The Care and Feeding of Warriors: Arms 101, Page 2

Back in the day (in this case, back in the day was just before Naxx 40 came out) Arms as a DPS spec was, frankly, pretty simple. Not that you could actually get away with DPSing in Wrath, mind you, but it did look cool with Ashkandi didn't it? No, to DPS as arms, you did have to wear DPS gear which had the sometimes unfortunate consequence of making you look like you had giant insect butts on your shoulders. But the rotation itself back then was pretty simple. You hit everything you could with Mortal Strike and Whirlwind because you were DPSing in Berserker Stance anyway.
Those days? They're long since gone. They're as gone as that Ashkandi.
The current state of arms DPS involves a suite of abilities that in order to work properly requires you to be in Battle Stance. The tradeoff from losing 3% crit is 10% armor penetration and the ability to use overpower. With Taste for Blood, which we'll be talking about as we discuss arms talents, overpower becomes usable every 9 seconds with a 6 second internal cooldown. Since TfB requires Rend to deal damage to become active, you're basically putting rend on a target, using overpower, and then refreshing rend as it runs out for another overpower. You don't want to clip your rends if you can avoid it, since if you can keep it on for the full duration and then refresh the six second cooldown will expire and you'll get another overpower. After the TfB procced overpower, rend is your priority if it's about to fall off (again, you don't want to clip it) followed by Mortal Strike, which takes priority if rend is not about to fall off. After that, execute and slam in that order. Heroic Strike really only becomes an issue if you're above 75 rage (in my estimation) but should be used as a filler at that point.
Basically, always be doing something. Overpower if it's up, MS, execute, slam, just be using abilities and keeping your global cooldown active. Doing something is DPS. The reason this 'rotation' works (and I put that in quotes because I've stripped it down, there are situations where you'll use Bladestorm for example) is because the current arms tree includes talents that take baseline situational warrior abilities like overpower (normally useful when fighting someone who dodges a lot) or execute (useful when an enemy drops below 20% health) and makes them part of the standard suite of abilities via chance to proc, or 'light up' (called this because the abilities become lighter on the standard attack bar).6. Talents and Talent Specs
This is a pretty standard level 80 PvE arms spec that can also serve in PvP. Replace poleaxe specialization with whatever the best weapon available to you is. You could drop Second Wind (it's more of a PvP talent) for Improved Slam to move further away from PvP if you wanted to. Likewise, over in fury you could drop Blood Craze and Piercing Howl (both very useful for PvP and for heavy add or splash damage PvE fights) for Commanding Presence if your raid needs.
There's also a variant that goes 55 points in arms (taking Improved Heroic Strike), 8 in fury (just Armored to the Teeth and Cruelty) and picks up Incite in prot in order to rely on higher than normal Heroic Strike and Cleave critical hit chance. I don't recommend a 55/8/8 build for anyone who is reading an arms 101 guide since the gear and skill level required to get good DPS out of it probably means you'd find little reason to read it.
Arms talents in general are either aimed at enhancing the warrior's ability with a weapon via precision and mastery or aim to allow for more varied attacks. We'll look at the standouts now.
- Deflection: this is a must have tanking talent, but you'll probably take it for soloing and grinding and keep it for those off-tank emergency moments. You need at least five points to get to second tier arms talents, and Improved Rend only has two ranks to buy.
- Improved Rend: very valuable considering you'll be using rend every time it's up thanks to Taste for Blood.
- Improved Charge: with Juggernaut, if you PvP you'll want this, and even for PvE it's two points you don't have to waste on Imp HS.
- Iron Will: very nice for PvP, useful if you're expecting a lot of stuns or charms otherwise. Gets you further down the tree.
- Tactical Mastery: not a talent anyone likes, but you'll usually end up taking points in it. Useful when you need to switch to defensive and slap on a shield for a panic shield wall.
- Impale: 20% more damage from all your critical strikes. Yes, please.
- Deep Wounds: a staple of any DPS warrior's rotation, it becomes even more valuable to an arms warrior thanks to bleed specific abilities like Trauma and Blood Frenzy.
- Improved Overpower: basically with this ability you should basically have 100% chance to critically hit with an overpower when raid buffed, and easily 75% chance otherwise. Since you'll be using overpower as a staple of your DPS, there's no reason you'd skip this.
- Two-Handed Weapon Specialization. Kind of a no brainer here.
- Taste for Blood: lashes rend and overpower together, when it debuted last year warriors everywhere said 'what, I'm going to want to use rend a lot?" - thankfully rend also got a nice buff and is worth using. This is a must have for modern arms.
- The various weapon specializations: whichever one you pick depends on what your best available weapon is. My personal feeling is, if you can get an axe or polearm with a 3.6 or slower speed, do. But if not, a sword or mace that's clearly superior to what you're using now shouldn't be passed up on.
- Weapon Mastery: a flat 2% chance to avoid being dodged, this ability is another reason why you don't need to worry as much about expertise as an arms warrior. This talent is equivalent to 8 expertise at level 80.
- Trauma: if you crit, your bleeds (rend and deep wounds) do up to 30% more damage. There's really no down side, since you're going to stack bleeds anyway.
- Second Wind: really great for PvP, it's also useful for PvE fights with a stun or root mechanic.
- Sweeping Strikes: you need it to get MS anyway, and it's pretty solid for any AoE situation.
- Mortal Strike: the original 31 point talent that defined the tree right up to the end of Burning Crusade, this is still a must have instant with a great debuff for PvP and solid damage for both PvP and PvE.
- Strength of Arms: 4% more strength for DPS and stamina for living, plus another 4 expertise (putting you up to the equivalent of 12 expertise out of a 26 expertise dodge cap) which helps devalue exp on gear even more.
- Juggernaut: charge in combat, good for any situation really. It unfortunately increases charge's cooldown, but also adds 25% crit for MS or slam after a charge. You're gonna take it, so don't pretend otherwise.
- Improved Mortal Strike: more MS damage and a lower cooldown. Another 'yes please' ability.
- Unrelenting Assault: the revenge benefit is there for when you're offtanking (part of Blizzard's attempt to get arms warriors to tank five mans) but the benefit in terms of a shorter cooldown for overpower, more damage, and a reverse mortal strike that lowers spell power makes it hot for both PvP and PvE.
- Sudden Death: making execute a part of an arms warrior's DPS rotation. Much more random than overpower, but still good enough to spend the points.
- Endless Rage: 1 talent point, 25% more rage generation from damage you deal. Yes another 'yes please'.
- Blood Frenzy: makes you hit faster and gives your raid more damage on any target you put a bleed on.
- Wrecking Crew: a better enrage than enrage, basically, depending not on you taking damage but instead dealing it.
- Bladestorm: a candidate for 'most iconic PvP warrior ability' possibly displacing even the mighty mortal strike. It's solid damage when it's up (especially on big AoE pulls) and can help an arms warrior avoid all sorts of status conditions that would prevent him or her from acting. However, you really want to be sure your tank has aggro locked down before you pop this. If you know there won't be any big AoE pulls during a fight, just use Bladestorm on cooldown.
The glyphs of Bladestorm, Mortal Strike and Sweeping Strikes are probably your best (or at least safest) bets. For minors, charge is a pretty popular one due to juggernaut, while command and/or battle are good for group utility and bloodrage will get you more rage without costing you health. As for gemming, it's not that different from fury, you'll probably gem for strength until you're very close to a cap and then switch over until you make either that soft or hard cap depending on what your target is.
Again, your meta gem will probably be the Chaotic Skyflare Diamond, with a Nightmare's Tear and one of the purple or green gems with stamina and a desirable stat (again, most likely ArP or crit) to make the meta's requirements. You may prefer the Relentless Earthsiege Diamond if you find its meta requirements easier (one Nightmare's Tear will satisfy it, in fact, leaving you free to stack whatever stat you prefer).
Next week, the long promised Warrior Enchant/Gem/Glyph 101 guide which will go over all of this in more detail, of course.






Reader Comments (Page 1 of 3)
Krabork Feb 12th 2010 2:25PM
Can we get a little better explanation of what "not clipping rends" means? Does that mean let it fall off and immediately refresh (as suggested by "keep it on for the full duration")? Because the part that says "rend is your priority if it's about to fall off" suggests we should not let rend drop off the target.
Sqtsquish Feb 12th 2010 2:51PM
From what I have seen not clipping rend means wait for the overpower immediately following rend, knock that out and then immediately reapply rend- so that there is no chance the procs will overlap- but I may have confused the proc mechanics
PsyWulf Feb 12th 2010 3:11PM
Rend damage ticks at intervals,tfb also procs on those damage intervals so the reason to not clip ( refresh before the last tick ) is to get both to do their maximum damage
Another reason is if a AP proc was active during the ticking rend,and you refresh with a lower AP value for instance,you'll get " stronger spell active " errors - wasting gcds
spamofchaz Feb 12th 2010 3:37PM
'Not clipping' means don't renew an over time effect like rend (or moonfire for druids, corruption for warlocks, etc.) before the prior cast has run it's full course.
In the case of Rend, it ticks for 15 seconds so to get the must DPS for your rage buck, you'll want to let it tick for that full 15 seconds before refreshing it. If you hit rend every 5 seconds, for example, you're losing 2/3 of its impact (i.e. DPS) each time.
With that said, while you would ideally refresh rend right as the 15 second timer expires (so it's never clipped and also never off), that's rarely possible in a fight where you're watching several cooldowns, moving, tracking aggro etc. So you'll have to compromise a bit and refresh rend a second or two early/late.
Wraithanne Feb 12th 2010 2:36PM
The link to that talent build seems a bit broken to me, as in nothing's showing up. Anyone else see this?
Wraithanne Feb 12th 2010 2:38PM
Nevermind. It appears AdBlock Plus was working overtime on that page.
Wraithanne Feb 12th 2010 2:51PM
I wasn't really planning on dual-speccing my Warrior. Had planned to stay pure tank but looking at this I may have to give Arms a try. I'm terrible at Fury, maybe I can do better as Arms.
Sqtsquish Feb 12th 2010 2:54PM
I LOVE my arms warrior- it is easier to gear without having to have 2 OMG KILLER WEAPONS, and in addition to raid utility and a moderate dps it is actually fun for me to play since at any time I may have to change what my next intended ability will be. To me it really does feel like I am really looking for an opponent's openings where others may see none.
Draul Feb 12th 2010 2:55PM
I have to disagree with the Bladestorm and Sweeping Strikes Glyphs. You would be way better off in DPS with Glyph of Rending (extends the duration of Rend by 6 secs, 2 More Overpower per Rend ticks = Way Higher DPS) and the Glyph of Execute (Executes deals damage as if you had 10 more Rage).
PsyWulf Feb 12th 2010 3:15PM
This.
Rend Execute and MS are your kickers for a fact,sweeping strikes glyph is pretty meh situationally. Update the article to reflect the facts ;)
PreciousRoy Feb 12th 2010 3:21PM
I came here to say the exact same thing. With the arms 'rotation' every GCD must be used and Glyph of Rending saves that GCD for another MS, Execute, etc. Glyph of Execute is also better because you are using it in every fight unlike Bladestorm.
ttvp Feb 12th 2010 3:41PM
I was going to reply saying the exact same thing about their glyph selections. I went to go research all the glyphs and look at what I had equipped personally before forming a counter argument, but this sums it up very nicely. Glyph of Bladestorm is pretty underwhelming to me, as well as sweeping strikes and I'm disappointed to see them presented in the article with no other comparisons to other glyphs. Seems like the author just went "Hmmm what abilities do arms warriors have exclusively? sweeping strikes, mortal strike, and bladestorm. Of course! they must have those glyphs!"
You are welcome to have your own glyph preference (I myself really appreciated the glyph of overpower for a good while for all those extra overpowers when I'm questing or leveling), but at least provide alternatives in the article rather than presenting those three as the be-all-end-all glyphs. Execute and Rending were pretty standout for their utility in my opinion. I've played an Arms warrior exclusively since I first picked up the game in 2004, only switching to protection lately with the advent of dual-specializations.
Aedilhild Feb 12th 2010 4:24PM
Glyph choice offers some flexibility based on the content you play — you may mostly run heroics on your warrior; or like mine, the character is an alt whose primary spec is protection (and therefore usually raids as a tank).
In that case, few heroic bosses — let alone trash — last longer than 45 seconds, so Glyph of Rending is of less value. Likewise, Glyph of Sweeping Strikes benefits a class with limited AoE abilities by removing the rage-cost speed bump.
For the dedicated raider, however, Rending/Mortal Strike/Execution is a good way to go.
Generally, because it needs to be said — I absolutely love arms.
Sqtsquish Feb 12th 2010 6:40PM
well EJ lists bladestorm glyph for the optimal set-up so argue as you like but I take a peer-reviewed site or a paid employee's opinions over some random poster.
Draul Feb 12th 2010 11:27PM
Sqtquish, I'm not saying anything about Optimal set-ups. Different situations call for different solutions as an above poster replied. Those glyphs for Bladestorm and Sweeping Strikes improve DPS on multiple targets which is fine in situations where there are multiple mobs you are facing. That would be good for leveling up and doing dungeons. However, for single target, I would much rather prefer to have glyphs that aid my core abilities (Rend, Execute, and MS). I am not arguing with EJ or anything just stating what I have read on multiple sites and forums that I have tried out and seen an improvement in my DPS.
njs132 Feb 17th 2010 12:15PM
If you're using the incite (55/8/8) build with 4pT9, the glyph of heroic strike or cleaving may be better than the glyph of execute. If you're using the 54/17 build and grabbing the improved execute in the fury tree (like me), then the execute glyph is definitely better. Bladestorm and sweeping strikes would be nice in many AOE situations, but I don't really like carrying around a ton of glyphs to change depending on the fight, as I don't have a pocket scribe.
Fairlane Feb 12th 2010 2:58PM
I've been thinking about starting a Tauren Warrior. This clinched it. Thanks!
Miloh Feb 12th 2010 3:40PM
You should advertise this as a "leveling" guide. Your spec/talent/glyph recommendations are a far cry from what any raiding Arms Warrior should be using--be it at a Naxx or ICC level.
-Improved Slam is an ESSENTIAL talent for dps. Yes, even leveling. It provides a damage ability when nothing else has procced or is on cooldown.
-As noted in above comments Rend Glyph is superior Sweeping Strikes Glyph. Be it for PvE or PvP.
-You stated: "Tactical Mastery: not a talent anyone likes, but you'll usually end up taking points in it. Useful when you need to switch to defensive and slap on a shield for a panic shield wall."
Shield Wall does not take any rage to use. However, Tactical Mastery is a good talent for swapping to Berzerker Stance to Intercept a target or Pummel a spell cast.
TLDR: Have someone who actually plays as Arms review your article before posting.
ttvp Feb 12th 2010 3:52PM
I would also like to second this post as hard as I possibly can.
Talents and whatnot are of course open for personal preference, but when you link to something like that and claim it's for pve but can also be used for pvp, I have to wonder how long it took you to decide those talents. What you have there (short of improved hamstring) is pretty much dedicated to pvp. Why you would choose Iron Will over stance mastery is beyond me, and going that deep into fury without improved execute? I just don't know man. Those three points in deflection would be much better served in improved heroic strike, for the times when you need to bleed out some rage. Blood Craze might work in pvp but how often do you find yourself being crit in a dungeon as dps (and surviving, for that matter)? 6% health isn't going to help a whole lot. Again, personal preferences are always debatable, but you might want to make up two specializations, one for arms pve and one for arms pvp, because you don't seem entirely clear on how to work with both in one.
Josh Warner Feb 12th 2010 8:01PM
Absolutely agree with the above comments, and would like to add a few more required changes. Your talent selections need to move all the points in Deflection over to Imp. Heroic Strike (when you do HS, you really don't want to lose any more rage than absolutely necessary and Deflection doesn't do anything useful) and all of the points you spent in the 3rd tier of Fury over to Commanding Presence.
If there isn't a ret pally with imp might, Commanding Presence is a very large DPS upgrade through increasing the AP granted by Battle Shout. If there is, no good warr tanks are taking full (really any) ranks of the talent and very few Fury warrs are - so you can give the entire party increased survivability with Commanding Shout.
Arms PvE is largely incompatible with Arms PvP from a talent perspective. Don't try to do both with one build; you'll suck in both roles.