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Arms Warrior PvE Guide--Cataclysm

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Arms Warrior PvE Guide--Cataclysm
Thread: Arms Warrior PvE Guide--Cataclysm
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2010-12-23 04:33 AM

Loto Bordeaux Arms Warrior PvE Guide--Cataclysm


Blademaster
Join Date Dec 2010Location Arms Warrior PvE Guide--Cataclysm
Indiana; USAPosts 27
Table of Contents:

I. Introduction to the Arms Warrior Specialization


Ia. Why Choose the Arms Warrior Specialization?
II. Proper Stat Prioritization and Character Construction
IIa. Optimal Gear Enchantments
IIb. Ideal Gemming
IIc. Professions and Benefits
IId. Race and its Relevance to Arms PvE
III. Talents and Glyphs
IIIa. Talents and their Relation to Arms PvE
IIIb. Viable and Suggested Arms Specializations
IIIc. Viable and Suggested Arms Glyphing
IV. Priority Rotations
IVa. Correlation of Warrior Abilities to the Arms Rotation
IVb. Single Target Rotation (100%-21%)
IVc. Execution Rotation (20%-0%)
IVd. Multi-Target AoE Rotation
IVe. Cooldowns and their Relation to Rotation
IVf. Importance of Arms Warrior Utility
V. Introduction to Arms Warrior Keybindings and Macros
Va. Importance of Keybindings and Macros
Vb. Suggested Keybindings
Vc. Arms Macros Synonymous to Dps
Vd. Arms Macros Synonymous to Utility and Survivability
VI. Constructing Your User Interface
VIa. Importance of a Clean and Organized User Interface
VIb. How to Install Addons
VIc. Recommended Addons Pertaining to Arms PvE Dps
VId. Recommended Addons Pertaining to Organization
VII. Personal Recommendations

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Arms Warrior PvE Guide--Cataclysm

I. Introduction to the Arms Warrior Specialization

*This guide will be updated as new information arises related exclusively to Arms Warrior PvE.*

Ia. Why Choose the Arms Warrior Specialization?

Considered one of the most iconic classes in not just World of Warcraft, but virtually any RPG game, you have the
behemoth that is the warrior; more specifically, what typically comes to mind is a knight-like character yielding 1-2
weapons and a shield that physically ravages the battlefield and can stand toe-to-toe with any foe that comes its
way. With the release of World of Warcraft: Cataclysm, Arms Warriors are now much more of a viable PvE Dps
spec then it has been in years. In contrast to the Fury Warrior who has more of a preset rotation, the Arms
Warrior's rotation is a priority based system that constantly fluctuates based upon inconsistant procs and abilities
that pop up randomly throughout the rotation: making the Arms Warrior's method of Dps not only sporadic, but
highly engaging as well. Arms warriors are not just a pure damage dealer, but also superb suppliers of raid utility.
The Arms warrior is able to: buffer the raid with various shouts that can enhance their allies or hamper their
opponents, increase the raid's physical damage by a small margin, significantly increase all bleed damage dealt to
their target(s), sustain armor reduction abilities throughout an encounter, and finally can lock down an opponent
better than many classes in the game. With all these factors considered, there is nothing stopping this bladed
juggarnaut from ravaging anything in its wake and assisting those allies who rely on it the most.

II. Proper Stat Prioritization and Character Construction

*Below I shall list each stat that has a direct correlation towards the Arms Warrior's effectiveness, this includes the
hit/expertise cap with racials factored in and overall stat prioritization.*

Hit Cap: Hit Cap at level 85 for the Arms Warrior is currently 8%, which is equivilant to exactly 961 hit rating.
This would imply that exactly 1% hit at level 85 is equivilant to roughly 120.125 hit rating.

The Draenei racial Heroic Presence boosts the individual Draenei's hit rating by 1%, which makes the Draenei hit
cap 7%. This would imply that rather than 961 hit rating, the Draenei Arms Warrior hit cap is equivilant to roughly
840.875--rounded up to 841 hit rating.

Expertise Cap: Expertise cap at level 85 is still 26 rating, which equals around 792 expertise rating required for
cap. This would imply that exactly 1% expertise at level 85 is equivilant to roughly 30.462 expertise rating.

*The Human/Dwarf Racial, with each races' respective weapon equipped to activate the specialization, is 3
expertise rating. This would imply that rather than 792 expertise rating, the Human/Dwarf Arms Warrior expertise
cap is equivilant to roughly 700.626--rounded up to 701 expertise rating.*

*The Orc Racial, with a two-handed axe equipped to activate the specialization, is 3 expertise rating. This would
imply that rather than 792 expertise rating, the Orc Arms Warrior expertise cap is equivilant to roughly 700.626--
rounded up to 701 expertise rating.*

Strength: In comparison to the other stats, there is not much to discuss pertaining to strength. It is the warrior's
primary stat, wearing plate gear increases strength by an additional 5%, and finally it is on virtually every piece of
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gear warrior's desire. Anywhere that you can grab strength, you want to, pertaining towards the actual stats on the
gear.

With gems however, you must factor in hit/expertise cap. Generally speaking, most sockets you will encounter will
have a bonus of strength, red sockets will of course want pure strength gems. The only viable Dps option for blue
gems is strength/hit, which if you're hit capped, is generally worthless. Unless the bonus on that armor piece is so
amazing that you must resocket a few gems to balance your hit cap as close as you can towards the exact 8%
(since any additional hit rating on your gear beyond the cap is wasted), you'll at later stages possibly override the
socket for pure strength gems. Finally yellow sockets, you always stick with the rule that if the socket bonus is
worthwhile, gem for it (gems would be strength+crit/mastery).

Critical Rating: What can be said about crit. It is definatly one of our priority stats, simply because virtually every
'attack' we use can crit. We not only have the Deep Wounds talent adding an additional DoT on our target(s) but
also Impale following that talent to further increase our primary abilities critical strike damage bonus by an
additional 20%. Not to mention the several talents in addition to those previous two that further buff our critical
rating. Taste for Blood increases the critical chance of Overpower by 60% (effectively making the softcap for
critical rating as a warrior 40%), Wrecking Crew that increases our damage by 10% after recieving a Mortal Strike
critical hit, Juggernaut that increases both Slam's/Mortal Strike's critical chance by 25% after a charge, Cruelty
buffing Mortal Strikes Critical Hit Chance by an another 10%, and finally Incite that increases Heroic Strikes critical
chance by 15% and if it manages to get a critical strike--its will have another guaranteed second critical strike!
Needless to say, Arms Warriors are extremely reliant on crits for overall damage since every other talent
contributes to buffering that stat further. After obtaining hit/expertise cap crit is your next priority, however do not
allow crit to greatly outscale your next priority stat: mastery, since mastery is roughly equivilant in damage
increase as crit.

Mastery Rating: Although critical strike rating is an important attribute, mastery does not fall far behind in terms
of stat preference. With each single point gained towards mastery, you gain an additional 2% chance to activate
Strikes of Opportunity (SoO) which triggers a second instantaneous melee strike dealing 100% normal white
damage. Nice bonus of this additional swing is that it can also crit! That means with additional white hits being
dealt, there then can by a higher proc rate of Sudden Death thus a higher up time of Colossus Smash (meaning a
significant Dps increase). For these two reasons alone it is essential that both critical and mastery rating remain
relatively close in standing.

Haste Rating: In contrast to Fury Warriors, Arms Warriors do not scale well (if nearly at all) based on haste and is
more or less an empty stat. Our white damage count is such a small overall percentage of our damage that haste
does nearly nothing in terms of weapon hit damage. Without divulging into math calculations that most readers will
find irrelevant, I will simply state that the amount of haste that would be required to be any noticible Dps increase
is so unrealistically high that it would then in fact be a Dps loss due to the amount other higher priority stats would
have to suffer at its expense. In addition, our filler move Slam does not scale noticably with haste and our rage
generation as Arms is inferior due to the amount of tools we possess to control/manage/conserve our rage that
haste does nearly nothing for increasing rage generation (especially when you factor in rage normalization that
occured during this expansion). In lamest terms, anything with haste on it you do not want for it is a Dps waste/
loss. If it is however an armor piece is a significant upgrade and you take it, reforge the haste away to critical or
mastery rating...whichever is more needed at the time.

*Although at this current time Arms Warriors cannot obtain a proper haste amount without losing Dps, this is not
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Arms Warrior PvE Guide--Cataclysm

to say that as gear levels increase haste will not warrent more useage on gear. It is also worth mentioning that
Blizzard has suggested the potential idea of allowing haste to affect Slam's cast time, to what extent however has
yet to be discussed.*

*Stat Prioritization:* Strength>8% Hit>26 Expertise>Critical Rating>or=Mastery>Haste (Never use


haste, reforge away unavoidable haste)

IIa. Optimal Gear Enchantments

Helm: Arcanum of the Wildhammer/Arcanum of the Dragonmaw (60 Strength and 35 Mastery Rating) Mats:
Revered with Wildhammer/Dragonmaw

Shoulder: Greater Inscription of Jagged Stone (50 Strength and 25 Critical Strike Rating) Mats: Exalted with
Therazane

Cloak: Enchant Cloak - Greater Critical Strike (65 Critical Strike Rating) Mats: 5 Maelstrom Crystal

Chest: Enchant Chest - Peerless Stats (20 All Stats) Mats: 3 Heavenly Shard, 3 Maelstrom Crystal

Bracer: Enchant Bracer - Greater Critical Strike (65 Critical Strike Rating) Mats: 15 Hypnotic Dust, 3 Celestial
Essence, 2 Heavenly Shard, 1 Maelstrom Crystal

Glove: Enchant Gloves - Mighty Strength (50 Strength) Mats: 4 Hypnotic Dust, 8 Celestial Essence, 2 Maelstrom
Crystal
*If Engineer Only, also add -- Tazik Shocker (4320-5280 Nature Damage, 2 Minute Cooldown) Mats: 2 Volatile
Earth, 2 Electrified Ether

Waist: Ebonsteel Belt Buckle (Extra Socket) Mats: 4 Volatile Earth, 4 Elementium Bar, 4 Pyrium Bar
*If Engineer Only, also add -- Nitro Boosts (Greatly Increase Your Run Speed for 5 Sec) Mats: 6 Volatile Blasting
Trigger, 6 Handful of Cobalt Bolts

Leggings: Dragonscale Leg Armor (190 Attack Power and 55 Critical Strike Rating) Mats: 20 Blackened
Dragonscale, 1 Pristine Hide

Boots: Enchant Boots - Lavawalker (35 Mastery Rating and Minor Speed Bonus) Mats: 10 Celestial Essence, 2
Heavenly Shard, 1 Maelstrom Crystal
OR Enchant Boots - Mastery (50 Mastery Rating) Mats: 10 Hypnotic Dust, 3 Celestial Essence

Rings: *If Enchanter Only, also add -- Enchant Ring - Strength (40 Strength) Mats: 1 Heavenly Shard

Weapon: Enchant Weapon - Landslide (1000 Attack Power) Mats: 6 Hypnotic Dust, 5 Celestial Essence, 5
Heavenly Shard, 5 Maelstrom Crystal

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Arms Warrior PvE Guide--Cataclysm
IIb. Ideal Gemming

*As long as you are within the normal threshold (using common sense), there is no right or wrong way to socket
provided that you are optimizing your stats based upon what you need. The following gems are the only gems you
should consider using based upon what you need to obtain the stats you require (All gems should have strength;
Then follow stat priorities: 8% Hit>26 Expertise>Critical Rating = Mastery Rating>>>>>Haste-Never Socket).

Fleet Shadowspirit Diamond, Requirements: At least two yellow gems (Meta: 54 Mastery Rating - Minor Run
Speed Increase)
Or Chaotic Shadowspirit Diamond, Requirements: More blue gems then red gems (Meta: 54 Critical Strike
Rating - 3% Increased Critical Damage)

Bold Inferno Ruby (Red: 40 Strength)

Inscribed Ember Topaz (Orange: 20 Strength-20 Crit) or Skillful Ember Topaz (Orange: 20 Strength-20
Mastery)

Etched Demonseye(Purple: 20 Strength-20 Hit Rating)

IIc. Professions and Benefits

*Below I shall list each profession and the benifits that the professions provide to the individual player as it
pertains to Arms PvE. Secondary Professions will not be listed due to the fact that, in my opinon, all Secondary
Professions should be leveled up in time to allow you to be entirely self-sufficient in providing yourself with certain
raid buffs/mats.*

Alchemy: Enables the passive ability Mixology which increases the effectiveness and duration of consumed elixers
and flasks. Alchemists are also able to consume Flask of Enhancement, a flask that increases Strength, Agility or
Intellect by 80 for one hour and is not consumed upon use.

Blacksmithing: Allows the use of Socket Gloves and Socket Bracer, enabling the use of two additional sockets
(one on each item). Totals in +80 stat points.

Enchanting: Allows the use of Enchant Ring - Strength, enabling you to enchant each ring with a 40 strength
enchant. Totals in +80 Strength points.

Engineering: In addition to being able to create 'bombs' that you can use on cooldown to enhance your damage,
engineers are able to create Tazik Shocker (secondary/stacking gloves enchant that shoots a nature spell dealing
4320-5280 base damage) and Nitro Boosts (secondary/stacking belt enchant which increases speed by 150% for 5
seconds).

Herbalism: Allows the use of max ranked Lifeblood at 525 skill, performing a slight HoT and increasing haste by
240 for 20 seconds.

Inscription: Inscriptionists are able to create Lionsmane Inscription, a shoulder enchant that increases strength
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by 130 and critical strike rating by 25.

Jewelcrafting: Allows the use of Three Bold Chimera's Eye gems in place of regular gems. Totals in +81 stat
points.

Leatherworking: Leatherworkers are able to apply Draconic Embossment - Strength to their bracers, increasing
their strength by 130.

Mining: Increases Stamina by 120 at 525 skill level (Toughness).

Skinning: Increases your Critical Strike Rating by 80 at 525 skill level (Master of Anatomy).

Tailoring: Tailors gain the ability to embroider their cloak with Swordguard Embroidery to occasionally increase
melee attack power by 1000 for 15 seconds.

IId. Race and its Relevance to Arms PvE

*Before analyzing each race, I have to state that: do not choose a race solely based upon a theoretical Dps
increase. If you do not enjoy the character model that you are forced to watch each time you sign into World of
Warcraft, you will become dissatisfied with that character in due time. While yes all damage increases do matter in
terms of progression, if it is at the expense of your enjoyment in a game then choosing said race is not worth the
cost. In summary, play what you enjoy, disregard the rest.*

Alliance Races:

Human: Every Man for Himself provides the same effect as a PvP trinket by removing an imparing effect once
every two minutes. There is a large amount of these effects in the PvE environment and by removing one
hampering status sooner would technically result in a Dps increase (or survivability increase). Lastly, Sword/Mace
Specialization increases your expertise rating by three if you have either two handed weapon equiped, thus
reducing your necessary expertise cap from 26 rating to 23 rating. This reduction could save you a potential gem/
enchant/armor piece with expertise gear that could then be applied to crit/mastery, which results in yet another
theoretical Dps increase.

Dwarf: Mace Specialization accomplishes the same effect as human's specialization racial by reducing the
expertise cap from 26 to 23 when wielding a two handed mace, which could allow you to allocate a stat towards
crit/mastery instead of expertise. Finally you could factor in the situational benifits of Stoneform which could
remove a critical bleed/poison, thus easing the fight for your group's healers.

Night Elf: There is the occasional benifit of nature damage reduction, but that is few and far between. The only
benifits of the night elf race is Wisp Spirit and Shadowmeld which reduces recovery time after a wipe with
enhanced speed at death and potentially saving you a repair bill, respectively.

Gnome: Beyond the situational benifit of increased arcane resistance, the only true benifit of gnomes for their
racials is escape artist. With the amount of movement imparing effects in PvE encounters, having an ability that
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can remove this affliction and allow you to be back on your target sooner is more or less a theoretical Dps

increase. *This is my personal preference of warrior race, almost exclusively due to aesthetics .*

Draenei: Yet another situational resistance for shadow school magic, but that is irrelevant in terms of Dps. You
have a self-healing ability in Gift of the Naaru which can ease the time of healers in your group/raid in these mana
conservative times; but the only true racial that affects Dps is heroic presence which reduces your hit cap from 8%
to now 7%. Instead of allocating stats towards hit you can now add additional stats to crit/mastery which is always
helpful.

Worgen: Worgen possess a direct bonus to crit chance (1%) which provides a direct Dps increase, although
minimal. The worgen also has an additional 'gap-closer' in the form of Darkflight and resistances provided by
Aberration; which makes worgen easily a top contender for Arms Dps based solely upon races.

Horde Races:

Orc: Axe Specialization effectively reduces the expertise cap from 26 rating to 23 rating, allowing you to sooner
place sub-stats towards crit/mastery rating. In addition, Blood Fury provides a minor increase to attack power that
very slightly boosts damage (1170 Attack Power) for a 15 second duration on a two minute cooldown timer.

Forsaken: All Forsaken abilities are entirely situational/theoretical in nature: a passive shadow resistance,
Cannibalize a fallen Ncp to ease time upon healers, and a means to remove the rare charm/sleep/fear effect from
Will of the Forsaken.

Tauren: Tauren is another race that only has situational abilities in the form of warstop and endurance which can
ease the time of healers as well as a situational nature resistance.

Troll: Berserking provides an increased attack speed by 20% for 10 seconds and Beast Slaying increases damage
dealt to all beast ncps by 5% which yields a direct Dps increase. Also, with Da Voodoo Shuffle reducing the
duration of movement imparing effects by 15%, you will be able to reduce the amount of time you are seperated
from a boss with such an ability and theoretically raise your Dps.

Blood Elf: The Blood Elf racials provides you with yet another interrupt effect and also increases resistances to all
magical sources of damage. The interupt effect also grants the user 15 rage upon use.

Goblin: Goblin racials are interesting in the fact that you have two on-use shared cooldown racials that on one
hand can act as yet another gap closer and on the other hand be used as an on call minor damage boost in the
form of hand rockets. Lastly, just in case you forgot something in your bank that you need immediate access to but
there are no engineers around, you can summon your own personal hobgoblin bank to your side for one minute on
a 30 minute cooldown. Finally, Goblin's overall attacking speed is increased by 1%; although miniscule, this one of
the few racials that constitutes a true dps increase outside the theoretical margin.

III. Talents and Glyphs

IIIa. Talents and their Relation to Arms PvE


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Arms Tier 1

War Academy. 3 Ranks. Increases the damage of Heroic Strike, Cleave, Victory Rush and Slam by 5/10/15%
This talent is the first talent in the Arms Warrior Talent Tree to be maxed out as it increases a few moves used
frequently/situationally in your rotation(s).

Field Dressing. 2 Ranks. Increases all healing recieved by 3/6%, and the effectiveness of your self-healing
abilities by an additional 10/20%.
It is debatable whether or not Blitz or Field Dressing should be taken as the second talent filled along with War
Academy. Generally it comes down to a talent that assists your healers and thus improving their mana efficiency
slightly, vs a situational multi-target stun/interupt and more importantly generating an additional 10 rage on each
charge which happens usually several times in each encounter with the amount of boss damage mechanics and
adds running around.

Blitz. 2 Ranks. Your charge generates 5/10 additional rage and an additional 1/2 nearby target(s).
It is debatable whether or not Blitz or Field Dressing should be taken as the second talent filled along with War
Academy. Generally it comes down to a talent that assists your healers and thus improving their mana efficiency
slightly, vs a situational multi-target stun/interupt and more importantly generating an additional 10 rage on each
charge which happens usually several times in each encounter with the amount of boss damage mechanics and
adds running around.

Arms Tier 2

Tactical Mastery. 2 Ranks. You retain up to an additional 25/50 rage when you change stances.
Although Stance-Dancing now has more uses to an extent then it has had in years, generally it is rather seldom
when it is actually benifical to your rotation to do so outside the Execute Phase 20%-0% (even at the Execute
Phase it is debatable whether or not it is worth it).

Second Wind. 2 Ranks. Whenever you are struck by a stun or immobilize effect you generate 10/20 rage and
2/5% of your total health over 10 seconds.
Although stuns and immobilize effects are common in the PvE environment, this talent is far too situational and
costly for the slight benifit it offers.

Deep Wounds. 3 Ranks. Your critical strikes cause the opponent to bleed, dealing 16/32/48% of your melee
weapon's average damage over 6 seconds.
The Arms Warrior's only additional DoT along with Rend, this is a pure increase in Dps and is required not only for
damage but also necessary to gain access to Impale (Tier 3, Arms Talent Tree).

Drums of War. 2 Ranks. Reduces the rage cost of your Shield Bash, Pummel, and any shouts which cost rage by
50/100%.
This is an optional talent that I would highly recommend using or at least looking into. Not only does this talent
allow you to have free use of: Shield Bash, Pummel, Battle Shout, Demoralizing Shout, etc; but when used in
conjunction with Booming Voice (Tier 2, Fury Talent Tree), your overall rotation is significantly smoothed out with
the guaranteed on-call rage generation.
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Arms Tier 3

Taste for Blood. 3 Ranks. Increases your Overpower critical chance by 20/40/60%. In addition, whenever your
Rend ability causes damage, you have a 33/66/100% chance of allowing the use of Overpower for 9 seconds. This
effect will not occur more than once every 5 seconds.
This is the ability that allows you to use Overpower as a priority move in your regular rotation. Overpower should
always follow a Mortal Strike for reasons explained later on in Section IV, not to mention this is the talent that
causes the Arms Warrior (soft)cap for Critical Strike to be 40% (40% base crit plus 60% crit chance to Overpower
equals Critical Strike Capped).

Sweeping Strikes. 1 Rank. Instant Cast. 30 Rage. 1 Minute Cooldown. Your melee attacks strike an additional
nearby opponent. Lasts 10 seconds.
Being another one of the Arms Warrior's pivital abilities due to being able to strike two enemies simutaniously with
all attacks, this ability is a must have. On a side note, I would not recommend using Sweeping Strikes in
conjunction with Bladestorm unless bursting down your two targets as quickly as possible (as in more important
than using Bladestorm as a powerful single target rotation filler/ability) or if you are clearing trash and your
cooldowns will both be active before you engage one of the main boss fights.

Impale. 2 Ranks. Increases the critical strike damage bonus of Mortal Strike, Slam and Overpower by 10/20%.
This talent is required as it enhances the critical damage bonus of three of the key abilities in your rotation, the
talent being maxed out and manditory goes without saying.

Improved Hamstring. 2 Ranks. When reapplying Hamstring, you immobilize the target for 5 seconds. This effect
cannot occur more than once every 60/30 seconds.
No viable use in PvE, except in highly situational conditions...but still not worth the investment.

Arms Tier 4

Improved Slam. 2 Ranks. Decreases the swing time of Slam by 0.5/1 second and increases its damage by
10/20%.
With Slam a majority of the time being your filler move in your rotation, reducing it's cooldown and boosting its
damage is a must. There are those that argue that Slam is not worthwhile or inferior to Heroic Strike but this is
simply not the case. Both have their own specific uses and merits in the Arms Warrior Priority Rotation and I will
further elaborate on this scenario later in the guide under Section IV.

Deadly Calm. 1 Rank. Instant Cast. 0 Rage. 2 Minute Cooldown. For the next 10 seconds, none of your abilities
cost rage, but you continue to generate rage. Cannot be used during Inner Rage.
This talent lets you perform your rotation for 10 seconds without having to be concerned about rage management,
and you also end its duration with a full rage bar! An amazing cooldown that should be used relatively early in your
encounters (which I will discuss later on in Section IV). A bit of advice however, before using this ability, burn off
all excess rage in the form of Heroic Strike to reduce your rage to as close to 0 as possible, as any rage you have
at the moment you activate Deadly Calm will be wasted.

Blood Frenzy. 2 Ranks. Your bleeds cause targets to take an extra 2/4% physical damage and 15/30% bleed
damage. In addition, your autoattacks have a 5/10% chance to generate 20 additional rage.
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The warrior raid utility talent, more or less. This talent allows you to supply your group/raid with +4% physical
damage and +30% bleed damage, in addition to further improving your rage management with the 10% proc
chance on generating 20 additional rage. Amazing talent and 100% manditory.

Arms Tier 5

Lambs to the Slaughter: 3 Ranks. After dealing a Mortal Strike, your next Execute, Overpower or Mortal Strike
will cause 10/20/30% more damage.
Another talent that buffs the powerful ability that is Mortal Strike. Each time Mortal Strike is used you further buff
your next Execute/Overpower/MS by 30%. During the 100%-21% phase, Overpower should always follow Mortal
Strike in these terms; and once the 20%-0% phase hits, Overpower takes a back seat in the priority in place of
Execute who now benefits the most from LttS's benefits. Yes, this is a manditory talent.

Juggernaut: 1 Rank. Your Charge ability is now useable while in combat, but the cooldown on Charge is increased
by 5 seconds. Following a Charge, your next Slam or Mortal Strike has an additional 25% chance to critically hit if
used within 10 seconds.
A self-explanitory talent but of course, very powerful and useful. Additional mobility during encounters and of
course potential increased burst makes this talent mandatory.

Sudden Death: 2 Ranks. Your melee hits have a 3/6% chance of resetting the cooldown of your Colossus Smash,
and you keep 5/10 rage after using Execute.
With Colossus Smash being one of your top priority moves and the ability to save 10 rage each time you use an
Execute during the final 20% of a boss' life, this talent is mandatory. However, I must warn that if you do get lucky
and your Colossus Smash resets before your first Colossus Smash has faded from the target, do not overwrite it.
Worst case scenario one white hit does not take into account the Colossus Smash debuff, and white damage is a
smaller percentage of your overall damage. Wait until the instant that Colossus Smash drops from the ncp then
reapply to insure maximum up-time on this debuff. The longer it is up, the more abilities you can use that will gain
the benifit of Colossus Smash (Overpower, Mortal Strike, Slam, etc).

Arms Tier 6

Wrecking Crew: 2 Ranks. Your Mortal Strike critical hits have a 50/100% chance to enrage you, increasing all
damage caused by 5/10% for 12 seconds.
Yet another move that buffs your already powerful Mortal Strike, this talent is mandatory.

Throwdown: 1 Rank. Instant Cast. 15 Rage. 45 Second Cooldown. Knocks the target to the ground and stuns it
for 5 seconds.
Only costing one talent point, this is a situational use ability that has the potential to save the day. Many ncps and
adds are able to be interrupted and at times stunned and adding yet another ability for the Arms Warrior to control
the ncp definatly has its uses. Choosing to spec into this talent is optional but generally recommended if your spec
is incorperating balanced/AoE talents.

Arms Tier 7

Bladestorm: 1 Rank. Instant Cast. 25 Rage. 1 Minute Cooldown. You become a whirling storm of destructive

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force, instantly striking all nearby targets for 150% weapon damage and continuing to perform a whirlwind attack
every 1 second for 6 seconds. While under the effects of Bladestorm, you do not feel pity or remorse or fear and
you cannot be stopped unless killed or disarmed, but you cannot perform any other abilities.
The Arms Warrior signature ability and powerful cooldown. Now that the Bladestorm effect has been hotfixed to
150% damage, this talent is entirely manditory as it is a pivital cooldown to be used during your rotation.

Fury Tier 1

Blood Craze: After taking any damage, you have a 10% chance to generate 1/2/3% of your total health over 6
seconds.
No viable use in PvE.

Battle Trance: 3 Ranks. Your Bloodthirst, Mortal Strike and Shield Slam hits have a 5/10/15% chance to make
your next special attack that costs more than 5 rage consume no rage.
Yet another ability that further improves the Mortal Strike attack that then activates the Battle Trace at a 15% proc
rate. I will further elaborate on what to do when the Battle Trance buff triggers in Section IV of the guide.

Cruelty: 2 Ranks. Increases the critical strike chance of Bloodthirst, Mortal Strike and Shield Slam by 5/10%
Another manditory talent that requires little explanation, increases the critical strike chance of your Mortal Strike
ability.

Fury Tier 2

Executioner: 2 Ranks. Your Execute hits have a 50/100% to improve your melee attack speed by 5% for 9
seconds. This effect stacks up to 5 times.
Generally for Tier 2 talents, the choice of what to spec into comes down to Executioner or Booming Voice. Although
increased Attack Speed/Haste is very unappealing for Arms Warriors, this is due to the fact that it would take such
a significant amount of haste to make that stat viable that it not only is unreachable, but would be a significant Dps
loss at the expense of Critical Strike Rating and Mastery Rating. This talent however is an exception to the rule. For
the investment of two talent points you gain a stacking buff that increases melee attack speed by 25% for 9
seconds after the use of 5 Executes (and of course refreshes with each Execute used at maxed stacks). For such a
small investment yielding that large of a speed increase, Executioner is a highly viable talent to use. Choosing
which to spec into falls specifically into preference only, but do max out one or the other regardless.

Booming Voice: 2 Ranks. Reduces the cooldown of your Battle Shout and Commanding Shout by 15/30 seconds
and causes those abilities to generate 5/10 additional rage.
Generally for Tier 2 talents, the choice of what to spec into comes down to Executioner or Booming Voice. The fact
to consider is that Execute is only useable at the last 20% of the boss encounter where as the additional rage
generation benefit of Battle/Commanding Shout is useable throughout the encounter and significantly smoothes
out your rotation. Choosing which to spec into falls specifically into preference only, but do max out one or the
other regardless.

Rude Interruption: 2 Ranks. Successfully interrupting a spell cast with Shield Bash or Pummel increases damage
by 5% for 15/30 seconds.
Although a situational talent, bear in mind that now that Pummel is now useable in Battle Stance, an Arms Warrior
is amazing for interupting caster adds that could plague the raid. Only one point spent in this talent is
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recommended at most however, since the odds are if the ncp is a spellcaster, it will cast more than one spell every

15 seconds meaning that your duration will constantly be refreshed.

Piercing Howl: 1 Rank. Instant Cast. 10 Rage. No Cooldown. Causes all enemies within 10 yards to be dazed,
reducing movement speed by 50% for 6 seconds.
Although an AoE slow might seem inticing for only one point, these are points you cannot afford to spend on such a
situational talent.

Protection Tier 1

Incite: 3 Ranks. Increases the critical strike chance of your Heroic Strike ability by 5/10/15%, and gives Heroic
Strike criticals a 33/66/100% chance to cause the next Heroic Strike to also be a critical strike. These guaranteed
criticals cannot re-trigger the Incite effect.
This is easily one of the most debatable talents for the Arms Warrior. Although Heroic Strike is the lowest priority
move in your rotation, it still gets enough use that this talent can be of value. Even with this talent however it does
not hold priority over Slam, and that is a very frequent misconception among Arms Warriors (further elaboration in
Section IV of the guide). Second aspect of this talent however has to be the most interesting, due to the Incite buff
triggering it slightly alters your rotation each time it procs. Although this talent is a technical single target Dps
increase, I recommend skipping this talent if you choose to build a balanced/AoE oriented Arms Spec. However if
both of your Specializations with be PvE oriented, I would suggest using the two builds I have listed in the next sub-
section (IIIb. Sub-Section).

Toughness: 3 Ranks. Increases the armor value from items by 3/7/10%.


No viable use in PvE.

Blood and Thunder: 2 Ranks. When you Thunder Clap a target affected by your Rend, you have a 50/100%
chance to affect every target with Rend.
This is one of my personal favorite talents and I highly recommend using this talent in your spec, if not at least
test/consider it. Although in a pure Single Target Specialization it has no place, for a balanced/AoE oriented spec
this talent becomes amazing. My general rule which I will discuss further about in Section IV is as followed: 1
Target = Normal Dps Rotation, 2 Targets = Normal Rotation with Sweeping Strikes and occasionally Bladestorm, 3
Targets = Sweeping Strikes, Bladestorm, and Cleave with the occasional Blood and Thunder chain, +4 Targets =
Bladestorm, Cleave and refresh Blood and Thunder chain each time it dissipates. This talent is an excellent addition
and a significant Dps increase in an environment where trash and many adds are prevailent.

IIIb. Viable and Suggested Arms Specializations

*Below I have listed the two specs I used for the new heroic/raiding content of Cataclysm. I must stress however
that your [and my] talent specialization(s) will adjust based upon both personal preference and more importantly
the encounter that your group is currently progressing on. I display these specs in their entirety for those Arms
Warriors who are truely uncertain of what would be a good starting/overall spec for both single target and AoE
situations. These specs are most certainly not "set-in-stone," as I respec at least a few times a week based upon
progression, and I do highly recommend adjusting these specs in the future to optimize yourself for each set raid
boss (see above sub-section for talents that are situational/adjustable vs required, if needed).*

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*In both specs, both the Prime and Minor Glyphs are identical; however, you can replace Glyph of Bladestorm with
Glyph of Slam in the Single Target Specialization however I generally would not recommend it due to Bladestorm
recently being hotfixed to 150% weapon damage from originally 100% weapon damage...thus making the ability
truely viable in the rotation once again. In the Major Glyphs however, there is one distinct difference: the AoE
Specialization contains Glyph of Cleaving where as the Single Target Specialization contains Glyph of Long Charge.
Since the Single Target Specialization is designed as its name implies, Glyph of Cleaving becomes invalid since it
would raise the targets damaged from two to three, you would then be better off using the AoE Specialization if
Glyph of Cleaving was necessary. Glyph of Long Charge is chosen for the reason that if an occasional add appears
in the raid or you are forced to run away from the boss due to a raid AoE mechanic, you will be able to quickly
switch back to the boss or the add and back at a moment's notice. The only other viable option I would consider is
Glyph of Heroic Throw (Your Heroic Throw now applies a stack of Sunder Armor), for those occasions where you
are forced to drop your stacks of Sunder Armor previously placed on the boss...and of course to immediatly apply a
Sunder Armor to the boss at the beginning of the encounter before you Charge. My personal preference is Glyph of
Long Charge however due to the increased mobility and for the simple fact that the sooner you can engage your
target, the more damage you will deal overall throughout the encounter.*

(Primary Specialization) Optimal Multiple Target PvE Arms Specialization: http://wowtal.com/#k=B3i-


0Cdk.a8t.warrior.odc-o

(Secondary Specialization) Optimal Single Target PvE Arms Specialization: http://wowtal.com/


#k=sYxjoKfw.a8t.warrior.oIP93

IIIc. Viable and Suggested Arms Glyphing

Prime Glyphs:

Mortal Strike: Increases the damage of Mortal Strike by 10%.


The glyph is very self-explanatory; Mortal Strike is one of the defining moves of the Arms talent tree and one of
your highest priority moves, so naturally increasing the damage dealt by this move is a good thing.

Overpower: Increases the damage of Overpower by 10%.


Glyph of Overpower increases yet another one of your main priority moves by 10%. With Overpower being already
one of your highest priority moves, high critical ratio, and 30% increased damage after each Lambs to the
Slaughter proc, using this glyph is also manditory along with Mortal Strike.

Bladestorm: Reduces the cooldown on Bladestorm by 15 seconds.


Now that Bladestorm has been hotfixed to its correct 150% additional damage count, Glyph of Bladestorm takes
the manditory slot as your third glyph in the AoE Specialization. For Single Target Specialization however, Glyph of
Bladestorm is roughly equivilant to Glyph of Slam at the earliest of stages in Arms gear. As you progress into later
raid content however, the additional damage backing Bladestorm lets it rapidly outweigh the benefits of 5%
additional crit from Slam. Then when you also factor in the frequent adds that plague most content, Glyph of
Bladestorm is without question the ideal third glyph for your Arms Spec.

Slam: Increases the critical strike chance of Slam by 5%.


Considering Slam is your most viable filler move between Overpower/Mortal Strike useage and DoT mantainence
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(Rend/CS), 5% additional critical chance on this move is very appealing and the ability is used frequently enough
to be a viable and noticable Dps increase. However now that Bladestorm has been hotfixed to 150% and retakes
its position in rotation between Overpower cooldowns (with enough time left on Rend/CS), the glyph very quickly
becomes inferior to Glyph of Bladestorm by the time you are geared enough for raid content.

Major Glyphs:

Cleaving: Increases the number of targets your Cleave hits by 1.


This Major glyph really requires no explaination. If you are using the balanced/AoE Specialization or something
similar, this is a glyph you will want to have without question. If your spec is designed exclusively for Single Target
Dps however, this glyph is best replaced by Glyph of Long Charge or Glyph of Heroic Throw.

Colossus Smash: Your Colossus Smash refreshes the duration of Sunder Armor stacks on the target.
Whether or not you are the Sunder-Supplier of your raid, this is overall an excellent glyph to have. Factoring in
Colossus Smash is consistantly your second priority move on all rotations, an additional useful effect added to your
main ability naturally is an excellent addition. Plus, if you are the Sunder-Supplier of your raid, not having to use
Sunder Armor each time the stacks need to be refreshed is naturally a Dps increase.

Sweeping Strikes: Reduces the rage cost of your Sweeping Strikes ability by 100%.
This is the only Major Glyph that I can say is 100% required regardless of your warrior spec. Having to use no rage
what so ever to activate one of your primary cooldowns is an obvious Dps increase when your rage can be better
spent elsewhere. Also, what warrior wouldn't love to see two Overpowers strike simutaniously?

Long Charge: Increases the range of your Charge ability by 5 yards.


Glyph of Long Charge adds yet another 5 yards to your primary gap closer. Of course this means that you are now
able to engage the boss/add/ncp sooner then you could otherwise, but also it further increases your mobility from
add to the boss and back (thus also increasing your Dps, the sooner you can engage each target the sooner you
can begin your rotation).

Heroic Throw: Your Heroic Throw now applies a stack of Sunder Armor.
This glyph definatly has enough worth to be mentioned as a viable option for set up. Heroic Throw is a
recommended ability to use before engaging the encounter plus as an ability to use when you have to move out of
melee range of the boss during certain raid mechanics. Not only does this glyph allow you to immediatly apply a
stack of Sunder Armor at the beginning of the encounter, but if by chance you have to remain away from the boss
for a long enough duration where your stacks of Sunder Armor would drop off...this is the perfect glyph to use for
the use of refreshing such stacks and saving you the GCD's that would have been spent otherwise! Also, this glyph
has an obvious benefit if you are by chance the only warrior in the raid or are the warrior designated as the Sunder-
Supplier...the more GCD's oriented towards pure Dps the better, right?

Minor Glyphs:

Berserker Rage: Berserker Rage generates 5 rage when used.


Glyph of Berkser Rage simply adds an additional minor on call rage increase just to assist in further smoothing out
your rotation. I recommend picking up this glyph.

Battle: Increases the duration by 2 minutes and area of effect by 50% of your Battle Shout.
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Not only is this our main buffer move, but when combined with such talents such as Drums of War and Booming
Voice, Battle Shout is also a valuable asset in providing assisted rage management during your rotation. In most
encounters, you will need to refresh this ability and might need the on call rage boost to help as well, this glyph
comes highly recommended as a second Minor glyph.

Demoralizing Shout: Increases the duration by 15 seconds and area of effect by 50% of your Demoralizing Shout.
Demoralizing Shout is a valuable asset to any raid with the amount of damage reduction it applies to any ncp your
tank(s) faces. If there is already not someone providing this debuff for your raid, take this glyph and provide it
yourself. Raid performance/efficiency matters much more than a few extra weapon swings, especially considering
this ability can easily be worked into the Arms' rotation in place of Slam/Sunder.

Enduring Victory: Increases the window of opportunity in which you can use Victory Rush by 5 seconds.
This glyph is only worth picking up for two reasons: A) it can potentially easy the time healers have capping your
health off between each ncp and B) If there is already a group/raid member supplying the Demoralizing Shout
debuff, this is the next best option.

Command: Increases the duration by 2 minutes and area of effect by 50% of your Battle Shout.
Commanding Shout is one of those abilities that is nice to have but not nearly as pivital as say Battle Shout. Take
this glyph if someone else is already supplying battle shout but beyond that, there is no use for this glyph.

IV. Priority Rotations

*There are three rotations that the Arms Warrior must adhere to while dealing optimum damage throughout any
PvE encounter, being: Single-Target, Execution and AoE. There is no true set in stone method of dealing damage,
since the Arms rotation is entirely a priority system. The damage dealing system is further complicated by several
procs that occur at both set and random moments, making the Arms rotation both a high skill cap class and highly
engaging, nonmonotinous class specialization.*

IVa. Correlation of Warrior Abilities to the Arms Warrior Rotation

*Before getting into the actual Arms rotation, lets first take a look at all the abilities that make the Arms Warrior
what it is today. This section will purely show each ability used frequently enough in your rotation to earn a
mention. This does not include true-cooldown abilities, those shall be shown/discussed in Sub-Section IVe of the
guide.*

Mortal Strike: A vicious strike that deals 150% weapon damage plus 423 and wounds the target, reducing the
effectiveness of any healing received by 10% for 10 sec.

Colossus Smash: Smashes a target for 150% weapon damage plus 120 and weakens their defenses, allowing
your attacks to entirely bypass their armor for 6 sec.

Overpower: Instantly overpower the enemy, causing 125% weapon damage. Only useable after the target
dodges. The Overpower cannot be blocked, dodged or parried.

Execute: Attempt to finish off a wounded foe, causing (10 + AP * 0.437 * 100 / 100) physical damage and
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consumes up to 20 additional rage to deal up to ($ap * 0.874 * 100 / 100 - 1) additional damage. Only usable on
enemies that have less than 20% health

Rend: Wounds the target causing them to bleed for 525 damage plus an additional (0.25 * 6 * ((MWB + mwb) / 2
+ AP / 14 * MWS)) (based on weapon damage) over 15 sec.

Slam: Slams the opponent, causing 125% weapon damage plus (430 * 125 / 100).

Heroic Strike: An attack that instantly deals (8 + $ap * 75 / 100) physical damage. A good attack for moments of
excess rage

Heroic Throw: Throws your weapon at the enemy causing 12 damage (based on attack power). This ability
causes high threat.

Sunder Armor: Sunders the target's armor, reducing it by 4% per Sunder Armor and causes a high amount of
threat. Threat increased by attack power. Can be applied up to 3 times. Lasts 30 sec.

Battle Shout: The warrior shouts, increasing Strength and Agility of all raid and party members within 30 yards by
549 and gaining 20 rage. Lasts 2 min

Demoralizing Shout: Reduces the physical damage caused by all enemies within 10 yards by 10% for 30 sec.

Pummel: Pummel the target, interrupting spellcasting and preventing any spell in that school from being cast for 4
sec.

IVb. Single Target Rotation (100%-21%)

Until the target reaches 20% health, this is by far the most involved and sporadic moment of your rotation. The
abilities listed in the above Sub-Section IVa will all potentially be used in an encounter. Below you will find the
priority system listed for your Arms Warrior rotation.

1) Rend: A 15 second bleed that deals damage one every 3 seconds. Outside of Deep Wounds this is the Arms
Warrior's only DoT, it is also the most important move in your rotation. This is for the simple reason that this DoT
triggers Taste for Blood which then allows Overpower to be worked into your rotation. Since this DoT lasts 15
seconds, and the GCD is 1.5 seconds, that would imply that this DoT lasts the equivilant of 10 total GCDs. Between
the nineth and tenth GCD (right as it is about to fall off or the moment it does), reapply Rend.

2) Colossus Smash: It should come to no suprise that Colossus Smash takes the forefront of the Arms Warrior
rotation. Colossus Smash does not take priority over Rend for two simple reasons: Rend does not scale with 100%
armor penetration and in the time it takes for Rend to proc a Taste for Blood proc is equal to that of one GCD...
thus allowing you to fit this ability in before Taste for Blood comes up and you progress with your rotation. Outside
Rend, Colossus Smash improves the damage of all your abilities, meaning it should be sustained as frequently as
possible. Sudden Death eases this job significantly by providing a 6% chance to reset to cooldown of Colossus
Smash (and with CS being a 20 second cooldown, this is significant). *As one important note, if you by chance get
very lucky and Sudden Death procs before your currently applied Colossus Smash falls off, treat this with the same
rule as Rend: reapply Colossus Smash at the instant it falls off, do not clip the duration otherwise you have
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reduced its overall duration and lowered your Dps.

3) Mortal Strike: Little explanation is necessary for this ability. Not only is it one of the strongest abilities, but it
procs: Lambs to the Slaughter, Wrecking Crew and Battle Trance! This ability essentially 'sets-up' your following/
reciprocating abilities to deal more damage and is to be used off cooldown.

4) Overpower: Although Overpower is technically our hardest hitting move outside Execute, it takes a lower
priority than Mortal Strike due to the fact that 9/10 times you will want this ability to be the beneficiary of Lambs
to the Slaughter. Bear in mind that as long as this ability is used within the six second time frame that the ability is
active, you will not lose Dps. With that said, if you feel you can get Lambs to the Slaughter, Colossus Smash or
Rend active in that time frame: do so.

5) Slam: If Rend is applied, Colossus Smash is applied or on cooldown, both Mortal Strike/Overpower are on
cooldown, and raid utility abilities such as Battle Shout/Demoralizing Shout/Sunder Armor do not need to be
applied, Slam is to be used as your filler ability without question. Contrary to popular belief, Heroic Strike is not
more efficient in terms of damage or rage than Slam, each ability is designed with its own unique contribution to
the Arms Warrior rotation. The frequent argument stated against Slam is that, "The swing timer is lengthened thus
lowering rage generation and hampering my use of cds/higher priority abilities...so Slam must be inferior to HS as
a filler right?" This is however incorrect, primarily due to the fact that even when you factor in the paused white-
swing timer and loss in rage, Slam's Dps-to-Dpr (Damage per Rage) ratio is insignificant compared to the
investment necessary to use even one non-proc/cd Heroic Strike. Which this brings me to the only exception to the
rule: if Battle Trance/Deadly Calm were used and Heroic Strike caused a crit which in turn activated Incite, then
you use Heroic Strike once over Slam to consume that proc.

6) Heroic Strike: Heroic Strike, with the exception of what's previously stated in "5) Slam," takes the last spot in
your priority rotation. At the moment this "filler move" has a very high damage capacity, and at early gearlevels
Heroic Strike at times can outshine even our other signiture moves. However, the rage cost to use Heroic Strike as
a frequent filler move is far too costly at this point to be used as a viable filler move over the efficient Slam.
Beyond Deadly Calm and Battle Trance/Incite Procs, this ability is only to be used if you are over 70-80 rage just
as a dump. However, once you have reached the execution phase of the boss encounter, Heroic Strike begins to
see slightly more potential use.

IVc. Execution Rotation (20%-0%)

The Execution Rotation requires the smallest amount of explanation. Execution is the Arms Warrior finisher, the
ability is highly rage efficient for the amount of damage it deals, and benifits from a wide array of procs and
abilities (Wrecking Crew, Colossal Smash, Lambs to the Slaughter and finally Battle Trance). The best part of the
execution phase is that Execute deals enough damage that it would be a Dps loss to use Rend/OP...and those are
the only abilities that require the Arms Warrior to be in Battle Stance. Yes, this does mean you can sit in Berserker
Stance and go all out in terms of damage ! When factoring in the buffs/procs that makes Execute hit extremely
hard, your priority rotation converts into this:

Colossal Smash>Mortal Strike>Execute>Heroic Strike.

Execute benefits from both Colossal Smash and Mortal Strike (due to Wrecking Crew and Lambs to the Slaughter),
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assure that you have both these abilities active before Executing. Only use Heroic Strike if by some miracle you
have excess rage during the execution phase or if Deadly Calm has arose off cooldown and you have endless rage.

IVd. Multi-Target AoE Rotation

This rotation is based more upon gaging your opponents more so than an actual priority rotation. My general rule
of thumb is as followed:

Two Ncps: Proceed to use Sweeping Strikes and go about your normal rotation, generally I will save Bladestorm
unless these mobs are essential to burn down as quickly as possible (but only if it outweighs benifit of using
Bladestorm in a single target rotation). If the ncp's are not down before Sweeping Strikes, single target finish them
off while using Cleave over Heroic Strike to burn off excess rage.

Three Ncps: Sweeping Strikes in conjunction with Bladestorm is now generally worth it in this situation. Cleave
takes the position of Heroic Strike now in your rotation. If specialized into Blood and Thunder, only use this ability
if at least 4/5 ticks will be triggered on at least two out of three ncps.

Four Plus Ncps: Immediatly Rend and use Thunderclap if specialized into Blood and Thunder. Then Sweeping
Strikes/Bladestorm to burn the adds as quickly as possible. After using Thunderclap it is viable to switch into
Berserker Stance to use Whirlwinds and Cleaves to burn these ncps. Generally when there is four or more ncps in a
single pull they are AoE mobs, however if this is not the case, then after your SS/BS chain and Blood and Thunder
is active, go about your regular rotation of the highest priority ncp and follow suit until they are vanquished.

IVe. Cooldowns and their Relation to Rotation

*Now that you have seen the three Arms Warrior Rotations, I will now list all Arms Warrior cooldowns and describe
their relation into the rotations.*

Bladestorm: You become a whirling storm of destructive force, instantly striking all nearby targets for 150%
weapon damage and continuing to perform a whirlwind attack every 1 sec for 6 sec. While under the effects of
Bladestorm, you do not feel pity or remorse or fear and you cannot be stopped unless killed or disarmed, but you
cannot perform any other abilities.

First and foremost factor that makes Bladestorm an active part of all Arms Warrior's rotations, is the efficiency of
Bladestorm. For just the minor cost of 25 rage, you get seven 150% weapon damage attacks over the course of six
seconds--which then breaks down to striking the opponent seven times within a four GCD time frame. There are
three key points that should be active, which will then let you know when to use Bladestorm.

A) While Bladestorming you continue to generate rage, so it is best advised to have a low rage count before using
Bladestorm since all rage left will be wasted if by chance you cap out during its duration,
B) Use Bladestorm between the cooldown of Taste for Blood Procs. Taste for Blood has a six second cooldown but
Overpower has a 5 second cooldown. This implies that if you use bladestorm immediatly after Overpower by the
time your Bladestorm ends, you will be ready to strike with another Overpower (of course use Mortal Strike before
that Overpower to maximize damage, but at this point that's obvious).
C) Make sure that Rend still has a decent amount of time before using Bladestorm, to assure that you will have a
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Taste for Blood proc waiting for you at the end of the Bladestorm duration. Also, if possible have Colossus Smash
and Wrecking Crew active before using Bladestorm to maximize its crushing damage.

Deadly Calm: For the next 10 seconds, none of your abilities cost rage, but you continue to generate rage. Cannot
be used during Inner Rage.

*Although you cannot use Deadly Calm during Inner Rage, you are able to use Inner Rage during Deadly Calm
provided you activate Deadly Calm at +75 rage; this would allow for a very nice potential Dps increase if propery
used.

This ability allows you to perform your rotation freely without the constraint of rage management. Assure that you
are near empty rage when using this ability, if not, use Heroic Strike on cooldown to lower your rage. Most
importantly, do not use this ability at the beginning of the encounter! Charge in, begin the first stage of your
rotation, and by the time you reach your second Taste for Blood proc, begin stripping your rage to then use this
amazing ability (this assures you have a steady rotation going and potentially your enchants/procs are beginning,
then you use Deadly Calm and shred into the opponent with boosted damage and unlimited rage).

Inner Rage: Usable when you have over 75 Rage to increase all damage you deal by 15% but increase the rage
cost of all abilities by 50%. Lasts 15 sec.

This ability is generally not worth using beyond the highly situational time where you have excess rage exceeding
75 and Heroic Strikes and Slams are not stripping enough off (which at the current gear level, even T11 raid level,
is not likely to happen frequently). However as gear improves and perhaps into the next tier we will see more use
out of this...interesting ability.

Sweeping Strikes: Your melee attacks strike an additional nearby opponent. Lasts 10 sec.

Simply enough, use this ability when there is two or three ncps for a damage boost. I do not recommend using
both Sweeping Strikes with Bladestorm unless(!) the additional burst is important enough to outweigh the benifit of
using Bladestorm in a single target rotation (which only is the case when facing three ncps with dangerous abilities
and high health) or if this is meaningless trash ncp's and you know that both Sweeping Strikes and Bladestorm will
be active again for the boss encounter (have fun with the big numbers! ).

Recklessness: Your next 3 special ability attacks have an additional 100% to critically hit but all damage taken is
increased by 20%. Lasts 12 sec.

This ability only has use within the execute phase of the Arms Warrior rotation. It is debated that you can
disregard Rend/Overpower in the execute phase of a boss, meaning that you might as well be in berserker stance
to increase your damage further. If that is the case, then you have access to this cooldown, which is best used at
the optimized point of your rotation (after Colossus Smash is used, MS>Execute>Heroic Strike Priority Rotation)
for some nice burst damage. It is also worth noting that if you choose to spec into Tactical Mastery, 1-2 points in
the talent could ease the possibility of using Recklessness outside of the Execute Phase and in your primary
rotation.

Retaliation: Instantly counterattack any enemy that strikes you in melee for 12 sec. Melee attacks made from
behind cannot be counterattacked. A maximum of 20 attacks will cause retaliation.
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In the off-chance that you are 'tanking' an ncp and you want to deal some extra damage, use this attack...even if
you'll die in a matter of GCD's .

Berserker Rage: Enter a berserker rage, removing and granting immunity to Fear, Sap and Incapacitate effects
and generating extra rage when taking damage. Lasts 10 sec.

Two uses: A) The boss has a fear/sap/incapacitate ability and you can become immune to it to continue Dps'ing or
assisting the raid, B) You are short on rage and need to rapidly generate more (most common use).

Shattering Throw:Throws your weapon at the enemy causing (12 + AP * .50) damage (based on attack power),
reducing the armor on the target by 20% for 10 sec or removing any invulnerabilities.

Shattering Throw serves as an immediate boost to your raid's Dps and to a lesser extent tank's Tps at both the
beginning on an encounter as well as when you reengage an encounter after having to be away from the primary
target for a prolonged period (adds/boss-AoE/mechanic/etc) Generally this ability does result in a personal Dps
loss, however a significant raid Dps gain, thus warrents its use. A 20% armor reduction is significant enough that
even in a raid setting with perhaps only 1-2 other melee Dps that it is recommended to use this ability.

Enraged Regeneration: You regenerate 30% of your total health over 10 sec. Can only be used while Enraged.

If you are low on health or there is about to be a massive amount of raid damage coming in, use berserker rage
and activate this cooldown to assist your group's/raid's healers. As I have said throughout the guide, try to be as
self-sufficient as possible, it only helps the group and yourself in the end!

Shield Wall: Reduces all damage taken by 40% for 12 sec.

A generally self-explanatory ability. If you are having to move a distance away from all targets that you have to
Dps there always exists the option of using shield wall to reduce the incoming damage, however very rarely will
this ability ever be used unless Enraged Regeneration or other survivability cooldowns have already been used up.

Heroic Leap: Leap through the air towards a targeted location, slamming down with destuctive force to deal (1 +
0.5 * AP) damage on all enemies within 8 yards.

There are only two uses of this ability: A) The means to deal light AoE damage to a nearby large group (but charge
is always the better option unless it is on cooldown) and B) An ability to rapidly escape a mechanic that might
otherwise cause you harm (if used for this purpose however, assure you will not be able to engage this boss before
charge is off cooldown, otherwise that is a technical Dps loss...longer it will take to re-engage the boss).

IVf. Importance of Arms Warrior Utility

*This is only meant to act as a quick notice directed to new Arms Warriors wishing to master their class.
Remember, although doing as much damage as possible is important to progression, easing the life of your fellow
raid members should be your main priority. Assure that all buffs/debuffs that you are capable of performing are
active in the raid: five stacks of Sunder Armor, Battle/Commanding/Demoralizing Shout, interupt ncps abilities via

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Pummel/Throwdown/Shield Bash, be specced into Blood Frenzy (sounds redundant but you would be suprised...).
Finally, keep in mind that even if you have perfected the Arms Warrior Specialization, that one person does not
make a group/raid. Do not become the overbearing egotist and finally, do not forget that without your raid
members: we as individuals are nothing. Assure that you are using all of your capabilities to maximize your class,
not just trying to show off 'high numbers.'*

V. Introduction to Arms Warrior Keybindings and Macros

Va. Importance of Keybindings and Macros

*If you already keybind your abilities, it is not necessary to view this sub-section; if you have yet to keybind all of
your abilities, please read on.*

Although this may sound biased to some, and common sense to others, I cannot stress enough the importance of
keybinding and macro'ing all of your abilities. By choosing to click instead of keybinding, more often than not, you
are sacrificing mobility and accuracy in exchange for remaining in your "comfort zone." Using your mouse for
selecting your abilities has two noticable flaws as previously stated. Performing your rotation with mouse clicks
generally is much slower than that of keybinding. When you factor in the server's and your personal FPS and
latency, you could lose valuable milliseconds between the use of each ability. "Milliseconds?...Sounds
inconsequential," however over the course of a long fight, this adds up to a significant loss in DPS and more
importantly: costs valuable time for the raid and could very well affect the progression on that boss encounter.
Second point is the loss in mobility. Most cases, this comes down to personal preference. I, myself, move/turn with
my mouse and only use two keys to straif and one key for moving forward (for outside raids when I do not want to
hold down my two mouse buttons). However, choosing to click with your mouse now means you can't turn or move
with the mouse (obvious); in this scenario, that implies more than likely you keyturn as well as click. This now
comes down to fact, not opinon: keyturning is highly inefficient in comparison to mouse turning simply because it
takes more time. Your reaction time is inevitably slower and with deadly boss mechanics added into the mix, your
are only further increasing the probability that you will die to one of these avoidable abilities. In summary, if you
choose to not take the time to keybind all of your abilities and adjust Blizzard's standard/starting build to your own
preference, more or less, you are showing a complete disinterest in optimizing your playstyle and reaching your
maximum potential. If is the case, then researching a guide on how to improve your character is pointless, is it
not?

Vb. Suggested Keybindings

Keybinding comes down to 100% personal preference. There is no right or wrong way to keybind your abilities, just
as long as all of them are bound and ready for use whenever the situation presents itself. I will list below how I
have set up my bindings, to give you the general idea behind the Arms PvE build.

For the bindings that are not listed: E=Move Forward, S=Strafe Left, F=Strafe Right, Q=Change Target, Shift-
Q= Target Focus, Alt-Q=Set Focus.

For abbreviations next to the bindings: S-__ is Shift-Ability C-__ is Control-Ability A-__ is Alt-Ability MWU/
MWD=Mouse Wheel Up/Mouse Wheel Down MB4/MB5=Mouse Button 4/Mouse Button 5 (two side buttons on my
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mouse) Open=Unused Keybinding (At times, I place temporary "/target ____" macros in those open spots for fast
switches on boss encounters).

Bar One: Changes between Stances


W--Battle: Rend Berserker: Open Defensive: Rend
R--Battle: CS Berserker: CS Defensive: Revenge
T--Battle: OP Berserker: Open Defensive: Disarm
G--Battle: MS Berserker: MS Defensive: MS
V--Battle: Slam Berserker: Slam Defensive: Slam
C--Battle: HS Berserker: HS Defensive: HS
SW--Battle: Sunder Berserker: Sunder Defensive: Sunder
SR--Battle: Execute Berserker: Execute Defensive: Taunt
ST--Battle: Pummel Berserker: Pummel Defensive: Shield Block
SG--Battle: Cleave Berserker: Cleave Defensive: Cleave
SV--Battle: Hamstring Berserker: Hamstring Defensive: Challenging Shout
SC--Battle: TC Berserker: WW Defensive: TC

Bar Two:
MB4-- Trinket 1
MB5-- Escape Artist
SMB4-- Trinket 2
SMB5-- Spell Reflection
CMB4-- Demoralizing Shout
CMB5-- Intimidating Shout
AMB4-- Sweeping Strikes
AMB5-- Open
Z-- Throwdown
SZ-- Equip 2-Hander
CZ-- Open
AZ-- Equip Shield and 1-Hander

Bar Three:
MWU-- Focus Charge
MWD-- Charge
SMWU-- Focus Intercept
SMWD-- Intercept
CMWU-- Focus Intervene
CMWD-- Intervene
AMWU-- Commanding Shout
AMWD-- Battle Shout
F1-- Flying Mount
F2-- Ground Mount
F3-- Hearthstone
F4-- Pet
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Bar Four:
1-- Recklessness
2-- Heroic Throw
3-- Shield Wall
4-- Shield Bash
5-- Open
6-- Retaliation
S1-- Health Potion
S2-- Health Stone
S3-- Bandage Self
S4-- Victory Rush
S5-- Enraged Regeneration
S6-- Piercing Howl

Bar Five:
X-- Deadly Calm
SX-- Open
CX-- Open
AX-- Nitro Boosts
A-- Bladestorm
SA-- Inner Rage
CA-- Shattering Throw
AA-- Heroic Leap
CAPS-- Berserker Rage
D-- Battle Stance
SD-- Berserker Stance
CD-- Defensive Stance

Vc. Arms Warrior Macros Synonymous to Dps

*Personal Preference is to not add modifiers, if you wish to do so, add: "/equip [modifier:***] ___" (replace ***
with shift, ctrl, or alt, replace ___ with name of weapon/ability).

*For focus abilities, use the following set-up:

*Example: #showtooltip Intercept


/cast Berserker Stance
/cast [target=focus] Intercept

*Personal Preference is to manually change stances for the majority of abilities, however to automatically change
stances then use an ability:

*Example: #showtooltip Recklessness


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/cast Berserker Stance
/cast Recklessness

Toggle Inner Rage On/Off (Do Not Spam!)


#showtooltip Inner Rage
/cancelaura Inner Rage
/cast Inner Rage
Toggle Bladestorm On/Off (Do Not Spam!)
#showtooltip Bladestorm
/cancelaura Bladestorm
/cast Bladestorm

Vd. Arms Warrior Macros Synonymous to Utility and Survivability

*For those of you who do not wish to alter the Blizzard Unit Frames, but would like to rearrange their position, I
highly recommend the use of these macros:

1) Move Party Frame: /run local p=PartyMemberFrame1; p:SetMovable(true) p:SetUserPlaced(true) p:HookScript


("OnMouseDown",function() p:StartMoving()end) p:HookScript("OnMouseUp",function() p:StopMovingOrSizing ()
end)

2) Move Player Frame: /run local f=PlayerFrame; f:SetUserPlaced(true) f:SetMovable(true) f:EnableMouse(true) f:


RegisterForDrag("LeftButton") f:SetScript("OnDragStart",f.StartMoving) f:SetScript("OnDragStop",f.
StopMovingOrSizing)

3) Adjust Target Frame Based Upon Screen-Coordinates: /run TargetFrame:ClearAllPoints() TargetFrame:SetPoint


("LEFT",0,0,"RIGHT",0,0)

4) Adjust Focus Frame Based Upon Screen-Coordinates: /run FocusFrame:ClearAllPoints() FocusFrame:SetPoint


("LEFT",0,0,"RIGHT",0,0)

Heroic Leap (prevents the toggling of the heroic leap ability if pressed in excess)
#showtooltip Heroic Leap
/cast !Heroic Leap

Spell Reflect
#showtooltip Spell Reflect
/equipslot 16 _____ _____ = Name of One-Hand Weapon
/equipslot 17 _____ _____ = Name of Shield
/cast Spell Reflect

Shield Bash
#showtooltip Shield Bash
/stopattack
/equipslot 16 _____ _____ = Name of One-Hand Weapon

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/equipslot 17 _____ _____ = Name of Shield
/cast Shield Bash

*Although Shield Bash warrents very little useage, if any at all now that Pummel is useable in Battle Stance, I
choose to keybind this macro in the off chance I have a shield equipped or have to jump into Defensive Stance
(whether be it for Shield Wall or another cause). Most likely will never be used in a raid environment, however it is
best to be safe.*

Shield Wall
#showtooltip Shield Wall
/equipslot 16 _____ _____ = Name of One-Hand Weapon
/equipslot 17 _____ _____ = Name of Shield
/cast Defensive Stance
/cast Shield Wall

VI. Constructing Your User Interface

VIa. Importance of a Clean and Organized User Interface


Although Blizzard has designed an adequate user interface for the majority of the World of Warcraft gaming
community, most choose to personalize their user interface to suit their own individual playstyle. With addons
ranging from those to alert you to boss mechanics or poor aggro management, to those that alter the display of
your action bars and character panes, and even addons that will track/alert you to refreshed cooldown durations; it
would be insane to not take advantage of using addons to smooth out your gameplay experience and add a little
aesthetic appeal to boot. *On a side note, I do recommend that while addons do assist in optimizing your character
and beautifying your user interface, I would refrain from going overboard on addons. What is the use of playing a
game if the screen is blocked out by an endless array of numbers, charts, and warnings? "

VIb. How to Install Addons

1) Close out World of Warcraft, then visit a safe website such as wow.curse.com or wowinterface.com and brouse
their selection for the addon that suits your personal needs.

2) Ahead of time, open up your World of Warcraft Addons folder (Start>My Computer>Program Files>World of
Warcraft>Interface>Addons). Do not alter anything within this folder that was initially placed within at installation.

3) Select the addon that you wish to have, then select download and choose manual installation.

4) Once the pane appears on your screen, select open then highlight all folders within the temporary pane and
drag all folders into your World of Warcraft Addon folder. Repeat steps three and four with all other addons.

5) After manually downloading all desired addons, log back into World of Warcraft and visit your character screen.
At the bottom left hand corner there will be a button labled addons. Click this and assure that your new addons are
selected. If it marks your addon as "Out of Date," do not fret, a majority of the time that addon will still continue to
work but occasionally a new World of Warcraft patch will 'break' the addon and a new version of that addon will
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have to be downloaded.

6) Based upon the addon(s) that you chose, some configuration may be required in order to set the addon up.
Nine out of ten times, the addon you selected will have a tutorial explaining how to configure each addon either
from the site you downloaded it from or from Youtube. Most addons/tutorials are pretty self-explanitory, so you
should have little problems when personalizing your World of Warcraft experience.

VIc. Recommended Addons Pertaining to Arms Dps

1) Omen Threat Meter: Dps is of no use to the group/raid if they cannot manage their aggro or are killed by the
boss, and Omen Threat Meter helps prevent just that.

2) Recount: With both the chart and graph additions, as well as the comprehensive breakdown of your Dps
ranging from tracking the number of crits hit by an ability to the percentage of damage done by each move, this
addon is a must have for any Dps looking to improve their performance. *On a side note, this addon means you
will (hopefully..) not develop into one of those players that asks another raid member what their Dps is after each
encounter...sometimes including trash... .*

3) Deadly Boss Mods: The addon tracks all boss abilities in each encounter and provides you with a warning
when there is some mechanic(s) you need to avoid or act upon, essential addon for PvE.

4) Grid: In my opinon, every raider should have Grid. This addon provides the clearest organization to your raid
frame and is the quintiessential addon to let you see what is happening throughout the raid group without taking
up much space on your user interface.

5) Satrina Buff Frames: This addon both compacts your raid buffs/debuffs and allows you to create duration
trackers for DoTs (Rend).

6) Powerauras: With the amount of procs Arms Warriors have during their rotation, it helps to have an addon
that alerts you to when each proc arises...and power auras accomplishes just that and more.

7) ForteExcorist: Although first designed for warlocks, ForteExcorist provides yet another alternative method of
tracking DoTs and cooldowns if the previous addons do not suit your needs.

8) OmniCC: If you choose to keep your action bars displayed, OmniCC might be a useful addition to tracking
cooldowns; the addon places a cooldown timer over each ability and flashes when the duration is complete.

9) Range Display: Not sure if you are in range for that necessary gap closer, melee attack, or shattering/heroic
throw? Range Display places a small range indicator on your screen (that you can adjust in size and position) to let
you know the range of yards that you are from your target/focus.

VId. Recommended Addons Pertaining to Organization

1) Pitbull/Shadow Unit Frames: These two addons (select one only) enables you to customize all panes located
on your user interface (character/target/target's target/focus/party/etc). Both addons have their own unique look
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but identical capabilities.

2) Bartender/Dominos: Both addons not only alter the appearence/location of your action bars, but you can also
have more than the standard 6 action bars if necessary.

3) Prat: If you are dissatisfied with the standard chat box, Prat makes an excellent alternative to organize your
discussions.

4) Atlas: Atlas functions just as its name implies, this addon allows you to view any instance zone and loot
dropped within that zone provided it has been discovered on the server beforehand, as well as view a majority of
the weapons/armor dropped in the game.

5) SexyMap/Chinchilla: Both of these addons alter the layout of your map, each with their own unique designs.
Both addons are effective and which to use is up to personal preference.

6) Titan Panel: Provides an alternative method to track your gold/experience(and rate of gaining experience)/
time/bag space/etc by compacting all the information into a bar that streches the length of your screen along the
top or bottom.

7) KgPanels: For those of you who would like to add a solid colored background behind each addon just to
enhance the organization and fill in any unwanted gaps/spaces, KgPanels is the addon for you.

8) MikScrollingBattleText: This addon caters to those who like to see every damage number as it happens and
the battle text will scroll at varying rates around your character.

VII. Personal Recommendations

*Below I will list a few guides and websites both related to Arms Warriors, PvE, and World of Warcraft in general
that I highly recommend checking out.
Of course mmo-champion goes without saying, since you are already on this site .*

http://www.wowhead.com/ (Excellent Source for researching world of warcraft items/quests)


http://us.battle.net/wow/en/ (The World of Warcraft website...obvious I know)
http://elitistjerks.com/f81/ (Dedicated to number-crunching and theorycrafting)
http://wow.curse.com/ (The best, and safest, means of downloading addons)
http://tankspot.com/ (Excellent Source for learning of the latest boss encounters)

*For those that are just beginning to gear their fresh arms warrior for raids, the pre-raid item/enchant list written
by Pearson on mmo-champion is a post I would highly recommend looking into. Virtually all viable items are listed
that any Arms Warrior would love to have before jumping into raid content.*

*Below is a post I highly recommend reading. The author tested several basic PC configurations (processors,
motherboards, etc) with twenty-four (yes--24) different mainstream video cards. This helped me in deciding how I
was going to build my new PC and I hope it helps you as well .
http://www.tomshardware.com/reviews/...ance,2793.html*
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Arms Warrior PvE Guide--Cataclysm

Last edited by Loto Bordeaux; 2011-01-01 at 09:51 PM.

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2.
2011-01-01 11:07 AM

Hirv3s Very awesome, easy "readable" and helpful.


Grunt Thx alot for providing such a useful guide!

Join Date Dec 2010Posts 13

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3.
2011-01-01 11:16 AM

Arachnan Nice guide to read, but in the macro section, both the shieldbash and spell reflect macro's have a typo: they both
The
Patient
have #showtooktip instead of tooltip
Join Date Nov 2008Posts 303
And one more tip, seeing we can pummel in battle stance now, the shieldbash macro becomes somewhat
redundant.

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4.
2011-01-01 11:38 AM

Sinister Knight 2 things I noticed, one is there is an Enchant Ring link in the Engineering section, and 2 Strafe is misspelled (you
The
Patient
have Straif there ) other than that, my admittedly quick perusal didn't see anything else glaring. Looks great
and when I have more time I look forward to looking it over more!

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Arms Warrior PvE Guide--Cataclysm

Join Date Mar 2009Posts 281

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5.
2011-01-01 11:41 AM

SoulPoetry you missed goblins giving a 1% attack speed increase, otherwise, awesome guide.
Bloodsail
Admiral edit: and Better Living Through Chemistry doesn't increase the effect of potions according to the tooltip, just
increases your alch skill by 15.

Last edited by SoulPoetry; 2011-01-01 at 11:43 AM.

Join Date Sep 2008Location


UKPosts 1,123

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6.
2011-01-01 12:29 PM

Gygan You also forgot that they nerfed the Orc racial, it is only +3 now, so it is 23 instead of 21 expertise rating required.
Keyboard
Turner
Join Date Feb 2010Posts 8

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7.
2011-01-01 12:38 PM

vendelin
High Shattering Throw:Throws your weapon at the enemy causing (12 + AP * .50) damage (based on attack
Overlord power), reducing the armor on the target by 20% for 10 sec or removing any invulnerabilities.

Another very situational/rarely-used cooldown. Generally this is to only be used if you or the target is moving
out of range and you want to get a little extra damage on before it is out of range, this is to be used only if
Heroic Throw has only be used however (since Heroic Throw is much more powerful).

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Shouldn't Shattering Throw be used for the sake of raid dps? If so, how many physical dpsers are needed to make
it worthwhile.

|----------------------------ART----------------------------|

Join Date Nov 2009Posts 111

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8.
2011-01-01 12:51 PM

Drow
Outstanding guide. Thank you very much for all the time and effort you put into this.
Keyboard
Turner
Join Date Sep 2010Location
AlabamaPosts 1

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9.
2011-01-01 12:54 PM

Deschajn Awesome guide! Thank you!


Grunt
Join Date Oct 2010Location
GermanyPosts 20 Ich bin der Schild der nie bricht
der Welle um Welle standhält
und Klingen zerbersten lässt

Andwyn

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10.
2011-01-01 12:58 PM

Baracuda1337 Great guide, will check into it if I decide to start raiding x)!
Mechagnome

Originally Posted by Maggeddon

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Arms Warrior PvE Guide--Cataclysm
ps. also race change from gnome, they are the smelliest class. they cannot bathe becuase they risk drowning and are too small to
Join Date Aug 2009Location
In your wardrobePosts 626 reach the controls in a shower.

Originally Posted by kbarh


may i suggest you check out wowwiki or any similar site, it's Grom that orders the murder of Cairne

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11.
2011-01-01 01:18 PM

one
Grunt Horde Races:
Join Date Jul 2009Posts 16
Orc: Axe Specialization effectively reduces the expertise cap from 26 rating to 21 rating, allowing you to
sooner place sub-stats towards crit/mastery rating. In addition, Blood Fury provides a minor increase to
attack power that very slightly boosts damage for a 15 second duration on a two minute cooldown timer.

For orcs also Its only 3 expertise points (and its not called rating) for 1h and 2h axes and fists
And the attack power is 1170 points

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12.
2011-01-01 01:22 PM

Jahikoi I found a typo!


Grunt
Join Date Aug 2009Posts 14 How this guide won with such a SHOCKING typo I have NO IDEA! </sarcasm>

Copied:

'Rude Interruption: 2 Ranks. Successfully interrupting a spell cast with Shield Bash or Pummel <here's the typo>
by 5% for 15/30 seconds.'

You're missing 'increases your damage by'

You're welcome

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Last edited by Jahikoi; 2011-01-01 at 01:25 PM.

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13.
2011-01-01 01:59 PM

Harith good guide but your overvaluing mastery by the wording your useing and undervaluing heroic strike sens the
The scaleing on slam and HS is total diffrent (well you do get more slam dmg with AP but much more with HS)
Patient
Join Date Mar 2008Posts 261 also you got the wrong value on exprtise raiting it is the same as mastery raiting sens of overpower

also i this is a total prefrence thing but when you do talent trees i prefer when ppl only show the talents that are
aboslutly needed and then leave the person with the 4-5 points to pick in what ever he wants insted in your total
singel target build you picked blitz witch you are only gonna use 2-3 times per fight insted of field dressing witch
will help out the healer way more

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14.
2011-01-01 02:02 PM

BjarkeBS
Atm, im loving my female worgen warrior and playing arms has been such a blast too me im so happy others
Keyboard
Turner
have it the same way and wanted to make a guide about it, although i wanted to perfect your macros for some
errors there is made.

Originally Posted by Loto Bordeaux


Spell Reflect
#showtooktip Spell Reflect
Join Date Sep 2010Posts 4 /stopattack
/equipslot 16 _____ _____ = Name of One-Hand Weapon
/equipslot 17 _____ _____ = Name of Shield
/cast Spell Reflect

Shield Bash
#showtooktip Shield Bash
/stopattack
/equipslot 16 _____ _____ = Name of One-Hand Weapon
/equipslot 17 _____ _____ = Name of Shield
/cast Shield Bash

Shield Wall
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Arms Warrior PvE Guide--Cataclysm
#showtooktip Shield Wall
/stopattack
/equipslot 16 _____ _____ = Name of One-Hand Weapon
/equipslot 17 _____ _____ = Name of Shield
/cast Defensive Stance
/cast Shield Wall

you have a little error in #Showtooltip (just if people copy paste it wont work)
and also instead of /equipslot, you should be using /equipset, it is faster and i know this is a pvp guide, but the
little milliseconds can count especially in spell reflect.
also if you choose to goo with equipset, maybe make alittle section about the ingame gear management

thats all i had too add, really fine guide else and thanks for putting it together.

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15.
2011-01-01 02:08 PM

Malakath luv the guide, but orcs axe specialization is no longer a 5 but has been reduced to 3 like the other weapons racials.
Field
Marshal
blah, blah
http://www.wowarmory.com/character-s...athal&cn=Ghrax

Join Date May 2010Location


unholy hell of TexasPosts 73

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16.
2011-01-01 02:26 PM

Gaudaloht You should check that


Blademaster Engineering: In addition to being able to create 'bombs' that you can use on cooldown to enhance your damage,
Join Date Sep 2010Posts 36 engineers are able to create Enchant Ring - Strength

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Arms Warrior PvE Guide--Cataclysm
17.

2011-01-01 02:59 PM

Crowe Awesome guide. I'll be using Slam more often from now on.
Bloodsail
Admiral Anyhow, just 2 minor details:

-Shattering Throw isn't mentioned. It's a good Ability to begin with as it gives the tank a few seconds to grab
threat.

-While you can't use Inner Rage while Deadly Calm is active, you can use Deadly Calm while Inner Rage is active. I
Join Date Jun 2010Posts know, obviously not working as intended but it puts smiles on your face.
1,003

Armoury: Previously Imoen, Shadowpriest on EU-Arathor,

Originally Posted by Ghostcrawler


Trying to get the online community to engage in intelligent debate is a tall order.

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18.
2011-01-01 03:53 PM

Loto Bordeaux The guide has been updated due to errors. Thank you for the compliments and constructive criticism is highly
Blademaster
Join Date Dec 2010Location
appreciated. I hope this guide is useful to those that are either trying the warrior class for the first time or those
Indiana; USAPosts 27 who have been warriors but are choosing to explore new horizons. Cheers!

Last edited by Loto Bordeaux; 2011-01-01 at 04:05 PM.

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19.
2011-01-01 04:21 PM

Evián Nice guide, well written and packed with information.


Stood in the
Fire Also, the in the bloodelf racial you should add that it generates 15 rage.
Join Date May 2008Posts 440

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Arms Warrior PvE Guide--Cataclysm

20.
2011-01-01 04:42 PM

Sonrisa
Keyboard Originally Posted by Loto Bordeaux
Turner
Join Date Jun 2008Posts 9 [B][SIZE="4"]
Forsaken: All Forsaken abilities are entirely situational/theoretical in nature: a passive shadow resistance,
Cannibalize a fallen raid member to ease time upon healers, and a means to remove the rare charm/sleep/
fear effect from Will of the Forsaken.

You haven't been able to cannibalize allies since some patch in vanilla, only enemy players or NPCs.

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Arms Warrior PvE Guide--Cataclysm

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