Talent Specs
Arms PVP (54/17/0)
Possibly 2 points out of imp hamstring for imp slam, depending on how rage generation and GCD usage is at 80, since the glyph makes up for those 2 points. Imp execute is amazing, not only because it's extra dmg on your sudden deaths, but because if your sudden death proc takes your opponent under 20% hp, you can instantly execute a 2nd time, with the 10 spare rage from sudden death.
Imp Rend because the way things are looking, Rend's actually worth using on anything that you're not worried about CCing. It ticks for a ton. I'd pick up trauma too, but I'd rather keep what I have in imp hamstring. You could drop 1 from imp HS and Anger management (though I <3 AM, since you often sit at 9, 14, 29, etc, rage, trying to execute, SR, MS, etc, and you know it'll only be 1-2 seconds before you can get off the ability) to get imp trauma. Imp hamstring is basically a good talent, but if you value trauma and/or imp slam higher, that or AM are where the points come from. Personal taste. And, even with imp rend and/or trauma, taste for blood is a terrible PvP talent.
Arms/Prot Hybrid (48/0/23)
Arms/Prot Hybrid
Prot (15/3/53)
Just made it. I think the talent point usage is pretty straightforward. You need some damage, since you probably won't be focused much, but I also specced into basically every utility talent.
I don't think prot is particularly amazing right now, but it would be viable with the right partner, and seems like it would be a lot of fun to play.
Fury PvP (18/53/0)
This talent write-up is written with the PTR Patch 3.0.8 in mind (as of 12/31/08). Notable changes to the build in that patch include Bloodthirst's healing increasing by 100%, shorter cooldown on Whirlwind, more slams, & no Titan's Grip penalty
Major Glyphs to use (many only worthwhile in 3.08):
- Glyph of Whirlwind
- Glyph of Bloodthirst
- Glyph of Hamstring OR Glyph of Execution
Strengths:
- Superior overall damage, rage generation
- Superior stats to Arms--not just an extra 2H, a Fury PvP build only requires 2% hit from gear to hit the 5% PvP soft-cap, allowing you to pile a lot more focus onto crit & AP
- Heroic Fury allows considerable flexibility, including mirroring Mage blinks & escaping roots--since most teams aren't used to facing Fury Warriors, they typically don't expect the double Intercept
- 2H + Shield -- self explanatory, when you can't overpower or revenge, this makes Titan's Grip turtling far more effective than Arms, letting you continue to apply good damage/pressure while turtling
- Roughly double the passive healing (Blood Craze + Bloodthirst) that Arms gets from Second Wind
- Being rage starved doesn't affect the application of your MS, neither does one key parry or dodge prevent it from applying
Weaknesses:
- No Bladestorm or Sudden Death -- somewhat lower burst damage, lose the "make them scatter" effect of a good Bladestorm + CC breaks
- Furious Attacks never procs on autoattacks that are absorbed (such as by PW:S or Sacred Shield), making for a wobbly uptime of healing reduction on Priests, Mages, and good Paladins
- No Revenge/Overpower spam -- very noticeable against Rogues
- A poorly planned double Intercept will leave you over-extended, without another intercept for 25-30s--Heroic Fury requires good foresight
Bladestorm 3v3 5v5 (Sword Spec) (57/14/0)
This build is mainly for Warrior Arena use in 3v3 and 5v5. The key talents that people can debate are the Tactical Mastery, Iron Will, and Charge allocation. You can change these talents to suit your needs, but the main importance is that you grab the survival type talents Second Wind and Blood Craze to help your healers prevent the gibs. No Imp Hamstring is used with this as well, but if you are running a comp that requires you to peel more often rather then offensive pressure, then the points can come from Sudden Death/Tactical Mastery.

