people through the walls! You can only get white swings, but this can let you generate some extra rage before entering a tower with people already in it, to get an extra Thunderclap or Whirlwind in there. Less useful in bunkers, but those stone pillars on the top level can be hit through, I believe only if one of you is a Tauren or Troll though. Hooray racial hitboxes! Orcs and Draenei can too I think, but usually the males have an easier time.

- When exiting or being knocked back (say from an elemental shaman's Thunderstorm) out of a tower, you can heroic leap to the ground to save yourself from fall damage. Basic stuff, but it will save your life from time to time. This works on the Alliance base 'Bridge' too.

- Victory Rush works off the npcs found throughout Alterac Valley, including the archers, the mine denizens, the harpies, and the gnolls. Use these guys to your advantage, as they often die in one or two hits, and can give you a nice chunk of health in a low-key battle.

Arathi Basin:

- If someone punts you off the Lumbermill, or you are looking for a fast way out of there, Heroic Leap will save you from fall damage. This also works for fast access to the mine from blacksmith, and you can watch the mine from above to avoid crowd controls and make it seem less defended than it is. Note that you can prevent being knocked off the lumber mill with charge/intervene if you are fast enough as well.

- When the horde controls the farm, there are rats that spawn around it. You can kill these rats as any critter to get some rage. If you are horde defending farm, you can sit on 100/120 rage at all times waiting for attackers if you want using this, once you find one the common rat spawn points. I believe there are chickens when alliance controls the farm.

- Thunderclap and Whirlwind (especially glyphed) work wonders for stopping players from taking flags. Stand on the flag and use these to keep the base as long as possible.

The Battle for Gilneas:

- You can Heroic Leap over the river... if it gives you a path. I don't have much for Gilneas, so feel free to suggest something if you have it!

Eye of the Storm:

- As with Arathi Basin, you can use Charge/Intervene/Heroic Leap to save yourself from knockbacks in the middle.

- You can be a decent flag carrier by going to Defensive Stance and using a sword and board if necessary too. Use your mobility to get the flag across the field quickly.

- You can often Charge up the walls at almost all the bases if you have a target who is up top. Intervene works just as well. This can save you from 1-2 casts from pesky ranged enemies when attacking bases.

Isle of Conquest:

- There are a few places here and there to prevent fall damage with 'Leaps.

- Tanks and other vehicles take the full 100% armor reduction from Colossus Smash, so make sure you get that debuff up as much as you can when killing them!

Strand of the Ancients:

- Tanks take full 100% armor reduction from Colossus Smash, so make sure to get that up there if you are killing them.

Twin Peaks

- You can cross the river with a Heroic Leap to help save time, if you are running the flag or chasing someone.

- You can Heroic Leap after jumping/punted off the Alliance base to save fall damage as well.

- You can be a decent flag carry if you go to Defensive Stance and possibly add a sword and board. Use your mobility (Leap for crossing the river for example) to get you across the quickly!

- You can Charge up the bridge in the middle, from the water, if there is someone standing on it, pathing allowed.

- If you are going in for the flag cap, use Spell Reflection, Mass Spell Reflection and Bladestorm if you have any of them as you are approaching the cap spot; if they don't have your flag, and the only chance they have is to Cyclone/Death Grip/Fear you etc, those Spell Reflects and Bladestorm could mean the cap. Even if you don't see an enemy, it could be a freezing trap or a rogue that you ignore completely! Don't waste abilities if you aren't sure though.

Warsong Gulch:

- You can Charge up the opposing graveyards to pin down enemies where they spawn.

- You can carry the flag decently well by using Defensive Stance and possibly a shield and using your mobility to get around the field.

- You can not only Charge up those graveyards, but you can Intervene them too; This means when you are flag running, if you have a teammate up top, you can forge a third path back to your base, and a fairly straight one if you leave the enemy base from their ramp side.

- If you are going in for the flag cap, use Spell Reflection, Mass Spell Reflection and Bladestorm if you have them as you are approaching the cap spot; if they don't have your flag, and the only chance they have is to Cyclone/Death Grip/Fear you etc, those Spell Reflects and Bladestorm could mean the cap. Even if you don't see an enemy, it could be a freezing trap or a rogue that you ignore completely! Don't waste abilities if you aren't sure though.

Silvershard Mines:

- Only thing I've noticed is that if you go up one of the ramps to grab the Berserking buff, you can Charge/Intervene/Heroic Leap to save some fall damage and get into the fight quickly with your new buff.

Temple of Kotmogu:

- Carrying an orb is a good option, as most often with your stun-heavy open you will kill your target if you have a large stack, and the damage increase won't effect you if they're dead! Until more enemies show up...


Blade's Edge Arena:

- You can Leap from the side ramp to the middle of the bridge. You have to make a normal jump, and then Leap to a specific spot on the edge of the bridge. Not very common, but could get you somewhere the enemy team doesn't expect you can, which is an invaluable item. You can practice this by going to the actual arena in Blade's Edge Mountains!

- Charge will let you cross over those ropes without worry.

- If you get punted from the bridge, you can Charge/Intervene/Leap back to save yourself if fast enough.

Dalaran Sewers:

- You can leap back up to the platform from the outer edges. You have to have a fairly acute angle, and needs to have some distance, but you can make it back up. Try to have your reticule halfway on the platform.

- Once again Charge/Intervene/Leap to save yourself from being punted. Then use the above technique if you still get punted anyways (or fall).

Orgrimmar Arena:

- You can get up either of the platform with Heroic Leap. Simply put the reticule how you would naturally, even if it looks like it doesn't show up. It's there, and Leap!

That's what I have for specific warrior tricks. I will definitely need help on this section, as I'm sure there are things people know and abuse that I don't!
9. Know thy enemy: Class by class situationals

There will be a fair amount of subjective information in this section. No doubt I will never be able to cover everything, and also I cannot teach you how to win every scenario you encounter. I can give you basic PvP mentality, and put you in the right direction. This is mostly focusing on one opponent, but be aware that most high end PvP happens with multiple opponents, where you need to keep track of important abilities from all of them. There are addons to help with that, but nothing helps more than hard experience. The more you play, the better you will get. Knowing why you are doing things will help you climb that skill ladder much faster, however.


Blood: You will want to avoid these guys. Chances are you won't be killing them quickly in any 1v1, and you are wasting valuable time in group PvP. Things to keep in mind are as follows:

- They have lots of defensive power, so attacking from behind is key.

- They don't have too much for control - you will be mostly free to do as you please, no matter how futile it may seem.

- Their main defensive ability requires a weapon, and melee range. This is VERY important if you want to take one down.

They are much easier to solo now that Death Strike won't give back more than 7% health in PvP. You can't really lose to a Blood DK if you have Second Wind, and you will kill them eventually assuming the gear isn't too skewed. Even without Second Wind, play safe and kite them around while waiting for stuns.

Ultimately you want to give them a large burst when they are Colossus Smashed and possibly stunned, and then you want to disarm them immediately after it. Put more damage into them, and then either kite them or kill them. If they don't go down, space yourself and try to put them through another '7/6 second stun'.

'Smart' (in brackets because Blood is kinda stupid in PvP) Blood Deathknights will save trinket for disarm, and icebound fortitude any important stuns. They will use Lichborne if they have it on an Intimidating Shout if they think they can put you in a bad position.


Frost are much easier to deal with. A lot of warriors seem to complain about them, but that is usually because of one reason - Howling Blast. Frost can deal a decent amount of damage to you at ranged; it is very annoying to get kited by another melee, and frost can pull this off in short bursts. What's important to understand in this fight is how runes work. The most burst Deathknights have is right at the start, or after Rune Weapon (which gives them all their runes back). This is why you should always start this fight with your normal opener, stunning them a lot, and then making sure you are in Defensive Stance once they are 'let free'.

The same thing is true for Frost DK's, they are very susceptible to disarms. While they can still howling blast you, they cannot dump runic power. If they start on you with 2-3 howling blasts, disarm them right after that, followed by a snare or root if you have Staggering Shout. They won't be able to do anything for 5 seconds. If you understand how the runes and mechanics work, you can use those against them.

If they don't start with those blasts, just use disarm against Pillar of Frost. Pillar of Frost costs a rune, so most times it will be used for either dumping runic power, or combined with Rune Weapon for big burst. Disarm solves both of these problem, and you might even consider going to shield wall if you see them use Rune Weapon during it.

Overall, use their resources against them, and make sure to keep them snared. They will kite you if they have the chance. You should have the upper hand in a melee battle due to overpower ignoring parries. Thunderclap's debuff is also handy to keep up.

Kill target? Definitely. These guys only have one ability to slow down a warrior, and that's Icebound Fortitude. If you've seen them pop this, AND their PvP CC trinket, they are an easy kill. Their Death Grip won't help them at all to get you off them, and if you've got them stunlocked it won't matter anyways.


Unholy is similar to Frost, but more difficult to deal with. They have pets to worry about, and they aren't as telegraphed in what they are doing. Disarm still works well, but not quite as much. They can still kite you, but not as well as frost. With this fight, you simply don't want to let them get a good start. The faster you can dispatch these guys the better, because if they get cooldowns plus gargoyle and dark transformation, you will have to go defensive, and it may not even matter at that point.

Keep snares on them to stay in melee, and pressure them early with what you have. Use Die by the Sword earlier than later, and use shield wall in that later situation. Die by the Sword might give you enough time to kill him before he can ramp up. If the Deathknight isn't careful, or their healer isn't paying attention, you can often kill the Ghoul pet with sweeping strikes and some targeted damage. Use Thunderclap to get deep wounds rolling on their pet as well. If you kill their pet once, they will resummon it. Kill it twice in decent succession and they are in big trouble. Good Deathknights will be watching their Ghoul though, and will pump Deathcoils into it to heal it.

Kill target? For sure. The same principles as Frost for killing them.



These guys are easy for us to kill. They've got dots, they've got off-heals, they've got some kiting tools, and they've got crowd control. They were historically warrior food and that still shows through. You can deal with them, but if you let them run free for too long, instant starsurges will be in your team's future, and people will die.

You can negate a lot of their damage by being on them. You have enough gap closers to have pretty good up time on them. Keep snares on them as much as possible. These guys don't really have too many cooldowns to worry about. Something to keep in mind - while you don't take damage while Cycloned, they can heal themselves during it. So do your best to reflect Cyclones, PvP trinket them and stop the heals, or Bladestorm right on through them.

Nature's Grasp is a common ability they will use. What is important, is that you can Spell Reflect it. A good way to guarantee you don't just reflect a moonfire, is to fear the druid right as they use Nature's Grasp. This is good for two reasons, as if you accidentally triggered it, you will both stand there, and you've blown one of their escape tools away from them. Otherwise, you can switch to sword and board, put up Spell Reflection, and then use Heroic Throw (or melee, or throw, whichever you please). That will root them allowing you to stay on them and continue punishment.

If you can do your best to stay on the Druid and stop them from off-healing, they should die before you do.

Kill target? Pretty good. They can escape some nasty situations with Displacer Beast, and they still have bear cooldowns, but overall they will be good pressure targets. If the opportunity arrives, pop the druid for sure, but they might not be the best swap target unless you really have a grasp on the fight.


Their bear form is much weaker now, but they are still very powerful. You will be using overpower a lot in this fight due to their high dodge value.

If they get the Pounce from stealth off on you, the fight is more difficult. If you find them out of stealth, or break them early, these guys are easier to deal with. Simply use a lot of Overpowers to keep them scratching, and use Shockwave/Stormbolt to put some hurt on them once they've lost a little life. If they use Incarnation: Feral Cat, use Die by the Sword to hamper it. It removes their positional requirement on Ravage, meaning they usually spam it from the front (it seems currently you still cannot parry it, even when they do it from the front. It is still a good idea to use Die by the Sword, for the damage reduction, but consider using Shield Wall if you are in a bad position as well).

Use Intimidating Shout on them if you see a Berserk/Incarnation, or if you just need a breather. Ferals can reliably be crowd controlled by stuns and fears, which are what you have.

Kill target? Decent. You will want to pressure these guys often if you can, simply because if they have to go to bear to survive, their damage will drop off the map. If they don't, you can pop them for playing too aggressive etc.


Resto druids are silly. They have the ability to walk away from any fight you start with them. Even if you know exactly what you are doing, if they have open space to run and know what THEY are doing, you won't be able to catch them. With that being said, there are only a few things to watch out for assuming they've decided to stick around and heal.

As with Balance Druids, you will want to reflect Nature's Grasp, and Cyclones if you can. The main goal against a Resto Druid is to get them to blow their Displacer Beast, and then find them again and burst them during some stuns. You are one of the few classes actually capable of solo'ing a healer, albeit it takes a decent setup and hopefully not too much interruption.

Kill target? Not great. The only time you can really kill one of them is if they use displacer beast in some other way, and they don't have a trinket up. Mostly, Resto Druids won't win mana battles versus other healers, so if you can pressure elsewhere, it's usually better. If you do that, and the Druid feels safe, they might use displacer beast to CC someone, which leaves them open for a kill.


Beast Mastery:

Oh boy, these guys are stupid. I mean it too, Beast mastery is an absolute joke to play. Ask any self-respecting hunter you know, and they will tell you they feel dumber when playing this spec. It's just brain-dead easy. That doesn't mean they aren't powerful - In fact, they are very strong right now. Luckily, warriors have been a classic hunter counter, and some of that still shines through.

Their pet does a lot of damage. Kill command, Lynx rush, Beast within - the damage is large. You can kill their pet though. Fairly easily actually. The only thing they can do to stop you, is the Beast Within Glyph they have, and just hard crowd controlling you. Those only last so long though. The LARGE bonus to killing a Hunter pet, is that you also get a Victory Rush from it. This isn't the case with all pets (DK and warlock pets don't), but it is true for Hunter pets. Abuse this.

If their pet is dead, use gap closers accordingly, keep them snared at all times possible as well. A few abilities to watch out for are traps. Freezing trap can be spell reflected - it doesn't freeze the Hunter, but saves you from being crowd controlled. Explosive trap will probably be glyphed to knock you back. Hopefully you have fast reactions to Charge or Leap back at the Hunter. You can also hit a Hunter through deterrence with sweeping strikes. Stand beside the Hunter with sweeping strikes up, and hit the pet. The extra damage will still go to the Hunter. Lastly, use Intimidating Shout on two abilities if possible. Master's Call is the first one, and Narrow escape. You have to be fast on Narrow Escape, but you can also use Staggering shout if you have a snare on them already. Instead of jumping away and leaving you in a giant root for 8 seconds, they do a little hop and you just look at each other for 8 seconds.

If you see them pop rapid fire/beast within, disarm them. If they trinket it, fear them if possible. If you can't, pop shield wall and go defensive or use Die by the Sword, while putting some sword and board damage on their pet etc.

Kill target? Sure. It is good to stay on them as they are more likely to mess up their CC if you are in there face, and you will be ready with that intervene macro or a disarm as well. Once they've popped their two Deterrences and used their PvP CC trinket, they are an easy kill.


There isn't much different than Beast Mastery, just the type of shots they use. Less importance on killing the pet though.

Kill target? Same as BM.


Same deal, almost identical to Marksman as far as you are concerned.

Kill target? Same as BM.


In the general Mage fight the strategy goes like this. You Charge them. If they blink, you either Heroic Leap or Double Time to land on them. If you have Shockwave use it now. If you have Staggering Shout, snare them and root them now. This is your first major damage dealing phase against a mage. Sometimes they will PvP crowd control trinket your stun or root. If they do this, fear them. You fear them to help deal with the cooldowns on your charge, while staying on them. The also might iceblock your stun or root. If they do this DO NOT USE SHATTERING THROW*.

Shattering throw is bad. People think it sucks because its a cast time. The horrors don't end there. Not only is it a cast time, but it also resets your auto-attack swing timer. This means you lose damage and rage after breaking the ice block. In addition, Shattering Throw also costs 25 rage! Meaning you waste even more damage using it. Finally, if the Mage knows you are using it, he can cancel Ice Block and literally walk away from you. Sure you can stop casting, but it puts you on the defensive end, not the offensive one. At that point your white swing is already wasted, and he has no snares on him.

Instead, stop attacking and just stand there, right on top of them. I can pretty much guarantee when their Ice block goes down, they will try to Frost Nova, Blink, or use another crowd control on you when they get out. This is the general Mage rotation. When you eat a root, they do damage to you. When you catch them after a Blink, you do damage to them.

With all that being said, a good Mage will probably kill you. Mages are historical counters to Warriors, and they will make you mad. That is ok, because in group PvP where healers are involved, a lot of the Mage crowd controls are dispellable, where yours are not. That doesn't mean it is sunshine and rainbows, but it does mean it isn't as bad as a 1v1.

Other key information, you will want to be in defensive stance almost the entire fight. Mages can turn this battle around as instantly as you can scream 'DEEP FREEZE!' at the top of your lungs. *Frost Bomb* This ability is dumb. If you spell reflect it, it does 0 damage. It says it does damage, and it LOOKS like it does lots of damage to the Mage, but blizzard has actually made it do FAKE DAMAGE when reflected. Try it with a mage friend, and then use 'Throw' on him after he takes damage from the bomb. Or, try reflecting 10 bombs back to back, and see if he dies or loses the duel. He will sit at 1 health until something deals damage to him, and he will instantly return to full life! Hooray, Mages don't need to worry about Spell Reflections anymore!

Kill target? Not great. You can't swap and burst these guys, almost ever. You can pressure them however, and if you are in their face their damage and CC will drop significantly. Remember that if you leave them untouched they can turn battles around pretty fast. If you do kill them, it is probably due to attrition, rather than a burst swap.


Oh boy, mages! Arcane mages are probably the easiest to deal with out of the Mage specializations. That is because of the amount of hard casted spells they need to use. Hard casted spells are easy for us to interrupt, and reflect!


Fire Mages are very annoying, but my best suggestion is to watch their buffs. If you can recognize when they gain the instant Pyroblast buff, you can reflect it and often put yourself in a good position.


Frost Mages who know what they are doing can burst you efficiently about every 20-30 seconds. You need to do your best to make sure you can survive those bursts. You will be in Defensive Stance at all times versus these Mages, and you need to do your best to reflect Frost Bombs/Deep Freezes.



Do your best to ignore these guys if you can. Just like any other tank, they will try to get your attention, and frustrate you. They will probably have Leg Sweep for an annoying stun, as well as a mini-death grip.


These guys are similar to rogues, except they have more mobility, and less CC. They still have two good AoE stuns, one is a cone, another is traditional around them. The biggest thing to watch out for is Touch of Karma. Do NOT try to burst them if they have their trinket up, and haven't used Touch of Karma yet, or in a while. As soon as they put this on you, try to fear them, or root them away from you. Any damage you do to them during this is negated, and put on YOU instead. If you try to go for a big burst kill and they flip the table onto you, you will lose, no matter the gear difference.

Disarming them does nothing, so don't waste a global cooldown on it.

Kill target? Only if they don't have Touch of Karma ready for you. Could definitely be swapped to for a kill if they don't, as their armor is fairly low.


Mistweavers are the MOST annoying healer for you to fight. Not the worst healer to fight against, but certainly the most annoying. They have a passive ability, where whenever you stun them, they get 2 seconds of 'immunity' to attacks, in the same way hunter Deterrence works. This has a 10 second cooldown. Do the math. Also, their PvP glove bonus makes their roll break roots and snares. Good luck staying on one of these guys, ever.

They are very susceptible to CC however, due to their casted heals and channeled heals. Often they can be in one position for a while, so while they have awesome mobility, they won't use it as often as you may think.

Kill target? Nope. Not unless they are really undergeared, or have no idea what they are doing. Basically, your normal burst rotation is always going to be cut in half against them, and if you try to press for more damage they will fly away from you. You also can't stay on them very well for pressure.
Know thy enemy: Class by class situationals continued



Avoid them. I honestly haven't seen one who was serious in PvP at 90, but it's the same as any of the tanks. Only hit them if you have to, and you will win any solo battle versus them if you have Second Wind. Similar strategy to Blood Deathknights otherwise, especially if you don't have Second Wind.

Kill target? Doubt it. Would definitely advise not trying to kill someone with 3+ defensive cooldowns.


Ret paladins are very interesting to play against. It isn't so much them you have to worry about, but their extra utility they bring to their teammates... until they pop cooldowns. They can run a truck about as hard as you can with full cooldowns up. You definitely want to stun/disarm/fear them out of cooldowns if you can, and otherwise Die by the Sword or Shield Wall if you need to, and Safeguard your teammate in addition to everything else. Rallying Cry will help you and your teammates a lot for that too.

After you open on a ret paladin with your '7/6 second stun', you can sometimes gamble for a spell reflect just as your stun ends. Some paladins will try to Hammer/Fist of justice you out of your stuns to slow your damage, and get them back on track for offense and healing. If you reflect this, you can turn it into a now '10 second stun', and they will be angry. If not, you wasted a couple globals and a spell reflect, and made yourself look stupid. Good to try in a 1v1 though, as there isn't much else to watch out for with spells from these guys.

Kill target? Not bad. The hardstops they have for you are about the same as the ones they can provide to teammates, so chances are the other targets will have more cooldowns to stop you due to that. They have heavy armor, and can distance you with a freedom, so overall they are about an average kill target.


Probably the most common Paladin you will see, Holy Paladins are very strong due to the high burst and high CC nature of the game right now. Their bubbles and freedoms help save their teammates, and net them kills versus you. They also have a nasty personal CC chain of 20 seconds if left unkept (Hammer of justice -> Repentance -> Blinding Light), which will down most teams.

Overall, watch out for any Holy Paladins running TOWARDS you, as I can pretty much guarantee the only reason they are doing this is to CC you. Either toss up a spell reflect, or try to throw a fear on them to punish them for it, assuming they don't have Hand of Sacrifice on one of their friends.

Kill target? Decent. You can kill them, especially in open areas where they can't pillar a Shattering Throw. They won't survive your pressure forever, and most of the time they escape you with freedom, you can put them back into the '7/6 second stun'.



Holy priests are cake and pie. Delicious, and easy to eat. You shouldn't have too many problems with any healing priests, if you get a good chance to stay on one, take it. They will probably roll cooldowns, and then crumble afterwards.

Kill target? Mmm... tasty. Yes, kill them so hard, they will die to DEATH! They are easy to stay on, you can break their fears, and they have very little armor. They also lack a real hard stop. Perfect kill target.


Mostly the same as holy priests, but just be careful of the Penance juke, they will use it often. Don't try to pummel it.

Kill target? Same as holy.


Shadow Priests fall under a similar category to Ret Paladins. They are worthy foes for sure, but their strength lies in their utility. Mass Dispel, Life Grip, Life Swap, offensive dispel - while these don't always directly affect you, Shadow Priests are great to keep in check.

As far as a 1v1 against them, it should be really easy for you to win. A couple things to note are that Psyfiend can be stunned/feared/killed easily, so if a Priest drops one on you, and you know you won't have Berserker Rage to beat it (or you know they will Psychic Scream you after you Berserker Rage the Psyfiend), do your best to kill it. Any teammates around will be happy you did as well.

Otherwise, using your Intimidating versus Shadowfiend/Mind Bender is a good idea, especially if they've taken the precaution of putting Fear Ward on themselves. It will put them down to having just about 0 offensive cooldowns, putting this fight in your favour.

Kill target? Pretty good. Dispersion is a great defensive cooldown, but other than that they are a great target to be on. Life Swap can be frustrating, but depending on who the other target is, you may be able to quickly swap and kill them instead.
reserved for space 12... that should be all I need but I'll grab one or two more to be safe
reserved for space 13
13. Work Cited

Warlock Forums' guide ShadowBurn: A Warlock's Grimoire
- Just for general skeleton and 'guide' guide, as this particular one was always very well done. I hope to eventually have this guide clean and looking something similar, at least for what pvp's concerned with.

Warrior Forums' guide Arms PvP Guide - Info and Tactics (4.3)
- Mostly for formatting, and to make sure I didn't forget any major topics or subjects. I haven't directly referenced anything from this guide, because well, I started this one mostly from scratch.

Quinten's Quintessential Warrior Macros, and Quinten himself
- Macros, and the great research/work he does. I really enjoy the way he inspires positive behaviour on the forums, and the stuff he does is great.

If you see any errors, or like what you see let me know. If you don't like what you see, let me know to in educated and intelligent discussion. I love to debate, but I really don't like fellow warriors getting at each other for their status, history, or anything else that makes them who they are.

This should be a place to discuss real information and be together as warriors, and we can save the enemy part for the battlefield where I hate everyone and you must all die.
Looking forward to it.
So far so good, looking forward to it.
just think you should include warriors are the coolest class
Glyphs go go, ty!
Going out for a bit, will be back to finish this hopefully tonight. Thanks for the support guys, and if anyone has any input feel free to add!

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