So we all know that the Hand Me Downs: A Poor Man’s Heirlooms post was a huge wall of text, and that I’m breaking it down into class-sized pieces for you. No need to repeat all of that business, so here we go. Moving on to the next class in this series (in no particular order, I might add), we have: Warriors.
The basic idea of what I call “hand-me-downs” (or HMD’s) is that you’re taking items that can be passed from one toon to the next (so Common, White-quality items) and enhancing them to make them better. Enhancements that we’re going to talk about here come mostly from the Enchanting profession, though a few may also be found in Blacksmithing (counterweights, sheild spikes, etc), Leatherworking (armor kits), and Engineering (scopes).
The whole point here is to get low level gear that you can pass around to any alts that you ever roll to make them more powerful starting out. As Cynwise and I have proved through experiment in both PvE and PvP at low levels, it isn’t heirlooms that make your character so overpowered, it’s actually the enchants.
So if you’re trying to decide on which class to role, or what to go take one for a test drive for 10 levels or so before deciding whether or not to keep them, this is a great way to get a feel for how the class is going to play for you without putting in investment that’s going to be wasted. Since these items can be passed around due to their lack of binding, it’s not a big deal to roll a character, gain a few levels, scrap them and reroll another, and so on until you find a nice fit.
Unlike casters, a melee class actually needs to look for good weapons in order to perform well. For a Warrior, we’re looking for good damage slow speed. We don’t necessarily want to stick with the same weapon from level 1-15 (or higher), because the damage itself needs to go up, so with melee classes you may want to consider multiple HMD’s to upgrade to throughout the first 20 levels or so.
Once the LFG becomes available to you I strongly suggest you run through The Deadmines and Shadowfang Keep, as well as The Stockade and Blackfathom Deeps. Those dungeons have the best weapons you can find for your level. While some may not always perform as well as your HMD’s, averaged out they most likely will. Remember that you’re looking for big damage, slow speeds, and bonuses to Strength and Attack Power.
While HMD’s are excellent at making your characters more powerful, when it comes to melee classes your weapons should be upgraded whenever possible, making HMD’s have much shorter lifespans for melee classes. I don’t bother with melee HMD’s passed level 11-12, and I wouldn’t suggest that you do so either unless you can’t stand LFG and for some reason can’t find a quest with a decent reward.
Melee Weapons (1H)
Fine Scimitar: [Lvl: -] 3-7 Damage (2.5 DPS), 1.90 Speed
Arcane Forged Axe: [Lvl: -] 2-5 Damage (1.7 DPS), 2.00 Speed
Studded Blackjack: [Lvl: 5] 5-11 Damage (4.4 DPS), 1.80 Speed
Cutlass: [Lvl: 10] 10-20 Damage (7.0 DPS), 2.20 Speed
Hatchet: [Lvl: 11] 12-25 Damage (7.4 DPS), 2.50 Speed
Scimitar: [Lvl: 14] 14-27 Damage (8.7 DPS), 2.30 Speed
Cleaver: [Lvl: 15] 14-27 Damage (9.2 DPS), 2.20 Speed
Double Axe: [Lvl: 19] 19-37 Damage (11.2 DPS), 2.50 Speed
Left-Handed Claw: [Lvl: 20] 12-23 Damage (11.7 DPS), 1.50 Speed
Right-Handed Claw: [Lvl: 20] 12-23 Damage (11.7 DPS), 1.50 Speed
I don’t generally suggest leveling with one-handed weapons starting out because of their low damage compared to two-handers, but if you want to use a shield to help you level then these are your options. If you decide to go Fury at level 10 then you’ll want a good pair of one-handers though, so I’ve included some good options for you here.
Starting out I’d shoot for the Arcane Forged Axe since it’s a vendor item compared to the Fine Scimitar being a drop. At level 5 you may want to upgrade to a Studded Blackjack or similar item for higher base damage, though it’s not necessary if you have a decent enchant on the axes. For melee classes, I suggest Fiery Weapon as your initial HMD enchant, because it deals 40 Fire damage when it procs, and that proc can crit for 60 or 80 Fire damage instead. The damage from the proc is often enough to one-shot the mobs in your starting areas, and it quickly dispatches the mobs you’ll face up to level 10 as well.
At level 10 you need to make a decision on your spec, and that determines which weapons you pursue from there on. If you’re Arms, then you need to upgrade to a two-hander to maximize your damage potential. For Fury, it’s time to grab a pair of one-handers for furious facesmashing. And for Prot, you just need to upgrade to a better one-hander and grab yourself a shield.
Melee Weapons (2H)
Bastard Sword: [Lvl: -] 5-8 Damage (2.1 DPS), 3.00 Speed
Broad Axe: [Lvl: -] 5-8 Damage (2.1 DPS), 3.10 Speed
Vile Fin Battle Axe: [Lvl: 4] 12-19 Damage (5.1 DPS), 3.10 Speed
Frostbit Staff: [Lvl: 5] 12-19 Damage (5.8 DPS), 2.70 Speed
Tabar: [Lvl: 9] 21-33 Damage (8.5 DPS), 3.20 Speed
Claymore: [Lvl: 10] 23-35 Damage (9.0 DPS), 3.20 Speed
Rock Hammer: [Lvl: 16] 37-59 Damage (12.5 DPS), 3.70 Speed
Battle Axe: [Lvl: 20] 46-70 Damage (15.3 DPS), 3.80 Speed
Here’s quite a list of two-handers for you to choose from. Remember to take your racial modifiers into account when choosing your weapons. If you have a bonus when using certain types of weapons then try to stick to those weapons to maximize your performance in combat. Of course, there’s nothing wrong with just going with whatever weapons look cool either.
For my melee toons I generally get a weapon that I can use at level 1 and then replace at 5, or one that I can use a level 3 and then replace at level 10-12. If you’re going to stick to two-handers then I suggest upgrading to the Vile Fine Battle Axe or Frostbit Staff at level 5 and then the Claymore at level 10. You can probably last through most of your teens with the Claymore before replacing it with a dungeon drop or quest reward that offers more base damage and a decent stat boost to make giving up the enchant worth it.
If you aren’t using LFG to level and you aren’t having any luck with good weapons from your quest rewards, then you might consider upgrading to either the Rock Hammer or the Battle Axe as HMD’s. I would strongly urge you to run dungeons at this level though as there are some excellent weapons to be found.
Enchanting Melee Weapons
As a Warrior, you’re interested in Strength enchants. Stamina is a decent option since your life revolves around taking damage as well as dealing it.
Enchant Weapon – Crusader: Proc: +100 Strength for 15 sec., heals you for 75-125 (x2 crit)
Enchant Weapon – Fiery Weapon: Proc: +40 Fire damage (x2 crit)
Enchant Weapon – Strength: +15 Strength
Enchant Weapon – Lifestealing: Proc: Steals 30 health from the target (x2 crit)
The best source for Strength at low levels is Crusader with a +100 Strength proc. That’s 200 Attack Power plus a heal when it procs that’s going to have you one-shotting mobs left and right. If you go with a slow weapon, then Crusader is the one you want. If you’re going with fast weapons, then you want either +15 Strength or Fiery Weapon.
If you’re going to roll a Protection Warrior, then you might want to consider Lifestealing instead because it deals extra damage and also converts that damage into healing for you. While my personal preference is still Crusader, regardless of spec, you can use any of the ones above and be successful.
For Fury, I tend to feel more “furious” if I’m dual wielding Fiery weapons because it both looks cool and has some burst damage from the procs. Fiery Weapon is typically half the price or less of a Crusader enchant, so go with whichever one you have easiest access to. You might also want to consider putting different enchants on your weapons so they look distinct and provide the benefit of multiple enchants. Crusader/Fiery, Crusader/Strength, Fiery/Lifestealing, and Crusader/Lifestealing are the combinations I would suggest if you go that route.
The only Warrior that’s going to use a Shield passed level 10 is Protection. You can use a shield before then even if you don’t plan on going Prot, though you may be better off going with a big two-hander for damage.
If you want to start off with a shield, then the Large Round is the one you want. The Dull Heater can be purchased at level 5, or you can do what I did and spend 18 seconds farming a pair of Standard Issue Shields outside of Scarlet Monetary. (Note: The area around SM changed from 4.0.3 to 4.0.3a, so these might not be available now.)
I’ve listed a couple of options for HMD’s passed level 10 if you’re going to roll as Prot, but you’re probably better off sticking with your low level shield until you replace it with dungeon drops or quest rewards.
Felsteel Shield Spike: Deals 26-38 damage when you block
Thorium Shield Spike: Deals 20-30 damage when you block
Mithril Shield Spike: Deals 16-20 damage when you block
Enchant Shield – Greater Stamina: +7 Stamina
The best option from a leveling perspective is to go with the biggest, nastiest shield spike you can find to slap on the most interesting-looking shield you have access to and then go stab some eyeballs out with the shield spikes while you’re smashing faces with your weapon.
If you’re worried about your health then get the Stamina enchant, but otherwise stick with the shield spikes.
Armor isn’t nearly as important as your weapons because in the levels that you’ll use HMD’s you should not have very many issues with survivability, making the armor stat much less impressive than it really is. The main benefit that you’ll get from your HMD’s then is actually the enchants that you place on them. The best-in-slot items for both chest and leg slots (that can be used at level 1) are interestingly cloth items; Haliscan Jacket and Haliscan Pantaloons.
And since the whole point of HMD’s is to enchant them in order to make them more powerful than regular gear, we’re not going to bother making HMD’s that cannot benefit from enchants, or which benefit only a very small amount. So we’re not going to look at Belts, jewelry or trinkets.
Mail Armor Set
Chest: Haliscan Jacket: 90 Armor (Cloth), Unadorned Chain Vest: 53 Armor
Legs: Haliscan Pantaloons: 77 Armor, Black Tuxedo Pants: 54 Armor, Unadorned Chain Leggings: 47 Armor
Waist: Unadorned Chain Belt: 30 Armor
Bracer: Unadorned Chain Bracers: 23 Armor
Gloves: Unadorned Chain Gloves: 33 Armor
Feet: Unadorned Chain Boots: 37 Armor
Back: Linen Cloak: 12 Armor
No surprises here, again we have the Blood Elf starting zone’s vendor items. Warriors get better Rage if their armor is a somewhat slacking (at least they used to), and Paladins have plenty of self healing at their disposal, so I wouldn’t bother replacing HMD’s on either of them until you start to find superior dungeon drops or significant quest rewards.
I still get a little chuckle at the Haliscan Jacket/Pantaloons and Tuxedo Pants beat out even the best Mail options at level 1, so they’re listed here as well even though they’re cloth.
Enchant Chest – Exceptional Health: +150 Health [ilvl 35+]
Enchant Chest – Exceptional Stats: +6 All Stats [ilvl 35+]
Enchant Chest – Greater Stats: +4 All Stats
Enchant Chest – Stats: +3 All Stats
Enchant Chest – Major Health: +100 Health
The +150 Health enchant can only be placed on the Haliscan Jacket because it requires a minimum item level of 35 and the Haliscan is one of only two items you can wear at level 1 that meat that item level requirement. The other is an expensive gown purchased in Moonglade which is limited quantity and has a horribly long respawn time. To give you an example of how hard it is to find, I’ve been looking now for almost 5 weeks and I’ve never even seen it.
The best option for offense rather than survival is the +6 Stats which still gives you 60 Health, but also a fair amount of Attack and/or Spellpower. Like the +150 Health though, it toon can only be placed on the Haliscan Jacket.
The +4 Stats enchant is pretty hard to find and you’re going to pay a pretty copper for it if you buy it on the AH, so you may want to settle for the much easier to obtain +3 Stats. The +100 Health isn’t going to help you perform any better in combat, it’s just survivability, so it’s listed last.
Finally we come to a class that gets some real benefit out of that +9 Strength enchant. Unless you’re in dire need of more health, the Strength enchant is the way to go. If you need survivability then the Stamina is a very solid choice as well, and if by some freak occurrence you can’t find either of those, then the +1 Agility is better than nothing.
Enchant Gloves – Greater Strength: +7 Strength
Enchant Gloves – Superior Agility: +15 Agility
Enchant Gloves – Minor Haste: +10 Haste
Enchant Gloves – Greater Agility: +7 Agility
Enchant Gloves – Threat: +2% Threat on all attacks
I generally prefer the +15 Agility enchant for my gloves, but the Strength classes don’t get quite as much from Agility, so +7 Strength is a very solid option. Given that the two mail-wearing classes who’ll be using your HMD’s both benefit the most from strength, I’d say +7 Strength is the way to go here, or just reuse the +15 Agility Leather gloves you use on your other toons. I wouldn’t bother enchanting both a leather and mail piece with +15 Agility unless you’re just trying to burn through your enchanting mats.
Haste will give you a slight boost to your attacking speed, and will give a small benefit to your Rend damage (at least, I think bleeds benefit from Haste the same way DoT’s do – could be wrong), and the +7 Agility is a decent substitute if you can’t find the others.
I also listed the Threat enchant which I definitely recommend if you’re going to be a tank. From what I’ve seen so far in low level LFG, Warriors have the most drastic and most wide-spread threat issues of all the tanks. Is 2% going to fix the problem I’m seeing? I honestly don’t know, but I do know that when my Resto Shammy meets a Warrior tank I prepare to heal the entire group rather than just the tank.
I’m going to go ahead and list these here just for the sake of completion. I don’t use HMD pants because of the fact that these are the only enchants you can put on them. A little extra armor never hurt anybody, but it never really helps for your low level toons either. Not when we’re talking about 8-16 points of it, at least. If you want to use them, then here they are.
While I lean heavily on the Minor Speed enchant for my toons, I like that the Warrior’s Charge ability lets me sort of get by without it. You don’t get significantly more benefit from +7 Agility, but that one does at least have some direct impact on your combat performance.
If you’re going to try Fury then you’ll probably want to give that +5 Hit enchant a shot as dual wielding comes at the price of hit chance. The Stamina enchant is there if you need more health, of course. While health is a tank-related stat in general, I would actually suggest that for Warriors you shoot for better damage stats early on. But that’s my experience healing Warrior tanks talking, not my (lack of) experience playing one.
As I’ve mentioned in the other HMD posts so far, the Stealth enchant made a surprise leap of awesomeness in 4.0.3a by switching from a lackluster enchant to the best-in-slot cloak enchant for the majority of low level play. You want it more than the others and that’s really all there is to it.
The +3 Agility enchant is fairly even with the +70 Armor on my personal preference list though I’d probably choose Agility between the two for a Warrior.
DPS Warriors hit pretty hard right now and killing blows can lead to some nasty chained-Victory Rushes, so if you’re frequently dealing enough damage that you’re causing threat issues in your random dungeons then you may consider the -2% Threat enchant.