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    Warrior PVP Guide by Jai Stuart

    Version: 1.0 | Updated: 08/31/07 | Search Guide | Bookmark Guide

                                A Warrior's Guide to PVP
                   '   how to kill something before it kills you   '
                 Written by Jai Stuart, for the game World of Warcraft
                 The latest version of this FAQ can always be found at
      Table of Contents
        i. Disclaimer
       ii. Revision History
        1. Introduction
        2. PVP Basics
           2.1  Macros
        3. The Arena
        4. Talent Builds
        5. Gearing Up
           5.1  Weapon Choices
           5.2  Armor
           5.3  Trinkets
        6. Warrior Vs. Class Breakdowns
           6.1  Druids
           6.2  Hunters
           6.3  Mages
           6.4  Paladins
           6.5  Priests
           6.6  Rogues
           6.7  Shamans
           6.8  Warlocks
           6.9  Warriors
        7. Frequently Asked Questions
        8. Useful Mods & Links
        9. Credits
       10. End
      i. Disclaimer
      Unpublished work © Copyright 2007 Jai Stuart.  All rights reserved.
      This document is protected by US Copyright Law, and the Berne Copyright
      Convention of 1976.  It is for private and personal use only.  Editing,
      altering or changing this FAQ is prohibited.  It may not be reproduced or
      distributed in any form, in any way, without my permission.  This FAQ is a
      free document that may be accessed for private and personal use by the
      It may not be sold, for profit or otherwise, nor can it be used in any other
      commercial transaction.  Do not sell it.  Do not include it as a bonus gift
      to something.  Do not use it as an incentive to buy/purchase.  You do not
      have my permission to translate this FAQ into any other language, nor do you
      have my permission to HTML-ize it.  This FAQ was created and is owned by me,
      Jai Stuart <jai.douglas@gmail.com>.  All copyrights and trademarks are
      acknowledged and  respected that are not specifically mentioned herein.
      This FAQ may be found at the following web site(s):
        Twilight Industries <http://twilightindustries.blogspot.com>
        GameFAQs            <http://www.gamefaqs.com>
        NeoSeeker           <http://www.neoseeker.com>
        SuperCheats         <http://www.supercheats.com>
      This document may be uploaded on your web site has long as it is freely
      accessible, is left in its original .txt file form and no compensation is
      received or exchanged for its use.
      Breach or violation of this copyright can and will result in legal action.
      ii. Revision History
      v1.0  01/09/07   First submission, mostly everything complete, though
                       contributions would be nice, warriors that play 2s with
                       different classes and had tips would be great.  3s and 5s
                       sections need a bit of filling in, though it's hard thinking
                       of anything worth typing in there that isn't covered
      1. Introduction
      I started playing World of Warcraft a year and a half ago.  The first class I
      rolled was a Rogue.  He made it to level 13 on my trial account, and I left
      the game for 6 months until I purchased it out of boredom.  The next
      character I rolled was a Warrior.  He's been the only character I took past
      level 25, and the only one I play now.
      I wanted to write a FAQ on some aspect of WoW.  Being that World of Warcraft
      is an MMORPG, content is always subject to change, be upgraded, become
      different.  Skills will be moved, tweaked, nerfed.  As a writer, there is
      only so long guides can be updated, and eventually the mechanics of WoW will
      move beyond this guide, whether it be when the level cap is raised to 90, or
      100.  I will hopefully still be kicking it to write to 80 - I hope. ;)
      With this in mind, I decided to focus on Warrior PVP, and create a primer and
      reference that could hopefully teach players tips and tricks they don't know.
      For the advanced arena players, you will probably not read anything here you
      haven't learnt already, and I at least hope you guys will find the FAQ a fun
      read.  I also acknowledge that there is only so much that you can read, and
      that the best teacher is practice.  However, whatever can be learnt through
      text, I hope can be learnt here.
      Please note that the stuff written here is aimed at level 70 pvp.  Although I
      do hope to write some things on lowbie pvp in a future version, at the moment
      this guide is aimed at the 70s in mind.
      2. PVP Basics
      Mortal Strike and Burst Damage
      Arms is the spec you want to pvp as a Warrior.  This is pretty much the first
      and basic rule - Arms combines the greatest burst to gear ratio, along with
      the greatest debuff in the game, Mortal Strike (50% reduced healing on the
      victim, lasts 10 seconds).  What burst to gear ratio means is that you get
      more burst out of your gear - Fury MAY surpass it at Hyjal/Black Temple gear
      levels, although I haven't been that far in progression to comment, nor have
      I seen any geared Fury Warriors make PVP videos at that level.  In either
      case, the point is moot; Fury doesn't have Mortal Strike, which is what makes
      the Warrior a competitive class in Arena.
      To start with, what is burst damage?  Burst damage is the amount of damage
      you can put out instantly, or near instantly - within 4 or 5 seconds, maxing
      at around 6 seconds.  Anything longer is hard to consider 'bursty'.  If you
      have the rage for it, along with 3/5 Flurry (or more), you are looking at (at
      2x auto attacks
      1x Mortal Strike
      1x Whirlwind
      1x Imp Slam (used first, and assuming you opened with an Intercept charge
         which will guarantee it hitting before they escape the stun)
      Again, this is considering a slow 2-handed (2H) weapon, 3.6 or slower, Flurry
      up, and a lot of rage.  You will rarely, if ever, get a chance to do that
      entire sequence on one-target without being interrupted, or CC'd, but it
      demonstrates what exactly burst is.  Why is burst damage important?  First of
      all, it's instant (or near instant) damage, and because of it it is
      incredibly difficult to heal through, to retaliate against, and it also
      psychs players out watching their health drop like that.  It gives them less
      chance to counter through.
      Second, it is the only type of damage you will be capable of in a PVP
      situation as a warrior.  Warriors are incredibly weak against CC (crowd
      control, such as sheep/Frost Nova/snares) and because of this there are MANY
      times you will only get to be on a target for a limited amount of time,
      before you are snared and they are out of melee range.  In short, in a 1v1
      situation, it can quickly become difficult to do sustained dps on a moving,
      snaring target.  You must burst.  In some situations, such as high-end 5v5
      Arena, this isn't true - your priority shifts then.  But 1v1, small-scale pvp
      (2v2, 3v3), and in battlegrounds, burst is key.
      The inability to stay on a target is part of the reason dual-wield Fury is
      less effective in pvp, as Fury is mostly geared towards constant, sustained
      dps.  Crit is an important stat here, although countered once resilience
      starts being stacked.
      Warriors are gear-dependant classes.  Some classes (Mages instantly come to
      mind) have effective skills that can be supplemented by good gear.  Warrior
      skills are very basic in comparison, and rely on gear to make them awesome.
      The difference in the scales is there - a Mage may be 50% skills and 50%
      gear, while a Warrior is at least 60%/40%.  The skills of other classes often
      come with debuffs, snares, or stuns - Warrior skills lack these as a whole,
      and gain a large increase in power through base increases such as Str/Attack
      Power and Crit.
      Your weapon is ESSENTIAL - this is as important at the lower levels as the
      higher ones.  A slower weapon with higher top-end will always yield a higher
      dps increase than upgraded pieces of armor, given the two pieces of equipment
      are of relatively the same item level.  Why slow weapons?  Usually because
      they have a higher top-end damage (important for Mortal Strike, Whirlwind and
      HS, since top-end weapon damage is what these skills are 'based' off).  In
      this regard, slow weapons are also more bursty.
      Other gear is also important, as it provides the stuffing to your weapon's
      turkey.  Before The Burning Crusade, the only way to get geared was to raid,
      or make it to rank 13/14.  Both options were effectively out of the picture
      for most casuals, especially because of the old honour system.  What TBC
      changed was the ease of getting 'competitive' gear for pvp.  The honor gear
      can be farmed for at your own rate, and all arena gear takes is an hour of
      pvp each week for points.  There are also the blacksmithing weapons
      available, Thunder, Lionheart Blade and Lunar Crescent and their upgrades,
      which are substantially easier to obtain than a 40-man raid drop and so much
      better than anything previously obtainable, when effort to reward ratio is
      considered.  It was a great change.
      PVP Trinket
        Insignia of the Alliance/Insignia of the Horde
          Cooldown: 5 minutes
          Use:      Dispels all movement impairing effects and all effects which
                    cause loss of control of your character.
          Cost:     2805 Honor Points
       Medallion of the Alliance/Medallion of the Horde
          Cooldown: 2 minutes
          Use:      Dispels all movement impairing effects and all effects which
                    cause loss of control of your character.
          Cost:     16983 Honor Points
      The pvp trinket (Insignia of the Alliance/Insignia of the Horde) is hugely
      important for you, and some outcomes in 1v1 matchups will solely depend on
      whether or not you had it on you and if it was off cooldown.  It is THAT
      important.  The Insignia costs 2805 Honor Points.  The Medallion costs 16983
      Honor Points.  Both prices are as of 25/08/07.  The Insignia has a 5 minute
      cooldown, while the Medallion has a 2 minute cooldown and gives 20
      resilience.  Both have the same use effect ("Dispels all movement impairing
      effects and all effects which cause loss of control of your character").
      Why is trinket this so important?  Because Warriors are arguably the weakest
      class against cc.  Having an on-call cc break (and now it is ANY cc) is
      extremely important - if not vital in certain matchups.
      Everyone should at least have an Insignia, and have it equipped at all times
      should you be pvping.  Is the Medallion worth the Honor Points?  Yes, easily.
      The 2 minute cooldown is amazing: it helps in world pvp, 5v5 arena (and the
      other two brackets should the fight drag on past the 2 minute mark), and
      battlegrounds.  If you intend to pvp, it is important to have your trinket on
      and ready.  The other trinket slot is up to you, though some are reviewed
      later on in the guide for their general pvp use.
      Key Bindings
      As melee, you must bind your abilities to keys.  This is so vital if you want
      any chance of doing well.  Melee often involves you having to turn sharply to
      keep your opponent in front of you.  Range has the advantage of a larger
      range to open up in.  Melee range is short and often has people trying to
      strafe out of it.
      Along with binding abilities, I also highly recommend setting up A and D to
      strafe left and strafe right respectively.  They turn too slow.  Strafing
      opens up far more possibilities.  The best way to turn is holding down the
      right mouse button and swinging the camera with it.  Combined with strafing
      this is easily the most effective way of moving.
      Here are my bindings for reference (at least the important ones):
      A = Strafe Left      1 = Battle Stance         5 = Intimidating Shout
      S = Back             2 = Defensive Stance     F1 = Deathwish
      W = Forward          3 = Berserker Stance     F2 = Piercing Howl
      D = Strafe Right     4 = Sweeping Strikes     F3 = Throw/Shoot
      R = Mortal Strike        F = Heroic Strike  Sh+2 = Victory Rush
      G = Overpower/Whirlwind  Q = Hamstring      Sh+3 = Trinket Slot 2
      C = Charge/Intercept/    B = Thunderclap/      T = Attack Macro
          Taunt                    Berserker Rage Sh+` = Heavy Netherweave Bandage
      E = Execute              H = PVP Trinket       X = Rend/Pummel Macro
      Sh+F = Battle Shout
      Sh+G = Commanding Shout
      Sh+E = Slam
      2.1  Macros
      There are several macros I use to make certain things easier.  They are all
      relatively simple macros, but that's how I like them, and they do make
      certain things easier.  To use them hit Escape > Macros, the click New.  Put
      in a name and choose an icon for the macro, then hit Okay.  You can now type
      the macro into the small field there, and then drag the icon onto your menu
      bars and hotkey it.
      Attack (swing) macro:
      Perhaps the most important macro I have.  When you bind a key to Start Attack
      in the Key Bindings menu, one press will turn your auto-attack on, and
      another will turn it off.  If you need to jump from target to target it can
      sometimes be EXTREMELY hard to register whether or not your auto-attack is on
      or off for at least a second, if not longer - this is a second wasted.  By
      making a simple /startattack macro, you can bind this to a key instead - one
      push will start your auto-attack, but another WILL NOT turn it off.  To stop
      attacking press Escape.  Now you'll never be unsure whether or not your auto-
      attack is turned on.
      Pummel macro:
      /cast Pummel
      Spamming buttons can sometimes create tiny, miniature action queues in your
      interface - and if you need to quickly Pummel it'll occasionally lag a
      millisecond or two.  /stopcasting kills the queue, which at a certain latency
      range can save you this millisecond.  Just make the macro and drag it to
      wherever you usually keep your Pummel.  Tell me how it works for you.
      Simple Overpower
      /cast Battle Stance;
      /cast Overpower
      /cast Berserker Stance
      This is the simplest Overpower macro ever.  One push of the macro will move
      you to Battle (if you're not already in it).  A second will cast Overpower,
      and a third will return you to Berserker.  Easily spammable, just make sure
      you're in range for the second time you push it.  Occasionally useful for
      saving you a keybinding.
      /target charname
      /cast Heavy Netherweave Bandage
      Replace charname with the name of your character.  This will automatically
      bandage yourself, without having to drop target if you have a friendly
      If you have any of your own, send them in.
      3. The Arena
      When BC came out, the arena quickly became the place to be, and after people
      started gearing up Warriors started to dominate.  Mortal Strike combined with
      the support of a team has made the class excel.  Before BC and the team-play
      the arena brought, Warriors were often cited as weak in 1v1 situations while
      being one of the most dominating classes when supported.  Seems like they
      were right and despite waiting so long for the advantage in group pvp to mean
      anything, we're all happy about it.
      What this means for you is that if you 1. have the gear, 2. have the spec and
      3. have the skill you will be able to get into basically any arena team you
      want.  Now, most arena matches played by people of equal skill are going to
      come down to luck - this luck comes in the form of class balance (what
      classes you have, and what classes you come up against), and the smaller
      things such as crit streaks, lucky procs, whether or not Mortal Strike misses
      or lands.
      Class balance is the big one - ESPECIALLY in 2s, and sometimes 3s, what
      classes you have vs. what classes the other team has is one of the biggest
      factors to whether or not you will win.  And there is little to nothing you
      can do about it.  5v5 is the least affected by this, because of the different
      combinations possible and the fact that more classes are often represented.
      However, class balance is still prevalent in 5s as well.
      There is also something else to consider: you need teamwork.  You have to
      find 1, or 2, or 4 other players that can learn to work as a team, can jump
      on a vent server for quick callouts, and who can learn from their mistakes.
      No matter how good YOU are as a Warrior and as a player, you cannot pull the
      line for 4 other people.  You can only do so much as you can do, get better
      at the things you can get better at, and then find a team of likewise players
      that all want to succeed.  For many reasons, this is why a lot of players
      avoid 5s and play 2s or 3s.  It's much easier finding one other good player
      that will listen than it is to find 4.
        Mortal Strike MUST GO UP
        When running with other dps and against enemy healers, your priority goes
        straight to getting MS up on the kill target.  This is vital.  If you can't
        put MS up, your team's dps is going to be healed through - it must go up
        and unless you are baiting heals/faking players out it must STAY up.
        Your target must be slowed
        Something has to keep the kill target slowed - if you can't stay in melee
        range, your dps drops to 0.  That's it.  If you're not in range, you're not
        dealing damage, every second you're not dealing damage when you SHOULD be
        is wasted time.  Hamstring is best for this, you can keep it up, you can
        refresh it, you know when it's going to expire.
        Shout rogues out
        Watching out for rogues is key.  When an enemy one vanishes, move to it's
        spot (you should already be close, as rogues are the first things to kill
        once they leave stealth) and Piercing Howl, then hit Tab.  Chances are
        you'll have brought it out of stealth, and Tab will bring it up as your
        target.  Rogues out of stealth can't use their openers, saving you a
        possibly lethal Cheap Shot or Ambush.  It takes practice to know when to
        expect the Vanish, and also to KNOW where the Rogue is going to go to once
        it does Vanish.  Is it going to move to one of your partners, is it just
        going to hang around and get another opener in?  Once you're decent you
        have no excuse for letting a rogue regain stealth once it leaves it.
        If you spec Booming Voice, Demoralizing Shout will have a greater aura of
        effect than Piercing - it's up to you to decide which to use in that case,
        though the snare of Piercing Howl is great against rogues.
        Berserker Stance
        Come out of the gates with Berserker Stance on.  Count the enemies.  If you
        realise there's enemy stealthies around, sit in Berserker.  If a rogue
        manages to sap you and you're not in Berserker, you are going to have to
        blow your trinket to get out of it.  Sap can be Berserker Rage'd out of.
        If a rogue sees you switch to Berserker (as in you come out of the gates in
        another stance) they're not going to bother sapping you - and if they do,
        you can wait until they reveal themselves before breaking Sap and nuking
        them.  At a certain rating Rogues stop trying to sap you, as they know
        you'll just break it on them anyway.
        Staying mounted
        Staying mounted is a great advantage that many (surprisingly) do not take
        advantage of.  It allows several things: a quick rush into the enemy, your
        team-mate that is the enemy teams kill target to stay on the move and LOS
        their damage, and protects you from a team that employs this exact strategy
        on you and stays mounted themselves.  For a Warrior it also allows you to
        quickly get into melee range without relying on Charge.  With a team that
        has your back you can simply move in - much less riskier than moving on the
        ground and attempting to get into melee.
        If your entire team stays mounted and the enemy team does not, you
        initially have a huge advantage, as you can time and choose when to rush.
        Move fast
        As soon as you have the targets sighted up in your arena mod, and calls are
        called out, go!  The less time the enemy has to formulate a plan the
        better, and if you move in on them fast enough SOMEONE in their team is
        going to panic, and you can start pulling them down.
        Having Intercept off cooldown makes you many times more dangerous.  For
        this reason, it's important to open up with Charge as OFTEN AS YOU CAN, or
        moving in mounted, saving Intercept for when you really need it.  If you're
        not comfortable with opening with Charge (afraid of sap/being opened up on
        in Battle Stance/know they are going to put you into combat before the
        Charge), simply ride in on them.
        Intervene is usual for getting around as a 'free intercept', when you have
        a friendly next to an enemy player.
        Choosing when to open up - trinket/Deathwish/Battle Shout/burst
        Timing your Deathwish and trinket is important - your other classes decide
        how long of a time limit you actually have, and then it's up to you to
        choose when to open-up within that time limit.  With healers you can hold
        it longer - with dps heavy teams you have a certain time limit to kill
        before something kills you.
        Choosing when to fight defensively - LOS/Shield Reflect/run
        Many caster-heavy teams, when faced with a balanced setup including a MS
        Warrior, are going to FF you.  In 5s this means switching to sword and
        board, staying in Defensive Stance, and keeping MS up on your kill target
        while staying alive and buying your team-mates time.  As often as you can,
        LOS their ranged dps, but be sure to stay WITHIN LOS OF YOUR HEALER.  If a
        caster-heavy team cannot kill their target, eventually your dps is going to
        start cutting through them.  If you are focussed it is your job to buy
        time.  And you'll know when you are focussed, because many different dots
        start popping up over your screen, along with your health rapidly starting
        to disappear.
        If this happens in 2s against a double caster team, you have less options,
        as you're most probably going to need your own dps.  Even in 2s the golden
        rule applies: don't DW if you're focussed, ESPECIALLY if they have dots
        ticking on you.  If you run with another DPS partner (rare), try to LOS
        them while he opens up on one of them, then move out for the kill.  It's
        hard, but doable (my 2s partner at the moment is a Hunter).  It really
        depends on what class the casters are.
        Choosing who to call
        You are most probably going to be a rather large part of any arena team you
        join.  This is narcissim, or whatever the class equivalent is, it's just
        the truth.  Teams that bring you have a massive advantage in MS, and the
        great dps you can put out.  You are going to be an integral member and if
        you're competent and know what you're doing, you should be doing the calls.
        It allows MS to go up instantly, and for you to instantly move from range
        into melee without hesitation.  With a MS warrior, chances are your dps
        needs MS to go up - and if it doesn't you are going to cripple them.
        Switching and Assists
        In most cases (unless you're splitting your dps up in order to shut down a
        healer while you bring down someone else), your dps in arena teams wants to
        work together and focus fire.  Because of MS, you should always be one of
        the first to switch and once you switch CALL IT OUT ON VENT.  This is all a
        lot of writing for that first simple rule: the kill target must have Mortal
        Strike up on it.  Tell your dps to make a macro to assist on you.  I'd also
        recommend making an assist macro yourself, and macro it to the best dps
        class you're running with.  If the shit hits the fan, you get rushed early,
        etc etc, and that dps class opens up on somebody, you want to be there to
        help bring his target down.
      3.1  2v2
      2s all depends on what class your partner is.  Although the top-rank warriors
      all run with healers, you can still have fun with a second dps partner
      (though in most cases you'll be hard-pressed to break 1800).
      Running with a healer
      When you run with a healer it's your job to kill - the fight is pretty much
      you vs them 2 with heals coming your way.  A few general rules:
        * Always keep LOS with your healer, unless for some reason (they are cc'd,
          mainly) they cannot heal, and the call comes out to break LOS with
          enemies until they come out of it (when my old pally partner used to get
          cs'd in Blade's Edge Arena, he'd call it out and I'd head under the
          bridge if I needed to)
        * Know when to move behind the pillars.  Certain 2 dps teams are going to
          take you down even with good heals, especially if they get off a lucky
          interrupt on your healer.  In these cases hug the pillars until they get
          closer/until they screw up, and you can get in some hits on one while the
          other is out of LOS.
        * Stay together as much as possible, if a team is hiding behind pillars and
          just will not budge you have to go make sure to get in LOS of your healer
          occasionally for heals.
        * Know what classes can take your healer down and FF accordingly.  Warlocks
          use to give my pally shit, as did Mages because of CS.  Warlocks
          especially had to be taken down quickly, before Pey was making love to
          their felhunter.  Rogues could be troublesome, but he was much better
          equipped to deal with them - and once a rogue popped I was all over it.
        * When up against an enemy healer, you have to get all over it, depending
          on how squishy their partner is.  If you're certain you can take down the
          dps while keeping their healer cc'd (you personally have Pummel,
          Intercept, Intimidating Shout, a paladin partner has Hammer of Justice, a
          druid has Cyclone, a priest has Fear, shamans have Earth Shock), AND you
          feel their dps is threatening to you or your partner (usually a warlock),
          you can kill it.  Usually though, in 2s, healer first.
        * When facing two dps teams, always take the squishiest one first.  BM
          hunters are not squishy until Beast Within is down.  Frost Mages are also
          not squishy, because of Iceblock.  SL Warlocks that stack resilience are
          retardedly not squishy.  Identifying what you're up against is key in 2v2
          as it is MUCH more easier to quickly call a kill target than in 5v5 - and
          calling the right one makes your chances of winning so much higher.
      Running with another dps
      It's possible to run, and win, with another dps, assuming you both got the
      skills and the gears.  Is it harder?  It all depends on what you come up
      against, though yes, in my experience double dps is weaker against more
      teams.  It also depends on whether the dps is physical or magical (rogues and
      hunters are physical, mages/locks are magical obviously).  With 2x physical
      dps, good paladins are going to SMASH you.
        * Kill quickly!  As you're lacking heals, your HP is pretty much it, and
          you must kill one of the 2 you're up against before you lose a
          significant amount of it.  Commanding Shout has a 2 minute timer (3 if
          you specced Booming Voice).  If you hide behind the pillars for 2 minutes
          you just lost 1000+ HP.  2 dps teams have absolutely no advantage in
          letting a fight being drawn out, you can't last that long.
        * Keep things off your partner.  I 2v2 now with a BM hunter.  Once his
          Beast Within goes down he becomes so much more vulnerable to rogues and
          locks.  Piercing Howl spam keeps rogues off him while he kites and I
          kill.  Little things like this help you win.
        * Your interrupts will win you the game, especially against healers.
          Assuming you time everything perfectly, charge > pummel > intercept >
          fear > pummel, those things will LOCK down a healer for a massive amount
          of time, while your buddy is busy opening up on them.  As you play and
          more arena you will start to play games that you lose, and that you know
          you would have won if you had gotten that fear off.
        * Commanding Shout is your friend in 2s, especially if your partner is
        * Do as much damage as you can before you die, especially with dots
          ticking.  Rogues have a good chance of killing my hunter if Beast Within
          is down.  If I can push it and put in one last MS on the rogue before I
          die, and should that MS crit, thats a solid 2k+ damage my buddy doesn't
          have to do to win us the game.  Vice versa if we're playing a frost mage,
          and I'm left 1v1 with him.
        * Kill the burst dps first.  Especially pom pyro mages - keep them stunned
          and feared as much as you can while you burst them down.  Pom pyro mages
          are actually not that bad at all once you start stacking resilience, but
          if they get lucky on a crit it still hurts massively.  You have to shut
          them down while your partner burns everything to kill them.
        * The aim of the game with 2 dps is to effectively drop one of them quickly
          enough that you can capitalize on the advantage - if you drop one too
          slowly you'll have dots on you, their partner will already have started
          destroying your health bars, and the 2v1 can quickly become 1v1 and then
          a win for them.
        * While you are at a severe disadvantage in drawn out games, it is
          important to play smart too, and not in a zerg mind-set.  LOS whenever
          you can, and whenever it would be advantageous to do so.  Draw people out
          of the pillars by auto-attacks, quick bursts and staying out of their LOS
          while you do it, so your buddy in midfield can start unloading.
        * BRING BANDAGES, LOTS OF BANDAGES.  Bandaging wins you games!  Bandage if
          something is cc'd before you break it.  Bandage if you're on the run and
          manage to buy a little time.  Basically every time it would be to your
          advantage to bandage you SHOULD be doing it.  I've won 1v2s (not many of
          them, that's for sure) by bandaging and having enough HP to burst the two
          guys down.  Would I have won it if I hadn't bandaged?  Nope, I killed the
          rogue with 120 HP left.  Bandages is one of the few consumables allowed
          in the arena, you should always have some with you.
      3.2  3v3
      3s is all about smooth execution - moving in, throwing cc up, heals coming
      quickly while you shut-down the other team.  Strategies employed are mostly
      dependent on your two team-mates.
      3.3  5v5
      5s is the bracket where it's less of the individual things you do, but more
      of a combined team effort to win.  Control can be passed off to classes with
      better cc, and your job is to get MS up on the kill target and bring it down.
      5s requires a slightly different mindset in that:
       a. You can be more of a glass-cannon, with healers at your back
       b. You are most probably not going to be focussed, therefore;
       c. There's no excuse for not using Deathwish, and Battle Shout should go up
          once you enter combat, as you probably gave all the squishies Commanding
          Shout in the prep room
      While it's still important to be a skilled warrior in 5s, many factors are
      out of your hands, and you singly have less of an impact in the game as you
      do in 2v2 and 3v3.  5s is all about good communication, having FIVE good
      players, and lots and lots of practice.
      4. Talent Builds
      Warrior talent builds for pvp all center around a deep Arms tree build.
      Mortal Strike is king, as is its burst damage.  Mostly all arena warrior
      builds follow the same basic talents - they spec to Mortal Strike, and at
      most 2 points more (for Second Wind).  41 Arms is unheard of.  In the Fury
      tree, Improved Intercept is a must, as is Death Wish, Cruelty and Piercing
      Howl.  Other points may be adjusted (Improved Execute for Improved Slam).
      Here are three you will predominantly see in arena warriors: 33/28 with
      Second Wind, 33/30 with 5/5 Flurry, and 33/25/03 with Tactical Mastery.
      1. Second Wind + 3/5 Flurry     33/28/0
         WowHead link: http://www.wowhead.com/?talent=pV0xdAboxozbZE0zm0gRc
         This build is solid overall, though missing points in Tactical Mastery.
         Second Wind is most useful in the smaller brackets of arena (2v2 mostly,
         some 3v3).  In 5v5 you are more likely to be ignored and 5/5 Flurry will
         help you generate more damage while lacking rage from incoming attacks.
         In 2v2 survivability is key, and you are more likely to get cc'd and
         therefore more likely to proc Second Wind.  Second Wind is an amazing
         talent for pvp - though like I stated, 5/5 Flurry is more firepower for
         the 5s where you are going to need it.
      2. 5/5 Flurry                   31/30/0
         This build was favoured more before the Flurry nerf in recent patches that
         dropped 5/5 Flurry from 30% increased attack speed to 25% increased attack
         speed.  However, it is still the most damaging Warrior pvp build - 5/5
         Flurry helps immensely in 5s arena where a lot of times you won't be
         getting attacked, and therefore missing rage from recieved damage.  At
         lower brackets where you will face a lot of no-resilience teams 5/5 Flurry
         can shine, along with the 5v5 arenas as I said.
      3. Second Wind + 3/3 Tactical Mastery    33/25/03
         This is the most survivable Warrior pvp build, and it has one major
         benefit that the other two don't - 3/3 Tactical Mastery (TM).  3/3 TM
         guarantees enough rage to switch from Berserker to Battle/Defense and
         Spell Reflect.  This increases the effectiveness of Spell Reflect
         massively.  Due to the fact you will be sitting in Berserker, without 3/3
         TM timing Spell Reflects is near impossible; when you need it NOW you
         won't have the rage to switch and use it.
      These are all solid PVP builds.  They share most of the same talents.  A list
      is below:
        Arms                        Fury                    Protection
        5/5 Deflection              5/5 Booming Voice       #/3 Tactical Mastery
        5/5 Iron Will               5/5 Cruelty
        2/2 Improved Overpower      1/1 Piercing Howl
        1/1 Anger Management        4/5 Commanding Presence
        3/3 Deep Wounds             2/2 Improved Slam
        5/5 Two-Handed Weapon       1/1 Death Wish
            Specialization          2/2 Improved Intercept
        2/2 Impale                  #/5 Flurry
        1/1 Sweeping Strikes
        5/5 Weapon Specialization
        1/3 Improved Hamstring
        1/1 Mortal Strike
        #/2 Second Wind
      Improved Slam can be switched with Improved Execute.  5/5 Booming Voice can
      be switched with 5/5 Unbridled Wrath, though after trying both I decided
      Booming Voice was more useful.  Weapon Specialization = Axe/Mace/Sword Spec,
      whichever you prefer (more on those later).
      Which spec should you use?  It's really up to you.  Out of the three of them,
      they each do better in different arena brackets, in different team
      combinations, and in different ratings.  Second Wind + 3/5 Flurry is usually
      the staple.  5/5 Flurry is usually more effective in 5s if the extra dps is
      needed from you by your team setup.  3/3 TM is just more versatile.  It
      allows you to switch out of Berserker for SR, it allows you to switch and
      disarm Rogues on the fly, it also lets you instantly light up Sweeping
      Strikes and switch to Berserker to Whirlwind.  These micro-games, on the
      whole, can be played without - however some matchups you have no chance 1v1
      without them (like a frost mage while your healer is cc'd and doesn't have
      your back).
      5. Gearing Up
      Warriors are often quoted as being the 'most gear dependent class in the
      game'.  What this statement means is that Warriors are the class that rely on
      gear the most to power up, as opposed to caster classes like Mages that get a
      certain boost to effectiveness each time they can learn new spell levels.  Is
      it true?  In many ways, yes.  Warrior skills are rather 'basic' - they have
      little side-effects or debuffs, and see more effectiveness by raw stat
      increases.  Also, the higher attack power/crit/damage you can deal increases
      the amount of rage gained, which in turn increases the amount of special
      attacks you can put out and therefore more damage.  This is all increased by
      better gear.
      5.1  Weapon Choices
      As stated, your weapon is extremely important.  Arms Warriors do best with a
      slow 2H.  This is because your instant attacks Mortal Strike and Whirlwind
      (also Slam) are based on top-end weapon damage - and when comparing two
      weapons of equal dps, the slower weapon of the two will have the higher top-
      end.  Slower weapons are also more bursty - they hit harder, they crit
      At 70 there are several choices available for competitive weapons.  There are
      raid drops from Karazhan+, the Arena weapons, and of course the epic
      blacksmithing weapons.
      Gorehowl                        Gorehowl drops from Prince Malchezaar in
      Binds when picked up            Karazhan.  It's top-end is reasonably high
      Two-Hand Axe                    compared to its competition - the Agi also
      345 - 518 Damage	Speed 3.60    equals out to 1.30% crit and 1.43% dodge.
      (119.9 damage per second)       Another huge plus is the 51 Stam, making
      +49 Strength                    Gorehowl a great weapon for pvp, assuming you
      +43 Agility                     can take down Prince.
      +51 Stamina
      Durability 120 / 120
      Requires Level 70
      Despair                         Despair is a drop from Julianne, from the
      Binds when picked up            Romulo and Julianne opera event in Karazhan.
      Two-Hand	Sword                 It's a great entry-level into competitive
      319 - 479 Damage	Speed 3.50    pvp.  It's fast, and lacks stam, however the
      (114.0 damage per second)       proc is great (about as good as procs get).
      +52 Strength                    The 600 damage is unmitigated by armour, is
      Durability 120 / 120            buffed by % power increase buffs (DW, Enrage)
      Requires Level 70               and can crit at your melee crit %.
      Chance on hit: Attempts to
      impale the target, causing 600
      Axe of the Gronn Lords          This is a drop from Gruul - it lacks the crit
      Binds when picked up            of Gorehowl, but has 26 more attack power and
      Two-Hand	Axe                   15 more Stam.  It has the exact same top-end
      345 - 518 Damage	Speed 3.60    and speed.  Which do you take?  Whichever
      (119.9 damage per second)       drops first.  Axe of the Gronn Lords drops
      +66 Stamina                     off Gruul.
      Durability 120 / 120
      Requires Level 70
      Equip: Increases attack power by 124.
      Thunder                         Thunder is the tier 1 Master Hammersmith 2H.
      Binds when picked up            The Thunder line has the highest top-end of
      Unique                          the crafted weapons, along with a huge amount
      Two-Hand	Mace                  of stamina.  Thunder itself is a very strong
      333 - 500 Damage	Speed 3.80    pvp weapon - it has great stats and combined
      (109.6 damage per second)       with Mace Spec it dominates in arena.  The 37
      +37 Strength                    Agi = 1.12% crit and 1.23% dodge.
      +37 Agility
      +55 Stamina
      Durability 120 / 120
      Requires Level 70
      Requires Master Hammersmith
      Lunar Crescent                  Lunar Crescent is the tier 1 Master Axesmith
      Binds when picked up            2H.  It's top-end is lower than Thunder,
      Unique                          though it has higher AP and crit.  At low
      Two-Hand	Axe                   levels against low-resilience opponents Axe
      324 - 487 Damage	Speed 3.70    Spec can cause havoc - and Axe Spec is the
      (109.6 damage per second)       reason people why some take LC over Thunder.
      Durability 120 / 120            However, Thunder itself is the better weapon.
      Requires Level 70               The axes line has also no stamina.
      Requires Master Axesmith
      Equip: Improves critical strike rating by 47 (2.1%).
      Equip: Increases attack power by 96.
      Lionheart Blade                 The Lionheart line is easily the weakest of
      Binds when picked up            the BOP blacksmithing epics.  It has the
      Unique                          lowest topend of the three, with a lot of the
      Two-Hand	Sword                 item-level points wasted on useless stats.
      315 - 474 Damage	Speed 3.60    The Agi = 1.27% Crit and 1.40% Dodg - if it
      (109.6 damage per second)       were 42 stam the weapon would be so much
      +47 Strength                    better.  The 5% Fear resist chance is also
      +42 Agility                     wasted itemization - with Deathwish you
      Durability 120 / 120            already have two Fear breaks and 40 seconds
      Requires Level 70               of back-to-back immunity.  Disappointing.
      Requires Master Swordsmith
      Equip: Increases your chance to resist Fear effects by 5%.
      The Merciless Two-Handers
      The Merciless Gladiator weapons are fantastic - they each have 365-549
      damage, a speed of 3.60, 42 Str, 55 Stam, 18 hit, 42 crit and 33 res (except
      for the axe, where instead of 42 Str it has 84 AP, giving hunters and shamans
      a good choice too).  They cost 3750 arena points, which is a fair amount, and
      depending on your ratings you may be saving for a while.  Are they worth it?
      Definitely, though you have to ask yourself, weapon or armour first?
      Realistically if you can get your hands on a Gorehowl, or one of the
      blacksmithing BoPs, you should probably take the armour first.
      (This however is subject to change if they bring the season 1 arena set into
      honour gear in the next patch.  Then you should definitely grab the weapon
      first and take season 1 gear via the honour system.  Watch this space.)
      Which should you grab?  It depends on what weapon spec you want to roll with,
      though Deep Thunder is quite comparable to the Bonegrinder, if not better.
      There are a variety of other 'good' axes you can choose in regards to the
      Decapitator, however the Merciless Greatsword is the second-best sword in the
      game right now - around equal to Twinblade of the Phoenix, a drop off
      Kael'Thas, and beaten by Cataclysm's Edge, a drop off Archimonde.  Even then,
      Cataclysm's Edge lacks the 2% crit and resilience of the Greatsword.
      With these things in mind, it is easy to straight up say grab the sword if
      you're unsure.
      Axe vs. Sword vs. Mace Spec
      One of the most common questions on the forums is 'which is better?'  Each
      has their pros and cons, and while the usual answer is to spec to the weapon
      you have, the question arises often due to the choice afforded by the
      blacksmithing and Arena weapons.
      Mace Spec
      Mace is generally the favoured spec among top-rank PVP Warriors.  This is
      because of the huge chance of the mace spec stun to proc.  With a 3.8 speed
      weapon, the chance to stun is roughly 11% on every attack.  11% is a huge
      number, considering it applies to instants, auto-attacks, and every target of
      Whirlwind.  The 3 second stun is invaluable for stopping runners,
      interrupting casts, and at 11% is also bordering on reliable.  With good
      gear, crit and stats, you can effectively lock down a target until
      diminishing returns set in and they become immune.
        NOTE: Mace Spec has diminishing returns, but only with itself - on-call
        stuns such as intercept and Concussion Blow are on a different timer.
      Mace Spec is popular in part due to the Thunder line's 3.8 speed - it's less
      effective with a faster weapon.  The Mace Spec stun is one of the most
      disrupting cc in pvp right now.
        NOTE: As of 27/08/07 Mace Spec is facing a nerf, it is already on the PTR
        and reports state it has been dropped to a roughly 5% chance to proc, just
        like swords.  This is a rather large nerf - I'll keep you updated as the
        change goes live.
      Axe Spec
      Axe is usually considered the least effective pvp weapon spec, once
      resilience comes into the picture.  Some argue that 'axe spec helps overcome
      the crit disadvantage you have against high resilience opponents'.  This is
      true, however, resilience also affects the amount of damage crits do,
      effectively nerfing a large bonus of the 5% crit that Axe Spec gives.  How
      much damage reduction are we talking?
      There are several things to consider here.  The first is that Axe Spec gives
      a higher chance to proc Flurry, increasing your dps.  The second is that it
      also boosts Impale, since your yellow attacks will be critting more.  The
      third is that both Mace and Sword Specs give you rage on the procs (unless
      the sword spec proc misses/is dodged/is parried) - the 5% crit will only give
      you bonus to rage generation in white swings, not on specials.
      Sword Spec
      Sword is usually the damage spec of choice in high-end arena, since it's proc
      isn't mitigated by resilience unlike axe spec.  Sword Spec procs also give
      rage off the attack.  A crit only gives rage if it crit off white.  With 300+
      resilience opponents, sword is ultimately going to outburst Axe.  The chance
      to proc sword spec is roughly 5%.
      Which is best?
      Overall I'd say maces, though arguments can be made for swords, especially in
      5s where you aren't going to be focus-fired, and when your team needs the
      extra dps.  Maces in 5s are great when you are running with a firepower heavy
      team however, especially in 4-dps rushdown setups where the mace stun can
      keep the kill target from LOS-ing your dps.  It also depends on how badly
      mace was nerfed.
      5.2  Armour
      There are several sets of armour you can go for when making a set for pvp.
      Obviously the most effective is the season 2 gladiator gear, the Merciless
      Battlegear set, however season 1 is great too and it's also okay to include
      tier 4/5 if you raid and have access to the pieces.
      Merciless Gladiator vs. Gladiator Stats
      [1875/1630 Points] Helm:      +5 Str, +2 Stam, +14 Hit, +3 Crit
      [1500/1304 Points] Shoulders: +7 Str, +6 Stam, +4 Crit, +1 Res
      [1875/1630 Points] Chest:    +12 Str, +11 Stam, +2 Hit, +5 Crit, +1 Res
      [1125/978  Points] Gloves:    +5 Str, +4 Stam, +3 Crit, +3 Res
      [1875/1630 Points] Legs:      +7 Str, +8 Stam, +2 Hit, +7 Crit, +1 Res
      Overall                       +36 Str, +31 Stam, +18 Hit, +22 Crit, +6 Res
                                    8250 Points/7172 Points
      First things first, always grab the Merciless pieces with your points - this
      is because of the talk on the forums of season 1 gear being able to be
      brought with HONOR in the next patch.  The order that you buy the pieces is
      really up to you - if you have any raid epics that would do well in a pvp
      set, save those ones for last to upgrade to Gladiator gear.  Assuming you
      don't have any, I personally would go with the shoulders first, as they will
      likely kick the crap out of anything else you could have up to this point -
      they're also cheaper.
      Next is up to you - assuming you're in ANY sort of raiding guild, remember
      the tier 4 gloves and helm drop in Karazhan off Curator and Prince
      respectively, with High King Maulgar and Gruul dropping the shoulders and the
      legs.  Do you have access to those pieces?  Then you may want to start
      gearing up other slots.
      I put a small chart up there to show you the extra stats season 2 has over
      season 1 - incase you are in the relatively rare position of having 5/5
      season 1 and wondering which piece to upgrade first.  Look at the chest, or
      the helm if you're missing hit.
      Tier 4
      Tier 4 Warriors are going to munch everything below a equally geared season 1
      warrior.  The pieces are great if you can get them, as they can effectively
      fill a spot while you spend points on another one.  The helm is great, the
      shoulders and legs are also good, while the gloves are a little weak.  Don't
      worry about the chest as it is so much easier to get a Gladiator one then it
      is finding a guild to take down Mag.  Tier 5+ is basically, can you get it?
      Then use it.  Merciless Gladiator however is the best there is right now.
      Fresh to 70 Gear
      You're going to ding 70 in a load of crap.  The first thing to do is join
      some arena teams (even though you have crap gear, if you can get in on any
      teams at all DO IT, it's best to start arena early no matter what..some
      points > no points).  The second is to farm enough honour for the honour
      epics (Boots, Belt, Bracers, and then Cape/Neck/Ring).  Inbetween doing all
      this however you sure try your best to gear-up in whatever you can.  A quick
      outline on what you can grab while doing your weekly arenas/raids/bgs is
      here.  Any Gladiator/Honor gear is left out of this section, as
      you can assume it's better than anything else listed.
      (For quest information/info on how to obtain the gear, please visit
      Helm: Grab the Overlord's Helm of Second Sight.  It's a reward from a
            Shadowmoon Valley quest chain.  The helm is light-years ahead of
            anything else comparable in the blue range.  29 Str, 22 Stam, 13 hit
            and 24 crit.  It also has 3 sockets.  For a blue this thing is a beast.
      Shoulders: Alliance can grab the awesome Sylvanaar Champion's Shoulders (36
                 Str, 22 Stam, 20 crit) - these things are the best dps shoulders
                 until Doomplate/Tier 4/Gladiator+ and SO much easier to obtain.
                 If you're Horde, Mech Tech Shoulders are probably your best bet
                 until you can grab the honour ones/Gladiators.  (Mech Tech are 23
                 Str, 25 Stam, 9 hit rating and 12 crit.)
      Chest: Chestplate of A'dal is great and available to both factions.  It has
             35 Str, 27 Stam, 22 hit and 25 crit and is available from an easy
             quest line.  You'll probably stick with it until the Gladiator chest.
             Another option is the Doomplate Chestguard off the last boss in
             Arcatraz.  (30 Str, 27 Stam, 19 crit and 3 sockets.)
      Gloves: Good blue gloves are relatively hard to find.  There's the Gauntlets
              of Cruel Intention that drop in Botanica (30 Str, 25 Stam, 21 crit),
              which is one of the few options.  What I did when I dinged 70 however
              was have a pair of Felfury Gauntlets crafted.  They are mail, however
              they have 30 stam, 40 attack power, 27 crit and two sockets.  In
              comparison there are the crafted Steelgrip Gauntlets that are plate,
              have 28 str (56 AP), 36 stam, two sockets and make you immune to
              disarm.  Due to Weapon Mastery (talent in Arms tree that makes you
              immune to disarm) everyone assumes you are already immune and doesn't
              bother to disarm you anyway - so I took the Felfury and the 27 crit.
      Legs: The Slayer's Legguards from Halaa are great entry-level pvp legs.  They
            have 25 Str, 39 Stam, 17 crit and 25 res.  They also have a socket.
            These things are extremely easy to get, you just need to get a raid
            together on Halaa for a little while, and the 39 stam combined with
            great other stats makes them (apart from the honor legs) the best blue
            pvp legs in the game.
      Belt: The Slayer's Waistguard is the second Halaa armour piece, and another
            great entry-level one for pvp.  It has 22 Str, 24 Stam, 19 crit and 19
            res, and like the legs is easy to get assuming you can get a Halaa raid
            going.  Another option is the Deathforge Girdle which is a drop from
            the last boss in Sethekk Halls.  This has 22 Str, 25 Stam, 20 crit and
            two sockets.  If you end up with the Deathforge one while running
            Sethekk keep it, otherwise go for the Slayer's belt.
      Bracers: Demolisher's Bracers aren't bad (14 Str, 21 Stam, 13 hit, 14 crit),
               they're a reward from an easy 5 minute Netherstorm quest, definitely
               pick them up when you ding 70.  Black Felsteel Bracers (26 Str, 15
               Stam, 22 crit) are also good and double as awesome pve dps bracers,
               though they will cost you 200g+ (they're a crafted epic).  Get
               Demolisher's and skip to Veteran's if you're broke.
      Boots: Sha'tari Wrought Greaves are easily the best blue boots (24 Str, 21
             Agi, 22 Stam, 2 sockets).  They're a quest reward from killing Murmur
             in Shadow Labyrinth.
      Weapon: Assuming you didn't take blacksmithing, there are a couple different
              weapon choices you have.  The best blue is either the Apexis Cleaver
              (2H Axe, 268-403 Damage, 3.60 Speed, 46 Str, 39 Stam, 19 crit) or the
              Crystalforged War Axe (2H Axe, 253-380 Damage, 3.50 Speed, 50 Stam,
              27 crit, 80 AP).  Alternatively you can buy one of the BOE
              blacksmithing epics.  Out of these go with either the Felsteel Reaper
              (2H Axe, 295-443 Damage, 3.40 Speed, 30 crit, 112 AP) or the Fel
              Hardened Maul (2H Mace, 286-430 Damage, 3.30 Speed, 50 Str, 46 Stam,
              21 crit).  Felsteel Reaper has more firepower, the Maul has 46 Stam.
      5.3  Trinket Choices
      Insignia of the Alliance                Medallion of the Alliance
      Binds when picked up                    Binds when picked up
      Unique                                  Unique
      Trinket                                 Trinket
      Classes: Warrior                        Requires: Level 70
      Use: Dispels all movement impairing     Equip: Improves your resilience by 20
           effects and all effects which             (0.5%)
           cause loss of control of your      Use: Dispels all movement imparing
           character.                              effects and all effects which
      Cooldown: 5 min                              cause loss of control of your
                                              Cooldown: 2 min
      Your first slot should always be given to your pvp trinket - if its off
      cooldown it should be equipped, period.  Everyone should have the old
      Insignia (5 minute cooldown) - it's only 2805 Honor Points.  If you don't
      have one, buy one ASAP.  The Medallion is an awesome upgrade, and drops the
      CD to less than half.  Is it worth getting?  YES!  It's great for world pvp,
      bgs, and arena games that go over 2 minutes.  Most arena games do, unless you
      play a zerg team in 2s or 3s.  Again, get one ASAP.  The Medallion costs
      16983 Honor Points.
      Note I highly recommend using a trinket-switch mod - these mods automatically
      switch trinkets once you drop combat if you use one and it goes on cooldown.
      I personally use TrinketMenu - check out the links section on where to grab
      it.  A cool feature is that you can queue trinkets up - use one, drop combat,
      the next one gets queued, use it, it queues the next, etc etc.  It's great.
      There are several good choices for the second trinket slot, and they are all
      relatively easy to get.  Unlike the Insignia/Medallion none of them are
      "vital" - use what you can get.  Note however that in all pvp cases a trinket
      with an 'on-call' AP boost is going to be better than a proc-based one (aka
      Hourglass of the Unraveller).  The Hourglass procs are way too random to be
      of use in competitive pvp - you may not crit, you may crit and it may not
      proc, you may proc on a killing blow or proc and not be able to attack anyone
      in the 10 second buff.  Use trinkets allow you to bring the pain when you
      need it.
      Statistically Bloodlust Brooch is the best - Abascus is great as well, except
      the 20 second buff of Bloodlust Brooch beats its 10 seconds.  Use Bladefist's
      if you have nothing better.
      Bladefist's Breadth                     Bloodlust Brooch
      Binds when picked up                    Binds when picked up
      Unique                                  Unique
      Trinket                                 Trinket
      Equip: Improves critical strike         Equip: Increases attack power by 72
             rating by 26 (1.2%).             Use: Increases attack power by 278
      Use: Increases attack power by               for 20 sec.
           200 for 15 sec.
      Cooldown: 1.50 min                      Cooldown: 2 min
      Hourglass of the Unraveller             Abascus of Violent Odds
      Binds when picked up                    Binds when picked up
      Unique                                  Unique
      Trinket                                 Trinket
      Requires Level 68                       Requires Level 70
      Equip: Improves critical strike rating  Equip: Increases attack power by 64
             by 32 (1.4%).                    Use: Increases haste rating by 260
      Equip: Chance on critical hit to             (24.7%) for 10 sec.
             increase your attack power by    Cooldown: 2 min
             300 for 10 secs.
      6. Warrior Vs Class Breakdowns
      These are all strategies you should keep in mind when facing certain classes
      in general pvp.
      6.1  Druids
      Resto druids are the most competitive pvp spec of their class.  In arenas
      resto druids enjoy great healing abilities while being able to massively
      abuse LoS - they cast their hots, switch to travel form, and run.  They also
      get to start out stealthed, and if they are lucky they may be able to open
      with a Cyclone.  It's important to remember that all snares/slows are removed
      from the druid when he shapeshifts, meaning Hamstring has to be reapplied
      over and over.
      If you start fighting restos that heal and run, you have two options.  One,
      you can try to stay on him as long as possible (which while in itself is very
      doable, is much harder if their partner is trying to snare you) and try to
      bring him down , or two, you can kill his dps while keeping him on the run.
      Either strat works better depending on your class makeup and theirs.  It's
      important to remember that if you choose to stay on him, you must hamstring
      every time he switches to travel form.  Try to stay a little 'ahead' of him -
      due to latency your character won't actually be in front of his, but it does
      give you the breathing room if a Hamstring misses/is dodged to lay out a
      Piercing Howl before he gets away.
      If you choose to kill his dps, build as much rage on the druid as you can,
      and then when a prime opportuntiy presents itself just double back on his
      partner and nuke him with everything you've got.  Ideally the druid will let
      you have a second or two while still running in travel form, and if you time
      the switch perfectly with your team this will be all you need to kill his
      Good ferals can also pose a rediculous threat 1v1.  The fact of the matter is
      they have much more tools at their disposal than you do - and as you both
      gear up the advantage swings more into their favour.  Their mitigation is
      rediculous - they will often have the armour of a prot warrior in sword and
      board, higher dodge and a lot more damage.  They can also chain together
      Cyclone, Feral Charges and bleeds, which start becoming a pain in the ass as
      fights drag on.  Save your trinket for the Feral Charge they use on you
      before switching to caster to heal, and burst them for as much damage as you
      can in the few seconds you get.  Also, keep hamstring up at all times and
      kite them for the 3.6/3.8 seconds of your swing timer, staying just a little
      out of their melee range.  If they move backwards, mirror them, so they can't
      bash or charge you.  Fighting them this way makes the fight much more
      Moonkins are easily dealt with both in 1v1 and groups.  They squish far too
      easily to pose a threat, and should be focussed as soon as you see one.
      6.2  Hunters
      To a warrior, hunters come in two flavours.  Beast Master (BM) hunters, and
      everything else.  BM hunters can often be a MASSIVE pain in the ass, and a
      fight against an equally geared/skill one is often 50/50 in favour of the
      hunter.  First I'll talk about the 'everything else' hunters.  Mostly ones
      that spec deep marksmanship, but you will even run into a couple of survival
      hunters out there (they are the ones that can put you to sleep).
      Marksmanship hunters can effectively be considered a squishy to you.  Does
      the hunter know you're there?  Is this arena?  Then he's probably standing on
      a trap.  You have two choices: you can intercept the hunter, trinket the trap
      (it's most probably freezing), and then stay on him and start bringing him
      down OR if he's closer, just start moving towards him and Challenging Shout
      the pet as you run by.  With the pet taunted you can run over the trap on
      purpose and the pet will break you out of it.  This is risky since that
      hunter has a few seconds to light you up.  If the pet is already on you, you
      can Challenging Shout > Intercept the hunter, however you have 6 SECONDS from
      the shout in which the pet will stay taunted and break the trap off you.  Can
      you get to him in time?
      If the hunter has the pet next to him, this may not work.  I don't think I
      have ever been able to shout after intercepting (maybe due to latency, or
      even the gcd) before getting frozen.  Another thing is Intimidating Shouting
      the pet while the hunter is hamstrung.  The primary target of IS is stuck non
      -moving in a fear that breaks on all damage.  However any AOE targets of it
      get a different effect, that only breaks after a certain amount of damage.
      If you hamstring the hunter beforehand, then he moves around slowly and
      you're free to get in a couple of hits before the fear on him breaks.
      Marksman hunters often Scatter Shot you (its that shot that makes you move in
      a daze for a few seconds) before dropping a trap on your feet.  Depending on
      which way you move while in the daze you can sometimes move out before the
      trap gets you.  However, this is the trap I recommend trinketing, as Scatter
      Shot has a 30sec cooldown, and if you can stay on them immediately after they
      use it you have 30 seconds of messing them up.
      Also, Hunters, once disarmed, cannot Wingclip you.  Assuming you're wary of
      traps and stay on top of them, disarming them removes their last trick of
      getting back to range.  Playing smart, the only traps you should HAVE to eat
      is the opening one while they are at range (and only then if they have their
      pet with them) and any you take while Scatter Shotted.  If they are right on-
      top of their trap, you can swing at them without the trap proccing.  Do so.
      BM Hunters are different - they have the Beast Within, that makes both them
      and their pet immune to fear/snaring/roots/slows/stuns for 18 seconds, with
      the pet doing 50% more damage and the hunter 10%.  They also have
      Intimidation, which is a 3 second stun from the pet, that has a 1 min
      cooldown.  Basically both these talents mean the hunter WILL get back to
      range, and once they do they're going to start dishing out the pain.  You
      can't hamstring them, fear them, or basically stop them once they're red.
      With Intimidation/Wingclip/Freezing Traps kiting you is also very easy.
      Staying within a BM hunters deadzone is the best way to win against one.
      (The deadzone is a range where they can't do anything; it's out of their
      melee range, and too close to them to fire at you.  Basically, stay JUST out
      of their melee range for as long as you can.)  Once you see them go red and
      use Intimidation, you must stay within the hunter's deadzone.  When he runs
      away, follow him.  When he comes close, move away.  Mirror him while
      spamming Demoralizing Shout/Thunderclap on the pet (a macro to switch to
      Defensive Stance/sword and board also helps here).  IF YOU INTERCEPT
      Beast Within is nearing its duration, switch back to berserker, and come up
      on him.  Watch out for traps and start nuking.
      Equally played and geared BM hunters are very hard fights, and most of it
      comes down to whether or not the hunter started at range, or whether you had
      the jump on him.  If you get the jump on one and trinket his Intimidation,
      the fight is much easier than if the hunter had jumped you at range, while
      sitting on a trap.  This is all solo advice for fighting a BM hunter, in
      arena the best strategy is to just leave it alone for the 18 seconds of BW.
      Unfortunately the worst thing about them is that you can never guess who is
      BM and who is not, as unlike SL warlocks with felguards/frost mages with Ice
      Barrier, there is no distinguishing features between BM hunters and MM ones,
      until you've attacked and they go all red on you.
      6.3  Mages
      Mages are annoying though less so in arena, where they can be focussed down.
      They come in two general flavours - pom pyro mages (arcane/fire) and frost.
      Pom pyro are capable of extreme burst - they trinket up, use Presence of Mind
      (which makes their next spell with a 10 second or less cast time instant) and
      Pyroblast you.  If they spec Arcane Power, they can also increase their
      damage by 30% for 15 seconds.  This all equals some crazy burst, and is
      pretty much fatal if it crits and you have 0 resilience.
      The second, frost mages, are the most deadly.  They have various talents that
      buff their slowing/snaring capabilities along with great defensive skills and
      a pet that does solid dps.  Ice Block however is why they're deadly - they
      can immune themselves from all damage for up to 10 seconds at the cost of
      being unable to move themselves.  However, Ice Block can be cancelled at any
      time within that 10 seconds, and while they're immune their pet can still
      attack.  Basically this means that to kill a frost mage you have to deal with
      a potential 10 seconds of immunity, while ordering your dps to switch targets
      and then waiting for them to come out of Ice Block.  They also have several
      other talents that help them survive, and basically be pains in the ass.
      Mages are often called the warrior counter-class.  Assuming you have decent
      resilience (200+) you can go toe-to-toe with pom pyros, the focus being to
      shut them down as much as possible.  Mace spec helps a lot here.  You will
      most probably eventually have to eat the pom pyro - if you run with TM you
      can try reflecting it, watch for the red trinket animation along with flames
      of fire coming up over the mage.  Pyro is usually the next thing they cast.
      Never intercept a mage before it blinks, unless you have a very good reason
      for doing so.  Force the blink with hamstring + pummel + burst, basically get
      in their face and freak them out.  ALWAYS interrupt polymorph.  If a mage
      frost nova's you and your trinket is on cooldown, you can Intimidating Shout
      to lock them in place for a few seconds while you wait to come out of the
      nova.  If they're undead, only use IS as an interrupt, it's useless as a
      stun.  You can also use it to catch up to running mages, just spam the button
      as you get close.
      6.4  Paladins
      Paladins are usually only a threat when combined with a team - solo you
      should beat any spec of them, unless you fight a well-geared ret while you
      yourself are in greens.  Holy Light is an easy pummel - Flash of Light a
      little more difficult, though still relatively easy.  When it bubbles, run.
      A Paladin also has Blessing of Protection - a second bubble that it can cast
      on either itself or its friends.  Blessing of Protection immunes the target
      to all physical damage, namely yours, for 10 seconds.
      In arenas Paladins are extremely strong.  If a Paladin Blessing of Freedoms
      itself, you are in for an extremely tough time of keeping damage/rage up, and
      your groups focus fire must be right behind you.  Because of their ability to
      easily LOS your dps with Freedom, their plate armour and their relative
      survivability, fighting a Paladin is often more about shutting down their
      heals instead of killing them.  Bubble effectively means you have to kill
      them twice.  Also, if a paladin does manage to abuse LOS on you, your dps
      often only has seconds to readjust before being ripped into.
      Against bad Paladins you may be able to kill them before they bubble, by
      pummeling Holy Light/Flash of Light while they're on low health and nuking
      them between the school lockdown runs out.  Interrupting paladin heals is the
      most critical thing to beating them - often one pummeled heal could win you
      the game.  Unlike priests and druids, they lack a hot - except when bubble is
      up all of their heals can be interrupted.  Lock it down whenever you can.
      6.5  Priests
      Priests are probably the easiest of the healing classes to take down.  1v1, a
      holy priest specced for healing won't be able to do anything to you.  Simply
      descend upon them like the reaper and destroy them.  Keep MS up, Pummel
      anything you see that has a cast time, and intercept stun them after - this
      is because good holy priests will start casting Mind Control on you, and if
      you pummel it they are free to start healing, as their heals and MC are on
      different trees.  You can't just let them land the MC on you - this is
      especially destructive in Blade's Edge Arena on the bridge.  If a priest
      manages to MC you up there, he's quickly going to throw you off where you'll
      be useless to your team.
      Intercept stun after the pummel helps with this, and is great for putting
      some pressure on the priest.  The only way a holy priest is going to beat you
      is if he lasts long enough for backup to arrive - and with holy priests that
      stack resilience, they are better at this than you may think.  One of the
      best survival talents they have is Blessed Resilience - when specced 3/3 any
      critical hits you land on the priest gives him a 60% chance of being immune
      to crits for 6 seconds.  In short, crit strings on geared holy priests are
      few and far between, and you may have to pace yourself a little in bringing
      him down.  Just don't let him get heals off.
      Shadow priests are a tough fight once they start getting gear, due to the
      fact that as of 30/08/07 dots aren't affected by resilience (though this is
      apparently coming in the next patch).  I can't offer any great insights into
      beating geared shadow priests - stay on them, save your rage until they
      bubble, then burst it down (good rule for all priests - you don't get rage
      attacking bubbles, so without it it's much harder to burst them), and you may
      want to try switching to Battle after you've blown Intercept/Whirlwind, as
      the 10% more damage taken is killer here.  Also be extremely wary of using
      Deathwish - though using Deathwish in Battle Stance is going to have you
      taking less damage than simply by being in Berserker.
      At low levels of resilience you will go through shadow priests like a hot
      knife through butter, but as you gear up the fight moves to their favour, at
      least until the incoming dot nerf.
      6.6  Rogues
      Rogues are generally only an annoyance to arms spec warriors, and ESPECIALLY
      if you catch them out of stealth they should be insta-gibbed.  If one pops in
      an arena game - and you are confident of your team-mates ability to quickly
      shift targets - call it out and SMASH it.  Never trinket Cheap Shot, save it
      for Kidney Shot or Blind.  Always leave arena gates in Berserker - if a rogue
      saps you, you can wait until they reveal themselves (usually by opening up on
      your partner), then Berserker Rage out of it and destroy them.  If they see
      you switch to Berserker they're less likely to try and sap you.  Smart rogues
      eventually stop trying to sap you altogether.
      Intercept stun is one of your best assets against a rogue - they can't
      dodge/parry/whatever while stunned.  This is also the best time to put MS up
      on them, since they dodge it a lot, and MS being dodged is always incredibly
      bad.  Luckily once one lands they're pretty much gone, assuming your dps is
      on the ball.  If MS is on cooldown while they're in the intercept stun, slam
      them (assuming you specced imp. slam).  Basically general burst damage rules,
      except you REALLY want to hit as much as you can in the 3 second stun,
      because of their high dodge.
      1v1, if a rogue pops Evasion, Whirlwind (only if you have the rage to burn,
      or no TM) > Berserker Rage > Battle Stance and wait for Overpowers to light
      up.  Berserker Rage before the switch will make you immune to Gouge for its
      duration.  Other options include Intimidating Shout and bandaging while
      waiting for Evasion to run out (it lasts 15 seconds, Intimidating Shout lasts
      8), or Piercing Howling the rogue while getting into intercept range
      (Hamstring has trouble landing, and this only works if you don't have
      crippling poison on you), then Intercept > MS > Whirlwind, Piercing Howl and
      start kiting again until Evasion is gone.
      Or use both.  It really depends on whether or not the rogue has his trinket
      up, whether he's Undead, and what cooldowns he has left at his disposal
      (sprint may get you).  Hamstringing rogues is also a great way to keep them
      off ranged dps - they have Sprint, their pvp trinket and possibly Prep which
      gives them a second Sprint.  That's it.  If you run with other dps and the
      rogue becomes your kill target, your focus is getting Mortal Strike to stick.
      Finally, as I mentioned before, once a rogue vanishes Piercing Howl
      IMMEDIATELY.  If you're good and quick enough you can catch them, though it
      may be a second before they reappear (there is a tiny minor lag inbetween
      Piercing Howl hitting and them dropping stealth).  Piercing Howl > start
      hitting Tab to find them.  If you spec Booming Voice, Demoralizing Shout gets
      a larger range of effect than Piercing, however the snare of Piercing is
      invaluable if you catch them with it.  If you have Booming Voice and enough
      rage, Demoralizing Shout > once they reappear Piercing.  If not, Piercing all
      the way.  Bringing the rogue out of stealth is a massive advantage, as they
      can't open with Cheap Shot and lose the opening combo points.
      It's also important to work out WHERE the rogue is going to go once it
      vanishes.  Do you have a ranged dps he's going to start running to?  Was he
      low on health and is going to try and drop combat?  Was he just vanishing to
      get another opener in?  Where would YOU go if you were him?  You don't need
      specifics, you just need to work out which direction he would have started
      running in from the point he vanished.  This is easier to get good at
      predicting than you may think.
      Rogues can be disarmed - once disarmed they can't use Sinister Strike,
      Riposte, probably a whole lot of other stuff but most importantly Kidney
      Shot.  Disarming a rogue can effectively keep them off one of your squishies
      for 10 seconds.
      Also, make sure you have your Sound turned up in Options.  If you ever hear
      the shnnshhuu noise of somebody going into stealth, you know a rogue or druid
      just came past.
      6.7  Shamans
      The cool thing about shamans is that you're going to encounter all three
      specs at least SOMEWHERE out in the WoW universe.  Restos are the healers,
      Elemental are the range/magic ones, and Enhancement are the melee ones.
      Resto shammys are easily the healer I have the most difficulty in shutting
      down.  This is because their smallest heal, Lesser Healing Wave, is the
      fastest heal in the game and they spam it massively.  At 250+ latency you
      have half a second to hit Pummel once you see the cast-bar pop up - which
      doesn't sound so bad, however because of the gcd a resto can start a heal the
      second it sees Mortal Strike pop on its debuff bar, or it sees you Whirlwind,
      and you won't be able to stop it.  Earthbind Totem also makes it hard to get
      to Intercept range for the stun, and so even if you do manage to interrupt a
      Lesser Healing Wave, you probably won't be able to interrupt the second.
      At low levels of resilience they are quite a bit easier to burst down, and
      assuming you land your Pummels, fear wisely (bandaging helps here) and make
      it to Intercept stun range as much as you can, it should be an easy win.
      Once resilience starts getting stacked its much harder, you have to land
      interrupts much more, and you must play much tighter.  You are still going to
      win, as they simply don't have the the dps to bring you down, though they ARE
      most probably going to be able to stall you for a good while (especially if
      you mess up).  1v1 this doesn't matter, however in arenas/bgs it's much more
      important - a lot of times a resto will be able to stall you out long enough
      for his buddies to come round and kick your ass.
      A resto shaman's weakness is being focus fired - they simply don't have the
      skills/mitigation/get-away skills to survive being focussed.  If a resto does
      not break LOS quickly after he gets focussed, he will die.  Druids can shift,
      run and LOS, priests get Blessed Resilience, a hot and a shield to by
      enough time to LOS, pallys have their bubble but a shaman has nothing.
      Beware shamans near pillars however, as if they DO manage to LOS you, they
      can heal to full extremely quickly.  In arena while focussing a shammy, get
      MS up ASAP, so that his Nature's Swiftness heal is cut to 50% - Intimidating
      Shout is also great to tag him with if you need the extra interrupt.
      Basically if you choose to focus a resto shaman you MUST kill it, and that
      means letting him heal as little as possible.
      Elemental shamans are extremely squishy, and go down quickly - they're a
      great target for first call focus fire.  They are capable of crazy burst -
      however most of it comes from spells with fairly high cast times (easily
      susceptible to Pummel), and because of it they are easily shut down.
      Enhancement shamans are also great calls for focus fire.  Their dps mostly
      comes from lucky Windfury procs - however if they DO proc on your clothies,
      they are surprisingly quite destructive.  They have nothing to defend against
      from focus fire, and being melee are much harder to use LOS to their
      advantage.  You should have no problem taking an enhancement shaman 1v1,
      unless they outgear you significantly, and even then you should still be
      putting up a fight.
      Telling the different specs apart from one another is easy.  Restos will
      usually have a brown ball flying in circles around them (Earth Shield) - they
      can cast this on their team-mates instead, however they are most likely to
      have it on themselves in 5s and it is easy to spot in 2s and 3s even if on
      somebody else.  Enhancement shamans have a blue lightning ball flying in
      circles around them (Windfury Weapon).  If you see a shaman that looks like a
      resto, but you can't see Earth Shield anyway, assume it's an elemental.
      One last thing, please hamstring the Earthbind Totems.  Hamstring is the best
      way to take totems down - you don't want to waste a 3.6 second swing on one.
      6.8  Warlocks
      Warlocks are another fight that gets progressively more difficult as you both
      start stacking resilience - your crit gets diminished, but their dots don't.
      At lower resilience the fight easily favours the warrior - however later on
      (especially Soul Linked warlocks), this isn't the case.
      The two flavours of warlock you will encounter are the Affliction specced
      sort (buffed dot damage) and the Soul Link/demo sort (extreme survivability).
      Afflictions are a lot squishier than the latter - they have a couple of
      instant cast dots (Curse of Agony, Improved Corruption which most spec for),
      which in a 1v1 situation ARE going to start hurting.  Afflictions go down
      easily assuming you can stay on top of them.  You can even trinket the
      Deathcoil if you want, though this is only worth doing if you can trinket it
      instantly, before you're too far away.
      Once you're skillcoiled they'll either cast Unstable Affliction or Drain
      Life.  Pummel UA and intercept stun Drain Life - Pummel does not always lock
      down the school of channeled spells.  I've seen it spammed again immediately
      following a pummel, and other times not, leading me to think this is either
      working as intended or something to do with lag.  Either way intercept stun
      the first Drain Life if you can.  In a 1v1 situation you can even try
      switching to your shield after the charge to SR the Deathcoil, as there's a
      good chance it'll be what they mash after they see you charge them.
      SL warlocks are the second type - they have massive damage mitigation
      talents, namely Soul Link (20% of damage dealt to the warlock goes to the
      pet).  They also have massive HP, due to their increased stamina and health
      talents (most likely an equal geared SL warlock will have more health than
      you).  Once Gladiator gear is into the picture you are going to have extreme
      problems bursting through their HP, and once they have dots ticking they are
      going to start drain tanking you - drain tanking is basically them spamming
      Drain Life on you and outhealing the damage you put out, or at least stalling
      it significantly while their dots destroy you.
      There are not many things you can do to beat a high resilience SL warlock -
      they are extremely difficult 1v1 opponenets.
      In the arenas Warlocks usually drop very fast - they are also focussed
      extremely quick, due to the fact they can do most of their damage while
      avoiding LOS and felhunters really make a mess of casters.  In 5s Deathwish
      is your best friend - however in 1v1 and even 2s or 3s if you're getting
      focussed use it with extreme caution.
      7. Frequently Asked Questions
      1. Which weapon spec is the best?!?!
      Like I've said before, they each have their pros and cons.  Strictly pvp?
      Maces, or Swords.  Do you PVE on the side, and have a fondness of bgs?  Axes
      are great for both - the 5% crit shines for proccing Flurry along with the
      low res opponents you'll find it bgs.  Can't decide?  Maces.
      2. Which blacksmithing weapon should I make?
      From a weapon-only point of view, the Thunder line are the best MS weapons
      out of the 3 - they're the slowest, and bring along massive amounts of stam.
      However, this question also ties in with which weapon spec you want to use.
      Can't decide?  I've known many people who switched from Lunar
      Crescent/Mooncleaver to Deep Thunder.  Whatever you do however, stay away
      from the sword line.
      3. Is Improved Hamstring as worthless as it seems?
      Many people agree the talent borders on broken, especially with 3 points in
      it that gives it a 15% chance to proc.  However, I find 1 point in it great
      filler to get to MS - this 1 point also gives you the chance, albeit small,
      to proc it on every Hamstring you do.  While small, when it does proc it is a
      great bonus under almost any circumstance.  3 points in the talent does seem
      wasteful however.
      4. Do I have to spec Weapon Mastery?  Do people Disarm often?
      Because of the mere availability of Weapon Mastery, taking the chance to
      Disarm an Arms warrior is rather risky - especially since many Arena specs
      forego TM now, and unless premeditated the Disarm is going to cost you a lot
      of rage when you switch out of Berserker.  There's just no good reason to try
      it - I don't think I have ever been disarmed in the arena by another arms
      spec warrior, they just assume you have Weapon Mastery and you assume they do
      too.  However, rogues can still disarm with riposte (very annoying) and any
      prot warriors you encounter will probably try to disarm you too (not so
      5. How much hit rating do I need to not miss my auto-swings?
      5%, which is around 80 hit rating.  Missing is very bad - make sure you get
      the 5%.  No hits = no damage = no rage.  Frost mages have a talent called
      Artic Winds - when specced 5/5 this talent lowers the chance melee and ranged
      attacks will hit the mage by 5%.  As in, dropping your hit rating by 5%.
      That's why you'll see misses against frost mages.
      6. How should I gear up to help in the arena?  I want to get good gear before
         I go in!
      See section 5.3  Armour for a list of fresh-to-70 gear.  In short, grind the
      honour epics, grab the Halaa gear, and start arenas as soon as you hit 70.
      Even the first day you ding, with 4 other players, some skill, and 10
      games a week you can pull at least 400+ points - this is assuming for one
      reason or another you break even, and sit around the 1500-1600 ratings.  If
      you're on good teams (1800, 1900+) you can turn that into 800+ points a week.
      For this reason it's important to start arenas as soon as you can, to get a
      head-start on gearing up.  Even if when you first ding 70 you have to play on
      crap teams, do it!  Everyone who posts on the forum that they're 'waiting to
      gear up to start arenas' is silly - there's just no benefit when you can
      start right now.
      7. Which enchants should I get?
      Head: Glyph of Ferocity (34 AP, 14 hit, requires Cenarion Expedition revered)
      Cloak: Either +12 agi (1x Greater Planar Essence, 4x Arcane Dust, 1x Primal
             Air) or +12 dodge (3x Nexus Crystal, 8x Large Brilliant Shards, 8x
             Guardian Stone)
      Chest: Either +150 HP (8x Arcane Dust, 4x Major Healing Potion, 2x Large
             Brilliant Shard) or +6 stats (4x Large Prismatic Shard, 4x Arcane
             Dust, 4x Greater Planar Essence)
      Wrist: +12 str (6x Arcane Dust)
      Gloves: +15 str (12x Arcane Dust, 1x Greater Planar Essence)
      Legs:  Both the Clefthide Armor Kit (+30 stam, +10 agi) and the Cobrascale
             Armor Kit (+40 AP, +10 crit) are great choices.  Once you break 10k HP
             I'd go with the Cobrascale, however Cobrascale is much more expensive
             if money is an issue (save it for something good).
      Boots: Surefooted (2x Void Crystal, 4x Large Prismatic Shard, 1x Primal
             Nether the enchanter must have) is easily the way to go.  It's 5%
             snare and root resist and 10 hit rating - if you take it make sure you
             grab the minor speed meta gem, as minor speed is very important.
      8. Which meta gem is the best?
      I'd say minor speed is so important that your choice of meta gem should come
      down to whether or not you have it on your boots.  Minor speed itself is like
      a 7% increase to your run speed.  It seems minor - however, that 7% is
      massive if someone kiting you has it and you don't.  Assuming he's smart, and
      moves away from you in straight lines, you're never going to catch him.
      There's five ways of getting it - three boot enchants have it, and two meta
      gems.  There's only two appropriate choices for you, Boar's Speed and the
      Swift Skyfire Diamond meta gem.
      A large majority of meta gems are also trash.  Many see the Brutal Earthstorm
      Diamond (+3 Melee Damage & Chance to Stun Target) and think it's good,
      however +3 melee damage on a 3.6+ speed weapon is almost nothing, and the
      stun has been parsed out to have a proc rate of around 1%.  The stun lasts
      for 1 second - rather short, though good for interrupting casts.  Due to the
      low proc rate however you can get more bang for your buck elsewhere.
      Two of the better ones are the Swift Skyfire Diamond (24 AP and minor speed)
      and the Enigmatic Skyfire Diamond (12 crit and 5% snare and root resist).  If
      you have Surefooted on your boots, grab the Swift Skyfire - if you can't
      afford Surefooted and have Boar's Speed, grab the Enigmatic Skyfire.
      Boar's Speed and Enigmatic Skyfire Diamond = minor speed, 9 stam, 12 crit, 5%
      snare and root resist.
      Surefooted and Swift Skyfire Diamond = minor speed, 10 hit, 24 AP, 5% snare
      and root resist.
      If you're below 80 hit rating, Surefooted is easily the best combo - at
      higher levels of resilience AP also scales more than crit, however if you're
      already at 80 hit rating it's really up to you.  With any other meta-gem take
      Boar's Speed on your boots.
      9. Mongoose or Savagery?
      If you're unsure, go with Savagery.
      When I first made Thunder, I went with Mongoose due to the fact I was in
      crappy gear and I really desperately wanted that 3.63% crit.  However, there
      are some things that must be considered about Mongoose.  The first is that
      it's a 1ppm (proc-per-minute) - this is boosted by instants however.  The
      second is that unlike rogues we get no AP from agility - so when Mongoose
      procs all it boosts is our crit.  The third is that Mongoose is really a proc
      for a proc - when it procs, our CHANCE to crit goes higher.  Do you
      understand what I'm getting at here?  I'm not the best at explaining gameplay
      Mongoose needs 2 'procs' to be effective, first itself, and then any crits
      that you make in the time frame that it's up.  It can proc, and you'll end up
      out of melee range for its duration.  However, it can also proc, and then you
      do no crits at all for its duration.
      Savagery on the other hand is a static enchant, and that 70 AP is going to be
      up on every single swing you do.
      10. What spec do I use?  I can't decide between TM and Flurry!
      Flurry excels against opponents with lower resilience.  People with low
      resilience are often found in the lower brackets.  What brackets are you
      playing at?  Once you start seeing people running around with a lot of
      Gladiator, the effectiveness of Flurry is going to start diminishing, and the
      value of TM is going to start going up.  Spend the 100g, and try both specs
      out.  You'll soon see which suits your playstyle and ratings more.
      8. Useful Mods & Links
      ArenaMaster adds a small, moveable and resizable window to your screen
      whenever you enter an arena.  By moving your mouse over enemy players in the
      arena, their names, class and health percentage are added into this window,
      allowing you to quickly scan and see what you're up against.  It also gives
      you an easy way to target, as clicking on the name of a player in the window
      brings them up.  This mod is amazing - make sure everyone on your side has
      TrinketMenu is a small mod that makes trinkets use a lot more managable.  It
      brings up a small window in your UI that shows the two trinkets you currently
      have equipped, allowing you to change them via this window, along with
      dynamically binding the two choices to key bindings (instead of having to
      bind every trinket seperately).
      Its best feature is that it can 'queue' trinkets up for you - when you use
      one and it goes on cooldown, once you drop combat the next trinket in the
      'queue' will get lined up and equipped instantly.  Trinkets with strong 'on-
      use' abilities can be instantly changed out for trinkets with strong passive
      stats.  Queues can be setup for both trinket slots.
      ItemRack allows you to create sets of gear via its UI, selecting choices
      based on what gear you currently have in your inventory, and then saving
      those choices under a name and icon - this becomes an equipment set.  Sets
      can be changed with a click on a button, foregoing the painful process of
      equipping items back and forth, one-by-one.  Sets can be binded to keys for
      even faster changes.
      RatingBuster adds little extra tooltips to the stats of items, converting
      things like crit and hit rating into percentages, along with Agility into
      crit/dodge percentages.  The Agility conversion is probably the best thing
      about this mod, though it does also offer a small breakdown on the stat
      summary of any piece of equipment.
      Scrolling Combat Text
      Even though WoW now has its own version of SCT, the original is still the
      best.  This mod provides a scrolling combat text (hence the name) of many
      actions/skills that happen in combat - HP loss, buffs you gain, debuffs you
      gain, when Execute lights up, etc etc.  It can all be customised fairly
      easily, allowing you to turn off anything you don't want to see displayed.
      Cooldown Timer Bars
      CDT Bars gives you several different bar lists that start ticking once an
      ability or item goes on cooldown.  This ability/item and the remaining
      cooldown appears on screen under its respective bar, giving you an easy
      glance to tell how long exactly, say, Intercept has before lighting up.
      Thottbot is a massive online database of everything in WoW, coupled with a
      strong userbase that can post further help and information through a
      messageboard feature on every page.  Everything is listed here; equipment,
      items, and probably most importantly quest chains.  If you need any help with
      quests or loot, go here.
      9. Credits
      Blizzard, for making the game.  Everything in World of Warcraft is (C)
      Copyright them.
      Thottbot (http://www.thottbot.com), for being an amazing resource and
      reference checker.
      Wowhead (http://www.wowhead.com), for being the best place to go plan talent
      Curse Gaming (http://wow.curse.com), for being a great mod resource, and
      hosting those linked to in this guide.
      WoW Interface (http://www.wowinterface.com), for being the go-to place for UI
      mods, and having some things Curse doesn't (namely RatingBuster).
      Silvia, for being a great companion.
      Predators, my homeboy.
      The Warrior Forums
      (http://forums.worldofwarcraft.com/board.html?forumId=10022), for helping me
      out with various questions.
      10. End
      That's the end of this guide.  Thank you for reading and coming this far.
      I'm of the opinion that getting good at 'pvp' is just about playing a lot,
      learning from your mistakes, and having the mindset of wanting to get better.
      I do however hope this guide helped you learn all of the basics, and
      everything that such a guide could hope to teach.

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