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Can some of the PvP warriors out there give me some tips?
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I've never PvP'd on my warrior, never wanted to. He's strictly a PvE character. I love PvP on my feral.
I recently got capped on Justice Points and don't currently need to update any of my heirlooms, and level 90 justice gear is pretty much all a downgrade for me. So I decided to convert my jp to honor and put together a full Malevolent set (obviously not all at once...but at the rate I accrue jp, it wont take long).
I just can't decide if I want to PvP as Arms or Prot. I'm not changing my MS (Fury DPS), and I like getting instant queues for heroics, so I'll probably go prot just so that I don;t have to always run back to my trainer and change my specialization every time I choose to PvP or tank a heroic.
I was just wondering if some of you PvP warriors out there could lay out some of the plusses and minuses to PvP as Arms vs PvP as Prot.
P.S. I would intend to initially stick to mostly BGs, though if I find that I'm having a blast and thriving, I may try some arenas.
Recently i started being arms dps on my warrior and found out my dps was getting higher.I would recommend you give a chance to be a pve arms dps.If that works you can be Dps and tank for PVE and dps for PVP
Thanks for the input, but there is a whole host of things I like about fury that I'm unwilling to give up. My Warrior's MS is TG Fury DPS. Period.
Essentially, I'd just like to know the pros/cons of both arms and prot pvp.
If you want to go for FC in twin peaks and warsong gulch, you should go prot, if not, go arms.
in prot you won't be able to do a lot of damage, while in arms you can burst really hard.
I say you should be Protection for Flag keeping, and be fury for all the other bgs. Protection can't kill a thing usually, just survive anything, while fury is EPIC for PvP.
If you need some examples of fury being EPIC in PvP, go to
and watch some.
I love how people try to use heavily edited footage of the "best of" and "plowing through undergeared noobs" to validate their points.
A prot warrior in PvP IS NOT A DPS role. You are there purely to play a support role. As long as you're fine with that, it can be
Flag running, defending nodes, or charging around the battlefield and saving everyone while throwing out crazy interrupts, stuns, and debuffs is a ton of fun.
Looking at arms first, the pros:
Our burst is really quite special, with Avatar/Reck/PvP trinket all up, I myself can bring most classes near to death in a few seconds. We have some of the best mobility in the game with double charge (if you choose to spec into it), heroic leap (30 second cooldown with the glyph) and, if you choose it, bladestorm. We can also intervene onto our banners, meaning we can quickly jump out of LoS to let second wind heal ourselves up or use bandages. If you spec into the interrupt shout, you also have pummel on a very short CD with a longer CD interrupt. Many healers fake cast your pummel and don't expect to see that shout coming up to interrupt their next cast. Lastly, and probably most importantly, it is damn fun. I love every BG/Arena/RBG I play as arms and there's something beautifully satisfying about watching those huge numbers come up as you grab a berserker buff, pop your CDs and see a nice group of enemies.
But unfortunately, arms isn't perfect.. the cons:
If you're playing arena, you will ALWAYS be focused. I very rarely play a game where I am not focused heavily by the enemy. This is mainly due to the fact that, even though we have second wind - very strong ability - and the recent buffs to defensive stance, we die fast. If you continue to try and put out DPS with your 2-hander as arms, you're going to die and your healer won't be able to do a thing about it. You will NEED to swap to your 1H + Shield to shield wall, rallying cry etc. The worst part of this is the fact that this completely ruins any damage that you could do. If the team continues to put heavy pressure on you, your damage will be useless in that battle. You'll have to essentially wait for a window when your healer is confident they can keep you up, or your team has used enough CC, to go back to damage. The other problem is that, while we have a hell of a lot of mobility, if your healer does not dispell you properly, a druid or shadow priest can render you absolutely useless. With shadow tendrils/roots, you can be made to sit there for 8+ seconds doing nothing while your team get taken apart. The importance of a dispel is huge to a warrior, especially if you play with a paladin. Hand of Freedom can really make or break a game - if the paladin wastes it, you can be useless for a nice portion if the game. If the paladin uses it well, you can take apart their casters. In regards to BGs, the survivability is the main problem - without a pocket healer, you can often find yourself in a lot of trouble against multiple enemies.
Now for prot, the pros:
Hm. Mobility is a pro, as explained above.. but other than that. I don't really know tbh. In the recent patch, tank classes take increase damage when they pick up the flag and therefore it is better to just let a DPS with tank abilities (DK with Blood Presence, Arms with 1h etc.) take it instead. Spell reflect is good fun as a prot warrior, especially if timed right. It's always quite funny watching a warlock build up a chaos bolt and just sending it straight back at him.
Personally, when playing prot, I find it pretty boring to be honest. I'm sure others will disagree with me, but I only enjoy prot in PvE. Most of your time will be spent in random battlegrounds shouting at your team to go get the EFC while you sit in your base, trying to stay alive with 1 healer against 5-6 enemies. I personally prefer being able to pick up a berserker buff, taking a friend with me and just going and taking out their FC myself. Prot can be pretty frustrating when you get found alone as many classes can eventually take you down. We don't have the amazing self healing that many other tanks do (looking at the Blood DKs -.-) and with so many DPS classes having their own healing spells, you can often die to 1 DPS over a long period of time. An example would be a ret paladin.. With WoG, they can heal back the damage you do while still whittling away your health. Especially due to the fact that some of their damage is magical and we lack a magical shield, you'll find yourself dying pretty fast. Boomkins are another example of this. They can dish out huge amounts of magical damage that we simply cannot take.
As I said above, people will disagree I'm sure. I've played both specs in RBGs (Arms at 2.3+, Prot at 2.1+) as well as trying both in arena and random battlegrounds. I personally prefer Arms a great deal, but give them a try and see what you like.
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