Arms Warrior Beginner's Guide
This is intended to be a simple guide to the basic rotation and dynamics of the spec that gets you up and running without requiring more advanced optimization.
Information on hero talents will be coming soon, but in general know that overall they add a minor layer on top of how each spec plays, and most of what’s here should be applicable regardless.
As an Arms Warrior you’ll use a single two-handed weapon.
Talent Build #
This is a simplified talent build designed to avoid complex interactions and skip unnecessary abilities. While not optimal in all cases, it should be a great way to get started learning the spec and should work reasonably well in world content, delves, dungeons, and raids. Abilities and talents not chosen in this build are not described here, and the rotation information assumes you’ll be using the build.
Copy the text below to import the recommended build:CcEAAAAAAAAAAAAAAAAAAAAAAAAzMzMjZMzY2WWmZGAAAAGMNYmx2MmBmZZgBzMMMGmhBAAAAAAAzYWmhBQAAAAAECA
Resources #
Rage – Warrior’s main resource. You’ll gain rage whenever you auto-attack, are attacked by an enemy, or when you use certain abilities like Charge or Avatar. Your rage will then drain slowly over time. You’ll mainly spend rage on Mortal Strike in single target and on Cleave in AoE, though some other abilities also use it. Try to keep your rage from staying full so you can benefit from further rage generation, though this will sometimes be difficult to do in practice.
Stances #
Arms warrior should be in Battle Stance most of the time, but can use Defensive Stance to help reduce major incoming damage. Just make sure to swap back to Battle Stance afterwards.
Core Abilities #
Overpower – Single target damage on a short cooldown, has two charges with Improved Overpower. You’ll use this as a builder to gain one or two stacks of bonus damage to Mortal Strike or Cleave. Tactician will reset overpower’s cooldown occasionally so look out for additional chances to use it.
Mortal Strike – Single target spender that deals substantial damage, reduces healing the target receives, and applies Deep Wounds from your mastery. Gains bonus damage through Overpower as described above. Avoid using this without at least one stack of the Overpower buff, but use it frequently to spend your rage.
Cleave – AoE spender that deals substantial damage to enemies in front of you and applies Deep Wounds. Gains bonus damage through Overpower as described above. Similar to Mortal Strike use it with at least one stack of the Overpower buff, but try to use it to spend down your rage.
Sweeping Strikes – 30s cooldown, lets single-target abilities deal slightly reduced damage to one additional target for 15s. Try to keep this up in AoE and prioritize using bigger attacks while it’s active.
Rend and Thunder Clap – Rend applies a DoT to a single target, and Thunder Clap applies the same DoT to surrounding enemies (while also applying a minor slow). For simplicity you can just always use Thunder Clap to apply it, but try to keep the DoT up on enemies continuously. With Bloodletting Mortal Strike will automatically apply Rend when enemies are at less than 35% health so you can ease off on using it when targets are almost dead.
Execute – Spends rage to deal damage. Usually only usable on enemies below 35% health, but Sudden Death will occasionally let you use it regardless of health. If that happens it’s an important way to more efficiently use rage so be on the lookout.
Cooldowns #
Warbreaker – 45s cooldown. Does AoE damage and applies a debuff that increases subsequent damage done. Try to use this right before other cooldowns to maximize the effect.
Bladestorm – 1.5m cooldown. Does AoE damage over 6s. You may move and use defensive abilities while ongoing.
Avatar – 1.5m cooldown. Grants a 20% damage buff for 20s.
Effects #
These are some of the more notable effects, interactions, and passive talents that you should be aware of. It’s not covering effects (even if they’re very strong) that provide flat bonuses or that don’t require much thought to use, and it only includes those used in our recommended build.
Mastery: Deep Wounds – Your major abilities apply Deep Wounds to enemies, dealing damage over time and increasing damage dealt. Does more damage with more mastery points. These will spread more or less naturally with your rotation.
Rotation Overview #
This is an overview of the core rotation. It’s not a strict priority order but rather an outline of how the different abilities interact and are used. It assumes you’re using the recommended talent build above.
Single Target:
Thunder Clap to apply and maintainRend on all targetsOverpower to gain stacks of increased damage forMortal Strike, but avoid using if you already have 2 stacksMortal Strike when you have 1-2 stacks of the Overpower buffExecute if available from aSudden Death proc or if the target is below 35% health- If the target is expected to live for a while
Avatar thenWarbreaker, then normal rotation- re-cast as needed - you’ll roughly alternate between
Warbreaker by itself and then Avatar and Warbreaker together
AoE:
Thunder Clap to apply and maintainRend on all targetsSweeping Strikes on cooldown to let yourOverpower andExecute hit additional targetsOverpower to gain stacks of increased damage forMortal Strike, but avoid using if you already have 2 stacksCleave when you have 1-2 stacks of the Overpower buffExecute when available from low health orSudden Death - but prioritize using it withSweeping Strikes active- If the targets are expected to live for a while
- Use a chain of
Avatar,Warbreaker, thenBladestorm - recast as needed – with one
Warbreaker in between while waiting for the other two to become available
- Use a chain of
Defensives #
Die by the Sword – Reduces all damage by 30% for 8s, and doubles your parry chance (helps avoid normal attacks from enemies).
Spell Reflection – Grants 20% magic damage reduction for 5s, and reflects the first harmful spell cast on you back to the caster. Start off by thinking about it as a basic damage reduction cooldown and then begin to think about places where the reflect aspect would be useful offensively.
Crowd Control #
Stun Storm Bolt – Stuns the target at range for 4s.
Taunt Taunt – Makes the target attack you. Essential when tanking to pick up enemies you don’t have aggro on. Niche usefulness as a ranged pull when solo.
Interrupt Pummel – Interrupts the target’s cast.
Stun Shockwave – Stuns all enemies in front of you for 2s.
Snare Hamstring – Slows the target for 15s.
Mobility #
Charge – Run towards the target, dealing a small amount of damage and rooting them for 1s. Gains a second charge with Double Time.
Heroic Leap – Jump to the targeted location, doing a small amount of damage. Also grants a short movement speed increase with Bounding Stride
Utility #
Impending Victory – Does some damage but more importantly heals you for a chunk of health. Each time you kill an enemy you can use this again.
Buff Battle Shout – Grants a 5% increase to attack power to your group. Keep this up at all times.
Berserker Rage– Removes fear and incapactitate effects and makes you immune to them for 6s.
Heroic Throw – Throws your weapon at the target, useless for damage but helpful to pull enemies from a distance.
Not Used #
Slam – No rotational effect and damage small enough that it can be safely ignored.
Learning More #
This guide is only intended to teach you the basics, if you’ve gotten comfortable with the spec and are ready for more advanced optimizations take a look at