| ||||
|
So...Ta-da! I hope you find it helpful. If you have any corrections or questions, feel free to post in this thread or shoot me a PM and I'll do my best to answer it.
So you want to be a warrior?
The warrior class is, at its heart, the king of melee. Warriors are capable of standing in front of a mob and both taking and delivering a beating to its opponents. To quote from the official class description;
Warriors can be a raging berserker or an iron-clad juggernaut, capable of withstanding tremendous attacks while protecting their allies from harm. They have a wide variety of attacks that do everything from cripple their enemies, to dealing massive amounts of damage in a single retaliatory blow, and enhancing their allies' fighting ability with battle shouts. They excel at fighting multiple opponents at once, gaining rage from every blow dealt or received to unleash their attacks. Warriors are a versatile class with a variety of play-styles to choose from.
The Warrior can be a defensive, shielded tank, a damage-dealing powerhouse, or a mixture of the two. Their abilities obviously pertain to the art of close combat; their stances carry with them different moves for different situations and party setups. All in all, the Warrior is one of the prime candidates to capture and hold the attention of creatures while they die to sword and spell.
Warriors are Warcraft's primary tanking class as well as being capable of producing very strong melee DPS using either two-hand weapons or dual wielding one-hand weapons. Warriors use the unique Rage combat mechanic in order to use their abilities, which I'll describe in more detail further in this section, and have a wide variety of abilities that they can access through use of the stance system.
Warriors are a fairly easy class to play. Even with bad gear, even if you're not playing that well, you can use a Warrior with some modicum of success (although vastly less than you could get with a pet class, such as Warlocks or Hunters). They are also one of the most complex classes in Warcraft, and require real effort in order to master the use of stances and to monitor your rage. Easy to play; hard to master.
So what are the bad points? Warriors are immensely gear dependent - because you have no real ways to avoid damage, you cannot compensate for weaker gear in the way that Hunters, Warlocks, Rogues or Mages can by simply not getting hit. Especially in solo play, once you've started combat you're essentially locked in for the duration with a very limited number of escape tricks if the combat turns against you. There are a wide variety of tricks you can use to enhance your survivability, but if you're running around in outdated greens you ARE going to take a beating every fight.
Warriors are very dependent upon support classes for PvP. While you certainly can have some success as a solo PvP warrior, in most cases you will find yourself crowd-controlled in some fashion and completely unable to produce any real damage. As a corollary to that, though, if you have good support (a Paladin in particular is absolutely wonderful to pair with a Warrior) you can smash faces in.
And, finally...tanking isn't easy. You have to deal with bad healers, DPS classes that will ALWAYS pick three different targets - none of them yours - and complain when you can't keep the entire pack on you. Moreover, as the tank, you will traditionally take command of the group, which is both a blessing and a curse depending upon your point of view. You won't have to deal with a real moron leading the group (unless...you're the moron, but given that you're reading my guide I'll be charitable!) but you do have the job of whipping the idiot pickups into shape every instance run. On the other hand, at least you'll know that the tanking job will be done well... find a good healer buddy if nothing else - DPS is replaceable, and fairly easily trained - and you'll do fine.
Rage Mechanics
GWAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAR!
The basic defining characteristic of the Warrior class is the Rage mechanic. You will use (or gain) Rage for nearly all of your abilities. You'll need Rage to attack your opponents and to defend yourself, to apply debuffs and to buff your party. (See III - Abilities for a more detailed description of your abilities and their rage costs).
So... how do you gain Rage? Rather simply, actually - barring a few special abilities and potions (namely Charge, Bloodrage and Rage Potions) the only time you will gain Rage is by either dealing or receiving damage. I've included a more detailed description of the exact Rage mechanics at the bottom of this section in the Math Sidebar, but for the moment that basic description will suffice. You'll gain rage by either beating the crap out of your opponent, getting the crap beaten out of you or some combination of the two.
Of course, this has several interesting implications... namely that the more damage you deal or receive, the more damage you'll deal due to the greater Rage supply. This is one of the aspects that makes Warriors so deadly in PvP - should you get a beating but survive it due to a support class healing you, you'll come out of it with a full Rage bar and the ability to beat the smack out of the next thing that comes close to you. This is also the foundation of the "warriors scale better with gear" line that you've probably heard bandied around a lot - and it does apply, as more damage creates even more damage from the additional Rage generation.
Math Sidebar!
Prior to the 2.01 patch, Warriors gained rage according to some rather simple formulas. Namely;
Rage Gained = Damage Dealt / (Level * .5) - or Rage = Damage Dealt / 30 at level 60. Rage Gained = Damage Received / (Level * 1.5) - or Rage = Damage Recieved / 90 at level 60.
I should state that, for the sake of completeness, these formulas are likely to only be approximations. According to some of the Blue posts, the actual coefficient at 60 should be Damage Dealt / 30.75 - but it's 'good enough for government work', as the saying goes, to use the old formulas as they were understood.
After the 2.01 patch, the formula for Rage generation was changed to a new formula that 'averages out' the rage generation with a fixed number based upon weapon speed. Interestingly enough, the Blue post used the following formula;
For Dealing Damage:
Main Hand Normal Hits: Factor=2.5
Main Hand Crits: Factor=5.0
Off Hand Normal Hits: Factor=1.25
Off Hand Crits: Factor=2.5
Rage Conversion Value (note: this number is derived from other values within the game such as a mob's hit points and a warrior's expected damage value against that mob):
Expansion Rage Gained from dealing damage = ((Damage Dealt) / (Rage Conversion at Your Level) * 7.5 + (Weapon Speed * Factor))/2
...and that formula is complete and utter crap. It was, as far as I can tell, written in such a way as to use as many idiot coefficients and to make it as confusing as possible to the average viewer as to be worthless. Note the apparently random use of the 7.5 multiplier... and... well, it's idiocy. A much, MUCH cleaner way to write the new formula is;
Which has all sorts of interesting side-effects. The most important side-effect was the massive, unilateral nerf to Warrior rage generation. Notice how low the weapon speed multiplier is? With a 3.8 speed weapon (such as The Unstoppable Force), you will generate 4.75 rage per swing that deals any damage, with the remainder of the rage coming from the damage dealt. Of course, in order for the new rage generation system to be equivalent to the old one, you'd have to have generated 9.5 Rage on a normal hit with your Unstoppable Force... which works out to an average hit of 285. Or, to put it another way, you'd have to be using the Unstoppable Force while naked, without Battle Shout and with your innate character Strength gained while leveling somehow removed via a debuff. Even if you factor in Endless Rage (which requires a 41-point Arms talent), you'd have to have had an average hit of 356 - so you can use Battle Shout, but still no armor.
If someone tells you that their rage generation went up as a result of the patch, they are full of it. /rant off
Math Sidebar Addendum!
As of 2.0.10, Blizzard got their head out of their collective ass and rebalanced Warrior Rage Generation to a reasonable number once again. The weapon speed numbers were adjusted upwards to 3.5 on a mainhand hit, with the same ratios applying (7.0 on a mainhand crit, 1.75 on an offhand hit, 3.5 on an offhand crit). This makes the new formula;
Rage = Damage Dealt / 73.2 + Weapon Speed * 1.75 at 70
End Math Sidebar!
The other basic defining characteristic of the Warrior class is the Stance system. Different Stances will give you access to different abilities, but also have their own innate characteristics.
Battle Stance is your normal, balanced stance with no special penalties or bonuses to attack or defense. Some of the Warrior's most powerful and iconic abilities are located in this stance - Charge, Overpower and Mocking Blow.
Defensive Stance is your typical tanking stance, with a 10% reduction in damage dealt and received as well as a threat modifier. In both Battle and Berserker Stance, your damage and abilities generate 80% of normal threat - but in Defensive Stance they generate 130%, which can be further increased through the Defiance talent. The vast majority of the moves you will use when tanking are located in this stance - Shield Block, Revenge and Disarm, plus several others.
Berserker Stance is your 'offensive' stance, with a 10% increase in damage received and a 3% increase to your critical strike chance. Unlike Defensive Stance, as you may have noticed, the modifiers are not equal - you'll receive more damage, but the increase in output from the Stance alone won't alone compensate for the increased damage input. However, Berserker Stance has some of the Warrior's best abilities - Berserker Rage and Whirlwind.
For descriptions of all of the above abilities, see III - Abilities below. For descriptions on how to acquire these stances, see V - Quests, further below.
General/Mixed-Use Abilities
Heroic Strike has two distinct uses, depending upon if you're using a two-hand weapon, dual wielding or a sword and board. If you're using a two-hand weapon, this ability... is as close to useless as you can possibly get. The only reason to use it with a two-hand weapon is when you don't have anything better, which is a good description of your situation until you can get Mortal Strike (or Bloodthirst, or Slam, or... almost anything) or in a situation where Rage is absolutely unlimited (being focus fired in PvP).
With a dual wield setup you still gain no rage on the next attack - HOWEVER, because it is a special attack it bypasses the normal base miss rate of 24% while dual wielding, and instead uses the much more favorable 5% base miss rate for special attacks - leading it to create a much larger damage difference than appearances would lead you to believe.
Finally, while using a sword-and-board it's a fairly effective threat generation ability that does NOT trigger the global cooldown - allowing you to help dump your rage in a high-damage tanking situation where you have more rage than you really know what to do with, which is a pretty good description of most multi-mob or boss tanking situations.
Most useful in groups, where others may not benefit from Battle Shout's attack power boost, or in tanking situations where the increased survivability outweighs the increased threat/damage from Battle Shout.
Intimidating Shout has a 10 yard range. It's a ranged gouge. Mage Frost Nova'd you then backed out of range? Intimidating Shout him and you can stroll over and smack him in the face once Frost Nova wears off. Hunter annoying you? Intimidating Shout his PET, then follow the Hunter around while the pet stands there looking like an idiot and you beat the crap out of his master (this also works with Warlocks or Mages with Frost Elementals!) Rogue trying to Rupture kite you? Zing, Intimidating Shout, ker-pow! (Yes, PvP really is like old Batman reruns). Moreover, because it's a Gouge effect even against one target (assuming there's no bleed effects) it can buy you some previous time... namely, enough time to use a full bandage (or close to a full bandage), which will help immensely when trying to kill difficult elite mobs.
Hamstring also has use in high-end DPS because it can proc extra attacks (via Windfury or Sword Specialization, to name a few) as well as to proc Flurry should it crit, which makes it rather handy in situations where you have quite a large amount of rage but your other abilities are on cooldown. With enough chance to get an additional attack ( i.e. having Windfury), it can actually on average generate more rage than you put into the ability.
The upside is that it does exactly what it says. With a shield equipped, it will reflect the next spell cast on you. Except… it goes deeper than that. There are three important factors that relate to the use of Spell Reflect and why it does more than it appears, and I'll go into all of them.
First, it reflects the next spell cast upon you… but, much like grounding totem, if multiple spells are mid-flight at the same time _it will reflect all of them_. A short word on grounding totem; the little-understood Shaman totem has been the bane of Mages and Warlocks for some time. They've discovered that if they finish a spell with a flight time (Fireball, Frostbolt, Shadowbolt, Lightning Bolt, Boltbolt – just kidding) and then cast other spells _before the first spell physically arrives_, the totem will continue to absorb them. The same principle applies to Spell Reflect. If the first spell that is cast upon you has no travel time (for example, Moonfire or very nearly any debuffing spell) then it will instantly be bounced back to its point of origin and the buff will expire.
However, if the first spell _does_ have a travel time, then things get interesting. If a Mage nails you with a Fireball and then launches off a Fireblast before the Fireball lands, _both_ will be reflected back to him. If he throws off a Pyroblast, then Presence of Mind's up another Pyroblast before the first lands _both_ will be reflected. If a Mage hits you with a Frostbolt and before it lands a Druid launches off a Moonfire, _both_ will be reflected.
If a Mage launches a Fireball at you and before it lands 80 Warlocks cast Death Coil on you… well, those 80 Warlocks are in for a surprise, and you're in for some QQing on your server forum.
Secondly, as of 2.0.10 Spell Reflect is _not_ on the Global Cooldown. Much like Shield Block, it can be activated at any time, no matter if you've just used an ability or not. More importantly, it can be activated _during the weapon switching global cooldown_... which is to say, you can put a shield on and then instantly reflect a spell. For a very, very useful macro to do so, see the Macro section.
Third, and many people don't realize this, is that you can Spell Reflect from Battle Stance. Yes, indeed; Battle Stance. This makes it much, much more potent as a potential offensive reflect, as you still retain all the useful abilities of Battle Stance (Overpower, Hamstring, Execute, no damage reduction) while being able to reflect potentially deadly spells back at their origin points. This is especially handy against Elemental Shaman and Moonkin opponents, as those matches are often pure slugging matches where you have to power through their high armor and damage to drop them before they drop you. Nothing like bouncing back one of those Lightning Bolts or Starfires to turn the tide in your favor.
A quick caveat about PvE: Spell Reflect is oddly selective. For example, it won't reflect many, many mob abilities… but sometimes it will, for ones you wouldn't always expect. Most spells that aren't player equivalents aren't reflectable, but sometimes mob AoE volleys are (especially common in Black Morass). Quagmirran from Slave Pens (and Serpentshrine Bog Lords) can have his channeled Acid Spray reflected by a Warrior, which is extremely potent. Some Sentinels in Tempest Keep can have an Overcharge ability reflected, which helpfully hits them back for 17,000 damage (!), and some Nagas in Serpentshrine can have their Sunder Armor ability bounced back at them for a huge damage increase for your raid. Attumen the Huntsman's Curse which increases your chance to miss can be reflected, which is very useful (nothing like a boss who can't hit you at all for 12-15s). It's curious, to say the least.
Well, good. You're in the right place, then. If you wanted to be a warlock, it would have been three doors down on the left.
Warriors are an extremely versatile class, capable of producing extremely high DPS numbers being the best tank in the game based upon how you spec. Warriors also utilize a unique combat mechanic, otherwise known as 'rage', and learning how to properly manage your Rage is one of the most important aspects of the class.
So, onwards and upwards! I've split this guide into two parts; one detailing how to tank, and another detailing how to DPS, with a whole load of subsections. Enjoy! For more PvP-specific information, see the PvP guide at the bottom.
Tanking
Ah, tanking... one of the warriors defining traits. All Warriors can and should (and are expected to) be able to tank in instances and groups. It doesn't matter if you have 61 points into Fury and Arms; you need to be able to tank.
(More To Come Here, I Promise)
DPS?
Ah, DPS... it's fun, it's exciting, and it's often necessary based upon the group composition. Especially while leveling, do NOT expect this to be your primary role in five-mans; where DPS really comes to the front is soloing (where, you know... the ability to get the mob's attention is kind of moot) and in raiding, which will be the primary focus of my information. I'll still try to provide separate information about effective five-man/solo DPS strategies, though!
So you want to... use a two-hander?
Ah, good old two-hand DPS. A classic form of damage that is preferred for PvP, and has some excellent AE and single-target damage capabilities. Don't be fooled - 2H DPS is far, far more viable now than it ever was pre-TBC (outside of leveling/PvP, anyway), and people who underestimate it do so at their own cost.
A caveat, though, for doing effective damage in raids as a 2Her; find a Shaman. Attach him to your hip, and have him drop Windfury. Without Windfury, the viability of 2H DPS drops down the tubes in short order; it provides a large DPS boost on its own, and helps solve the Rage starvation issues that can plague a 2H DPS warrior. With that said, though, let's get started detailing the different flavors of 2H DPS, and how to play them.
Mortal Strike/Fury Defining Points: 31/23/0
This setup functions off some variation of the above build; you can go on to pick up some combination of Blood Frenzy and Flurry for a PvE build, and Second Wind and TM (and Imp. Intercept) for a PvP build. This build allows high damage output, retains the Mortal Strike debuff (which is often rather handy, in PvP and PvE - see Karathress/Magtheridon/Maulgar for healing mobs) as well as some critical raid utility in Blood Craze. If there isn't another person with Blood Craze in the raid, do not spec 31/30/0; you will get about the same damage output out of 33/28/0 (4% increased damage, rather than 10% haste) and, more to the point, so will the rest of the raid's physical DPS. It's a far greater increase overall.
For this build, you should focus on two key factors; 1) Use Slam after every autoattack (see below for a guide on proper use of Slam), and 2) Keeping MS/WW off cooldown as much as possible. In general, your attack order should be some variation on autoattack, Slam, MS, autoattack, Slam, Whirlwind, autoattack, Slam, Hamstring, autoattack, Slam, MS, etc. (Depending upon the amount of Flurry/weapon speed and your timing, MS may be off cooldown after the Whirlwind rotation). This build gains compared to the 2H Fury build by capitalizing on Blood Craze, Sweeping Strikes for AE damage where applicable, weapon specializations and Mortal Strike interacting properly with Whirlwind.
2H Fury Defining Points: 20/41/0
This build functions off a variation of the above build, but points may be moved around where applicable (Intercept vs. Execute comes to mind). This build allows high damage output with an extraordinarily high amount of attack power; when combined with other stacking AP buffs (such as Unleashed Rage from an Enhancement Shaman) AP scores can reach absolutely obscene numbers. Moreover, with a sufficiently high AP score Bloodthirst WILL outdamage Mortal Strike, attack for attack (MS does compensate by being capable of triggering WF, which Bloodthirst is not).
For this build, you now get to focus on three key factors! 1) Use Slam after every autoattack (again, see below), 2) Keep Bloodthirst/WW off cooldown as much as possible, and 3) Keep Rampage up whenever possible. As Rampage triggers the global cooldown, this will necessitate you working it into your autoattack->slam->ability->autoattack cycles. I tend to favor hitting Rampage ~6-8 seconds before it expires, as getting a series of hits and letting it tick off is a fair DPS drop as it will take some time to rebuild the stack to full. This build gains compared to MS/Fury by focusing on insane AP totals and the inherent boosts of Rampage. It also functions well when combined with a weapon that does not benefit from weapon specialization (such as Stormherald or Worldbreaker).
So you want to... know what the hell you're doing?
Slam - A Few Words
Okay, maybe many more than a few. This is a paraphrased copy of a guide I wrote explaining how to use Slam. Enjoy!
In order to understand slam, let's first take a look at the ability itself;
Slam All Stances - 15 Rage Max Rank Tooltip: Slams the opponent, causing weapon damage plus 140. Talent References: Focused Rage, Improved Slam
Slam is the only true Warrior spell, barring oddities such as racials (Warstomp and Escape Artist come to mind). It functions in the same way as a spell, although it is no longer effected by pushback effects (which is to say, incoming damage does not increase the cast time).
Because it is a spell, using the ability will reset your weapon swing timer as of the end of the channel... which is to say, if you Slam and have a 3.8 speed weapon, your next autoattack will occur 3.8 seconds after the Slam ends. This occurs no matter what point in your normal swing timer you used the ability, which means that if you Slam at the wrong point - say, 3.7 seconds after your previous autoattack - you'll gain nothing and will in fact _lose_ damage. Consider: 3.7 plus .5 means your weapon swing timer became 4.2, instead of the 3.8 it would have been if you did nothing, and that doesn't even factor in the lost Rage. This means that proper use of Slam requires _very good timing_.
Slam also triggers the global cooldown, which for Warriors is 1.5s. This means that even with 2/2 Imp. Slam, you cannot "spam" Slam more than once every 1.5s. So one might ask, what in the hell is the point of the ability?
I'm glad you asked.
With use of a swing timer mod (I heavily recommend Quartz, an Ace2 mod with a customizable swing timer) and good reactions and planning, you can Slam directly after your normal autoattack swing... which means that you're using 15 Rage in order to deal your autoattack damage over .5 seconds, plus the crit modifier. It essentially allows you to get a free "double swing" after attacks at a relatively small Rage cost.
A brief summary, before we continue: Slam requires _very good_ timing, preferably aided by a Swing Timer mod. Slam resets your swing timer when used. Slam, when used improperly, is worse than doing nothing at all.
I'm going to assume a 3.6 speed weapon for these numbers, as that is the current 'default' weapon speed - barring Smithing weapons, there are few epics that are slower than this. If you're using a Smithing weapon (that's not Sword) or a Worldbreaker, these numbers are still accurate... just more so.
You will never have perfectly precise timing, even with a swing timer modm but you can get _very good_ timing. Human reaction speed being what it is, I'm going to assume that even with the swing timer mod you're not hitting Slam until .25s after a swing. Personally, using the spell metrics mod I wrote, I'm activating Slam about .1-.2s after the swing but that's due to a good connection and a lot of practice, to the point where it's become second nature.
You're attacking the mob, and get a weapon swing. .25s later, the server gets your "omgslam" message and you start the channel... giving you a .75s "swing", at which point the swing timer resets. However, because Slam does activate the GCD you have one second before you can perform any other actions. After the GCD goes away, you hit Mortal Strike, Bloodthirst or Whirlwind. And then... you wait. To summarize;
Swing - .75 Slam (Reset) - 3.6 - 2.6 (Mortal Strike) - 1.1 (Nothing) - Swing - .75 Slam (Reset)... repeat.
Why do nothing? Simple. If you hit all of these abilities with _perfect_ timing, you will have .4s of GCD after your next ability when your Swing Timer goes up - and believe me, you will not have perfect timing. If you have Flurry, the problem becomes significantly worse as well.
One of the purposes behind using MS/BT/WW is additionally rage generation, as they are somewhat more Rage efficient than Slam is when used every 1.5s due to not interfering with the swing timer. If Slam had no GCD associated with it, Mortal Strike and Whirlwind would be obsolete in situations where you did not need the MS debuff or the AE damage on whirlwind... but you do, and a .5s Slam with no GCD trigger would be more than slightly overpowered (consider that with a full Rage bar, that's 6 Slams in 3 seconds. In PvP if nothing else, you could throw a Stun up and absolutely drop someone with nothing they could do about it at all.)
I haven't mentioned one of the primary aspects that does make this strategy work, and that is the mighty Windfury Totem. Without Windfury, your damage as 2H is going to be lacking in the extreme - it provides such a massive boost to damage and Rage Generation it allows us to easily forgo Endless Rage and actually get talents like Death Wish and Imp. Slam, which provide the huge boost in damage that we need in order to compete.
To summarize: GCD is your enemy and your friend... but mostly your enemy. Learn to manage them - GCD's are to you what Combo Points would be to a Rogue, one of your most valuable resources. Use it wisely. Keeping track of GCD and your swing timer and anything else the boss might do and keeping an eye on your threat meter is why playing a Slam warrior is far from easy. Luckily, it's extremely rewarding... but it requires considerably more concentration and attention than DW DPS ever will.
Slam after every autoattack if possible. The only time when it's advisable to spam Slam over and over is during your Death Wish/Trinket cycle if you have the rage available, and even then you should skimp on one Slam cycle every 10s to lob off a MS and Whirlwind, then go back to Slams after the next autoattack.
Damage Rotations
Using Slam as an effective damage tool is rather tricky. Doing it properly takes attention, the use of a Swing Timer mod (see the Slam guide for more details) and some knowledge of global cooldowns. I've covered most of the basics above, so I'll assume you've already read them and I won't rehash the information.
Question #1: Is it worth leaving Mortal Strike/Whirlwind/Bloodthirst on cooldown for a second or two in order to ensure Slam use right as you autoattack? Yes. Kind of. Sometimes, no. See Question #5.
Question #2: Is there a point where Slam rotations become unsustainable? Yes, actually. You can either have insufficient Rage generation to support it (possible, but with even moderate gearing and a Windfury totem it's rather unlikely) or your weapon can be too fast. Assuming zero reaction time, the fastest possible Slam/Instant Attack rotation is 2.5s. Assuming normal human reaction time and latency, any weapon speed faster than 2.75s is likely to be in some degree wasted. This would mean that any weapon at 3.4 speed or faster is wasting time and damage with full Flurry; combined with the fact that Slam isn't normalized and there's even more compelling reasons to get an extremely slow weapon. With a 3.6 speed weapon, Slam and 5/5 Flurry runs at 2.88 swing speed; add in much more haste, either from trinkets or the Haste Potion, and it's most likely largely wasted.
Question #3: What should I do during Bloodlust/Heroism? Good question. Bloodlust actually reduces the global cooldown by 30%, as well as providing 30% haste; this means that your rotations are (in theory) unaffected, although human reaction time/latency still comes into play. Other haste effects do not provide this benefit. You will also have to work in additional Slams to cover the loss of instant attacks (as the cooldown itself has not been lowered).
Question #4: Just how important is my weapon speed? Very. I run upwards of 4,000 AP raid buffed in my current 2H Fury build. With a 3.8 speed weapon (Such as, oh, a Stormherald) Slam hits for 140 + (4000 / 14 + 127) * 3.8 = 1708 damage. Even dropping down to 3.6 speed with equivalent DPS (say, the Lionheart series of smithing weapons) puts it at 140 + (4000 / 14 + 127) * 3.6 = 1625 damage. That's an aprox. 5% damage increase to Slam... and as you'll be using Slam a lot, speed matters. See also question #2 and the notations about haste.
Question #5: I have a very slow weapon, but no Flurry (or, I cannot land a crit and thus effectively have no Flurry at the moment). Should I use two instant attacks in this cycle and push Slam back slightly? Yes, if possible. Even if the second instant attack is a Hamstring. Sample cycle at 3.8 speed:
0s: Autoattack .25: Start Slam .75: Slam Completes, Reset 0: Global Cooldown 1.0: GCD Ends, Cast Mortal Strike (./Bloodthirst/Whirlwind/Whatever) 2.5: GCD Ends, Cast Whirlwind (./Mortal Strike/Bloodthirst/Hamstring) 3.8: Autoattack, Reset .2: GCD Ends .3: Start Slam
By using the Global Cooldown to help manage your timers at this speed, you don't lose much. You can effectively slam on the Slam button until GCD relents and lets it go through, and do not have to watch the Swing Timer at all. Moreover, the loss in time is comparable to that lost from human reaction speed anyway; let it fly! (Also, if you do have Flurry, the additional Hamstring proc can help bring it back up.)
So you want to... dual wield?
Coming soon!
Taken from my Macro Guide, found here.
This macro is actually split into two parts because under the current system, the macro will display the cooldown of the first listed ability – which means that you could either display the Charge cooldown or the Intercept cooldown, but never both. I chose to split it so as to be able to see both cooldowns when I wanted to. For best results, put each on your stancebars in the same location so the movement is fluid (just keep hitting the same button). A nice side effect of how I programmed this macro is that double-tapping the macro will shift you into Berserker Stance after using Charge well before you get to your target - which should mean no rage loss and leave you ready to fear-break after your charge.
/dismount
/cast (stance:1, nocombat, nomodifier:shift) Charge; (nostance:1, nocombat, nomodifier:shift) Battle Stance; Berserker Stance
/stopcasting
/cast (modifier:shift) Bloodrage
/dismount
/cast (stance:3,combat) Intercept; (nocombat, nomodifier:shift) Battle Stance; (stance:3,modifier:shift) Intercept; Berserker Stance
/stopcasting
/cast (modifier:shift) Bloodrage
Arms-based Talent Builds [1]
Fury-based Talent Builds
Protection-based Talent Builds
Coming soon!
Coming soon!
Coming soon!
Allakhazam, for this website and forums. I've been here forever and he's always been very receptive to ways to make this site even better. Keep up the good work! [1]Kenco[2], for his fantastic work on the mechanics of threat. A wonderful resource for any would-be tank interested in the math behind it, rather than just hitting buttons.
Parts of this page were originally written by RPZip. |