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
- Apply and maintain
Rend
- Use
Mortal Strike on cooldown.
- Use
Colossus Smash and fit damaging abilities in the 6 seconds window.
- Use
Overpower, only available after a
Taste for Blood proc.
- Use
Heroic Strike whenever
- you have a
Battle Trance proc or
- you are unable to avoid being at maximum rage.
- Use
Slam as a filler or to dump rage when
Heroic Strike is
on cooldown.
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↑top
This 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:
- Use
Sweeping Strikes and execute a single target rotation.
- If the enemies are still alive when Sweeping Strikes wears out, execute a
single target rotation (on the boss, or one of the adds), replacing
Heroic Strike with
Cleave.
When facing three enemies, you should:
- Apply
Rend and spread it with
Thunder Clap (through
Blood and Thunder).
- Use
Bladestorm (use
Recklessness before Bladestorm if the adds
need to die extremely quickly).
- After Bladestorm is over, use
Sweeping Strikes.
- Use Thunder Clap on cooldown and, after Sweeping Strikes has worn off,
execute a normal rotation (on the boss, or one of the adds), replacing
Heroic Strike with
Cleave.
When facing four or more enemies, you should:
- Apply
Rend and spread it with
Thunder Clap (through
Blood and Thunder).
- Use
Bladestorm (use
Recklessness before Bladestorm if the adds
adds need to die extremely quickly).
- After Bladestorm is over, use
Sweeping Strikes.
- Use Thunder Clap on cooldown, and modify your normal rotation as follows:
replace
Colossus Smash with
Whirlwind and replace
Heroic Strike with
Cleave.
3. Cooldown Usage↑top
You 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↑top
Traditionally,
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↑top
The 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 Generation
Warriors 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 Mechanics
Arms 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.
Mortal Strike: this is your most important ability. It deals a high
amount of damage, stacks your
Slaughter self-buff and
refreshes your
Rend on the target.
Rend: this is your main bleed effect. This not only deals
damage, but also regularly enables the use of
Overpower.
Overpower: deals a high amount of damage, has a high chance
to critically hit and has a very low rage cost.
Colossus Smash: deals a moderate amount of damage and debuffs the
target for the next 6 seconds, causing it to take greatly increased
damage from all your other abilities.
Slam: mostly a filler and rage-dump ability. It is important to
note that, while Slam is casting (it has a 0.5 second cast time), your swing
timer is suspended.
Heroic Strike: a high rage cost ability, the only real benefit of
which is that it allows further rage-dumping when you are at maximum rage
and Slam does not provide a sufficient dump.
Execute: extremely hard hitting ability, available only when the
target is under 20% health. Also stacks the
Executioner self-buff on
you.
Bladestorm: a powerful AoE ability.
Sweeping Strikes: allows you to mirror the damage dealt to your main
target onto a second, nearby target. It is free of rage cost with the
appropriate glyph.
Cleave: an alternative to Heroic Strike which hits 2 enemies (3 with
the glyph).
Thunder Clap: deals a small amount of damage to all enemies around
you. If
Blood and Thunder is talented, it also spreads Rend to them.
Whirlwind: deals small amount of damage to each enemy within 8 yards
of the Warrior. Useful against large groups of enemies.
In addition to these damaging abilities, Arms Warriors should also make use
of the following cooldowns:
Deadly Calm: makes all your abilities cost no rage while it is
active. During Deadly Calm, rage is generated in the same manner as when
Deadly Calm is not active, guaranteeing you to end up with 100 rage when the
Deadly Calm runs out.
Recklessness: increases your critical strike chance by 50%, but
also increases your damage taken by 20%.
Inner Rage: reduces the cooldown of your
Heroic Strike and
Cleave by 50% for 15 seconds.
In the sections below, we will detail each of your important mechanics
and ability interactions.
5.2.1. Colossus Smash
Colossus 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:
- Use as many abilities as possible in the time that the debuff is
active (for example:
Overpower x2,
Mortal Strike,
Slam and
Heroic Strike).
- Do not use Colossus Smash while the debuff from the previous Colossus
Smash is still active.
- Use Colossus Smash as soon as it is available (provided that the debuff
from the previous one has worn off). You can delay it for a few seconds
so that abilities like
Mortal Strike come off cooldown or you have a lot
of rage.
5.2.2. Overpower and Taste for Blood
Your
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 Trance
Battle 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 Executioner
When 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 Subtleties
As we explained, at the beginning of this article, the rotation
of an Arms Warrior must follow this priority list:
- Apply and maintain
Rend
- Use
Mortal Strike on cooldown.
- Use
Colossus Smash and fit damaging abilities in the 6 seconds window.
- Use
Overpower, only available after a
Taste for Blood proc.
- Use
Heroic Strike whenever
- you have a
Battle Trance proc or
- you are unable to avoid being at maximum rage.
- Use
Slam as a filler or to dump rage when
Heroic Strike is
on cooldown.
5.3.1. Colossus Smash and Overpower
A 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 Overpower
Below 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 Recklessness
5.4.1. Deadly Calm
Deadly 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. Recklessness
Recklessness 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 Dancing
5.5.1. Introduction
Stance 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 Disadvantages
Traditionally, 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):
Rend: once, at the start of the fight (because, normally,
Rend will be refreshed by
Mortal Strike);
Shattering Throw: once per fight, in most cases;
Thunder Clap: in heavy AoE situations or when wishing to spread
Rend to multiple targets;
Overpower: roughly every 5 seconds.
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 Dancing
In 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 Macros
The 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:
- Overpower:
- #showtooltip Overpower
- /cast Battle Stance
- /cast Overpower
- Rend:
- #showtooltip Rend
- /cast Battle Stance
- /cast Rend
- Thunder Clap:
- #showtooltip Thunder Clap
- /cast Battle Stance
- /cast Thunder Clap
- Shattering Throw:
- #showtooltip Shattering Throw
- /cast Battle Stance
- /cast Shattering Throw
- Mortal Strike:
- #showtooltip Mortal Strike
- /cast Berserker Stance
- /cast Mortal Strike
- Colossus Smash:
- #showtooltip Colossus Smash
- /cast Berserker Stance
- /cast Colossus Smash
- Slam:
- #showtooltip Slam
- /cast Berserker Stance
- /cast Slam
- Heroic Strike:
- #showtooltip Heroic Strike
- /cast Berserker Stance
- /cast Heroic Strike
- Cleave:
- #showtooltip Cleave
- /cast Berserker Stance
- /cast Cleave
- Execute:
- #showtooltip Execute
- /cast Berserker Stance
- /cast Execute
- Bladestorm
- #showtooltip Bladestorm
- /cast Berserker Stance
- /cast Bladestorm
- /cancelaura Bladestorm
- Whirlwind:
- #showtooltip Whirlwind
- /cast Berserker Stance
- /cast Whirlwind
There are a few important notes about the use of macros to switch
stances:
- Using a macro when you are already in the correct stance will
simply cast the ability (for instance, the Rend macro when you are already in
Battle Stance).
- Using a macro which can be used in both stances, when you are in the
wrong stance, will switch your stance and cast the ability from
the new stance (for instance, the Mortal Strike macro when you are in Battle
Stance).
- Using a macro which can only be used in one stance, when you are in the
wrong stance for instance, the Rend macro when you are in Berserker
Stance), will switch your stance but fail to cast the ability. A second use of
the macro is required for the ability to be the cast (from the new
stance).
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.