πŸ”₯ Can warriors pvp well in pve gear? - WoW Classic General Discussion - World of Warcraft Forums

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Check out the best warrior guides for Vanilla / Classic WoW. Read our warrior guide for leveling and our warrior PVE & PVP guide. Join WowIsClassic on​.


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Warrior Resources for World of Warcraft Classic Β· GitHub
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Pre-PvP BiS Warrior Guide - Atacas | 2chat.ru
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Bajheera - Rank 3 Warrior PvP Gear Update - World of Warcraft Classic (Phase 2)

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I am looking for a bis gear list for PvP arms! I have been looking all over for this and cannot find any that is relateable for our current patch.


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Classic - BWL Elemental Shaman PvP \u0026 PvE BIS Gear Guide

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The ultimate PvP guide for Warrior. Find out the best specs, optimal rotations, macros and gear you need to become the best Warrior in Classic.


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Arms Warrior PVP Guide WoW BFA Patch 8.3

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I won't have time to rank up so I was wondering if pve gear all the way from the valor set to tier will be viable in pvp like the pvp set. Also.


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WoW Classic PvP Guide: Warrior

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So im following guides on what items to get for pve as fury warrior but how do i know what items to get for pvp as arms in this phase? Is there a similar bis list to.


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Classic WoW - Rogue PvP BiS List

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by Mystic // October 18, classic wow pvp bis gear. Rogue: Up-to-date – Check out the video guide! Warrior: Up-to-date – Check out the video guide!


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WOW Classic - Warrior Best in slot Guide for phase 5!

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r/classicwow: A community for World of Warcraft: Classic fans.


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Recklessness - WoW Classic Fury Warrior Warrior Tsw

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Although this is open to debate, in PvP most warriors use a slow, high-DPS 2H weapon, and have spent talents mostly in Arms for Mortal Strike, Bladestorm.


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*PHASE 1* Fury Warrior Pre-Raid BiS Guide for Classic WoW

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Warrior Resources for World of Warcraft Classic. Magey classic-warrior wiki. https​://2chat.ru


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5 Vanilla Warrior PvP Tips and Tricks!

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While we are only listing the Horde versions of quest and PvP gear, equivalent versions can be found on the Alliance side, with the same.


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WOW Classic - Warrior Best in slot PVP Guide for Phase 5

Against ranged classes , Mage, Hunter, Warlock, Priest, casting Druid, Elemental Shaman the major theme in the battle is whether the warrior can keep the target within, or at least close to, melee range. The use of Heroic Strike however does vary, if used correctly and timed with Mortal Strike can allow you to hit your opponent twice in rapid succession. It costs half the rage of Mortal Strike, true, but Mortal Strike is an instant attack and therefore is an extra 'free hit'. In general, a warrior using a two hander will be Arms, dual wielding will be Fury, and a one hander and shield will be Protection. However we have compiled some advice on which weapon to choose:. I'd also suggest using an Intimidating Shout, but most rogues will be saving their trinket for that, especially against warriors. You should always save your trinket for Blind. If you have a good shield with a very high amount of armor and block hence, why the PvP shields have ridiculous amounts of armor, block, and raw stamina compared to their PvE counterparts, not to mention resilience , they shouldn't be doing very much damage to you at all unless they're very well geared and you are not. For this, combat controlling abilities such as Hamstring and Intercept are excellent remedies, also this simple array of abilities means damage can be maintained even with limited rage. However, this is extremely taxing on your rage meter, but well worth the effort in high-rage situations, a fairly common event in PvP. However since they must get down and dirty with your plate-covered self to do this; unless a Rogue catches you completely unaware, you will have a fairly easy time whacking them down if you know what you're doing and keep your head cool. Many warriors take Tactical Mastery in the Arms tree to maintain Rage when switching stances in battle, but most of the time you as a warrior will be fighting in Battle Stance. When fighting casters, never use all your rage; you may have to interrupt a spell at any time. Recklessness should be used on cloth wearers and casters, or people who aren't hitting you back with melee attacks. After the stun lock fades he'll likely pop Evasion to avoid most of your damage except for the occasional overpower or hit he doesn't dodge. For the rogue, it's a race to do as much damage as possible before you start laying the huge hits down, which means that they're very likely to blow their cooldowns fast. Now, you two should be on an equal footing in terms of health, but he has a few stacks of Sunder Armor up on himself, which puts him at the disadvantage. The 'Second Wind' talent is very good at mitigating some of the damage done to you while incapacitated by one of the rogues stun lock abilities, but keep in mind that it cannot outheal a rogue's attacks. Intimidating Shout can be used from 10 yards away and will stop the targeted enemy in place. Remember to activate Beserker Rage before you switch to Battle Stance for Overpower, otherwise the rogue will Gouge you. Disarm can also be useful against rogues and it frequently surprises them and causes them to move away from you, which is the perfect time to Intercept. Always have Battle Shout applied in any fight - it's a big damage bonus! Since a rogue's lower armor makes it difficult for them to beat a warrior in a straight up fight, they often make good use of stuns and disorients to get in extra hits--by breaking a Gouge, you can often turn the battle in your favor. Useful for outlasting damaging attacks from enemies when they use their best CDs, examples include BM hunters, demon form warlocks, mages and elemental shamans. It's a DPS race to the finish. You will often find yourself with extra rage to 'dump' on your target while MS is cooling down. Or you can use Commanding Shout , for a health buff recommended in arenas. Do not trinket out of a stun in a one-on-one duel vs a rogue, because you are liable to eat a full-duration Blind which you can do nothing about while the rogue does something to regain health or re-stealths and in that case he gives himself the advantage. The most basic rule in warrior vs warrior is: better gear wins. If they pop evasion again, you can just stay in your Defensive Stance and mitigate their damage. The warrior always does damage and does not need to break for mana. The timing of Disarming a rogue is critical to preventing of the rogue's finishing move, whereas against Shaman and Paladin, you just want to get in this move as often as you can. In other words, they'd prefer getting run over by a train once than to get smashed by a truck repeatedly. This is the advantage of having a slow, heavy-hitting weapon as MS is unaffected by weapon speed. The common tool against all melee enemies is Disarm. Additionally, any non-instant spells cast by the warrior's opponent are in danger of being interrupted or effectiveness reduced. Most warriors don't realise this - they simply charge into battle and whack away. While in melee, the warrior should be dealing significantly more damage to the low armor foe. The solution to this is to start in Defensive Stance with a sword and shield to mitigate their damage sometimes not possible, but in the Arena always keep a macro for a shield and defensive stance handy, or a key bound. At this point, a lot of the warriors reading this guide will say, "But Why stack sunder armor and waste rage like that? Demoralizing Shout on him first, then start spamming Shield Block and Piercing Howl once again that macro comes in handy. Warrior abilities are a guessing game as to what their talent build is, in order to guess effectively you must base your assumptions on what gear they are wearing as well as what weapons they are using or by the less reasonable way of engaging them and hoping they will reveal their higher talent tree abilities. You can't do anything about the stuns. If the target is kept within melee range, the secondary requirement for a warrior win revolves around properly interrupting key spells or at least put a talented overpower debuff. They can Vanish, but assuming you got at least one crit in, they'll have at least one Bleed effect on them which make it useless if you're not specced into bleed effects for criticals then keep a rend up on them, otherwise you're just allowing them a huge advantage. These two counterattacks can be the difference if they are used within their relatively small time windows management of weapons and stances required. Blowing evasion for them means that they will take one huge hit every few seconds and then avoid the rest, which is far better than being hit by everything. A warrior's major problem is often to avoid being kited by more ranged-oriented classes or being starved for rage. It is a very good defensive ability and can force people to keep a healthy distance from you. Stay in Berserker Stance and immediately Berserker Rage so that you take as much rage as possible. First of all, most rogues are going to open up with a Sap. The warrior is a very capable player killer with a mix of strong offensive and defensive abilities and excellent burst damage. Mace specialization now is a direct counter to resilience since Patch 3. After evasion has gone onto cool down, the rogue has very few options. Use a two handed weapon and Overpower as much as possible. Heroic strike gives additional damage to a swing you get. MS also does more damage and decreases the effectiveness of any heals. Rogues dodge quite a bit because most rogues stack agility which simply makes them dodge. Warriors are one of the most gear-dependant classes ever and PvP is no exception. I suggest disarming him too, but most of the time that's liable to be dodged as well anyway. Since one is an instant, and the other a free swing attack, they can hit directly one after the other for a large burst of heavy damage. Remember lots of the rogue's abilities revolve around positioning and by hamstringing him you seriously impair his ability to maneuver around you and use these abilities effectively. It effectively adds a lot of extra damage to your burst capability. Shield Wall is best used when you're caught off-guard by a ranged class which is damaging you heavily from afar. If hit by either of these abilities while in Berserker Stance, you can activate Berserker Rage, giving you immunity to these Disorient effects and breaking you free to continue fighting. Rogues deal tons of damage and have lots of ways to control the fight. Also, if you're not attacking him directly too much sunder armor does not do any direct damage he's not taking that much damage either. It is very useful when combined with execute allowing for guaranteed critical strikes which can take out your enemy instantly. This ability will deny enemy abilities that require a melee weapon there are many of these for these melee classes , as well as maximize damage differential in the warrior's favor. Furthermore, many rogues will attempt to backstab you, or use any other attack through Stealthing, if you get your timing right, you can use a Demoralizing Shout or any other Area of Effect spell to remove their Stealth, if successful, you will have a large step ahead from the Rogue, since it's a large part of their Stun Lock tactics.

In Patch 3. DON'T just stand still while fighting a rogue, run round, jump, spin about on the spot Remember you have the upper hand in terms of damage and armor. This is very useful for closing the gap on ranged attacker or stopping them from damaging you while you wait click the following article an immobilize effect to wear off.

This setup makes Heroic Strike less useful. Warriors have retribution damage: if he suffers damage, he gains rage and his strikes will become much more deadly. Use macros on your warrior pvp bis classic to use Recklessnesswarrior pvp bis classic sure it's always up. You can use Hamstring and other instant warrior pvp bis classic to 'probe' for a dodge.

Beating on a Priest whose shield is up and who is draining the Warrior's life from behind it using Mind Flay is the definition of futility: the Shadow Priest can damage the Warrior, but the Warrior is powerless to respond.

Demo shout and Thunderclap, and immediately start stacking Sunder Armor. As soon as it turns into a stand-up fight the rogue is simply outclassed. With the ability to jump out of their Fear using Berserker Rage and with use of Pummel to stop casting, combined with high physical damage that is the bane of casters it would seem that Warriors would have an easy time of them, but the combination of the defenses of a Priest especially Power Word: Shield combined with respectable damage of a type that warriors cannot mitigate can often make for an almost unbeatable combination. Rogues' Gouge and Sap abilities are often used to buy them time, either to kill another target or regenerate their energy. Once the rogue pops Evasion get an overpower crit in and a Thunder Clap, then immediately switch to Defensive Stance and go into full tank mode. You're in more of a position to win the DPS race now. Retaliation is best used against melee classes, such as rogues, other warriors and even Warlocks in some situations. They will attempt to Blind you and get away to restealth for a Round 2, but you can simply trinket out of that. Which weapon specialization you take is largely personal preference and has been the subject of hot debate. They will eat one or two overpower crit's and avoid the rest or most of the rest of your damage. Despite what many rogues think, evasion is actually not a bad ability to use when versing warriors, unless the rogue has a remarkably low health pool. The improved overpower talent is amazingly effective, especially with a slow two handed weapon. In a ranked Arena situation a stealthed rogue that's sprinted over to your side and sapped one of your team-mates will often immediately throw even everything out of kilter, so try to have a strategy for rogue saps in duels it's going to happen and there's not much you can do about it. In order to avoid in-combat stealthing try to always have a Rend or Deep Wounds on the rogue. Almost all rogues are going to go with a full stunlock for their opener. The more damage warriors take the stronger they become, give them a healer and they become one of the best group pvp classes. They generally do this to stop you from moving, which allows them to position themselves for their opener. You don't even need to stack the full 5 sunders on the warrior - 3 is fine. Against a warrior, you just want to start out in a guard mode.