WoW TBC Classic Warrior PvE Guide The 3 Specializations


Variations of these builds are usually based on guild setup. It is possible to have more than one dps fighter in a guild that has Improved Demoralizing Shat/Improved Thunderclap.

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Since the"[Warrior] Future of a DPS Warrior thread has more than 3000 posts, it's becoming increasingly difficult for users to locate the relevant content. Frequently asked questions appear on the internet all the time. This is my first effort at collecting all of the DPS Warrior information I have.


Variations of these builds are usually based on guild setup. It is possible to have more than one dps fighter in a guild that has Improved Demoralizing Shat/Improved Thunderclap. Certain builds could also include more points in Deflection/Iron Will in comparison to Improved Thunderclap Unbridled Wrath or Improved Demoralizing Shut. It is also possible to switch between Improved Disciplines in order to enhance your interception for PvP purposes. It is crucial to remember that every guild should have at least one warrior who has Improved Thunderclap and Demoralizing Shout. The numbers are similar for Arms PvE: 33/28/0 and 17/44/0. *


Unbridled Wrath is said to be 3 points using the use of a 3.5-speed weapon. It will produce 1 more rage for every attack. It's also close enough to mean that the fourth point wouldn't be worth it. So, 2/5 Demoralizing Shut, 3/5 Unbridled Wuth, and 5/5 Unbridled Warfare are recommended for an arm combatant are "better". (Under investigation)


Two points in Improved Demoralizing Shout is sufficient to reduce a boss's Attack Power to zero until Curse of Recklessness is up. Curse of Recklessness is required for guilds with 5 points.


In general Strength Attack Power purely because of Blessing of Kings that affects Strength and not raw Attack Power.


Crit Rating Agility however Agility can be scaled with the blessing of Kings. It is too costly to stack in comparison to Crit Rating due to the quantity of Agility required for 1% Crit.


Expertise can be treated similarly to Hit in the case of 4.25% Dodge reduction (2% free from talents) most players however don't think it's necessary since Hit below 9% due to the fact that it is more difficult to acquire. The "cap" for Expertise is 3%. Humans who use Swords/Maces or Orcs who make use of Axes gain an additional 1.25 Expertise . It is important to note that Expertise Rating is rounded up and partial Expertise does nothing. The "cap" therefore would be 25 Expertise.


Since the [Warrior] Future of a DPS Warrior thread has more than 3000 posts, it's becoming harder and harder for people to find the relevant material. Frequently asked questions are popping up every day. This is my first effort to gather all the DPS Warrior information I have.


Talents


Common DPS specifications:


17/44/0 Dual Wield Fury


33/28/0 PvE Arms


21/40/0- 2h Fury (less widely used spec, but still a viable option for PvE as a second or even third dps fighter)


These builds can be modified according to the guild setup. It is possible to have more than one dps player in a guild using Improved Demoralizing Shat or Improved Thunderclap. Some builds may contain more points in Deflection/Iron Will in comparison to Improved Thunderclap, Unbridled Wrath, or Improved Demoralizing Shut. You can also change between Improved Disciplines to increase your ability to intercept for PvP. It is important to note that every guild must include at minimum one warrior with Improved Demoralizing Shout as well as Improved Thunderclap. In general, the numbers remain the same: 33/28/0 Arms PvE, 17/44/0 for Fury PvE. *


Unbridled Wrath is said to be 3 points when using the 3.5-speed weapon. It will produce one more rage per attack. It's close enough that the 4th point wouldn't be worthwhile. 2/5 Demoralizing Shut 3/5 Unbridled Wuth 5/5 Unbridled Warfare are for an arm combatant are "better". (Under investigation)


Two points in Improved Demoralizing Shout is sufficient to reduce the boss's Attack Power to the level of 0 in the event that Curse of Recklessness is up. Curse of Recklessness is required for guilds with 5 points.


Sword Specialization Poleaxe Specialization Mace Specialization for PvE.


Some testing is being conducted at 26/35/0 versus 17/44/0, which is PvE.


Stats


Based on the present gear and equipment the priority for stats could be:


Haste


9% hit and Crit/AP/Armor pen Haste/Hit


9% hit and 6.25 percent Dodge reduction


Haste/Hit


Expertise caps at 6.25 percent without talents or race. Soft caps can be reached at 9% with no talents.


Higher levels of AP provide more benefit from the additional Crit/Armor Penetration, and vice versa.


Only reason to gem for hit is if you're below 9%, else, you can use items that have the best distribution of DPS stats. Leather isn't an issue, regardless of what the rogues might try to tell you.


Talents and Hit are less than 9percent. Hit yields the highest growth in dps.


The Hit Rating requirements are:


142 hit rating with 0 points in Precision


A hit rate of 127 with 1 point in Precision


110 hit rating with 2 points for Precision


95 Hit Rating with 3 points in Precision


Conversion of Ratings:


15.77 Hit Rating = 1 Hit


3.9423 Expertise Rating = 1 Expertise = -0.25% Dodge/Parry


22.08 Crit Rating = 1.1% Crit


15.77 Haste Rating = 1% Haste


1 Strength = 2 Attack Power


33 Agility = 1 Crit


In general, Strength is greater than Attack Power is purely due to Blessing of Kings that affects the strength of the person, not just raw attack Power.


Crit Rating Agility even though Agility is a function of Blessing of Kings. The amount of Agility needed to achieve 1% Crit is too costly to be stacked against Crit Rating.


Expertise can be treated similarly to Hit when under 4.25% reduction in Dodge (2 percent free of abilities) However, most players do not think it's necessary since Hit less than 9% due to the fact that it is more difficult to obtain. Humans who are using Swords/Maces or Orcs using Axes get an additional 1.25% expertise, so the "cap" is 3.3 percent. Also note that Expertise Rating rounds down, and partial amounts of Expertise don't do anything. Therefore, 25 Expertise would constitute the "cap".


Expertise Rating "requirements":


No racial or talent 99 Expertise Rating


Human/Orc race, not a talent: 79 Expertise rating


No racialdiscrimination, 1/2 talent: 8 Expertise Rating


No racial distinction, 2/2 talents: 70 Expertise Rating


Half talent, race of Human/Orc 64 Expertise Rating


48 Expertise Rating


Expertise doesn't have a definitive limit per se, however because of the extensive debate on the subject, it's been decided that shooting for 6.25% dodge reduction is the most effective. Expertise is only available in 0.25 percent chunks, which means when the cap is greater than 6.25 percent, it's not worth considering listing. Another possibility is that Expertise cannot be cap-sized completely , and it functions in the same way as the cap on spell hits, where there is always a small percent chance that the boss will be dodged, regardless of your Expertise. If there is an upper limit, you should aim for 6.25 percent reduction in dodge.


Armor and Penetration of Armor:


Armor Penetration, a statistic that increases only with increased returns, not decreasing returns, is unique. The more Armor Penetration yields more % increase in damage until the armor of the target reaches 0. Soft cap for Armor Penetration (ArP from here on out) is approximately 1350 for bosses of T6 levels with all armor reducing debuffs and Executioner enchant.

Another 200 ArP would equal:


1790 / (1790+ 22167.5 + 467. * 70) = 14.497% Damage Reduction : or a 1.620 increase in the amount of damage


As you can see, while the amount of ArP gained was the same in both cases, the damage increase itself grows when the target's Armor is close to 0. Therefore, ArP shows increasing returns rather than decreasing returns.


Note that all but two of the bosses are equipped with either 6200 or 7700 armor. Similar patterns are seen when you look at the trash mobs: 5700/5700/5950, or 6800/7100/7400 at mobs of level 70/71/72. These numbers will yield either 34.15% (or 39.15 percent) armor reduction against enemies at similar level.


*Not actually 100%, but to a large extent mobs can't parry or block attacks coming from behind, which is where you should be doing your dps'ing from.


This is the main goal of attacks. Players can't land Crushing Blows, mobs cannot land Glancing Blows. Mobs can't Parry or Block from behind, which is the place melee dps are completed. Dodge is assumed to be 5.6% for most bosses. It is important to remember that an additional hit won't increase your odds of landing a Normal Hit but it will decrease the chance of missing.


This lets you be "crit capped" in the most extreme circumstances when more Crit isn't going to increase the chances of landing a critical Strike. This occurs if the sum of all the choices above Critical Strike on the attack table become sufficiently high as to lower the chance of Crit below it's normal value.


In these situations Crit will be limited at 40.5% even if you have an 50.5 percentage chance. Because the sum cannot exceed 100%, this is the reason Crit will be set at 40.5%. 100 percent = (28% + 6.5% + 10 25% plus 0.0%) = 41.4 percent. For the most reasonable levels of gear, and in most situations, you won't be able to reach the Crit limit unless you are affected by something along the lines of recklessness, which could increase your chance of being a Crit.


Flurry:


Contrary to what many believe Contrary to popular belief, 33% probability of Crit is not a guarantee of 100 Flurry up-time. Not even close. This formula is an excellent way to calculate Flurry-up-time.


1 1- ( 1 - c ) * 1 - ( 1 - c ) x


Where 'c' is your Crit Chance expressed as decimal (i.e: 35 percent Crit = 0.35) and "x" is the amount of attacks made in one cycle of Flurry (3 from auto attack swings and usually one more from instant attacks 4. This is a widely employed number).


Example 35% of a Crit yield


1 - ( 1 - 0.35 ) ^ 4 = 0.8215 which translates to 82.15 Percentage of Flurry-up-time.


Crits that are higher than 33% will result in an increase in the Flurry-uptime. Crit that is below 100% (or the Crit cap) does not surpass 100% Flurry-uptime. Therefore, additional Crit will add up-time. You should note that although the addition of Crit may increase Flurry time, they will have diminished return. The amount of Flurry up-time gained going for one % of crit up to 11% crit is much greater than the increase from 40% to 50% (in both cases there is an increase of 10 percent chance of crit).


Rotations of DPS:


17/44/0


20 more than 20


Make it clear that Bloodthirst and Whirlwind should always be cooldown. If your rage reaches 60, Heroic Strike becomes activated. Bloodthirst or Whirlwind both remain on cooldown. Heroic Strike is mostly an rage dump. Use it to reduce your rage to 100 while maintaining the rage required to keep Bloodthirst and Whirlwind on cooldown. Priority: Bloodthirst Whirlwind Heroic Strike. Commonly referred to as 3xBT,2xWW cycle. (3 Bloodthirst =18 seconds 2 Whirlwinds, 1 point in Improved Whirlwind = 18 seconds). It is recommended to refresh Rampage as soon as you can to ensure the buff is active. 6-7 seconds left is a generally a good time to start looking for an opportunity to buff.


20 percent


Slam is an important part of the spec's dps. Slam resets your swing timing therefore it is recommended to start timing it right after a white hit. This will minimize the amount of time you spend on a reset swing swing. If you're experiencing latency issues, an addon such as Quartz could aid. You can also try out Slam timing with Blasted Lands mobs. Learn how to use Slam. Generally this cycle is:


Auto - Slam MS - Auto - Slam - WW - Auto - Slam - MS - Auto - Slam - Instant


Battle Shout or Demoralizing Shout for instance is a good choice for the last instant in the sequence. This rotation is commonly referred to as 4xSlam, 2xMS, 1xWW. It is important to know regarding Slam utilization, If your attack speed falls below 2.5 seconds, drop Slam from your game and use Heroic Strike to manage your rage. A different option is to make sure that you only use Slam when Mortal Strike and Whirlwind are both cooling down. This is a process that requires practice and familiarity with the play-style.


Cat's Swiftness. Even on the most remotely mobile fights Cat's Swiftness Dexterity.


With the"[Warrior] Future of a DPS Warrior thread has well over 3000 posts at present, it's getting harder and harder to find all the relevant information and frequently asked questions keep popping up again and again, this is the start of my attempt to compile the entire DPS Warrior knowledge that I've been able to acquire.


Talents:


Common DPS specifications:


17/44/0 Dual Wield Fury


33/28/0 PvE Armes


21/40/0 2h Fury (less common spec, however, it is still a viable option for PvE dps , as the third or second DPS warrior)


These builds can be modified based on the guild setup. A number of dps warriors in a group with Improved Demoralizing Shout or Improved Thunderclap is not necessary , however certain builds could contain more points for Deflection/Iron Will in comparison to Improved Thunderclap or Unbridled Wrath instead of Improved Demoralizing Shout. You can also change between Improved Disciplines to improve your interception in PvP games. Be aware that all guilds must include at least one warrior with Improved Demoralizing Shout and Improved Thunderclap. The general numbers stay the same: 33/28/0 Arms PvE, 17/44/0 to Fury PvE. *


It's thought that 3 points of Unbridled Wrath with a 3.5 or slower weapon is enough to generate 1 additional rage on every attack or close enough to every attack that the fourth point is not worth it. Therefore, 2/5 Demoralizing Shout. 3/5 Unbridled Rage is "better" than 5/5 Unbridled War for the Arms warrior. (Under investigation)


If Curse of Recklessness has not been activated, 2 points in Improved demoralizing shout can reduce the boss's Attack power to zero. If your guild is using Curse of Recklessness, then 5 points are required.


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*Not really 0%, however for all intents and reasons, mobs can't parry nor Block attacks that come from behind, which is the place you should be DPS'ing from.


This is the priority for attacks. Players can't hit Crushing Blows as well as mobs can't be hit by Glancing Blows. Mobs cannot Parry or Block from behind, and that's where your melee dps should be done. Dodge is 5.6 percent for most bosses. It is crucial to keep in mind that an additional hit won't increase your odds of catching the normal Hit but decrease your chance of missing.


In this manner in the worst case scenario, you can become "crit capped" where additional Crit will not increase your chance to hit Critical Strike. If the total value above Critical Strike on an attack table is sufficiently large that it lowers the likelihood of Crit below its normal value, this is exactly what occurs.


In this case, Crit will be capped at 40.5 percent, even though you have a 50.5 percent chance. This is because the total cannot exceed 100%. 100% = (28 percent + 6.5 10 25% + 0.0 percent) = 41.4%. You will not get to the Crit cap using the most reasonable gear, in most cases.


Flurry


Contrary to what many believe, a 33% probability of Crit does not mean that you can guarantee 100% Flurry-up-time. A fairly close formula to calculate Flurry up-time is:


1 1- ( 1 - 1 - ) * 1 - ( 1 - c ) x


The 'c' in the equation is your Crit chance expressed in decimal (i.e 35 percent Crit = 0.35) and "x" is the amount of attacks made in one Flurry cycle (3 from auto attack strikes typically one additional from instant attacks and 4 is the most commonly employed number).


Example: 35% Crit yields


1 - ( 1 0.35 - 0.35 ) * 4 = 0.8215 which equals 82.15 Percentage of Flurry-up-time.


Crit higher than 33% will increase the Flurry-uptime. Crit below 100 percent (or the Crit limit) will not exceed 100% Flurry-up-time. So, adding Crit will improve the time to up. While additional Crit can increase Flurry time, they will have decreasing returns. Flurry up-time will be significantly higher when you go for 1 % Crit to 11% Crit than it is moving from 40 to 50 (in both instances, there is a 10 percent increase in the chance of Crit).


DPS Rotations


17/44/0


20 20 %:


Simple. Bloodthirst should always be on cooldown. Heroic Strike is an option when you are raged to the point of 60 and Bloodthirst and Whirlwind are both cooldown. Heroic Strike is mostly an rage dump. Use it to keep your rage under 100 while maintaining the rage necessary for keeping Bloodthirst and Whirlwind on cooldown. Priority Bloodthirst Whirlwind Heroic Strike. Often referred to as 3xBTand 2xWW cycle. (3 Bloodthirst = 18 secs 2 Whirlwinds, 1 point in Improved Whirlwind = 18 seconds). It is recommended to refresh Rampage as soon as you can to ensure that the buff remains active. It's generally an ideal time to seek out the chance to rebuff your opponent with around the remaining 6-7 seconds.


20 percent


The spec's dps has an essential component known as Slam. Slam resets the timer on your swing therefore it is best to time it directly after hitting a white (in order to limit the time spent in the reset swing). If you are having latency issues, an addon such as Quartz will aid. You can also try out Slam timing with Blasted Lands mobs. Learn how to play Slam. The sequence generally is as follows:


Auto Slam- MS -Auto - Slam- WW -Auto - Slam- MS-Auto - Slam Instant


For example, Battle Shout or Demoralizing Shout can be used to stop the entire rotation. This rotation is commonly known as 4xSlam 2xMS or 1xWW. You must be aware that Slam usage can be shortened to 4xSlam and 2xMS and 1xWW. If your attack speed decreases to less than 2.5 seconds, you should remove Slam from your current cycle and instead choose Heroic Strike. This will reduce your anger. It is also possible to simply Slam while Mortal Strike or Whirlwind are on cooling down. This requires practice and familiarity with the play-style.


Cat's Swiftness. On some of the most remotely mobile fights The Cat's Swiftness is superior to Dexterity.


Surviving:


It is crucial to survive in battle. Dead warriors don't dps. The warrior is equipped with many options to improve his odds of staying alive.


Berserker Rage is a way to overcome Fear. Utilize it to your advantage and you'll never be afraid into flames. It burns.


Defensive Stance - Reduces the damage that is sustained by 10%. The difference between the Berserker's posture and defensive is 20%. This is important.


Shields: To protect themselves from physical injury, warriors can utilize shields. This can be misused.


Shield Wall: In dire situations, Shield Wall can be used to save your life.


Shield Block: An attack blocked cannot be crit. If you manage to get an aggro mob, shield + Shield block as quickly as you can.


Cancel Auto Attack: Warriors have no reliable way to thwart threat, apart from passive buffs, like Blessing of Salvation. Do not attack mobs or bosses if you aren't feeling the pressure. Wait until the tank takes the lead.


Commanding Shout: On some encounters there will be expected bursts of damage, damage, or even a single target, in which case it can be beneficial to use Commanding Shout instead of Battle Shout (if at full hp) until the anticipated burst has ended. I think of Naj'entus/Illidari Council/Mother Shahraz.


The best way to protect yourself is to make friends with your local paladin and beg him politely to grant you a single boost of Blessing of Salvation. In no way should you engage in anything that could compromise the Raid. You must not do anything that could jeopardize your health. The e-peen you have should never be stored outside the facility.


Weapon Speeds and Attack Power Normalization


Normalization of Attack Power


Blizzard modified the method by which Attack Power affects instant attack in patch 1.8. The formula pre-1.8 was:


damage = base_weapon_damage + (weapon_speed * Attack Power / 14)


As you can see in this, instant attacks took an enormous amount of damage from having the weapon slow. This was modified by 1.8 Blizzard so that each weapon type had a particular weapon speed that allowed quick attacks. So despite whether you have the 1.8 speed one-handed sword , or an 2.7 speed sword with one hand the percentage of Attack Power would be calculated in the same way as if your weapon's speed was 2.4 seconds.


The following are the normalization rates for weapons:


Daggers: 1.7


One-hand Weapons:


Two-Hand Weapons 3.3


Ranged Weapons: 2.8


The formula after 1.8 is:


normalized_damage = base_weapon_damage + (X * Attack Power / 14)


in which X represents the specified value for the particular weapon type. Normalizing Attack Power significantly reduced the effect of slower weapons for immediate attacks. But slower weapon still have an increase in dps for quick attacks. This is due to the fact that a weapon with 100 dps and a fast attack speed will have a relatively lower damage range, whereas the 100 dps weapon that has an attack speed that is slow has a greater damage range. Thus, the rise in base weapon damage utilized in the formula causes the slower weapon emerge just a bit ahead. In short, instant attacks still benefit from slower weapons, but the difference isn't as large as it once was.


Weapon Speeds:


Based on the above information about Attack Power Normalization it is obvious that certain weapons configurations and speeds would be more desirable for DPS.


Dual Wield:


Dual-wielding can be done in the case of bosses with more than 20%. The weapon set that typically gives the best dps is a slower main-hand weapon as well as a slow off-hand weapon. This is due to the patch 2.3 changes that Whirlwind made. Whirlwind was previously able to hit only with the Main-hand weapon, however now Whirlwind is able to attack with both weapons instantly. This change means that dual-wielding slow weapons will yield an albeit slight improvement in dps, as opposed to dual-wielding slow/fast or fast/fast (Main-hand/Off-hand) weapons. Keep in mind that dual-wielding slower weapons could also cause a more streaky rage flow, which can affect your style of play and your DPS. It is possible to choose the weapon you are most comfortable with regardless of the level of gear you are using. Make sure to stick with slower weapons when possible. Be aware that although slower weapons are slightly better as they are more efficient, dps and stats are also important factors of the dps, and must be taken into account for. Under 20% of the time in a boss fight, it could be beneficial to switch to two powerful weapons to maximize rage generation in a short period of time. Dual-wield Fury will be able execute on every global cooldown and Bloodthirsting if rage increases beyond 30 over the time of cooling down across the globe (see FAQ for more details). Switching to two fast weapons will help you get Executes for all cooldowns worldwide or at the very the very least increase the likelihood of it.


Two-Hand:


There are two things you must be aware of about the speed of weaponry for two-handed DPS. The first is that the usage of Slam as a tool for dps affects the desired speed of the weapon. Second, Mortal Strike and Whirlwind are both normalized attacks however, Slam isn't. It is the 4xSlam and 2xMS dps rotations can help you reduce your weapon's speed to 2.5 seconds. If you have a weapon speed of 2.5 seconds, you're constantly making use of abilities when the cooldown for global use is over so you can maximize the amount of damage. Haste will help you get to this level, but it should not be targeted as a goal. Choose the weapon that has the biggest upgrade you can make currently. It is recommended to use a weapon that has a speed of 2.5 seconds, however choosing more powerful weapons will reduce your damage per second because of Attack Power Normalization. Slam and Heroic Strike are not normalized in any way and thus do not receive the entire benefit of slower weapons. Mortal Strike and Whirlwind are normalized but still gain an advantage from slow weapons. The weapon's dps and the allocation of stats and the weapon choice are all important. Cataclysm's Edge is superior over the torch of the Damned] due to the fact that the weapon's dps are higher, even though Cataclysm’s Edge is just 0.3 seconds faster.


Disclaimer: Please remember that the vast majority of how well you dps will be determined by your own experiences and play-style. Listen to your own preferences and follow what you think is the best for you.


Feel free to add anything you'd like to add. This is obviously a work in the making, because there's so much information on Warrior DPS, it's hard to get it all together in one post in one move.

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