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Utolsó módosítás programmer, ekkor: 2014.06.27.
In this article, we list your Arms Warrior (WoW 4.3) core abilities and how they should be used together (rotation). We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that playing an Arms Warrior will face you with. The other articles of our Arms Warrior guide can be accessed from the table of contents on the left. 1. Basic Single Target Rotation↑top
When your target is below 20% health, simply replace Slam with Execute in the rotation. Note that there are many ways in which you can optimise this rotation. We advise you to read our section on the single-target rotation subtleties. 2. Basic Multiple Target Rotation↑topThis depends greatly on the amount of targets you are facing, how long they will be alive for and how much of your single target DPS you should sacrifice in favour of AoE DPS (based on the urgency with which these adds must die). When facing two enemies, you should:
When facing three enemies, you should:
When facing four or more enemies, you should:
3. Cooldown Usage↑topYou have two main DPS cooldowns: Deadly Calm and Recklessness. These two abilities should be used as often as possible. Keep in mind that using Deadly Calm triggers a 15 second cooldown on Recklessness, and using Recklessness triggers a 12 second cooldown on Deadly Calm, so they cannot be used together. Using Deadly Calm and Recklessness optimally is covered in a subsequent section. You have three additional cooldowns, the use of which is rather situational:
4. Stance↑topTraditionally, Battle Stance has been the default stance for the Arms specialisation. It is possible, however, to maximise your DPS by constantly switching between Battle Stance and Berserker Stance. More details are provided at the end of this article. 5. Mastering Your Arms Warrior↑topThe guidelines given above will enable you to play your Arms Warrior with good results. If you want to push things further and master your character, then we advise you to continue reading. 5.1. Rage GenerationWarriors use a resource called Rage (Feral Druid tanks are the only other class in the game to use it). For you to properly master your Warrior, you must understand how Rage works. The Rage bar has a maximum capacity of 100, and is empty by default. Rage decays at a rate of 1 per second when out of combat. In combat, Rage does not decay. Rage is generated through three sources: dealing damage (only white attacks), taking damage (all sources, except for fall damage) and through the use of certain talents and abilities. Dealing damage generates rage, depending on your base weapon speed. Rage is only generated from white attacks, so not from special abilities (yellow attacks). The formula for this is simple: 6.5 * the base weapon speed. The other factors which affect offensive rage generation are attack speed and chance to hit (only up to the point where you are guaranteed to hit, so 8% chance to hit). This is because the more you attack, the more times you will generate rage. For more details on white (normal) and yellow (special) attacks, and how they are influenced by Hit and Expertise Rating, you can check our guide on the mechanics of melee attacks. Rage is also generated through a variety of talents and abilities, as we will see in this article. Finally, taking damage generates rage. The amount of rage generated depends on your health pool and the amount of damage you take. If your healers are able to cope with it, it is possible to purposefully take extra damage in order to generate extra rage (such as standing in something harmful). Note, however, that you should be extremely careful while doing this, and that more often than not it is better to do less DPS than to put a strain on your healers. You should know that Arms Warriors are more likely to run out of global cooldowns to use their rage on than they are to run out of rage to use. For this reason, rage generated by taking damage is not of great concern to you. 5.2. Important Abilities and MechanicsArms Warriors have a vast number of abilities which can be useful to raids, including various buffs and debuffs which they can apply. Here, we will only discuss those abilities which play a part in your DPS priority.
In addition to these damaging abilities, Arms Warriors should also make use of the following cooldowns:
In the sections below, we will detail each of your important mechanics and ability interactions. 5.2.1. Colossus SmashColossus Smash should be used, primarily, for the debuff which it applies, and not for its damage. In the 6 seconds after using Colossus Smash, all of your abilities deal significantly more damage. You should also keep in mind that your Sudden Death talent provides you with a small chance to reset the cooldown on your Colossus Smash each time you perform an auto attack. Because this effect does not have an internal cooldown, you should use Colossus Smash as soon as possible, when it becomes available, to avoid wasting Sudden Death procs. Finally, you should always wait for the 6 second debuff to wear off before using Colossus Smash again (assuming its cooldown was reset shortly after using it), so that the debuffs applied by your subsequent Colossus Smashes do not overlap. Therefore, you should use Colossus Smash following these guidelines:
5.2.2. Overpower and Taste for BloodYour Overpower ability is normally only usable after one of your attacks is dodged. Fortunately, thanks to Taste for Blood, each time your Rend deals damage, your Overpower is enabled. Note that this effect cannot occur more often than once every 5 seconds (despite the fact that Rend deals damage more often than that). Also note that each Taste for Blood proc only enables a single use of Overpower. Therefore, when you use Overpower, the effect is consumed. The effect also fades after 9 seconds, even if you do not use Overpower. Essentially, this means that if you do not use Overpower within 5 seconds of a Taste for Blood proc, you are going to waste procs of this effect. Within the 5 second window, however, it makes very little difference when you use your Overpower. 5.2.3. Battle TranceBattle Trance grants your Mortal Strikes a 15% chance to cause your next ability that costs more than 5 rage be free of cost. Naturally, it is ideal to use this proc on an ability which costs a lot of rage. You should have a means to track this proc (through an add-on such as Power Auras) and you should aim to use this proc on a Heroic Strike, as this is your most expensive ability. Indeed, using it on Heroic Strike is ideal and should not be a problem, as it is off the global cooldown. 5.2.4. Execute and ExecutionerWhen your target's health drops below 20%, your Execute ability becomes usable. The damage dealt by this ability varies, in part, based on how much rage you have when you cast it. Execute has a base cost of 10 rage, but if you have additional rage when you use it, up to a total of 20 additional rage, this extra rage will be consumed, and your Execute will deal more damage depending on how much rage you had. As such, with low rage, it may cause less damage than other abilities, such as Overpower and Slam. Your gear level also affects the damage Execute does, relative to your other abilities. As a result, you should experiment and see when it is worth using Execute in favor of another ability. Each time you use Execute, you gain a stack of Executioner, a self-buff which increases your attack speed by 5% per stack, up to a total of 25%. When the target first reaches 20% health and Execute becomes available, you should NOT abandon your normal rotation in order to stack this to 5 stacks quickly. Instead, you should continue using Colossus Smash and Mortal Strike (and Overpower or Slam, if their damage surpasses that of Execute), while weaving in Executes. After this time, you should normally never be in danger of dropping the buff, as it lasts 9 seconds and Execute is a high priority move. Even so, you should pay close attention not to drop this buff. 5.3. Single Target Rotation SubtletiesAs we explained, at the beginning of this article, the rotation of an Arms Warrior must follow this priority list:
5.3.1. Colossus Smash and OverpowerA few mentions must be made on Colossus Smash and Overpower. When using Colossus Smash, you should use the 6-second window to cast as many damaging abilities as possible ( Overpower, Mortal Strike, Slam, and Heroic Strike). In particular, you should try to fit 2 Overpower in these 6 seconds. To do so, simply try to already have a proc of Taste for Blood before you cast Colossus Smash. After casting Colossus Smash, immediately use Overpower and hope for another proc of Taste for Blood before the 6 seconds are over. 5.3.2. Execute and OverpowerBelow 20% health, Execute takes the place of Slam as your filler ability. Because the damage dealt by Execute increases with the amount of rage you have, Overpower should only be used when you are very low on rage. In any other situation, you should prefer using Execute, as it will deal more damage, even if you have a proc of Taste for Blood. 5.4. More on Deadly Calm and Recklessness5.4.1. Deadly CalmDeadly Calm should be used as many times as possible during an encounter. Keep in mind that using Deadly Calm triggers a 15 second cooldown on Recklessness, and using Recklessness triggers a 12 second cooldown on Deadly Calm, so they cannot be used together. Use these guidelines, and follow your own experiences, in order to determine the best times to use Deadly Calm:
5.4.2. RecklessnessRecklessness should be used as many times as possible during an encounter (this will most often be twice). Try to time it so that you can use as many abilities in its duration as possible, including as many of them as possible while Colossus Smash is active. Keep in mind that Recklessness increases the damage you take by 20%, so do not use it during a time when you are taking heavy damage if you risk dying. 5.5. Stance Dancing5.5.1. IntroductionStance dancing is a term which refers to the practice of repeatedly switching between stances during combat. Stances are a Warrior-only mechanic. A stance is, essentially, a state in which the Warrior places him/herself, which offers some benefits and allows the use of certain abilities. Most Warrior abilities are conditioned by one or two stances. Switching between different stances causes the Warrior to lose all but 25 of the rage which they had at the time of the switch (the Tactical Mastery talent allows you to retain 75 rage, instead of 25). Stances are on a different global cooldown than other Warrior abilities, so switching stances does not interfere with the DPS rotation. Warriors have the following three stances:
5.5.2. Advantages and DisadvantagesTraditionally, the stance associated with the Arms specialisation has been Battle Stance. However, after countless changes, Battle Stance is only needed for Arms Warriors for the use of 4 abilities (and only one regularly used ability):
Being in Berserker Stance provides Arms Warriors with a 5% damage increase over Battle Stance, but comes at the price of having to switch to Battle Stance each time you want to use Overpower. For someone interested in optimising and maximising their character, stance dancing is required. There is some confusion among Warriors whether or not there is any real benefit to "stance dancing". In short, stance dancing will provide a minor, but noticeable (3-4%) DPS increase if done correctly. If done poorly, however, it will end up being a DPS loss compared to simply staying in Battle Stance at all times. Do not be mistaken, however. It is very possible to play an Arms Warrior extremely well, without ever leaving Battle Stance. While it may seem that switching stances will be a rather large DPS loss, with only 25 rage being retained for each switch, this is not so. Thanks to the Tactical Mastery talent, up to 75 rage is retained when switching stances. The easiest way to switch stances efficiently is to make use of macros for your most used abilities. We will provide you with some useful macros in the section below. Keep in mind that you can further customise these, to suit your own preferences. 5.5.3. Overpower and Stance DancingIn regards to using Taste for Blood procs, it is ideal to delay using Overpower until the end of the window (so, within 5 seconds of the proc), so that you can switch to Battle Stance and use two Overpowers in quick succession, after which you can spend 9 or so seconds in Berserker Stance. 5.5.4. Stance MacrosThe most efficient way to switch stances is to use macros. Your aim is to have all the abilities that require you to be in Battle Stance have a macro which first puts you in Battle Stance. To ensure that you do not linger needlessly in Battle Stance, you should have macros which put you in Berserker Stance attached to all of the other regularly used abilities. We propose the following macros:
There are a few important notes about the use of macros to switch stances:
The last case mentioned above, which only happens when switching to Battle Stance to cast a Battle Stance only ability, or to Berserker Stance to cast Whirlwind, has an unfortunate interaction with your latency. Using such macros, when your latency exceeds roughly 150 milliseconds, can stop being a DPS gain and, in some cases, may even be a DPS loss. In the case where stance dancing stops being a DPS gain to you, for reasons related to your latency, you should simply remain in Battle Stance. |