Jump to content


Member Since 11 Oct 2010
Offline Last Active May 08 2013 01:39 PM

#3627261 Now i know why they are called deathknights

Posted yarubi on 28 January 2012 - 02:42 PM

So you fed a blood dk with vengeance and he could hit you with deathstrike...actually, as Mage you can just use your own CDs for a 50k frostbolt.

#3618161 Boomkin - Avalanche

Posted Zigenz on 19 January 2012 - 03:15 AM

View PostDizzeeyo, on 19 January 2012 - 03:09 AM, said:

god forbid u get an actual answer, rather then random retards posting random shizzle

Like you just did, rofl

#3617943 Mightyz - How To Kill Resto Shamans

Posted Porkz on 18 January 2012 - 10:29 PM

Posted Image

#3617419 Looking for gamer to feature in documentary, Oslo Norway

Posted Claynz on 18 January 2012 - 01:16 PM

WHAT THE FLUK U ON ABOUT?!? I did 1 year in military that makes me a social Gladiator  take Minpojke he got 887 days in gametime he show it to me last summer.

if i get some TV crew at my door i can promiss you one thing that camera will do a heroic leap out of my door.

#3616227 <3 Dragonwrath

Posted Staysmalldog on 17 January 2012 - 10:40 AM

Rogues still do more damage in 1 second.

#3615238 A Plea to the Twitch Streamers

Posted Giantfoamhat on 16 January 2012 - 05:59 AM

If they're just afk'ing or trying to fill a team?  Sure, I do not have a problem with that.  But when they're chain queuing with the team banter in between matches, that adds to the viewing experience.  The viewers like to hear and participate via chat during that time.  Don't interrupt it with a commercial each and every queue.

#3615185 4.3 Warrior Guide

Posted Sinix on 16 January 2012 - 04:10 AM

this guide is not mine i did not create or write any of it, however i definately approve and agree with every point artstyle makes and think it is a amazing guide that every warrior should read if they are looking for some quick info Posted Image.i am posting because he does not have access to AJ

Posted Image

Current as of patch 4.3, enjoy!

Posted Image
  • Race Choice
  • Professions
  • Gearing
    • Stat Priority
    • Gemming
    • Enchants
    • Glyphs
  • Talents
    • Cookie Cutter Spec
    • Slam or Incite?
    • Optional Talents
    • Gag Order
  • Macros
  • Playstyle Guide
  • Tips and Tricks
  • Competitive Setups
  • Addons
    • Gladius
    • Tellmewhen
    • Losecontrol
  • Contributors

Posted Image

All 12 races in the game can be warriors. I've narrowed it down to the best three races for each faction and any racial bonuses that directly affect warriors:

Posted Image
Every Man for Himself frees up a trinket slot otherwise used for your PvP Trinket. If you can get a nice trinket from raiding it can really make a difference. The 3 free expertise when using a sword or mace is nice too.

Posted Image
Escape Artist gets you out of one root. Warriors are constantly sitting in roots which makes this an excellent racial.

Night Elf
Posted Image
Shadowmeld is a great defensive racial. It completely negates the effects of any harmful ability when used at the same time. Quite difficult to pull this off but it can game-breaking. Enemies also de-target you when this is used. So if you see a mage pop his cooldowns and cast a Frostbolt at you while you're in a nova, Shadowmeld and he will have to re-target you and re-cast . You also get a 2% reduced chance to get hit by any abilities and some nature resistance.

Posted Image
Blood Fury gives you a decent amount of attack power and you get 3 expertise when using an axe. The attack power bonus can be used with your dps trinket, I highly recommend playing this race as horde, the racial bonuses synergize well with the class.

Blood Elf
Posted Image
Arcane Torrent is a two second AoE silence. Use it to interrupt heals or to get that little bit of lockout you need to finish a caster/healer. This spell shares DR with all other silences.

Posted Image
Will of the Forsaken gets you out of charm, fear or sleep effect. This shares a 30s cooldown with your PvP trinket. Also, best looks and character animations Posted Image

Posted Image

All crafting professions were made to give about 80 of your primary stat before the introduction of epic level gems.

Access to special gems that give 67 strength: Bold Chimera's Eye. Up to three can be used at the same time.

Access to flask that gives 80 strength: Flask of Enhancement.

Access to +40 strength on your rings: Enchant Ring - Strength

Access to 130+ strength to bracers: Draconic Embossment Strength

Access to shoulder enchant adds 130 strength and 25 crit rating: Lionsmane Inscription

Access to two extra gem slots. One on bracers, one on gloves: Socket Gloves and Socket Bracer

Cloak enchant proc for 1000 attack power: Swordguard Embroidery

Access to 480 strength proc on gloves: Synapse Springs

If you take any of these 2 professions you should be fine but if you really want that little bit of extra strength you can take blacksmithing for an extra 20 strength. Using two Bold Queen's Garnet you get 100 extra strength rather than 80 from the rare gems.

Posted Image

Stat Priority
5% Hit (601 Hit Rating) > Strength > Crit/Resilience > Mastery > Haste

Why are crit and resilience together?
This is really a matter of what comp you are playing/playing against and personal preference. Let's say we have a Kittycleave versus WLS. Ideally, the warrior on the WLS team will most likely be playing with a lower amount of resil since he expects the Kittycleave to make swaps to, or focus, the lock and shaman. Anywhere from 4.2k - 4.6k resil should be fine. The warrior on the Kittycleave is most likely the kill target and will want to run close to 5k resil. I like to play with around 4.4k resil regardless of comp.

Where's expertise?
Once again, this is a matter of personal preference. I like to play with 20 expertise which makes it so that casters cant dodge my abilities. However, rogues/ferals/DKs will still be able to parry and dodge. Some warriors like to stack almost 30 expertise. With the amount of ferals/rogues/dks in arena this might not be a bad idea. It all comes down to a safety stat vs crit.

Red - Bold Inferno Ruby/ Bold Queen's Garnet

Yellow - Resplendent Ember Topaz/ Resplendent Lava Coral or Inscribed Ember Topaz/ Inscribed Lava Coral

Blue - Etched Demonseye/ Etched Shadow Spinel

Meta - Reverberating Shadowspirit Diamond


Head - Arcanum of Vicious Strength
Shoulder - Greater Inscription of Vicious Strength
Cloak - Enchant Cloak - Greater Critical Strike
Chest - Enchant Chest - Mighty Resilience
Bracers - Enchant Bracer - Major Strength
Hands - Enchant Gloves - Mighty Strength
Legs - Dragonscale Leg Armor
Boots - Enchant Boots - Lavawalker
Weapon - Enchant Weapon - Landslide


In the Prime slots, there isn't too much of a debate as to what glyph to pick, we want:

Glyph of Bladestorm
Glyph of Mortal Strike
Glyph of Overpower

In the Major slots we have a selection of glpyhs to pick from:

Glyph of Piercing Howl
This one is a must have imo. Having a 15 yard AoE slow is just too good to pass up. Helps you connect to targets that are running away from you.

Glyph of Long Charge
5 extra yards on charge is even more essential ever since most ranged abilities are 40 yards.

Glyph of Rapid Charge
This seems underwhelming but you'll most likely be using charge off cooldown. The one extra second off each charge really makes a difference in the long-run.

Glyph of Spell Reflection
Not that great since spell reflect is 25 seconds anyways Posted Image

Glyph of Shield Wall
I think this major is underrated. The game is highly likely going to end in the five minutes after you use shield wall, so I think having a 60% reduction outweighs the irrelevant increase in cooldown.

Glyph of Sweeping Strikes
Takes off the 30 rage requirement for sweeping strikes, which is a good amount of rage. A must have glyph if you spec into SS.

I like to use both charge glyphs and piercing howl.

Posted Image

Cookie Cutter Spec
This is the backbone of all specs, most warriors will have these talents (Don't count the 1/2 in Blitz, I just needed it to get 31 points in...):

Slam or Incite?
This has been a huge topic of debate for warriors. Once again it comes down to personal preference. here is an overview of the two talents to help you decide

Let's look at Incite first:

Incite increases your Heroic Strike crit chance and allows these critical strikes to trigger another guaranteed crit (Yo dawg...).
This significantly increases our overall damage and you will be seeing a higher amount of damage done for most arena games. Since Heroic Strike is an instant and of GCD it is extremely easy to use properly.  Use Heroic Strike whenever you have excess rage (>60) and you are using it in the most efficient way possible. Another thing to note is that since Heroic Strike is instant, you don't really need a high uptime to get the most out of this talent.

Unfortunately Incite scaled only with attack power and hits for relatively low amounts (about 5k non-crit on 4k resil) and as such it does not contribute to burst damage as much as Overpower or Mortal Strike, even with cooldowns popped.

Now Improved Slam:

Improved Slam shortens your Slam cast time to a very fast 0.5s and increases its damage by 20%. This seems to be the preferred schoice for most high rated warriors. Hoodrych explains why he chooses to use slam in his video:

Sinix also explains why he chose to use slam:

"It's simple, with incite you're trading an ability for a crit proc. If anything Incite is better if you have high uptime because you can you can still crit without it. But you're not going to be slamming without Improved Slam. You're missing out on a ton of burst by not taking slam. To get the amount of burst that you have with slam you'd need to use heroic strike 2-3 times which definitely isn't happening since Heroic Strike cost 30 rage."

Simply put, slam is more burst but less overall damage. It requires a higher amount of uptime to be effective and is a bit difficult to weave in at times, but is extremely powerful when used during cooldowns. Slam scales with weapon damage so its effectiveness should increase with the T2 weapon.

Optional Talents
Note that with Improved Slam you get 3 talent points leftover, whereas with Incite you only get 2.

Drums of War
Great for warriors who have trouble managing their rage. Ensures that you can always pummel or fear.

Gives your charge an AoE to its stun and increases its rage generation. Most warrior take 1 point here.

Sweeping Strikes
Gives your offensive abilities a cleave, very powerful versus cleave teams and can open up swap opportunities when used correctly.

Rude Interruption
Nice little damage bonus when you lock out a cast. When setup with an addon like tellmewhen, it's an easy way to tell if you got juked or locked out a cast. Don't put more than 1 point into it though. The second point doubles the duration of the buff and pummel is only a 10 second cooldown.

Gag Order
Here's a spec that drops Piercing Howl and Blood Craze for Gag Order: http://us.battle.net...YeheQhW!ad!kaag

Gag order gives you a 3 second silence Pummel and Heroic Throw and lowers its cool down by 30 seconds. You can also move around the points from slam into some utility talents if you wish. Honestly Gag Order doesn't merit the loss of a 15 yard slow and blood craze. Your forced into incite and you need to dump two points into Toughness, a useless talent. This spec could possibly be beneficial if you're running TSG, where the DK will be supplying most of the snares/roots.

Posted Image

Most of the macros I use have /cancelaura Bladestorm in them. The reason for this is so that you don't have to click off Bladestorm buff if you really need to cancel it.


#showtooltip Charge

/cast &#91;nostance:1/3&#93;Battle Stance

/cancelaura Bladestorm

/cast &#91;nomodifier&#93; Charge

/cast &#91;nomodifier&#93; Rend

/cast &#91;modifier:shift, target=focus&#93; Charge
Puts you in Battle Stance if you are not in it and charges. Shift modifier to focus charge. I also have Rend in this macro to save a keybind. Uses Rend when in melee range.

#showtooltip Pummel

/cancelaura Bladestorm

/cast &#91;modifier:shift, target=focus&#93; Pummel; Pummel
Simple pummel macro. Pummels target or shift modifier to pummel focus target. It's also useful to have a macro like this for Throwdown.

Heroic Leap/Pummel
#showtooltip Heroic Leap

/castsequence &#91;target=focus, exists&#93; reset=combat/3 &#33;Heroic Leap,  Pummel; &#33;Heroic Leap
Neat little macro. Leaps over to your focus target and pummel him with the same button, great for catching those casts quickly.

#showtooltip Disarm

/cancelaura Bladestorm

/cast &#91;stance:2&#93; Disarm; &#91;stance:1/3&#93; Defensive Stance
Puts you in the correct stance and Disarms.

#showtooltip Intervene

/cancelaura Bladestorm

/cast &#91;stance:1/3&#93;defensive stance

/cast &#91;help&#93; &#91;target=Joe, help&#93; Intervene; Intervene
Replace Joe with the name of your healer. puts you in the correct stance and intervenes your healer when no friendly target is selected. If you target your other partner it will intervene him instead.

Shield Wall
#showtooltip Shield Wall

/cancelaura Bladestorm

/cancelaura Recklessness

/cast &#91;stance:1/3&#93;Defensive Stance

/equip *name of 1h*

/equip *name of shield*

/cast Shield Wall

/cast Shield Block
Cancels Recklessness, puts you in defensive stance, equips your 1h and shield and casts shield wall.

Spell Reflection
#showtooltip Spell Reflection

/cast &#91;stance:1/2,equipped:Shields&#93; Spell Reflection; &#91;stance:3&#93; Defensive Stance

/stopmacro &#91;equipped: Shields&#93;


/equip *name of 1h*

/equip *name of shield*
Puts you in defensive stance, equips 1h and shield and spell reflects.

Posted Image

The best thing a warrior can do in an arena is damage. As sad as that sounds, its true. We don't offer much utility compared to the other classes, but we have great sustained damage. So how do go about maximizing our damage output?
  • Maximizing Sustained Damage
    • Slaughter
      Slaughter stacks are gained through the use of Mortal strike, stacking up to 3 times and giving us 10% extra damage with each stack. This is where all our damage comes from, try everything you can to keep 3 stacks once you have them. The buff lasts 15 seconds, if you find its about to fall off and you cant reach your target, just look around for pets or totems to hit to keep the stacks up.
    • Overpower
      Always make sure rend is up on your target, after the first application, Mortal Strike re-applies it, so it's not too hard. Never miss a Taste for Blood (Overpower) proc, Overpower's high crit chance and low rage cost of 5 makes it a high dps/dpr ability.
    • Double Overpower
      The Taste for Blood buff lasts for 9 seconds with a 5 second cooldown. That means if you do not use overpower before 3 seconds left on the buff, you will have 'wasted' an overpower since it's been replaced by a new one. However if you time it right and use overpower between 3-4 seconds left on the buff, you will get a new proc in between the global cooldown. Landing back-to-back overpowers as opposed to using it as early as possible allows for moments of burst damage that would otherwise not be possible.
    • Colossus Smash
      Colossus Smash (CS) is a powerful burst cooldown on a very short CD. However, it's easy to waste and quite hard to use effectively. The cooldown on CS can be randomly refreshed by any of your attacks, try use colossus smash as soon as you get these procs, known as Sudden Death procs, but never CS when low on rage.

      Colossus Smash last 6 seconds. If you factor in the GCD it takes to use it, you have 4.5 seconds, or 3 abilities you can use before it falls off. The best way to maximize damage during CS is to use the double overpower trick:

      Mortal Strike -> Overpower -> Overpower
    • Snares
      This is so friggin' important its not even funny, either you or your partner needs to keep some kind of snare on your kill target. Keeping your target snared helps you keep him in melee range and thus allows you to do damage. Damage is good. One more time:

  • Bursting

    Bursting as a warrior is all about cooldown management (Deadly Calm, Reck) and smart CS usage. You should always CS before you pop a burst cooldown, you want the damage you gain from the armour penetration.

    Start off by building up 3 stacks of lambs. Pop Deadly Calm and on-use trinket, Colossus Smash (hopefully you lined this up with you double overpower) and then:

    Mortal Strike + Heroic Strike -> Overpower -> Overpower + Heroic Strike

    Heroic Strike is on global cooldown and can be used with your other abilities. Continue to use Heroic Strike off cool-down and use CS when its available.

    The same concept applies to Recklessness. Try to use Reck when you have a near full rage bar so that you can use the two Heroic Strikes with your Colossus Smash Debuff.

Posted Image

  • Heroic Leap
    • There are a few places you can leap 'up' onto on z-axis maps, Hoodrych has a great video on how to do this:
      Hoodrych - how to heroic leap in arena by hoodrych
    • When using Heroic Leap as a gap closer on moving enemy, remember that there is a travel time to it. Lead a bit in front of your target so that you land right on top of them.
    • If you really need to land a charge stun on someone you can leap away to get distance from your target, then charge back for the stun. This is especially great for when you throwdown a priest/paladin aura mastery and they trinket. Landing that charge ensures they wont get that heal off.
  • Charge
    • Focus charging heals is a great way to set healers behind. I don't recommend doing this that often against wizards since you will almost always need charge as a gap closer, but against melee cleave this it can be very effective.
    • Don't forget that you can't charge anyone on the pillars in Ring of Valor while they're down. Stupid bug that hasn't been fixed yet :/
  • Intervene
    • Most hunter and rogue CC is effected by intervene. What I mean is that if your healer has the intervene buff and a rogue/hunter uses blind, scatter shot, kidney shot, etc. it will go onto you instead. Intervening CC is an amazing way of reducing the pressure on your healer.
    • Battle shout and intervene your healer out of the gates if its a rogue team and try to get him to get into combat as soon as possible. Most rogues don't expect this and they will have sap twice before they can get your healer.
    • Use intervene as a gap closer as often as you can. Is your partner on the target but your getting kited? Intervene him and continue to smash his face in. Is your priest going to land a fear on a healer and the dps you want to swap to? Intervene him and get swappin' (the fuk does that even mean).
  • Retaliation
    • Retaliate when a warrior blade-storms and he will take massive damage.
    • A good way to create pressure while being focused by melee is to improve hamstring and then retaliate. They wont be able to kite it and will take a ton of damage.
  • Intimidating Shout
    • Intimidating Shout is not entirely useless against shamans, you can still use it as another interrupt.
  • Demo Shout/Thunderclap
    • Keep both of these up against melee cleaves, the amount of damages mitigates is significant. Not only does it slow the attack speed by 20% it also reduces energy regeneration (rogues, ferals) and rune regeneration.

Posted Image

WLS - Posted Image Posted Image Posted Image
WMP - Posted Image Posted Image Posted Image/ Posted Image
Kitty Cleave - Posted Image Posted Image Posted Image/ Posted Image
TSG - Posted Image Posted Image Posted Image
KFC - Posted Image Posted Image Posted Image/ Posted Image/ Posted Image

Posted Image

Gladius - A custom arena party frame addon that shows trinkets, cast bars, DR's etc.

TellMeWhen - Shows buffs/debuffs, cooldowns, procs etc. on any target of your choice in a customizable area on your screen. Draaxx has a video on how to set this addon up: Draaxx - How to setup Tell Me When addon. FukkenZuzah also has an image guide on this as well: FukkenZuzah - Official Guide For IB/TMW

LoseControl - Shows the duration and type of CC on yourself by displaying them in a moveable area onscreen.

Posted Image


If you would like to comment or add to this guide in any way please PM me and I will add you to contributor list when I am finished. More coming to playstyle section soon, I really feel that its lacking.

AJ :


#3614566 TSG Season 11, UPDATED post from my #1 TSG USA post.

Posted Icecrystals on 15 January 2012 - 08:19 AM

For everyone interested in FREE lessons/tips/strats/gems and reforging guides for TSG this season, please hmu on skype for further info: duseldorf1994

As an updated portion of my previous post about TSG S10, it's still considered an under-powered comp, strictly because of warriors being so gimped and dk's being to immobile.

What changed from S10-S11 for TSG:First with MS being re-introduced this comp is once again semi-alive. 25% extra healing reduction promotes the simple objective of the comp in most cases; to train a healer, or start on a target/swaps/MS on main target, cc on healers. Frost dk's having no massive change, except for howling blast range dmg are still the primary spec for TSG, and to warriors arms is by far the only viable. For opponents vs TSG, there's been an increase in the general Rogue pop., strictly because they have vial, the ability to solo healers 1v1, and even solo your dk in 1 dance/kidney/smokebomb. This is currently the biggest issue with TSG vs Rogue teams right now, but as i will point out later, the dk must master his CD management in order to survive the 1v1 mayhem death.

What comps TSG is good against: As of this early state in the season, it's mostly the same as last season. Teams with a resto shaman, resto druids, and sometimes disc priests are primarily the games that TSG SHOULD have an advantage on. On the other hand, all 3 of those listed generally tend to run with rogues now, but the same strats may be done, but the opening 10 seconds of the matches are so crucial stopping the rogues pressure.

How to survive Rogue openers/smokebombs with your(DK): In the event of your paladin getting sapped, and your caught in a garrote/kidney/bomb scenario, generally you DO NOT want to EVER trinket the garrote, always save your trinket for the full kidney. If it happens that you play a comp like RMP where your warr is stuck in a nova or sheeped, and your paladin is sapped, you should consider AMS before the bomb, or lichborne, or ask for an early bop. Sometimes rogues are smart enough to kidney you after all those are down with another bomb, if they do, you should have IBF on the next round of stuns. We found that on small maps such as RoV, Ruins, and Dalaran, the best option is for you to run in with lichborne, if your paladin is sapped he should just trinket and get that early stun off (this is asking for a 100% blind, but your paladin should be able to predict it by having sac up with refreshing buffs).

Paladin's general role in TSG: Don't be afraid to be very aggressive, the comp is built for fast matches, fast kills, and crazy tactics. Your HoJ is so critical in successfully getting a healer's trinket, or a major cd, as well as peels from their teammates which could easily lead up to kills. Predicting smokebombs is very crucial as well, when you see a rogue dancing with cds, and rogues on ur dk or warr, you can try and BoP early to stop their pressure, it's totally fine to blow that on ur dk to stop that first round of dmg by the opposing team. Freedoms generally go to your DK, with spam dispels on your warrior since he has way more mobility.

Warrior's general role in TSG: Stopping opening shatter by charging/pummeling, sustaining dmg on your kill target, focus heal charges, focus fear (Might need to save for openers vs ferals/rets/rogues when they are clumped up together. Generally, after your paladin HoJ, a strangulate should come on the healer, and your throwdown should be used on DR if a major cd hasn't been forced, or if it has then step badck, charge, and use it OFF DR. Your CD's before your paladins is a good idea, as basically when your paladin uses his cds, you lose in the next 20-30seconds. When you Reck, ask your paladin to sac you if the opponent decides to swap to you, it's only done to keep you from clicking it off due to massive damage.

Deathknights general role in TSG:Aside from the survival concepts listed previously, your main goal is wait for grounding to be judged by your paladin, follow up by a grip on a healer, or dps (whichever your kill target will be, or off-kill target), ask for the HoJ by your paladin, and force cds. You should generally follow up a strangulate after the HoJ on a healer, and on an off-target strang the healer while your paladin HoJ's your kill target if he/she is too far from the enemy healer. AMS whenever your paladin calls for it, not when you desire, unless you see massive cds such as a shatter coming, or elemental mastery from an ele, etc. This prevents future mass dmg taken as your paladin can see things more clearly when healing and supporting your warr and yourself.

Questions can be asnwered here on this post or via skype, as stated above. Thanks! :)

#3613989 Triple shaman 3v3 WTF

Posted Lauviah on 14 January 2012 - 02:41 PM

Posted Image

#3612904 First legendary daggers are out...

Posted Raystigz on 13 January 2012 - 03:54 AM

wow fuck you for stealing my picture

#3612722 Season 11 end

Posted Shaggyx on 12 January 2012 - 11:12 PM

Idk what you guys are on about this season is the most balanced, and definitely the funnest.

Vial :rogue:

#3612549 Best healer for thug cleave?

Posted Maitopurkki on 12 January 2012 - 07:17 PM

ret pala

#3610724 2on2 With Rank 1 Druid Cottagex (Warrior druid 2on2)

Posted Bladetwister on 10 January 2012 - 01:40 PM

r u fucking serious, please stop posting shit it's annoying

#3608991 It's not so bad to play hunter, hehe

Posted Raystigz on 08 January 2012 - 04:07 PM

lmao lets leave combustion on 2 people and just try to heal through it instead of dispelling it...good idea

#3608642 State of mages in S11

Posted Ipsissimus on 08 January 2012 - 03:35 AM

+rep for your reading comprehension.

You actually edited and commented. Kudos, I'd +rep again if I could because your impressive reading comprehension still stands.