Season of Discovery (SoD) Warrior DPS Build Guide & Best Runes

warrior 2h dps

Warriors are generally regarded as late bloomers in WoW Classic, although, the Season of Discovery is here to partially mend that deficiency. While they initially had a huge issue with the early content at low-level brackets due to the lack of powerful cooldowns and consistent rage generation, the situation massively changes in Phase 3, as they gain access to extremely powerful new bonuses and enhanced versions of Classic abilities.

The new Rune System introduced by the Season of Discovery changes our playstyle by including new and exciting effects and abilities such as Flagellation, Single-Minded Fury, and Consumed By Rage, while also bringing some old ones that were available during WotLK Classic such as Endless Rage, Wrecking Crew, and Blood Surge.

Build Summary

Dual-Wield Warrior Build

Dual-Wield Warrior traditionally referred to as Fury Warrior finds itself in a better spot than Two-Handed Warrior (Arms Warrior) at the current moment having access to an extremely powerful offensive cooldown. As such, the Two-Handed Warrior Build better known as Arms Warrior is underwhelming when compared to the Dual-Wield Build.

This is mostly because Dual-Wield Warriors can access Deep Wounds while also reaching far into the Fury Talent Tree, benefitting from a very powerful Offensive Cooldown, Death Wish, and a very powerful Attack Speed steroid, Flurry. The available gear in Phase 3 also heavily favors Dual-Wield Warriors due to the abundance of One-Handed weapons. The build maintains a similar playstyle as it did in the previous phase thanks to the new rune system, gaining new runes such as Taste for Blood and Wrecking Crew in addition to the Flagellation, Single-Minded Fury, Blood Surge, Consumed By Rage, and Rallying Cry.

As mentioned previously, the playstyle remains the same, with the main difference being the lack of a Capstone talent, meaning that unlike Phase 2, Dual-Wield Warrior will no longer have access to Bloodthirst. Instead, thanks to the new level 50 cap, Deep Wounds became a key component of the build. Since Deep Wounds functions in the same way that its WotLK version works, its damage output is off the charts, constituting the largest portion of a Dual-Wield Warrior’s damage output, just like in the case of Two-Handed Warriors.

The standard rotation in terms of Single-Target has been overly simplified, especially since Heroic Strike is the second most powerful damaging ability in their kit. For players that are not accustomed to the Warrior Class, Heroic Strike acts as an Off-GCD ability, meaning that it can be paired together with another ability in the same casting instance. For example, you can pair Heroic Strike and Whirlwind or Heroic Strike and Hamstring in the same Global Cooldown, effectively casting two abilities at once.

Dual-Wield Warriors spend most of their time in Berserker Stance, meaning that Taste for Blood will be sadly useless for them. Since Consumed By Rage is still a part of the Dual-Wield Build, the buff should be kept as much as possible for the 10% Melee Physical Damage increase. By maintaining Consumed By Rage and using Heroic Strike as the main damaging tool while also having Blood Surge, Slam can be freely cast instantly whenever Blood Surge procs off Heroic Strike.

Besides, Heroic Strike and Slam, the Dual-Wield Build also uses Whirlwind as one of its core abilities with Execute representing another core ability once the fight reaches its execution phase. Once you reach the execution phase, you will only want to spam Execute, along with Heroic Strike.

The new level 50 bracket also made Recklessness available to all Warriors, making it one of the most powerful offensive cooldowns that can be paired with the rest of your kit. Flagellation should be used as much as possible in key moments of the fight, ideally when you are also under the effect of Consumed By Rage, Recklessness, and Death Wish.

Additionally, Hamstring can also be used as a low Rage cost Windfury proccing method, which is especially useful for enhancing the Melee Swing damage.

In terms of the AoE rotation, Cleave and Whirlwind are the main damaging abilities, with Dual-Wield Warrior seriously lacking any potent AoE cooldown.

Compared to other specializations and even the Two-Handed Build, Fury Warrior has an extraordinarily easy playstyle, with the Rage Management and proper cooldown use being the hardest parts.

Spell Priority List

  1. Cast Berserker Stance.
  2. Cast Sunder Armor and maintain it if Expose Armor is not available.
  3. Cast Heroic Strike (Main Spell).
  4. Maintain Consumed By Rage as much as possible by exceeding 80 Rage consistently.
  5. Cast Recklessness during key moments of the fights.
  6. Cast Death Wish during key moments of the fights (Burst Phases).
  7. Activate Flagellation as much as possible during key moments of the fights by casting Bloodrage and Berserker Rage.
  8. Cast Slam when Blood Surge procs.
  9. Cast Whirlwind on cooldown.
  10. Cast Execute once you reach the Execution Phase.
  11. Cast Hamstring for Windfury proc.

Gladiator Stance Warrior Build

The arrival of Phase 3 of Season of Discovery introduced an entirely new possible Build and playstyle that emphasizes a concept that players have been asking for quite a long time, a Gladiator Build! The build itself follows the traditional Gladiator archetype seen throughout multiple RPG games, with the One-Handed Weapon & Shield variant being the one displayed in the Season of Discovery.

The Build uses the same Talent Tree as the Dual-Wield Build, with a few small variations included, along with a combination of new and old runes provided by the new Rune System. The main rune that makes the entire build possible is the new Gladiator Stance rune that was released in Phase 3, allowing Warriors to use any abilities while in Gladiator Stance if they wear a Shield, regardless of whether or not those abilities have any imposed limitations. This means that the build can utilize any ability without having to Stance Dance anymore. Additional runes such as Flagellation, Shield Mastery, Wrecking Crew, Devastate, Focused Rage, and Consumed By Rage grant it damage amplifiers, rage management, and offensive cooldowns.

Since they use the same Talent Build as Dual-Wield Warriors, Deep Wounds and Death Wish are vital components of the build. Both abilities act the same, with Deep Wounds gaining even more power thanks to the additional percent damage-amplifiers the Build benefits from.

In terms of rotations, the Gladiator Stance Build is fairly similar to the Dual-Wield Build, using almost the same spells. The main difference between the two is constituted by the Devastate rune, granting Warriors an additional core component to their rotation. Through this rune, Sunder Armor becomes a very powerful offensive tool that also benefits from all damage modifiers while also proccing Deep Wounds. Sunder Armor also has a very interesting and potent interaction because of Devastate, improving the chance for On-Hit effects to trigger since the ability itself counts as two effects at once. This can be used in conjunction with On-Hit Weapons or enchantments to improve overall performance.

One of the main benefits of the Gladiator Stance Build is that it removes the need for additional similar effects to Sunder Armor, removing the need for Rogues to apply Expose Armor consistently.

The rest of the Single-Target rotation looks the same, with Heroic Strike being the main Rage Dump ability, constituting a large amount of your damage output. Flagellation, Recklessness, and Death Wish remain your main active damage amplifier effects while Consumed By Rage, Shield Mastery, and Wrecking Crew act as your main passive amplifiers. Unlike the Dual-Wied Build, Slam is not a part of the rotation, while Whirlwind should be used on cooldown. Overpower is used whenever your target dodges while Execute is added into the mix once you reach the execution Phase.

In terms of the AoE rotation, Cleave and Whirlwind are the main damaging abilities, with Dual-Wield Warrior seriously lacking any potent AoE cooldown.

Spell Priority List

  1. Cast Gladiator Stance.
  2. Cast Sunder Armor (Main Spell).
  3. Cast Heroic Strike (Main Rage Dump).
  4. Maintain Consumed By Rage as much as possible.
  5. Cast Recklessness during key moments of the fights (Burst Phase).
  6. Cast Death Wish during key moments of the fights (Burst Phases).
  7. Activate Flagellation as much as possible during key moments of the fights by casting Bloodrage and Berserker Rage.
  8. Cast Whirlwind on cooldown.
  9. Cast Overpower when your target dodges.
  10. Cast Execute once you reach the Execution Phase.
    • Execute takes priority over Whirlwind and Overpower once you reach the Execution Phase.

Runes

Helm

Taste for Blood

  • Whenever your Rend ability causes damage, your Overpower ability will activate for 9 sec or 1 attack. This effect will not occur more than once every 6 sec.

Taste for Blood is used for any Dual-Wield build due to a lack of a better rune. Since Fury Warriors spend their time in Berserker Stance and this rune requires Rend and Battle Stance for it to function properly, you won’t be utilizing it at all. However, this rune is especially useful for any Warrior using the Two-Handed Build.

Shield Mastery

  • Increases all physical damage you deal by 10% while you have a shield equipped, and reduces the duration of all Disarm effects used against you by 50%. This does not stack with other Disarm duration reducing effects.

This rune is the standard Helm Rune for the Gladiator Stance Build, providing a massive 10% flat damage to all your offensive abilities. While theoretically, a Gladiator Stance Build can use the Taste for Blood rune instead, the damage amplifier provided by Shield Mastery applies to all effects, including Deep Wounds.

Chest

Flagellation

  • Gain a 25% bonus to Physical damage done for 12 sec after activating Bloodrage or Berserker Rage.

This is one of the stronger runes that Warriors will benefit from, granting us a powerful burst window. Flagellation is considered one of the main runes that all Warrior Builds utilize. At this current level bracket, Flagellation can be activated with Bloodrage and Berserker Rage. You will ideally want to make sure that you trigger Flagellation at least once per combat while you have Consumed By Rage and Recklessness active. Since the rune can be triggered by two abilities, you will also want to use it in other different key moments of the fight.

Wrist

Wrecking Crew

  • Your melee critical hits Enrage you, increasing the critical strike damage of all your attacks by 10% for 6 sec.

This rune is among the reasons why Deep Wounds is so strong at the current moment besides it utilizing the WotLk version. Wrecking Crew empowers the Critical Strike Chance of all of your attacks, meaning that not only that only all of your attacks be stronger, but Deep Wounds will also be procced a lot easier.

Rampage

  • Warrior goes on a rampage, increasing attack power by 2% and causing most successful melee attacks to increase attack power by an additional 2%. This effect will stack up to 5 times. Lasts 30 sec. This ability can only be used after scoring a critical hit.

Rampage is the alternative to Wrecking Crew, providing a stacking Attack Power modifier that applies to all of your effects, including Deep Wounds, lasting for 30 seconds. While in theory, Rampage is a great option, it has the misfortune of sharing the same slot with Wrecking Crew, making it a clearly weaker choice since Critical Strike Chance is vastly superior at the current moment in the Season of Discovery.

Gloves

Devastate

  • While you are in Defensive Stance and have a shield equipped, Sunder Armor also deals damage equal to 150% of your equipped weapon’s damage per second, increased by 10% per application of Sunder Armor already on the target.

This is one of the most important runes for the Gladiator Stance Build, besides the Gladiator Stance rune itself. Devastate grants Sunder Armor the ability to deal damage while also applying its original effect, becoming one of the core components of the Gladiator Stance Build. The best part about this effect is not the high damage of Sunder Armor itself, but the guarantee that the target will always be under its effect. This effectively removes the need for Expose Armor or Homunculi.

Single-Minded Fury

  • While dual-wielding, your Physical damage and movement speed are increased by 10%.

While Single-Minded Fury was considered weak in the previous phases of the expansion, it truly shines in Phase 3 of Season of Discovery, acting as an additional very important damage-amplifier for the Dual-Wield Build. Since Rage generation will no longer be an issue for Fury Warriors, Single-Minded Fury is considered the only viable choice. The best part about this rune is that amplifies Deep Wounds as well. The movement speed is also great for repositioning and avoiding certain raid mechanics.

Belt

Blood Surge

  • Heroic Strike, Bloodthirst, and Whirlwind have a 30% chance to make your next Slam within 15 sec instant and cost no Rage.

Blood Surge is a great rune that grants you access to an additional proc which can be used to cast Slam instantly and without spending any Rage on it. This is great, especially when you consider that you’ll be using Heroic Strike consistently, proccing the effect often. By generating consistent procs, you’ll be able to save Rage while also dealing damage.

Focused Rage

  • Reduces the rage cost of your offensive abilities by 3.

Focused Rage is a great rune that acts as the primary choice for the Gladiator Stance Build. While Blood Surge can be used as well, the overall Rage cost reduction that Focused Rage offers is far more valuable, especially when considering how much Heroic Strike and Sunder Armor are spammed.

Legs

Consumed By Rage

  • Enrages you and grants you a 20% melee damage bonus for 12 sec or up to a maximum of 12 swings after you exceed 80 Rage.

Consumed By Rage is simply mandatory at this point, the rune itself synergizes perfectly well with the majority of your other runes. This rune allows Warriors to have consistent burst windows as long as your Rage is properly managed. Since Rage generation is no longer an issue at this current level bracket, you should strive to upkeep Consumed By Rage as much as possible. The buff should be ideally always refreshed before activating your offensive cooldowns.

Boots

Rallying Cry

  • Let loose a rallying cry, granting all party and raid members within 40 yards 15% increased maximum health for 10 sec.

Rallying Cry is the only viable choice for the Dual-Wield Build in Phase 3 due to a lack of a better option. While the utility granted by Rallying Cry is amazing for tough raid encounters, Dual-Wield Warriors hope for another damage amplifier offered by the Boots Rune Slot in the upcoming Phase.

Gladiator Stance

  • An aggressive stance that increases damage while you are wearing a shield by 10% and increases block chance by 10%, but reduces armor by 30% and threat generated by 10%. While wearing a shield in Gladiator Stance, you may use all abilities that are restricted to other stances.

Gladiator Stance is the core rune for the Gladiator Stance Build, making the entire build possible through its effect. This rune allows Warriors to use any ability whilst they have it active, no matter what prio restriction it had. This allows for an extremely versatile playstyle, removing the need for Stance Dancing.

Talent Builds

fury warrior phase 3 talent build
Link to this Build

The Dual-Wield Build changed considerably when compared to Phase 2 as we now have access to additional Talent Points. Since the mechanics behind Deep Wounds are so powerful, the meta shifted entirely towards it, renoucing the capstone talent that we used in the previous phase.

The build functions similarly to the previous phase, with Cruelty and Unbridled Wrath being pivotal initial parts of the build for increased Critical Strike Chance and Rage generation. The Improved Battle Shout talent functions both as a very viable enhancing-effect and and a way to reach the more advanced tiers of the Talent Tree.

Enrage is the first massive damage-enhancing effect available to the Build, providing a consistent flat percent damage amplifier to all Melee Damage. In the same tier, Dual Wield specialization is another damage-enhancing effect that will provide high value for us, empowering our Off-Hand Weapon Damage.

In the next tier lies a truly amazing talent, Death Wish, providing us with one of the most potent offensive cooldowns that we could have hoped for. This talent itself is one of the main reasons why the Fury Talent Tree is such overpowered at the current moment, allowing Warriors to deal massive amounts of damage when combined with their other offensive cooldowns.

Lastly, in the Fury Talent Tree, we will also want Flurry for the significant Melee Haste that it grants. The only sad part about it is that we don’t have enough points to spend into Flurry, as the Melee Haste bonus is very strong.

The rest of the points will be spent into the Arms Talent Tree, with Improved Heroic Strike being one of the more important initial talents that we will grab. Improved Rend and Tactical Mastery will only be important in order to reach Deep Wounds, as its the true star of the show in the current phase of SoD.

Deep Wounds acts as one of the most powerful talents at the current moment, functioning in an empowered state based on WotLK’s version of the ability, stacking itself upon interacting with multiple other damage amplifying effects. All builds currently revolve around Deep Wounds as its current form can simply not be overshadowed by any other ability other than the damage amplifying effects which make it so powerful.

gladiator stance build phase 3 talent build
Link to this Build

The Gladiator Stance Build utilizes exactly the same talents as the Dual-Wield Build, albeit with a slight variation. While most of the talents are the same, revolving around acquiring Deep Wounds, Enrage, Death Wish, and Flurry, some of the talents from the Fury Talent Tree have been swapped.

The main change comes from utilizing 2 points in Improved Cleave and 2 points in Improved Execute instead of the Dual Wield specialization talent. The rest of the build works exactly the same as the Dual-Wield Build.

Key Spells and Abilities

Heroic Strike

This ability is iconic for the Warrior Class, being used in a variety of builds. In the current state of SoD, Heroic Strike is a core ability for any Warrior Build, acting as one of the most powerful abilities at their disposal. Both the Dual-Wield Build and the Gladiator Stance Build heavily use Heroic Strike, acting as the main Rage Dump ability in their kit.

Rend

Rend is not as impactful in Phase 3 unless we specifically talk about the Two-Handed Build. For the Dual-Wield Build Rend is entirely useless since it can’t be utilized in Berserker Stance. For the Gladiator Stance Build, Rend‘s damage on its own can be considered inconsequential, merely serving as a trigger for the Taste for Blood rune. However, since Gladiator Stance Build uses Shield Mastery as its main rune, Rend loses its overall importance.

Sunder Armor

Sunder Armor is a mandatory ability for any dungeon or raid encounter as it can empower any Physical Damage dealt to the target. Since this effect applies to all of our party members, we will always want to use it as fast as possible. While this ability serves as a mere utility tool while used by the Dual-Wield Build, it serves as a core component whilst used by the Gladiator Stance Build, serving as one of its best damaging tools through the Devastate rune.

Overpower

Overpower is a great ability that sadly has a tricky pre-requisite. This ability deals a large amount of damage, however, it can only be used after one of your targets dodges your attacks. The Taste for Blood rune allows Warriors to use Overpower much more easily, however, the current meta is not in favor of the Taste for Blood rune unless its used for the Two-Handed Build. As such, Overpower serves as a useful, yet low-priority ability in a Warrior’s kit.

Cleave

The main way of dealing AoE damage for all Warriors is Cleave. The main issue with this ability is that it can only damage up to two targets, making it vastly inferior compared to most other classes’ AoE tools.

Execute

Execute is an ability that can only be activated once a target reaches a certain threshold. This ability is added on top of our existing Rage spenders after the threshold is crossed, dealing a considerable amount of damage. This ability will be spammed by all Warrior Builds, constituting a significant chunk of damage.

Slam

Slam is an ability that was heavily empowered by the addition of runes such as Blood Surge and Precise Timing, making it a viable addition for many Warrior builds. While not as powerful as your other offensive abilities, Slam deals a considerable amount of damage, being especially valuable when combined with Blood Surge since it costs no Rage.

Whirlwind

Whirlwind acts as both a potent Single-Target ability and an AoE ability. In terms of Single-Target, it deals a consistent amount of damage while in terms of AoE, it deals a considerable amount of damage up to 4 targets. You will spam this ability on cooldown in most encounters!

Hamstring

Hamstring is an ability that you would typically see in a PvP environment, however, in the Season of Discovery, it found a new purpose. The ability can be used to trigger Windfury procs, meaning that you can effectively pair it along with Heroic Strike for a low Rage cost in order to maintain a large amount of Windfury procs.

Charge

Charge is another iconic spell of the Warrior Class that is used as an opener tool. You will use this ability in almost all encounters as your opener, with the goal in mind of generating as much rage as possible to trigger the initial proc of Consumed By Rage.

Demoralizing Shout

I think every seasoned Warrior can remember their Raid Leader screaming for this debuff to be applied. Demoralizing Shout is a very potent tool for any Dungeon/Raid encounter.. It considerably reduces the melee Attack Power of every afflicted target, meaning that it’s an invaluable tool for any boss or mob pack that deals heavy Physical Damage.

Recklessness

The new level 50 cap finally allows the Warriors to gain access to Recklessness, one of the most powerful abilities in their kit. Recklessness allows most of your offensive abilities to land critical strikes while also granting immunity to fear effects for the next 15 seconds at the cost of receiving 20% increased damage from all sources. When combined with Death Wish and Flagellation, Recklessness acts as your primary burst tool, not only generating huge damage outputs from your normal spells, but also heavily enhancing all Deep Wounds procs in the process.

Death Wish

Death Wish is the ability that makes all the difference in Phase 3 of Season of Discovery, turning the Fury Talent Tree into the superior choice for all Warriors. Death Wish grants a 20% damage enhancing effect to all Physical Damage while also granting immunity to fear effects at the cost of a 20% armor and resistances reduction for 30 seconds. This is an insanely powerful bonus considering its duration, stacking perfectly with other damage-enhancing effects. Since Deep Wounds is also empowered by this ability, the meta heavily favors Death Wish over all other possible Warrior Builds, with the Arms Talent Tree being at a heavy disadvantage when compared to it.

Bloodrage

Bloodrage takes an entirely different role in Season of Discovery, primarily functioning as a trigger spell for Flagellation. The ability’s Rage generation comes as a secondary aspect. The ability should be used on cooldown to trigger Flagellation‘s effect, especially if the durations of the encounters are short.

Berserker Rage

Berserker Rage takes an additional role in Season of Discovery besides its Rage generation component and immunity to Fear and Incapacitating effects. Just like Bloodrage, Berserker Rage acts as one of the two main triggers for Flagellation, being one of the core components for sustaining your damage output.

Example Best-in-Slot

Below is an example of an all-round Best-in-Slot list that you can tweak to fit your individual needs.

Armor

  • Tempered Interference-Negating Helmet
    • The Tempered Interference-Negating Helmet remains the best possible option even in Phase 3 due to its overall stats and On-Use effect. The Hit Chance and Critical Strike Chance offered by the item also allow us to optimize the rest of your slots easier, as we gain a large quantity of slots from a single slot.
  • Shoulderplates of Dread
    • The Shoulderplates of Dread are a potent option available to us in Phase 3, being far easier to acquire as a specific SoD craftable epic when compared to the craftable epics from Phase 2. It has great overall stats while also boasting an impressive On-Equip effect.
  • Panther Fur Cloak
    • Agility Cloak? Yes! We will want to acquire this item to enhance our overall Critical Strike Chance which in turn further empowers our Deep Wounds.
  • Wailing Berserker’s Chestplate
    • This is the best possible option for your Chest slot! With the arrival of Phase 3, the new tier granted to us looks absolutely spectacular, granting us Hit Chance and a chance to proc an additional attack upon dealing damage once we reach the 3-item set bonus. The chest is the first piece of the set, boasting amazing stats for us.
  • Berserker Bracer/Void-Powered Slayer’s Vambraces
    • For this slot, both the Berserker Bracer and Void-Powered Slayer’s Vambraces are amazing picks, however, the latter option requires you to have Engineering in order for you to use it. The second option is also better for builds that still require Hit Chance.
  • Disease-Ridden Plate Fists
    • This is the best possible option for this slot! There are multiple other similar items coming from the Sunken Temple, each of them having a slight stat difference. Out of all of them, the Disease-Ridden Plate Fists generate the best damage output while also increasing our Hit Chance.
  • Hyperconductive Goldwrap/Defiler’s Plate Girdle
    • For players that have Engineering, the Hyperconductive Goldwrap still remains one of the most powerful items available, especially with its On-Use effect. For players that don’t have Engineering, the Defiler’s Plate Girdle is the only viable alternative.
  • Wailing Berserker’s Legplates
    • This is the best possible option, acting as the second item in the new tier set. Besides access to the tier-set bonuses, the item also grants a 1% increased Critical Strike Chance, which is a huge bonus to us when considering how impactful it is for Deep Wounds.
  • Wailing Berserker’s Battleboots
    • This is the best possible option, acting as the final part of the set, allowing us to gain an extra attack upon activating the 3-item set bonus. The stats of the item itself are also great, providing a large chunk of Attack Power and Agility.

Weapons

  • Cobra Fang Claw
    • The Cobra Fang Claw is an amazing weapon that is part of a 2-item set, granting amazing bonuses besides its high damage output. While the set bonus is great, the On-Equip bonus is extremely powerful as well, granting us the chance to proc additional attacks.
  • Serpent’s Striker
    • The Serpent’s Striker is the Off-Hand associated with the Cobra Fang Claw, being part of the 2-item set. The item itself has amazing stats, but its true power lies in the On-Equip bonus it grants. It deals Nature Damage, empowering all Nature and Holy Damage against the target while also reducing the Nature Resistance of the target. This weapon is absolutely insane when considering how many different classes benefit from its simple existence in a raid comp.
  • Stinging Longbow
    • Just like in the previous phases, the Ranged Weapon Slot is pretty much neglectable, offering us just a medium amount of Attack Power and Strength. The Stinging Longbow is the best possible option as it grants the highest amount of Attack Power.

Jewelry

Armor

  • Tempered Interference-Negating Helmet
    • The Tempered Interference-Negating Helmet remains the best possible option even in Phase 3 due to its overall stats and On-Use effect. The Hit Chance and Critical Strike Chance offered by the item also allow us to optimize the rest of your slots easier, as we gain a large quantity of slots from a single slot.
  • Shoulderplates of Dread
    • The Shoulderplates of Dread are a potent option available to us in Phase 3, being far easier to acquire as a specific SoD craftable epic when compared to the craftable epics from Phase 2. It has great overall stats while also boasting an impressive On-Equip effect.
  • Panther Fur Cloak
    • Agility Cloak? Yes! We will want to acquire this item to enhance our overall Critical Strike Chance which in turn further empowers our Deep Wounds.
  • Wailing Berserker’s Chestplate
    • This is the best possible option for your Chest slot! With the arrival of Phase 3, the new tier granted to us looks absolutely spectacular, granting us Hit Chance and a chance to proc an additional attack upon dealing damage once we reach the 3-item set bonus. The chest is the first piece of the set, boasting amazing stats for us.
  • Berserker Bracer/Void-Powered Slayer’s Vambraces
    • For this slot, both the Berserker Bracer and Void-Powered Slayer’s Vambraces are amazing picks, however, the latter option requires you to have Engineering in order for you to use it. The second option is also better for builds that still require Hit Chance.
  • Disease-Ridden Plate Fists
    • This is the best possible option for this slot! There are multiple other similar items coming from the Sunken Temple, each of them having a slight stat difference. Out of all of them, the Disease-Ridden Plate Fists generate the best damage output while also increasing our Hit Chance.
  • Hyperconductive Goldwrap/Defiler’s Plate Girdle
    • For players that have Engineering, the Hyperconductive Goldwrap still remains one of the most powerful items available, especially with its On-Use effect. For players that don’t have Engineering, the Defiler’s Plate Girdle is the only viable alternative.
  • Wailing Berserker’s Legplates
    • This is the best possible option, acting as the second item in the new tier set. Besides access to the tier-set bonuses, the item also grants a 1% increased Critical Strike Chance, which is a huge bonus to us when considering how impactful it is for Deep Wounds.
  • Wailing Berserker’s Battleboots
    • This is the best possible option, acting as the final part of the set, allowing us to gain an extra attack upon activating the 3-item set bonus. The stats of the item itself are also great, providing a large chunk of Attack Power and Agility.

Weapons

  • Cobra Fang Claw
    • The Cobra Fang Claw is the best possible option for this slot due to the overall stat it grants. While its 2-item set bonus can’t be activated, its overall stats, damage, and On-Equip passive will still grant us an amazing overall value.
  • Crusader’s Shield
    • The Crusader’s Shield is a BoE item that fits perfectly for the Gladiator Stance Build. More specifically, its Tiger variant, Crusader’s Shield of the Tiger, grants us an amazing amount of Strength and Agility, making it the best possible choice.
  • Stinging Longbow
    • Just like in the previous phases, the Ranged Weapon Slot is pretty much neglectable, offering us just a medium amount of Attack Power and Strength. The Stinging Longbow is the best possible option as it grants the highest amount of Attack Power.

Jewelry

Race Choice

Warrior is the only class available for each race in WoW Classic, making some of the race/class combinations an aesthetic choice while the others are strictly picked for their performance-enhancing effects in either PvE or PvP. Alliance has a single race that performs very well in PvE for the Warrior DPS Build while Horde has two different races with powerful PvE racial effects.

Human

Humans are the best choice for the Alliance Warriors, having two very powerful PvE racial effects. Sword Specialization and Mace Specialization are the best racial effects that a Warrior can have, offering a large amount of versatility in item choices. The Human Spirit is useless for us during any combat, with the effect only slightly decreasing our downtime in between pulls. Other than those effects, the rest of them are quite useless in PvE, with Perception being a PvP/Leveling effect that has close to no practical use in any raid content, while Diplomacy is only useful for acquiring the reputation rewards from Warsong Gulch and Ashenvale slightly faster than other races.

Dwarf

Dwarves are better suited for the tanking role, having defense-oriented racial effects. Stoneform is the first racial ability that may have a situational use for the Warrior DPS Build. While the ability is not practical for us during any raid since we don’t wish to tank any damage, it can be a useful way to briefly increase your survivability and remove Bleed, Poison, and Disease effects. Frost Resistance is the second racial effect that can be very useful, especially in the first phase of the Season of Discovery, as Blackfathom Depths will certainly feature bosses and mobs that deal Frost Damage. The rest of Dwarf’s racial effects are not properly suited for us in PvE, with Find Treasure being a gimmick ability for the open world while Gun Specialization is only useful while leveling.

Night Elf

Night Elves are a purely aesthetic choice for the Warrior DPS Build, with only two racial effects that may prove useful for the tanking role. There are only two effects that may prove themselves somewhat useful: Nature Resistance which may yield increased survivability based on the encounter and Quickness which can potentially help us if we steal aggro. Shadowmeld will be entirely useless for us since we can’t even use it in combat while the Wisp Spirit is only useful if you wipe.

Gnome

Gnomes are an aesthetic choice for the Warrior DPS Build that is better suited for PvP content rather than PvE content. The only redeeming racial ability that Gnomes have is the Escape Artist which can prove to be a lifesaver in dangerous situations. However, this racial ability is far better suited for PvP as crowd control is far less encountered in PvE content. Arcane Resistance grants them increased survivability depending on the encounter itself. Engineering Specialization is not as strong as we would have liked since professions are capped at 150. Lastly, the Expansive Mind racial effect is utterly useless for us as warriors since we don’t benefit from Intellect at all.

Orc

Orcs are one of the two Horde races that have an overall great PvE performance. Blood Fury is the sole reason why Orcs are known as great damage dealers, providing them with an amazing damage boost. The Axe Specialization is the only other racial effect that will be useful for Orcs, however, since the BiS is a sword this racial effect won’t be useful after acquiring it. The other two racial effects are situational at best with Hardiness being a racial effect optimized entirely for PvP while Command is entirely useless since we are not Warlocks or Hunters.

Undead

Undead are better suited for PvP encounters with most of their racial effects being situational at best in PvE. The Will of the Forsaken acts as a PvP trinket effect that can remove any Charm, Fear, and Sleep effects. This racial effect can be valuable in PvE encounters as some dungeons feature Fear effects. Secondly, Shadow Resistance provides situational increased survivability depending on the encounter itself. Since a lot of mobs will deal Shadow Damage, this passive effect can be very useful. Cannibalize is mostly situational, being used only as a way to reduce your overall downtime between pulls.  Lastly, Undead has the Underwater Breathing racial effect, however, it’s only useful during the Baron Aquanis encounter when you fall off the platforms.

Tauren

Taurens are a better option for the tanking role in PvE rather than the DPS role. Endurance increases your overall survivability by boosting your Health Pool by 5%. This buff will be situational at best for us as it may save us from heavy AoE encounters or if we steal aggro from a hard-hitting boss. War Stomp is useful for briefly stunning mob packs, especially while leveling. Its usefulness drops in raid encounters as it can’t be used against bosses. Lastly, Nature Resistance may yield increased survivability based on the encounter while Cultivation boosts Herbalism by 15, making it easier to level Herbalism if you choose that profession.

Troll

Trolls are the second best option for PvE that Horde can offer, having access to 3 powerful PvE racial abilities. The best racial effect that trolls can utilize is Berserking. This offensive cooldown increases your attack speed by 10%, increasing to a 30% increase in attack speed while being injured. Many Trolls that desire to maximize their DPS output purposefully place themselves in harm’s way to empower this effect as much as possible. Additionally, Trolls benefit from Beast Slaying, further increasing all their damage against beasts by up to 5%. They also benefit from Regeneration, allowing them to continue 10% of their entire Health Regeneration during combat. Lastly, they also have access to the Bow Specialization and the Throwing Specialization racial effects, although those two passives are better used for leveling.

 

About the Author

Nevermore

Hey there folks, I am Nevermore and have been deeply passionate about WoW for more than a decade. Whether we talk about the hidden mysteries of Azeroth or the otherworldly Outland, my journey brought me here to share the things that I have experienced with you all.
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ytdtg
ytdtg
4 months ago

peniz

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