It wil give you a nice burst with Heroic Strikes and spike your dps for a few seconds. Rallying Cry is a raid saver. With abilities like Nefarian's 'Electrocute', it can be a raid saver if used in the correct time. A good tactic is to keep your raid frames small in the corner of your screen so that you know when to use it. It can be key for downing that hard heroic boss!
Your Glyphs are quite obvious, Mortal Strike, Overpower, and slam as primary. For secondary, it is a good idea to use the Colossus smash glyph so you dont have to worry about reaplying Sunder Armor. The rest is your choice. Now let's talk about the Rotation. You have three 'types' of attacks in your rotation.
Damage, rage dump, and damage improvers. You damaging abilities are Mortal Strike, Overpower, and Slam. These abilities are in first to last order priority, so use Mortal Strike whenever its up, etc. Your rage dump is heroic strike, use it when ever you are over 60 rage. For white crits that spike your rage, use inner rage to get rid of all the access.
Your damage improver is Rend and Colossus Smash. These are Damage Improvers because their initial damage is low, but improve all your other abilities. The nature of the Arms warrior is a one I like. We are sort of heavy armor knights! We hack and slash with our two handed weapons and deal massive blows to our enemies. We are masters of charging into battle and devouring multiple foes. Overall, I enjoy Arms spec. It is a good switch when you are tired of Fury because your fingers hurt lol and when you want a little more complex rotation.
Please tell me if I said anything that is incorrect or have any suggestions to improve my post! Good luck! Comment by Does anybody else think that for transmog it would look really cool on a fury warrior to be dual weilding Slayer Of The Lifeless. Comment by Ive always been arms dps and in DS i do around 23k dps, Why is this? Comment by So after Mage got mind numbingly simple, I decided to bring my attention to a class I never saw very much of.
I put on a wifebeater, drank a glass load of raw eggs, did 50 push ups then made a warrior. I have to tell you, of all the specs I have experimented with, Fury is by far the most fun and rewarding if you put the effort into it.
Fury is like a relic in a way. Unlike any of the other specs besides possibly Prot going Battle to hamstring , you still very actively stance dance as Fury. You stance dance to Charge to initiate combat Charging as fury, pretty cool huh? We didn't get the cooldown sharing that Arms got pinned down with.
You stance dance to Spell Reflection , to , and even Shield Block I don't care what Hoodrych says, Shield Block is still incredibly strong if you need to survive melee! This fixes the issue that Arms has with using its defensive cooldown and nerfing their damage significantly, and because their pressure is reduced, they take more damage and CC from the other team, creating a vicious cycle of being outpressured Also works with Spell Reflection and Shield Block.
Fury demands a lot of hit which is why warriors who go Fury directly from Arms in the same gear often say they are raged starved. They also say that Titan's Grip is the better way to go; However I disagree.
I feel that Single-Minded Fury does so much more for you. However, I will tell you one thing. It sucks and will only break Intimidating Shout and make you a sad panda. Fury self healing is actually very considerable if you keep Bloodthirst on CD.
So as Fury, I like to stack up a good pile of Hit and Mastery, ignoring crit and obviously haste. Do this and you will have considerable self healing, fantastic white damage, reliable rage generation and big fat burst. Well, this is getting pretty long, so I think I should wrap it up Fury works, Fury is unexpected, Fury has fat burst and Fury is good plain fun!
Thanks to anyone who read my wall of text! What more could you want? Comment by RE: to Katalo Should roll a nightelf fury warrior. Mad macro i use in combat pvp , switch to battstance, shadowmeld, charge.. Comment by warriors are awesome, to me at least. Comment by Are warriors no longer able to shoot. Can't find the "shoot" spell. Comment by LeeShu Brace yourselves! The big nerf is comming! Comment by Thorngral Both playing my warrior and fighting them as every other class, I must say i have no idea what blizzard is doing.
The last thing warriors needed nerfed was their mobility, "Damage is high--nerf mobility! Then control. Comment by perculia Patch 5. Hamstring is no longer on a global cooldown. Intervene now also breaks roots and snares when used. Shattering Throw no longer costs rage. Shield Wall no longer requires a shield. If the Warrior does not have a shield equipped, it will show a visual of an equipped shield.
Spell Reflection no longer requires a shield. Fury Titan's Grip now works with polearms. Protection Revenge now generates 20 Rage up from 15 Rage. Talents Bladestorm 's cooldown has decreased to 60 seconds down from 1. Clearing one of the effects will no longer remove the other. Storm Bolt now has a duration of 4 seconds up from 3 seconds , and has an off-hand attack for Fury Warriors. Vigilance no longer transfers damage to the Warrior.
Warbringer now roots the target for 4 seconds instead of stunning them for 3 seconds. Charred Glyph will now cause Warbringer to root an additional 2 nearby targets. Charred Glyph : Heroic Throw now leaves an axe in the target, which can be retrieved by moving within 5 yards of the target to finish the cooldown of Heroic Throw.
This effect will only occur when Heroic Throw is cast from more than 10 yards away from the target. Charred Glyph : Removes the threat generation bonus from Vanguard. Glyph of the Weaponmaster : Shout abilities cause the appearance of the Warrior's weapon to change to that of a random weapon from their primary bag for a short time. Bug Fix Intervene should no longer incorrectly trigger a cooldown when there isn't an allied target for the Warrior to intervene to.
Patch 5. Shield Wall 's cooldown has been reduced to 3 minutes, down from 5 minutes. Second Wind no longer generates rage when the Warrior is struck by a Stun or Immobilize effect. Arms and Fury Warriors receive a passive ability that enables them to generate rage when struck by a Stun or Immobilize effect at level Spell Reflection is no longer consumed by spells from player pets and guardians. Vigilance now resets the cooldown on Taunt in addition to its current effects.
Arms 's damage to secondary targets should no longer be affected by Resilience or PvP power if the primary target was a player as both had already been factored in for the initial damage calculation.
Protection Bastion of Defense now reduces the cooldown of Shield Wall by 1 minute, down from a 3-minute reduction. For Protection Warriors, this results in no net change to Shield Wall's cooldown.
Bladestorm can no longer be disarmed. Shockwave now has a 40 second cooldown was 20 seconds , striking 3 or more targets will reduce its cooldown by 20 seconds. Second Wind now generates 15 rage was 20 over seconds.
Deadly Calm has been removed from the game. Glyph of Overpower is now Charred Glyph. Charred Glyph no longer increases the damage dealt by Heroic Leap. Arms has been redesigned. It now causes the Warrior to gain 2 stacks of Overpower maximum of 5 stacks when Mortal Strike deals damage, 1 stack when the target dodges, and no longer interacts with.
It now requires level 20 was level Whirlwind now costs 20 rage was 30 for Arms Warriors. The cost is unchanged for Fury Warriors. Overpower now costs 10 rage. In addition, using Execute makes Overpower free for seconds. Fury now reduces the Rage cost of Furious Slash by 30 was 20 and its duration has been increased to 15 seconds was 10 seconds. Mists of Pandaria Changes The level 87 Warrior ability is , which has the following options: , ,. These provide the raid or party with various cooldowns.
Stances don't grant damage boosts anymore. Instead they affect rage generation. New ability:. You enter a battle trance, reducing the cost of your next 3 Heroic Strike or Cleave attacks by 10 Rage. Recklessness no longer causes the player to take additional damage. Battle Shout increases attack power instead of Strength and Agility. Removed: Inner Rage and Rend. Protection Changes : Shield Block has been changed a bit. Raise your shield, blocking every melee attack against you for 6 sec.
These blocks can be critical blocks. It comes with 2 charges that regen every 15 seconds. Execute is usable in Vanguard. New Ability:. Raise your shield, absorbing damage for the next 6 sec. Consumes up to 60 Rage to increase the amount absorbed. Absorption amount increases with attack power. Shield Slam and Revenge now generate Rage instead of costing Rage. Fury Changes : New ability: Furious Slash.
Bloodthirst now generates Rage and automatically applies Deep Wounds. Raging Blow no longer has a cooldown, but requires you to be Enraged. Whirlwind has been changed. Dealing damage with Whirlwind increases the number of targets that your Raging Blow hits by 1. This effect stacks up to 3 times. Using Raging Blow will consume this effect.
Arms Changes : The mechanics behind Overpower have changed. It is usable after Mortal Strike , dodged attacks, and a proc from. In addition, Overpower doesn't cost Rage. Slam is only available to Arms warriors now. Comment by Butterrss If you are trying to leveling a warrior rapidly, please continue reading I am also going to skip some of the more obvious things like "you should have heirlooms" or "make sure you have guild perk's fast track buff" First : Always have the HIT enchants on your gear or have gear that has hit as one of its stats.
I mention hit for a very specific purpose- if you miss with your Victory Rush , you might die. You will see what I mean later on. If you are unsure about what has hit at lower levels, here are a few examples: Lesser Accuracy Simple Pearl Ring Amulet of Truesight I would also say expertise is a stat you need but gear at this level does not drop expertise and there are not enchants that I am aware of that would help you at the lower levels.
From levels , you can do just about anything to level rapidly as long as you are actually doing something. Obviously tanking in dungeons is your best bet however, be aware that you do not get Thunderclap until level 20 so aoe may be an issue when taking for a while. It should generate enough threat to hold them long enough for the group to kill before threat becomes a problem. So here is the big recommendation if you are a warrior tank : Only tanks have the ability to survive pulling massive mobs but warriors notably can do this since they have Victory Rush which restores a fair amount of their health.
Paladins and other classes may also be able to do this but maybe not in as large set of groups I don't have a monk yet so I cant speak for that class.
At level 22, you will want to go to the catacombs in Raven Hill which is located in Duskwood. This area will be guarded by Morbidius coords: Easily killed by a protection warrior. From there you will find a massive mob of ghouls. Just make sure you are concentrating on one particular guy and killing him quickly so you have a Victory Rush up when you need it.
You should also be using thunderclap as often as possible. As long as you keep your Victory Rush up, you should be able to stay alive indefinitely. Just know your limits. Pulling 15 at level 22 is probably too much. At level 22, you have an xp bar of about 19k and they give about xp per kill. You will have to kill about to level depending on how much xp buffs you have. You can do this get a level in about 10 minutes if you do it properly. You can go from level 22 to 27 in less than hour.
The mobs are level 24 so you will stop to lose any real xp gains around level There is another zone just like this when you get to level If you go to Burning Steppes near General Thorg'izog. There are massive mobs in grid formation. I would suggest just taunting 1 and seeing how many pull. If you can handle those with no problem, then pull 1 closer to the center and continue to increase how many you pull as you go.
Note: you will have to kill at least of these to level once, possibly up to even with xp buffs. You will need to be very geared and plow them down rapidly to make any kind of impact on your xp bar. Once you are done with this zone, there is another set of them on the other side of a hill. Assuming there are about 75 total, you will need to wait for respawns before you level. And what will they replace it with? Shadowlands has a serious problem with not giving players enough information to actually care about events as they unfold.
It's just one cliffhanger after the other, and when you string players along for two expansions, it starts to feel like Blizzard is stalling in the absence of having a story worth telling. Was Blizzard going to try and redeem Sylvanas and have her switch sides at a crucial moment? Of course it was. During Shadowland's main campaign, Sylvanas and The Jailer capture the other big heroes from Azeroth and try to enslave them to do their bidding.
Only one attempt is ultimately successful, and the human king Anduin is turned into a mindless thrall that The Jailer uses to start collecting what basically amounts to Marvel's Infinity Stones. During a cutscene where Sylvanas and Anduin talk about her plans , it's clear she feels a little bad about enslaving Anduin against his will.
After all, back in Warcraft 3 the Lich King killed and enslaved Sylvanas and turned her into the undead Banshee she is now.
Fun fact about that, by the way, it turns out that The Jailer is the one who created the artifacts that corrupted the Lich King in the first place—the same artifacts he then used to kill Sylvanas. She also knows this and doesn't seem troubled by it, for some inexplicable reason. At the same time, it feels a little weird that all of a sudden she's starting to develop a conscience. Like, you committed genocide and started a continent-spanning war that nearly killed the planet but making pretty-boy Anduin do your chores is what's giving you second thoughts?
You can start to see why players were growing anxious over where the story was heading. Of course they were. When players finally beat the Sanctum of Domination raid earlier this week, they got to watch a cinematic wherein the Jailer's plans are finally realized.
Due to a series of very bone-headed moves, players basically hand him the final Infinity Stones he needs to take the next step towards unmaking everything. Now transformed into a very scary skeleton monster, The Jailer binds major characters like Thrall, Jaina, and Bolvar who are present for the fight in chains that also enslave their minds much like Anduin. At this moment, he's basically unstoppable. This is where some of Blizzard's worst writing all comes together in a rapid-fire combo.
The Jailer, just short of total victory, can't resist gloating and rambling about how he's going to remake all of reality to serve him. Sylvanas looks at Anduin and has her predictable change of heart—but of course after the Jailer has already turned into an all-powerful god. She evidently realizes that maybe genocide and helping Satan weren't such a hot idea, so she knocks a flimsy arrow and shoots it at the Jailer's head and says "I will never serve.
Except that's exactly what she's been doing. This entire time. Is she really that stupid? I'm quickly reaching the point where I no longer care about this universe or the people who inhabit it. That arrow Sylvanas fires does nothing. The Jailer is basically god now, and Sylvanas is in the back of the class hawking a spitball at him and we're supposed to clap.
So now should be the part where everyone dies, right? The Jailer randomly decides to be nice to Slyvanas and restores her soul—effectively turning her back into a living creature—and then steps through a portal while everyone is left alive and unharmed so we can kick his ass in six months when the next patch releases. What classes are you the most surprised by? Blizzard Watch is a safe space for all readers. By leaving comments on this site you agree to follow our commenting and community guidelines.
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