Warrior talents - A guide.

#0 - March 9, 2007, 11:44 a.m.
Blizzard Post
This is an attempt to remedy “help with talents” threads. The goal is to make a guide for warriors who are not confident in their knowledge of the various talents’ value when they try to decide on a build.

In the Talent build section, I have placed a few sample builds. These will most likely include my personal preferences. If I have made obvious mistakes, like putting PH in a “PvE” build, please comment about it, so w can keep the thread as educational as possible.

1. Arms Talents
2. Fury Talents
3. Protection Talents

4. Talent Builds
4.1 Talents pre 40

4.2 Mortal Strike Builds
4.2.1 Level 45 – 60- 70

4.3 Fury Builds
4.3.1 Level 45 – 60- 70

4.4 Tank builds
4.4.1 Level 45 – 60 -70

5. Hybrid talent builds

1. Arms Talents


Motivation: Many warrior players perceive the Arms tree as the PvP tree. This is because the "main" talent that favours slow, hard hitting two-handed weapons, the effect of this being that Mortal Strike delivers a fair amount of burst damage.

Improved Heroic Strike 0/3 : Each talent point - TP spent here reduces the cost of your Heroic Strike (HS) ability by one rage point. For a high level player who speccs deep into the Arms tree, the value of Improved HS can be questioned, but easily justified. Since HS is an “on next attack” ability, you you pay a fixed amount of rage for a fixed amount of damage, this amount increasing with level/talent ranks, and made more cost-effective with Imp. HS talents. HS produces extra threat per damage point dealt, meaning it is a good attack for tanking/dealing damage.

Deflection 0/5: Each TP spent here increases your chance to parry an attack by 1%. This talent is considered to be the best damage mitigation talent warriors have, as parry is 100% damage reduced of an incoming melee attack. It is a must for a tank, and a talent most max out, or at least put filler points.

Improved Rend 0/3: Each talent point spent here increases the damage done by your Rend ability by 25/50/75%. Many warriors argue that Rend is an ability of little value. Rend offers good damage for the rage cost at lower levels, but later, it has two uses; 1. Place a DoT on rogues 2. Place Blood frenzy debuff.

Improved Charge 0/2: Each TP spent here increases the Rage gain from a Charge 3/6. Charge is good for grinding, but the range is short enough for other classes to put you in combat before you get a chance to use it. Thus, it has reduced value for PvP.

Iron Will 0/5: Each TP spent here increases your chance to resist stun/charm effects by 3/6/9/12/15%. Arguably a good talent for PvP, especially versus rogues and warlocks. It is loved by some, in particular Orc warriors, who already have 15% stun resistance. 15% more almost makes it reliable. A talent some acquire a taste for, and some find too expensive.

Improved Thunder Clap 0/3: Each TP spent here reduces the rage cost by 1/2/4, the damage dealt by TC by 40/70/100% and increase the slowing effect by 4/7/10%. Imp. TC used to be the laughing stock of warrior talents, but after TBC, it is great. The attack speed debuff is very useful both for PvP and PvE.

Improved Overpower 0/2: Each TP spent here increases the crit chance of Overpower by 25/50%. I do not know any warrior who speccs Arms without choosing Imp. Overpower. <3 OP.

Anger Management 0/1: One TP here gives you a 1 per 3 second rage tick. AM is great for 2hd builds. Period. I cry when I see 2h-warriors with Unbridled Wrath, but no AM.

Deep Wounds 0/3: Each TP spent here makes your critical strikes cause a bleed effect on the target that is 20/40/60% of your weapon’s average damage. Required for Impale. The drawback with Deep Wounds is that it can render your intimidating shout ability useless unless you make sure you cast it when your opponent is not bleeding. It does not stack like rogue poisons. Many feel the talent is worth taking both for its own value, but especially for getting access to Impale. Smart choice if you want Blood Frenzy :)

Impale 0/2: Each TP spent here increases the critical strike damage bonus of your abilities in all stances by 10/20%. This means that your critical hits that are not “white crits”, are increased. <3 big crits.

Two-handed weapon Specialisation 0/5: Each talent point spent here increases the damage you cause when using two-handed weapons by 1/2/3/4/5%. If you use two-handed weapons a lot, you want this talent, because the extra % is for the total damage.

Weapon specialization Tier: The Arms tree offers a chance to specialize in the use of weapons: Poleaxe, Maces and Swords.

I will not go into the pros and cons of the three different speccs, because they are fairly equal in value, but with different purpose. The choice comes down to taste, and the weapons you have access to. I wont argue more about it. If you are uncertain, ask your friendly neighborhood old skool warrior.

Death wish 0/1: Spend a talent point here, and you get, on a 3 minute cooldown, the ability to increase your damage by 20%, increase the damage you take by 5%, and be immune to fear for 30 seconds. Use with care in berserker stance for PvP. 15% extra damage on you hurts.

Improved intercept 0/2: Each talent point spent here reduces the cooldown of your intercept ability by 5/10 seconds. The value of intercept for PvP can not be questioned.

Improved Hamstring 0/3: Each TP gives hamstring a 5/10/15% chance to immobilize the target for 5 seconds. It is a killer when it procs, but many think the proc chance is too low for it to be worth three talents. If you mostly PvP and spam hamstring like there is no tomorrow, it may be worth it. It is a huge bonus when it procs. Mages will Icecube/blink, rogues vanish, warlocks fear etc. Immobilizing freaks people out. I am sure you know.

Improved Disciplines 0/3: Each TP spent here reduces the cooldown of your Retaliation, Recklessness and Shield Wall abilities by 4/7/10 minutes as well as increase the duration by 2/3/6 seconds. This is a talent for those who really pay attention to their cooldowns. I know many warriors use these abilities so seldom they almost forget they have them. I, for one, consider them to be so powerful that I do not want to "waste" them until it REALLY matters. Reduce CD from 30 to 20 minutes? Meh.

Blood Frenzy 0/2: Each TP spent increases damage done to the target by 2/4% when they are under a bleed effect; Rend or Deep wounds. It is a good dps increase, and also a party buff for melee. Obviously only works on targets that are not immune to bleed, meaning constructs, raidbosses etc.

Mortal Strike 0/1: At 30 points spent in Arms, you finally get to choose Mortal Strike. It is THE PvP attack for warriors. It offers a solid amount of burst damage, it is an instant attack, meaning it has a much larger effect on your total dps than “on next attack”, attacks. Furthermore, the reduced effect of healing debuff it puts on the target has a fundamental value in PvP, and to an important, but lesser value in PvE.

Second Wind 0/2: Each TP spent here allows you to generate 10/20 rage and 5/10% of your total health when struck by a stun or immobilize. Warriors who have played since beta and experienced all the (in)famous nerfs will agree with me that this talent is one of the best things that ever happened to us since the Arcanite Reaper. You choose this if you like PvP and/or MS.

Improved Mortal Strike 0/5: Each point spent here reduces the cooldown of your Mortal Strike ability by 0.2/0.4/0.6/0.8/1 second, and increases the damage it deals by 1/2/3/4/5%. The worth of this can be discussed a long while. With Endless Rage, a good weapon that gives you rage to MS every 5 seconds it would rock.

Endless Rage 0/1 Makes your white hits generate 25% more rage. Very nice, and the cost lies in losing some Fury talents for PvP.
#136 - July 31, 2007, 7:35 p.m.
Blizzard Post
This thread has been added to the “Informative and useful Warrior threads” compilations sticky: http://forums.wow-europe.com/thread.html?topicId=305841020&sid=1