Warrior 10-49 Bracket Questions

Lloran

Veteran
Which level bracket up to Level 59 would be the best for a Warrior (any spec) in WSG and/or AB? I saw a class/spec tier list for a couple low level brackets, but not all of them.

Warrior is my favorite class, though it seems to do rather poorly in the low level PvP brackets. Even with nearly optimal equipment and enchantments, Rogues and Mages easily annihilate me before I can deal significant damage to them, unless they don't see me coming. I'm not a hardcore competitive player, but I'd certainly like to at least be competent and give myself every advantage I can with what abilities and equipment are available to me, in a given bracket.

Thanks for your help.
 
Even at 19 (once geared) you’ll put some damage out. Warriors really begin to shine at 29+ though. What I recommend since warriors do well at 29, 39, 49, and 59... find some friends and play the bracket they play in. Especially if you find one who loves to pocket-heal fury warriors!
 
Right now, the most overpowered bracket for warriors is BY FAR 59 (with the exception of 85-89). Next patch Sul'thraz is getting nerfed, but they'll still be a tier 1 class and find the most strength in either 49 or 59. All 3 warrior specs are pretty nasty at 59 too.
 
Assuming I have other characters that can craft whatever items I can trade, do primary professions matter for a Warrior in the 40-49 bracket? Engineering doesn't look like a must-have as lower level brackets for the higher item level equipment that requires Engineering skill, since comparable item level equipment is available.

Thanks again.
 
Tailoring is great for warriors. As is alchemy. I do suggest Engineering/tailoring though.
 
Is there a guide/topic here that covers useful non-equipment items? I see plenty of them covering equipment and enchantments. I found bits and pieces from various topics talking about potions, engineering CC, tailoring nets, and bandages, but nothing really comprehensive. While I'm reasonably familiar with the basics of how PvP works, I haven't done major optimization outside of equipment.

Thank you.
 
Is there a guide/topic here that covers useful non-equipment items? I see plenty of them covering equipment and enchantments. I found bits and pieces from various topics talking about potions, engineering CC, tailoring nets, and bandages, but nothing really comprehensive. While I'm reasonably familiar with the basics of how PvP works, I haven't done major optimization outside of equipment.

Thank you.

As far as tailoring goes, Bandages & nets are the only attention grabber a warrior would be appealed to. The nets are crazy (I cant emphasize enough, crazy*) powerful. And bandages are just as useful to the non-hybrid class.

When it comes to alchemy, it depends on the bracket that you intend on playing. Of course there are strength potions, speed potions, and alchemist stones, but depending on the level of your twink, you'd be exposed to more unique/powerful consumables. As a 58 you'd gain access to both TBC & LK alchemy: Which may or may not have its own benefits.
 
How do you effectively use incapacitate effects in battlegrounds? From what I've read, one of the main draws for using Engineering is for the items you can craft that can incapacitate enemies. At first glance, this sounds great in the lower level brackets as a Warrior, since it has no crowd control, yet. However, I don't understand why this would be useful. I see two scenarios.

First, they could be used to interrupt spellcasting, but that doesn't seem that extraordinary. For example, if I'm trying to kill a Discipline Priest, interrupting a single heal isn't going to make a difference. They can already heal or protect themselves far beyond my best burst damage. Another common situation is trying to kill a Mage casting Arcane Missiles on me. Sure, I could interrupt that, but then they'll just pick up right where they left off.

Second, they could be used to incapacitate an enemy while I'm killing them, but that runs into a similar problem. Even if I used one of the bigger bombs that incapacitates them for 3 seconds, that's only enough time to get in two attacks, which is far from what I would need to kill someone. The only way it would make a difference, is if I had some help to gang up on someone.

In either case, it seems like it won't help me do something that I can't already do. If I have enough help to gang up on someone, I don't need to interrupt their spells or incapacitate them. We would just kill them and be done with it. Of course, the problem is getting everyone on the same page, which is extremely difficult to do in the middle of 10 people fighting each other.

I'm sure I'm missing something obvious here, given my lack of experience at high end PvP. Thanks for your help.
 
How do you effectively use incapacitate effects in battlegrounds? From what I've read, one of the main draws for using Engineering is for the items you can craft that can incapacitate enemies. At first glance, this sounds great in the lower level brackets as a Warrior, since it has no crowd control, yet. However, I don't understand why this would be useful. I see two scenarios.

First, they could be used to interrupt spellcasting, but that doesn't seem that extraordinary. For example, if I'm trying to kill a Discipline Priest, interrupting a single heal isn't going to make a difference. They can already heal or protect themselves far beyond my best burst damage. Another common situation is trying to kill a Mage casting Arcane Missiles on me. Sure, I could interrupt that, but then they'll just pick up right where they left off.

Second, they could be used to incapacitate an enemy while I'm killing them, but that runs into a similar problem. Even if I used one of the bigger bombs that incapacitates them for 3 seconds, that's only enough time to get in two attacks, which is far from what I would need to kill someone. The only way it would make a difference, is if I had some help to gang up on someone.

In either case, it seems like it won't help me do something that I can't already do. If I have enough help to gang up on someone, I don't need to interrupt their spells or incapacitate them. We would just kill them and be done with it. Of course, the problem is getting everyone on the same page, which is extremely difficult to do in the middle of 10 people fighting each other.

I'm sure I'm missing something obvious here, given my lack of experience at high end PvP. Thanks for your help.

You have to answer this question.

Is having no incapacitate better or worse than having 1 incapacitate? Sometimes preventing that 1 cast can make all the difference. A fully DR'd war stomp is the exact same thing as an incapacitate yet it has won plenty of arena games for me.
 
Second, they could be used to incapacitate an enemy while I'm killing them, but that runs into a similar problem. Even if I used one of the bigger bombs that incapacitates them for 3 seconds, that's only enough time to get in two attacks, which is far from what I would need to kill someone. The only way it would make a difference, is if I had some help to gang up on someone.

You seem to have a flawed understanding of basic pvp concepts. Interrupts are an integral and incredibly powerful part of pvp. Kick random heals whenever the cd is up wont be effective, kicking combined with basic coordination eg we are all hitting the priest he is getting low oh hes trying to shadow mend i should stop that = dead priest. Its not rocket science.

If your basis for determining the value of a stun = can i kill the target in the duration of it then I dint know what to tell you.

IS this a troll?
 
Ah, I see where we are having the misunderstanding. Being inexperienced at PvP, I'm not part of a highly coordinated group or guild when running PvP. Yes, if my groups were coordinated, and my teammates knew to kill the healers before the dps characters, then I could see how interrupting heals would make a difference. Sadly, that is usually not the case. How would you suggest improving this? Telling my teammates to kill the healer doesn't seem to be very effective.

To elaborate, I am being serious and not trolling. I realized that I am not very good right now and would like to improve, which is why I'm here.
 
Ah, I see where we are having the misunderstanding. Being inexperienced at PvP, I'm not part of a highly coordinated group or guild when running PvP. Yes, if my groups were coordinated, and my teammates knew to kill the healers before the dps characters, then I could see how interrupting heals would make a difference. Sadly, that is usually not the case. How would you suggest improving this? Telling my teammates to kill the healer doesn't seem to be very effective.

To elaborate, I am being serious and not trolling. I realized that I am not very good right now and would like to improve, which is why I'm here.

At some point, point, a healer is going to be almost dead and needs to cast a heal. If you interupt that, you secure a kill. If you stun them so they can't bubble, you secure a kill. If you are trying to 1v1 a disc priest, its going to be pretty difficult if they know what they are doing.

For arcane mages, a stun interupts them from casting and lets you beat on them for the duration. With pummel (depending on what level you play at) - they are also prevented from casting arcane spells for a time.

CC is amazing. Having damage is great, but having damage and preventing the enemy from doing something at key points is even better. But recognize the key points. Interrupting a healer at 80% isn't that great (unless they are healing someone who is about to die). Put some damage on the healer. Get them lower. Then CC them, which allows you to bring them into execute range for the finish.


It might help if we knew what bracket you are currently playing in. 19 warrior is very different from 49 warrior for example.

For professions, engineering provides consumables that can be useful. Most of the trinkets are gimmicky. The goggles can be very helpful in the lower brackets. If you don't plan on using bombs and are past the brackets where goggles are way better than heirlooms/other options - then I'd say engineering is optional. Alchemy is pretty nice for the perma-flask and extra value from pots - but its also pretty optional. I'm not sure what tailoring has to offer...can't any tailor make bandages? Why do you need it on your twink?
 
About Tailoring, I believe the reason jwl was suggesting that was because of Netherweave Nets, or their upgrades at even higher levels. They require the user to have Outland Tailoring skill. However, since I can't get into Outland Tailoring until Level 58, that doesn't help me right now.

If it matters, I'm currently playing at Level 19 PvP, but was about to move onto the next bracket. As Tweakedirl elaborated, the problem is a lack of coordination in my PvP groups. This looks like a catch 22 to me. Of course, a high end PvP guild isn't going to be interested in taking on an inexperienced player that would be a liability onto their team. However, I have to be a part of a coordinated group in order to get in useful practice to improve my skills. As it is now, I'm stuck playing with random groups, hoping that my teammates understand that you need to prioritize killing healers and EFCs over other enemies and other basic concepts.
 
About Tailoring, I believe the reason jwl was suggesting that was because of Netherweave Nets, or their upgrades at even higher levels. They require the user to have Outland Tailoring skill. However, since I can't get into Outland Tailoring until Level 58, that doesn't help me right now.

If it matters, I'm currently playing at Level 19 PvP, but was about to move onto the next bracket. As Tweakedirl elaborated, the problem is a lack of coordination in my PvP groups. This looks like a catch 22 to me. Of course, a high end PvP guild isn't going to be interested in taking on an inexperienced player that would be a liability onto their team. However, I have to be a part of a coordinated group in order to get in useful practice to improve my skills. As it is now, I'm stuck playing with random groups, hoping that my teammates understand that you need to prioritize killing healers and EFCs over other enemies and other basic concepts.

PvP groups are great, but solo queue is definitely an option. I will say that fury is fun, but not amazing at 19. At 19 it does best with a pocket healer/CCer. At 29 its more powerful, and at 39+ its basically OP and you'll have more influence as a solo player. When you pick your bracket, start looking for people to group with randomly and see what you can pick up. Even if its just whispering twinks in a current game to see if they want to group for the next one.
 
I have a few more questions about low level Warrior PvP at Warsong Gulch. This is assuming I'm using pugs with random players, since I don't have a dedicated PvP guild with a lot of coordination.

1) What is my role in Warsong Gulch? I've generally favored carrying the flag, due to my ability to move and get out of tough situations. However, I've often found teammates in pugs just fighting pointlessly midfield, without any regard for peeling others off me or killing the EFC, when they have the chance. In some groups, some have said they'd like 1-2 to stay back to guard our flag, but I would think it's a waste to have characters staying behind doing nothing, half the time.

2) What is the optimal use for Charge and Heroic Leap, outside of carrying the flag? I've often found them to be a detriment, since while they give the means to enter combat quickly, that doesn't really matter much, if I have no one else helping me out. Similarly, I could save them to escape combat quickly, but ranged classes tend to easily hunt me down for the kill.

As a more specific example, there was a situation that I faced in Warsong Gulch, to which I don't know the right response. I've got the flag, there is no EFC, and my allies have peeled the enemies off me, but I have no more support in front of me. I'm making my approach to the tunnel where I see an enemy Mage guarding it.

3) What do I do in that situation?
I see four options, none of them good: run back to my allies to get support, stay where I am until support arrives, take the ramp to capture the flag, or Charge at the Mage and break through. Running back to my allies seems like the worst option, since it takes me away from my objective. Plus, they're probably still busy fighting more enemies there. If I just wait, then I'm a sitting duck to get ambushed again. If I try to take the ramp, the Mage is still going to be able to reach me. I felt the best chance was to Charge at the Mage and try to break through to reduce the time of contact as much as possible. As it turned out, the Mage was nonetheless able to slow me down enough for their allies to ambush me, when I had no support.

Thanks for the info.
 

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