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1-13 Eversong Woods





(Levels 1-5)

01) Here is the fastest way to do everything:

02) The first quest to do is “Reclaiming Sunstrider Isle” (which you grab right in front of where you start). Go do it, then turn it it.

03) Accept “Unfortunate Measures” and “YOUR CLASS QUEST”

04) Turn in “YOUR CLASS QUEST” … accept “Well Watcher Solanian”

05) Go turn in “Well Watcher Solanian” (just right up the spiral ramp)… accept “The Shrine of Dath’Remar” and “Solanian’s Belongings”

06) Then go accept “A Fistful of Slivers”

07) Then accept “Thirst Unending”

08) Then go do:

09) “Thirst Unending”

10) “A Fistful of Slivers”

11) “Unfortunate Measures”

12) “Solanian’s Belongings”

13) Once they are all done, turn them in and accept: “Report to Lanthan Perilon”

14) Should be level 4 now, get new spells/abilities for your class.

15) Go turn in “Report to Lanthan Perilon” … accept “Aggression”

16) Then go do:

17) “Aggression”

18) “The Shrine of Dath’Remar”

19) Go turn in “Aggression” … accept “Felendren the Banished”

20) Go do “Felendren the Banished” (you should find an item while doing this quest which starts “Tainted Arcane Sliver”)

21) Go turn in “Felendren the Banished” … accept “Aiding The Outrunners”

22) Go turn in “Tainted Arcane Sliver” and “The Shrine of Dath’Remar”

23) Leave starting noob zone…

(Levels 5-6)

01) Turn in “Aiding The Outrunners” … accept “Slain By The Wretched”

02) Go down the path a few paces and turn in “Slain By The Wretched” … accept “Package Recovery”

03) Go back and turn in “Package Recovery” … accept “Completing The Delivery”

04) Go to Falconwing Square, accept all quests there (”Major Malfunction” “Unstable Mana Crystals” and “Wanted: Thaelis The Hungerer” [WANTED SIGN] )

05) Turn in “Completing The Delivery” in the Inn.

06) Make Falconwing Square your home for your hearthstone.

07) Go up the stairs in the Inn and get first aid skill.

08) Then go do the following:

09) “Major Malfunction”

10) “Unstable Mana Crystals”

11) “Wanted: Thaelis The Hungerer”

12) Then once they are all completed, turn them all in … accept “Delivery To The North Sanctum” and “Darnassian Intrusions”

13) Leave Falconwing Square…

Steps 1-27: (Levels 6-9)

01) Go down the path a little and accept “Roadside Ambush”

02) Go a little north-west and turn in “Delivery To The North Sanctum” … accept “Malfunction at the West Sanctum”

03) Then go west (to the west Sanctum) and turn in “Malfunction at the West Sanctum” … accept “Arcane Instability”

04) Go do “Arcane Instability” along with “Darnassian Intrusions” (you should find The “Incriminating Documents” item/quest while killing the Darnassian Scouts)

05) Turn in “Arcane Instability” and “Darnassian Intrusions”

06) Then follow the path west and accept “Fish Heads, Fish Heads…”

07) Go do “Fish Heads, Fish Heads…” (while doing this quest you should find the item which starts “Captain Kelisendra’s Lost Rudders”

08) Turn in “Fish Heads, Fish Heads…” … accept “The Ring of Mmmrrrggglll”

09) Then head south-east and turn in “Captain Kelisendra’s Lost Rudders” … accept “Grimscale Pirates!” and “Lost Armaments”

10) Head south-east to Fairbreeze Village … accept ALL quests there (which are: “Pelt Collection” “The Wayward Apprentice” and “Situation At Sunsail Anchorage”

11) Make Fairbreeze Village your home.

12) Head up north and turn in “Roadside Ambush” … accept “Soaked Pages”

13) Do “Soaked Pages” (the Grimoire is in the water just south west of that bridge)

14) Turn in “Soaked Pages” … accept “Taking The Fall”

15) Head up north to Falconwing Square..

16) Turn in “Incriminating Documents” … accept “The Dwarven Spy”

17) Get new spells/abilities while you are there (if you are not LVL 8 yet, don’t worry, your about to come right back as LVL 8)

18) Head out to the North Sanctum and do “The Dwarven Spy”

19) Go back to Falconwing Square and turn in “The Dwarven Spy”

20) Head out to the east … accept “The Dead Scar”

21) Go slightly south and do “The Dead Scar” ..then turn it in.

22) Head East to Stillwhisper Pond… Turn in “Taking The Fall” … accept “Swift Discipline”

23) Head south-east to Farstrider Retreat … accept ALL quests there (which are: “Amani Encroachment” “The Spearcrafter’s Hammer” and “The Magister’s Apprentice”)

24) Head out south-west and turn in “The Wayward Apprentice” … accept “Corrupted Soil”

25) Go do “Corrupted Soil”

26) Then turn in “Corrupted Soil” … accept and do “Unexpected Results” then turn it in … accept “Research Notes”

27) If you are not level 9 now, grind till you are.

Steps 28-50: (Levels 9-10)

28) Hearth to Fairbreeze Village. While you are there, accept “The Scorched Grove” “Ranger Sareyn”. Turn in “Research Notes” … accept “Saltheril’s Haven”

29) Head west (kill any cats along the way for this quest: “Pelt Collection”) to Saltheril’s Haven and turn in “Saltheril’s Haven” … accept “The Party Never Ends”

30) Then grind your way west to the shore and do “The Ring of Mmmrrrggglll” along with “Grimscale Pirates!” (be sure to use your Silence racial ability to stop Mmmrrrggglll from healing himself)

31) Go turn in “The Ring of Mmmrrrggglll”

32) Then head south to Sunsail Anchorage and do “Lost Armaments” along with “Situation At Sunsail Anchorage”

33) Once “Lost Armaments” is done, go turn it in along with “Grimscale Pirates!” (just slightly east) … accept “Wretched Ringleader”

34) Go do “Wretched Ringleader” (the mob is at the very top of building at Sunsail Anchorage, just focus fire on him and grab his head then run out of there)

35) Go turn in “Wretched Ringleader”

36) Then go finish up “Pelt Collection”

37) Go to Fairbreeze Village, turn in “Pelt Collection” “Situation At Sunsail Anchorage” and “Ranger Sareyn”… accept “Missing in the Ghostlands” and “Defending Fairbreeze Village”

38) Stop at the General goods vendor and buy the “Bundle of Fireworks” item for the quest “The Party Never Ends”

39) Go up north and Discipline Apprentice Meledor for the quest “Swift Discipline”

40) Go up north a bit more and Discipline Apprentice Ralen for the quest “Swift Discipline”

41) Then go east to Stillwhisper Pond and turn in “Swift Discipline”

42) You should be level 10 now, it’s time to do your class’s level 10 quests. This is what I do as a hunter:

43) Go to Farstrider Retreat and accept “Taming The Beast”

44) Stop at the Food & Drink vendor and buy the “Springpaw Appetizers” item for the quest “The Party Never Ends”

45) Go complete ALL three parts to “Taming The Beast” Which has you tame a Crazed Dragonhawk, Elder Springpaw …

46) and a Mistbat (while on your way to the Ghostlands to tame a Mistbat, make sure you turn in the quest “Missing in the Ghostlands” … accept “The Fallen Courier”)

47) Then go tame a Mistbat, use that pet to do “The Fallen Courier” while you are there. (You are going to need to use this mistbat pet for the following 2 quests, so move quickly because your pet only lasts 15 minutes)

48) Go back up and turn in “The Fallen Courier” … accept “Delivery To Tranquillien”

49) Go west (completing “Defending Fairbreeze Village” on your way) at the big Runestone and accept “Powering our Defenses”

50) Then go to the runestone in the east and do “Powering our Defenses”

Steps 51-74: (Levels 10-13)

51) Go back up to Farstrider Retreat and turn in “Taming The Beast” … accept “Beast Training”

52) Go up into Silvermoon City..

53) Stop at Vinemaster Suntouched and buy the “Suntouched Special Reserve” item for the quest “The Party Never Ends”

54) Go to the Pet Trainer and turn in “Beast Training” .. get new spells/abilities

55) Run out of the city and head East, tame a Crazed Dragonhawk for your first real pet, you’ll get Fire Breath for its skill that it comes with.

56) Go turn in “The Magister’s Apprentice” (at 67.56) … accept “Deactivating the Spire” and “Where’s Wyllithen?”

57) Go do “Deactivating the Spire” (while on your way up the spire there is Magister Duskwither’s Journal on a little platform, get that for the quest “Abandoned Investigations”)

58) Then head north and turn in “Where’s Wyllithen?” (at 68.46) … accept and do “Cleaning Up The Grounds” Then turn it in

59) Go turn in “Deactivating the Spire” (at 67.56) … accept “Word From The Spire”

60) Go back to Farstrider Retreat and turn in “Word From The Spire” and “Abandoned Investigations”

61) Go down south and do “Amani Encroachment” along with “The Spearcrafter’s Hammer”

62) While you are there accept “Zul’Marosh”

63) Then go across the lake and kill Chieftain Zul’Marosh for the quest “Zul’Marosh”. The chieftain should drop Amani Invasion Plans item which starts “Amani Invasion”

64) Go turn in “Zul’Marosh” at the troll in the cage.

65) Go back to Farstrider Retreat and turn in “The Spearcrafter’s Hammer” “Amani Encroachment” and “Amani Invasion” … accept “Warning Fairbreeze Village”

66) Hearth to Fairbreeze Village.

67) Once at Fairbreeze Village turn in “Warning Fairbreeze Village” and “Defending Fairbreeze Village” (at 46.71)

68) Go turn in “The Party Never Ends”. Just to let you know, the quest reward item you get (Saltheril’s Haven Party Invitation) just allows you to pick up the party goods on the tables at the party, but nothing more.

69) Then go to 34.80 and turn in “The Scorched Grove” … accept “A somber Task”

70) Go do “A somber Task”. While you are doing it, make sure you kill Old Whitebark, he drops Old Whitebark’s Pendant which starts “Old Whitebark’s Pendant”

71) Once they are done, go turn in “A somber Task” and “Old Whitebark’s Pendant” … accept “Whitebark’s Memory”

72) Then go do “Whitebark’s Memory” (Once he gets to a low health, just talk to him to turn it in)

73) Go turn in “Powering our Defenses” at 44.85

74) Then go into Ghostlands…

Joana’s Blood Elf Leveling guide for Horde





***Joana’s Blood Elf Leveling guide for Horde***

1-13 Eversong Woods

13-20 Ghostlands

20-20 Barrens

20-21 Stonetalon Mountains

21-22 Ashenvale

22-23 Southern Barrens

23-25 Stonetalon

25-25 Southern Barrens

25-26 Thousand Needles

To continue on with this guide, please go to my FULL 1-60 guide and continue it at the 26-27 Ashenvale section!

General Guide to High-End Warrior PVE







I have compiled a series of questions and topics on this forum into what I hope is an informative guide on warriors. This guide is meant for PVE Tanking & DPS.

NOTE: Everything related to dps was written by our resident hack’n’slash monkey, Landolph. Credits to him!

Warrior leveling is not an easy task, especially because the gear you have translates directly into the damage you deal and receive from mobs. The best leveling spec for a warrior is definitely fury (click for talents). Start off with fury tree up to Bloodthirst, then switch to arms tree up to Impale, then put the rest of the points as you see fit.

If you have friends with which you can level, going Protection and grinding instances is by far the best way to get from 60 to 70 because you get access to a wide array of items, and you get to grind Reputation, which you will later need for doing heroics and such. Plus you get a lot of experience when it comes to multi-mob tanking and various abilities and spells that might prove useful when you do heroics or raid for the first time. The spec which you should have at 60 if you’re going prot is this.

Speaking solely from an end-game perspective, what you should aim for first and foremost is 490 defense. After that you go for 25% avoidance (which you should already have without a problem from the defense alone) and last but not least you stack stamina gems in ALL your sockets. In time, with getting new gear you’ll get to the point where you’ll afford to put stamina gems in every single socket. Stamina is the most important stat for a warrior, and NOT avoidance as many people seem to think. Massive avoidance is not reliable and is unpredictable. The warrior is the top tank in this game and when it comes to tanking in itself, it’s not only melee dmg you have to endure. For that, STA is above all else. Of course, still stacking defense + stamina isn’t a wrong choice since defense provides a little bit of every mitigation stat, as shown below.

1 Defense Rating grants 0.4166 Defense Skill.
Resulting in:
1 Defense Rating grants 0.0166 Dodge.
1 Defense Rating grants 0.0166 Parry.
1 Defense Rating grants 0.0166 Block.
1 Defense Rating grants 0.0166 less chance to be Hit.
1 Defense Rating grants 0.0166 less chance to be Critically Hit.

Expertise Rating: 3.9 rating grants 1 Expertise
Defense Rating: 2.4 rating grants 1 defense skill
Dodge Rating: 18.9 rating grants 1% dodge
Parry Rating: 31.5 rating grants 1% parry
Block Rating: 7.9 rating grants 1% block chance
Hit Rating: 15.8 rating grants 1% hit chance
Critical Strike Rating: 22.1 rating grants 1% critical strike chance
Haste Rating: 15.8 rating grants 1% haste

TANKING

The standard tank spec is 8/5/48
Reasoning behind it: improved thunderclap is a must these days since Thunderfury is outdated. You will face many situations where multi-mob tanking is necessary both in raids and outside, and for that Imp. TC is perfect. 5/5 cruelty is a must, no discussion about it. At T6 level, 5% crit is around 30% of a warrior’s total crit chance, crit translates directly into more aggro, more rage, more damage. 0/3 Imp. Sunder Armor – The reason for 0 points in this is that as an MT, the initial 5 sunders should not be a problem when tanking a boss. If there are DPS warriors in the raid, they should be the ones helping with initial sunders so the MT can use his maximum aggro skills.

DPS

The standard dps spec is 17/44/0
Most people ask why to take 5 Parry. The reason is pretty simple: Warriors are NOT a pure DPS class. They for example are able to tank a Boss after the MT died to some reasons if they are fast on equipping a Shield. Most bosses can be saved by that and 5 Parry obviously helps there (Some people bugged me ingame for that and yes, that already happened for me on Teron Gorefiend and Anetheron).

Improved Thunderclap is taken for the same reason as a Prot warrior takes it. A Fury warrior is often limited to the threat-cap of the current tank and so helping him by keeping Thunderclap up gives the MT more time to generate threat.

Improved Demoralizing Shout is a must as well. The melee damage of a boss works like this: he has low attackpower and the high damage bosses do comes from multipliers used on this base attackpower. 5/5 Improved Demoralizing Shout makes sure the boss got lowest attackpower possible even if he got Curse of Recklessness on (else you can use 2/5 Improved Demo and 3/5 Unbridled Wrath).

The reason why I only put 1 point in improved Whirlwind is pretty simple: Whirlwind is on a 9 Second CD then which makes it almost never overlap with Bloodthirst and I did not have that much better choices what to leave out for the second point in Weapon Mastery. So you can keep both on Cooldown pretty easily without loosing CD on your most important damagespell Bloodthirst. It is a matter of taste though some people like to ditch 5% of their offhand damage from Dual Wield Specilization.

TANKING

Helm: best helm enchant you can get is NOT the CoT one, but the ZG one. Unfortunately not many guilds will go ZG just so their tank can get a small upgrade.

Shoulder: the best Enchant after you reached the above-mentioned mitigation-rate is the Sapphiron-Shoulder Enchant Fortitude of the Scourge (16Stamina 100 Armor). But with this it is basically the same as with the Helm-Enchant, only few guilds will do almost whole Naxx just for a tiny Tank-upgrade.

Weapon: Mongoose is by far the best choice for a raiding warrior, but the new patch will bring an interesting alternative: Executioner - Use: Learn how to permanently enchant a Melee Weapon to occasionally ignore 840 of your enemy’s armor. Requires a level 35 or higher item. Assuming the procrate is similar to that of Mongoose, this enchant should be superior in terms of threat generation.

Boots: Boar’s Speed and not 12 stamina. The minor speed increase will prove to be way more useful in more situations than 3 extra stamina.

DPS

Cloak: You can decide: 12 Agility for more critchance or use -2% Threat enchant. I personally use 12 Agility at the moment, because I can rely on some high threat from our tanks mostly. If you feel that you can not DPS freely, use the -2% Threat enchant, but to be honest, your tanks can’t suck that much after Patch 2.3. It might be an option when you got both Twin Blades off Illidan though.

Bracers: Use 12 Strength! I always see warriors with 24 Attack Power enchant. The reason is simple: In a raid you will have Blessing of Kings so 12 Strength is at least 26 attackpower. The mats for both enchants are the same, so use 12 Strength.

Main Hand Weapon: Mongoose is the best choice there atm. With 2.3 the new Weapon Enchant Executioner that gives 840 Armor Pierce on proc (chance supposed to be similar to Mongoose). Then you have to decide: Do i need more Crit or can i use the Armor Pierce better?

Off Hand Weapon: Basically the same as above but if you do not plan to have that Off Hand for a long time you can use Potency (+20 Strength) as enchant because you do not have more than 1 proc per Minute on your Off Hand any more, so Potency is only slightly worse.

Gloves: Before Haste was nerfed, the low-level enchant Minor Haste (10 Haste Rating) was the best. Now you gotta stick to 15 Strength again. Do not use 15 Agility as a DPS-Warrior, Strength benefits you more cause it scales with your Talents (namely Improved Berserker Stance).

Boots: Use Surefooted here. The 10 extra Hit Rating are superior to any other Enchant. You can always use your old boots for a runspeed Enchant which can be handy at some encounters but generally you do not need runspeed.

Meta-Socket: ALWAYS use the 3% Critdamage 12 Agility Meta-Gem. The Hasteproc-Metagem is useless due to its inner Cooldown and nerfed Haste. Keep in mind you need 2 blue, 2 red and 2 yellow gems in your gear to get it working.

Helm/Legs/Shoulders: I guess I do not have to mention that the CE-Enchant is the best for your Helm, the Attackpower/Crit-Armorkit is the best for your legs and the Scryer/Aldor-Exalted-Enchant is the best for your shoulders.

TANKING

If you’ve just hit 70, your best bet would be to go Blacksmithing. This profession provides you with a great initial tanking weapon - [Fireguard], which will later be upgraded into Blazefury, the best you can get until Mallet of the Tides. You can also craft different pieces of epic tanking armor, for which you would otherwise have to pay a nether fee.

Enchanting – Although not playing a major part in warrior itemization, the +4 to all stats on ring is mildly useful since a tanking warrior needs a hefty amount of both stamina, strength and agility. Of course this enchant isn’t available to anyone but it’s still an option.

Engineering – It’s not the most popular profession but you can craft yourself [Tankatronic Goggles] – a Tier 5 equivalent tank helm.

Gathering professions – Your personal choice, if you don’t have a grinding alt, this will be your only way to make money as a prot warrior along with playing the AH.

DPS

Blacksmithing is a great profession for a DPS-Warrior. You get a craftable Mace which is simply the best weapon until you reach Black Temple/Hyjal: [Drakefist Hammer], which will later be upgraded into Dragonstrike. So you are set with weapons for a while.

Enchanting – Although not playing a major part in warrior itemization, the +4 to all stats on ring is a great Enchant for Offwarriors, but then again its not worth to give away the benefits you get from Blacksmithing in my opinion.

Engineering – It’s not the most popular profession but you can craft yourself [Furious Gizmatic Goggles]. They are on par to the T5 DPS-Helm and so you do not need to worry about Helms again until late Black Temple/Hyjal.

Gathering professions – Your personal choice, Mining is good to combine with Blacksmithing of course, or it will be very expensive to push Blacksmithing. Herbing is good for raid-preparation but then again: You are a DPS-Warrior, a farming machine - farm stuff and buy herbs on the AH is more effective.

When it comes to tanking skill rotation, if you’re the only tank sundering the boss, start off with your highest aggro skill (Shield Slam). If you got improved bloodrage which you should have, you can throw a Shield Slam immediately after you popped it which means you don’t have to wait for a hit from yourself or either the boss to have enough rage.
The skill rotation, while keeping Shield Block up all the time and the occasional Heroic Strike for rage dump, is: Shield Slam > Revenge > Devastate > Devastate, assuming the 5 initial sunders are up. If not, replace Devastate with Sunder Armor until they are. You can check WoW-Europe class forums for some math on Devastate vs Sunder/Heroic Strike aggro values, but I won’t bother to list it here. All I can say is Devastate is far superior in any situation, both with a slow or fast weapon.

Generally you gotta take care at the start of an encounter. It’s your job to firstly demo shout the mob (might resist some times) and then help your MT to apply 5 sunders.

Always watch threat there because you might get some heavy burst with a Windfury-Totem and if your MT is unlucky having some misses, the mob might turn to you very fast. When the initial stuff is done you will definetely have critted once so you can activate Rampage and of course use Battle Shout. Go into Battle Stance and use Thunder Clap (if there is no other Prot Warriors doing that). Take care that especially Demoralizing Shout is up 24/7. The pure DPS-Rotation is pretty simple: ALWAYS use Bloodthirst with every Cooldown because it is your best damage-ability. The 1 point in improved Whirlwind made sure Whirlwind almost never overlaps with Bloodthirst. If it ever does, make sure to use Bloodthirst first. The time when both is on cooldown you can use for several things: Debuff Demoralizing Shout to make sure its not running out when you use Bloodthirst/Whirlwind again which would leave the mob undebuffed for some seconds (+ it might resist afterwards so the mob would be without demo shout for a long time giving him the chance to do more burst damage on your tank). You can also use Rampage again early so it never runs out, even if you get a phase with noncrits. When you have to debuff Thunderclap on your own: Do it after Bloodthirst. You can easily ditch the low damage of Whirlwind but never miss a Bloodthirst.

Most of the time you will have a Shaman in your group: He will pop Bloodlust when threat is fine (mostly after like a minute) so do not use Death Wish before. Wait for Bloodlust and activate all you got (Haste Potion if you do not need other potions during that encounter, Death Wish, Trinkets, no recklessness yet). Watch threat because depending on your tank you might get close to him in threat. Do never ever use Heroic Strike before Bloodlust or you will find yourself doing nothing because you are about to pull aggro.

Let me say something about Heroic Strike: Even if your Threat looks fine be aware that Heroic Strike is a HUGE Threatboost. You might want to keep your threat-distance to your MT for the last 20% when it comes to

Executing: This is the time where warriors shine: Close before 20% you rebuff Rampage once again to be ready to do NOTHING but execute until you have to rebuff Rampage once again to continue executing. If you got over 3k Attackpower, using Bloodthirst if your rage boosts over 50 is more efficient than just executing with this rage. Executing DPS spikes @ over 2.5k DPS so you produce a lot of threat while doing so. If your threat is fine you can use Death Wish/Haste Potion/Recklessness and Execute all out. Basically this makes all the other classes whine about warrior-imbalance because you just rush past em on any Damagemeter. BUT: Make sure threat is fine, even if you were @ 60% of the MTs threat before you might be able to reach him with this, because some Tanks tend to slack with aggro the last % of a Fight and focus on staying alive.

It will require you to do some experiments how much Heroic Strike you can do to be still able to execute all out but stay slightly under your tank. Start with using no Heroic Strike at all and watch KTM how it is at the end. Generally its the warriors task to give a boss the rest, which is pretty useful on bosses that enrage after 20% so make sure your threat allows that.

Any warrior should always have the following consumables on him:
+ Elixir of Mastery
+ Elixir of Major Fortitude
+ Elixir of Major Agility
+ Ironshield Potion
+ Super Healing Potion
+ Mighty Rage Potion (very important as MT)
+ Swiftness Potion
+ Bandages
+ Nightmare Seed (uses Healthstone cooldown, but also acts like a mini Last Stand)
+ Flask of Fortification
+ Flask of Relentless Assault
+ Strength Food
+ 30 Stamina Food
+ Adamantite Sharpening Stone
+ Haste Potion

Of course just having them won’t make you the best warrior alive, you actually have to use these effectively. For example you’d use the Ironshield Potion in case you’ll take melee only damage extensively throughout the fight. The Swiftness Potion comes in really handy when you have to reach a set position really fast (like going back to the tank spot after Al’ar does the fire novas). Nightmare Seed is pretty much self explanatory, use it when you take burst damage or in situations like Hydross transitions. The sharpening stones are good for when you don’t have a shaman or are dpsing as offtank.

TANKING

Don’t go for too much dodge. It’s tempting to take an epic trinket just cause it’s epic, but in the end it might be better off with a druid. Dodge is an important stat for warriors as well, only we don’t generate the same amount of damage through white attacks as druids do, therefore we need to get hit more often but for less. If you have Styleen’s Impending Scarab, use it. It’s still the best overall trinket for tanks. The badge trinket is also a decent choice, block value has been underrated for quite some time and it’s a really good mitigation stat to go for, assuming you’re not neglecting the defense cap and stamina for it.

DPS

Some stuff about itemization: There is a lot of discussions on the official class forums about this. This reflects my opinion and it worked quite well for me:
Crit: Aim for 35% raidbuffed. This theoretically ensures that Flurry never fades (especially with the new Whirlwind). Of course having more Crit is still a DPS-Increase but i like other stats then.
Hit: 200 Hit Rating (~13%) + 3% Hit from your talents is enough. You will basically not feel any lack of rage with this. Again this is a matter of taste cause this varies on how you play or for example if you got an Enhancement Shaman in your group. Get more hit if you got your CDs ready without rage to spend.
Attack power: Always a good stat but remember: Strength > AP because it’s scaling with Kings.
Armor Pierce/Haste: After the recent Haste nerf try to get Armor Pierce if you can. It Boosts your overall damage and helps you for example to maximize your execute-damage to be able to kill bosses last percent fast.

If you have any further information you feel should be added, don’t hesitate to post and I will copy paste it with credits of course.

Source: Nihilum.eu

 

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