WotLK [PvP Guide] Medios's Arms warrior
I am leaning towards unsubing until Prot Warrior changes happen balancing was God tier in comparison to the current state it's in ATM. Hello! And welcome to my prot warrior guide! Table of content: 1. Overview and basics. 2. Races. 3. Professions. 4. Talents and glyphs. 5. Requires Warrior (Protection) Requires level 70 Protection Warrior Artifact Weapon: Scale of the Earth-Warder – Legion · Protection Warrior Gear, Tier .
I have done the same mistake as did others, and it kills your rotation and makes you starve on rage. If you are a veteran, then you should still read. You might learn something new here. Mount up, get to pillar, wait until you think it's time to rush in and open, pop bloodrage, mount up and run to your target until you get in melee range then slow him down and do your thing.
Instead of using charges on your targets, save them for the focus targets. Almost all warriors know this. It means helping your partner survive when he is in danger. Almost all the time players will go after your teammates to kill them.
So you need to know how to properly do this. I will list spells to use for peeling: Saves your partner from 1 melee effect. Slows him down and possibly immobilizes him. Always good to kite someone if you can't reach him, or if he is a rogue or feral or DK. Make sure you can make him blow his trinket by intercepting first. Make sure you do this from his back so it doesn't miss or when he is stunned.
If the chaser is a caster. This came right off my mind when I was typing this. I have no idea if this works or not, but if it does, then I'm glad I mentioned it.
One of the chasers sometimes can be a pet like a BM pet or a Shadow Fiend or maybe a gargoyle. Believe it or not, sometimes you may have all of the peeling spells on CD and you have no choice but to do something. In Molten, fortunately for you as a warrior, this spell increases your remaining health as well. Can you believe it? Did you ever think that you would find this in the category of peeling spells? If you came to me a year ago, I wouldn't have considered this for peeling.
But believe it or not, this mostly succeeds in making chasers panic. Mostly suceeds in making players trinket. Also I have been in situations where I charged DKs and they popped Icebound Fortitude, thus making my intercept late and useless.
I have been in alot of situations where my disarm missed. Most of the time the reason why partners died was because the chaser's partner caught up to them and made the pressure even harder and less survivable. For how long can you stop a healer from casting or helping his teammates alone?
Protection Warriors in a nutshell : wow
You have many tools in your pocket that you can use to hold the healer busy while your teammate goes for the kill or until a certain situation is achieved which afterwards you can can control the situation from that point. Like an enemy almost dying and his healer gives him a major damage reduction buff or possibly immunity to damage. Now you don't want the enemy to be healed while he is safe from death, do you?
So what do you do? So if not that, then what? Well here are ways for you of how you can control the healer: Healer's trinket on CD: Immediately switch on the healer. In that point, the healer's main concern is saving his teammate, so he will be forced to cast something.
Be ready with an interrupt and possibly overpower to inflict UA if interrupt fails. Burst on him until you manage to put him in a critical condition which then you can use to create a kill opportunity.
This is how I personally would do it. So if any of the veteran warriors have a different opinion then I would like to know it.
You can control the healer when a target is near death and stop the healer from doing anything for a long time, or maybe a VERY long time if the whole team, synced their CCs together. You can do this to stop the healer while your teammate bursts on the kill target and kills him.
I stated this point in random tips section. Your chance of killing a guy with pet increases ALOT by killing his pet. Always when you have more than 1 near each other especially in 3v3, use Piercing Howl to slow them all down. Make this a habit for yourself and keep using this. Saves you and your team from alot of unneeded problems.
Like a priest running unkited can reach your teammates faster and give them an 8 second fear. The importance of this tip is big, this can save your healer from getting pressured into a position or a condition that might make the game harder for the team.
Also makes it harder for the enemies to switch on anyone other than the guy near them, which should be you in this case. This, and this alone is what your class is known for. Never let MS expire on your targets. If this runs out, then a single heal can restore alot of the target's health and there won't be much pressure to kill anything.
Whenever you are fighting vs a caster or a healer and it proc, wait for a few seconds before using it, the target might cast something that you can use your overpower on. Says it pretty much. Sometimes your targets run behind the pillar or far away and you find yourself chasing them until you LoS your healer or get far from him.
This is called "baiting". The other team sometimes does that to force you to follow them until you LoS your healer and thus cutting off your source of life. Not unless you are fully healed and maybe Hotted up to safely chase them or unless one of them is almost going to die, then do so carefully and make sure to manage the situation properly. Always try to be in your healer's line of sight.
I have seen warriors popping recklessness or retaliation in the wrong situations. Some of them popped reck or retaliation when the opposite team was bursting. By popping reck or retal, you become unable to defend yourself temporarily and thus the bursting team has a great chance in killing you in that moment.
Make sure you burst only when you have the leverage in the fight. Medallion is only used when a VERY important situation calls for it. Will you or your partner die? If the answer is no, then don't trinket no matter what happens. If the answer is yes, then trinket while keeping in mind that you should be ready to counter another possible CC.
So the situations of using trinket are these two: To save yourself or someone and it's absolutely crucial. To kill someone whose health is critical enough to sacrifice your trinket for it. Something I noticed from my thousands of losses, is that I hesitated in most of the matches that I lost. I didn't play confidently and I had some doubts and fears in myself. Do not fall in that mistake. Even if you did the tactics wrong in a match, keep fighting with full confidence until you can control the situation and turn things around.
Gladiator Stance Protection Warrior DPS Guide : wow
A warrior with fear and doubt is like a blade with rust, no matter how shiny and powerful it looks, it will eventually break. Duel Tactics Vs Mage: The key of victory here is attacking with your full power when the frost shield is down.
The best way to deal with frost shield is using rend and possibly ranged attacks like throws and using your ranged weapon when you are immobilized. Also using reflects as effectively as possible. Getting CD-notifier addons like Aesa and Afflicted3 will make it much easier for you to reflect instant spells like deep freeze. Proper gear and setup: Start with alot of resil and health. Throughout the whole fight you will be on a constant health regeneration, due to slows and immobilizes.
The safest way to go vs mages is saving your charges for the best of situations. Having improved hamstring helps a bunch vs these guys. Start on a mount with enough rage, run to the guy and immediately hamstring and rend him.
Use Charge to force him to blink then use intercept. It's always a good idea to intercept after they blink. Know that when a mage uses this, he is about to deal a tremendous amount of damage to you. Pop defensive cooldowns or skeleton key, and possibly spell reflect sometimes, when the mage activates Icy Veins. Because when a mage activates Icy Veins, a Deep freeze will surely follow to make you unable to reflect or pop any kind of defensive CDs.
Most mages will pop Icy Veins first then deep freeze you and burst on you. Pop trinket when you or the mage's life is in danger. This is the game-breaking step, so be careful. This step depends on your sixth sense of how much advantage you will gain if you popped trinket. Let's say the mage sheeped you at the start of the duel when you haven't done any damage to him.
At that point you will gain nothing from trinketting But let's say that the mage is in a critical situation and you are absolutely sure you can kill him, then it's time to trinket and possibly get a charge or intercept then deal max damage.
Also, when a mage deep freezes you and has Icy Veins on him and you can possibly die from his attack, then it's very advisable to save the trinket for that situation.
Be careful about one thing though When fighting vs good mages, if they get low, they will double-cast sheep to counter your trinket. So keep that in your mind.
Counter fake, double and reversed casts: This step requires a good latency and a bit of awareness. When a mage wants to make sure you stay in CC, he will follow the first sheep with another possible cast of sheep to counter your trinket. So wait a bit before using your trinket. This step is usually done by seasoned and experienced mages.
- [5.4 Guide] Arms PVE
Reverse sheep is when the mage is low in health and he aims to cast Polymorph on your spell reflect so it gets reflected back at him and he gets healed by it. If the mage is low in health and he does that, cancel your reflect.
If you want to avoid the sheep by him, you can either bash him, fear him, intercept him, or go in Bladestorm mode. Usually when mages summon this pet, it means the mage now has an extra immobilization spell and extra damage. Whenever you get in melee range of this guy, bash his cast and rend him and kill him whenever it's safe.
This pet is a good source for Overpower procs. This step is something that I do personally, I don't know if it's good or bad, and I don't know if it will be of any use for you, but as soon as the mage gets out of Ice Block, I fear him.
You can force him to use trinket using this step. Rogues will always start in stealth and aim for your back, this much everyone knows. But very few of these people noticed the secret in that fact; attacking from back. Knowing this much, I knew how to counter rogues openings by giving my back to walls and LoS objects. This alone pissed off 3 or 4 of some good rogues and they called me gay for it lol. I was amazed by the effectiveness of this counter-move and was glad it worked.
Anyways let's focus on regular fights where nothing guards your back and the rogue gets his chance to start on you. First you need to go in defensive stance and equip shield and 1h wep and if possible have resilience gear set with corroded skeleton key on.
You might get sapped at first, don't use berserker rage and just wait it out. Now he will cheap shot you secondsthen kidney shots you seconds. Now you have two scenarios to deal with this situation and you can choose one of them, either trinket the first kidney like I usually do or wait it out.
In both ways, you have to try getting behind the rogue immediately and rending him, or use piercing howl and try to get some distance from the rogue, possibly using Bladestorm if you are slowed as well, and then charge and rend. There are other ways in which you can get a rend on the rogue in different situations: You are slowed and dead-zoned by the rogue.
He keeps running around you and keeping you locked in that deadzone. Outside Colossus Smash Even though Slam doubles the damage of Overpower, you will want to prioritize Overpower outside of CS both to lower the cooldown of Mortal Strike, and for additional chances to proc Sudden Death. Colossus Smash as soon as available. Mortal Strike on cooldown. Use Battle Shout or Heroic Throw as fillers when nothing else available.
Execute Rotation Only use while dealing Single Target damage. Execute will cause all Overpowers for the next 10 seconds to be free. Outside CS Colossus Smash as soon as it is available.
AoE Rotation Sweeping Strikes: It costs 30 rage, has a 10 second duration and 10 second cooldown, so you must spend 30 rage to refresh it every 10 seconds. Keep up Sweeping Strikes. Tab target Mortal Strike to spread Deep Wounds. Use Thunderclap only to keep Deep Wounds up. It should only be used approx. If targets are close enough together, prioritize spaming Slam over all else, use Mortal Strike, Overpower and Fillers when unable. Slam-Cleave is better than Execute if the targets are close enough.
If the targets cannot be Slam-Cleaved, just keep up Sweeping Strikes and continue the normal single target rotations. With the Tier 16 Two-Piece bonus, Overpower may be dropped from the rotation entirely while adds are close enough for Slam-Cleaving. The ideal time to use your cooldowns is just before entering a Colossus Smash phase to take advantage of the increased damage. Care should be taken to stack them with potions, increased damage phases and other mechanics that may boost your damage.
It should be used as often as possible and aligned with other abilities whenever possible. Because it only effects Critical Hit damage, it should be used with Recklessness and Dragon Roar as much as possible. Skull Banner effects not only you but the entire raid. For this reason, it can be considered a raid cooldown and may be more beneficial to use for the raid instead of solely for yourself, especially during Bloodlust. Few classes stack critical hit chance the way Warriors do, so the raid vs personal benefits will be determined by your raid group size, class makeup and your own damage comparative to the rest of the group.
Consult your raid leader to determine the best time to use it. For example if your Bloodbath starts off dealing 30K over 10 seconds, dealing damage every second; after 5 seconds it will have dealt 15k damage and have 15K left to go. If you then refresh it with another 30k bleed, Bloodbath will take the damage left on the previous bleed and add it to the new one, combining the two.
It should always be used inside of Skull Banner, Bloodbath, Trinket buffs, Synapse Springs, Potion or any other damage increasing mechanics whenever possible. Bladestorm Bladestorm deals impressive burst AoE damage with a low cooldown. Preferably planned to coincide with increased damage phases; or cooldowns such as Recklessness, Bloodbath, Dragon Roar, or Bladestorm.
Rage is only gained for actual health damage taken, damage absorbed or otherwise mitigated does not gain rage.
However you will only gain half as much Rage from auto attacks as normal. So you do not want to sit in Berserker Stance unless you are taking damage that is equal to or greater than 2.
High burst damage will also be a time where raid cds will be used and could make switching into Berserker Stance a DPS loss. You will hate Spirit Shell. Figure out what damage is worth being in Berserker Stance for and plan ahead. Shattering Throw Shattering Throw was changed in 5. This means that it can and should be used during the Pre-Pull countdown for increased raid damage. While Shattering Throw does not help a Warrior due to Colossus Smash; it is a good damage increase on a pull, due to stacking with other raid members pre-pots, Bloodlust and personal cooldowns.
Defensive Cooldowns Good usage of Defensive Cooldowns can make the difference between a good Warrior and a dead Warrior. Most magic and many special abilities cannot be parried and must be dealt with normally.
This ability is best used when a tank dies to allow you to hold threat and not get 1 shot while the tank is rezzed or another tank taunts.
Shield Wall Shield Wall has been buffed in 5. Shield Wall is now a very viable and powerful cooldown and no longer reduces your damage output. Bind it and familiarize yourself with using it on demand. Consult your raid leader to determine when the abilities should be used, as part of a group Cooldown rotation to maximize usage and minimize damage in raids. It is also somewhat weak, and sometimes paired with Rallying Cry for this reason.
Demo Banner also works in a abnormal fashion. Instead of decreasing the amount of damage players take. It instead decreases the amount of damage that enemies deal to the players. Because of this, certain mechanics are not subject to mitigation by the banner and any damage dealt not actually dealt by the boss will not be decreased.
It is sometimes hard to tell, resources such as World of Logs, or Skada will generally tell you if the damage is dealt by a boss or "No One". General rule of thumb is that Environmental damage is not affected by the Banner. But with only a 1. You will have to make the decision whether to go into Defensive or Berserker Stance. Berserker will not mitigate damage, but will give you more rage and more damage.