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New Warrior Talents Cheats

New Active Talents:

Arms:

Deadly Calm – For the next 10 seconds none of your abilities cost rage, but you continue to generate rage. Cannot be used during Inner Rage.

Throwdown – Knocks the target to the ground and stuns it for 5 seconds.

Fury:

Raging Blow – A mighty blow that deals 100% weapon damage from both melee weapons. Can only be used while enraged.

New Passive Talents:
Arms:

War Academy – Increases the damage of your Heroic Strike, Victory Rush and Slam abilities by 5% per point. (3 points)

Field Dressing – Increases your self healing abilities by 10% per point and all healing effects on you by 3% per point. (2 points)

Drums of War – Reduces the rage cost of your Hamstring, Shield Bash, Pummel, and any shouts which cost rage by 25% per point. (2 points)

Lambs to the Slaughter – After dealing a Mortal Strike, your next Execute, Overpower, or Mortal Strike will cause 10% more damage per point. (3 points)

Fury:

Battle Trance – Your Bloodthirst, Mortal Strike and Shield Slam have a 5% chance per point to make your next special attack consume no rage. (3 points)

Rude Interruption – Successfully interrupting a spell with Shield Bash or Pummel increases your damage by 5% for 30 sec / 1 min. (2 points)

Meat Cleaver – Increases the damage done by your Cleave and Whirlwind abilities by 10% per point, and your Cleave and Whirlwind have a 30% chance per point to increase the damage of your next cleave or Whirlwind by an additional 10% per point. (2 points)

Die by the Sword – Increases your parry chance by 100% for 4 seconds per point whenever you are brought to 20% health or less. This effect cannot occur more often than once every 2 min. (2 points)

Single Minded Fury – When you dual-wield one-handed weapons, you deal 20% additional damage and your Cleave and Slam abilities can hit with both weapons. (1 point)

Protection:

Hold The Line – Improves your critical strike and critical block chance by 10% for 5 seconds per point following a successful parry. (2 points)

Blood and Thunder – When you Thunder Clap a target affected by your Rend you have a 50% chance per point to affect every target with Rend. (2 points)

Shield Mastery – Reduces the cooldown of your Shield block by 30 sec per point, your Shield Wall by 60 sec per point and your Spell Reflect by 3 sec per point. (3 points)

Thunderstruck – Your Thunderclap leaves a zone of energy on the ground for 5 sec per point, dealing X damage every X seconds to enemies that cross it. (2 points)

Impending Victory – Using Shield Slam on a target with 20% or less health has a 50% chance per point to allow the use of Victory Rush but that Victory Rush only heals for 5% of your health. (2 points)

Analysis:
Warriors thus far have made out better than most classes. Arms will still be their dedicated PvP tree replete with what will now be undisputedly the most powerful Wound effect in the game (Mortal Strike) now that the Hunter version is being changed to a poison. Unrelenting Assault has been changed which was a significant blow to the spec, but they were compensated well for it. Throwdown, the 5 second stun plus knockdown effect is the most powerful piece of new crowd control that has been added to the game with the possible exception of Solar Beam.

The general theme for Arms is an increased amount of options in terms of ability use. Overpower will remain the mainstay ability for the spec, and with pummel potentially being active in Battle Stance the class will be a force to be reckoned with. With the additional snares and CC being given to other classes (particularly casters) Warrior mobility via charge and intercept will be more powerful than ever. Deadly Calm is another extremely powerful ability that Warriors will sacrifice anything to pick up.

Fury hasn’t changed a whole lot. Right now it’s regarded as the most powerful PvE DPS spec in the game, so it really didn’t need a whole lot of modification. Fury Warriors will get a bit of additional flavor with the Raging Blow proc-based ability and will now be the go-to class for PvE interrupts thanks to the utility gained by Rude Interruption. The big unknown here is how much Fury damage will be hindered by the rage normalization mechanics being introduced in Cataclysm. Only time will tell how that will play out, but Fury will now be more about managing rage and procs than spamming every available ability on cooldown.