World of Warcraft Warriors

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World of Warcraft Warriors Powered By Docstoc
					                                  Table of Contents
Preface: Welcome, warrior
Quick Reference (Leveling Build, Mods, & Trainer Locations)
Quick Reference (Level 70 Information)
Chapter 1: New & Leveling warriors
Chapter 2: Tanking Theory & Mechanics
Chapter 3: Meeks’ Dual Wield Fury Guide
Chapter 4: Kazaganthi’s Guide to Arenas
Chapter 5: Macros & Keybinds

Chapter 1: New & Leveling warriors
Picking a Race & Trade Skills
1.0.1 General Differences and Recommendations Min/Max: Tauren, Angus Meatshield Min/Max: Go Gnome or Go Home
1.0.2 Blacksmithing, Engineering or Harvesting?

Talents and Milestones for Leveling
1.1.1 Picking your First Talents (Level 10)
1.1.2 Defensive Stance & Tanking (Level 10) Some Notes on Positioning
1.1.3 Retaliation and 30-Minute Cool downs (Level 20)
1.1.4 Berserker Stance (Level 30)
1.1.5 Whirlwind Axe & Upgrades (Level 30)
1.1.6 Must Get That Instant Attack! (Level 40)
1.1.7 A Checklist of Goals by Level 60
1.1.8 When is Protection Spec a Good Idea?

Using your Abilities
1.2.1 Too Much Rage? Heroic Strike!
1.2.2 Thunderclap & Cleave
1.2.3 Understanding Taunt
1.2.4 Charge & Intercept
1.2.5 Revenge & Shield Block

Making Good Decisions with Gear
1.3.1 Hunting Alone

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1.3.2 In Parties with People You Don't Know
1.3.3 In Parties with Friends
1.3.4 Choosing Instances based on Your Gear
Chapter 2: Tanking Theory & Mechanics
Fortifications – Warrior Tanking Reference
Quick-Reference Information
2.0.1 Answers to Oft-asked Questions
2.0.2 Rating Conversions
2.0.3 Defense & Armor
2.0.4 Avoidance & Shield Block Dodge Parry Chance to be Missed Shield Block
2.0.5 Threat & Threat Values Threat Taunt Threat from Stances, Talents, Buffs, and Classes Damage as Threat Critical Strikes & Effective Abilities
2.0.6 Talent & Skill Information Skills Arms Fury Protection
2.0.7 Shield Slam--How it Scales

Important Articles
2.4 Effective Health Theory
2.5 Exceptions to Effective Health
2.6 Crimsonstorm’s Tanking Talent Analysis

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Chapter 3: Meeks’ Dual Wield Fury Guide
More Than A Tank
3.1 Talents
3.2 Hit Rating vs. STR/crit
3.2.1 Expertise
3.2.2 Armor Penetration
3.3 Attack Table: Why Hitting More Does Not Mean You crit More
3.4 Heroic Strike vs. Cleave
3.5 Slow or Fast Offhand?
3.6 Skill Rotation
3.6.1 Should Hamstring Be Part of My Skill Rotation?
3.7 Execute Range
3.8 Weapon Enchants
3.9 Haste
3.10 Gear
3.11 Gemming

Chapter 4: Kazaganthi’s Guide to Arenas
Building Your warrior
4.1.1 Specing Your warrior
4.1.2 Which Weapon Spec Is For Me?
4.1.3 Gearing Your warrior
General Advice for Arena
4.2.1 General Arena Tips
4.2.2 2v2 Arena
4.2.3 3v3 Arena
4.2.4 5v5 Arena

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Chapter 5: Macros & Keybinds
Mozman’s Warcraft Warrior Macros
5.1.1 Weapon swaps
5.1.2 Stance dances
5.1.3 Charge/Intercept/Intervene
5.1.4 Pvp/DPS/Leveling
5.1.5 Tanking
5.1.6 Multi-Tanking
5.1.7 Miscellaneous
5.1.8 Common macro commands
Keybinds & Keyboard Setup
5.2.1 Keybinds Why Are Keybinds Important To the Warrior? Movement Keybindings -- Common Examples Easy Access to Independent Cool downs and Core Abilities Universal and Similar Keybinds Across Stances Do Your Own Thing; and, Some Mouse Clicking is Fine

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Welcome, Warrior
        The experience of choosing and playing a warrior is different from any other class. You
will never have the tools of escape that other classes do. You will never have the healing
powers. You will never have magic or beasts to give you an edge. The only edge you will ever
receive will be the bloodied blades you wield.
         When facing battle as a warrior, you will learn this truth. Either you or your enemy must
die. If you are not cunning, you will die. If you flee, you will die.
         The experience of playing a warrior is as easy or as difficult as you make it. The class, like
all classes, is very easy to pick up and play. It is nearly impossible to master. You can be a
decent warrior with little effort, but it is neither simple nor easy to be a great one. It will take
time. In the end, it will be limited only by your dedication and desire to become better.

What This Guide Is
    Our guide is meant to teach you how to play your class today, tomorrow, and in the
months and years ahead. You will find reading material that will teach you the deepest
mechanics of your class from experienced authors who have played for years. These authors
have a shared knowledge that covers every square inch of the World of Warcraft and the
warrior class.
         The guides will also be updated. Any time you want the newest information, or
additional essays and subjects, simply download this guide again. We are a living community of
writers and thinkers and the guide will reflect that.
         Finally, anywhere you struggle to understand what we have written; ask us questions
directly at Your questions may very well lead to clarification for new readers in
future guides.

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           Quick Reference (Leveling Build, Mods, & Trainer Locations)

Recommended Leveling Talents Through Level 50
10-14 Cruelty
15-19 Unbridled Wrath
20-24 Commanding Presence
25-29 Dual Wield Specialization
30-30 Sweeping Strikes
31-35 Enrage
36-39 Flurry (4/5)
40-40 Bloodthirst - Upgrade At Trainer at 48, 54, 60, 66, and 70
41-41 Flurry (5/5)
42-43 Weapon Mastery
44-46 Precision
47-49 Improved Berserker Stance
50-50 Rampage
51-70 Work towards one of the endgame builds (covered in level 70 Quick Reference section); the Fury
damage build is ideal for quickest leveling.

Leveling UI Modifications
Mod - QuestHelper
QuestHelper is an excellent mod which gives detailed in-game quest locations as well as the quickest
estimated route to complete all current quests. It won't be accurate 100% of the time and you'll still
need common sense, but this is hands down one of the best mods you can download.

Download QuestHelper:
QuestHelper | World of Warcraft Addons | Curse

Mod - Auctioneer
Auctioneer greatly increases your ability to generate money while leveling. All non-grey items have a use
somewhere in World of Warcraft, and any time you can avoid vendor selling stacks of white and green
items you should. To best use Auctioneer, search for the item you want to sell in the Auction House first
to see what others are selling the same item for. This allows the mod to catalog current prices and give
you an estimated sell price.

Download Auctioneer:
Auctioneer | World of Warcraft Addons | Curse

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Weapon Trainer Locations

Alliance Weapon Trainer Locations
Axes              -   Ironforge
Daggers           -   Exodar, Darnassus, Ironforge, Stormwind
Fist Weapons      -   Darnassus, Ironforge
Maces             -   Exodar, Ironforge
Polearms          -   Stormwind
Staves            -   Darnassus, Stormwind
Swords            -   Exodar, Stormwind

Bows              -   Darnassus
Crossbows         -   Exodar, Ironforge, Stormwind
Guns              -   Ironforge
Thrown            -   Ironforge

                                Alliance Weapon Trainers
Darnassus         -   Ilyenia Moonfire at the Warrior's Terrace
Exodar            -   Handiir at the Traders Tier
Ironforge         -   Bixi Wobblebonk and Bulwyf Stonehand at the Military Ward
Stormwind         -   Woo Ping at the Trade District

                             Horde Weapon Trainer Locations
Axes              -   Orgrimmar
Daggers           -   Eversong Woods, Orgrimmar, Silvermoon, Undercity
Fist Weapons      -   Orgrimmar
Maces             -   Thunder Bluff
Polearms          -   Eversong Woods, Silvermoon, Undercity
Staves            -   Orgrimmar, Thunder Bluff
Swords            -   Eversong Woods, Silvermoon, Undercity

Bows              -   Eversong Woods, Orgrimmar, Silvermoon
Crossbows         -   Undercity
Guns              -   Thunder Bluff
Thrown            -   Orgrimmar

                                    Horde Weapon Trainers
Eversong Woods    - Duelist Larenis at Falconwing Square
Orgrimmar         - Hanashi and Sayoc at Valley of Honor in 'Arms of Legend'
Silvermoon        - Ileda at Farstriders Square
Thunder Bluff     - Ansekhwa at Lower Rise
Undercity         - Archibald at the War Quarter

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                 Quick Reference (Level 70 Information)
The following information is written to help you get started. These are rules and guidelines that
will enable you to effectively work with parties and raids. There are exceptions to these rules,
and once you're comfortable with your role as a Warrior, start researching the more advanced
information so you can learn how to fine tune your character.

Talent Builds
Fury – Party & Raid Damage (17/44/0) -> Info -> Classes -> Warrior -> Talent Calculator

Arms – PVP Survival (35/25/3) -> Info -> Classes -> Warrior -> Talent Calculator

Arms – Max Damage (31/30/0) -> Info -> Classes -> Warrior -> Talent Calculator

Arms – Mixed (33/28/0) -> Info -> Classes -> Warrior -> Talent Calculator

Protection - Damage Reduction (8/5/48) -> Info -> Classes -> Warrior -> Talent Calculator

Ability Rotations
Protection Tanking
Shield Slam, Revenge, Devastate, Devastate
-Heroic Strike at 50+ Rage.
-What's important is that Shield Slam and Revenge are used on cooldown. If you shout or use
another ability in place of a Devastate, get back to Shield Slam and Revenge immediately.
-Shield Block is used independently of your other abilities. Unless you know you can handle the
damage, always keep it active.
-When enemies are being pulled to the group, use Bloodrage.

Fury DPS
Bloodthirst, Whirlwind
-Bloodthirst every 6 seconds; Whirlwind every 9 seconds.
-Heroic Strike at 50+ Rage.
-Refresh Rampage and shouts while abilities are on cooldown; Hamstring as rage permits.

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UI Modifications & Macros
The essential tanking mods are Omen and TankPoints. These are easiest to update via the

Understanding & Choosing Tanking Gear
There are some basic theories to gearing for Protection tanking. To sum them up briefly:

- Warrior gear generally has a large amount of Avoidance (Defense, Dodge, Parry) on it before
you place sockets on it. Though there are places where it's more effective to stack Avoidance
gems, using Stamina gems will still allow you to get past those enemies, and will provide other
bonuses. Unless you understand the mechanical reasons for when to stack Avoidance, your
best and safest bet is to stack Stamina. To learn more, read Life After 490 Defense and
Wanderlei - On Avoidance.

- Gear progression occurs naturally and it's generally easy to decide on whether a new item is
an upgrade. Item Levels and Quality grades are helpful in quickly determining whether an item
is an overall upgrade. Though you may switch in older pieces of gear for specific roles, it's
generally true to say that newer pieces of gear are more effective. To learn more, read Item
Levels, Itemrack, and Gear Sets.

- Gemming for Stamina does not mean gearing against Avoidance. Avoidance is good.

- For building Threat, the order of importance in stats is Expertise, Hit, Shield Block Value, and

- On Resistance fights, 365 Resistance to the school of damage is the maximum effective

Gems & Sockets
Taking Damage (Protection)
Defense until you have 490 Defense Skill. After that, use [Solid Star of Elune] or [Solid
Empyrean Sapphire] gems. Don't worry about the socket bonus. Your Meta gem should be
[Powerful Earthstorm Diamond].

Dealing Damage (Fury)
To get socket bonuses, use [Bold Living Ruby] for Red slots, [Inscribed Noble Topaz] for Yellow
slots, and [Sovereign Nightseye] for Blue slots. If the socket bonus is not appealing, just stack
[Bold Living Ruby]. In other words, don't gem for Hit -- you get enough on gear. Your Meta gem
should be [Relentless Earthstorm Diamond].

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                                           Chapter 1

                                  New & Leveling Warriors
                                 Picking a Race & Trade Skill

Racial Differences & Recommendations
     You’re stuck at the Character Creation screen. You are already faced with an impossible task
of finding a name you like that hasn't been taken. Beyond that, you must also decide your race.
    My own personal rule of picking a race is very simple: what do I want to play for the next
weeks, months, and years? What race has appearances that I don't mind? For me, I'm a big fan
of humans, Draenei, and Tauren. At level 70, most races do not have significant differences
from each other.
   However, the criteria you have may be different from mine. So, let me give some accurate

    Do not underestimate Human Diplomacy. In addition to a helpful boost to attack abilities
with Weapon Expertise, Humans also gain 10% reputation gain over other races. Warcraft at
endgame has a large number of factions with solid rewards. If you choose to become a
Blacksmith, this will speed up the process of getting rare plans. For my own part, I found that
Diplomacy kept me slightly ahead of others in getting new gear for tanking, even if only by a
few days. With +Expertise, Humans have the strongest passive offense of the Alliance Races.
    Night Elf dodge is very good, and being able to stealth is a true strength. As you reach the
endgame, dodge may become less important in player versus player (pvp) and will have less
impact in raid zones. Stealth will always be useful when used at the right times. In terms of
Damage Reduction, while very slight, Night Elves have the strongest passive defense of the
Alliance races.
    Dwarves are unusually powerful against Rogues. Stoneform is a great racial, and the
Dwarven ability to find quest items will smooth the leveling process. Stoneform will have more
uses as you reach raiding as well. Dwarves are a very solid, defensive race.
    Draenei, apart from their females being very sexy, also sport the most solid combination of
abilities -- a passive +Hit aura and a healing spell. Gift of the Naaru covers the one thing that no
other warrior can do, and can come in handy in many situations. The passive +Hit is also
powerful and great for groups, as it increases the Hit of all party members as well. Overall,
Draenei are a very solid choice.
    Gnomes are covered in subsection
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    Orcs are arguably the best-suited warriors in the game. This draws heavily upon their lore in
Warcraft. Blood Fury can provide a substantial boost to damage-per-second and, at endgame,
will find many uses. Like Dwarves, Orcs have an unnatural ability to counter Rogues due to a
Stun Resistance. This Stun Resistance can increase dramatically through the talent Iron Will.
Orcs also have a +Weapon Skill with axes. Orcs may be the most powerful offensive race from
either Horde or Alliance.
*Special Note: Orcs and Gnomes look similarly menacing as of 07/10/07.
    Tauren are covered in a subsection, though for the purposes of this general listing I will
cover a single ability. War Stomp is incredibly potent in both pvp and pve content. This stomp
can interrupt spells, lock people in place, and in some cases allow a Tauren to get away from
targets that would kill him or her.
    Trolls. While a great race overall, Trolls have two of the weaker abilities on Horde side.
Berserking will save your life, but the number of times it does may be limited. Also, passive
health regeneration while in combat will reduce down-time. Trolls' increased damage to beasts
applies to Druids and Shamans in forms, as well as some bosses.
    Undead. Will of the Forsaken alone is the defining characteristic of Undead warriors. The
ability to gain Fear, Sleep, and Charm immunity from any stance is potent, and some of the
most prominent pvp'ers have been Undead. Further, the ability to cannibalize corpses will
significantly speed up recovery time while leveling. Min/Max: Tauren, Angus Meatshield
    Tauren for tanking. If you really want to min/max (that is, the process of picking the
absolute best race/class combination, gear, etc.), you want to play a Tauren warrior to tank.
    Taurens have a passive 5% increase to health. By endgame, this is a step ahead of the rest
of the pack for tanking. The 5% affects base health as well -- or, the portion of your character's
health that is not derived from stamina. The effects of this ability increase with buffs and
talents such as Blessing of Kings and Vitality. Min/Max: Go Gnome or Go Home
Gnomes for PVP
   The biggest weakness of warriors at endgame will be mobility. That is, the ability to reach
your target is often the only thing stopping you from killing it. For this reason Gnomes pull
ahead in pvp, as they can immediately break out of most immobilizing effects. Combined with a
pvp trinket and effective use of immunities, Gnomes are the most capable of overcoming rough
obstacles in PVP.

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1.0.2 Blacksmithing, Engineering or Harvesting?
     When picking a trade skill, there are a few things you have to determine. First, ask yourself
how seriously and how often you intend to play. If you will not be playing too seriously, I would
recommend picking up harvesting skills such as Mining, Herbalism, or Skinning.
     Second, determine your expected income. Do you think you can spend a good amount of
time at the auction house, buying and selling items for a profit? Or, do you have another
character which can fund your warrior? If the answer to either of those is yes, pick two crafting
skills -- I recommend blacksmithing and engineering.
     Finally, if you care about your character but do not particularly care for spending all of your
time trying to make money, I would suggest picking up either blacksmithing or engineering--not
both--and then picking up mining.

Why Blacksmithing and Engineering?
    A good argument can be made that enchanting and alchemy are great for warriors.
However, blacksmithing and engineering are great for warriors all of the time, at all levels, and
for all purposes.
    Blacksmithing will produce some of the most powerful weapons in the game. These
weapons will get consistently better depending on the amount of effort you put into them.
Also, Blacksmithing will help in quickly getting your character's armor up to par for situations at
any level.
    Engineering is similarly effective, and always fun. Engineers can create powerful items for all
levels. As you get to higher levels you will be able to make solid tanking trinkets, as well as very
strong head pieces. Engineering also gives your character flexibility that is not naturally found in
the class--grenades are often useful, the ability to slowfall through a cloak, small things that add
a new dimension to your character.
    My recommendation is to prioritize blacksmithing over engineering if you do not intend to
take both. That, of course, is entirely up to you.
   Also, be sure you pick up First Aid early and use it often, with all the cloth you can find.
You will not regret it.

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Talents and Milestones for Leveling
        At level 10, you are going to gain your first talent points. You may allocate these however you
wish, and always be sure to get points that will help you in the immediate future.

"Dual Wield Fury is the best sustained dps leveling spec for new warriors looking to speed level.
Do NOT wait for +hit gear; switch to DW at level 20 and don't look back !"
-Mordok, in "Warrior Leveling Demystified"
Warrior Leveling Demystified

Here is the recommended leveling build through level 50, using Mordok's research:
10-14 Cruelty
15-19 Unbridled Wrath
20-24 Commanding Presence
25-29 Dual Wield Specialization
30-30 Sweeping Strikes
31-35 Enrage
36-39 Flurry (4/5)
40-40 Bloodthirst - Upgrade At Trainer at 48, 54, 60, 66, and 70
41-41 Flurry (5/5)
42-43 Weapon Mastery
44-46 Precision
47-49 Improved Berserker Stance
50-50 Rampage

1.1.2 Defensive Stance & Tanking (Level 10)
    Part of being a warrior is learning how to tank effectively. It is not absolutely necessary,
especially if you plan on playing alone for most of your time, but it sure helps.
    The first thing you need to do is find the quest. These will usually be located in the second
starter village of your race. This quest generally involves killing a creature which is slightly over-
leveled--you should be fine, but it wouldn't hurt to have a friend with you.
    Once you complete this quest you will learn Defensive Stance. When to use it? Generally,
any time you are with at least one or two other players who are dealing a lot of damage,
Defensive Stance is a good stance. As you increase in level, you will want to spend less and less
time with it unless you are inside instances, but early on, it's fine.
    Tanking is the act of keeping creatures attached to you and controlling fights. Usually this
involves wearing a shield, but again, at lower levels it isn't necessary. Some Notes on Positioning
  One thing that comes as a surprise to many players is that ranged classes such as Hunters,
Mages, and Warlocks are supposed to stay at a range from the tank. It isn't just for looks, but

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there is a penalty applied to anyone who stays near you and the creature you are tanking.
    This penalty comes in the form of their ability to "pull aggro," or, cause the creature to start
attacking them instead of you. They are 20% more likely to pull a creature off of you if they are
standing within melee range of that creature.
    With that in mind, keep monsters and players at a distance from each other. Obviously
Rogues and other warriors will need to be in close--but they have hidden attributes which
reduce their "aggro" penalty due to their class.
    I have largely simplified this. To read more, read “Fortifications” under the “Threat”

1.1.3 Retaliation and 30-Minute Cool downs (Level 20)
    At level 20 you are going to learn the first of your 30-minute cool downs. This is Retaliation.
Retaliation is useful any time you are fighting creatures with very fast attacks and any time you
are fighting multiple creatures. For instance, if you are in Lakeshire, you will get Retaliation
around the same time you will need to be in the Rethban Ore caves; there are Dredgers there
which attack very fast. Using retaliation will kill one or two of them very quickly. Retaliation is
most effective with a good two-handed weapon.
    As you level, you will find Retaliation has very limited uses. However, I would strongly
recommend you take advantage of these uses any time you can--at 30 minutes in between, the
sooner you use it the sooner its cool down will be up to use it again. Retaliation is also helpful in
the earlier levels because much of your time is spent traveling, not fighting, and 30 minutes can
move pretty quickly.
    The best piece of advice I can give for all 30-minute cool downs you receive is simply to not
keep waiting for the right time, but to try and use them as often as possible.

1.1.4 Berserker Stance (Level 30)
    At level 30 you must find the quest to learn Berserker Stance. For Humans, this will be
found in Stormwind's Old Town in the Command section. From here, you will head to Fray
Island, Southeast of Ratchet.
    On this island it can be very helpful to have a friend. There is an extended fight sequence
you must outlast and it will be difficult to do at level 30 (though much easier if you wait a
couple levels). Either way, do not miss this quest, as it will open up a variety of new play
    Finally, use Demoralizing Shout on people you fight. Try it!

1.1.5 Whirlwind Axe & Upgrades (Level 30)
    The first of your great weapons comes at level 30 as well. The warrior quest for the
Whirlwind weapons will involve a troll northeast and up the river from Southsore and Tarren
Mill. This quest will take you across the world and through Stranglethorn and the Arathi
Highlands. I'm mainly giving you a heads up because you cannot complete this quest at level 30

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without help.
   The best thing you can do is to talk your higher level friends into helping you with this quest.
The weapons are still good at level 38+, so the earlier you get it the longer you will be
overpowered. Also, a lot of the components can be purchased on the Auction House if you
choose to. When you get to picking the quest reward, get the Axe.
   As previously stated, the Whirlwind Axe is the start of the great warrior weapons. From this
point on, and especially after you pick up Mortal Strike at 40, slow, high-DPS, high-damage
weapons will be what you want.
   Be very careful that you don't make a mistake you regret due to the quality of items
(Uncommon, Rare, Epic). There are some high DPS weapons in the mid-40's and 50's which are
very fast and will actually cause you to do slightly less damage than items you might assume are
   Other good weapons are Kang the Decapitator, Twig of the World Tree, and Ice-Barbed
Spear from Alterac Valley.

1.1.6 Must Get That Instant Attack! (Level 40)
    At level 40, the first instant attacks become available if you re-spec for them; these are
Mortal Strike, Boodthirst, and Shield Slam. Get one of these at 40!
    People often ask the question, “Why get Mortal Strike when it isn't much better than Heroic
Strike?” Heroic Strike simply increases your normal damage. Mortal Strike, on the other hand, is
an attack that occurs at any time and deals a large amount of damage in addition to the other
damage you are dealing.
    If you have this concern or do not understand the value of an instant attack, I would
strongly recommend you allocate the points as quickly as possible. Once you try it, you won't go

1.1.7 Checklist of Goals by Level 60
     By the time you reach level 58 you are going to be heading to Outlands. On established
servers, you will be interacting with a lot of very experienced players at this point--players at
60+ are no longer just people who have been recently leveling like you. You will also be with alt
characters that have been at 60 for months and years, played by people who have an
established level 70 already.
     In many cases, these players will not be all that good at their class, but they will have plenty
of unrealistic expectations for you. However, it is possible to meet and exceed those
         1) Do you have a set of gear designed for tanking, with +Defense and +Stamina on it? Is
all of your tanking gear at least level 54? Do you have a shield?
         2) Have you gotten used to using keybindings--such as buttons 1-7 on your keyboard--to
do all of your primary actions?
         3) Have you gotten used to quickly targeting enemies with your mouse? Can you
functionally deal damage or tank if you cannot click your abilities, but can only use the
keyboard? Are you familiar with the "Tab" targeting function, and able to use it to quickly target
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your desired opponent?
       4) Are you regularly keeping Battle Shout up?
       5) Can you quickly Taunt enemies who run away from you?
       6) Are you quick at making sure you are attacking a monster? If your auto-attack is not
on, do you recognize it quickly and tap "T" to resume?
       7) Are you quick at recognizing when monsters are attacking you or a party mate? Have
you enabled "Target of Target" in your interface options? Also, if unsure of your threat, have
you downloaded any mods such as Omen Threat 1-0 to help you with this?
       8) Are you able to rapidly disengage from a target, either with "Esc," "Tab," or "T," to
attempt to prevent yourself from breaking a creature that is Polymorphed? Can you exercise
the same control to avoid breaking your target after an Intimidating Shout?

1.1.8 When is Protection Spec a Good Idea?
     This is a question that comes up fairly often, and there are many opinions on it. Protection
is basically good whenever you are willing to take the penalties attached to it. Before level 70, it
is nearly impossible to develop a solid set of protection gear for solo killing creatures, etc. If
you've managed to do it, you've probably spent too much time trying.
     The penalties to protection, thus, are a major loss in your efficiency at completing content
alone. Conversely, you gain far more efficiency at completing content that requires or
recommends a party.
     I recommend this: from levels 1-65, spec Protection any time you feel like you will be
spending the rest of your leveling time in parties and instances. For most people, this will just
not be the case; for some, they only level with friends, and Protection is ideal.
     From levels 66-70, spec Protection to finish out to 70 if you have not practiced much
tanking while leveling. This will not only help you get good gear for when you decide to go back
to arms or Fury, it will also save you a bit of embarrassment from being 70 with little working
knowledge of tanking.
     Obviously if you just don't want to party up, or just want to focus on pvp, don't worry about
it at all. For my own part I have leveled from 60 to 70 as Fury (on beta) and Protection (on live).
Both were great experiences, and both were quick.

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                                   Using Your Abilities

2.1 Too Much Rage? Heroic strike!
    Heroic strike is an ability you will receive at character creation. It follows an unusual
evolution in terms of usefulness--it begins as core to all of your damage; as you level, it
becomes less and less important; finally, it becomes core to your threat while tanking at level
    One thing that is always true of heroic strike, especially at early levels, is that it is a
wonderful way to get rid of excess rage. It gives a great return on damage and a great return on
threat. Any time you have more than 30 rage (before getting an instant attack at level 40),
queue up heroic strikes. Any time you have more than 50 after level 40, you can safely queue
up Heroic Strikes.

2.2 Thunderclap & Cleave
    Thunderclap and cleave perform fairly dissimilar functions, but their ability to hit multiple
targets is important. Use this to your advantage wisely, and recognize when it can hurt you.
    Thunderclap is a wonderful aggro builder. Any time you are tanking in a party and have two
or more creatures attacking you, go ahead and use thunderclap.
    Cleave can be an extremely powerful in the right situations. Like Heroic Strike, it adds
damage to your next attack. Unlike Heroic Strike, it duplicates the damage on a second target--
making it as if you had swung your weapon on two targets at once. This allows it to be very
potent, especially when tanking with a two-handed weapon.
    Thunderclap and cleave both suffer from one big problem. They can break crowd control.
More specifically they are guaranteed to break some crowd control, such as Polymorph. Try
your hardest to avoid thunderclap and cleave any time a sheep is nearby--if you still want to
apply multi-target damage, move your targets away from the sheep before using them.
    Other abilities such as whirlwind and sweeping strikes take the same penalties and give the
same benefits.

2.3 Understanding Taunt
    Taunt is a core ability you should make solid use of throughout your leveling experience. It
can also be very helpful when dealing with players in parties who are higher level than you and
can pull aggro easily.
    A full description of Taunt with the specific mechanics can be found in the “Fortifications”
section. However, here is a simplified description which should help you use it: when you taunt
a creature, the game checks to see who that creature was targeting. If that creature was
targeting another player, the game checks their "Threat," or the hidden number that
determines how much the creature hates that player. Then the game gives you the same
amount of hatred, and makes the creature attack you instead. Note that this threat is not
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added -- it does not increase your threat, it replaces your threat with the value the current
target has.
    The player you taunt off of can still pull aggro fairly easily if you do nothing and they keep
blasting away. Because of this it is best to follow up a Taunt with a powerful attack such as
revenge, sunder armor, Heroic Strike, and/or shield bash.
    One thing you can do with Taunt is wait until another player has really unloaded on the
creature, blasting it with fireballs or such. If you taunt after they do that you will gain all of the
hatred those fireballs built up.
    Finally, taunt does not modify your threat if the target is currently attacking you.

2.4 Charge & Intercept
    These two are self-explanatory. However, there's a very simple trick many warriors do.
When you need to charge a creature, don't chase it! It can be more effective to charge or
intercept if you actually take a few steps back and widen the gap between yourself and that
player. This is effective because both charge and intercept have a minimum range; that is, when
you are too close to your target you cannot use the ability.

2.5 Revenge & Shield Block
    These two abilities work well together. Revenge is your cheapest defensive attack and also
one of the most effective attacks you will gain as a warrior. Revenge is second only to shield
slam in the warrior tanking arsenal.
    While tanking, though, you may not always be able to use it when the cool down is over.
Especially at early levels, you simply don't have it come up very often. The counter? Using the
shield Block ability virtually guarantees revenge will light up.

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                         Making Good Decisions with Gear
       There are some fundamentals to gearing while leveling as a warrior. I will cover specific
gearing needs in the following sub-sections, but will cover some basics here.
         Strength is your most effective attribute while leveling. It will help you dramatically in
every aspect of your development, including soloing and tanking. Strength is the number one
attribute to focus on, and this does not change at any point before level 60.
     Critical Strike is also very effective. While it must be coupled with strength to maximize your
potential damage, items with good critical strike do not come until the late 40's if I recall
correctly. When you start picking up critical strike items, you want to reach 18-20% crit
percentage as soon as possible, then expand on that as you head towards 70. One pitfall to crit
is that it gives you a perception that you are doing more damage than you are--if you give up
too much strength for crit, you will wind up doing less actual damage, even though you'll get
flashy numbers.
     Agility is most effective pre-40. Agility is never a bad attribute, and will often be found
paired with strength. However, there are items which offer combinations of agility and other
stats that are not as effective for warriors as they would be for, say, rogues.
     Stamina is a core stat you will want to develop, but much of your gear will have stamina on
it, and you will not need to put too much effort into it. As you get closer to the Outlands, be
sure to start picking up tanking gear with higher stamina and defense on it.
     Finally, be sure you are picking up at least two sets of gear--one for damage and one for

3.1 Hunting Alone
     For fighting alone and spending most of your time alone, I would recommend making sure
you go through an arms route. Effective arms gear is available while solo'ing, via the auction
house, world drops, and quest rewards; this is not so much the case with Fury or Protection.
     Make your gear choices based on what you are fighting and how quickly you can recover
health. If you can recover health very quickly, find as much +strength, +crit, +agility gear as you
possibly can and stack it. In many cases, especially prior to Outlands, it does not always matter
if you are wearing leather.
     One way to increase your health regeneration is by selecting creatures that drop Health
potions. Almost all ogres do this, and ogres are very easy targets for warriors anyway.
     If you find that you are in areas where you can often aggro more than one creature, or if
you are on a pvp server, I strongly recommend finding gear with +strength and +stamina. These
are "Of the Bear" items on the auction house.
     Blacksmithing also comes in handy for solo adventuring. If you become an armorsmith, you
will be able to craft a full "Ornate Mithril" set for the low 40s. This set is good through the
entire 10 levels and even a bit longer if you need to make it last.

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3.2 In Parties with People You Don't Know
    If you really enjoy partying and running instances, but you keep on a rough work or sleep
schedule that keeps you from always playing with friends, there are some things to keep in
    You care about the development of your character -- that is why you are reading this. Many
players do not. Often, you will find yourself tanking or dealing damage in a party with at least
one person who either does not understand how to be most effective or does not particularly
    This is fine. You just have to compensate for it.
    Pre-60, if you play in pick-up groups most of your time, you want stamina. It does not
matter if you are tanking or DPS'ing, having a good health pool is virtually guaranteed to make
the run smoother, especially if there is an issue with the healer. Secondarily, you want the best
gear you can get. Your gear is the best way of overcompensating for the people you are with --
this is just as true in 5-mans as it is in 25-mans at 70.
    There's a couple ways to approach this. First, get the best gear you can from the auction
house, as long as it is within the amount of money you are willing to spend. Second, be polite
and play within the rules, but roll on every genuine upgrade you can, even the smaller ones.

3.3 In Parties with Friends
    When partying with people you know and trust, gearing is almost the opposite as it is for
pick-up groups. Get as much pure damage gear as you can, ideally with good +crit. crit can
become more effective than strength in 5-mans due to party buffs.
    Do not worry about stamina unless you are tanking. Even if tanking, make sure you have
generally good defensive gear, but you don't need to overdo it. If you trust the healer, and the
healer doesn't mind, go ahead and use a two-handed weapon to tank.
    Whereas with a bad pick-up group you must act as a focus to compensate for other people's
actions, partying with good players you trust can almost always compensate for any gear
deficiencies you have. Until the Outlands, you can get away with having some pretty bad gear
as long as learn how to play well and you have friends who understand their classes.

3.4 Choosing Instances based on Your Gear
    Finally, there is almost nothing for a warrior that your level will not overcome. That is to
say, many of the penalties and gear deficiencies disappear simply by being a higher level than
the creatures you are fighting.
    If you are poorly geared due to quick leveling or any other reason, wait until the maximum
recommended level for an instance. It will make the run smoother for you and will be
courteous to your group mates. Then, run that specific level range of instances until your gear
improves, as it will boost you ahead.
    If you are doing well with gear, maybe not all up-to-date but you've been finding drops at a
decent clip, jump in at any time in the recommended level for the instance.
    If you have a glut of tanking or DPS gear from recent instances and you are very well geared,

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you can tackle most instances 1-2 levels below the recommended levels. This becomes
substantially more dangerous due to Crushing Blows, so remember to use shield Block.
   As you reach the Outlands and the late-game instances--assuming you wish to tank--you will
need to start picking up true tanking gear with heavy +defense, +dodge, +parry, +stamina. If
you decide to go Protection at 70, +shield Block value becomes an overarching stat... but when
you get to that point, this probably isn't the guide you need.

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                       Chapter 2: Tanking Theory & Mechanics
                              Fortifications – warrior Tanking Reference

2.0.1 Answers to Oft-Asked Questions
1. Shield Slam is the highest-threat Warrior ability on the Global Cooldown. Revenge follows behind, and
can cost as little as 2 rage. Sunder Armor and Devastate follow immediately behind this. Here are the
best ability rotations for a 41-point Protection Warrior:

Beginning An Encounter
Devastate, Devastate, Devastate, Shield Slam, Revenge, Devastate, Devastate

Repeating Cycle
Shield Slam, Revenge, Devastate, Devastate

2. Shield Block removes Crushing Blows from the combat table. Defense does not remove Crushing
Blows. Also, you do not need 25% Shield Block to eliminate Crushing Blows; you merely need your
Dodge, Parry, Miss, and Shield Block to add up to ~25% to reach that minimum.

3. 490 Defense is the Defense "goal" to remove critical strikes from the combat table. Creatures cannot
critically strike players with special abilities. Past 490, Defense still gives increases to Block, Dodge,
Parry, and Chance to be Missed. Please note that creatures and players with greater than 5% Crit may
still critically strike you.

4. Shield Mastery affects Shield Slam. So does One-Handed Specialization.

5. Dodge and Parry are not the same. Parry causes a counter-attack to occur. Creatures can Parry.

6. Spell Reflect will reflect or negate most single-target spells. It will reflect the single target aspect of
some spell volleys, such as Shadowbolt Volley. It will not reflect most pure AOE skills, such as Frost Nova.

7. Weapon Speed Normalization affects the Attack Power portion of your damage. It does not affect the
normal damage range of your weapon; they are independent. A slower weapon will hit harder with
instant attacks based on weapon damage than a faster weapon. Daggers are normalized at a much
faster speed than any other One-Handed Weapon, and are inefficient for use with Devastate.

8. Proc-Per-Minute enchants such as Mongoose and Executioner benefit greatly from slower weapons
and will proc more often on average when using instant attacks. Per-Hit abilities and enchants, such as
Heroic Strike or +Weapon Damage, benefit greatly from faster weapons.

9. 365 Resistance is the maximum effective Resistance.

10. On bosses, Improved Demoralizing Shout is not effective past 2 talent points. This is a significant
change related to Attack Power values in Burning Crusade. However, in situations where Curse of
Recklessness is applied to the creature, the full 5 points will be effective and will negate most of the
additional Attack Power.

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                            2.0.2 Ratings Conversions
Defense Rating _______      2.4 to 1
Dodge ________________     18.9 to 1
Parry ________________     23.6 to 1
Block ________________      7.9 to 1
Resilience ___________     39.4 to 1

Expertise ____________      3.9 to 1
Hit __________________     15.8 to 1
Critical Strikes _____     22.1 to 1
Haste ________________     10.5 to 1

1 Defense Skill
Dodge __________________      0.04%
Parry __________________      0.04%
Block __________________      0.04%
Chance to be Missed ____      0.04%
Chance to be Crit ______     -0.04%

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                                          2.0.3 Defense & Armor
       1 Defense Skill
       Dodge __________________            0.04%
       Parry __________________            0.04%
       Block __________________            0.04%
       Chance to be Missed ____            0.04%
       Chance to be Crit ______          -0.04%

        Defense does not calculate added Defensive bonuses against same-level mobs until it
reaches the baseline of your character. The baseline Defense can be found by multiplying 5 *
Character Level; in the case of a level 70 warrior, this is 350 Defense.
    For Defense to effectively remove Critical Strikes from the combat table on higher-level
creatures, you need to reach the 5% reduction according to the baseline of that creature.
Creatures have a 5% chance to Critical Strike, so you would need to reach the Defense required
for a level 73 player to reduce Critical Strikes by 5%. Since 125 Defense is equal to 5% Critical
Strike reduction, you would add to the level 73 baseline of 365 -- your goal, then, is 490
Defense. Most "Skull" Elites are effectively level 73 creatures.
    Crushing Blows (150% Damage normal attacks) are calculated with Defense in relation to
the level of mob you are fighting. Crushing Blows can only occur from creatures 3 levels higher
than you or greater; the chance to receive a Crushing Blow cannot be reduced below 15%.
Defense beyond your baseline does not affect Crushing Blows.

Please note: a very detailed explanation of the relationship between Armor and Stamina can be
found in "Effective Health" towards the bottom of this page. It is the first in the articles section.
       Mitigation (70) =          -----------------
                                   Armor + 10557.5

       Mitigation (73) =          -----------------
                                    Armor + 11960

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       Mitigation represents the actual Damage Reduction you receive from Armor. The 70 and
73 represent the levels of your opponent.
Examples of Damage Reduction against level 70 creatures:
         AC                     Mitigation
       5,000 _______________       32.14%
       10,000 ______________       48.64%
       12,000 ______________       53.20%
       13,000 ______________       55.18%
       14,000 ______________       57.01%
       15,000 ______________       58.69%
       16,000 ______________       60.25%
       17,000 ______________       61.69%
       20,000 ______________       65.45%
       25,000 ______________       70.31%

       Note that there are significant Diminishing Returns on Mitigation; as you gain each new
point of Armor, each point provides a smaller net benefit in terms of mitigation.
However, in the words of Satrina, "Mitigation is subject to diminishing returns, but Armor is
not." What this means is, Armor provides a linear increase to lifespan, if not mitigation.
To better understand this, use the following examples Satrina used:

        1) I have 3000 armor and 5000 hit points. Against a level 60 opponent that deals 200
damage per second I will live for 38.64 seconds Now I will add 1000 , giving me 4000 armor.
Against a level 60 opponent that deals 200 damage per second I will live for 43.18 seconds
Adding 1000 armor increased my time to live by 4.54 seconds.
2) I have 6000 armor and 5000 hit points. Against a level 60 opponent that deals 200 damage
per second I will live for 52.27 seconds Now I will add 1000 armor, giving me 7000 armor.
Against a level 60 opponent that deals 200 damage per second I will live for 56.82 seconds
Adding 1000 armor increased my time to live by 4.55 seconds.
3) I have 10000 armor and 5000 hit points. Against a level 60 opponent that deals 200 damage
per second I will live for 70.45 seconds Now I will add 1000 armor, giving me 11000 armor.
Against a level 60 opponent that deals 200 damage per second I will live for 75.00 seconds
Adding 1000 armour increased my time to live by 4.55 seconds.

      More detailed information can be found here:
The Mathematics of Armour and Diminishing ReturnsTitle

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2.0.4 Avoidance & Shield Block
        Avoidance can occur in nearly all situations, including while mounted or while using a
Ranged weapon. Avoidance is one of the most helpful attributes of a tank and accounts for a
significant reduction in necessary healing. Dodge
    Dodge represents 100% avoidance of a frontal attack. Players can dodge most physical
attacks, including many Cleaves and Whirlwinds. Most Elemental-based Melee attacks can be
dodged. A player cannot dodge a critical strike or Crushing Blow under normal circumstances.
    Creatures are capable of dodging attacks from any direction.
    Dodge is the most effective itemization in terms of reducing Crushing Blows. This is because
dodge can stack relatively high with Itemization points. When using the Shield Block ability, an
attack that would not otherwise be a Crushing Blow can be dodged, allowing the charges of
Shield Block to stay active on creatures that would may have attacked too quickly and used the
Shield Block charges before the cooldown was available again.
    Defense is more effective than Dodge when attempting to become passively uncrushable,
which requires the non-Avoidance stat Block. Parry
    Parry represents 100% avoidance of a frontal attack. Players can parry most physical
attacks. Most Elemental-based Melee attacks can be parried. A player cannot parry a critical
strike or Crushing Blow under normal circumstances.
    Parry represents an offensive avoidance and costs considerably more in terms of
itemization. When a player Parries, their next normal melee swing becomes a counter-attack
sped up by as much as 50%.
    When a creature parries it also gains attack speed. For this reason, it is beneficial to keep all
non-tanking players directly behind a creature. In addition, Expertise reduces the chance of Parry
and the following counter-attack.
   Parry is most beneficial when using slower weapon. Chance to be Missed
    Being missed represents 100% avoidance of an omni-directional attack. Being missed can
occur by any physical attack and most Elemental-based Melee attacks. Reducing a creature or
player's chance to hit will increase the chance of being missed.
    Chance to be Missed only comes from defense. This attribute is shown when you highlight
your Defense attribute in your Character Pane. Also, creatures have a base 5% Chance to Miss
and that can be added to your Chance to be Missed from Defense.

                                                                                            Page | 27 Shield Block
    Shield Block represents a reduction in damage from a frontal attack. Shield Blocks are
effective against all physical attacks, including Ranged. Shield Blocks are usually ineffective
against Elemental-based Melee attacks.
    The use of the Shield Block ability can boost Avoidance and Shield Block well above 100% on
the combat table. When this occurs, Shield Block takes priority over Crushing Blows and Critical
Strikes. As a result, an attack Blocked with the Shield Block ability can never be a Crushing Blow.
Players can Block a Critical Strike from special abilities. This means that special attacks from
Players can be Blocked. Creatures are incapable of landing a Critical Strike with a special ability,
however, and Defense effectively removes Critical Strikes from environmental content.
    For technical reference, Shield Block is not a form of Avoidance but a form of Mitigation.

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2.0.5 Threat and Threat Values Threat
     Threat should not be looked at as an arcane, mysterious entity that can not be understood
or put into real terms. It is based on real and understandable concepts and numbers.
     Let's say that 1 Damage is equivalent to 1 Threat. For the purposes of this game, this is the
best way to quantify threat, as 1 Damage will produce the equivalent of 1 Threat before any
modifiers come into play. The warrior who is tanking will always want to make sure their threat
is at a higher level than the Threat of their party or raid members. Following this, the warrior
can make use of specific abilities which maximize his or her Threat potential. This is done by the
intelligent use of abilities, gear, threat-producing talents, and basic positioning in relation to
party members.
     While 1 Damage is equivalent to 1 Threat, it takes 2 points of Healing to amount to 1 Threat.
Also, Threat is only produced by effective healing--overhealing produces no Threat.
     Threat does not decay in combat. It can be reduced through the use of several mechanics
such as Knockback. However, under normal circumstances Threat will never decay.

Pulling and Holding Aggro (100/110/130 Rule)
       Tank (Baseline) _____________________             100%
       Melee Range Aggro Gain ______________             110%
       Ranged Aggro Gain ___________________             130%

        The above chart represents the balance of when a player will pull aggro from the tank.
To get aggro, a player in melee range must exceed the total threat of the current player with
aggro by 10%. If the player is at a range, they would have to produce 30% more threat to fully
gain aggro.
    This has some important implications. First, it gives you breathing room to miss a few
attacks and not instantly lose aggro--that seems to be the purpose of the 10% rule. Second, it
means that ranged classes take a heavy risk by moving into melee range with a large amount of
threat built up--the mob will instantly change targets to a ranged target who moves into melee.
Third, this means that tank switching can be difficult in some cases. Taunt
        This is where Taunt comes in. The warrior Taunt immediately places you at 100% aggro
of whoever the highest-Threat player is on the target list for that creature. It also bypasses the
10% rule and does not require you build immediate threat. When tanking, it may be helpful to
remember that you can let any player you want build Threat for you on a mob--all you have to
do is Taunt the mob to get everything they worked for and make the mob yours. This is also a
good argument for Improved Taunt.
    One important note about Threat gained from Taunt is that you will only gain the Threat of
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the current target of your creature. For instance, a ranged class such as a Mage may have 120%
of your accumulated Threat, but due to the 100/110/130 rule has not pulled aggro. You would
not receive the Threat bonus from that Mage for using your Taunt prior to him actually being
targeted by the creature. If a creature is applying Secondary or Random-Secondary ability
where he temporarily changes targets to someone else--disregarding his normal Threat table--
you will not gain the Threat of the player he is targeting.
    Taunt, as well as Mocking Blow and Challenging Shout, also force your target to attack you
through a debuff placed on the creature. This debuff can be helpful when the creature may be
in danger of immediately moving to or harming another party or raid member. For instance,
some mobs will randomly intercept nearby players, wiping or diminishing their Threat list. A
well-timed Taunt or Mocking Blow can cause a creature that may otherwise not return to you
to immediately do so. Challenging Shout can be useful as a six-second buffer for an AOE class to
safely damaging several nearby targets at once; it can also be useful in temporarily capturing
the attention of one or more creatures that may otherwise kill a nearby player.
    Aside from the debuff, Mocking Blow and Challenging Shout are dissimilar to Taunt and will
not give you a Threat gain in relation to another player. Mocking Blow and Challenging Shout
are six second targeting debuffs; Taunt is three.
    Taunt is affected by Physical Hit and no longer falls under the standard rules of Spell
Resistance. For the purposes of this game, if there are any critical Taunt fights such as the Four
Horsemen of Naxxramas, getting above 5% Physical Hit will minimize the chance of resists. Threat from Stances, Talents, Buffs, and Classes
       The following chart shows multipliers to Threat values that affect the amount of Threat
players produce.
       Ability Multipliers                             Percent    Multiplier
       Defensive Stance / Bear Form ________            130%         (1.3)    Multiplicative
       Defiance / Feral Instinct ___________            115%        (1.15)    Multiplicative
       Fury Stance (Imp Berserker) _________              71%       (0.71)    Multiplicative
       Battle Stance _______________________              80%        (0.8)    Multiplicative
       Rogue / Cat Form Druid ______________              71%       (0.71)    Multiplicative
       Blessing of Salvation _______________              70%        (0.7)    Multiplicative
       Tranquil Air Totem __________________              80%        (0.8)    Multiplicative
       Druid (Subtlety) ____________________              80%        (0.8)    Multiplicative
       Priest (Silent Resolve) _____________              80%        (0.8)    Multiplicative
       Mage (Frost Channelling) ____________              90%        (0.9)    Multiplicative
       Mage (Burning Soul) _________________              90%        (0.9)    Multiplicative
       Mage (Arcane Subtlety) ______________              60%        (0.6)    Multiplicative
       Warlock (Destructive Reach) _________              90%        (0.9)    Multiplicative
       Warlock (Imp. Drain Soul) ___________              90%        (0.9)    Multiplicative

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Innate Threat
    Many warrior abilities are built around the concept of Innate, or hidden, Threat values.
What this means is that abilities which neither deal Damage or Healing produces Threat on the
targeted creature when used. Innate Threat never replaces Threat produced from damage; in
many cases, such as with Shield Slam, Devastate, Heroic Strike and Revenge, the Damage
portion of the ability produces Threat in addition to the innate value.
    The following chart gives detailed Innate Threat values for abilities at Level 70:
       Shield Slam _________________________             307
       Revenge _____________________________             200
       Devastate ___________________________             176 (Special, Read Below)
       Sunder Armor ________________________             301
       Heroic Strike _______________________             196
       Cleave ______________________________             130 (Split)
       Mocking Blow ________________________             290
       Demoralizing Shout __________________              56 (Split)
       Battleshout _________________________              69 (Split)
       Commanding Shout ____________________              68 (Split)
       Disarm_______________________________             104
       Hamstring ___________________________             181
      Whirlwind ____________________           100% Damage (Unaffected by Stance
      Execute ______________________           100% Damage (Unaffected by Stance
       Thunderclap __________________          175% Damage
       Spell Reflect ________________          100% Damage

   Piercing Howl and Concussion Blow do not generate Threat. Sunder Armor continues to
generate the same threat even after five applications.
   When Threat is split as indicated above, that means it is either divided by the number of
mobs affected or by the number of creatures aware of your presence. This is determined by
whether the ability directly affects the creature or not. For instance, the Threat from
Demoralizing Shout would only be split by the creatures it directly hits; however, the Threat
from Commanding Shout would be split among all creatures engaged with your character.

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Devastate Threat Per Current Sunder Armor Application
0: 119
1: 134
2: 148
3: 162
4: 176

All of the above will also add 301 Sunder Armor Threat. After the fifth application, it will
continue to provide 176 Threat but will no longer apply Sunder Armor. Damage will always be
calculated as Threat in addition to the above, and will increase with each application of Sunder

Read Satrina's testing here:
october.html Damage as Threat
    All damage is Threat; not all Threat is damage. Any increase in damage will be a direct
increase in Threat. Threat from damage scales in specific ways.
    The most obvious scaling can be seen in Shield Slam, which becomes stronger as a warrior
collects standard tanking gear with Shield Block Value.
    Devastate and Normal attacks both scale from attack power. Though improvements in this
area are generally less perceptible, they make up a significant portion of your overall threat.
Devastate and Normal attacks also benefit from party and raid buffs.
    Heroic Strike and Devastate scale based on Weapon Speed. However, getting faster
weapons for Heroic Strike is much better in terms of net gain; Devastate is normalized, meaning
your attack power bonus is based on a 2.4 Speed weapon, whereas Heroic Strike is not affected
by Normalization, and the fastest weapons will produce the best possible results. Critical Strikes & Effective Abilities
    Critical Strikes have no unique impact on Threat. The extra Threat generated from a Critical
Strike is strictly from the damage produced; Innate Threat is not affected.
    The Threat on abilities such as Hamstring Shield Bash is not affected by whether the effect is
successful or not unless the target is fully immune to the ability. For instance, Hamstring will
deal 181 Threat regardless of whether the target is slowed. Even if the target is immune to
slowing, the ability will still gain the 181 Threat bonus since Hamstring also causes damage--the
ability is at least functionally operational so the Threat is awarded.

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2.0.6 Talent & Skill Information
       The following includes information, math and correlations between talents. Skills
         Spell Reflect will reflect or negate most single-target spells. It will reflect the single
target aspect of some spell volleys, such as Shadowbolt Volley. It will not reflect most pure AOE
skills, such as Frost Nova.
     Commanding Shout and Battle Shout cannot be stacked by a single warrior. Having two
warriors in a group will maximize that group's efficiency in a raid setting. Arms
   Improved Heroic Strike represents a 20% increase in Rage efficiency. This stacks with
Focused Rage for a 40% increase in Rage efficiency.
   Iron Will is additive to the Orc Racial and will allow 40% Stun Resist.
   Improved Thunderclap represents a 20% decrease in attack speed. This equates to a 20%
reduction in normal attack damage, but does not affect special abilities. Fury
   Booming Voice does not increase threat values for the affected Shouts.
   Cruelty does not represent a 5% increase in overall Threat. However, it can net a larger
bonus than 5% damage for warriors who spec into Impale or Flurry.
   Improved Demoralizing Shout is not effective past 2 talent points for Burning Crusade
bosses. However, if Curse of Recklessness is present on the target, 5/5 Improved Demoralizing
Shout is necessary to negate the additional attack power.
   Dual-Wield Specialization does not increase Shield Slam damage.
   Weapon Mastery represents a 50% reduction in duration when disarmed. It also increases
Chance to Hit by eliminating 2% Dodge from the Combat Table.
   Improved Berserker Rage instantly creates as much rage as Anger Management over the
course of 30 seconds. Protection
    Improved Bloodrage will generate enough rage on pulling to land a Shield Slam
    Tactical Mastery will allow you to Intercept and Pummel when changing stances. Since
Intercept stun works on most creatures, this is only effective on interruptible raid mobs.
    Anticipation represents a 0.8% increase Block, dodge, parry, Chance to be Missed and a
0.8% reduction in critical hits. This is a cumulative 4%.

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    Toughness will allow you to live 10% longer while tanking. Percentage increases in Armor
have a curved relation to Damage Reduction; they have a linear relation to life expectancy.
    Improved Shield Block allows your Shield Block ability to last through the duration of the
cool down. It also is critical in reducing the number of Crushing Blows while raid tanking.
    Improved Sunder Armor represents a 20% increase in Rage efficiency for both Sunder
Armor and Devastate. This stacks with Focused Rage for a 40% increase in Rage efficiency for
these abilities.
    Shield Mastery increases Shield Block Value, which increases Shield Slam damage.
    One-Handed Specialization increases Shield Slam damage by 10%.
    Shield Slam can dispel magic shields on some classes. If the shield is dispelled, the Shield
Slam deals full damage to the target, as if the shield had been inactive when the player was
    Focused Rage has a major impact on most abilities. With Focused Rage and Improved Heroic
and Improved Sunder, Revenge will cost 2 Rage, Heroic Strike, Sunder Armor and Devastate will
cost 9 Rage.
    Devastate is more threat than Sunder Armor when dealing 201 damage. It is more Rage
efficient than Sunder Armor when dealing 300.33 damage (repeating, of course). The innate
threat of Devastate does not increase. Devastate is Normalized, meaning it faster weapons are
not heavily penalized; however, Daggers provide the poorest performance.

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2.0.7 Shield Slam – How It Scales
         Shield Slam provides the largest scaling available to the Protection warrior. It is affected
by all increases in damage, including One-Handed Specialization, Enrage, Deathwish, and
    The basic equation is:
       (BD + (SBV *1.3)) * 1.1
       Where BD is Base Damage and SBV is Shield Block Value.
       1.3 Represents shield mastery 30% Damage Increase
       1.1 Represents One-Handed Specialization 10% Damage Increase

        The following represents math to maximize Shield Slam damage to it's potential with
   (BD + (SBV * 1.3)) * 1.1 * 1.2 * 2.2 = Impale/Deathwish Critical Strike Value
   (BD + (SBV * 1.3)) * 1.1 * 1.25 * 2 = Enrage Critical Strike Value
   (BD + (SBV *1.3)) * 1.1 * 2.2 = Impale Critical Strike Value
   (BD + (SBV *1.3)) * 1.1 * 2 = Normal Critical Strike

   1.2 Represents Deathwish 20% Damage Increase
   1.25 Represents Enrage 25% Damage Increase
   2 Represents Normal Critical Strike Multiplier
   2.2 Represents Critical Strike Multiplier modified by Impale

    For example, an average Rank 6 Shield Slam will deal 430 Base Damage. Let's assume 750
Shield Block Value. With enrage, this would look something like:
   1405 * 1.1 * 1.2 * 2.2 = 3709 Shield Slam Crit (Impale/Deathwish)
   1405 * 1.1 * 2.2 = 3400 Shield Slam Crit (Impale)
   1405 * 1.1 * 2 = 3091 Normal Shield Slam Crit

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2.4 Effective Health Theory
        Let's establish what Effective Health and Effective Stamina are. This is basically a
measurement of how much raw damage a creature has to deal to kill you. It is a measurement
of Armor and it's relation to Stamina.
    What many tanks do not understand is just how much damage a creature is dealing to
them. I didn't realize it until I studied Patchwerk--who dealt 22,000 to 29,000 raw damage to
our tanks with every Hateful Strike.
    Effective Health is the measurement of how much breathing room your healers have to
keep you alive assuming all other factors fail--assuming you do not avoid or Block attacks or
have a mana shield active. Effective Health is important for tanking heavy hitting creatures
because of Murphy's Law--if you can have long strings of not Dodging an attack, it will definitely
happen. Raid tanking, ultimately, is about stability.
    Life Per Stamina (LPS) & Effective Life Per Health (ELPH)
          AC                      Mitigation             LPS               ELPH

       0 ___________________         0.00% _____        10 : 1 ____      1.00 : 1
       10,000 ______________        48.64% _____      19.4 : 1 ____      1.94 : 1
       12,000 ______________        53.20% _____      21.3 : 1 ____      2.13 : 1
       13,000 ______________        55.18% _____      22.3 : 1 ____      2.23 : 1
       14,000 ______________        57.01% _____      23.2 : 1 ____      2.32 : 1
       15,000 ______________        58.69% _____      24.2 : 1 ____      2.42 : 1
       16,000 ______________        60.25% _____      25.1 : 1 ____      2.51 : 1
       17,000 ______________        61.69% _____      26.1 : 1 ____      2.61 : 1
       20,000 ______________        65.45% _____      28.9 : 1 ____      2.89 : 1
       25,000 ______________        70.31% _____      33.6 : 1 ____      3.36 : 1

       The equation to determine Life Per Stamina is (Special thanks to Ilmare):
       1 / (1 - Mitigation)

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       Mitigation is determined through this equation (Special thanks to Satrina):
       Mitigation (70) =         -----------------
                                   Armor + 10557.5

       Mitigation (73) =         -----------------
                                    Armor + 11960

       Effective Life Per Health is determined simply by dividing the Stamina numbers by 10.

    Special Note: Please keep in mind that every 1,000 Armor produces precisely the same
increase in Effective Life that the last 1,000 Armor did. Satrina has covered this in-depth, but it
can never hurt to say it again--Mitigation is subject to diminishing returns but Armor is not.
Armor provides a linear increase in life expectancy. Stamina scales with Armor.
Link to Satrina's information: The Mathematics of Armour and Diminishing Returns

   The first hypothetical is for a tank who has chosen primarily to focus on Stamina and Armor
over Avoidance and Defense. The following are reasonable attributes for this warrior, assuming
he has been through Karazhan but not further:
14,000 Armor
13,000 Health
   If we run with the above Effective Life Per Health ratio, this is our end result:
   13,000 * 2.32 = 30,160 Effective Life

   Let's take the standard number of people who tend to itemize Avoidance and Defense
equally, or sometimes in greater standing than Stamina and Armor:
   12,000 Armor
   12,000 Health
   Running the same equation:
   12,000 * 2.13 = 25,560 Effective Life

    That's a 5,100 difference in raw damage between two tanks who think they are at similar
standing. Or, to put it in more familiar terms, that is the difference between a warrior

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comfortably tanking a lvl 70 Patchwerk and a warrior regularly getting one-shot by same.

    Now let's run some numbers to see how very basic consumables affect tanking. I'll use just a
Flask of Fortification and a Stoneshield Potion on our first tank.
    16,000 Armor
    14,500 Health
    14,500 * 2.51 = 36395 Effective Life
    This means that with just these two potions, a tank has increased the damage he is able to
withstand more than 17%.

     1) Even though this may sound obvious, it needs to be repeated that every increase in
Armor gives linear and potent scaling to the effectiveness of Stamina. Every increase in Armor is
a direct increase in the effectiveness of Stamina; every increase in Stamina is a direct increase
in the value of Armor.
     2) With the above in mind, the Vitality talent needs to be evaluated for total merit. While a
tank may complain that Vitality only gives them a 600 health increase, they fail to recognize the
effective health gained is generally going to be more than twice that.
     3) Solid Star of Elune gems should be viewed under the same principle. While Avoidance
gems such as +Defense and +Dodge gems will always offer a precise, static damage reduction, a
Solid Star of Elune can scale in many raid situations to be the equivalent of over 30 Stamina.
     4) There are a few people who have made comments regarding why Avoidance stats may
be better. One poster mentioned that he would rather have 10% Dodge from gems than
Stamina. The equivalent of that 10% Dodge would be 2,835 HP, which, given his Armor, would
in turn increase his Effective Life by over 6,000. In other words, if he focused on Stamina, he
could take hits from a full raid zone beyond his current capability. Need proof? Look at the
Armory profiles from tanks in the top-progressing guilds worldwide.
     5) If you have enough Stamina, the most effective means of increasing survivability as a tank
is to increase Armor at the cost of other attributes. In particular, when facing an enchant choice
such as that of +12 Dodge to Cloak or +120 Armor to Cloak, a Stamina heavy tank will definitely
find greater benefit from the +120 Armor.
     6) Increasing Stamina is not always the best method to increase Effective Health. When
making a choice between Armor and Stamina upgrades, you will often find that Armor will give
you a higher Effective Health than Stamina.
     7) The choices between Stamina/Armor and Defense/Avoidance should only come when
evaluating near-equal pieces of gear. Gems are a generally good subject because they are
naturally equal in item level. One smaller point to remember is that Avoidance always takes a
7% hit on overall damage reduction due to the combat table -- 1% Dodge is actually only 0.93%
damage reduction once the additional damage from Crushing Blows is factored in. When
dealing with items of significantly different item levels, common sense applies.
     8) It's not about balance. Like tanking weapons, where faster is always better, when tanking
new encounters, Stamina and Armor are always better. The set you use to tank new content

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should always have the highest Effective Health possible. As you get comfortable with an
encounter, you wear more Damage Reduction gear (Armor/Defense/Dodge). This is a hard and
fast rule.

In Summary
    Like always, this is not written to help the casual tank. It is written only for the tanks who
are pushing through content beyond their gear level and wish to do it more effectively. This is
what the Stamina warrior is, and I write this just as passionately as I did over a year ago with
"Miles to Go."
    I deeply respect people like Emeraude, who championed the
Defense/Avoidance/Agility/Armor tank theory. I remember seeing a great Twin Emperor's
combat monitor from Emeraude. I fall squarely into the Stamina/Armor/Strength/Block Value
camp, and many months ago we used to have great arguments on these forums.
    I understand the irony of having a Druid post an article about Stamina and Armor. One of
the old catchphrases of these forums was that Avoidance is what sets warriors apart from
Druids. I will make this absolutely clear--Avoidance is good (especially dodge, as Wanderlei has
clarified). You will find great pieces of incredible Avoidance gear such as Boots of Elusion.
Defense is good. You want and need these stats, and you will get them with much of your
tanking gear.
    With tanking new content, one rule is important--it's not about taking less damage; it's
about being able to take more damage.
    Thanks, Cider

Addendum (1):
Shield Block Value and additional Effective Health
    The Effective Health shown on this website is reliable and accurate. However, there is an
additional, scaling bonus to your Effective Health in the form of Shield Block Value. This is the
secondary scaling of Shield Block Value (the primary scaling is already included in the equation
    In addition to increasing your Effective Health by a base amount--exactly like Health--it also
decreases a percentage of damage taken. However, the percentage decrease cannot be
quantified without detailed information regarding the attack speed, average damage, and
maximum damage of your enemy.
    Consider the difference between going into a 5-man or Heroic instance with 500 Block
Value and going into a fully realized raid boss encounter with same. The percentage reduction--
and your total Effective Health--will be different for each encounter. Where you might gain
limited advantages to Mitigation against some bosses, others, such as the Prince in Karazhan,
will yield far better returns with Block Value. In some cases, especially in world farming,
Effective Health can multiply several times over due to a state of near-invulnerability.
    Shield Block Value is the stat with the highest potential in the Effective Health equation. It
shares a unique relationship with both Health and Armor. Armor is a curved mechanism for
increasing Mitigation; Shield Block Value, however, is a linear mechanism for increasing
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Mitigation. In other words, Shield Block Value does to Mitigation what Health does to Life.
    Shield Block Value gains the same benefit as Health when factoring in Armor. As Armor
increases, the value of each point of Shield Block Value increases. Then, as the value of Shield
Block Value increases from Armor, the value of Health and the impact on Effective Health
increases unpredictably--unless we know the incoming damage values.
    However, keep in mind how limited Shield Block Value is on gear. Reaching 1,000 Shield
Block Value, for instance, is virtually impossible without the use of trinkets or the Tier 5 Shield
Block Value bonus. Blizzard most likely itemizes large amounts of Block Rating--a near worthless
stat for warrior raid tanks--to keep item levels and potential Block Value in check.
Unfortunately, this also extends to gem choices, and it is this reason--not potential Shield Slam
damage--that we are unlikely to see many Block Value gems on the horizon.
    Complex? Sure. Bottom line: don't write Shield Block Value off for its Mitigation value.
    Thus, Avoidance also helps reliably keep Effective Health high. By increasing Avoidance
such as dodge, you simultaneously decrease the chance of incoming attacks not being avoided
or blocked. Indeed, increasing Avoidance will keep more Shield Block charges active for longer,
and with enough of it, you become virtually immune to Crushing Blows in most encounters.
    This isn't to say that you need to go gem everything with Avoidance. Please note the
wording in bold--it will not increase Effective Health. It will only help stabilize your rate of
effective Shield Blocks, which in turn allows Block Value to be reliably factored in. Heavy
Avoidance is only important for some boss fights--boss fights you would probably use some
Avoidance gear for in the first place. Also, warrior equipment is already unusually weighted
with Avoidance stats, and you gain plenty through normal gearing.

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2.5 Exceptions to Effective Health
Regarding Stamina/Armor
For new content that the tank is undergeared for--not farm content, and not low-damage
content--the Progression Tank:
       □ -Has high Health/Armor, producing high Effective Health and more steady Rage
           -Does not ignore +Threat stats such as +Hit and +Shield Block Value. Coupled with
           Health/Armor gearing, the Progression Tank gains significantly more Mitigation
           benefit from Shield Block Value and more reliable Threat.
           -Uses Rage Efficient talents and understands that most talents have a time and place
           and specs accordingly.

Why This is "Balanced"

           -Platemail tanking gear is heavily weighted to Avoidance. Gemming with +Stam
           gems is balancing your gear, which is otherwise imbalanced.
           -Item stats are not equally proportioned by Blizzard; just because an item has equal
           Item Level does not mean they are equally viable for tanking.
           -With above in mind, Armor/Stamina combinations on items such as rings nearly
           always provide a higher percentage in damage you can take than equivalent damage
           reduction from Avoidance stats.
           -"With tanking new content, one rule is important -- it's not about taking less
           damage; it's about being able to take more damage."

Quick Note on Effective Health
   This term does not and cannot include Avoidance. Please read more here:
TankSpot - Warcraft warrior's Reference - Effective Health

    The above is designed around healers, not tanks, as any gearing strategy should be. It is not
the most efficient setup, it is the most effective, and easiest to heal.

Exceptions to the Rule:

           -Unusually low Avoidance always warrants more to meet basic uncrushability.
           Avoidance helps keep Effective Health reliably high.
           -If healers run OOM on a fight, you need more Avoidance.
           -Fast, low-damage mobs always favor Avoidance, such as Prince.

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           -Socket bonuses such as Khorium Destroyer's +3 Stamina are better served with
           mixed gems.
           -Slow progression or exceptional/neurotic healers warrant heavier Avoidance.
           -All fights have Effective Health minimums that, once safely met, do not need more
           -All content that you've already completed warrants further gear improvements in
           Avoidance and Threat, not Effective Health, as you've already proven you've met
           that standard.

Can Avoidance Tanks be Successful?
    Sure, some Avoidance gemming and gearing won't destroy all progress. As long as their
item levels stay up to par with the content, they'll be able to successfully get through content.
Stamina gearing is min/maxing, not a necessity.
   With the above in mind, Paladin tanks are also viable through the entirety of raiding, barring
gimmick fights.

Final Note on Stamina Gearing:
   Effective Health sees relatively little gain pre-buffs moving from Karazhan to Black Temple.
With the exception of T5, gains are heavier in Threat/Avoidance.
    Stamina gearing is not new to TBC--we've been having this debate on these forums since
Molten Core. It just became really obvious in Naxxramas/TBC that Blizzard was moving to favor
Effective Health tanks.

Different Gear for Different Encounters
    Have a variety of gear, particularly rings and trinkets that can be switched and customized
to the fight. More Armor/Stamina is not the solution to every encounter.
    Generally, Effective Health/Block Value gear is best for handling non-raid content while
wearing raiding gear.
    Gilded Thorium is better than Devilshark in nearly all situations; in situations where Threat
is more important, Farstriders is better than Devilshark.
    Virtually any level 70 epic shield is better than Crest of Sha'tar; S2 Arena shield is better
than all pre-Hyjal shields.

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2.6 Crimsonstorm’s Tanking Talent Guide
   My thoughts on talents for prot warriors. This is for dedicated prot warriors (have Shield
Slam), not dps/prot hybrid builds.
   Essential Talents: (There is no valid reason to not take these talents)
    5 Deflection
    3 Imp Thunderclap

    5 Anticipation (5 talents in the first row are required to advance, and this is the best of the
talents). Were this higher up it would be merely “strongly recommende.”
    5 Toughness (More damage prevention than anticipation, and a massive increase to
effective health).
    5 Shield Specialization (Required for Imp Shield Block)
    1 Imp Shield Block (Required for Boss mob tanking)
    1 Last Stand
    3 Defiance
    1 Concussion Blow
    5 1H spec
    1 Shield Slam
    3 shield mastery
    3 Focused Rage -> Info -> Classes -> warrior -> Talent Calculator
(That build is illegal, it is missing 4 low level prot talent prereqs, but it’s the core talents)
You must add 4 More talents on the first 5 rows of the prot tree, to meet higher level
requirements. These should be spent among the following, imo:
    Imp Bloodrage (Immediate Shield Slam on pull)
    Imp Sunder Armor (Rage saver, great in low rage situations)
    Imp Taunt (Good in 5 mans)
    Imp Shield Wall (Good for MTing progression bosses) or maybe Tactical Mastery, though I
find it less useful than these others.

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   That’s 8 in arms and 37 in Prot.

   Highly Recommended Talents:
   Devastate (There would have to be an extremely good reason to not take this, basically,
needing a certain 21 pt talent in another tree).

   Other Useful Talents:
   Imp Heroic Strike (especially recommended for main tanks, not as needed for OTs)
   Anger Management (Should be taken if you put at least 2 in Imp Heroic)
   Deep Wounds + Impale
   Up to 2 in Demoralizing Shout

   Marginal Talents (Have use in certain situations):
   Imp Defensive Stance

   More points in the low level Prot talents listed above in the prereq section.

    I do not think Imp Revenge, Imp Disarm, or Imp Shield bash are useful talents for pve (at
least, not more useful that another talent could be).

    5 Man Tank / Raid OT (mostly low rage situations): 8/7/46 -> Info -> Classes -> warrior -> Talent Calculator
    Gives you 2 in demo shout for mitigation, 3 in imp sunder which is used a lot in 5 mans, and
2 in imp Taunt, also used a lot in 5 mans. Foregoes Imp Heroic Strike because its not very useful
in 5 mans or when OTing. Your 2 in demo shout also allows you to apply demo shout for the MT
in a raid. More than 2 points in Demo shout are not necessary in most situations, since that is
enough to reduce a level 73 mob's AP to zero, barring special buffs.

    Raid Main Tank: 11-12 Arms/5-7 Fury/43-45 Prot -> Info -> Classes -> warrior -> Talent Calculator
    You may prefer small changes such as moving 1 from Imp heroic over to a 2nd Demo shout
or a prot talent, or the Demo shout pt over to another Prot talent. Or moving Imp Shield Wall to
Imp Sunder or Imp Taunt.
    This build makes use of Imp Heroic Strike, allowing the tank to use the large amount of rage
they get from a boss, to Heroic Strike in over half their auto attacks.
    This will be most effective for a tank who stacks effective health, and has only moderate

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    Impale: 17/1/43 or 17/3/41 -> Info -> Classes -> warrior -> Talent Calculator
    Or to get 17/3/43, move 2 from Vitality to Cruelty.
    The 17/1/43 build is essentially like 12/5/43, except that if you have low buffed crit rating it
is worse, and if you have high crit rating (probably over 20%), it is better. The 17/3/41 build is
like this but with a bit of stamina from vitality sacrificed for even more crit. (Remember that
you must be reaching that 20% or better crit rating in your tank gear, with less ranks in cruelty!)
    If your crit rate is high enough, and you use Heroic Strike for the majority of your auto
attacks (Main Tank), this becomes superior to Cruelty for threat generation. With a fast
weapon, I calculate that Deep Wounds deals about as much damage as 1 pt in Cruelty. With
more than half your auto attacks being Heroic Strikes, about 75-80% of your damage will be
from special attacks. At 75% of dmg from specials, and 20% crit rate, 2 points in Impale is as
good as 3 in Cruelty.
    Generally, you would need a buffed crit rating of over 20% to make this build superior. If
you choose to use 3 cruelty and only 3 in vitality, you sacrifice a bit of stamina for more threat.
    One further advantage of this build is that when DPSing, in gear with high crit, and a slow
weapon, you will do more damage. Also, you will do more damage when you use
Recklessness/Execute, such as at the end of the Shade of Aran fight.
    This build should generally only be considered by main tanks with many tier pieces (high
agi), who always group with a feral druid.

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                    Chapter 3: Meeks’ Dual Wield Fury Guide

3.1 Talents
    This is one of the main areas that changed from the last patch. There were several changes
made to the fury tree that changed the build slightly. The points in arms are unchanged. You
are still building towards impale. For fury there was debate about what to do. I have tried out
some of the choices and have decided to drop improved execute and pick up weapon mastery. I
know my current armory spec is different but that is because I was testing things and have not
returned to my intended spec.
Talent Calculator - World of Warcraft
    There are several reasons that I gave up improved execute. For one when execute range
hits I pop out my fast mainhand for two fast weapons and I am confidant I can use execute at
the same rate as I did when it was not improved. They will do a little less damage each
time...105 pre be exact but the most important part is that you are able to use
execute. On top of that I am on the verge of getting two piece tier 6 which will cover most of
the loss.
    Now a lot of my reasons are covered because of the level of my gear. If you are in a
situation where improved execute is the only way you will have enough rage to execute
consistently then that would change things. It becomes a matter of how often you are missing
executes and many other factors. I did not test any of this myself because it is not an issue for
me but my guess would be that if you are just starting fury and need the talnent to make
execute feasible the best place to take the points from will be improved dual wield.

3.2 Hit Rating vs. STR/Crit:
     Here I will provide a basic overview and provide some links to places where people can look
at math to their heart's content.
     Hit Rating: 15.8 rating grants 1% hit chance
     Critical Strike Rating: 22.1 rating grants 1% critical strike chance
     These following statements are assuming your target is a raid boss. If a mob/player is your
level the miss rate is 5% for yellow and 24% for white attacks.
     While dual wielding your white attacks will have a 28%(rounded up) chance to miss. Your
yellow attacks still have a 9%(rounded up) chance to miss. This means that if you have precision
you will want to stack hit until you reach 95 hit rating which will mean you will not miss a yellow
     With the introduction of hit and crit ratings item budgets now work so that 1 str = 1 agility =
1 crit rating = 1 hit rating and so on and so forth. That leaves warriors with the question of
which stats to stack. Until you reach 95 hit rating take hit over everything else. After this point
hit is now your least effective dps stat. It is very important to realize that it is still a very
important stat and simply ignoring it can be disastrous. The point of bringing this up is that a lot
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of warrior have stacking hit at the cost of everything else, something that used to be an
effective gearing method. This is no longer the case and pure hit stacking should be avoided.
    The way item budgets work is that the more of one stat you have the less total budgets the
items gets. This means that items that have a variety of stats will have more overall stats
allocated. Items with hit/crit/str together are generally better items then just str/crit. Find gear
with balanced stats when you can and use this to keep your hit rating high. Then gem for
str/crit in these items.
    It is also important to note that the lower your level of gear the more effective str is. If you
are just starting to gear up STR is by far your best stat. As your gear improves the value of crit
will rise and at certain levels of raid buffs even marginally pass str. This means that for very low
levels of gear stick to +8 str but as you improve you can phase in 4str/4crit gems to finish socket
    The reason that hit is less valued is that strength and crit affect every single one of your
attacks while hit rating only effects white damage. All three of the stats are closely related
though and as any of the values change the relative worth of the other two change also.
    A good place to go to in order to find the relative value of each stat for your current level of
gear is:
[Warrior] DPS Spreadsheet 2.3 and beyond - Elitist Jerks

Current File:
Elitist Jerks - View Single Post - [Warrior] DPS Spreadsheet 2.3 and beyond
    I have not checked on either of these myself so use at your own risk.
    The spreadsheet is not meant to be an absolute guide. In fact I have never actually
plugged my gear into the spreadsheet myself because it is currently flawed. I link this post
because there is very good discussion throughout and it is an incredible resource for posting
specific item questions and getting reasonable answers. Even when working the spreadsheet
is no more then a rough guide. Use it with caution.
    Here you can enter your gear and get a rough value of how useful a single point of str, hit,
and crit is for you right now.
    For the love of all that is good on this earth I am not advocating staying at 100 hit and
never increasing it from there. All I am saying is to stop stacking it ahead of str/crit. Hit is still
a very good stat and one you will need. Just use it in moderation.

3.2.1 Expertise
    Replacing probably the most confusing dps stat ever Weapon Expertise is now on every
piece of gear that used to have Weapon Skill. What weapon expertise does is lower an enemies
chance to dodge and parry by .25% each per point of expertise. For dps this means is that
expertise is weighted identically to hit on gear (they are both 3.9 rating per point in
hit/expertise). However reducing a mobs chance to dodge your attacks benefits white damage
AND yellow damage. This is a huge difference. Unfortunately there is no plate dps gear
currently out there that has expertise. There are a couple leather pieces that might be worth
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picking up depending on what you are using and if you can pry them away from rogues. Also
Humans and Orcs get expertise for specific weapons from their racial talents.

3.2.2 Armor Penetration
   Short story: Armor penetration is good! Long story: Most of the hard data is going to come
from a thread at the Elitist Jerks forums. I will post the full thread here for you to browse at
your leisure then I will repost the more pertinent data directly.
   Boss armor values: [RAID] Boss armor values - Elitist Jerks

Notice that all but 2 of the bosses have either 6200 or 7700 armor. A similar pattern occurs in
the trash mobs: 5475/5700/5950 or 6800/7100/7400 for level 70/71/72 mobs. In terms of
percentage reduction, these values result in either 34.15% or 39.15% armor reduction vs
attackers of the same level as the mob.


Armor reduction of a level 73 boss attacked by a level 70 player is 37% for 6200 armor, and
42.17% for 7700 armor. Sunder Armor x5 is -2600 armor, Faerie Fire is -610, and Curse of
Recklessness is -800.

For a boss with 6200/7700 armor, SA x5 gives a damage increase of 18.36%/16.61%.

If we assume now that the boss has SA stacked x5 on it, adding just FF gives a further
4.5%/4.05% increase, CoR gives 5.99%/5.38%, and with both on they give 11.06%/9.9% increase
over just SA.

Armor Penetration is a bit more complex because it comes it varied amounts. If the boss has
just SA x5 on it, then the effect of ArP is as follows:
100 ArP: 0.71%/0.64%
200 ArP: 1.43%/1.29%
300 ArP: 2.16%/1.95%
400 ArP: 2.91%/2.62%
500 ArP: 3.66%/3.3%

For a fully debuffed boss (SA x5, FF, CoR) the increase from ArP is:
100 ArP: 0.79%/0.71%
200 ArP: 1.59%/1.42%
300 ArP: 2.41%/2.15%
400 ArP: 3.24%/2.89%
500 ArP: 4.08%/3.64%

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    As you can see the higher your armor penetration gets the more valuable each point of it
becomes. It is an incredible stat in that it is the only one that scales with itself AND with other
stats. Now I would be careful before making the plunge into armor penetration if you are not
ready for it. It used to only be in BT/Hyjal making it impossible to stack it until you were ready
for it. In the last patch with the new badge gear it is easier to collect before you can truly
support it.
    As mentioned it does not truly shine until you can get several pieces of it and it is not worth
destroying your crit/hit to gear to get 2 pieces of it. That being said armor penetration is the
future of dps stats so learn to love it.

3.3 Attack Tables
    One of the popular arguments for stacking hit is people tell you that the more you hit the
more you crit. As much as that sounds like it makes sense it is not how the WoW combat
system works. Wow uses an attack table. Attack table - WoWWiki - Your guide to the World of
    The way the attack table works is that every time you swing there are a few things that can
happen and they are prioritized in this order(assuming you are behind a mob so parry is not
1) Miss
2) Dodge
3) Glance
4) Crit
5) Hit
   Lets say you are duel wielding and have 0 hit and are attacking a raid boss from behind.
Your attack table is going to look like this:

1-28 = Miss(28%)
29-37 = Dodge(9%)
38-62 = Glance(25%)

   That leaves 37% open at the end of the table. This means you can have up to 37% crit
before you are capped if you ahve 0 hit, 0 expertise, and 0 points in weapon expertise or
percision. If you have less then 37% anything left at the end will be a plain hit. For example if
you had 30% crit that would leave a 7% chance to get a plain hit.
   Now no one is going to have 0 hit and you will most likely have talents such as percision adn
weapon mastery which will raise the crit cap much higher. You have to try very hard and wear
very unusal gear to hit the crit cap.

3.4 Heroic Strike vs. Cleave
   Heroic strike and cleave are the two contenders for a rage dump for fury warriors. They
both have bonus damage, they both are not on the global cooldown, and they both turn a
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white attack into a yellow attack. This means that an attack that would of had a 28% chance to
miss, 25% to be a glancing blow, and only crit for 2x damage now becomes a yellow attack. It
only has the base 8% miss, no glancing and 2.2 crit from impale. They both also have bonus
    In an effort to try to lower their threat people have been floating the idea of using cleave
instead of heroic strike. This is a matter of confusion due to blizzard listing on heroic strike’s
tool tip that it has bonus threat and not on cleave’s. However this far into the game you should
know better then to believe something on Blizzard’s tooltips.
Heroic Strike - WoWWiki - Your guide to the World of Warcraft
Cleave - WoWWiki - Your guide to the World of Warcraft

   Heroic strike adds 176 damage for 196 threat. That is 1.1 threat per bonus damage.
   Cleave adds 70 damage for 130 bonus threat. That is 1.8 threat per bonus damage.

   Something worth noting however is that if cleave hit two targets the bonus threat is split
between the two making it preferable threat wise if you have a second target to hit.
   As Natural pointed out to me this is not the entire story.

For example, let's say that "removing glancing blows and reducing chance to miss" increases
the expected damage of an attack by 200. This is a completely out of the ballpark example, I'll
look at some WWS logs in a second.

This changes your calculation as follows:

Heroic strike adds 176 damage (+200 for hit/glance) for 196 threat. 1.92 damage/threat
Cleave adds 70 damage (+200 for hit/glance) for 130 bonus threat. 2.07 damage/threat

Here, cleave is the victor. If you can calculate the value of these other bonuses (no glance, +hit,
+10% crit damage), THEN you can calculate what is better damage per threat.

    This means it becomes hard to tell exactly how much threat each one causes without
calculating factors from all your gear. It would appear that the better your gear the more in
favor of cleave it will be. That being said Heroic Strike is still the better choice as points in
improved cleave are a waste of valuable talent points.

3.5 Slow or Fast Offhand?
    Whirlwind now swings with both your weapons meaning there is a real benefit from having
a slower weapon in your offhand. However WW is still not a huge part of your damage and the
difference between a slow and fast offhand is not a big one. If you have a fast offhand with
good stats I would not replace it with a slow weapon unless they are comparable. Be looking for
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a good slow weapon to offhand but do not commit yourself to one.
     Slow weapons also waste less flurry procs. The common counter argument to this is that
faster weapons proc flurry more. In fact it procs more flurry effects in an identical ratio to the
amount of flurry procs it uses. This is true when all your attacks are white hits. However you
also have to factor crits from yellow damage. These flurry procs have no relation to the speed
of you weapons so the slower they are the more effective they are. Overall this is a pretty
minimal effect but one worth mentioning as a benefit of a slow weapon. Also the higher your
crit rate the smaller this effect is.
     Also of note is the fact that is both your weapons are the same speed you can get 4 charges
from flurry instead of 3. This works because when your weapons are in sync the game seems to
be unable to determine which attack should land first so it ends up giving the haste to both
weapons. If you weapons get out of sync while attacking, something that will happen
occasionally, you will loose the benefit. If you can it is worth picking up two same speed

3.6 Skill Rotation:
    The standard fury build has ½ improved whirlwind. This allows you to make a solid skill
rotation with blood thirst and whirlwind.

Seconds into fight:
0: BT
1.5: WW
3: Global cool down free
6: BT
7.5: Global cool down free
10.5: WW
12: BT
13.5: Global cool down free
15: Global cool down free
18: BT
19.5: WW

    This allows you to use both abilities as they cool down. Also leaves some nice places to use
a global cooldown on something else. Use these times to refresh a shout or rampage or possibly
a hamstring.
    Assuming threat is not a concern use heroic strike if you go over 50 Rage.

3.6.1 Should hamstring be a part of my skill rotation?
   Before the windFury nerf hamstring used to be a vital part of your skill rotation because it
could proc a windFury attack. Now that it no longer procs windFury it is less clear whether or
not to use it. Hamstring can crit and proc flurry, and it can proc enchants and haste procs.
Hamstring also has 181 bonus threat per use. In the end it is up to you. If you have the rage and
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you are good on threat feel free to use a global cool down on a hamstring. Generally speaking I
will use Heroic Strike before I use hamstring. This is because they both have the same amount
of bonus threat and I generally feel Heroic Strike will add more damage. This is really up to
personal opinion though.

3.7 Execute Range
   This is your time to shine and make up some spots on the damage meters. If you have
decent fast weapons equip them now as they will give fast steady rage. If your rage spikes
above 50 use a Blood thirst then go back to executes.
   R.I.P. Death Wish.
   This is also the time to pop reck and go wild.

3.8 Weapon Enchants
    Blue 71 dps weapons: Potency x 2…at this level of gearing a crusader on main hand has
been shown to be a decent main hand enchant. If it is cheaper then potency or you feel some
nostalgia go for it.
    Epic 80-91 dps weapons: Executioner main hand potency offhand.
    Season 2 arena and SSC and beyond: Executioner main hand and mongoose or potency
    Note on Executioner: Unless things have changed since the PTR this encahnt does not stack.
That is why it is never recomended to enchant your offhand with it.

3.9 Haste
    The haste nerf has been live for a while now and the dust has settled. warriors and rogues
alike lost damage but it is not as bad as I had feared. Dragonspine trophy is still a good trinket
but it is no where near the godly state it once had. It is now eventually replaceable.
    Dragonstike is still probably the best blacksmith weapon but by a much, much smaller
margin and BT weapons will surpass it, something that previously did not happen until Illidan
    For items with static haste: They are still good items but if you can find an equal level item
for the same slot without haste that second item is probably going to be better.

3.10 Gear
    There is now a website out there that has come a long way in terms of item evaluation. It is
not 100% and it is probable that no site can ever be 100% for gear evaluation but it is currently
the best out there. I monitor it now and then and send suggestions and the creater has been
very good about adressing them.
    The site is
    What makes the sight great is that it is easy to use and you put your current stats into sight
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and it revaluates every item based on your current stats. You can select what gear is available
to you and search just those sections.
    I strongly recomend this sight for getting an idea of how gear is rated for where you are
right then.

3.11 Gemming:
   The way I gem is pretty simple. If I do not want the socket bonus I gem 8 str...generally the
only sockets bonuses I go for are +str or +crit ones.
   If I do decide to pick up a socket bonus here is what I do:
   Red: 8 str
   Yellow: 4 str / 4 crit
   Blue: 4 str / 6stam

   Relentless Earthstorm Diamond. It is fixed again and working fine and would be the only
meta I would seriously consider for pure dps.

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                         Chapter 4: Kazaganthi’s Guide to Arenas
         "Individual commitment to a group effort-that is what makes a team work, a company
                   work, a society work, a civilization work." ~ Vince Lombardi
     This is a guide for any warrior interested in competing in arena. First, a little history about
me. I have played this game since day one. I first logged on as a dwarf hunter, named Dagnabit.
I played him for over a year mostly for pvp. He was respected and known on both sides of the
line as a fierce opponent. However, something was missing. In that year, I became friends with
the horde that I fought so valiantly. Because of that, I rolled a tauren warrior named Kazaganthi
on the horde side. I leveled him up strictly through pvp; you got experience for turning in marks
back then. Since that time, I have leveled up three more warriors. I have faced some of the best
pvpers there are in the Bloodlust battlegroup on Pwentt, and the Stormstrike battlegroup on
Kazaganthi. Between all my characters I have over 330k honor kills. On Kazaganthi, I broke into
Gladiator level in 2s and 3s. We just missed it in 5s. Near the middle of season two my guild
moved to Bleeding Hollow on the Ruin battlegroup due to Ysondre’s low population.
     This guide is the sum of my experiences in the two seasons of play, movies I’ve studied, and
finally tricks I have learned. If this guide helps you win one arena, I’ll consider it a success.
Remember, arena is a place where two seconds can mean the difference between winning and
losing, living and dying.

Building Your Warrior
4.1.1 Specing Your warrior
    For a warrior, proper spec is extremely important. There are several talent builds that make
or break arena warriors. They all include mortal strike. Mortal strike is the single most beneficial
talent a warrior brings to the arena. Yes we can take a beating and do excellent damage, but a
50% healing debuff shines in arena. Fury’s dps can’t match it, and there is no way to force a
team to attack a prot warrior. I will go over the pros and cons of a few ms specs here.

   a. Survival Spec- 35/25/3
     This spec is my personal favorite. It is built to help your team keep you alive. A dead warrior
is a warrior that does no damage. In season two, it seems like 4 dps teams are the norm. These
teams thrive on being able to kill the warrior right at the start. This spec provides several ways
to help you survive that.
     First it gives you second wind. Second wind is divine in arena. It basically provides you with
your own renew. It is triggered when you get stunned or immobilized. This means that things
like frost nova trigger it. It also scales as your health increases.
     It also gives you bloodcraze. At 12k health bloodcraze gives you about 360 health over six
seconds. This may not sound like much, but it activates every time you get crit. Over the course
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of an arena battle, or when you are focused by a four dps team and extra health is good health.
It actually adds up to quite a bit of healing over time.
    Tactical Mastery is the final survival talent this spec provides. TM provides you with options.
You can switch stance and immediately disarm or shield reflect. Disarming a rogue or in the
near future a fellow warrior or reflecting a spell at the right time can mean the difference
between winning and losing. It also means that you can pop back out of defensive and
immediately have rage to begin thrashing the enemy.

   b. Max damage Spec 31/30
   This is a spec for any one who wants to maximize their damage in arena. It is popular with
warriors in 4 dps teams and in the 2s and 3s bracket.
   Flurry is a huge buff to your dps. It increases your attack speed by 25%. This lets you
maximize the damage your do to the opposing team.
   Commanding presence is a very nice buff to your attack power or to your health if you use
commanding shout. At 4/5 it provides a 20% increase to either your battle shout or
commanding shout.

   c. Mix and Match 35/23/3
    This is an interesting spec. It is used by Noktyn of Power Trip, a warrior well known for his
arena domination. It provides several useful tools for the arena warrior.
    This spec provides you with improved hamstring. With 3/3 in it the talent gives a 15%
chance to root the target in place for five seconds. This can mean life or death in arena. If it
procs and your target is out of line of sight of his healer, he is a deadman. It can also help save
your allies if it allows them to slip away from who is on them. If you run a melee heavy team
the blood frenzy provides another nice damage buff to you and your teamates.

   d. Mix and Match 33/28
     This is another interesting spec. This spec is used by former #1 warrior in the world
Serennia. Using it Serennia maintained a stranglehold on BG9's top spot for most of season 2.
     The fact that this spec gives you near 31/30 damage with survivability options is the key to
it's success. Blood craze and second win provide much needed healing to blunt "gib" teams
burst damage. The 3/5 flurry and improved execute allow you to pile on the damage while
staying alive. The only downside is that without tm you cannot do an instant disarm or shield
reflect. This is more of a weakness in 2s than in 5s. With smart play the loss really isn't an issue.

   e. Mix and Match 36/25
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   This is the spec I currently use. It works best with other melee b/c of the 4% damage bonus
from blood frenzy. It also has high survivability with both second wind and blood craze. The
improved hamstring can be a life savor if you teamates are trying to escape another warrior or
rogue. This is a very strong build if you plan on running warrior/druid in 2s.

4.1.2 Which Weapon Spec Is For Me?
    There are three weapons specs that you must choose from to be an arms warrior. They are
axe, sword, and mace. Each of these has it's benefits and weaknesses. You must decide which is
the best for you.

     a. Axe Spec
     This is a great spec for PVE damage. The extra crit is a huge bonus as you tackle any boss
fight. However, while it was very strong in Season 1, axe spec no longer shines in arena. The
problem here is the effect of resilience on crit. Resilience effects both the amount of times you
crit and the size of your crit. This means that on a 490 resil target, you hit with a Season 2
weapon for about 1500 on a crit. Because of this, you see very few axe wielding warriors in high
level arenas.

     b. Sword Spec
     This is my favorite spec for arena. Unlike axe, sword does not suffer double damage from
reslience. Sword spec gives you a 5% proc rate for an extra attack. This extra attack can also
crit. The burst this provides in arena can be invaluable. I have won many matches because of a
lucky proc.

    c. Mace Spec
    Many people assumed maces would fade away with their 2% proc rate nerf. However,
reports from the field seem to all agree, mace is still strong with Stormherald. The stun proc
that this spec gives you is invaluable in 2s and 3s, and is still strong in 5s. Basically it causes
frustration to your opponents. This gets them off their game and like a druid abusing cyclone,
makes you smile. This is also the spec for 1v1 fighting. If that is your thing, spec mace.

4.1.3 Gearing Your Warrior
    The arena warrior must strive for balance in his gear. If you have tons of attack power but
no stamina, you won’t survive long. If you have tons of crit but no attack power you will hit like
a mage with his sword. Dreasus has an excellent article on this in his pvp guide so I won’t go
very far into it. A good rule to aim for is 1600 unbuffed AP, at least 30% crit in zerk, over 12k

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stam, and over 300 resilience. Dreasus’s guide can be found here.:

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General Advice for Arena

4.2.1 General Arena Tips
     If you take nothing else from this guide, memorize the next paragraph and apply it. The
single most important aspect of arena play is your teammates. You must always be aware of
what is happening to them while you are dpsing. You must constantly watch everything that is
happening; your head must be on a swivel so to speak. Protecting your teammates is your job in
arena. This can mean hamstringing the rogue on your teammate, intercepting at a key time to
allow a teammate to escape, or a well timed fear to save your allies. You also must make sure
that you do not go out of line of sight of your healer. I can’t tell you how many games I have
won because the opposing team’s warrior charged too far ahead and then was led out of line of
sight of his team.
     There are a few basic things that you can do to immediately improve your play. First key
bind everything. You must be able to use all of your abilities while watching what is happening
in the battle. A clicker cannot do this effectively. You may be a good players as a clicker, but key
binding will transform you into a pvp monster. You should also get familiar with turning using
your mouse. This allows you to spin, run out and jump intercept, and all around be far more
effective then wasd. You should also setup a macro for weapons swap on stance switch. I do
this with a built in feature in outfitter, but Mozman has a macro for it. This can be found at
WoW Warrior Macros - TheorySpot
     Now as a warrior you must utilize all of your tools to shutdown the other team. If they have
a healer, you can completely lock him down for at least 30 seconds at some point in the fight.
When you see him casting a heal, pummel the first one. Then run out to range and intercept
back in when he starts casting his heal again. Once the stun wears off and he heals again you
can pummel again. When he begins to heal again blow your intim shout on him. When he gets
out of that, pummel him one more time. Finally intercept one more time if needed. By that
point unless he is a paladin who bubbled, you have probably won the match.
     Another excellent trick is to wait until both the opposing players are together. If you are
killing their dps, you can either pop off him for a well timed pummel, or use intimidating shout
to fear both of them. Too few warriors use things like demo shout, piercing howl, and sunder
armor properly. Each of these can frustrate opposing teams and destroy their game plan. Demo
shout reduces how much they hit for. Piercing howl if used in the right place can slow an entire
arena team, allowing your players to kite them away. Sunder armor is huge if you get into a
mirror match battle. It is a much more efficient rage dump than heroic strike. As a side note you
can sunder in zerk stance. Very few warriors think to sunder up the opposing warrior in such a
match. Even fewer think to sunder warlocks or priests. This can be a huge mistake. The sunders
allow you to out dps their warrior even if he out gears you. On a warlock the MS + sunders
basically allows you to out dps the incoming heals. One break on the heals and that lock is
     Sweeping strikes is now usable in zerk stance. If you can get a group of the enemy together,

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use this ability. If you use it with cleave you are guarunteed double damage on your targets. It
seems to be a bit buggy with whirlwind, but use whirlwind with it also for lots of pretty
numbers. This provides a ton of burst damage to multiple targets. If the opposing healers aren't
on the ball, you can work down two players simultaneously. If they only focus on healing one,
you can quickly target the other and kill him before they can react.
    Lastly, use intervene if you or your teammate gets in trouble. This is a skill used by too few
warriors. It can pull you out of line of site of their dps, provide a quick respite to a beleaguered
teammate, or pull you back to your healers if you get too far ahead. Arena is a dynamic game
where every second counts; every mistake can be a loss. You win by minimizing your mistakes,
and maximizing how you interact with your team.

4.2.2 2v2 Arena
    If you enter 2v2 arena planning on being the best, you need to consider class makeup first.
There are many class compositions that can work, but there are only a few that usually push
into the high level brackets. There are other groups that can work, but these are the ones I have
seen be most effective. Many warriors do well with either a paladin or druid paired with them.
2s is all about smart play. A single mistake often makes or breaks the game.

   a. Warrior/Druid
   This is one of the most dynamic pairings in the game. A skilled druid can wreak havoc on an
opposing team. They can cyclone, root, feral charge, and kite better than any other healer. The
best part is that they can heal you with hots while they are doing all of that. This allows you as a
warrior to play your game without worrying about your healer. That said, you should still
hamstring or stun the opposing dps to make it easier on your teammate.

   b. Warrior Paladin
   The paladin warrior pair is one of the most feared combos in the game. They are the perfect
complements to each other. The paladin provides you with blessing of freedom, at least 10
seconds of uninterrupted heals, almost limitless heals, and they wear plate.

4.2.3 3v3 Arena
       3v3 is a bit more forgiving on class makeup. There are several teams that work very well
together. Most high level teams fall into two categories. The “scrub” team, two healers and a
warrior or a warrior, one dps, and a paladin. Depending on how you utilize them, both makeups
can be deadly in arena. Truth be told there is no such thing as a “scrub team.” There are only
winners and losers.

   a. Warrior, Ice Mage, Paladin
   This combo can be extremely strong. It was used by Powertrip in the early WSVG days with
devastating success. It gives you great damage, and great control over the match. This is the
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ultimate option combo. Your ice mage can easily shut down two players on the opposing team
at a time.
    b. Warrior, Elemental Sham, Paladin
    This is a devastating damage combo. The elemental shaman has purge for bop, bloodlust,
windfury, and amazing damage of their own. This team is not a finesse grouping. They are the
ultimate brute force in arena with the highest burst damage potential in the game.

     c. Warrior, Lock. Paladin
     Warlocks are a very strong class by themselves. If you pair them with the warrior paladin
combo, good things happen. In this setup the warlock usually serves as a “tank.” Through drain
life, amazing health, and stacked resilience, they are near impossible to kill quickly. In addition
they provide excellent damage and cc through dots, fears, spellocks, and pet damage.

    d. Warrior, Resto Sham, Paladin
    My all time favorite threes combo. This is the combo I ran to get my Gladiator title in threes.
To run this correctly, you need an extremely geared warrior since he is the sole damage dealer.
The shaman usually tanks to damage while earth shocking their healer and providing the
warrior with windfury. In addition he can also heal the heck out of himself if needs be.

    e. Warrior, Priest, Paladin
    I have seen this combo be effective, but I do not think it is quite on the level with the other
setups. In this combo, the priest attempts to tank damage while mana draining the opposing
teams healers. If the paladin can keep the priest alive it can be very effective, but the warrior
must work very hard to put out great damage. He lacks the windfury of the group makeup d.

    f. Warrior, Druid, Paladin
    Druids are an amazing class. A skilled druid can effectively shut down an entire threes team.
This combo relies completely on how strong their druid is. He can cyclone, root, heal through
hots, and if played correctly is untouchable. They can out kite or los any class in game and have
a snack while doing it.

    g. Warrior, Warrior, Shaman
    This combo has the potential for great damage, but lacks control. The two warriors
combined with windfury is terrifying, but they are easily ccable and have little cc of their own.
This combo absolutely must kill someone within the first minute, or they are done.

    h. Warrior, Disc Priest, Resto Druid
    This is the class makeup I ran to get Gladiator in season 2. We easily coasted to a 2300
rating and had the potential to climb much higher. The warrior provides damage, ms, and
debuffs on the opponents. The priest tanks and mana burns. The druid provides unparreled cc
and healing. The true power of this team however lies in drinking. It is extremely easy for the
druid to drink with this makeup b/c every one focuses the priest. The priest sucks away all the
enemy's mana. Unfortunately my druid had to move on to bigger and better things so unless I
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find a new one(and finding on that good would be a chore,) I won't get to push this makeup to
it's potential. I truelly believe it could be a prospect for #1 in any battlegroup.

4.2.4 5v5 Arena
    5v5 arena is the most dynamic, challenging, and all around fun arena. It is the ultimate test
of teamwork and innovation. 5v5 teams usually fall into three categories. These are 4 dps
teams, 3 dps teams, or for warriors 2 dps teams. Each setup has it’s own unique challenges and

    a. The 4 dps team
    The 4 dps team has become very popular in season two arena. This makeup provides
unhealable dps. It functions on the premise of the quick kill. These teams focus fire to achieve
domination. They usually focus either the warrior or priest on the opposing team and kill them
within the first 20 seconds of the match. If they are unable to do this, they usually end up
losing. If you plan to use this combo, you need to have one player that every one assist on. You
usually cc one or two of the opposing team, then turn and burn. This team has one fear; 3
healer two warrior teams. It is excellent for taking out the cookie cutter 3 dps, 2 healer teams.
Also since resilience is capped at 490 this team makeup will only get better as gear improves.
Their damage will increase while the other team’s resilience cannot.

     b. 3 dps, two healer teams
     This is the cookie cutter makeup of arena. This makeup was extremely popular in arena one
and has proven to be very strong in season two as well. This makeups strength relies on
options. They usually have strong cc in the form of an ice mage or warlock. In addition, many
have an elemental shaman for the added burst of bloodlust. The two healers are near
impossible to lock down completely. Most teams focus on killing this team’s priest first. If left
alone, not only does the priest heal, but he focuses on mana draining the opposing team’s
healers. Many of these teams use the warrior to work down one target while the other two dps
kill another. This is particularly effective on 4 dps teams.

    c. 2 warrior, 3 healer teams
    I’m not a fan of this combo, but it does have its strengths. It is the bane of the 4 dps team. A
cookie cutter makeup of this setup would be 2 ms warriors, one resto shaman, and two
paladins. The paladins make the warriors virtually impossible to cc. The shaman provides
windfury to the warriors, grounding totems for enemy spells, and usually ends up tanking the
match as well. What makes this team so strong is that with windfury the two warriors can
nearly match a 3 dps teams damage output, but every one on the team is near impossible to kill
due to the 3 healers.

                                            The end

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         That’s all I have for now. In conclusion, remember that arena is a dynamic game that
focus’s on teamwork. There are many great warriors out there, many of these can’t even break
2k. If you want to succeed in arena, you must take care of your team, work with your team, and
most importantly communicate with you team. There is no I in team.


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                         Chapter 5: Macros & Keybinds
                         Mozman’s Warcraft warrior Macros
5.1.1 Weapon Swaps
Dual wielding to 2h and back to DW :
       /equipslot 16 Maladath, Runed Blade of the Black Flight
/equipslot 17 Qiraji Sacrificial Dagger
/equip The Untamed Blade
       Shield (first line puts you into def stance)
       /cast [stance:1/3]Defensive Stance
/equipslot 16 Maladath, Runed Blade of the Black Flight
/equipslot 17 Drillborer Disk
        A one button version of the quick equip macro. Normal is tank, ctrl is DW, alt is resist
shield. You can modify this any number of ways for 2H wep and different button combos.
       /equipslot 16 ThunderFury, Blessed Blade of the Windseeker
/equipslot 17 Elementium Reinforced Bulwark
/equipslot [modifier:ctrl] 17 Sickle of Unyielding Strength
/equipslot [modifier:alt] 17 Draconian Deflector
       DW to Shield to 2h and back
       /equipslot 16 Vindicator's Brand
/equipslot 17 Revenger
/equip [equipped:One-Handed Swords] Aegis of the Sunbird
/equip [equipped:Shields] Gorehowl
       for particlular bag spots: 'PickupContainerItem' is where you want to put your shield.
       /script PickupInventoryItem(17); if CursorHasItem()then
PickupContainerItem(4,4);EquipItemByName("The Unstoppable Force");else
EquipItemByName("Stormstrike Hammer"); EquipItemByName("The Immovable Object");end;

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5.1.2 Stance Dances
Simple 1 ability dances, will put you in correct stance and cast ability as well as show cooldowns
&/or tooltips
        #showtooltip Overpower
/cast [stance:1] Overpower; Battle Stance
#show Mocking Blow
/cast [stance:1] Mocking Blow; Battle Stance
#show Taunt
/cast [stance:2] Taunt; Defensive Stance
#showtooltip Whirlwind
/cast [stance:3] Whirlwind; Berserker Stance
          Stance change "loop" macro. Access all stances from any stance with just 2 keybinds.
          /cast [stance:1]Berserker Stance;[stance:3]Defensive Stance;[stance:2]Battle Stance
          This one goes in the opposite direction:
          /cast [stance:1]Defensive Stance;[stance:2]Berserker Stance;[Stance:3]Battle Stance
          Toggles stances between def and battle stance and if control clicked, it will go to zerker
          /cast [modifier:ctrl,nostance:3] Berserker Stance; [stance:1] Defensive Stance; Battle
          Generic Stance Macro: Replace <* Stance Ability> with whatever you want.
       /cast [stance:1] <Battle Stance Ability>; [stance:2] <Defensivee Stance Ability>;
[stance:3] <Berserker Stance Ability>
      Example: Will cast Overpower in Battle stance, Sunder Armor in Defensive, and
Whirlwind in Berserker stance
          /cast [stance:1] Overpower; [stance:2] Sunder Armor; [stance:3] Whirlwind
       stance dance with wep swaps - changes to battle stance & equips 2h, then def stance
with 1h and shield, then zerk stance & re-equips 2h...
       /cast [stance:1]Berserker Stance;[stance:3]Defensive Stance;[stance:2]Battle Stance
/equip Gorehowl
/stopmacro [stance:1]
/equipslot 16 King's Defender
/equipslot 17 Aegis of the Sunbird
       Fear Dance - think Nightbane, Onyxia... will put you into zerker stance, pop zerker rage
and then (back) to def stance if you have a shield on or to battle if not

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        #show Berserker Rage
/cast [stance:3] Berserker Rage; Berserker Stance
/cast [noequipped:shields] Battle Stance; Defensive Stance

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5.1.3 Charge / intercept / intervene
Charge & intercept - puts you into the correct stance, another use and you charge/intercept. It
will also leave you in zerker while in combat...
      /cast [nocombat,stance:1] Charge; [combat,nostance:3] Berserker Stance;
[nocombat,nostance:1] Battle Stance; [combat,stance:3] Intercept
       /cast [nostance:2] Defensive Stance; [help] Intervene; [target=targettarget, help]
       or this will mouseover:

/cast [target=mouseover,help,nodead,stance:2] [] Intervene; Defensive Stance
       Focus intervene - useful for any situation where you need to get away quickly. Ctrl-click
on your healer (or someone else in a safe location) before combat (use “/clear focus” to clear
your current focus). Use in combat to intervene on that person.

#show Intervene
/focus [modifier:ctrl]
/stopmacro [modifier:ctrl]
/cast [nostance:2] Defensive Stance
/cast [target=focus] Intervene
        A seperate charge/intercept macro for each of the stance bars. Put them in the same
slot on their re-spective bar and then just spam that button/key and it will perform the
appropriate logic as it switches around from bar to bar.
Charge/Intercept - (Battle Stance Bar)
Note, if you are out of range the charge will fail, but it will still pop bloodrage and zerker stance.
       /cast [stance:1, combat] Berserker Stance; [stance:1, nocombat] Charge
       Charge/Intercept - (Berserker Stance Bar)
       /cast [stance:3, combat] Intercept; [stance:3, nocombat] Battle Stance
       Charge/Intercept - (Defensive Stance Bar)
       /cast [stance:2, combat] Berserker Stance [stance:2, nocombat] Battle Stance
        all in 1: out of combat it will charge, in combat change to zerk & intercept or if targeting
friendly, change to def stance & intervene
      /cast [help,stance:2]Intervene; [help,nostance:2]Defensive Stance;
[combat,harm,nostance:3]Berserker Stance; [nocombat,nostance:1]Battle Stance;
[combat,harm,stance:3]Intercept; [nocombat,stance:1]Charge
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5.1.4 Pvp / DPS / Lvling
Mortal & Heroic Strike - if you have the rage.
       #showtooltip Mortal Strike
/cast Mortal Strike
/cast Heroic Strike
        Mortal Strike & Slam - get Quartz swing timer mod – Slam immediately after a white
swing, then Mortal Strike with the next white swing then immediately Slam again = pwnage.
Best with imp slam. As with all castsequence macros make it with the “?” macro icon to see
what is next
       /castsequence reset=combat/5 Slam, Mortal Strike, Slam
       Sweeping Strikes, Mortal Strike & Cleave - /startattack is there to change targets when
they drop o.O
        #showtooltip Sweeping Strikes
/cast [stance:2/3] Battle Stance; Sweeping Strikes
/cast Mortal Strike
/cast Cleave
       Sweeping Strikes, Cleave & Whirlwind (use ctrl to change to battle, use again with 30
rage for SS, then spam)
        #showtooltip Sweeping Strikes
/cast [modifier:ctrl] Battle Stance; Sweeping Strikes
/cast [stance:1] Berserker Stance;Whirlwind
/cast Cleave
       equip 2hander & Overpower
       /cast [stance:1] Overpower; Battle Stance
/stopmacro [equipped:Two-Handed Swords]
/equip "2 hand sword of pwnage"
       Execute: in def stance will switch to battle; in battle or zerker will execute
       /cast [stance:1/3] Execute; [stance:2] Battle Stance
       Always attempts to use Execute, but will use Heroic Strike if not available. Ctrl uses
Cleave instead of Heroic Strike.
        /cast Execute
/cast [modifier:ctrl] Cleave; Heroic Strike

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       Intercept & Hamstring
       /cast [stance:3] Intercept; Berserker Stance
/cast Hamstring
         Shield Slam with Gnomeregan Auto-Blocker 600 - this allows you to Shield Slam at the
exact same time as trinket activation. It checks to make sure your target is alive and hostile, and
will also not activate the trinkets if you do not have a Shield already equipped. If you do not, it
will equip the Shield, so you can simply double-click it.
        #show Gnomeregan Auto-Blocker 600
/use [harm,nodead,equipped:Shields] 13
/cast [equipped:Shields] Shield Slam
/equip [noequipped:Shields] Azure-Shield of Coldarra
         This is important because it allows 4 Shield Slams reliably off one trinket use. Since you
will use the SS at the 0 second marker, then at the 6, 12, and 18 second marker, with regular
server lag you can still get 4 in safely.
This is a great farming macro – it will dismount you , charge, Bloodthirst (or change it to MS),
queue HS and WW – anytime the target flees or otherwise gets out of range you will intercept –
just watch your rage . Rinse repeat..
/cast [nocombat,stance:1] Charge; [combat,nostance:3] Berserker Stance;
[nocombat,nostance:1] Battle Stance; [combat,stance:3] Intercept
/castsequence reset=5 Bloodthirst, Heroic Strike, Whirlwind
       for Pvp, I use the same macro above and replace the last line (i.e. beginning with
/castsequence..) with
       /cast Hamstring
       or replace last line with /cast Victory Rush as charge/intercept will often be used to get
to new the target..
Disarm (From Battle/Berserker Stance):
        #show Disarm
/cast [nostance:2] Defensive Stance; Disarm
      Depending on the stance you want to swap back to you could put another line
immediately following like:
       /cast [nostance:3] Berserker Stance
      Interrupt - Shield bash or Pummel macro depending on whether or not a shield is

                                                                                          Page | 68
#showtooltip [equipped:Shields] Shield Bash; Pummel
/cast [stance:1/2,noequipped:Shields] Berserker Stance; [stance:1/2,equipped:Shields] Shield
Bash; [stance:3] Pummel
       #show Execute
/castrandom [nostance:1] Battle Stance; Overpower, Execute
          Spell reflect - If you do not have a shield equipped, it will equip the one you designate. If
you have a shield equipped and are in Battle or Defensive Stance, use Spell Reflect. If you are in
Berserker Stance, it will change to Defensive Stance so that Spell Reflect can be cast. use with
'ctrl' to (re)equip your 2h.
        #showtooltip Spell Reflection
/cast [stance:1/2,equipped:Shields] Spell Reflection; [stance:3] Defensive Stance
/equip [modifier:ctrl] Gorehowl
/stopmacro [equipped: Shields]
/equip Aegis of the Sunbird
/equipslot 16 King's Defender
       Universal shoot macro
       /cast [equipped:Bows/Guns/Crossbows] Shoot; [equipped:Thrown] Throw
       Taunt (with equip sword and board)
        #show Taunt
/cast [stance:2] Taunt; [stance:1/3] Defensive Stance
/stopmacro [equipped:Shields]
/equipslot 16 King's Defender
/equip Aegis of the Sunbird
       Mocking Blow - swaps you to Battle stance and then casts Mocking Blow, then switches
you back to Defensive Stance.
        #show Mocking Blow
/cast [nostance:1] Battle Stance; Mocking Blow
/cast [nostance:2]Defensive Stance

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5.1.5 Tanking
I use a combination of two macros for your basic tank & spank encounters:
        /cast [stance:2] Sunder Armor; Defensive Stance
/cast Heroic Strike
        /cast [stance:2] Revenge; Defensive Stance
/cast Shield Block
       I use the HS/SA one first to get excellent threat (make sure you've got the rage,
otherwise simply sunder), then the revenge/SB to give mitigation and threat, adding in the
other now and then...
Devastate & Sunder – use with 'ctrl' until 5 sunders then Devastates
       /cast [modifier:ctrl] Sunder Armor; Devastate
        Devastate, Shield Slam, and Heroic Strike - keeps HS queued and uses Devastate and
Shield Slam for your supplemental aggro. Ctrl uses Cleave instead of Heroic Strike – assumes
you have plenty of rage.
        /castrandom Devastate, Shield Slam
/cast [modifier:ctrl] Cleave; Heroic Strike
       fit in 2 Devastates b/w SS cooldown
       /castsequence reset=6 Shield Slam, Devastate, Devastate
       Taunt-MB-CS - Taunt/Def Stance switch. Ctrl is Mocking Blow/Battle Stance switch. Alt is
Challenging Shout.
        #showtooltip Taunt
/cast [modifier:alt] Challenging Shout;[modifier:ctrl,nostance:1] Battle Stance;
[modifier:ctrl,stance:1] Mocking Blow; [stance:2] Taunt; [nostance:2] Defensive Stance
       Shield Slam with Gnomeregan Auto-Blocker 600 (see explanation above under Pvp /
        #show Gnomeregan Auto-Blocker 600
/use [harm,nodead,equipped:Shields] 13
/cast [equipped:Shields] Shield Slam
/equip [noequipped:Shields] Azure-Shield of Coldarra
       a 'castsequence' tanking macro
       /castsequence reset=5 Shield Block, Revenge, Sunder Armor

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5.1.6 Multi tanking
    Tab sunder - seamlessly tab to the nearest target, sunder them and switch back to your
current target – you won't even see the switch but they'll be sundered and come to you if they
break early...
/cast Sunder Armor
       Mouseover sunder - cc breaking early? this macro will sunder the mob your mouse
pointer is over without losing your current target (the mob must still be in melee range, of
course). It also checks if the target is actually hostile and alive before doing this.
        #show Sunder Armor
/cast [target=mouseover, harm, nodead] [] Sunder Armor
       Thunder Clap
        #showtooltip Thunder Clap
/cast [stance:1/2] Thunder Clap; Defensive Stance
        To overcome the 'tab' key's propensity to target anything, this macro first reduces the
distance at which tab works to 10 units, performs the equivalent of a Tab (/targetenemy), then
restores the default value. Ciderhelm has some very good macros using this script - see
        /script SetCVar("targetNearestDistance", 10)
/script SetCVar("targetNearestDistance", 41)
       mash this every GCD (note without the reset to 41 it will leave your tab at 5 or whatever
value you give it) watch debuff slots & then revenge, Shield Slam etc. on those with low
        /script SetCVar("targetNearestDistance", 5)
/cast [nostance:2] Defensive Stance
/castsequence reset=6 Sunder Armor, Thunder Clap, Cleave, Sunder Armor
        It changes target every use - I have held 6 & more Shattered Halls' mobs with this &
didn't have a single point in prot at the time (ok you do need some time with them to get
properly acquainted ) - the key is revenging & Shield Slamming those with low sunders or
even Taunting them, to give you extra time to build threat on the others. Use the target icon
macro (below) to mark one as the focus fire target - it will need extra attention.

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        5.1.7 Miscellaneous
activating a trinket into a macro?
       /use 13
/use 14
      (13 = top trinket, 14 = bottom)
sharpen left click to do MH, right click for off hand
       #show Dense Sharpening Stone
/use Dense Sharpening Stone
/use [button:2] 17; 16
       sharpen or fish
        #show [equipped:Fishing Pole] Aquadynamic Fish Attractor; Dense Sharpening Stone
/use [equipped:Fishing Pole,modifier:alt] Bright Baubles ; [equipped:Fishing Pole] Aquadynamic
Fish Attractor ; Dense Sharpening Stone
/use [button:1] 16; [button:2] 17
       Universal mount macro
        /cast [noflying] Ebon Gryphon
/cast [nomounted] Stormpike Battle Charger
/dismount [noflying]
       self bandage (1st macro is bandages in bag 1 position 1, 2nd macro position does not

/use [target=player] 1 1
/use [target=player] Heavy Runecloth Bandage
       intim shout & bandage and then re-target - 3 clicks, pause for bandage after second...

/cast Intimidating Shout
/use [target=player] Heavy Runecloth Bandage
       oh crap!
      /castsequence Last Stand, Major Healthstone, Super Healing Potion, Fel Blossom,
Nightmare Seed
        I manage shouts, AP and rage boosts thru a single macro - its not for everyone & nor is
it suitable for every encounter... it will reset manually with 'ctrl' or after 120 secs after last use
(the cooldown of battle shout & BB).. one use for each - it assumes you have imp zerker rage

                                                                                              Page | 72
for the rage boost tho zerker rage also generates extra rage when taking damage so its great to
keep it up when grinding..
     /castsequence reset=ctrl/120 Battle Shout, Berserker Rage, Bladefist's Breadth,
Rampage, Berserker Rage, Uniting Charm, Rampage, Berserker Rage, Rampage

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5.1.8 Some common macro commands...
/assist [name] - Assist your target or the named unit if specified
       Using Items:
/userandom , , item3, …
       Examples of /equip and /use:
        /equip <itemname>
/equip <bagid> <bagslot>
/equipslot <slot> <itemname>
/use <itemname>
/use <slot>
/use <bagid> <bagslot>
/userandom <item1>, <item2>, <item3> will attempt to use a randomly selected one of the
specified items

/cast [option]
/stopmacro [option]
/castrandom , , …
/castsequence [reset=N/target/combat/shift/alt/ctrl] , , …
       Sequenced Casting
* A new command /castsequence reset=N/target/combat/shift/alt/ctrl spell1, spell2, spell3
* The reset line can specify a number of seconds after which a sequence resets, or if it should
reset on target change or leaving combat.
* The sequence tracks the 'next' spell in the sequence until it resets, the next spell only
advances on a successful cast.
* You can specify a conditional at the start of the command before the reset to filter whether
the sequence is used (You cannot use per-spell conditionals)
                                                                                        Page | 74
* You can specify items and stances as well as spells
Action Bars:
       /startattack [unit]
       /cancelaura [Stormpike Battle Charger]
If multiple options are provided for an action, they must all be met before the action will
happen. The options supported are as follows:
        * target=unit - Run the command and perform tests on the specified unit (only
applicable to spell casting or item use). You can specify 'none' as a target unit to act as if you
have no target.
* help/harm - Choose depending on whether target is assistable or attackable
* combat - Choose depending on whether you're in combat or not
* stance or stance:# - Choose depending on your stance/shapeshift ("stance" alone matches
any stance)
* stealth - Choose depending on whether you are stealthed
* mounted - Choose depending on whether you are mounted
* swimming - Choose depending on whether you are swimming
* flying - Choose depending on whether you are flying
* indoors - Choose depending on whether you are indoors
* outdoors - Choose depending on whether you are outdoors
* modifier or modifier:shift|ctrl|alt - Choose depending on any modifier keys you're holding at
the time the macro runs
* equipped:|| - Choose if you have the specific item type equipped
* actionbar: - Choose if a specific actionbar is shown
* button:Z - Choose if the specified button is held down
* pet:| - Choose if your current active pet has the specified name or family (e.g. pet:bear/wolf)
* channeling or channeling:spell - Choose if you are channeling (possibly a specific spell)
* exists - Choose if the target exists
* dead - Choose if the target is dead
        For stance and modifier you can list multiple matching values separated by the /
character for the option to be true if ANY of them are true. For example modifier:shift/ctrl
matches if shift or control is held down.
Any option can be prefixed with 'no' to select if it does NOT match. For example [nocombat]
# and - are comment characters in macros

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A macro that starts with "# show or # showtooltip <item or spell>" will show feedback for that
item or spell. A macro that starts with "# show none" will show no feedback. Otherwise the first
/cast, /randomcast, /castsequence, /use, or /random use command will be used to show
feedback for the macro.
Castsequence is special in that it overrides the "#show" parameter. This is intentional, as most
people want the current spell to show up instead of what is listed on "#show.
macros within macros?
       /click <button name>
       You can find a button name by hovering your mouse over a button and entering this
into chat:
       /script message(GetMouseFocus():GetName())
Setting raid target icons
       SetRaidTargetIcon("target", 1); -- Star
SetRaidTargetIcon("target", 2); -- Circle
SetRaidTargetIcon("target", 3); -- Diamond
SetRaidTargetIcon("target", 4); -- Triangle
SetRaidTargetIcon("target", 5); -- Moon
SetRaidTargetIcon("target", 6); -- Square
SetRaidTargetIcon("target", 7); -- Cross
SetRaidTargetIcon("target", 8); -- Skull
SetRaidTargetIcon("target", 0); -- Remove RaidIcon
        are the units
if you just want to put the skull (8) on one target use:
       /script if (GetRaidTargetIndex("target")~=8) then SetRaidTargetIcon("target", 8); end
       if you want to target a group - one use each target:
        /script if not lastraidn then lastraidn = 1; end SetRaidTarget("target", lastraidn); if
lastraidn == 8 then lastraidn = 1; else lastraidn = lastraidn + 1; end
you get the idea? you can shift click the various spells items to put in your macros and change
those above around... the /castrandom and /castsequence combined with conditions offer a
great deal of scope for new macros - tell us whats working for you.
additions, deletions, mistakes appreciated
Acknowledgements :
Neuro, Iriel, Slouken, Cogwheel, Jenavi, Falka, Kudagaxehand, Shirik, Aella, Tanque, Algol,
Ciderhelm, Arbster, the UI community and posters here /salute
Further reading:

                                                                                             Page | 76
Cogwheel's Macro Intro & FAQ: (tho you don't have to read first!)
WoW Forums -> Cogwheel's Complete Macro Guide - READ 1ST!

                                                                    Page | 77

5.2.1 Why Are Keybinds Important To The Warrior?
         The warrior is an instinctive creature. What she lacks in 33 Intellect, she makes up for by
hitting the right target ridiculously hard, or with particular animosity. She is ready to command
and control many situations, be it holding a line or destroying the same.
    At least, this is how the warrior class is designed. Whether you are able to control one of
the most twitchy classes in World of Warcraft and maximize your potential is dependent on
how quickly you can react. Believe me when I say that reaction time comes with practice.
    It also comes with your physical ability to control your character through your keyboard and
mouse. Here is an example of a complex pull in Heroic Shattered Halls and how I personally
handle it:
       Pack A has a Legionnaire, which will deal moderate
       damage and call in three additional low-damage
       Brawlers through the duration of the fight; it has
       a Savage, which will deal heavy direct damage to
       it's target; there are two Reavers, which will
       deal moderate damage as well as do an occasional
       Knockback and Cleave; there are also two casters,
       an Acolyte and a Darkcaster, which do not need to
       be tanked and can be killed first.

       When pulling, I use my ranged weapon on the
       Legionnaire. He will move a pace ahead of the rest
       of the pack; as soon as the Savage comes into
       range, I will shoot him as well, then immediately
       turn around and run around a corner to force all
       of the mobs to converge on me via Line of Sight.
        One of the finer points of controlling many situations involving movement or Line of
Sight involves being able to turn on a dime--if you simply use your right or left arrow keys while
clicking a shoot button, you will be unable to assure your own safety in this kind of pull. Snap-
turning requires a mouse exclusively, so you want a Ranged attack to be able to be queued up
with a Keybinding, especially if it is very fast such as many Throwing Weapons.
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       I have built no Threat on either of the Reavers
       and have built very little Threat on the Savage
       and Legionnaire. I will be hit very hard, very
       quickly and if my Healers don't react, I will
       die -- this means I need established Threat before
       I receive too much healing. I Shield Slam the
       first Reaver, change targets, Heroic Strike,
       change targets, Revenge, change targets, Heroic
       Strike, change targets, Taunt, switch to Battle
       Stance, Thunderclap, switch to Defensive Stance, ...
         Follow the above list carefully. Shield Slam, Revenge, and Thunderclap are on the Global
cool down of 1.5 seconds; Heroic Strike is connected to your Weapon Speed and does not
affect any other ability cooldown; Taunt is on an independent cooldown; stance changing is on
an 1-second independent cooldown.
    It is possible to complete the entire first just under 5 seconds, but it necessitates the use of
Keybindings to give yourself enough flexibility to control your character and your targets with
the Mouse (or through Tab-targetting). Since every situation is different, you can't simply line
up the buttons you are going to use and be ready to mouse-click them in the right order --
especially since Heroic Strike needs to be queued up between and while other abilities are
being used.
    In all but the most mundane work, establishing effective Keybindings will make you able to
react and respond more effectively than trying to frantically click buttons. Fortunately, the
learning process is very quick.

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5.2.2 Movement Keybindings -- Common Examples
       Q W E
       A S D F
        This represents your Standard movement setup, where Q and E represent strafing side
to side, and WASD are similar to your Arrow Keys. This is a default of the game. The "F" key in
this scenario is most often bound to a very important ability that is not in constant use but
needs easy access -- in my case; I use "F" for Execute and "Shift+F" for The Decapitator item
       Non-Standard Ergonomic
       W E R T
       S D F G
        This is a very solid movement setup for a Microsoft ergonomic keyboard. It works
effectively for many players on normal keyboards as well. W and R represent strafing, whereas
ESDF represent standard movement. With this setup, the easiest-access keys are T and G, so we
use those for special abilities. Q and A work effectively for uncommon use abilities, though if
you use the 1-6 keys for basic abilities these are not as accessible as T and G.
    If you are using a 5-button laser mouse or any similar mouse, it is common to rebind the
strafe keys to the far left and right mouse buttons. This allows for more key availability.

5.2.3 Easy Access to Independent cool downs and Core Abilities
        This is one of the more important concepts in setting up effective Keybindings for your
warrior. You have several core abilities which you will use in nearly all situations. For tanking,
the six most commonly used abilities are Taunt, Shield Block, Shield Slam, Sunder Armor,
Revenge, and Heroic Strike.
    Notice that Taunt, Shield Block, and Heroic Strike are completely independent of each
other, as well as being independent of the Big 3 (Shield Slam, Sunder, Revenge).
    Though some players have some very complex setups, I will illustrate how to apply these
the default method -- your Number keys. I use 1, 2, 3, 4, 5, 6, for easy access above my
movement keys.

                                                                                           Page | 80
   Here is an example of Defensive Stance for me while tanking:
       1 - Taunt
       2 - Shield Block
       3 - Shield Slam
       4 - Sunder Armor
       5 - Revenge
       6 - Heroic Strike
       Finger positioning is critical. My Taunt and Shield Block are controlled by my ring finger;
my Shield Slam, Sunder, and Revenge (all on the same Global cool down) are controlled by my
middle finger, and my spammable Heroic Strike is controlled by my index finger.
Note that the Shield Slam, my most important ability, is directly above my Forward movement
key. This is where my hand naturally rests.

5.2.4 Universal and Similar Keybinds Across Stances
       This is very specific to moves which involve stance dancing and, in many cases, macros.
Often, you want similar abilities to be in the exact same place across all of your stances, to
maximize speed and minimize mistakes.
   Here are some examples of my own hotbars:
       1 - Taunt (Defensive Stance)
       1 - Mocking Blow* (Battle Stance)
       3 - Shield Slam (Battle/Defensive/Berserker Stance)
        *This is specifically so if I see my Taunt is resisted, I can immediately switch stances to
Battle Stance and use Mocking Blow immediately. Having easy access to this means I am 100%
sure I can effectively get the Mocking Blow off immediately, without accidentally spamming the
wrong key in the wrong stance.
       1 - Shield Bash (Battle/Defensive Stance)
       1 - Pummel (Berserker Stance)
       2 - Charge/Intercept Macro (Battle/Defensive/Berserker Stance)
       3 - Shield Slam (Battle/Defensive/Berserker Stance)
       6 - Piercing Howl** (Battle/Defensive/Berserker Stance)

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       **Note that Piercing Howl could be replaced with Hamstring/Shield Bash depending on
stance and use.

5.2.5 Do Your Own Thing; and, Some Mouse Clicking is Fine
        I simply do not believe you can be the most effective player of the warrior class by
limiting yourself to the use of your mouse alone. However, I also believe that players have
many different preferences and all I can give is an example.
    If you wish to experiment with your own Keybindings, please keep in mind that you have to
develop a "muscle memory," or, your brain has to get used to doing the unfamiliar. The
keyboard itself is inherently an extension of your brain, just as a hammer or wrench might be,
so you will learn it--it just takes a day or so to get used to it.
    Also, I do not entirely use Keybindings. Battle/Commanding Shout, Last Stand, Healthstones,
Shield Wall, etc., are exclusively clicked for me. Depending on my hotbar setup, I may use my
mouse to click some abilities on the Global cool down for the sake of ease. Don't feel bad if you
don't Keybind everything!

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