Thursday, April 30, 2009
3.1 Warrior Fury and ARMS
WTF is the right choice at this point? I’ve done ARMS, I’ve done FURY, I’ve done dropped over 300gold in respect fee’s to test various theories and dumb ass notions I wanted to test out and I’m still just as unsure about warrior pvp before as I am right now.
I still like the bursty damage of PVP Fury warrior, only because it seams I can hit more often and get life back quicker to help me last a little bit longer and pull some pressure off of the healer. The constant swinging also keep the healer having to spam heals much more rather than a simple 1 shot 5k heal. An intercept, WW+BT combo is a good 6-8k damage cycle not counting the white damage. Then it’s only a few seconds before I can do that again and when Flurry procs and I get the full “fury buffs” that are available that same combo 10-15 seconds into a fight is now 7-13k in a single attack cycle.
ARMS is still ok but because of needing to be in battle stance for things like overpower and such I find it takes a lot from your damage and ability to not have umpteen different macro’s to pummel or overpower(can’t use this in berserker stance) or tclap or shield slam. It’s nice that you can bladestorm in zerker stance but a lot of the benefit of ARMS comes from being in battletance for the armor penetration, over power and rend.
So here’s another break down when you’re ARMS Spec -
Why you need to be in battle stance:
-- Overpower
-- Shattering Throw
-- (Battle Stance) for armor penetration.
-- Rend
--T Clap
Why you must be in Berserker Stance:
-- Pummel
-- Whirlwind
Why you must be in Defensive Stance:
-- Shield slam
-- Disarm
So here’s another break down when you’re FURY spec -
For Berserker Stance –
If you find yourself in anything but this stance it should only be to disarm or something along those lines as your main damage is going to come from WW. BT you can use in other stances, but WW is pretty much going to be what you’re waiting for to blow that big burst damage.
So yeah the jury is still out on which is better.
For BG’s I’m still doing around the same damage between the two specs with FURY providing more HK’s.
Raid’s is still an ARMS game hands down. After two heroic COS while in each spec I can 100% without a doubt say that ARMS gives me an extra 800dps easy.
Any luck for anyone out there trying to PVP as a warrior. Stories about your experiences with with arms...fury...or prot?
You know...maybe i'll just save myself the gold and get my duel spec lol. OR just say fuk it all and go prot.
Email them to blackthought@opendomain.ws
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Tuesday, April 28, 2009
Arena Arms Vs. Fury 3.1
Go here for a better understanding. The below post is highly inaccurate:)
So as a follow up to yesterday’s comments I wanted to go over Arena fighting as ARMS.
The pro’s are many.
Great crits (5-8k), healing neutralization, bladestorm(a quick 4k damage minimum), charging while in battle, armor reduction, great for rogues as Overpower + MS makes for a lot of dps when usable right after each other, more executes, 12 second charges when glyphed for it, great shattering throw + heroic throw 3k+ combo while snared or rooted, thunderclap, 6 charges a minute
Cons:
Slow weapon, if you get disarmed your DPS drops to peanuts, you have to switch stances to use Pummel if you’re fighting in battlestance, burst damage is hard to keep consistent,
While the list of Pros is larger than the CONS the quality of the CONS, specifically the pummel and burst damage aspects, is significant enough to where it could pose a problem.
Now it might be that I’ve only been ARMS for about a week, or it might be that I’m completely full of crap, but while running arena’s I found that I could beat something to within an inch of its life, only to have it blink or run away and nuke me while it only had 400hp. Rage was actually an issue as well on more than one occasion, especially when going up against pally’s I found myself swinging at a bubble and burning my rage while the pally healed. The 12 second charge is definitely a boon as well, as is the 1.5 sec stun...problem is that 1.5 seconds translates into about the blink of an eye, or a sing MS swing.
Fury Fighting
Pro’s
More swings = more rage, Death wish =20% damage, increased Crit, 2 bigger weapons = more stats, healing neutralization, whirlwind every 10 seconds faster if glyphed, healing from BT of about 1200 every 3 seconds, 6 intercepts a minute, with 2 of those coming back to back, piercing howl, PUMMEL
With white hitcap being in the 500’s and with PVP gear not overly “hit rating” abundant it’s actually a common thing to miss. When you have 2 swings vs 1 swing the odds of ONE of the 2 swings hitting to get you SOME rage is increased vs. that chances of 1 swing missing to get you NO rage. Couple this 1 swing ever 3.5 seconds vs 2 swings ever 3.5 seconds and you’re looking at more burst damage.
Well what about bladestorm? It’s nice as a snaring effect but once you’ve blown your load heal’s have probably put your target back at full health and you’re MINUS one really nice weapon for 60 seconds. VS the 6 whirlwinds you’ll cast in the same time that are forcing your opponent’s healer to use mana as well as being able to burst more often.
Healing yourself is always a good thing as well. While warriors aren’t quite on DK self healing status we do have a good weapon in BT. WW+BT with two weapons is more dps than WW+MS with 1 one hander, especially if everything crits the way it should.
What about pummel? Well in Berserker stance it’s right there and if you’re ARMS in berserker then you lose out on a lot of the mobility offered by improved intercept as well as rend, t clap and such.
I will continue to report back my efforts. After respecing I also did a few Ancient strands as faired better DPS wise as well a HK and killing blow wise, most notably killing blows as the burst damage was able to really scare the living hell out of people.
So a few nifty macros for you as well will be coming up. Including shield reflect, my patented shattering throw, heroic throw mage and hunter nuker, and a few more for arms and prot.
Good luck out there fellow warriors.
Oh in a nut shell my recommendations are as follows
For Raids, instances go ARMS
For BG’s, ARMS or Fury, really don’t matter
For Arena, Go Fury.
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Monday, April 27, 2009
Warrior 3.1 - Arms Vs Fury, the battle continues.
I’ve been going back and playing a lowbee warrior too, in order to get a feel again for leveling with arms vs leveling with Fury and I really would have to say arms again is working out to be just better. There’s just more versatility in it.
When you get right to it Fury is limited to a few attacks, even at level 80:
Whirlwind, BT, cleave or heroic strike and slam. These are the “essential” dps attacks...quite literally 4 buttons and you can macro 2 of them :(
ARMS on the other hand consists of the following:
Mortal Strike, Overpower, bladestorm, whirlwind (if you go Berserker stance), Rend, Heroic Strike or Cleve, 1 Sec Slam (which fits perfectly between MS cooldowns, Thunderclap, and shattering throw and last but not least execute when available.
BTW bladestorm is basically usable ONCE every mob pull (1min CD) in a heroic, sometimes every other mob pull, but your ability to mow groups of mobs down is now drastically improved.
Do you notice a slight difference in the amount of attacks?
Don’t get me started on the benefits of ARMS and PVP either, the increase to armor penetration is noticeable and I would say specing maces for the ability to ignore an additional 15% armor is extremely noticeable, this will basically add an additional 500-1k per mortal strike...math subject to not being 100% correct lol.
Last but not least charge vs intercept...
Simply put charge wins out here. Even with improved intercept and the ability to use it twice charge is on a 12 second CD. Basically this means you can use it once every 3 mortal strikes or so, and instead of costing rage as intercept does, you can GAIN rage from charging.
The only downside I see to ARMS is that you’ll not get the benefit from PVP gear on lowering intercept by 5 seconds, I mean you will, but at the same time you’ll have to swap stances for it.
I’m getting ready to start my 2v2 with a resto shammy so I’ll have more to report. I’m looking forward to implementing some of the tactics from the PVP bible, which does a really good job of breaking down individual teams and such. A lot to digest, but after running some practice arena’s we were able to go 8:10 and neither one of us is completely geared out yet.
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For more information on the best WOW leveling guide please visit: Zygor Guides
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Friday, April 24, 2009
ARMS 3.1 Leveling Guide - Warrior Leveling
Visit my build for leveling in arms, level by level arms spec
http://www.nomorenoob.com/2010/05/arms-leveling-spec-arms-warrior.html
So I’ve been getting tons of questions about 3.1 arms leveling builds so I thought I’d lend my two cents. First off I would recommend leveling in fury. The DPS is just a little quicker and generally the stuff you fight from levels 1-60 don’t matter too much. Once you hit levels 70-80 you need to start “gearing” for your stats a little. I.E. if you’re Arms you’ll want crit and strength and hit, if you’re ARMs mainly it’ll just be crit and strength. So from level 1-60 seriously spec fury, it’s just easier. Now if you plan on PVPing along the way then I would still suggest Fury until you can get Jugernaught. From there I would go Arms.
But if you want to go arms all the way this is what I would do...
Heroic strike isn’t something I find myself using often enough to necessitate a full 3 points, I’d rather have the rend because later on down the tree it gets a couple of buffs and helps to keep consistent damage going and it’s not as much of a rage dump, so go rage and Parry.
The next level I’d take 1 point in charge to help generate initial rage so your MS is ready sooner and then 3 in the anti stun skill.
On the third level you’ll want to make sure you take the 2/2 and 3/3 to get full deep wounds, forgo anger management and take overpower for a chance %50 chance to crit with an Over power and later on to reduce spell damage and healing power of your target.
Take the full 6 points on the next level.
Take a full 5 points of whatever weapon you’re using. This is really a preference choice; you might want to do a little research to determine what weapon you think you’re most likely to quest for. As an orc I took the axe simply for the extra expertise and +crit, though I’ve used, and am currently using maces. Also make sure to get sweeping strike so you can get MS.
Next level down you’ll want to get Improved Expertise so you don’t’ get disarmed for so long...as you only have 1 weapon and this sucks. Go full trauma as well and skip the hamstring...it’s nice to have pvp, but for leveling it’s not really needed.
Next level take MS obviously, then depending I would take the 2 points for slam and the life regen, I think just 1 point is all you’d need to be able to get to the next level.
Next grabbing Juggernaut is a must. As is improved MS...Actually everything from this point on should be FULL so put full points in everything on the next few levels till you get bladestorm
Once you have that done depending on what you have left get armored to the teeth in the fury tree as well as cruelty to increase your crit.
For leveling purposes I’ve toyed with the improved TC in the prot tree just to get a little extra damage and help slow some melee attacks.
Really after armored to the teeth and cruelty you can spread the other points around for your style. If you are married to Heroic strike then go back and dump some points into it. If you find you can’t live without the hamstring stun then get it. I generally like to get commanding presence so I can get more AP or more HP.
I’ve been toying around with another warrior leveling him because I wanted to be able to help people with new content so I wanted to get a taste for the lowbee stuff and arms is not a bad way to go.

My motto has always been level fast so you can start doing end of game stuff. If that’s what you want to do then you definitely want to check out Zygor Guides, simply put you can have a character from 1 – 80 in just a couple of days.
I’ll start to get some WOWhead talent links up for different level ranges as well. Subscribe so you know when they come out.
If you want more information on Zygor Leveling Guide simply click the image below and happy hunting.
Thursday, April 23, 2009
ARMS PVP Post 3.1 patch
Revised: http://www.nomorenoob.com/p/wow-warrior-pvp-guide-warcraft-warrior.html
ARMS PVP Post 3.1 patch
As I recently said I respeced to give ARMS a try. After seeing the 3.1 patch notes and doing some “stupid math” I came to the conclusion that will all the buffs and damage increases given to the ARMS tree that I’d give it a shot. I’m glad I did.
With arms the biggest thing I like is being able to use recklessness and bladestorm. Recklessness gives you guaranteed crits and blade storm makes sure you burn through loads of people and with the CD on bladestorm being able to be turned down to 1min with a glyph it’s very, very user friendly now.
Don’t get me started on Juggernaut either. Glyph for a 20% decrease in charge and you can charge people ever 12 seconds. When in BG’s this is probably the best skill I’ve seen given to warriors for pvp in a very long time, I’d dare say even better than Titan’s Grip. Let me explain.
Here is my initial attack, Charge, hamstring, mortal strike, rend. Once all these are delivered you’re looking at having about 2-5 seconds before your next charge. While waiting for those 2-5 seconds to pass you can pretty much spam MS, Overpower or Execute (which is not a rage dump anymore), now assuming your target isn’t dead by now they are seriously hurting and wanting to either freeze you or hit you with some type of “get-off-of-me” spell. Here’s what you do, and I especially love this on clothy and leather wearers...hunters and mages especially.
The old scenario ran like this.
You caught a mage or huntard, you unloaded on them, they froze you or kited you, they got some distance, and then chewed you up.
New scenario is this:
You still rock them up front. They still freeze or kite you...that’s ok, let them get some distance. When they do you’re going to do two things. 1 cast shattering throw, then immediately hit heroic throw. This is an additional 3-6k damage easy (yes mages we have our own FIREBALL combo now bitches). Now chances are you’re still going to get blasted at this point, but a smart warrior is going to pop a trinket and guess what...CHARGE and damage dump on the target again as mages and huntards are like warriors and have no real “healing” they can do to themselves typically you can eat them up.
Oh one more thing. DISARM THAT HUNTER and watch them squirm.
I was in AV last night and ran across a huntard by my solo and disarmed. Now this is a good LAST attack to your initial charge attack because any hunter worth his gear is going to freeze trap you or hamstring you to get away, that’s fine let him, because he doesn’t have a weapon he can’t do any nifty little things to you that they are used to. This is a really good time to acquaint him with Shattering throw and heroic throw. You can generally get these two throws off just in time for him to get his Bow back and just in time for his dumb ass to have walked far enough that charge will now work again, so charge and wreck shop. This is exactly what I did to the hunter I ran into and lets just say there were portions of the fight where you could tell he panicked.
The big difference between ARMS and FURY pvp after 3.1 is survivability, even with the extra damage being taken when in berserker stance being reduced down to 5% it’s a noticeable 5% still.
If all the damage and mobility buffs were not enough the Warcraft god’s have finally given Battle Stance a much needed bonus, that bonus being an increase by 10% of armor penetration.
So a quick recap on armor and an ARMS warriors ability to nuke it.
1. Shattering throw. – reduces armor by 20% and or removes immune
2. Mace spec – ignores 15% armor
3. Battle Stance +10% armor penetration
So that’s 45% of an armor effect...now if you want to start stacking some sunders on to that...woot is all ihave to say...woot.
So who am I still having troubles with???
RETADINES. Damn you all to hell.
1. I hate bubbles
2. I hate people who can bubble and wear plate and heal....
3. They hit like a truck. All I see are hammers then my health drops by 20k and then I die. Not sure what is going on exactly but the end result is me lying on the floor
DROODS – Your hots>my MS+burst damage
Yesterday I fought a druid on top of the LM in AB for a good 10 minutes and just couldn’t kill his dumb ass. 5k crits, 7k crits, 8k crits, rends, MS, fear bombs, disarms, 8 bladestorms, sunders, you name it I tried it. ALL to no avail Just when I’d get him down to within an inch of his life, BOOM full health. Not cool. I think of that 1/2 mill damage I did in that AB more than half of it was on this one guy. Oh did I mention he was healing a group of three people at the same time? Eventually I killed the guy, but OMG it took forever and I think he ran out of mana AND mana pots, other wise we’d probably still be fighting it out...here’s a tip BTW healing spec druids. DO NOT SNARE ARMS Warriors...it heals usJ
PRIESTS:
Bubbles bubbles and more bubbles...and heals. It’s not even the rage loss, it’s the utter lack of not being able to hit them. I want a full scale investigation into their bubble timers launched and I want it launched now. I swear I can only get off 1-2 attacks between bubbles and then while in bubble form they either MC (completely underused IMHO), or just heal the damage they took on the 1-2 attacks and then hit me with some type of shadow spell. Also I noticed that shattering throw hasn’t been removing the bubble, now when I swing and I get “immune” in my battle text I thought that was what WOW was talking about...but not to sure now...
That’s pretty much it, ever other class is pretty much killable
See ya in a BG or Arena soon
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Wednesday, April 22, 2009
ARMS 3.1 warrior Vs Fury 3.1 Warrior
Well if you've read any of my post concerning ARMS vs Fury without a doubt I've been a Fury man all the way...until 3.1. I called it last week after lookign at the release notes and had to respec last night for some PVP. I'd tried PVP as fury for a long time and LOVED/LOVE the burst damage that fury offers...BUT the survivability is just not there and neither is the consistant damage. I hated running up on a mage, only to have him down to an inch of his life and then have him blink away and toast my ass or to jam a Warlock and then have him fear juggle me. I finally had to do something and that something has been to respec ARMS. I was a little aprehensive about only having 1 weapon...simple logic tells us that 2 is better than 1.
What that logic doesn't take into consideration is the quality of that 1 weapon in hads of an ARMS warrior after the 3.1 patch.
I'm running with the purple axe form heroic halls of lightning and at the time no PVP gear. In a two day period of perhaps a few hours I now have 2 of my hateful Gladiotor pieces, my chest and my hands, a pvp trinket and the Anvil from WG. My resilience still isn't the best it will soon be, but OMG the amount of damage a semi decently speced ARMS warrior can dish out is crazy stupid. I'm still not running arena's just yet, but those will be later this week when I'm completely geared.
I've been on really late so instances are far and few between but of the two heroics I've run since the respec my DPS is up about 500-800 on boss fights... go figure.
Give Arms a try i'm sure you'll be more than happy.
Glyphs you'll need...
Bladestorm - about 75g, Charge...other than that pick what you will.
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Friday, April 10, 2009
Warrior 3.1 Patch Updates
Well here are the most recent patch notes that will be hitting when patch 3.1 goes live, sometime in the very near future. A quick breakdown goes something like this.
Arms: Will probably be the next "fury" spec. TONS of DPS increases in both PVP and PVE. Lets just say blade storm's coold down can now be reduced by 15 seconds.
Fury: Basically we're losing 10% dps. QQ
Prot: Fight strong, lasts longer. Decent updates for Prot.
Without further delay the warrior 3.1 patch notes.
Battle Stance: Now increases armor penetration by 10% - This is a great PVP boon for ARMS.
Berserker Stance: Now increases damage taken by 5% - I'm a little confused. Does this mean that the 10% is going to be 15% total or 5% total.
Charge: Duration of stun effect now lasts 1.5 seconds. This effect no longer has diminishing returns - This will be very nice for prot and arms, especially in PVP.
Defensive Stance: Now reduces damage caused by the warrior by 5% (previously 10%) - More damage for Tanks...this is good.
Disarm: This ability now disarms ranged weapons as well - FUK YOU HUNTERS. This will definately help out with pvp and pve, but mostly with killing hunters as this pretty much robs them of their only method of attack.
Heroic Throw missile speed increased - Hmmm not sure what this will accomplish other than helping pull agro a bit faster.
Intimidating Shout: Cooldown reduced to 2 minutes - This is now ideal for OT and MT. OT can use this when the MT is in trouble on a more frequent basis and it will be a more viable option for getting early agro on large groups.
Shattering Throw: This new warrior ability, trainable at level 71, deals damage the same as Heroic Throw, but also causes the victim’s armor to be reduced by 20% for 10 seconds (stacking with Sunder Armor). If the victim is immune, it will remove that immunity instead of dealing damage and reducing armor. Costs 25 rage. Only useable in Battle Stance. 5-minute cooldown - Uh Cool? Now this makes me wonder. When a paladin or priest is bubbled they are "immune" to attacks. Will this Bust that bubble? This is also a very nice tallent for a warrior to use during boss fights. Toss this at the boss and get an instant 20% armor reduction on the boss...that's just crazy.
Talents
Arms - Apparently the powers that be fell arms sucks, so they are going to make it that much better.
Blood Frenzy improved to 2/4% increased damage - Increased damage is always a good thing.
Deep Wounds: The damage done by this talent no longer receives modifications from effects that increase or decrease damage done by a percentage. The base weapon damage used in the calculation will still be modified by those effects - Not "exactly" sure if this is good or bad. we'll just have to wait and see.
Improved Intercept and Weapon Mastery have once again swapped places in the talent tree - Hmmm.... not big on ARMS so i'll have to rely on others for some feedback on this one.
New Talent: Juggernaut: Grants the warrior the ability to Charge while in combat - This is nice. One of the biggest things I used to hate about ARMS was it's in ability to close the distance with people and npc's while in battle.
Taste for Blood: Will now proc 33/66/100% of the time with a 6-second cooldown - This is just more DPS.
Unrelenting Assault: Now also increases the damage of Overpower and Revenge by 10/20%, and causes Overpower (when used to attack a casting target) to decrease the effectiveness of all the target’s non-physical damage and healing by 25/50% for 6 seconds. Tooltip and visual updated - I'm telling you that ARMS is undergoing a serious tune up and is getting the versatility it needed. I wonder if the healing debuff will stack with the MS debuff or the fury warrior healing debuff to possibly reduce by 100%
Fury - NERF BAT TIME
Titan’s Grip: While you have a two-handed weapon equipped in one hand, your physical damage done is reduced by 10% - QQ... not cool WOW, not cool. This is basically a dps nerf by 10%...because let's be honest, who is goign to go fury and NOT goign to have a two handed weapon in one hand?
Protection - Living that much longer.
Last Stand: Cooldown reduced to 3 minutes – Well this should be pretty common sense, more last stands equals more survivability.
I'm not going to go into detail on the Glyphs because all they do is buff up arms and prot. You might notice an utter lack of fury Glyph enhancements. All in all I believe ARMS may be the next GoTO spec. the DPS should really be going up.
Warrior Glyphs:
Glyph of Barbaric Insults: Increases threat on Mocking Blow by 100% -
Glyph of Bladestorm: Reduces the cooldown on Bladestorm by 15 seconds -
Glyph of Enraged Regeneration: Your Enraged Regeneration ability heals for an additional 10% of your health over its duration -
Glyph of Last Stand: Now reduces the cooldown of Last Stand by 60 seconds. The penalty on maximum health gained has been removed -
Glyph of Overpower: Now provides 100% chance on all parries -
Glyph of Shield Wall: Reduces the cooldown on Shield Wall by 3 min, but Shield Wall now only reduces damage taken by 40% -
Glyph of Shockwave: Reduces the cooldown on Shockwave by 3 seconds -
Glyph of Spell Reflection: Reduces the cooldown on Spell Reflection by 1 second -
Glyph of Sweeping Strikes: Now makes Sweeping Strikes cost 0 rage -
Glyph of Vigilance: Your Vigilance ability transfers an additional 5% of your target's threat to you -
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Thursday, April 9, 2009
80 Fury Warrior Gearing Up and Some Cold Hard Truths
My next step is to get my gear a little more fine tuned. I have 2 more days till my Titan steel CD get’s me the mats for the Titan steel fury helm. I just picked up my T7 chest last night and I’m going to have to grind out some more badges for my t7 gloves, I’ve been playing with the idea of using mail bracers, but I’m still weighing that out.
Once the duel specs come out I’m not sure what I’m going to do. I guess I’ll have to see exactly how it works before I can make a decision. Chances are I’ll do the Fury/Prot thing that most people will. Arms still isn’t what I’d hoped it’d be.
I spent a fair amount of gold “experimenting” with a few ideas and I’ve come to some cold hard truths.
1. You need to have at least 4k AP unbuffed before you try Nax. Couple that with both the T7 chest and gloves.
2. Focus on strength first, then crit, but really just strength. The 18/53/0 build IS the best possible layout.
3. the soft hit cap of 164 is good for not missing yellow attacks, but sucks ass for rage generation. Try to get at least 200+ hit, which shouldn’t be hard if you’re even remotely geared well...I think I can hit 300 with like 4 pieces.
4. Weapon Enchants: +85 AP, or if you can do some of the more expensive stuff do them, on my server they run about 1k an enchant and I really just don’t have that type of cash....right now.
5. WW>BT>Instant SLAM> Heroic Strike, wash, rinse repeat. I’ve been playing with the idea of casting slam between the BT and WW cooldowns Reason being is that I can sometimes Slam, ww or BT, then instant slam again. That’s up to 4 yellow attacks in the course of 3 seconds.
6. You NEED the heroic strike glyph that gives you 10 rage back, once you have this, SPAMMMMMM the hell out of HS.
7. Don’t’ worry about haste. Rely on Crit to proc flurry to get your swing time down.
So there are a few small points of interest you might want to follow or at last keep in mind while you start gearing up at level 80.
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