Which stance for arms 4.3




















But firstly, why would you even listen to me? I have played the Warrior class since pre-tbc, and have always been competetive about my class. I managed to climb 2. When Cata launched alot of the warrior mechanics were removed, but I still managed to keep myself consistently at rating.

So what will I go through? Spec 2. Specific abilities 4. General rotations 5. Burst 6. Tips and tricks vs serveral classes. Macros 1. Spec -There are many ways of speccing an arms Warrior, but they all have in common a so called "Skeleton" spec, the talents that has to be picked.

What I see many Warriors forget is the use of the talent Tactical Mastery. It allows you to maintain 25 rage when shifting stance, which is exactly enough for a Shield Block and a Spell Reflect. I will state that Drums of War is a talent you should definently think about. Not being able to kick because of Rage-starvation is a thing I have lost countless of games from, and is definently worth a point.

Sudden Death is a huge dps increase, and a must have talent point. So comes the Piercing Howl vs Gag Order arguements. Piercing Howl against meeles, Gag Order against casters. Gag order is a 30 second CD that silences the target for 3 seconds, kinda like Deadly Throw for Combat Rogues, just alot easier to use. Do not take this talent if you are playing with ANY class that has a silence, obviously. Battle Trance 5. Execute and Executioner 5. Single Target Rotation Subtleties 5.

Colossus Smash and Overpower 5. Execute and Overpower 5. More on Deadly Calm and Recklessness 5. Deadly Calm 5. Recklessness 5. Stance Dancing 5. Introduction 5. Advantages and Disadvantages 5. Overpower and Stance Dancing 5. Basics 2. Gems 2. Enchants 3. Consumables 4.

Summing-up Profession Perks Macros and Addons 1. Macros 1. Generic Macros for Warriors 1. Specific Macros for Arms Warriors 1. Bladestorm Cancelaura Macro 1. Stance-dancing Macros 2. Addons 2. Generic Addons for Warriors 2. ElvUI 2. Parrot or Mik's Scrolling Battle Text 2. Power Auras Classic 2. Recount 2. Omen Threat Meter 2. Best in Slot Items 2. Gearing Up 2. Head 2. Amulet 2. Shoulders 2. Cloak 2. Chest 2. Wrists 2. Hands 2. Waist 2.

Legs 2. Feet 2. Ring 2. Trinket 2. Two-Handed Weapon 2. Ranged Weapon 3. Use Mortal Strike on cooldown. Use Colossus Smash and fit damaging abilities in the 6 seconds window. Use Overpower , only available after a Taste for Blood proc. Use Heroic Strike whenever you have a Battle Trance proc or you are unable to avoid being at maximum rage. Use Slam as a filler or to dump rage when Heroic Strike is on cooldown. When facing two enemies , you should: Use Sweeping Strikes and execute a single target rotation.

If the enemies are still alive when Sweeping Strikes wears out, execute a single target rotation on the boss, or one of the adds , replacing Heroic Strike with Cleave.

Use Bladestorm use Recklessness before Bladestorm if the adds need to die extremely quickly. After Bladestorm is over, use Sweeping Strikes. Use Thunder Clap on cooldown and, after Sweeping Strikes has worn off, execute a normal rotation on the boss, or one of the adds , replacing Heroic Strike with Cleave.

Use Bladestorm use Recklessness before Bladestorm if the adds adds need to die extremely quickly. You have three additional cooldowns, the use of which is rather situational: Inner Rage enables you to use Heroic Strike more often, so that you can burn even more rage. Bladestorm is a DPS gain if it hits three or more enemies. Otherwise, it is not worth using. See our macro article for a Bladestorm macro. Retaliation provides a DPS boost if you are being attacked by enemies.

Rage Generation Warriors use a resource called Rage Feral Druid tanks are the only other class in the game to use it. Important Abilities and Mechanics Arms Warriors have a vast number of abilities which can be useful to raids, including various buffs and debuffs which they can apply. Mortal Strike : this is your most important ability. It deals a high amount of damage, stacks your Slaughter self-buff and refreshes your Rend on the target.

Rend : this is your main bleed effect. This not only deals damage, but also regularly enables the use of Overpower. Overpower : deals a high amount of damage, has a high chance to critically hit and has a very low rage cost. Colossus Smash : deals a moderate amount of damage and debuffs the target for the next 6 seconds, causing it to take greatly increased damage from all your other abilities.

Slam : mostly a filler and rage-dump ability. It is important to note that, while Slam is casting it has a 0. Heroic Strike : a high rage cost ability, the only real benefit of which is that it allows further rage-dumping when you are at maximum rage and Slam does not provide a sufficient dump.

Also stacks the Executioner self-buff on you. Bladestorm : a powerful AoE ability. Sweeping Strikes : allows you to mirror the damage dealt to your main target onto a second, nearby target. It is free of rage cost with the appropriate glyph.

Cleave : an alternative to Heroic Strike which hits 2 enemies 3 with the glyph. Thunder Clap : deals a small amount of damage to all enemies around you. If Blood and Thunder is talented, it also spreads Rend to them. Whirlwind : deals small amount of damage to each enemy within 8 yards of the Warrior. Useful against large groups of enemies. In addition to these damaging abilities, Arms Warriors should also make use of the following cooldowns: Deadly Calm : makes all your abilities cost no rage while it is active.

During Deadly Calm, rage is generated in the same manner as when Deadly Calm is not active, guaranteeing you to end up with rage when the Deadly Calm runs out. Colossus Smash Colossus Smash should be used, primarily, for the debuff which it applies, and not for its damage.

Therefore, you should use Colossus Smash following these guidelines: Use as many abilities as possible in the time that the debuff is active for example: Overpower x2, Mortal Strike , Slam and Heroic Strike. Do not use Colossus Smash while the debuff from the previous Colossus Smash is still active. Use Colossus Smash as soon as it is available provided that the debuff from the previous one has worn off.

You can delay it for a few seconds so that abilities like Mortal Strike come off cooldown or you have a lot of rage. Overpower and Taste for Blood Your Overpower ability is normally only usable after one of your attacks is dodged. Single Target Rotation Subtleties As we explained, at the beginning of this article, the rotation of an Arms Warrior must follow this priority list: Apply and maintain Rend it should be done only once as Rend is refreshed by Mortal Strike.

MS is also key because of. BUT, don't ignore it! CS, enrage, etc. Execute does insane dps if you use it right, especially coupled with cooldowns more info in cooldown section. Charred Glyph new and improved, it even applies sunder now! Charred Glyph only slightly useful, but i use it a lot because i usually keep sunders up. Charred Glyph i like this one on any fight where i'm moving to a new target often yor'sahj, for example. Charred Glyph if you're going to use in a fight, use this glyph.

Charred Glyph the only minor glyph i'd call mandatory. Recklessness is a powerful cooldown with a stupid penalty. Post by WTBaggrodump Looking nice so far!

I can't wait to see it when it's finished. TLDR ; Requesting this be stickied. Post by This post was from a user who has deleted their account. Post by marklartank Regarding cd usage, would you overpower at all during deadly calm or spam slam?

I pmuch forgot many things about this spec. Also, another thing you might want to mention is that if rage isn't an issue and CS is coming up, you can try to delay your HS to land right after your CS applies since it is off GCD.

You have to set your custom lag tolerance appropriate to the latency you get so the client knows how to pre-queue abilities so it lands as if you have 0 latency. The only restrictions are that the ability must not be on cooldown as you cannot queue an ability you cannot use yet. The other restriction for arms is that slam has a cast time so slam cannot be the last GCD inside your CS.

MS would just be coming off cooldown.



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