+ Reply to Thread
Page 1 of 9 1 2 3 ... LastLast
Results 1 to 20 of 165

Thread: Comprehensive Warrior PvP Guide

  1. #1
    Join Date
    Sep 2007

    Comprehensive Warrior PvP Guide

    Leveling a horde paladin on laughing skull. Don't play that much or post here often because I'm usually swamped between work and classes. I no longer have the experience or time to keep this up to date.

    US Forums:

    [blizzard]Warrior 3.1.3 Changes
    • Blood Frenzy: This talent now provides 5/10% haste instead of 3/6%.
    • Bloodthirst: Cooldown reduced from 5 seconds to 4 seconds, and rage cost reduced from 30 rage to 20 rage.
    • Juggernaut: This talent now also increases the cooldown on Charge by 5 seconds.
    Updated for:
    Date: 6/2/09
    Patch: 3.1.3
    Season: 6
    Contents Of This Guide:
    • General Advice
    • Specs
    • Common Arena Set-ups
    • Gear To Aim For
    • Stats
    • Enchants
    • Gems
    • Major Glyphs
    • Minor Glyphs
    • Races
    • Professions
    • Macros
    • Interface
    • Keybinds
    • Links

    If you see any missing info, let me know and I'll look into it. If you have anything that you think will improve the guide ( links etc.) please let me know. This guide is aimed toward new Warriors or players that are just switching to PvP. It was created using multiple sources that I have found useful along with personal experience. This is not meant to be a guide for gladiators. It is merely meant to help maximize your potential. What you do with it is up to you.
    General Advice
    How To Be Effective:

    I) Don't Die- If you are getting burned you have: Defensive Stance, Shield Wall, Intervene, Intimidating Shout, Enraged Regeneration, Shield Block, Disarm, Spell Reflection, Hamstring, Piercing Howl, Thunder Clap, Demoralizing Shout, and your partner's abilities to help you stay alive.

    II) Don't Let Your Partners Die- Learn to be good at peeling. Charge/Intercept and Hamstring to keep enemies off of your healer. And just your general damage can force enemies to play defensively and temporarily reduce pressure. A good video to watch on using charge/intercept/intervene correctly is:

    Dahis 7: 2700+ War/Druid #1 BG9 By Dahis

    III) Don't Let Your Enemy Get Away- Between all of your charges and snares you should be able to keep a target within melee range.

    IV) Burst When Your Target Can't Get Healed- This is pretty self explanatory. Don't waste cooldowns on targets that you know won't die. When they are vulnerable pop everything and force some real pressure.

    V) Sustain Damage When You Know You Can't Burst Them To Death- Like I said above continue attacking but don't waste cooldowns on someone that won't die. This stage in a fight can be when you gather Rage, wait on colldowns to refresh, and refresh Rend.
    • In order to be successful in arenas you need to have an extensive knowledge base.
    • It is important to have talents and abilities of other classes memorized, as well as each class spec’s strengths and weaknesses. You can learn this through duels, BG's, skirmishes, and through rated games.
    • Vital information about a class/spec include cooldowns (CDs) available, cooldown duration, and knowing certain classes “tells” when they are about to do damage.
    • The biggest key to success in arena is communication.
    • Call out heals that are going out, crowd control (CC) that is going out, CC that is coming in, damage taken, kill opportunities, etc.
    • In the arena, you must always know your surroundings. Know where to line-of-sight your enemies, and know where they can line-of-sight you. Know where your enemies are going and know where your teammates are going. Raid symbols can often be a huge help to track movement.
    • You must find a perfect balance between doing damage, keeping aware of your surroundings and not getting tunnel vision. If you focus on just one person to kill, CC, or heal, you often lose focus of everything else going on around you. Try to be aware of everything going on. Focus Frames and Unit Frames coupled with healing/damage macros and focus macros will greatly aid you in this department.
    • Many people make the mistake of trying to just burst a target down with no regard to timing; timing is everything in arena. Even if the other team is winning the mana battle and you're behind, well timed CC and burst damage can completely switch the game and surprise your opponents. Save your burst damage for the right time. Have your cooldowns ready, which includes class abilities, crowd control, and trinkets, and wait until diminishing returns are stacked up on your opponents' CC. When you feel like the pace is slow, CC whatever you can on their team.
    • Be fluid when it comes to picking a kill target. Committing to one person can often result in your team doing nothing but running around and getting line-of-sighted or crowd-controlled. If one person runs away, don't be afraid to switch to a target that is close. Split damage is something many teams do not consider, but can create vital pressure. Often this will make two people go defensive and also apply extra pressure on the healers. If you have two Mortal Strike effects, this is especially useful. When one target is low, call for a switch and merge on it to try and create that vital kill shot.
    • The more you play in arena, the better you will be able to quickly recognize the opposing team’s composition and know your own team’s strengths and weaknesses against their specific makeup.
    • Coordination between teammates is important, especially when quickly switching targets to exploit an enemy player that has gotten out-of-position or used their PvP trinket/large cooldown at a bad time.
    • Practice with your team and develop complex strategies. Simply using basic strategies like “attack the healer” will not get you to the top of the arena ladder.
    • Again, the more you play together the better your reactions to enemy action will become. Just as in any other battle situation, having the ability and knowledge to counter an opponent’s attack is crucial to your success.
    • Use focus target to have a better idea of what is going on. Combine focus target with macros to play more efficiently. Focus can be keybound and it can also be set to specific click on the arena addon gladius.
    • I personally couldn't see myself playing without nameplates showing. You can turn them on by pressing V. This puts a floating healthbar over your enemies. Since 3.0 you can see these for your opponents no matter how far you are from them in an arena. You can also set these to display class colors through the interface combat tab.
    • Skill in PvP can be described by what you do with your GCD. Some players use the comparison to chess (Each GCD= a turn). While there are some exceptions that are off the GCD, like vanish or interrupts, for the vast majority actions the speed of performance is neither highly variable nor an indicator of player skill. The skill in this game, just like in chess, comes from which action the player chooses to make each turn. The more turns the game lasts and the more choices the player makes, the more they have a chance to influence the game by how well or poorly they play.

    Dreasus wrote this. You can find his guide here: http://www.tankspot.com/forums/f40/3...-warriors.html

    Every single thing is limited to you, to the way you think about things - just as in the real life, you might find a piece of paper useless, but there are some people who could use that to kill someone. As a fact, there are some features in World of Warcraft that I call "game mechanics" what create limits to things, involving classes and their relationship to each other, but I pretend that there isn't any of these mechanics that ruins the PvP for any class. Everything depends on you, there for if you are not satisfied with any kind of performance you provide ingame, search the reasons in yourself.

    Practice, Think, Learn. It's true of anything; if you pay attention to something, if you try to use your mind, if you try to understand it you'll have far better results than if you would do it brainless, without considering the circumstances. If you are about to maximize your performance-possibilities, it's not even close to enough if you play twenty-four hours a day, seven days a week, because it will only pay itself if you think about the thing you do. Simple as that, you must know the reasons of every thing happens to you while you do PvP, if you invest the time and energy in summarizing, you have the chance to learn from it, and be better, find a way you can solve the problems you meet.

    Some people are not capable of it, they are playing the game since beta, they are managed to get PvP Rank14 and they still lose to most opponents, and without the right attitude and self-criticism, they start to look for the excuses and problems in the other classes and the game. What I'm pointing out: you must force yourself (if it doesn't go by itself) to think over everything. Pay attention to all the fights you play in, to what your enemies do, when, why.

    That's the key, and If you get that, the next step is the time. The more you invest, the better results you get. Be objective.

    People use this word (balance) many times on forums, most of these times they claim that something is not matching that word. Also, a lot of players like to talk around about the World of Warcraft's "Rock-Paper-Scissor" mechanism, like "Mage beats Warrior, Warrior beats Rogue, Rogue beats Mage". I hardly pretend that both of these are false.

    It's not even possible to ask for some kind of a perfect harmony between the classes, hopefully I don't have to point the reasons. It been a very long time since something crossed the line so much that it made some aspects of the game unenjoyable. Today we have more matterful factors that classify the balance (like we have more abilities, new stat system, the Resilience, and so on) of the game, and in my view there's nothing that would need a radical change, otherwise it will continue ruining the game. Naturally there are some things that would require little changes. I've seen many good ideas that would bring some new colors to the gameplay (or into the Warrior class), some that would fix the current issues, and probably a few of them will have a place in the game in the future.

    The whole thing is truly subjective, because even if I say that I do have a chance against any kind of enemies, you might say that I haven't faced opponents that were good enough - and to continue the line, I could ask something similar from you when you say you can't win against anyone. But just because there's someone who is satisfied with something, but the other 99.99% of the people not, it's not wise to make the decisions according to the first one. And that's what makes World Of Warcraft a great game in my eye, like all the time, with minor problematics, Blizzard could manage to keep things at the right side of the edge, everyone has their own chance to find the levels they enjoy the game on. What causing the problems then?

    Many countless people don't have any idea about what level they play on. You can name these levels by any details of the game and the players; how well they can play ; how good their gear is ; talent specializations; dedication ; and the list goes on. Now, if you are playing PvP casually, you have only average gear for it, why would you want to win against someone that has the full gear, and far more experience than you in PvP? There are numberless opponents that would match your criteria better, therefor if you don't put the maximal effort in the thing you do, don't expect sucess without problems.

    Why all of these things are important? Because apart from subjectivity, we do stand a chance against any kind of opponents. Other opinions are based on skill-difference, gear-difference, and other things that builds PvP on the surface. Also, don't forget there are many differences between an average and average player, between good and good, also between the insane and insane. And that's the reason why the "Rock-Paper-Scissor" fails in my mind, there are some classes that have minor (or not only minor) advantages against another, but the way these two players play the game is far more important in most cases. Basically we can stand proudly in every Arena team-bracket, though we have some limitations to what our partner has to be.

    So what do we have to do to be viable in solo situations? What do we have to do to be useful in team fights? It's very simple, and insanely complicated at the same time - just as with other classes.

    The fact is, you can learn to play quite fast, but that's only enough to have some fun for the same level you play on. But if you provide some dedication, and start to work on getting better, you'll see that we do have abilities that can be used in wrong and good ways, even if the difference is hardly noticable, it's there, and it's important.
    After the 3.1 nerf to fury, Arms has once again become the PvP Spec.

    57/14/0- Talent Calculator - World of Warcraft - A few people prefer to put points in Improved Hamstring or Tactical Mastery.

    60/11/0- Talent Calculator - World of Warcraft - A few people prefer to put points in Improved Hamstring.

    Most warriors go axe weapon spec. Axe will be better unless your mace proc puts you at 100% armor ignored.
    Common Arena Set-ups
    • Arms Warrior/ Restoration Druid

    • Arms Warrior/ Retribution Paladin/ Restoration Druid
    • Arms Warrior/ Holy Paladin/ Unholy Death Knight
    • Arms Warrior/ Unholy Death Knight/ Restoration Druid

    • Arms Warrior/ Holy Paladin/ Discipline Priest/ Elemental Shaman/ Frost Mage
    • Arms Warrior/ Retribution Paladin/ Destruction Warlock/ Discipline Priest/ Elemental Shaman
    Gear To Aim For
    • Most warriors run with 5/5 PvP set.
    • Some warriors run with 4/5 PvP set with a PvE in the 5th slot.
    • Make sure you have the PvP Gloves
    • You can also substitute in some more PvE gear for higher damage. Just make sure you are comfortable with your level of resilience .
    • Hit Rating- You will need to get 164(5%) hit rating to be capped for Arms PvP. To achieve this you will probably have to get the "Victory" items instead of the "Triumph" items. You can also substitute PvE gear or hit gems to reach the cap if you have to.
    Helm: Arcanum of Torment/ Arcanum of Triumph
    Shoudlers: Greater Inscription of the Axe/ Inscription of Triumph
    Cloak: Major Agility
    Chest: Powerful Stats/ Exceptional Resilience
    Wrist: Greater Assault
    Hands: Crusher
    Waist: Eternal Belt Buckle
    Legs: Icescale Leg Armor
    Feet: Tuskarr's Vitality
    Rings: Assault
    2 Hander: Berserking
    Major Glyphs
    Some of these come down to personal preference but here are viable Major Glyphs:

    Mortal Strike
    Sweeping Strikes
    Minor Glyphs
    • Dwarf: Stoneform "While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor increases by 10%. Lasts 8 sec."
    • Gnome: Escape Artist "Escape the effects of any immobilization or movement speed reduction effect."
    • Human: Passive Increased stealth detection. Sword/Mace Expertise. Every Man For Himself "Removes all movement impairing effects and all effects which cause loss of control of your character. This effect shares a cooldown with other similar effects."

    • Tauren: War Stomp "Stuns up to 5 enemies within 8 yds for 2 sec." Endurance "Base Health increased by 5%"
    • Undead: Will of the Forsaken "Removes any Charm, Fear and Sleep effect."
    • Troll: Berserking "Increases your attack speed by 10% to 30%. At full health the speed increase is 10% with a greater effect up to 30% if you are badly hurt when you activate Berserking. Lasts 10 sec." Da Voodoo Shuffle (Passive) "Reduces the duration of all movement impairing effects by 15%. "
    • Orc: Blood Fury "Increases attack power by 322 at 80. Lasts 15 sec." Hardiness "Duration of Stun effects reduced by an additional 15%." Command "Damage dealt by pets increased by 5%." Axe Expertise.
    I'm going to list the direct benefits from using each profession:
    • Blacksmithing: 2 free sockets.
    • Jewel Crafting: 3 BoP epic prismatic gems.
    • Mining: +50 stam, not affected by percent based buffs.
    • Leatherworking: Gives the option for 90 stamina or 114 AP to wrist.
    • Enchanting: Gives ring enchants for 24 stamina each or 32 AP each (total 48 stam or 64 AP, or one of each).
    • Inscription: Shoulder enchant for 104 AP and 15 stam.
    • Skinning: Gives 25 crit.
    • Herbalism: Gives a heal for 2k/5 sec on a 3 min CD.
    • Tailoring: Powerful cloak enchant (swordguard embroidery) which procs for 300 AP for 15 seconds.
    • Engineering: Add use onto gloves for 340 haste, Or you could add a rocket onto gloves.
    Spell Reflect:

    #showtooltip Spell Reflection
    /cast [stance:1/2,equipped:Shields] Spell Reflection; [stance:3] Defensive Stance
    /equip [modifier:ctrl] Nameoftwohanderhere
    /equip nameofshieldhere
    /equipslot 16 nameofonehanderhere
    Just replace the weapon/shield names with the ones you use and it should be good to go.

    Pummel/Shield Bash:

    #showtooltip Pummel
    /cast [equipped:Shields, stance:1/2] Shield Bash; [noequipped:Shields, stance:1/2] Berserker Stance; [stance: 3] Pummel
    This pummels if you have a 2 hander, and switches to zerker stance if you're not already in it. But if you have a shield on it will shield bash.


    #showtooltip Intercept
    /cast berserker stance
    /cast [target=focus, modifier:shift] Intercept; Intercept
    Casts berserker stance if you're not in it. Casts intercept. Hold shift and it intercepts your focus target.


    #showtooltip Charge
    /cast battle stance
    /cast [target=focus, modifier:shift] Charge; Charge
    Casts battle stance if you're not in it. Casts charge. Hold shift and it charges your focus target.

    Bladestorm Start/End:

    #showtooltip Bladestorm
    /cancelaura Bladestorm
    /cast Bladestorm
    First use will cast bladestorm. Second use will cancel it.

    Full Execute:

    #showtooltip Execute
    /script if (UnitHealth("target")/UnitHealthMax("target") < .2) then CancelUnitBuff("player","Sudden Death") end
    /cast Execute
    This will remove the sudden death buff if a target is below 20% health so you can get a harder hitting execute cast.

    Enraged Regeneration Cacenlaura:

    /cancelaura Enraged Regeneration
    /cast Berserker Rage
    This will cancel Enraged regeneration so that berserker rage can be cast.


    #showtooltip Rend
    /cast [stance:1/2] Rend; [stance:3] Battle Stance
    This will perform rend if you are in battle or defensive stance and will switch you to battle stance if you are in berserker stance.

    Shield Wall:

    #showtooltip Shield Wall
    /cast [stance:2,equipped:Shields] Shield Wall; [stance:1/3] Defensive Stance
    /equip [modifier:ctrl] Nameoftwohanderhere
    /equip nameofshieldhere
    /equipslot 16 nameofonehanderhere
    This will equip your shield and cast shield wall. Replace the weapon/shield names with your own.

    Shield Slam:

    #showtooltip Shield Slam
    /cast [equipped:Shields] Shield Slam
    /equip [modifier:ctrl] Nameoftwohanderhere
    /equip nameofshieldhere
    /equipslot 16 nameofonehanderhere
    This will equip your 1 hander and shield and cast shield slam. Replace the weapon/shield names with your own.

    Thunder Clap:

    #showtooltip thunder clap
    /cast [stance:1/2] thunder clap; [stance:3] battle stance
    This will cast thunder clap if you're in battle or defensive stance. If you are in berserker stance, it will cast battle stance.

    Intervene Healer:

    #showtooltip Intervene
    /cast defensive stance
    /cast [target=healername]intervene
    This will cast defensive stance if you're not in it and cast intervene to your healer.

    Other macro's I use:

    I use macro's to make stance switching easier. Basically I have a macro for every spell that is single stance specific.

    #showtooltip Disarm
    /cast Defensive Stance
    /cast Disarm

    #showtooltip Mocking Blow
    /cast battle stance
    /cast mocking blow

    #showtooltip Overpower
    /cast battle stance
    /cast overpower

    #showtooltip Recklessness
    /cast Berserker Stance
    /cast Recklessness

    #showtooltip Retaliation
    /cast Battle Stance
    /cast Retaliation

    #showtooltip revenge
    /cast defensive stance
    /cast revenge

    #showtooltip Taunt
    /cast defensive stance
    /cast taunt

    #showtooltip Whirlwind
    /cast Berserker Stance
    /cast Whirlwind

    #showtooltip Shattering throw
    /cast battle stance
    /cast shattering throw
    This helps saving keybind space as well as time. If you're in the stance it works just like your spell, but if you're not in that stance it functions as your stance button. With "#showtooltip" macros make sure you select the "?" as your icon.
    Everyone's is different. This is what my DK's looks like:

    I've uploaded my UI to Wowinterface for anyone who is interested (Just Pretty much can be used for warrior except for Acherus):

    UW UI : WoWInterface Downloads : Generic Compilations

    Home | WoW UI Tutorial - pvptutorial.com - This guide explains how to create a PvP UI through video tutorials.

    When you download addons, make sure they are up to date(with the current patch), because if they aren't you will run into too many errors.

    To quote Pharaunmizz:

    Never underestimate the power of having more space and less clutter. PvP is pretty dynamic, so being able to see clearly can seriously help you out. Don't bother using Addons if they aren't doing anything for you. Periodically evaluate each of your addons and see if they're actually worth their screen space.
    You should design your UI using a minimalist design. Basically just show what you need to see. A good way to save space in your UI is to go into your video options and click use UI scale. Tune it up and down until you think everything is just the right size.

    If you have a large screen, try not to put anything important along the right/left edges. It is important to be able to see everything you need to without taking your eyes off of the main action. Also don't be afraid to scale things up. On a larger screen it is easier to forget to look at soemthing if it isn't scaled up.

    Gladius is an enemy arena frame mod. You can download it here:

    Gladius : WoWInterface Downloads : PvP/Arena/BattleGrounds

    Afflicted is also useful to track enemy spells:

    Afflicted3 : WoWInterface Downloads : PvP/Arena/BattleGrounds

    SpellAlerter is customizable to show any spells that you want:

    SpellAlerter : WoWInterface Downloads : Combat Mods

    Here is a list of wrath updated popular mods:

    I wrote a guide on keybinding effectively on tankspot here:


    TL;DR= WASD Movement with A and D a strafe. Turn with your right mouse button. Keybinds= `12345QERTF combined with Shift/Ctrl/Alt.

    I cannot stress how much using keybinds will improve your play. Even if you think you're a great clicker, you should make the switch.

    These were my keybinds (Pre 3.1):

    Article on keybinding: How you can become a Gladiator: Keybindings Part I - Elitist Jerks
    Useful Links
    Last edited by Bloodwraith; 12-14-2010 at 10:05 AM.

  2. #2
    Join Date
    Jul 2007
    lol bloodwraith, this looks fine in terms of what works for a warrior, I can't see flaws, but I recently went with a enhancement shaman, ms warr, resto druid, and we went 14-2 in 1 night, I think we can break 2k with this makeup, but I'll let you know if it happens.

    READ THIS: Posting & Chat Rules
    Quote Originally Posted by Turelliax View Post
    I will never be a kaz.. no one can reach the utter awesomeness of you.

  3. #3
    Join Date
    Sep 2007
    Nice! Good luck with that. Sounds like an interesting make-up to run.

    I recently ran MS warrior holy pally feral druid and went something like 12-0 and eventually hit 1730ish and then lost back down from full venge teams and then my pally friend quit the game ='(

  4. #4
    Join Date
    Jul 2007
    ouch, that sucks man. ferals can put out a lot of damage and with a smart one who can toss a hot or a clutch cyclone they prove very useful.

    Yeh our team basically revolves around our ENH shaman. He's realy good, he purges a lot, and he knows just when to bloodlust. Our burst is incredible with windfury, sword spec, and him purging constantly. The druid called it quits on us too last night so we're down a man. I'm wondering if a good paladin will make this team better or if we should stick with druid.

    READ THIS: Posting & Chat Rules
    Quote Originally Posted by Turelliax View Post
    I will never be a kaz.. no one can reach the utter awesomeness of you.

  5. #5
    Join Date
    Sep 2007
    imo a druid would be better to stick with, you already started that type of set-up and began to learn how to work it. A good resto druid is hard to come by these days though, atleast on my server. Pally would probably be easier to find though.

  6. #6
    Join Date
    Aug 2007
    The Poconos
    So I read the ultimate 3x3 combo now is apparently Mage Rogue Priest....any comments? is this really the case? how do you counter that group. I would think SL/SL Lock, Arms Warrior Resto Druid would eat them up

  7. #7
    Join Date
    Sep 2007
    Quote Originally Posted by Brucimus View Post
    So I read the ultimate 3x3 combo now is apparently Mage Rogue Priest....any comments? is this really the case? how do you counter that group. I would think SL/SL Lock, Arms Warrior Resto Druid would eat them up
    Yes that is the most popular combo in 3v3 right now. Guide for warlock/warrior/druid:

    Druid/Warlock/Warrior Strategy - Arena Junkies

    This is a very popular setup and can often be scary at times. The Warlock should use a Felhunter. There are two different ways to start against this setup. You can push for the game to start and be able to take position or you can wait and let them start. I play a Human Warlock and have the advantage of being able to play aggressively and force teams into play or bad positions at the start. You can do this by sending the Felhunter in to purge and then pull back or dotting targets.

    Game Started: The Rogue will normally start and stick on the Warlock for the majority of the game. The Warlock should put the Mage as focus and stick his Felhunter on the Mage. The pet can provide push back and it will stay with the Mage. If the Mage is going to sheep something the Felhunter will be able to maintain line of sight of the target the Mage is sheeping. Your pet should be off autodevour and the Warlock needs to be very quick on devouring sheeps.

    The whole objective of this game is to protect the Warlock and outlast. You protect your Warrior by keeping him mobile with devours and he will protect you with Imp Hamstrings and Intercept stuns. The Warrior will be on the Rogue for most of the game attempting to give the Warlock room to kite and stay mobile. The Warlock should DoT everything. The Warlock should be using Spell Locks on the Mage. The burst damage of this team is stupid and a Warlock can die in one stun lock. The Spell Lock on the Mage constantly should give relief to the Druid. You don't want to use the Spell Lock as a flat silence, but rather as a tree lockout. It doesn't matter if you hit a sheep or a frost bolt as long as you hit a spell. Water Elementals NEED to die. You should DoT and the Warrior should switch. The Water buddy is a huge asset to the Mage and will reduce his damage a lot if you kill it.

    You can stay mobile by by receiving Abolish Poison and Warrior support. Keep in mind you are probably going to be purged a lot. It will help a ton to reapply Fel Armor when it gets purged. You should only attempt to Fear when you proc a half cast or the Rogue is CC'd, otherwise it is better if you keep moving and reapply DoTs. Deathcoil should normally be used on the Rogue and it is a good idea to use it early so it will become available again. I can't really teach you how to know when you trinket, but it will come with time. You will know when you need to move or are in danger of dying if you don't trinket. Most of the time it is when the Mage is chain casting and you can't interrupt while Rogue is on you and you're eating a full Kidney Shot, so essentially when you are stuck in the open and taking a lot of damage, use your trinket.

    Now lets take a look at the Druid point of view. The Druid needs to keep a focus on the Priest as it will be his responsibility not to get Mana Burned. You can't afford to waste a Spell Lock on a Priest most of the time. You can't let a Priest Fear you. The Warrior can help with this by tossing a hamstring on the Priest when he finds time. You need to form kite patterns to maintain range and LoS of the Priest. The Druid and the Warlock need to develop a sort of synergy with kiting. They need to move as one and use the whole map. The objective is that Wounding Poison will drop and the Warlock will be much easier to heal if their isn't constant damage being pumped into him. Warrior damage and DoTs should be able to put on enough damage to the point where you will start to wear the other teams mana down. The Druid really doesn't CC that often. The Druid will Entangle the Rogue when he finds time or toss a Cyclone out to the Rogue when the Warrior can't be on the Rogue.

    Eventually you will wear the other team down and any target will become viable to finish the game.

  8. #8
    I like this list so I stickied it. That said. War/disc priest is another. War/war has broken 2k. War/frost mage. Arms war/fury war/priest or druid is another. You did nail the more commonly seen combos though.


  9. #9
    Join Date
    Sep 2007
    Quote Originally Posted by Kazaganthi View Post
    I like this list so I stickied it. That said. War/disc priest is another. War/war has broken 2k. War/frost mage. Arms war/fury war/priest or druid is another. You did nail the more commonly seen combos though.

    I plan on adding those along with adding links for guides on the Comps and maybe a description of them. Also plan on changing the format.

    Thanks for sticky btw =D


    EDIT: Format Updated. Descriptions and Links added. Those were all I could find for now.
    Last edited by Bloodwraith; 05-16-2008 at 02:12 PM.

  10. #10
    Join Date
    Aug 2007
    Raleigh, NC
    According to Arena Junkies ratings page, here

    The vast, vast, vast, overwhelmingly vast number of high rated teams that involve a warrior are warrior + druid. Of the top 100 warrior involving teams in the world, 75 of them are that pair. The next most popular is shaman, then paladin. Anything else is exotic at the top end... none at all involved mages or warlocks.

  11. #11
    Join Date
    Sep 2007
    Quote Originally Posted by Clyde View Post
    According to Arena Junkies ratings page, here

    The vast, vast, vast, overwhelmingly vast number of high rated teams that involve a warrior are warrior + druid. Of the top 100 warrior involving teams in the world, 75 of them are that pair. The next most popular is shaman, then paladin. Anything else is exotic at the top end... none at all involved mages or warlocks.
    Yeah I would guess as much. I added those into uncommon set-ups because this is 2k viable not top 100. Double dps as a warrior could easily work Imo. I played a few arenas for kicks with my rogue friend who has 170 resil last week. We went 3-3 but we killed someone in every match and I think if he was as geared as I am we could have won the others.

  12. #12
    Join Date
    Jul 2007
    nice updates bloodwraith. s4 i'm gonna run with resto druid/ ms warr / sub rogue, and we're gonna try to take it to 2k again in s4. It should be fun.

    READ THIS: Posting & Chat Rules
    Quote Originally Posted by Turelliax View Post
    I will never be a kaz.. no one can reach the utter awesomeness of you.

  13. #13
    Join Date
    Sep 2007
    Good luck!

    I can't find any partners to save my life right now =P

    Gonna have to go searching the armory for Korgath Pvp guilds and hope some people with no teams would be willing to make on with me =\

    And my resto druid went back to feral QQ

    He's running feral druid/sub rogue right now and is around 1700-1750.

  14. #14
    Join Date
    Jul 2007
    yeh, my druid is running 2s with the sub rogue, so unfortunately no 2v2s for me... unless i join with him too, and we just run back and forth =x

    READ THIS: Posting & Chat Rules
    Quote Originally Posted by Turelliax View Post
    I will never be a kaz.. no one can reach the utter awesomeness of you.

  15. #15
    Join Date
    Sep 2007
    imo sharing a druid is better than no druid =D

  16. #16
    Join Date
    Sep 2007
    For anyone who uses proximo or bartender:

    the newest update of proximo goes through your combat log and enemies buffs and as the match goes on it develops specs for them. A work around answer for it's old blocked features.

    Bartender4 has been released. It's nice, just like bartender3, except it has some new features. if you type /kb it allows to to hover your mouse over a button and change the keybind without having to go through the keybind menu like the old bartender had.

  17. #17
    Join Date
    Sep 2007
    Making a list of all possible comps to make my arena searching a bit easier:


    Druid: D
    Hunter: H
    Mage: M
    Paladin: P
    Priest: Pr
    Rogue: R
    Shaman: S
    Warlock: L
    Warrior: W

    Warrior 2v2 Comps


    Warrior 3v3 Comps


    5v5 Warrior Comps

    Too Many
    Last edited by Bloodwraith; 10-07-2008 at 03:45 PM.

  18. #18
    Join Date
    Jul 2007
    nice updates bw, nothing I can see bad =D

    READ THIS: Posting & Chat Rules
    Quote Originally Posted by Turelliax View Post
    I will never be a kaz.. no one can reach the utter awesomeness of you.

  19. #19
    Join Date
    Sep 2007
    Thanks Kazey

  20. #20
    Join Date
    Dec 2006
    Tacoma, Wa

+ Reply to Thread


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts