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Showing posts with label expertise. Show all posts
Showing posts with label expertise. Show all posts

Feral Tanking: Just Grin and Bear It.

>> Wednesday, December 26, 2012



Table of Contents:
1: Talent Builds
2: Stat Priority
3: Gearing Up
4: Enchants
5: Playstyle
6: Useful Macros
7: Your Role in a Raid



1: Talent Builds
A few talents that should be pointed out that have a huge impact on a Feral, besides the obvious core talents, are Nurturing Instinct and Natural Shapeshifter. These 2 talents are vital for different purposes, Nurturing Instinct being a great talent for extra threat from self-healing at the beginning of a pull. And Natural Shapeshifter (in combination with Furor, which every Feral should have) is needed for powershifting to maximize dps. I will discuss more on powershifting later in the "Playstyle" section. These are a few sample builds (with descriptions) designed to fit the different playstyles of each individual Feral out there:

The Average Bear:
This build is very well balanced, allowing for high-end brutal Bear tanking plus the devastating claws of the Cat for maximum dps. It sacrifices an incredibly small amount of survivability by having only 3/5 in Feral Aggression in order to obtain Natural Shapeshifter maxed on the Restoration talent tree. It lacks Nurturing Instinct, as this talent isn't absolutely necessary for tanking anyways.

The Momma Bear:
This build in almost entirely based around Bear Form, and has little room for talents that improve the Kitty within a Druid. However, even though Natural Shapeshifter isn't included, it doesn't mean that the Druid's Cat Form isn't useless with this spec. Nurturing Instinct 1/2 is included to help with initial threat at the beginning of a pull.

The Bear Cub:
This build is mostly designed for 5-man dungeons, however it can be used for raiding. The Kitty Form with this spec is extremely powerful, but lacks a hard hitting burst finisher due to 0/5 points in Feral Aggression. This is something that can be worked around, especially when Cat Form will hardly be used when doing 5-mans.

The Curious Kitty:
This build is completely focused around that precious Kitty Form that most Ferals wish they could use more often in PvE. No tanking with this build, since that Bear becomes very soft without Thick Hide. If you are in a raid core that doesn't have the need for a dps that can shove tank gear on and become a meat shield, then this is a great spec.

The Beast:
This build is obvious, PvP your heart out and rip your enemies to tiny shreds! Feral Druids lack a slowing effect in TBC, but it doesn't stop them from having an incredible amount of control and mobility to make up for it. Pounce, Maim, Dash, Feral Charge, Bash, Nature's Grasp, and Cyclone all have high potential when a Feral dominates their opponent by making use of quick shapeshifts with superior mobility while dealing large amounts of damage.



2: Stat Priority
I will only list the stat priority list for the fellow Bears out there, since this topic is designed to help Feral tanks eager to learn the spec. Some things that everyone should know about a Feral Druid's mechanics are that through your talents and spec, bears do not need to worry about defense rating, some might tell you other wise but you don't need to worry about it. Now with that being said, upping your def is not a bad thing as it does help you survivability a bit more then normal but you dungeon/raid tank without building up this stat. Agility gives more dodge chance per point than Dodge Rating, in addition to also giving crit chance and a small amount of extra Armor. Also, Druids are capable of achieving the armor cap for players once they are in T6. The Armor soft cap is 31,672 against trash mobs (level 70) and the hard cap is 35,880 against bosses (level 73). The soft cap should be aimed for immediately, but until you reach the hard cap, Armor increasing buffs such as Inspiration and Ancestral Healing will help fill the gap. Armor is a high priority since druids aren't capable of being immune to crushing blows (150% damage). Expertise is good for every tank, since it increases threat and reduces the amount of parry-hasted attacks you receive from a boss. The expertise soft cap is 26, which negates all dodges but leaves parry on the table still yet. Don't worry about trying to reach the expertise hard cap (eliminating parried attacks), it's impossible to reach in TBC. Though you won't be aiming for hit cap, I figured it would be good to state that the hit cap for druids, along with all other melee classes and hunters, is 9%. Classes that dual-wield can go over the hit cap without wasting stat points since it's only their soft cap, however anything that doesn't dual-wield will waste stats if they go over the cap. Here is the stat priority list:

1: Defense Rating - don't worry about it, bears are good in this stat naturally
2: Armor - Your eventual goal is to be Armor capped, so aim high.
3: Agility - This stat tends to be put lower in the focus but I think that is a big mistake. Agility will give you dodge rating and the more you dodge, the less damage you take. If you doubt, take some time and try stacking more stam instead (which is what some bears do). You will notice that healers like you a lot more if you stack agility.
4: Stamina - This stat is a must after bringing up your agility. Remember, you don't need a ton of health if they can't hit you or can't hit you very hard.
5: Expertise Rating - Reduces the chance that the enemy can dodge or parry you, increasing your threat and survivability.
6: Dodge Rating - Though not as valuable as Agility, it's good to have on non-leather gear.
7: Hit Rating - Not hitting an enemy can cause a load of problems, primarily loss of threat.
8: Crit Rating - Good for boosting threat and maintaining a healthier rage bar.
9: Strength - Threat increasing stat that scales with raid buffs, making it very attractive.
10: Armor Penetration - Great threat boost, this will be on many high-end pieces of leather gear.
11: Haste Rating - Should be generally avoided if you have a low amount of Expertise Rating.
12: Intellect - Increases the amount of times you can shapeshift during a fight, not as important for tanking as it is for dps.



3: Gearing Up
This is a short section that I will use to simply outline the type of gear that you will want to aim for as a Bear. One of the first things that you'll want to do is obtain an entire set of leather gear that has bonus Armor (Armor text will be in green). A great set of pre-raid gear for a Bear is the Heavy Clefthoof set. Every tier set for Ferals has bonus Armor, along with many other leather and cloak raid drops. Another priority in gearing up is to obtain a "Feral Staff" or a "Feral Mace". These are weapons that specifically give bonus attack power in your Feral forms. A good starter weapon to aim for is the Wildcaller, which is a quest reward (both Aldor and Scryer appropreate rep quests are available) in Shadowmoon Valley. Now then, one of the hardest parts about gearing a Feral Druid is obtaining necklace, cloak, rings, and trinkets which do not have Parry Rating, Block Rating, or Block Value on them. These stats do absolutely nothing for a Bear, so it should be common sense to avoid them at all costs. A good trinket to shoot for when first beginning the gearing process is the Badge of Tenacity, since Armor and Agility are such attractive stats. And finally, since a Druid is one of the 3 hybrid classes (other 2 being Paladin and Shaman), you will be needing a Relic. Druids use Idols in the Relic slot, and the best one possible to get as a Bear is the famed Idol of Terror. This is your easiest best-in-slot item to obtain as a Feral Druid, only costing 20 Badges of Justice. When socketing your gear with gems, the best meta gem to use is either Relentless Earthstorm Diamond because of the Agility or Powerful Earthstorm Diamond for the extra Stamina.



4: Enchants
Something that many people may not know about enchants for a Feral Druid is that anything that affects your weapon damage (+7 weapon damage for example) or chance on hit procs (Mongoose for example) will not work in Feral forms. So, that narrows down your weapon enchant selection to only one option. Also, I list Boar's Speed as the best boots enchant because it's only 3 Stamina less than Fortitude and makes up for the loss with a minor run speed increase. Here is the list of best available enchants for a Feral Druid:

Head: Glyph of the Defender - Revered with Keepers of Time.
Shoulder: Greater Inscription of Warding or Greater Inscription of the Knight - Exalted with either Aldor or Scryers respectively.
Cloak: Greater Agility - 310 Enchanting.
Chest: Exceptional Stats - 345 Enchanting.
Bracer: Fortitude - 350 Enchanting.
Gloves: Superior Agility - 300 Enchanting.
Leggings: Nethercleft Leg Armor - 365 Leatherworking.
Boots: Boar's Speed - 360 Enchanting.
Ring: Stats - 375 Enchanting (self-enchant only).
Weapon: Major Agility - 360 Enchanting.



5: Playstyle
Not every Bear or Kitty plays the same. However, every one of them knows what their job is - ripping everything to shreds that gets in their way of epic loot! Bears operate much like a Warrior when tanking, having to prioritize debuffs on the enemy while maintaining a good amount of threat. So, without further ado I present to you the priority system:

Demoralizing Roar > Lacerate > Mangle > Faerie Fire

During tough situations, a Bear doesn't have many options for survival. Depending on whether you are being directly attacked, you may be able to shift into caster (don't worry, you won't be out of Bear Form long enough for anyone to notice) and use Barkskin. Also, Barkskin can be used directly before a pull to reduce damage for a few seconds. Bears also have Frenzied Regeneration, which is a decent heal and the only survival cooldown available without shifting out of Bear Form. The downside to using this ability is it consumes rage, so you don't want to use it unless you know that you can maintain threat for the few moments that it will cause you to be rage starved. Rage starvation is a very bad thing, so be kind and feed the Bear as many hits as he or she can eat.

As a Kitty, a very intriguing part of the playstyle is the art of powershifting. By shifting out of Cat Form and then back in when your energy supply hits rock bottom, a Feral Druid with the Furor talent is able to gain 40 energy for the cost of a little bit of mana. This should be done between energy ticks, so that you don't lose 20 energy while in caster form.



6: Useful Macros
Ah, my favorite part of this game's mechanics. Macros are very important, and depending on your playstyle, you may find yourself with a full list of macros on your Feral Druid before you know it. When making a macro that you wish to use trinkets in, you can simplify it by using numbers 13 and 14 since they are the corresponding numbers for your trinket slots. Here are some very good macros that I have used for a long time:

#showtooltip Dire Bear Form(Shapeshift)
/cancelaura Dire Bear Form
/cast [nomodifier] Dire Bear Form(Shapeshift)

#showtooltip Cat Form(Shapeshift)
/cancelaura Cat Form
/cast [nomodifier] Cat Form(Shapeshift)

#showtooltip
/cast [form:1] [form:3] Faerie Fire (Feral)(Rank 5); [noform] Faerie Fire

#showtooltip
/startattack
/cast Mangle (Bear)(Rank 3)
/cast !Maul

#showtooltip
/startattack
/cast Lacerate

#showtooltip
/cast [stealth] Pounce; [nostealth] Maim

#showtooltip
/cast [stealth] Ravage; [nostealth] Shred

#showtooltip
/cast Tiger's Fury
/use 13
/use 14

Also, you can use macros to instantly switch Idols for use with different abilities. Equipping an Idol of the Raven Goddess prior to shifting into an affected form allows the bonus to remain, even after equipping a different Idol while in that form. Here's the ones that are valuable for Ferals:

#showtooltip Dire Bear Form(Shapeshift)
/equip Idol of the Raven Goddess
/cast Dire Bear Form(Shapeshift)

#showtooltip Cat Form(Shapeshift)
/equip Idol of the Raven Goddess
/cast Cat Form(Shapeshift)

#showtooltip Mangle (Bear)(Rank 3)
/equip Idol of Terror
/startattack
/cast Mangle (Bear)(Rank 3)
/cast !Maul

#showtooltip Mangle (Cat)(Rank 3)
/equip Idol of the White Stag
/cast Mangle (Cat)(Rank 3)

#showtooltip Lacerate
/equip Idol of Ursoc
/startattack
/cast Lacerate

#showtooltip Rip
/equip Idol of Feral Shadows
/cast Rip

#showtooltip Rake
/equip Idol of Savagery
/cast Rake

#showtooltip [stealth] Ravage; [nostealth] Shred
/equip [nostealth] Everbloom Idol
/cast [stealth] Ravage; [nostealth] Shred



7: Your Role in the Raid
There are a few reasons why a Feral Druid is such a desired spec to have in a raid:

1: You are the most versatile spec in the game, capable of fulfilling 2 roles in a raid using the same spec.
2: Leader of the Pack, it's what every melee and hunter dps will absolutely love you for.
3: Mangle applies a debuff that increases bleed damage by 30%, which rogues and warriors in the raid will enjoy mildly.

In addition to these perks, playing a Feral is very fun and rewarding. And of course, the number 1 rule of raiding as a Feral Druid: You must always remain in a Feral Form for fear that your clothes have disappeared somehow... Buffing, battle resurrection, using Barkskin, drinking a potion, or mounting up are the only excuses for breaking this rule!

If you enjoyed this post, check out our other guides in this site.



Originally posted by: Scruff




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Whirlwind: Playing a Warrior in TBC

>> Thursday, November 8, 2012


This was not created by me nor did I influence its production. I have found it on the web and it is now most relevant here. Copied from http://elitistjerks.com/f81/t22705-dps_compendium/


DPS Compendium
Seeing as how the [Warrior] Future of a DPS Warrior thread is well over 3000 posts now, it's getting harder and harder to find all of the relevant material and frequently asked questions are cropping up again and again, this is the start of my attempt to compile all of the DPS Warrior knowledge that I've managed to obtain:

Other Prominent DPS Warrior Discussions:
I know there's an awful lot of data in these threads, but at least pretend to try and find answers to your questions in them if you don't see it here:
[Warrior] DPS Spreadsheet 2.3 and beyond - DPS Spreadsheet and other related commentary.
http://elitistjerks.com/f31/t23083-w...adsheet_2_4_a/ - Updated DPS Spreadsheet for 2.4
http://elitistjerks.com/f31/t12386-w...e_dps_warrior/ - DPS Warrior theorycrafting and general discussion.


Talents:
Common DPS specs:
17/44/0 - Dual Wield Fury
World of Warcraft Europe -> Talents

33/28/0 - PvE Arms
World of Warcraft Europe -> Talents

21/40/0 - 2h Fury (less common spec, but relatively viable for PvE dps as a second or third dps warrior)
World of Warcraft Europe -> Talents

Variations of these builds are generally based on guild setup. More than one dps warrior in a guild with Improved Demoralizing Shout/Improved Thunderclap is not necessary so some builds may include more points in Deflection/Iron Will vs Improved Thunderclap or Unbridled Wrath instead of Improved Demoralizing Shout. Other variations can be found based on personal preference, switching Improved Disciplines for Improved Intercept for PvP purposes etc. To be noted however that all guilds should have at least one warrior with Improved Demoralizing Shout and Improved Thunderclap. In general, the numbers stay the same: 33/28/0 for Arms PvE, 17/44/0 for Fury PvE.*

It's believed that 3 points in Unbridled Wrath with a 3.5 or slower weapon is enough to generate 1 additional rage on every attack, or close enough to every attack that the 4th point would not be worth it. Hence 2/5 Demoralizing Shout, 3/5 Unbridled Wrath is "better" than 5/5 Unbridled Wrath for an Arms warrior. (Under investigation)

Two points in Improved Demoralizing Shout is enough to reduce a boss's Attack Power to 0 unless Curse of Recklessness is up. If your guild uses Curse of Recklessness, then 5 points is needed.

Sword Specialization > Poleaxe Specialization > Mace Specialization for PvE.

*Some testing being done on 26/35/0 as opposed to 17/44/0 for PvE.


Stats:
Depending on gear level and current items, stat priority is:

<9% hit and <6.25% Dodge reduction
Expertise/Hit > Crit/AP/Armor Pen > Haste

>9% hit and <6.25% Dodge reduction
Expertise > Crit/AP/Armor Pen > Haste/Hit

>9% hit and >6.25% Dodge reduction
Crit/Ap/Armor Pen > Haste/Hit (Expertise yields no dps increase past the cap)

Expertise caps out at 6.25%* with no talents or racials. Hit soft caps at 9% with no talents.

Higher levels of AP yield more benefit from additional Crit/Armor Penetration and vice versa.

Only reason to gem for hit is if you're under 9%, otherwise take items that have the best distribution of dps stats. Despite what the rogues tell you, leather is fair game.

Under 9% hit, talents included, Hit yields the highest dps increase.

Hit Rating requirements are:
142 hit rating with 0 points in Precision
127 hit rating with 1 point in Precision
110 hit rating with 2 points in Precision
95 hit rating with 3 points in Precision
Rating Conversion:
15.77 Hit Rating = 1% Hit
3.9423 Expertise Rating = 1 Expertise = -0.25% Dodge/Parry
22.08 Crit Rating = 1% Crit
15.77 Haste Rating = 1% Haste
1 Strength = 2 Attack Power
33 Agility = 1% Crit
In general Strength > Attack Power purely because of Blessing of Kings affecting Strength and not raw Attack Power.
Crit Rating > Agility, despite the fact that Agility scales with Blessing of Kings. The amount of Agility needed for 1% Crit makes it too expensive to stack in comparison to Crit Rating.

Expertise can be treated similarly to Hit when under 4.25% Dodge reduction (2% free from talents) most players however don't see it as mandatory as Hit under 9% is seeing as it's harder to obtain. Humans using Swords/Maces and Orcs using Axes gain an additional 1.25% expertise, so the "cap" is 3%. Also note that Expertise Rating rounds down, partial amounts of Expertise do nothing. The "cap" therefore would be 25 Expertise.

Expertise Rating "requirements":
No racial, No talent: 99 Expertise Rating
Human/Orc racial, No talent: 79 Expertise Rating
No racial, 1/2 talent: 83 Expertise Rating
No racial, 2/2 talent: 68 Expertise Rating
Human/Orc racial, 1/2 talent: 64 Expertise Rating
Human/Orc racial, 2/2 talent: 48 Expertise Rating

* Expertise still doesn't have a definitive cap per se, but due to extensive discussion on the topic it's been accepted that shooting for 6.25% dodge reduction is optimal. If the cap is slightly over 6.25%, it's not worth itemizing to get that tiny bit less dodge when Expertise only comes in chunks of 0.25%. The other hypothesis is that Expertise is impossible to cap completely and functions similarly to the spell hit cap, where there will always be a small percent chance that the boss will dodge, regardless of your Expertise. In either case, shooting for 6.25% dodge reduction brings you as close to the cap without overshooting, if there is a cap.


Armor and Armor Penetration:
Armor Penetration is a unique stat in that it is the only stat to scale with Increasing Returns as opposed to Diminishing Returns. More Armor Penetration yields more % increase in damage until the target's armor reaches 0. Soft cap for Armor Penetration (ArP from here on out) is roughly 1350 for T6 level bosses with all armor reducing debuffs and Executioner enchant.

The formula for damage reduction via armor for a mob over level 60 is:
DR% = Armor / (Armor - 22167.5 + 467.5 * MobLevel)
Where MobLevel is the level of the attacker. TBC bosses generally have either 6200 armor or 7700 armor*, so I'll use 6200 for simplicity:
DR% = 6200 / (6200 - 22167.5 + 467.5 * 70)

DR% = 0.36998 = 36.998% damage reduction.
Debuffs on a boss reducing armor can be maximized to:
2600 (Sunder Armor)
610 (Faerie Fire)
800 (Curse of Recklessness)
Total: 2190
2190 / (2190 - 22167.5 + 467.5 * 70) = 17.180% damage reduction.
From here, 200 ArP translates to:
1990 / (1990 - 22167.5 + 467.5 * 70) = 15.860% damage reduction :: or a 1.594% damage increase.
A further 200 ArP would translate to:
1790 / (1790 - 22167.5 + 467.5 * 70) = 14.497% damage reduction :: or a 1.620% damage increase.
As you can see, while the amount of ArP gained was the same for both scenarios, the damage increase itself increases as the target's Armor approaches 0. Thus ArP exhibits increasing returns as opposed to diminishing returns.


* Actual Table for TBC bosses:

Serpentshrine Cavern:
Hydross the Unstable: 7700
The Lurker Below: 7700
Leotheras the Blind: 7700
Fathom-Lord Karathress 6200
Morogrim Tidewalker: 7700
Lady Vashj: 6200

Tempest Keep:
Void Reaver: 8800
High Astromancer Solarian: 6200
Al'ar: 7700
Kael'thas Sunstrider: 6200

Hyjal Summit:
Rage Winterchill: 6200
Anetheron: 6200
Kaz'rogal: 6200
Azgalor: 6200
Archimonde: 6200

Black Temple:
High Warlord Naj'entus: 7700
Supremus: 7700
Shade of Akama: 7700
Teron Gorefiend: 6200
Gurtogg Bloodboil: 7700
Reliquary of Souls:
- Essence of Suffering: 0
- Essence of Desire: 7700
- Essence of Anger: 7700
Mother Shahraz: 6200
Illidari Council:
- Gathios the Shatterer: 6200
Illidan Stormrage: 7700


Notice that all but 2 of the bosses have either 6200 or 7700 armor. A similar pattern occurs in the trash mobs: 5475/5700/5950 or 6800/7100/7400 for level 70/71/72 mobs. In terms of percentage reduction, these values result in either 34.15% or 39.15% armor reduction vs attackers of the same level as the mob.

Hit Table:
Miss - 28% (9% for specials or when not dual wielding)
Dodge - 5.6% (see below)
Parry - 0%*
Glancing - 25% (25% vs a mob 3 levels above you, unchangeable)
Block - 0%*
Critical - Varies (this varies from player to player)
Crushing - 0% (players cannot Crush)
Normal Hit - [100% – {Miss + Dodge + Parry + Glancing + Block + Critical + Crushing}] (this is the leftover)

*Not actually 0%, but for all intents and purposes mobs cannot Parry nor Block attacks made from behind, which is where you should be dps'ing from.

That's the priority for attacks. Players cannot land Crushing Blows, mobs cannot land Glancing Blows. Mobs can't Parry or Block from behind, which is where your melee dps should be done. Dodge is assumed to be 5.6% for most bosses. Important to note that additional +hit does NOT increase your chance to land a Normal Hit, but rather DECREASES your chance to Miss.

In this fashion, under extreme circumstances you can become "crit capped" where additional Crit will not increase your chance to land a Critical Strike. This occurs if the total value of the options above Critical Strike on the attack table become sufficiently high as to reduce the possible Crit below it's normal value. Example:
Miss - 28%
Dodge - 5.6%
Parry - 0%
Glancing - 25%
Block - 0%
Critical - 50.5%
Crushing - 0%
Normal Hit - 0%
Under these circumstances, Crit will be capped at 40.5% even though you have a 50.5% listed chance. This is because the total cannot be more than 100%. 100% - (28% + 6.5% + 0% + 25% + 0%) = 41.4%. For most sensible levels of gear and under most circumstances, you will not reach the crit cap unless affected by something along the lines of Recklessness which would grossly inflate your Crit chance.


Flurry:
Contrary to popular belief, 33% chance to Crit will not guarantee 100% Flurry up-time, not even close. A relatively close formula to calculate Flurry up-time is:
1 - ( 1 - c ) ^ x
Where 'c' is your Crit chance expressed in decimal (i.e: 35% crit = 0.35) and 'x' is the number of attacks made in one cycle of Flurry (3 from auto attack swings, and generally one additional from instant attacks; 4 is a commonly used number).

Example: 35% crit yields
1 - ( 1 - 0.35 ) ^ 4 = 0.8215 which translates to 82.15% Flurry up-time.
Crit past 33% will of course increase your Flurry uptime, any amount of Crit under 100% (or the crit cap) is less than 100% Flurry up-time, and therefore additional Crit will increase your up-time. It is important to note that while additional Crit will increase Flurry up-time, it is subject to diminishing returns. The amount of Flurry up-time gained going for 1% crit to 11% crit is much greater than going from 40% to 50% (in both cases an increase in 10% Crit chance).


DPS Rotations:

17/44/0
>20%:
Keep it simple, Bloodthirst and Whirlwind should always be on cooldown. Heroic Strike if rage is over 60 and Bloodthirst and Whirlwind are both on cooldown. Heroic Strike is primarily a rage dump, use it to keep your rage under 100 and still maintain the rage required to keep Bloodthirst and Whirlwind on cooldown. In terms of priority: Bloodthirst > Whirlwind > Heroic Strike. Commonly referred to as 3xBT, 2xWW cycle. (3 Bloodthirst = 18 seconds, 2 Whirlwinds with 1 point in Improved Whirlwind = 18 seconds). Refresh Rampage with as few seconds left on the buff as possible while at the same time not letting the buff run out. 6-7 seconds left is a generally a good time to start looking for an opportunity to rebuff.
<20%:
Execute on every global cooldown if possible, at a certain point of Attack Power (see FAQ for exact values) Bloodthirst deals greater damage per 30 rage than Execute. Under these circumstances, Execute on every global cooldown and if your rage spikes up past 30 while on the global cooldown, use Bloodthirst.

33/28/0
>20%
Slam is an important part of this spec's dps. Slam resets your swing timer so it's best timed directly after a white hit (in order to minimize time wasted on a reset swing). Get an addon such as Quartz to help if you have latency problems, practice on some Blasted Lands mobs for Slam timing. Learn to use Slam. Generally this cycle is:
Auto -> Slam -> MS -> Auto -> Slam -> WW -> Auto -> Slam -> MS -> Auto -> Slam -> Instant
Battle Shout or Demoralizing Shout for example can be used as the last instant in the rotation. This rotation is commonly referred to as 4xSlam, 2xMS, 1xWW. One thing to note about Slam usage, if your attack speed goes below 2.5 seconds, drop Slam from your cycle and use Heroic Strike to manage your rage. Another option is to simply Slam only when Mortal Strike and Whirlwind are both on cooldown. This requires some practice and a feel for the play-style.
<20%
In most cases, your dps will be better under 20% if you continue with the 4xSlam 2xMS 1xWW cycle and ignore Execute, or slap Execute into that last instant spot. Some warriors prefer to switch to two fast weapons and Execute spam as normal. In the end it comes down to personal preference. Mobile fights will likely favor Execute spamming however.

21/40/0
For all intents and purposes this uses the same rotation as 33/28/0, utilizing Slam. The only difference is this build has 5/5 Flurry as opposed to 3/5 thus making it much more prone to dropping your attack speed below 2.5 seconds. Also, of course, this build uses Bloodthirst in place of Mortal Strike.


Cooldowns:
Use them, use them in conjunction with each other if possible. Using short cooldowns such as trinkets or Deathwish as soon as possible in the fight allows them to cool down sooner and become ready for use again later on in the fight. Cooldowns used in conjunction with each other will always yield higher dps than cooldowns used consecutively. Take this example:
Recklessness guarantees most of your attacks for the next 15 seconds will be critical strikes.
Heroism increases your attack speed by 30% for 40 seconds.

Used in conjunction with each other, you get 30% more attacks that are nearly guaranteed by Recklessness to crit if they land .This inflates the value of Recklessness by 30%. Note that Recklessness is still subject to the crit cap and Attack Table.
Used consecutively, each buff yields only it's own dps with no added value. Recklessness is 15 seconds of near 100% critical strike chance, Heroism is 40 seconds of 30% faster attack speed.

If possible, time your Recklessness/Deathwish/Trinket/Haste Potion/Insane Strength Potion with your shaman's Heroism. If you don't have a shaman, try and time your Deathwish/Trinket/Haste Potion/Insane Strength Potion to coincide with each other. While this is true for coinciding Haste and Static DPS increases, it is not true for only Static DPS increases. i.e: Timing Berserker's Call and Insane Strength Potion will yield no additional dps beyond what they provide on their own. This is because both buffs statically add to your Attack Power, neither has a percentage value (like Deathwish, Haste Potion, Heroism or Recklessness).


Consumables:
[Flask of Relentless Assault]: (2 hours, persists through death)
[Elixir of Major Strength]: (1 hour)
[Elixir of Major Agility]: (1 hour)
[Elixir of the Mongoose]: (1 hour)
[Fel Strength Elixir]: (1 hour)
[Roasted Clefthoof]: (30 minutes)
[Spicy Crawdad]: (30 minutes)
[Talbuk Steak]: (30 minutes)
[Spicy Hot Talbuk]: (30 minutes)
[Elixir of Demonslaying]: (5 minutes)
[Drums of Battle]: (30 seconds)*
[Drums of War]: (30 seconds)*
[Haste Potion]: (15 seconds, shares Health Potion cooldown)
[Insane Strength Potion]: (15 seconds, shares Health Potion cooldown)
Relentless Assault will yield the most dps for the majority of fights. Elixir of Demonslaying can be a better choice for boss fights where the boss is a Demon, bear in mind the short duration however. In addition, Flask of Relentless Assault persists through death whereas the other consumables do not. Roasted Clefthoof is the best dps food you can get unless you are under the 9% hit requirement, in which case Spicy Hot Talbuk can be a better choice. For fights with large amounts of burst AoE damage, either of the two stamina foods can also prove useful. For temporary buffs, Haste Potion is almost always better than Insane Strength Potion. Only if Haste Potion is causing interruptions or problems with maintaining your Slam cycle as 2h dps should you use Insane Strength Potion, however availability is also a factor. Also of note: Elixir of the Mongoose yields better dps for a warrior than Elixir of Major Agility, with or without Blessing of Kings.

*Drums of Battle is a very useful buff, however only available to Leatherworkers. Non-leatherworkers can benefit from the buff but cannot use the item. Also of note, with more than one Leatherworker in the melee group Drums of War can be used in conjunction with Drums of Battle to greater effect. Drums of War and Drums of Battle share the same cooldown and therefore it should be remembered that Drums of Battle will provide a greater dps increase to the party if given the choice between the two.
[Elemental Sharpening Stone]: 28 Crit Rating (1 hour)
[Adamantite Weightstone]: 12 weapon damage, 14 Crit Rating. (Mace/Fist, 1 hour)
[Adamantite Sharpening Stone]: 12 weapon damage, 14 Crit Rating. (Axe/Sword/Dagger, 1 hour)
[Righteous Weapon Coating]: (1 hour. Only works on Quel'Danas or Magister's Terrace/Sunwell Plateau)
If you have a shaman placing Windfury totem, you should NOT apply a sharpening/weight stone to your main hand weapon. Windfury and sharpening/weight stones do NOT stack. You can however always put a sharpening/weight stone on your offhand weapon. The bonus applies to both weapons, and the damage increase is subject to damage reduction on an offhand (12 x 0.625 for dual wield specialization and offhand penalty = 7.5 actual increase). Both Sharpening and Weight stones persist through death.
Update: The Adamantite Sharpening Stone yields the highest dps increase for an offhand weapon enchant.


Solarian's Sapphire and Blood Frenzy:
This trinket deserve special mention as it's our class specific trinket for TBC and because of it's unique stat. In terms of raid dps gained from a single trinket, this is by far the best trinket a warrior can use. It grants your Battle Shout an additional 70 Attack Power. This is affected by the Commanding Presence talent up to 87.5 Attack Power. 87.5 Attack Power for 5 members of the raid is 437.5 Attack Power. No other trinket comes close to the amount of Attack Power granted by this trinket.

Blood Frenzy should be mentioned here because one of the most frequently asked questions in terms of Warrior dps is whether or not to spec Arms for Blood Frenzy or not. Is the dps loss going from Fury to Arms worth the raid dps increase from the debuff. In short: yes, it is. Blood Frenzy affects all physical damage dealt to the target. This includes Hunters, Hunter pets, Tanks, Rogues, other Warriors, Feral Druids, Bleed effects etc etc. In very simplistic terms:

A raid composed with 8 total sources of Physical damage: 2 tanks, one hunter and 5 melee.
Each tank puts out 300 dps.
The hunter and each melee puts out 1000 dps.
Total physical dps = 6600.
Contribution from Blood Frenzy = 264 dps.
In this case, the one Arms warrior has an effective dps of 1264 instead of 1000. For this scenario, that's over a 25% increase in his own dps. As the physical dps increases, so does the value of Blood Frenzy. Unless the Warrior is very bad at playing as Arms, or he has very poor Arms gear and very good Fury gear, Blood Frenzy is definitely worth it.


Magic Numbers:
There are no magic numbers in terms of how much Attack Power, Crit, Hit you should have going into a certain instance. Get the best items available to you, meet certain requirements such as 9% hit etc.


Gems/Enchants:
[Relentless Earthstorm Diamond]: (Meta)
[Bold Living Ruby]: (Red)
[Inscribed Noble Topaz]: (Orange)
[Sovereign Nightseye]: (Purple)
[Jagged Talasite]: (Green)
[Rigid Dawnstone]: (Yellow)
[Smooth Dawnstone]: (Yellow)
You should maintain just enough Blue/Yellow/Red gems to have a working meta gem. Purple/Orange/Green gems work as either of their two component colors. i.e: Purple can count as Red or Blue.
Rigid Dawnstone should ONLY be used if you do not have the 9% hit required. The Relentless Earthstorm Diamond will always yield the highest dps of the meta gems currently available.
Enchant Bracer: Brawn - Enchant Bracer - Brawn - Spells - World of Warcraft
Enchant Gloves: Major Strength - Enchant Gloves - Major Strength - Spells - World of Warcraft
Enchant Boots: Dexterity - Enchant Boots - Dexterity - Spells - World of Warcraft
Enchant Boots: Cat's Swiftness - Enchant Boots - Cat's Swiftness - Spells - World of Warcraft
Enchant Boots: Surefooted - Enchant Boots - Surefooted - Spells - World of Warcraft
Enchant Cloak: Greater Agility - Enchant Cloak - Greater Agility - Spells - World of Warcraft
Enchant Cloak: Subtlety - Enchant Cloak - Subtlety - Spells - World of Warcraft
Enchant Chest: Exceptional Stats - Enchant Chest - Exceptional Stats - Spells - World of Warcraft
Enchant Weapon: Mongoose - Enchant Weapon - Mongoose - Spells - World of Warcraft
Enchant Weapon: Executioner - Enchant Weapon - Executioner - Spells - World of Warcraft
Glyph of Ferocity - Glyph of Ferocity - Items - World of Warcraft
Cobrahide Leg Armor - Cobrahide Leg Armor - Items - World of Warcraft
Nethercobra Leg Armor - Nethercobra Leg Armor - Items - World of Warcraft
Greater Inscription of Vengeance - Greater Inscription of Vengeance - Items - World of Warcraft
Greater Inscription of the Blade - Greater Inscription of the Blade - Items - World of Warcraft
Glyph of the Outcast* - Glyph of the Outcast - Items - World of Warcraft
These are the best enchants available for dps. Some slots have alternatives. In general the alternatives come down to personal preference. All of the boot enchants are useful in their own right. For pure dps however, Dexterity will yield the highest dps. On the topic of weapon enchants: Executioner is considered better than Mongoose due to the increasing returns nature of ArP. Executioner however, unlike Mongoose, cannot stack with itself. If you have two weapons enchanted with Executioner, the buff will simply refresh. If you have two weapons enchanted with Mongoose you will gain a second buff. For this reason it's generally considered best to enchant your main hand weapon with Executioner, and offhand with Mongoose. For a 2h weapon, Executioner is more commonly used than Mongoose. Savagery (Enchant 2H Weapon - Savagery - Spells - World of Warcraft) can be a cheaper alternative if you cannot afford Mongoose/Executioner on a 2h weapon. Potency (Enchant Weapon - Potency - Spells - World of Warcraft) can be an alternative for a 1h weapon.

*Glyph of the Outcast only provides higher dps than Glyph of Ferocity if you're already hit capped (9% for 2h, 28% for Dual Wield) and have Blessing of Kings.


Shamelessly stolen from Malan's Enhancement Shaman thread:

3.6.2 Agility vs Run Speed for Boots
For PvE, either [Formula: Enchant Boots - Boar's Speed] or [Formula: Enchant Boots - Cat's Swiftness] are going to be big payoffs. Increased run speed is hands down the best enchant you can get for PvE. Derivation:
Let D be your dps without a boot enchant. For the run speed to provide more benefit, we need:
(D+12A)(T-t) < (D+6A)(T-t/1.08)
which simplifies to
T < [(1-k)D + (2-k)6A]t/(6A)
where k = 1/1.08. For example, gives A = .16286, and so we have
T < (.07581D + 1.074) t
Using some actual data, a shaman that does betwen 900 and 1000 dps will have T < 76.88t
For 5 minutes, we would need t > 3.90 seconds and for 6 minutes we would need t > 4.68 seconds.
So for a 5 minute fight if you spend roughly 4 seconds moving between adds, running to the boss, etc, Run Speed provides a superior DPS benefit.
This same logic can be applied to Warrior dps, time spent out of melee range is time spent not dps'ing. Minimizing the time you're out of melee range increases your dps. Intercept can also be helpful. It should be noted therefore that Dexterity is only a superior dps increase to Cat's Swiftness if there is no time spent running towards a mob. On a completely stationary fight Dexterity > Cat's Swiftness. On even some of the most remotely mobile fights: Cat's Swiftness > Dexterity.


Surviving:
Surviving in a fight is key. Dead warriors don't dps. There are several tools at a warrior's disposal that can greatly increase his chances of survival:
Berserker Rage: Bersker Rage breaks Fear, use it to your advantage and avoid being feared into fire. It burns.
Defensive Stance: Reduces all incoming damage taken by 10%, the difference between Berserker and Defensive stance is 20%. This is significant.
Shields: Warriors can use a shield to mitigate physical damage. Abuse this.
Shield Wall: Under dire circumstances, using your cooldown on Shield Wall instead of Recklessness can save your life.
Shield Block: A blocked attack cannot crit. If you do manage to pull aggro on some mob, Defensive Stance and Shield + Shield Block as fast as humanly possible.
Cancel Auto Attack: Warriors have no reliable way to control threat other than passive buffs such as Blessing of Salvation. If you can't afford to attack a boss/mob without pulling aggro, don't attack the mob at all until the tank gets a lead.
Commanding Shout: On some encounters there are expected bursts of damage, aoe or single target, in which case it can be beneficial to use Commanding Shout instead of Battle Shout (if at full hp) until the expected burst is over. Naj'entus/Illidari Council/Mother Shahraz come to mind.
The biggest life saver is to make friends with your local paladin and beg him politely for a single buff of Blessing of Salvation. Under no circumstances do you do anything that jeopardizes the Raid. Do nothing that jeopardizes your own health. Leave your e-peen outside the instance.


Weapon Speeds and Attack Power Normalization:
Attack Power Normalization:
In patch 1.8, Blizzard modified the way Attack Power affects instant attacks. The formula pre-1.8 was:
damage = base_weapon_damage + (weapon_speed * Attack Power / 14)
As you can see from this, instant attacks gained a significant portion of damage from having a slow weapon. In 1.8 Blizzard modified this so that each weapon type has a set weapon speed for the purposes of instant attacks. So despite whether you have a 1.8 speed one-handed sword or a 2.7 speed one-handed sword, the contribution from Attack Power would be calculated as if the weapon speed was 2.4 seconds.

The list of weapon normalization speeds is:
Daggers: 1.7
One-Hand Weapons: 2.4
Two-Hand Weapons: 3.3
Ranged Weapons: 2.8

The formula therefore after 1.8 is:
normalized_damage = base_weapon_damage + (X * Attack Power / 14)
where X is the listed value for the specific weapon type. While the normalization of Attack Power greatly reduced the impact of having a slow weapon for instant attacks, slower same-dps weapons still produce a slight dps increase for instant attacks. This is because a weapon with 100 dps and a fast attack speed has a relatively low damage range, while a 100 dps weapon with a slow attack speed has a higher damage range. Therefore the increase in base weapon damage used in the formula makes the slower weapon come out slightly on top. In short: instant attacks still benefit from slow weapons, just the difference is not as large as it once was.

Weapon Speeds:
Based on the previous information about Attack Power Normalization, it comes to mind that there would be certain weapon setups/speeds that would be more desirable than others for dps.

Dual Wield:
Dual wielding when the boss is >20%, the weapon setup that generally yields the highest dps is a slow Main-hand weapon and a slow Off-hand weapon (slow being 2.6+ generally). This is because of the changes made to Whirlwind in patch 2.3. Whirlwind previously hit with only the Main-hand weapon, however now Whirlwind attacks with both weapons instantly. Due to this change, dual-wielding slow weapons will yield a slight, but noticeable dps increase as opposed to dual-wielding slow/fast or fast/fast (Main-hand/Off-hand) weapons. Bear in mind that dual-wielding slow weapons will also result in a streakier rage flow, which can be detrimental to your play-style and your dps. Use whatever you feel most comfortable with at your gear level, aiming for slower weapons where possible. Also note that while slower weapons are slightly better, dps and stat allocation are also important factors of dps and should be accounted for. Under 20% of a boss-fight, it can be beneficial to switch to two fast weapons to maximize rage generation in a short period of time. The goal under 20% as dual-wield Fury is to Execute on every global cooldown, Bloodthirsting whenever rage spikes past 30 rage over the duration of a global cooldown (see FAQ for exact values). Therefore switching to two fast weapons can help guarantee Executes on every global cooldown, or at the very least get you closer to this point.

Two-Hand:
For two-handed dps, there are a couple things to note about weapon speed. First off, the use of Slam as a dps tool impacts the desired weapon speed. Secondly, Mortal Strike and Whirlwind are both normalized attacks, while Slam is not. While using the 4xSlam, 2xMS, 1xWW dps rotation, the closer you can get your weapon speed to 2.5 seconds the better. At a weapon speed of 2.5 seconds, you're constantly using abilities as soon as the global cooldown is up thus maximizing dps. Haste can help you reach this point however it should not be explicitly aimed for as a goal. Take the gear that is the largest upgrade for you at the time. While it is preferable to obtain a 2.5 second weapon speed, deliberately picking faster weapons for this purpose will likely decrease your dps because of Attack Power Normalization. Slam and Heroic Strike are not normalized at all and therefore receive the full bonus from slow weapons, Mortal Strike and Whirlwind are normalized but still gain a slight benefit from using slow weapons. This being said, the weapon dps and stat allocation are the most important factors in picking a weapon. [Cataclysm's Edge] is a superior weapon to say, [Torch of the Damned] because the weapon dps is higher, despite Cataclysm's Edge being 0.3 seconds faster.

Disclaimer: Please remember that 90% of how well you dps is going to be based on your own experience and play-style. Cater to yourself and do what you find to work best.

Anything you can think of to add to this, feel free to post. It's obviously a work in progress as there's so much information on Warrior DPS, it's hard to get it all together in one post in one go

*Original article by: Tjabba
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