Introductory guide to fighting warriors, Part 2

You can basically spot the three different kinds of warriors in this manner ... big 2-hander, arms; two big 2-handers, fury; piddly 1-hander and shield, protection. Arms has always been considered the PvP spec, largely because of Mortal Strike. It was such a compelling ability that Blizzard tossed it into the fury tree, too. These days, arms has a lot more toys to play with and continues to be the most popular spec for PvP. Arms warriors are a healer's nightmare. In addition to Mortal Strike, they have Unrelenting Assault, which combined with Taste for Blood gives them a freakishly boosted Overpower. Typically the bane of high dodge classes like rogues, Overpower practically becomes an on-demand strike ... which makes it extremely dangerous to cast anything for the next nine seconds after they hit you with Rend. Overpower won't interrupt the spell, but it will apply a debuff that reduces spell damage and healing by 50%. Combine that with Mortal Strike cutting healing effectiveness by 50% and ... let's just say that self-healing won't be very effective for a good while after that.
Arms warriors are also more resilient against disarm mechanics because of Weapon Mastery and can mitigate damage taken while stunned through Second Wind. This is why stunning an arms warrior isn't always a great option. Other forms of crowd control are good, but most arms warriors will go all the way down to Bladestorm, which is sort of like the warrior version of a hunter's The Beast Within. They're easy to spot: they're the one spinning around like a red freaking whirlwind! Get out of the way. Seriously, take cover, make as much distance during this period because an arms warrior can deal you world of hurt during Bladestorm. Coupled with a few other talents in the tree, arms warriors can be devastating to a crowd. An arms warrior let loose on enemy front lines and supported by a healer from a distance is crazy fun to see.
It's also good to note that an arms warrior with a lot of rage is simply bad news because of Sudden Death, which allows them to hit Execute even when you're above 20% health, and some even pick up Improved Execute from the fury tree. As previously mentioned, Juggernaut allows them to use Charge during combat and grants an additional 25% chance to crit with their next Slam or Mortal Strike. I think you can figure out just what follows when they Charge you. It'll tickle a little bit.
Fury
Despite the balancing act that followed Titan's Grip throughout Wrath, it has become the defining ability of the spec about as much as Mortal Strike stood out for arms. Fury falls curiously behind the other two specs in popularity in PvP owing mostly to very effective protection builds and the obvious advantages that arms offers in PvP. In a way, you can liken fury warriors to fire mages. They're put it all on the line and try to deal as much havoc as they can in a race to the finish. This playstyle is defined by abilities such as Death Wish and Intensify Rage. Specials such as Bloodthirst only encourage the warrior to attack, attack, and attack. Don't be fooled by the healing component of Bloodthirst, nor the regeneration granted by Blood Craze -- they're there mostly to mitigate the penalties incurred by Death Wish and Berserker Stance.
Whirlwind is a fury warrior favorite and is used even against solo targets despite its AoE orientation. Some builds pick up Two-Handed Weapon Specialization from the arms tree and Improved Whirlwind for even more pain. Can you picture yourself getting pummeled by a Death Wishing fury warrior with a pair massive 2-handers? It's not pretty. Fury builds vary greatly in the details, with some builds picking up the AoE snare Piercing Howl. It's not a game breaker, but it's certainly one of the most effective tools in the Battlegrounds, such as inside the Warsong Gulch flag room. Not even all builds will pick up the Mortal Strike-like Furious Attacks -- fury warriors are all about balls out attack and crazy damage, healing be damned.
Protection
As tactical as arms plays or as reckless as fury is inclined to be, protection offers a completely different encounter. Protection will mostly be about Revenge, Disarms, and Gag Orders, sort of like a bad B-movie about disgruntled police officers. It's all about control as protection whittles down opponents by locking them down with a bevy of stuns (Concussion Blow, Shockwave, Charge, and even Intercept on occasion), silences and interrupts (Gag Order improved Shield Bash), disarms (with Improved Disarm), and even offensive dispels (Shield Slam). If fury is all about hitting you with a sledgehammer, protection is like killing you with a spoon. Armored to the Teeth ensures they've got some punch to go with their toughness, so they're not entirely without bite, but there's virtually no burst here so it's not something you should worry about. But in a high resilience environment with low burst and where healing is dominant, the playstyle thrives.
Instead of shocking and awing opponents with their damaging abilities, they keep their opponents under control by preventing spells and attacks, stunning and fearing them, and wearing them down eventually. The trick is to manage your own cooldowns to match theirs and unleash burst between lockdowns -- if you're silenced with a Gag Order, be sure to unleash right after. Disarmed? Wait until you get your weapon back and go all out on attacks but don't over commit. If you can heal, get them off between interrupts and stuns. Direct heals work better because HoTs can be dispelled by Shield Slam. The going will be slow, but against a protection warrior, there's really no other way. The good news is that you stand a good chance of whittling them down themselves, mostly because they have no real way to recover lost health.
General tips
With warriors, it's mostly about managing your distance and managing their rage. Warriors naturally prefer their combat up close, so ranged classes would simply do well to keep them at a distance. This is why frost mages have tremendous success against warriors. Between their crowd control breaking abilities and a frost mage's ability to root, ensnare, and polymorph, the frost mage can often win out. Even warlocks have a reasonable chance at beating warriors, despite their resilience against fear effects, as long as they manage to pile on DoTs and keep them at bay long enough. The main idea is that warriors have no real means of removing debuffs on themselves. Curses, diseases ... you name it. They'll be a bit hardy against physical attacks, naturally, but they're more vulnerable to magical damage which armor can't mitigate.
They have distance closers, but they're also reasonably kiteable. Ensnare them and go out of range of their Intercepts and Charges and you'll be able to keep them struggling. Smart warriors will whip out a shield and be on the defensive when they're being kited, waiting out the snares until they get within Intercept or Charge range. Don't let them. Bait them into open ground where they can't use objects to block line-of-sight and force you to engage. If you're a melee class, do the reverse and be sure to apply any movement-impairing effects yourself and apply disarms if you can. Warriors are nothing without their weapons, so disarm effects work even better against them than practically any other melee class.
Also remember that rage is reactive as opposed to other classes' resources. It is generated through a warrior's attacks and through the damage they take. The more damage they take or deal, the more rage they generate. This is why some slow burn approaches work well against them, such as DoTs. It will eat away at their health while not generating enough rage. This is why shadow priests have a reasonable shot against warriors if they manage to keep their shields up and prevent the warrior from generating enough rage. Warriors need to use rage because it decays at a constant rate [edit: outside of combat]. Spoil their party by disengaging when their rage is getting filled up, although experienced warriors will keep expending it. A better understanding of their resource should allow you to get a better feel of the tempo of the encounter, and a warrior's rage bar is a good indicator of what they're capable of doing next.
Because World of Warcraft PvP is essentially a complex game of rock-paper-scissors, it should be understood that some classes and specs will have an easier time against warriors than others. Study the way of the warrior and you'll know what they're capable of and even their limitations. And knowing is half the battle.






Reader Comments (Page 1 of 2)
Cheeselandman Apr 29th 2010 5:21PM
Just wanted to say, Berserker Rage can be used in any stance.
CaryEverett Apr 30th 2010 6:36AM
Another note Zach. This is coming from a protection warrior. Your description of how to deal with a Prot Warrior as a healer is wrong. You want to use DoTs, not direct heals.
Why? Sure I can dispell your HoTs with Shield Slam. With Sword and Board, I'm probably getting off a Shield Slam every 4-6 seconds. But that only removes a single HoT at a time.
On the other hand, what can I do to stop your direct heal?
Shield Bash, 12sec cooldown, 6sec duration
Charge, 15sec cooldown, 1.5sec duration
Shockwave, 20sec cooldown, 4sec duration
Concussion Blow, 30sec cooldown, 5sec duration
Intercept, 30sec cooldown, 3sec duration
Heroic Throw, 1min cooldown, 3sec duration
Intimidating Shout, 2min cooldown, 8sec duration
If you think you can get off a direct heal with all that going on... good luck.
A good Protection Warrior will make use of every one of those abilities against a caster, and they'll be clipping the ends of your spells to make the lock even more rock solidly efficient. Sure I don't have access to Spell Reflect, so I can't completely spell-lock a healer like I can a mage. But your only real defense against a prot warrior is instant cast spells.
Ironically, the class I find the most difficult to kill as a Prot Warrior is... of all things... An Enhancement Shaman. With their huge array of instant cast offensive spells, and a ton of armor ignoring abilities; they just slice through me like a hot knife through the proverbial butter. Fuck Maelstrom Weapon.
annedroo Apr 29th 2010 5:32PM
Its fair to say that a lot of arms warriors will sometimes pick up piercing howl and blood craze not just fury warriors. Piercing howl helped ease my frustration with being kited and the 6% healing off blood craze feels nice when you got a few dots on you.
Alaskan Apr 29th 2010 5:51PM
It's fair to say all warriors who P v P with half a brain will pick up Piercing Howl
Heilig Apr 29th 2010 9:35PM
Piercing howl is an AoE Hamstring that can be used when your target is JUST out of reach of your hamstring, it has the same rage cost, and it has no cooldown. Why in the world would you NOT use it?
daemonfae9 Apr 30th 2010 5:44AM
can't reply to Heilig, but, the reason many warriors choose to use hamstring over PH in most situations is the improved hamstring talent and the glyph, which combined give a 23-odd% chance to immobilize the target, which is really great.
Warriors who play with a DK are much more likely to have dropped Hamstring for PH entirely as they cannot apply if over the DKs snare (a more powerful spell is already in effect...yuck) but PH can "blanket" over the DK snare as it is a different type (daze)
Holgar Apr 29th 2010 5:32PM
A warrior without a healer and a warrior WITH a healer are two completely different animals. A good warrior, especially a prot warrior, with a decent healer can spend all night fighting off 3-6 equally geared opponents all the while reaping the rewards of near infinate rage.
If you meet a warrior who is getting healed do yourself a favor, STOP giving him rage and kill the healer.
Hangk Apr 29th 2010 5:53PM
This. Trying to kill a warrior -- especially a Prot warrior -- who is being actively healed, is an exercise in futility.
Of course, switching to the healer means you now get to try to burn a healer down while the warrior merrily chops you in half... but if you are able to land a CC on the warrior that will actually stick (Sheep is good) you might have a chance.
Bikhai Apr 29th 2010 5:36PM
Last Stand + Enraged Regen doesn't work quite like you said as far as I know. Last stand increases your max health, but your current health remains at the same overall percentage. The same applies for when Last Stand falls off. Your overall health decreases, but your current health remains at the same percentage. So while you may heal more damage with LS/ER, the overall percentage of health you gain is not affected. Same deal with commanding shout + enraged regen. If they pop the shout just for regen and then replace it with another shout after, they're wasting a gcd.
Wyred Apr 30th 2010 6:02AM
This is incorrect. Last stand does increase your current health (it'd be near useless if it didn't), but that's besides the point. Enraged regeneration works off your maximum hp, so if it's increased by last stand, so is the healing you receive.
Bikhai Apr 30th 2010 5:14PM
I guess my initial comment was misunderstood. Yes, when you pop last stand, both your max health and current health are increased by 30%. What I was saying is that you remain at the same percentage of health when activating it (i.e. if you're at 60% when you pop last stand, you're still at 60% while last stand is active). And when last stand falls off, both your current and max health decrease by 30%. My comment boils down to this: Enraged regen heals 30% of your max health whether last stand is active or not. Take it as you will.
loop_not_defined Apr 29th 2010 5:40PM
None of this information is accurate. It's completely wrong, and offers no real insight into fighting Warriors. In fact, you ought to just forget you ever read this article. It never existed. NEVER. AND IT'S WRONG, don't forget that.
What? Warrior? Me? Noooooooo.....that's a, um, that's a Death Knight.
He got better.
Hangk Apr 29th 2010 5:43PM
Warriors are a very gear-dependent class -- they're very weak at bad gear levels and damn near unkillable at high gear levels. Unfortunately, at this stage of the expansion, you are very unlikely to encounter a warrior in bad gear.
Poisons, diseases, bleeds, and magic are better than physical attacks, unless your PvP set happens to feature 8,000 ArP. However, it's going to take quite a while for your typical set of DoTs to chew through the typical warrior's vast health pool -- and if someone's healing him, forget it. Ranged magical nukes are effective, but as Zach points out, fill up the warrior's rage bar. If you're going to ranged-kite a warrior, you need to be far enough away that he can't melee you, but not so far away that he can charge/intercept you, which can be challenging.
Arms warriors tend to rely a lot on their signature move, Bladestorm. It is worth blowing cooldowns to escape out of Bladestorm's range, but remember that a warrior cannot be CC'd while Bladestorming (although they can be Disarmed or Dismantled). Prot warriors lack Bladestorm but have a seemingly never-ending supply of other moves that they will use to wear you down and outlast you.
If you have a Disarm-like ability of your own, use it early, before the warrior Disarms you! A Disarmed warrior is nearly helpless -- this is one of the class's few significant weaknesses.
Lemons Apr 29th 2010 5:54PM
Another thing to note is that Disarming effects only lasts 5 seconds on most warriors because of Weapon Mastery. I love that everyone acts like it's this awesome thing, but honestly it buys you 5 seconds of time before the warrior gets his weapon back and smashes your face in. That's not to say it's not a valuable tool, but it's good to know the exact duration.
"omg rogue u have teh dismantle and teh envenom how can u not win!!?!one11!!??"
I wish it were that simple...I really do...
pkrockin Apr 29th 2010 6:15PM
Devastate, Sunder Armor, Shield Bash, Shield Slam, Shockwave, Intervene, Intercept, Charge, Pummel, Spell Reflection, Victory Rush, Disarm, Intimidating Shout, Thunderclap.
All abilities a warrior can use without a weapon in his main hand. Disarming a warrior will hold them back a little. Disarming a protection warrior doesn't make much of a difference at all.
Wyred Apr 30th 2010 8:29AM
Worth noting here that a rogue's dismantle pre-emptively used can stop a warrior using shield wall when low on health.
Tokkar Apr 29th 2010 5:43PM
Okay, seriously...the pictures.
The human is cross-eyed and someone inflated some balloons under the orc's skin?
Other than that...um...I don't really have anything to say. I play a hunter. I know...forgive me. But my kitty's cuuuute!
.........................................................what?
Possum Apr 30th 2010 4:29AM
That's an Orc? It has red hair! I want red hair on my Orc!
Felix_rew Apr 29th 2010 5:53PM
Tbh I think you should rewrite the article, the comments are more useful than the article itself.
Jez Apr 29th 2010 5:57PM
FUCKING LOOOOOOOOOOL @ THE TITLE PICTURE..
Who's the old man, and what is he yelling at a cow for?
hahahahaha..
Get back to Northshire, Grandpa!