The Care and Feeding of Warriors: How to survive as a DPS warrior

One of the oldest truisms in WoW is the old saw, "You don't do any DPS when you're dead." It's a truism because, well, it's true. And with the days of multiple combat resurrections during an encounter being a thing of the past, it's more important than ever for DPS warriors not to die. With healing classes having to save their mana as much as possible and so many things causing unavoidable, raid-wide bursts of damage, making sure to avoid damage that you can avoid becomes crucial.
I have to make a lot of calls when I raid, so I'm pretty sensitive to the issue of avoidable damage and/or minimizing what damage you do take. Between abandoning the old Wrath idea of avoiding any talent that doesn't give you immediate DPS increases to simply grasping situational awareness instead of counting on the healer to pull you through every experience, the warrior DPS has to pay attention more than ever to what's going on around him or her.
What are the biggest complications for a DPS warrior?
Let's break up the basics for ease of discussion.
Situational awareness and positioning
The days of lining up on a boss' behind and thwacking away with impunity are long gone in most cases. Bosses have cast time abilities (some which can be interrupted, some which can't), various don't-stand-in-me effects occur, some situations call for getting out of line of sight. A warrior who refuses to do anything but pay attention to his or her rotation is most likely a dead warrior.
Frankly, this is what the heroics are designed to teach you to do, and if you haven't been paying attention and have been wiping a lot due to an inability to wrap your head around this idea, it's time to give up on the notion that the healer is expected to save you from yourself. People used to blame this notion on "Wrath babies" who leveled during the last expansion, but we're months into Cataclysm at this point. If you're still doing things like standing in ground effects that give you several seconds warning before they go off, you can stop blaming Arthas' expansion for it.
Positioning is more than just knowing when to move, however. It's also knowing where to stand in the first place. We can see a dizzying array of conditions in this first tier of raiding. The Conclave of Wind requires a raid to be spread out and to switch targets between platforms and deal with adds, while Valiona and Theralion requires the raid to change between being spread out and grouped up as the phases change, while dealing with abilities designed to force positioning changes like Blackout.
Target switching
There are often adds that must be burned down, kited, burned down while being kited, and so on. Some bosses are council-type fights where you have to switch targets due to a reoccuring mechanic. Knowing what you're supposed to be hitting is very important.
Yes, target switching and high mobility fights are terrible for warrior DPS. (On the other hand, a lot of adds can be pretty good for warrior DPS; you'll just have to figure that one out for yourself.) Warrior ramp-up time is fairly high, and having to move halfway across the room to hit something can cost you rage. That doesn't mean you can leave that to other classes. If there are poison mobs chasing people around during Omnotron and they reach their target because you didn't feel like peeling to hit them, you've just done more harm than good to your raid.
Using all of your abilities
I mentioned interrupts up above, but it bears repeating. Many fights have an ability that can be interrupted. One fight (Maloriak) actually requires a great deal of communication about when you're going to interrupt versus when you're not going to. But in addition to interrupts, as a DPS warrior you have access to Heroic Leap, Charge/Intercept, Enraged Regeneration, various shouts and debuffs such as the Thunder Clap debuff (very easily incorporated into an arms warrior's rotation), and you should be using them to get into and out of combat more easily and to avoid the various death spots on the floor. If you have to kite, using Heroic Leap and Intervene to help you move around the battlefield and get a lead on mobs is greatly helpful, as is Piercing Howl. Even if you're not the one kiting -- heck, especially if you're not -- Piercing Howl is almost always worth using during a kite phase to help out. (It's great for Magmaw's parasites, as an example.)
I am often amazed both when tanking and as DPS with warriors who won't use Enraged Regeneration. Don't be that warrior.
Don't do stupid things
We both know what I mean. Don't deliberately pop all of your cooldowns and a Golemblood before the tank has had time to even say hello to the boss. Don't be tempted to stand in death raining from the sky to get a little more rage for a special and end up dead. Don't stun a mob on its way to a tank and whale on it while the tank is trying desperately to get it where it's supposed to go, ending up with aggro on it. Don't ignore your sound bar on Atramedes.
We all know that this expansion is fairly challenging, as melee DPS goes. We're often in the thick of the worst possible places to be, target switching requires a lot more mobility for us, and our DPS often suffers for making the survival-oriented choice. Don't make it worse for your group by refusing to do anything to help keep yourself alive.
Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors






Reader Comments (Page 1 of 3)
danawhitaker Mar 12th 2011 6:30PM
I suspect this article should also be mandatory reading for raid leaders as well, to beat into them the need to understand that when warriors are in situations that require them to be highly mobile, their DPS won't be as high. Nothing's more frustrating to me than someone not getting the fact that if I'm having to interrupt or move around I can't pump out massive amounts of DPS as easily, especially when I'm still learning a fight.
Natsumi Mar 12th 2011 6:57PM
I was amused by your comment :D
I actually still pull very good numbers on MOST fights where I need to do something else (interrupt, move a lot, kill adds, etc) with the notable exception of Arcanotron, that bastard just won't let me do anything but watch his stupid cast bar (cause DBM is usually a few tenths of a second late telling me to interrupt, add in 160ms latency and human reaction time getting to my Pummel Keybind and you have a missed interrupt) which causes me to mistime TC to refresh Rend, meaning I just wasted 15 rage. Good thing we aren't doing Heroic modes yet :p
Sky Mar 12th 2011 7:04PM
@Natsumi
You spec into Blood and Thunder as Arms?
Zubasa Mar 12th 2011 8:53PM
@Natsumi
Using TC on single target to refresh rend is a DPS lost by all means.
B&T is only somewhat useful on AOE fights.
Natsumi Mar 13th 2011 11:47AM
@Zubasa
Actually, TC is a DPS and DPR increase over rend. Rend hits for about 1200 and TC hits for just over 4k. Rend is 10 rage and TC glyphed is 15. You can do the math there but if you think that TC is a DPS decrease when used to refresh Rend then you are seriously mistaken.
@Sky
If you are Arms and DON'T spec into B&T you are doing something wrong, it's 2 points for a DPS increase, both single target and definitely multi target. Those 2 points in any other tree will not net you the same DPS increase, they also allow you to bring the haste debuff without altering your rotation, that means you are helping out the Raid as well as your personal DPS.
Honestly I don't understand how people don't know this by now. The only thing that will make me spec out of B&T is patch 4.1 where MS will refresh Rend, and possibly not even then as the AoE boost is significant (here's a hint: Rend doesn't suffer from the standard AoE penalties for being on more than 10 targets).
Obviously I'm doing something right as my ilvl is only 347 and I'm pulling 16k DPS and I'm still waiting on an epic weapon.
TheBigFatMuffinMan Mar 12th 2011 6:30PM
While this is a warrior column, this is mostly relevant to all the other melee classes (other than part of the target switching paragraph). I wish all the melee were like you, not stunning the boss and hitting big within the first 10 seconds of the fight, then blaming the tank.
Natsumi Mar 12th 2011 6:52PM
As an Arms Warrior there are times when I CANNOT help doing BIG damage at the beginning, and it's not because I pop 15 CDs and drink some crazy-potion-that-I-need-to-go-farm-the-mats-for-now, it's because I have very little control over my Burst DPS. Arms Mastery (Along with Combat Rogues and Elemental Shaman) have a chance-to-proc Mastery stat (which is totally awesome in my opinion) and a "lucky" string of procs and crits (hello 100k damage 5 seconds in) can immediately throw us to the top of the Aggro chart, and we have only 1 way to drop threat, die.
Also, most bosses (including all the bosses I've fought this expansion) are IMMUNE to stun. I'm fairly sure that Matthew was referring to Heroic runs or Trash or possibly even some adds in specific boss fights, certainly not the slimes in the Omnomnom fight, stuns are welcome ther.... unless you are the one being chased, then your only job is to rtfa ;)
Sky Mar 12th 2011 7:00PM
@Natsumi
If you know that a huge amount of your damage comes at the beginning then it would help to wait a couple of seconds and let the tank build aggro before you attack. As a general rule of thumb, you should always just wait a couple of seconds to make room for RNG elements (crit and whatnot) so you don't pull aggro 5 seconds in and die.
As an aside: you mentioned mastery procs on your post. I do not know much about warriors but I do know that Elemental Shaman mastery procs do not generate threat(making the stat that much more attractive). It might be the same for warriors.
mhm Mar 12th 2011 7:04PM
you say die but have you considered stopping dps ? just saying give the tank a few to pick it back up
Telwar Mar 12th 2011 7:48PM
I remember running laps around the boss before starting dps for fear of a windfury proc back in tbc. It's not hard at all to hope off a few seconds before dpsing.
Chris Mar 13th 2011 3:42AM
@Natsumi : I totally agree, Arms is about finesse (read bleeds) and long term DPS results as compared to Fury which can dish out some real burst damage in the first few seconds of the fight.
Natsumi Mar 13th 2011 11:59AM
@everyone that just says stop DPS
Tried that, doesn't work. When you jump in threat by 100k it takes your tank a good 3-4 seconds to take aggro back from you, even when not actively DPSing. Rend and Deep Wounds are still ticking causing your aggro to continue to go up.
@sky
I wasn't aware that the Ele Mastery caused 0 threat. I know for a fact that the Arms Mastery does cause threat, I've been on the wrong end of a boss too many times for it to not. And I'd also like to say that as a Vanilla Raider I've always allowed 3-5 seconds before attacking, waiting for sunder stacks in ingrained in me at this point, it's like not standing in things (yes, I have run out of Floor Heals a few times :p ) and not standing in front of the big bad Boss (or behind it if it's a Dragon). The only time I really have an issue is at the very beginning of the fight if there's a "lucky" string of procs and crits because Arms has a built in Ramp up for their DPS.
Enkylanos Mar 13th 2011 3:36PM
@Natsumi - Yeah, Arms can be burst at the beginning of a fight, but I normally just wait for the tank to have 100-200k threat before I start doing DD moves. Before that, I'll Rend/TC/Demo Shout/Sunder, all of which are very low threat and should not pull.
Base when to open up off of Omen.
(Since tanks aren't allowed to have Expertise/Hit, if a tank loses threat to your auto-attack in a raid, they should have had a MD/TotT.)
Jack Hoyle Mar 15th 2011 11:36AM
As a Night elf warrior, I find that shadowmeld is super useful. If your a Night elf Warrior, remember to use it when you pull agro. This helps me tons.
Sqtsquish Mar 12th 2011 7:02PM
A suggestion topic for warrior pvp might be nice as well.
Natsumi Mar 13th 2011 12:00PM
The current state of Warrior PvP is spec TG Fury and use the 1 shot macro, run around for 4 minutes and repeat. :P
Not that I would be caught alive or dead as Fury though lol
dchiguy Mar 12th 2011 7:23PM
As someone how casually raided as arms dps, a form of threat reduction or mitigation would be nice. As far as I know (I may be wrong) Warriors are the only dps w/o a threat reducer short of stop attacking or die.
Jaq Mar 12th 2011 8:12PM
DKs lost their built in threat reducing talent when Blood became the tanking tree. Pretty sure that our only option is to stop hitting stuff and run like hell when we get aggro.
Boobah Mar 13th 2011 5:27AM
Everybody lost their passive threat reduction in the lead-in to Cataclysm.
Of course, tank threat generation was boosted, again, to keep it in line with the incerased DPS/heal threat.
IIRC, Battle and Berserker stance used to have passive threat reduction, which fury warriors could talent even further.
Natsumi Mar 13th 2011 12:07PM
Berserker Stance did, Battle did not. Berserker Stance also got a further Threat Reduction through talents.
Death Knights also have no threat drop/reduction move, but they can also use all their defensive CDs without a DPS loss or having to use a macro to swap gear. Really the only one that would have an issue is Frost, as a good portion of Unholy's DPS comes from their Ghoul (though certainly not nearly as much as a BM Hunter) so even though they can put out 19k average DPS ( http://stateofdps.com/ ) they are only pulling about 14k -16k personal aggro, the rest is on the ghoul.