PvP Warriors [PLEASE READ THIS]

We are well aware that rune-granted abilities surpass the basic ones associated with our chosen class. However, this is where Warriors face a significant deficiency in PvP. Let’s be honest, Warriors have been dealt a subpar hand in terms of runes and rune selection, with the majority being passive and offering little support in PvP. Lacking any impactful rune abilities, Warriors currently find themselves at the bottom of the PvP hierarchy by a considerable margin.

After spending the last five days in Warsong Gulch and enduring defeat at the hands of every class in the game, I had ample time to engage in theory crafting and practical experimentation. I’ve discovered a somewhat viable approach for Warriors, although it may not be well-received. Brace yourselves, Warriors: it’s time to let go of Warbringer and embrace Flagellation.

Flagellation, being a rune ability, is remarkably potent, exceeding the indicated 25% increase in physical damage. While initially hesitant to part with Warbringer, I found that the conventional setup was severely lacking in damage output. White swings were averaging 150-200, and even Mortal Strike and Slam barely reached the 200 mark. In contrast, opponents from other classes were dealing four times that amount with significantly quicker global cooldowns, resulting in my inevitable demise.

Experimenting with various runes proved futile until I reluctantly decided to drop Warbringer. As a last resort, I opted to maximise damage output before inevitably being kited and killed. To my surprise, the first encounter in Warsong Gulch against a feral druid yielded impressive results let’s say.

Let me paint you a picture… I [Charge], followed by [Bloodrage], surviving two/three mangles that take me to 50% HP because of course they do… I [Mortal Strike] and I crit for 890 (My highest ever Mortal Strike in PvP), I [Slam], I hit of 490, I [Rallying Cry]. The gods then grant me a dodge and I [Overpower] for 560. Then the beautiful flash appears on my screen of [Execute] popping. I [Execute] for 1690. The Feral… dies. This marked my first Warrior 1v1 victory in many moons and was the first time I didn’t want to hold my head underwater until the bubbles stopped.

Warriors may be reluctant to lose what should be a baseline ability, but my recent success in Warsong Gulch, where I achieved exalted status, urges me to advocate for embracing [Flagellation]. Accept that defeating a mage may remain impossible, and prioritise the damage boost offered by Flagellation.

Due to the sheer potency of rune abilities, it’s evident that Flagellation is surpassing the indicated 25% boost for Warriors. Previously, my Mortal Strike, Slam, and White swings hovered around 150-300, but with the introduction of Flagellation, I’m now witnessing substantial increases. Hits are reaching 400-500, with critical strikes peaking at 700-800. These numbers far exceed what I could achieve with Warbringer in place. The impact of Flagellation on damage output is undeniable.

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So you got 2 crits in a row, a overpower proc and a excecute crit vs a druid that did not go bear? And somehow that is because you went with flagellion, rendering you completely usless for the 99% of the rest of that wsg game.

You may have missed the context of my previous message; it’s not just a singular anecdote. I achieved Exalted status in Warsong Gulch through persistent effort, demonstrating that my use of the Flagellation rune extends beyond a single match against a druid. The story I shared was meant to be lighthearted.

In my subsequent experiences, I’ve employed this rune in approximately 50 Warsong Gulch games, and its performance surpasses that of the Warbringer rune.

The tooltip for the Flagellation rune is inaccurately stated, specifically regarding the purported 25% increase in physical damage. As detailed in my previous post, my Mortal Strike and Slam were dealing 150-200 damage initially, but now they hit for 400-500. The actual increase far exceeds the purported 25%.

If your reliance on being able to initiate combat with a charge is so pronounced, it suggests you might belong to the group of warriors who spot five opponents and impulsively decide to charge in, attempting to annihilate them all. This often resulting in a swift demise, followed by complaints about the perceived shortcomings of their class. While there are situations where Warbringer could have facilitated maintaining proximity to a target and I’ve found myself futilely chasing opponents at a mere 0.1% of my normal movement speed, but I just get over it.
Furthermore, it’s worth noting that Warbringer is plagued by a bug. When you charge, it happens at your current walking speed. Consequently, if you’re already under the effects of a slowing mechanic, your charge occurs at that diminished speed, essentially nullifying the one-second stun from Charge that should aid in establishing a connection with your target.

You are asuming to much there mate and start to person attack instead of saying something reasonable. If you remove warbringer you can charge after flag carrier once every 30 sec, also you are stuck in whatever root you might be in, so intercepting is probably not going to be usefull anyway.
I can understand going flagellion if you have a pocket healer, but then again you would not have any of the problems warriors are facing right now anyway.

Warriors are in vanilla meanwhile everyone else is in wotlk or cata.

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