The Care and Feeding of Warriors: Leveling Up 21 - 40

The Care and Feeding of Warriors is focusing again on getting new warriors up to speed. Matthew Rossi has done this quite a few times (at present, all of his warrior alts are at least level 45 except for the tauren on Zangamarsh, poor neglected tauren) and he's not always done it very well, so at least we can all point and laugh and learn from his mistakes. It's fortunate he makes so many of them for us to learn from, really. We're blessed by his unique way of finding the pitfalls in our path by blundering straight into them.
So now you're a newly trained level 20 warrior. You've definitely decided you're not going to twink for the 19 WSG bracket, you're geared up and looking forward to the next twenty levels and finally getting a freaking mount so that you can keep up with all the Aspects of the Pack, Cheetahs, Spirit Wolves and Blinks out there. You're not at all bitter about your lack of a travel form, especially is this is your fourth or even fifth warrior and you're saying to yourself 'man, I forgot how much it sucks to have to run all over the freaking place'.
Oh, sorry. That might just be me.
Anyway, time to talk about the warrior specific quests, class abilities and other aspects of the class you'll be picking up in this swatch of the class. 20 to 40 is when warriors really start to feel distinctive based on their spec. It's when you can actually start to seriously tank anything and when you'll be getting your final stance and a nice warrior specific weapon. (If you like two handers, anyway.)
Oh, and the image with today's column doesn't really reflect any of this. I was just mad that they shrank my hat, and I wanted to show you what they did.
So now you're a newly trained level 20 warrior. You've definitely decided you're not going to twink for the 19 WSG bracket, you're geared up and looking forward to the next twenty levels and finally getting a freaking mount so that you can keep up with all the Aspects of the Pack, Cheetahs, Spirit Wolves and Blinks out there. You're not at all bitter about your lack of a travel form, especially is this is your fourth or even fifth warrior and you're saying to yourself 'man, I forgot how much it sucks to have to run all over the freaking place'.
Oh, sorry. That might just be me.
Anyway, time to talk about the warrior specific quests, class abilities and other aspects of the class you'll be picking up in this swatch of the class. 20 to 40 is when warriors really start to feel distinctive based on their spec. It's when you can actually start to seriously tank anything and when you'll be getting your final stance and a nice warrior specific weapon. (If you like two handers, anyway.)
Oh, and the image with today's column doesn't really reflect any of this. I was just mad that they shrank my hat, and I wanted to show you what they did.
The general advice from last week still holds true and always will for a warrior. Get the best gear you can, and keep it updated as best you can. Keep yourself in bandages and food and pots. Use these resources, especially potions, as they can keep you alive longer and minimize those rather horrifying repair bills. If anything will ever truly bring warriors and paladins together, it will be standing together and laughing as the clothies gripe about their repair costs. Embrace this fact now, and learn to see the humor in it. And be grateful that this has been reduced, my first two warriors shelled out a lot more on repairs and learned to hate everyone else as they complained about the cost of a wipe with the white hot fury of a thousand rabid wolverines who have awoken to find themselves in pink, frilly dresses in a dollhouse being made to play tea party with a Raggedy Ann doll.
Well, I just assume they would hate that. I mean, wolverines aren't very social animals. And they don't look good in pink.
We covered the general class abilities gained at 20 last time, so now I'll just cover the wide variety of abilities, more or less the bulk of abilities gained, now. These are the non-talented ones everyone in the class can get, as this is more a general guide, but we'll cover some talents later. First up is one of the best abilities you'll ever get, Intimidating Shout. You'll use this every single time it's up in PvP, hurling yourself into crowds and sending several of the enemy running away until they hit their trinket a second or two later rendering it meaningless and putting the shout on cooldown, but even with those issues it's a powerful means of interrupting several people at once and helping to disrupt a mass of enemy players. It can also be used in various ways in PvE, from interrupting a single target to bandage yourself (you have to be fast on the bandage after you use the shout so as to not hit the mob you're using it on, but you'll get used to that fairly quickly), a means to get rid of an add long enough to finish off your first target, a minor panic button to give yourself a chance to run away and I'm sure there are other uses I'm forgetting. Intimidating Shout remains one of our best abilities even after the maximum number of targets it works on was reduced to the current level.
At level 24 comes Execute, a standout ability for a great many situations. Well, a great many situations wherein something you're trying to kill is at 19% health or less, anyway. Execute, it's not just for Vael fights anymore! Never really was. You'll use Execute when grinding or soloing/questing, you'll use it instances (especially if you're DPS), you'll use it in PvP whenever it is up, especially if you happen to have a lot of rage and you see that magical little icon come to life while trying to catch that warlock who has dotted you to death three times in a row outside of Icewing Bunker. The limits of execute are its dependency on how much rage you yourself have... it's possible for a full rage bar execute crit to approach obscene numbers, but you won't get the chance to do that very often at all outside of a boss fight, and even then you'll probably only get to do it once at the absolute most. The ability consumes all the rage you have when you use it, so you'll be autoattacking for a while after you do, so if you're using it on someone who can survive it you're in a catchup phase afterwards. Still, it's not really possible for me as warrior to say anything bad about execute.
Level 26 brings us Challenging Shout. A very limited ability, you'll rarely use it and be glad you have it when you do. It's basically a 6 second AoE taunt. it's got the sizable limitations of only lasting a few seconds, not adding any threat (so after the time is up, if you haven't done anything to add threat to you the mobs go right back to killing everyone else) and it has a whopping ten minute cooldown. This column isn't about what I would change about warriors if I could, so I'll just say that you need to be really sure that everything is going south when you use this, and be aware that it's not going to magically fix everything when you do. Some people hit this button as soon as taunt fails, but I say don't be one of those people. Switch over and use Mocking Blow first, save CS for a last resort. You don't want to not have it later because you blew it saving one person. This is a pure tanking talent, make no mistake.
At level 28 you get another tanking talent, one of the absolute best in the game, Shield Wall. It has other applications as well... if you absolutely have to return a flag in WSG or EoTS, or are trying to run away to the safety of some friendly town guards while being beaten on by many, many mobs it can be used then, but for my money you want to save Shield Wall for when you're tanking on a boss. It's not a pally or priest bubble. It doesn't eat a specific amount of damage and then fail, or just make you immune until its time is up, it reduces all incoming damage by 75% for the duration. (It can be improved in duration with talents.) With a long linked cooldown, it's not going to be used on every fight, but when you need it there's very few abilities that will make you smile like a nice shield wall, especially when combined with other tanking abilites or items.
Level 30 brings you a present in the form of a quest to gain Berserker Stance. The quest chain begins with The Islander, leading you to The Affray, a gauntlet style quest that will grant you zerk stance once you complete it. You can bring help (a healer is nice) or solo it, although it's not super-easy to solo (it's not impossible, either, you'll just need to be on the ball and have a couple of consumables to use). It's also at level 30 that you begin the quest chain that leads to the Cyclonian. While that quest is a huge part of the 30 to 40 game, we've already discussed it in detail in a previous post, so I'll leave that link to speak for itself. Level 30 is also when you gain Intercept and Slam. Intercept's utility in PvP is obvious and it serves as a useful spell interrupt in PvE, especially when soloing. I also often used it before the ability Intervene was introduced to the game to help me chase down a mob that was going after a healer, and before 70 you may find use for it in that fashion as well. Slam is an ability you'll primarily use to dump rage without generating as much threat as other abilities like Heroic Strike, but I really recommend (and this is one of the few times I will recommend this, as I hate math) checking out the WoWwiki link and really taking a look at the math of the ability. Slam is a very situational ability, but when it is called for, it can be extremely powerful.
At level 32 you'll be rewarded with your first fear break (non-talented, anyway, and I don't think you'll have Death Wish with 23 talent points) as well as a means to generate more rage from being hit, Berserker Rage. This ability, usable only in berserker stance, is one of the reasons you will need to learn to stance dance as a tank. Even with the changes to fear and targeting in 2.3, having a fear break available so that you can snap out of the fear and work to keep aggro while those outside of fear range can continue to DPS or heal is one of a warrior's real strengths, learn to maximize it. Also, while tanking, getting more rage for being hit is never a bad thing. In PvP you'll primarily use it to break fears since you'll probably be in zerk stance a lot anyway. Level 36 brings Whirlwind, an ability often used as a rage dump which can hit up to four targets anywhere around you. You'll need to be careful not to break CC with this, but it has many uses besides straight damage and rage dumping. A warrior tanking can use it in conjunction with Thunderclap as an AoE tanking ability if she or he is skilled enough at stance dancing, it now hits with both weapons so it's a nice DPS ability for fury warriors, and an arms warrior will still use it despite normalization because he'll usually be using a weapon with nice top-end damage.
The last non-talented ability you'll gain in this level range is Pummel. It's a spell interrupt. Learn it, love it, use it, it doesn't take a lot of discussion or explanation. Pummel spellcasters in PvP, pummel them in PvE. Really, I think we all know what we're doing with this one.
Levels 20 to 40 bring you a wide variety of talent options. Quite frankly, they bring you such a wide variety of talent options that I think it likely that will have to be a post of its own - you will have 31 talent points to have spent by level 40, enough to get Mortal Strike, Bloodthirst or Shield Slam, the keystone spec defining abilities even now and the former pinnacles of each spec before The Burning Crusade. These abilities are what I like to call the tipping points for a warrior - it's impossible to spend as many points in any other spec once you have them, so even if you're a 31 arms/ 30 fury warrior for PvP, you're an arms warrior. Everyone approaches the idea of spending talents differently. I personally always spend my first five point in Cruelty, so unless I'm going for fury early, I never have a 31 point talent by 40. Without writing another post as long as this one, I'll just say that you should evaluate what you intend to do with your warrior in the future as you spend points in talents now. Do you intend to twink at 29 or 39? Are you trying to get to 70 and tank for a bunch of friends as fast as you can? (Personally, if you're trying to shoot for 70 as fast as possible, a prot spec may be the worst move unless you have a group of friends you know you'll be running a lot of instances with. Then it's fine for leveling.) Try and keep from respeccing now if you possibly can, you'll want to save gold on respec costs when you're 70 and trying to settle into a final spec. (You may want to respec once at 60 for the last ten levels, but we'll cover that when we get to leveling in TBC.)
Instances to run in this level zone overlap a little with the previous ones: You'll probably still get some nice gear out of Wailing Caverns and Shadowfang Keep as you hit 20. Keep in mind that the drops have been improved in 2.3 and the instance levels tightened up. I really enjoy Blackfathom Deeps for a level 20 warrior looking to gear up for the later dungeons, and both Gnomeregan and Razorfen Kraul will get you ready for the 30's. Between 30 and 40 you will probably run Scarlet Monastery the most, especially with the winged design you'll see again later in Outland dungeons. You'll also have Razorfen Downs and even Uldaman in the late 30's as you get ready for the 40's and beyond.
Of course, we can't spend all our time in instances. The zones available for us to quest in are many, and just got better with the new patch and the introduction of a major quest hub in Dustwallow Marsh. While some are Horde or Alliance specific, most can be quested in by a warrior of either faction and include Redridge, Duskwood, Hillsbrad, the Wetlands, the Alterac Mountains, Arathi Highlands, the Badlands, the Swamp of Sorrows and Stranglethorn Vale on the Eastern continent and Ashenvale, the Stonetalon Mountains, Thousand Needles, Desolace and Dustwallow Marsh on Kalimdor. I especially recommend Arathi as an alternative to the early 30's range in STV as the quests are now all soloable with smart play, the elites having been demoted in patch 2.3. Warrior questing, especially solo questing, still requires careful pulling and use of food and bandages but with those caveats at these levels your talents and abilities mean that you can start to feel more secure in your soloing and can make a steady grind with minimal downtime. Some zones, like Ashenvale, are at times frustrating for a warrior on foot, but with Forest Song and Splintertree Post as useful quest hubs for Alliance and Horde respectively, there's a lot to do there. Also, please don't neglect Thousand Needles and Desolace; there are a lot more quests there than usually appear on the surface (even for Alliance there's the Shimmering Flats quests) and if you're leveling on a PvP server you can avoid a lot of ganking by skipping STV until you're nearer to 40 by using these zones judiciously.
That seems like a reasonably comprehensive overview, all limitations considered. Now I'll throw the comments open to you all to help correct those inevitable errors, provide tips and suggestions for your fellow warriors, and otherwise discuss what else we should keep in mind for these 20 or so levels. What gear shouldn't we miss? What dungeons don't you think worth the effort? Where's the best questing?
Next week we'll either cover leveling up to get ready for Outland, or discuss talents in more detail. We'll see which way the hawk isn't a handsaw.
Filed under: Horde, Alliance, Warrior, Patches, Analysis / Opinion, The Burning Crusade, Alts, (Warrior) The Care and Feeding of Warriors






Reader Comments (Page 1 of 1)
brister417 Nov 17th 2007 1:17PM
I am really enjoying your takes on the warrior class. Even though my warrior is Lvl 70 already I am still finding the information very useful. Kinda makes me wanna lvl another one. Then I remember what it was like grinding up a warrior....not so fun. With the patch that may have changed substantially.
spimmy Nov 16th 2007 2:35PM
WTB a WARLOCK topic ffs
Ozmo Nov 16th 2007 2:40PM
NICE info thanks =)
Mainstay Nov 16th 2007 2:54PM
The place to be now 34+ is Theramore. I'm not so sure about the Horde side, but the new quests are pretty easy and fairly well clumped on the Alliance side (course Theramore requires a lot of running around like STV does because everything is so spread out)
Perrins Nov 16th 2007 3:01PM
great article.
im rerolling a warrior currently. i have a 70 that was arms all the way till 60. then he need to tank for the guild so i respecd and now im a tank. but the new one i have i decided to make a gnome arms warrior just because hes going to look badass wielding the OEB. yeah im going into MC just to farm the OEB! i forgot how much fun it is to be an arms warrior. plus the new gear outta the baby 5 mans is wonderful for rerolling!
Angus Nov 16th 2007 4:04PM
"learned to hate everyone else as they complained about the cost of a wipe with the white hot fury of a thousand rabid wolverines who have awoken to find themselves in pink, frilly dresses in a dollhouse being made to play tea party with a Raggedy Ann doll."
Where do I send the bill for a new keyboard? Mine's dead thanks to the pop that went flying up my nose onto it when I read that.
Great article, lots of info, well presented and well laid out.
Matthew Rossi Nov 16th 2007 4:06PM
Spimmy,
I think you have to agree that a warlock article from me would be kind of awful.
Blood Pact is coming back soon with our Arena expert, V'Ming, so please keep an eye out for that. Unlike me, she knows how to play a warlock.
B Lee Nov 16th 2007 4:16PM
Thanks Matt for a well-written and informative topic for all the warriors out there who sometimes struggle in the leveling up process. I remember back in the day when I started, the very first class I rolled was a warrior. But she only got to level 13. Why? I didn't understand the importance of gear, or proper use of abilities and talents. More than any other class, the warrior suffers from not grasping those things. Only after I switched to a hunter and got him to mid 30s did I begin to figure out that maybe intellect and spirit weren't all that good for my warrior.
"Get the best gear you can, and keep it updated as best you can.": I agree with this whole-heartedly, but if you can emphasize one thing over everything else, it MUST be the weapon(s). Unless is a wicked blue item, I would argue that a warrior's weapons need to be within 2-4 levels of him/her at all times to remain effective. I proved this was definitely the case when I had a 2v2 duel with some of my guildies in the Gurubashi Arena. In one duel, I took off all my armor except for my trinkets and weapon. And we annihilated our shammy/warlock opposition. In the other duel, I replaced my Merciless Gladiator's Sword with a pair of Worn Swords. Despite ALL of the rest of my gear, it was an extremely close fight. That's just my experience in the matter anyway. I've done some of the research myself already for my own alts, but you should compile a list of really solid weapons - two handers and main/one handers - that warriors can obtain from quests or instances between level 1 and 40 - if you email me, I could help you find them. You might even extend that to armor, and again I can be of service if you require it.
The topic lightly brushes over it, but Warriors, if you are able to, try to get guildies to help you with your warrior quests at the earliest level you can obtain them. Two quests come to mind: the level 20 armor quest for Fire-Hardened mail armor - if you do all of the quests as early as possible, you'll have (at least) a helm and chest that will stick with you for at least 6-10 levels. The other quest is the Whirlwind quest, starting at level 30 but requiring in the end that you kill a level 40. It gives you a 2-Hander that has about 35.6 DPS, which will make the level 30-40 time MUCH faster.
Ah ... just thinking about the days when those blues (and even greens) were like the best thing since sliced bread to a warrior ... /sigh! Great article Matt - you make me want to roll another warrior.
Bachus Nov 16th 2007 5:21PM
I'm extremely appreciative of this current article line, but also a little disappointed. I'm currently leveling a warrior alt (level 22 so far), but I'm having a hard time deciding on talents and skill usage. Should I go all arms or mix in a few fury or prot talents? While soloing should I be using sunder armor? What about thunderclap/rend/heroic strike etc?
I just have no idea what's the most effective order of attacks, and most guides just seem to give a general overview and throw you to the wolves.
Scruffy Nov 16th 2007 5:38PM
tldr;
That said, for the love of god, learn to tank early on before trying (or being forced) to. The biggest problem will be multi-mob pulls with limited CC.
Learn what is the biggest threat to you as a tank.
Know what talents can be used with what stances.
Remember that while your rage will go away if you aren't whacking things in the head or being whacked in the head, it will come back. Caster DPS and healers' mana will not.
21-40 is a good time to learn how to tank. Shattered Halls is NOT a good time to learn how to tank.
Cetha Nov 16th 2007 6:21PM
I'm with 9, in that I love this series of articles (mostly because your writing style makes me laugh, keep it up:) ), but I'm still a little lost in the woods with the actual playing of the warrior. All of the other classes I have lvled have been casters so this whole melee thing is new for me. Basically I've just been experimenting with rend and thunderclap but not really sure if there is a good time to use them and a not good time to use them, maybe things would die faster if I just spammed heroic strike?
Also I keep reading that you should use a 2hander for lvling, but there are caster mobs EVERYWHERE, and so I end up just using my sword/shield for the spell interrupt (oh how I miss my counterspell, earth shock, felpuppy, silence, stun), so is there some trick to handling casters with a 2hander?
Currently my Draenei Warrior is 24...and I'm having fun with her, but feel a little lost in the woods and perhaps a great writer like Matthew could help us melee noobs find our way :)
Scruffy Nov 16th 2007 7:38PM
Well, there's pummel but you don't get that until level 38.
Maybe I'm going about it in entirely the wrong way but I'm spec'd prot and still leveling (much like going Disc/Holy for some 30 odd levels on my priest) so using the "sword and board" is always my first choice.
What you could do is set a macro to swap the two-hander for a main/one hand and shield plus the shield bash into one button.
If you do use rend, use it in the beginning to get the full damage out of it. Thunderclap is always good because it lowers the amount of melee damage you take and is another rage dump option if heroic strikes aren't burning enough.
B Lee Nov 16th 2007 10:01PM
@Bachus and Cetha
"Should I go all arms or mix in a few fury or prot talents? While soloing should I be using sunder armor? What about thunderclap/rend/heroic strike etc?"
"Also I keep reading that you should use a 2hander for lvling, but there are caster mobs EVERYWHERE, and so I end up just using my sword/shield for the spell interrupt (oh how I miss my counterspell, earth shock, felpuppy, silence, stun), so is there some trick to handling casters with a 2hander?"
Those are all important questions and definitely worthy of some answers. First, I should note that Warriors thankfully can be played in many ways, and us stubborn players (I suppose like the class itself!) stand by our choices to the death! But I'll throw in my perspective:
First, talent points. For me, the first 5 points are a no-brainer: if you're leveling up, take 5 points in Cruelty for the 5% extra crit. That gets you to level 15. And that's about all warriors really, truly agree on! I will give you some guidelines, perhaps a few different routes to take, and the reasoning for it. Then I'll give you my rather absurd approach to leveling. First, let me say that you don't need to focus on tanking specialization yet - you can safely ignore anything the protection tree has to offer at this point. That's not to say you shouldn't learn to tank! I just mean you won't need more +Defense skill yet. I should also mention that the deeper you go into a single tree, the more specialized you become. While I was leveling, I wanted to be flexible enough to use different weapons, try different fighting styles and the like without boxing myself into a single style of play. And my talent choices may reflect that. In general, the further you go down a talent tree, the more specialized (read: boxed in) you become.
Arms Core: the Arms Core is 17 talents I think help both Deep Arms leveling builds as well as higher level Fury builds. Here's what I would take:
5/5 Parry
2/2 Imp Charge
3/3 Imp Heroic Strike OR Imp Thunderclap (pref.)
2/2 Imp Overpower
3/3 Deep Wounds
2/2 Impale
I always found Heroic Strike to be useful only when I was rage-dumping, so I preferred Imp Thunderclap. But that's totally preference. You have to go Deep into Fury to reap its benefits (unlike Arms), so I'm going to continue showing you an build that will specialize you, before looking at Fury.
Deeper Arms:
3/3 Imp Heroic Strike OR Imp Thunderclap
1/1 Deathwish
5/5 Specialization
At level 30, the Whirlwind quest opened up, and hopefully you can immediately try and finish it with the help of guildies. I wanted that Whirlwind Axe right at level 30, so I chose to continue my path down the Arms tree. You're now level 40. Link to this build: http://www.wowhead.com/?talent=LAMcbhwoZV
Now let's look at Fury, starting right back at 5 points in Cruelty. Here's how I would distribute talent points:
5/5 Unbridled Wrath
1/1 Piercing Howl
4 Points Preference
You're now level 24, and that lovely dual wield has opened up for you. Don't forget your level 20 armor quest either. Now comes the variety: you won't have Commanding Shout for a long time, so the benefit of Commanding Presence is limited only to Battle Shout. Blood Craze has a terrible return unless you have an unusually high amount of HP for your level, so I avoid it. Choose your talents as you see fit. I personally love using Cleave, because I often found myself engaging two enemies. Like that wolf or tiger that ALWAYS seems to come out of nowhere and attack you whenever you're in combat with something. So I went 3 points in Imp Cleave and then 1 filler point in Commanding Presence. But you may do something different. Now you're level 24. And here's what we'll take:
5/5 Enrage
1/1 Sweeping Strikes
4/5 Dual Wield Specialization
5/5 Flurry
I take Enrage because Flurry is required for it, and because it means that I can be flexible in weapon choice for a bit longer. Sweeping Strikes becomes available at level 30, and it's a solid choice for dual wielding. It's also a wicked combo when used with a sizeable 2-hander and Improved Cleave - one Cleave hits 4 times! After that, put 4 points into Dual Wield Specialization and then you can happily fill out Flurry, a core damage talent in the Fury tree. One more point into Bloodthirst and you're level 40. Like to this build: http://www.wowhead.com/?talent=LZVVuzLxoVz
Two different routes, both that will provide you with solid results. I personally ended up looking at gear that would be available and speccing for that gear, something that worked for me, but may not be everyone's preference.
Now let's talk about abilities and when to use them. As you know, rage generation is key to using abilities. Fights don't usually end immediately - they take some time. So use abilities that have a lasting effect first to get the most out of them - keep your Battle Shout up whenever you can, start with a Demoralizing Shout or Thunderclap to slow the damage output of your attacker(s). I also use Bloodrage early in fights, especially those where I wasn't able to Charge. If you Charge and Bloodrage, you'll be able to use both a Demo Shout and Thunderclap. But Bloodrage damages you, so using when you're low health is kind of a suicide move! For me, Sunder and Rend are used rarely if ever in soloing encounters, just because for their cost, you can kill baddies faster. Hamstring enemies such as Humanoids who will run when they're low health - the worst thing that can happen is you aggro more. Heroic Strike adds damage to your attacks but WILL NOT generate rage - that's why it's considered a rage dump ability. Slam is useful when you have a two-hander, but not very useful when you are dual wielding.
Finally, we'll talk about counterspells, since Cetha was interested. Until your 30's, your only reliable counterspell is Shield Slam. You can use Intimidating Shout when you're only engaging one mob and you REALLY need to counter that heal, but otherwise avoid it. But, Shield Slam requires a shield. My solution was to make a macro that will switch in a shield on press, and switch in your regular weapons on another press. Or you can just use a sword/board when you know you're engaging casters. Another solution to that is take advantage of line of sight. If a caster is casting spells at you, you can try to run out of range or out of light on sight. That will cause the enemy to fail casting and run after you, at which point you can resume fighting. There are a few more solutions once you reach mid to high 30s. Intercept is a stun and can be used to counterspell: when you see your opponent casting, run straight away from your target until Intercept is usable, turn and intercept - I use a jump-turn for this. At level 38, you're able to Pummel - think Shield Slam in Berserker Stance without a Shield. Finally, Tauren have yet another solution: Warstomp - those lucky buggers.
There's a post of a reply. Happy hunting warriors!
Bachus Nov 17th 2007 12:58AM
Awesome post B Lee! That helps a lot.
Cetha Nov 17th 2007 2:18AM
Ditto B. Lee..Thanks for the useful comments, I'm starting to think that the warrior community is a bit more generous than the other communities. I spent the night getting my 50 spider pieces for my class quest and I just got execute which is a very fun toy :)
and thanks to some selling of herbs/leathers I'm now able to look at getting an off-hand for some dual-wielding fun..thanks again :)
B Lee Nov 17th 2007 3:26AM
My pleasure, glad to help any fellow warriors out there!
KDLarsen Nov 17th 2007 5:48AM
--- Level 30 brings you a present in the form of a quest to gain Berserker Stance. The quest chain begins with The Islander, leading you to The Affray, a gauntlet style quest that will grant you zerk stance once you complete it. You can bring help (a healer is nice) or solo it, although it's not super-easy to solo (it's not impossible, either, you'll just need to be on the ball and have a couple of consumables to use). ---
I wouldn't call it that hard, especially once you realise the trick of the fight (Demoralizing Shout!). I've done the event 3 times, and off the top of my head, you only really need to eat/bandage up just prior to the last fight. If you've realised the trick of the fight that is.
Tabuti Nov 18th 2007 4:23PM
Gotta say THANKS for this. I don't know how but you started your leveling guide just as i started my first warrior!
Currently at 26 and enjoying it alot.
Its alot different to my Hunter and Shaman, but that is a welcomed change!
Looking forward to an indepth leveling build from you but then again B Lee seems to have done that very nicely (thanks to you to!!)
Maybe a nice idea would be "Learning to Tank 101" as I had my first pug run (rfk at 25) i ended up tanking just as much as the 29 war who was meant to tank!