Build Shop: Warrior 31/27/3 for Season 4

Every Tuesday, Chris Jahosky contributes Build Shop, which takes a look into one of the many talent specs available to players. This week, Michael Gray guest writes to talk about the perennial Warrior build for the upcoming Season 4.
If you're like me, you're looking forward to June 24th with almost breathless anticipation. New season, new ratings, new competition. And like hundreds (thousands?) of others, we have a Warrior sitting patiently at the stables, prepping for the gates to open. He sits there, foaming at the mouth, smiling nervously at his partner Druid or Priest, with Mortal Strike almost literally visible in his pixellated eyes.
Build Shop has discussed Warrior hybrid builds previously, but that 28/33 build was focused on actual hybrid play - a mix of PvP and PvE. The classic Arena-based "Mortal Strike Hybrid" starts off with at least 31 points sitting in the Arms tree -- you can't have a "Mortal Strike Hybrid" without Mortal Strike. Mortal Strike is a foundation of the Arena build. While there's leeway earlier in the Arms and Fury trees for this build, the deeper in the trees you get, the more certain talents become "mandatory."
After the break, let's talk about the talents and whirligigs that make the Mortal Strike Hybrid so popular and powerful in the Arena.
- Improved Heroic Strike (3/3): Reduces the cost of your Heroic Strike ability by 3 rage points. Your mileage may vary here -- this is one of the talents where you have a little leeway. Many Warriors would rather put the extra points in Deflection for extra Parry. I like having damage options, and 3 rage points saved is 3 less I need until the next Hamstring or Mortal Strike.
- Deflection (2/5): Increases your Parry chance by 2%. Again, you could have opted to throw those points from Improved Heroic Strike here instead, to get up to 5%. Still, putting points in Deflection is preferable for me over Improved Rend. Rend is nice for keeping Rogues bleeding, I guess, but the damage-per-rage from Rend isn't impressive, and survivability is what the Arena is all about.
- Iron Will (5/5): Increases your chance to resist Stun and Charm effects by an additional 15%. I see arguments from time to time that Stun resist isn't so important. But for every one of those arguments, I see two or three Stormheralds careening toward my noggin. The other option is Improved Thunder Clap or Improved Charge and you do still have a lot of personal preference here.
- Improved Overpower (2/2): Increases the critical strike chance of your Overpower ability by 50%. Here endeth leeway, in my opinion. 50% increased critical strike chance of an attack. Let that sink in -- 50%. This is your Rogue stopper.
- Anger Management (1/1): Generates 1 rage per 3 seconds while in combat. Rage starvation is a fact of life in CC-heavy games, but a good Hunter/Druid team is going to give you a very long Arena match anyway. I just faced down a 43 minute game last night. 1 rage every 3 seconds isn't game breaking, but it's definitely going to add up for marathon matches.
- Deep Wounds (3/3): Your critical strikes cause the opponent to bleed, dealing 60% of your melee weapon's average damage over 12 sec. It's free damage on every crit (hello, Improved Overpower!), and more importantly - it issues a Bleed. If you're still not convinced, you need it to get Impale. The bleed does make it difficult to CC your target in some comps, but is overall worth it.
- Two-Handed Weapon Specialization (2/5): Increases the damage you deal with two-handed melee weapons by 2%. Yeah, I wish I could afford 5/5, too. But 3% damage probably isn't going to cost you the game, and this high in the tree, points are tight.
- Impale (2/2): Increases the critical strike damage bonus of your abilities in Battle, Defensive, and Berserker stance by 20%. This much critical damage bonus helps you overcome Resilience, and increases your bottom-line killing power. Make your crits worth it!
- Death Wish (1/1): When activated, increases your physical damage by 20% and makes you immune to Fear effects, but increases all damage taken by 5%. I don't tend to use this for the purposes of outgoing damage, unless I'm going for the kill. While 5% increase in received damage isn't huge, I don't want to make my healer's life any harder than it already is. The key words in this ability are immune to Fear. Warlocks and Priests both have understandable distaste for this talent.
- Mace Specialization (5/5): Gives your melee attacks a chance to stun your target for 3 sec and generate 7 rage when using a Mace. Yeah, I'm one of those. My proof is simple: how often do you read about people clamoring for nerfs to Swords or Axes? Mace spec is also nice when you have to button up for a bit, and go for your shield -- it works with your one-handed mace also. You get the fabled Mace Stun, but also rage. It's a great deal.
- Improved Intercept (2/2): Reduces the cooldown of your Intercept ability by 10 sec. This is your anti-Hunter, anti-Frost Nova ability. A Warrior being kited is probably not doing much damage. Get up close and personal.
- Improved Hamstring (2/3): Gives your Hamstring ability a 10% chance to immobilize the target for 5 sec. There's good argument to squeeze points from elsewhere to make this 3/3, and get the full 15% chance to immobilize. I've never felt comfortable shorting other skills for this, though. Your mileage may vary, but again: a Warrior being kited is probably not doing much damage.
- Mortal Strike (1/1): A vicious strike that deals weapon damage plus 85 and wounds the target, reducing the effectiveness of any healing by 50% for 10 sec. Here it is: the Mother's Milk of abilities. The damage is nice, but the rage cost on Mortal Strike's too high to use it just for damage. The point of Mortal Strike is the healing debuff. This allows you to maximize the rest of your damage, forcing your opponent's healer to work twice as hard to keep your target alive. The utility of Mortal Strike is obvious when you consider that for a little while, Mortal Strike was the new black.
- Cruelty (5/5): Increases your chance to get a critical strike with melee weapons by 5%. Considering the power of critical strikes, there is no way in my mind Booming Voice can even be considered competition for this talent.
- Unbridled Wrath (5/5): Gives you a chance to generate an additional rage point when you deal melee damage with a weapon. It is only one additional rage point -- let's have no illusions about that. But when you consider the frightful threat of rage starvation, Unbridled Wrath is leagues more attractive than Improved Demoralizing Shout.
- Piercing Howl (1/1): Causes all enemies within 10 yards to be Dazed, reducing movement speed by 50% for 6 sec. A Warrior who is being kited...
- Blood Craze (3/3): Regenerates 3% of your total Health over 6 sec after being the victim of a critical strike. It's not a ginormous amount of health, not even a health potion's worth (which you can't use in the Arena anyway). But critical strikes do happen often enough in the Arena that you'll see some health loss mitigation from Blood Craze.
- Commanding Presence (1/5): Increases the melee attack power bonus of your Battle Shout and the health bonus of your Commanding Shout by 5%. It doesn't suck, and I can see arguments from moving Blood Craze's points over here instead. The only other option is Improved Cleave.
- Improved Execute (2/2): Reduces the rage cost of your Execute ability by 5. That 5 saved rage translates directly into extra damage when you're going for the killing blow.
- Enrage (5/5): Gives you a 25% melee damage bonus for 12 sec up to a maximum of 12 swings after being the victim of a critical strike. In the Arena, crit happens. And when it happens to you, for 12 seconds, your damage is increased by 25%. Give 'em hell, for their audacity to land a crit on you.
- Sweeping Strikes (1/1): Your next 10 melee attacks strike an additional nearby opponent. A savvy opposing team shouldn't be standing on top of each other. Still, there's only so much room behind a pole, and sometimes you get a Hunter who hasn't sent his pet off to play fetch quite yet. For 30 rage, you get to double the amount of damage you're putting out by hitting both targets at once. Not a bad deal.
- Weapon Mastery (2/2): Reduces the chance for your attacks to be dodged by 2% and reduces the duration of all Disarm effects used against you by 50%. It's a two-fer. While fewer dodges means your Overpower comes into play less frequently, you don't want your heavier strikes getting dodged anyway. Additionally, Disarms are bad news -- your Unarmed skill isn't so awesome that you want to be without your weapon.
- Flurry (2/5): Increases your attack speed by 10% for your next 3 swings after dealing a melee critical strike. 10% on a slow two-hander is meaningful. I wish I had extra points to fill it out all the way, but that'd mean robbing Tactical Mastery. You might prefer that, but I hold onto my rage like a miser.
- Tactical Mastery (3/3): You retain up to an additional 15 of your rage points when you change stances. It does some aggro stuff, too, but that doesn't apply to the Arena. This is our last line of defense in the battle against rage starvation. When you switch stances to Charge, then Intercept, then to Defensive to tank while your healer drinks, this lets you keep a little more of the red stuff on your character. I've seen other warriors who claim it's not needed, and they always have plenty of rage. I'd like to experience that myself. For now, I'm going to remain a rage-greedy bastard, and do everything I can to keep as full a rage bar as possible.
Good luck out there! We'll see you again in next week's Build Shop.
Filed under: Warrior, Talents, Build Shop, Arena






Reader Comments (Page 1 of 1)
Nick S Jun 17th 2008 2:23PM
i used to run with 3/3 tactical mastery, but after some experimentation i learned that it's possible to manage your rage in such a way as to rarely lose much, if any, during stance changes.
a successful arena opener for me is charge->hamstring->mortal strike->stance change. if you change just then, you'll be at no more than 2-5 rage.
the spell reflect and overpower macros don't work as well anymore, which is a sadness, but overall i think the 3 extra points are worth saving.
Kyrra Jun 17th 2008 2:27PM
So why not take Second Window and drop Flurry? The build you listed is good for 3v3 and 5v5, but in a 2v2 scenario, Second Wind is invaluable.
I guess it would be useful to say if a specific build works better in 2v2, 3v3 or 5v5.
Yunta Jun 17th 2008 2:49PM
I mostly play 2v2 with a druid (if you armory me, you'll see that our rating is lousy, but I like to think that's because our gear is terrible... I suspect we'll start doing better when S4 hits, as we both have a lot of honor and arena points saved up). Anyway, with those "credentials" in mind, here are my thoughts on this build:
I can't think of a good situation to use heroic strike, hence 5/5 deflection seems the only reasonable choice to me. The problem with heroic strike is that it's a "next swing" ability which means that (1) you have to wait for it and (2) it "robs" you of the rage you would have generated on your next white swing (since only white swings generate rage). Hence, even with the talents, the actual cost is probably closer to 25-30 rage depending on what you're fighting. If you've got rage to burn, slam is a much better option (though it's very situational, and takes practice to use well).
I know you're going for only 31 in arms to maximize hybridization, but I'm really not convinced that flurry is worth the loss of 3/3 imp hamstring (*invaluable* in 2v2) and second wind. Second wind is such a tremendous help against "control" type comps (especially those that include a frost mage), I'm not sure I could give it up for what essentially amounts to extra rage generation from flurry (as flurry increases the frequency of your white hits, what it really does for you is increase rage generation).
I think your picks in Fury (other than flurry, which I'm not sold on, given the alternatives in the arms tree) are good. Though I will point out that Commanding Presence can take 5 points, and not 3 as you list. Blood craze is definitely the right pick here, as it essentially amounts to a little HoT that's constantly on you, whereas the bonus from CP is actually rather small.
Finally, I also think Tactical Mastery is the right call here (some people like to run hybrid builds with no TM and more points in flurry), but the flexibility that TM grants is, I think, worth the loss of flurry. Don't think of TM in terms of rage saved; think of it in terms of what it allows you to do: You can change to defensive and *instantly* disarm, or change to battle/defensive and *instantly* spell reflect. That latter ability alone is worth the 3 points in TM for me.
There's a reason that 35/23/3 is the "cookie cutter" arena build (at least for 2s)...
eROKv Jun 17th 2008 2:50PM
unbridled wrath is a dual-wield or tanking skill. it is next-to-worthless with a 2H weapon. you dont swing enough to get any rage from it. 5/5 booming voice is much more valuable in arenas. an extra minute duration on your shouts could very well be the difference between a win and a loss.
also weapon mastery is silly - having a clothie dodge is a gift from heaven, cuz overpower hurts them even more than rogues.
david Jun 17th 2008 4:53PM
Yes, because having a clothie dodge an MS or an execute is a good thing. Are you kidding me???
Wravien Jun 17th 2008 2:50PM
Wow... that is a terrible build. WTH.
http://www.wowhead.com/?talent=LG0xbIbqMbzbZE0zm0gRc
There is a fixed build.
If you don't have second wind, go kill urself please PvP is not for you. Angermangment is useless, so is unbridled rage, those are for fury or pve... Geting Boom Voice or Demo shout is much better. Demo is a form of medigation, Boom Voice is much better since you can get your targets out of stealth with more range.
Now for swords, swords=the rape. Yes you do hear "nerf swords" maces or swords, it still decimates.
With 31/27/3, you lose everything that makes a MS warrior a warrior. Look up all the top warriors, they aren't that spec no one is. I do not know how you can come up with such spec nor do I want to know.
Zumacrume Jun 17th 2008 3:06PM
your grammar teacher would be proud.
doyesac Jun 17th 2008 3:40PM
Improved Slam? Is Slam really that impressive in arenas, what with all the running around? "Hey, Rogue, stand there for a second so I can Slam you!"
You give us warriors absolutely no reason at all to listen to you. Linking a weird build, bad grammar and insults & vitriol rather than reasoned analysis & insight -- why should we trust YOU rather than.. well, ANYONE?
Gnimtrov Jun 17th 2008 3:09PM
This spec appears to be theorycrafting with a talent calculator, not "real-world" experience.
I've run with several iterations from 31/30 to 41/20 and finally settled on a 33/25/3 with 5/5 parry and second wind. I gave up Blood Craze for Commanding Presence due to not getting hit very often unless we were already losing (not to many "warrior gib" teams when I played), and improved shout buffs, meaning more damage or health.
Improved Heroic strike, in my not so humble opinion, is a joke. Why use an ability that 1) robs a warrior of a white, rage-generating swing, and 2) uses rage as well. When you think long and hard about it, Heroic Strike actually costs almost twice as much rage as it states. So why use it in PVP? HS is pretty much a PVE rage-burner, and not much else.
david Jun 17th 2008 3:33PM
Please don't give the readers of wowinsider such terrible advice. They deserve better than 1500 ratings, and your column will only succeed in miring them in this bracket.
Deflection far outclasses imp heroic strike (saving 3 rage on an ability you will rarely use simply isn't worth it, as you should be using that rage to sunder/hamstring anyway). Second wind outclasses a crappy flurry. Blood Frenzy is better than imp execute (as a good warrior will keep MS-ing until an execute will definitely kill a target, 5 rage saved is a measly 105 damage before armor in a skill that you should only have to use once per target). UBW, as some people have already mentioned, is completely marginal compared to imp demo shout, which can greatly reduce the incoming physical damage of other teams.
Using phrases like "leagues more attractive" gives your post zero credibility. Just stop.
Alessandro Jun 18th 2008 1:21AM
http://www.wowhead.com/?talent=LV0xdGbqMbzbZE0zVMxMc
This is my build atm. I took 3/5 Flurry over Blood Craze because even with just under 12,000 health unbuffed, thats still not quite 400 health returned. I think Flurry is the better choice, but that is open to discussion.
Just curious, you keep talking about hanging on to so much rage, what do you want to hang onto it for? I rarely have rage to spare when I'm spamming MS and hamstring, so stance dancing isn't an issue, I don't have rage to lose. If you have some rage when OP comes up, blow a whirlwind and then jump over, you won't miss the OP timer unless you're slow. There are even times Berserker stance isn't worth it, I won't bother leaving Battle stance if I'm targetting a rogue.
Grenadefury Jun 18th 2008 2:56AM
I usually dont post much on wowinsider, but honestly like the people say before this spec you posted is not a very viable spec. I am not too good in arenas but i keep a 1600+ rating on my 2s and read a lot about specs and such.
If you look at this in talent calculator this is ur spec.
http://www.wowhead.com/?talent=LG0xdGbqMbzZVVzuMxRMZc
like the people mentioned above the main problems with this spec is no SECOND WIND. THE other problem could arguably be that it is ur preffences in play style.
However the reasoning you give for why you decided to go with your spec arent good. You said u wanted survivability but ur missing second wind. You talked about saving rage, however you like to use heroic strike.
People above mentioned other problem with your spec and they also mentioned some controversial, like UBW not being viable in 2s or anger management. However from what i have read those are controversial topics and arent a do or die discussion. However, second wind is a do or die.
Currently this is a more helpful spec
http://www.wowhead.com/?talent=LV0xdGbqMbdbZVVzm0xRZc
not your cookie cutter spec but it is still better for 2s then the one you posted. Some things that can be changed around is putting points in blood crazed instead of commanding prescience. Imp demo shout or booming voice instead of UBW.
Also for a 3s or 5s spec u want to go into flurry if ur geared for high crit.
http://www.wowhead.com/?talent=LV0xdGbogbzbZVVzI0xRc
AGain you can tweak it out for your preffence and the same controversial topics can arise, but it still a decent spec.
If you wanna see the best warriors spec in the game jsut go to SK gaming arena page and then you can armory them and see their spec. THey all have a similar spec as the ones i suggested just different tweaks here and there for preferable playstyle.
Yola Jun 18th 2008 7:42AM
What the hell is that spec all about?
At least inform people of the bracket you're PvPing in when talking about specs, as chances are you will have to spec differently.
For a 2v2 spec i'd roll with: http://www.wowhead.com/?talent=LV0xdIbqMhzbZVxzN0xZc
Based on the kind of teams and opponants you're likely to face in this bracket, this is probably the most suitable spec.
mrbill Jun 25th 2008 1:18PM
I'm thinking about dusting off my warrior and jumping into pvp until Wrath hits. What's a good spec to get started in bg's?