Arms Warrior PvE Guide (WoW Legion 7.3.5)
- Main abilities
- Artifact and Relics
- Netherlight Crucible
- Set bonuses
Let’s take a closer look at the weakest and the strongest aspects of this specialization:
- Massive damage on a single target.
- Nice damage on 2 closely located targets.
- Also, nice AoE damage.
- Has Commanding Shout for the raid.
- Relatively low survival rate.
- Strong dependency on Legendaries.
- Overall DPS is very random.
Basic information on the spec:
An Arms Warrior, much like any other Warrior spec, uses one key resource – Rage. Rage is accumulated after successful auto-attacks and after utilizing specific Rage-generating abilities. Consequently, there are abilities that spend it.
AoE (Area of Effect) is basically the area where this of that effect is actuated regardless of whether its damage or healing. This command is usually used to act in a team/raid on several targets. It is also used to describe any ability of a Boss with the aforementioned effect.
Buff stands for any positive effect. Always reflected to the left of the mini-map, by its upper edge.
Burst is an ability to do – in multiple ways – massive damage within a short period of time.=
GCD (Global Cooldown) is the overall ability recovery time.
Debuff stands for negative effect. By default, it’ reflected to the left of the mini-map by its lower edge.
DoT stands for Damage over Time.
DPS (Damage per Second) is a measure that reflects the damage done within one second.
Cleave is an ability to damage secondary targets through damaging the main one with no (or minor) loss in the damage done to the main target.
Cooldown (often CD) primarily refers to the ability recovery time. Can be often applied to bursts and various protective abilities.
Melee and Range. Melee is the close-range combat zone, also used in the titles of all the classes and specs that do effective damage in this zone. Range usually refers to a zone that is not a close-range one and is used, respectfully, in the titles of all classes and specs that do effective damage remotely.
Trait is a name for the ‘talents’ your artifact has.
Mortal Strike deals, for 20 Rage, major physical damage to an enemy and reduces the efficiency of their incoming healing by 25% for 10 secs. CD 6 secs.
- The trait Touch of Zakajz allows you to restore Health equal to 13% of the damage dealt by Mortal Strike.
Colossus Smash deals nice physical damage to your enemy and increases the damage you deal to them by 15% + Mastery rate for 8 secs. CD 20 secs.
- The trait Shattered Defenses allows your Colossus Smash to empower your next Mortal Strike or Execute by 50%.
- The trait Precise Strikes, with 4/4, allows your Colossus Smash to increase the chance of your next Mortal Strike or Execute by 32%.
Slam deals nice physical damage to your target for 20 Rage.
Execute deals major physical damage to an enemy with under 20% Health for 10 Rage. The ability can spend additional 30 Rage. In this case, a lot more damage is dealt. If your enemy survives this attack, you restore 30% of the Rage spent.
- The trait Deathblow, provided 4/4, increases your Execute‘s chance by additional 20%.
- The trait Executioner’s Precision allows your Execute up the damage by your next Mortal Strike by 75%. The effect sums up, up to 2 times.
- The trait One Against Many, provided 4/4, increases the Whirlwind’s bonus by 8%.
- The trait Void Cleave allows your Cleave deal additional damage in dark magic to all the enemies around if you hit at least 3 targets.
Whirlwind is your AoE ability dealing minor physical damage to the targets within the 8-m range. Costs 30 Range.
Bladestorm makes you spin for 6 secs and deal major physical damage to all the enemies within the 8-m range. During this period, you become immune to any movement-impairing effects, relinquish-control effects, and you can use your defensive abilities and avoid attacks. CD 1.5 min.
Victory Rush deal major physical damage to your enemy and restores 30% of your max HP for you. You can only use it within 20 secs after a killing of an enemy that brings your Experience of Honor.
Heroic Throw allows you to throw your weapon into the selected target 8-30 m away from you, deal them minor physical damage but increase the menace level significantly. CD 6 secs.
Battle Cry increases the probability of a critical strike by 100% for 5 secs. CD 1 min.
- The trait Corrupted Blood of Zakajz allows your attacks to deal 20% more damage in dark magic for 5 secs after you’ve utilized Battle Cry.
- The trait Exploit the Weakness increases the chance of triggering this effect.
Die by the Sword increases you paree rating by 100% for 8 secs, and decreases all the incoming damage by 30%. CD 3 min.
- The trait Defensive Measures decreases the incoming damage by additional 5%.
Commanding Shout expands the max Health for your group- or raidmates within the 30-m range of you by 15% for 10 secs. CD 3 min.
Heroic Leap makes you jump to a selected location 8-40 m remote. Wherever you land, you deal minor physical damage to your enemies within the 8-m range. CD 45 secs.
- The trait Tactical Advance, provided 4/4, increases your armor and your paree chance by 40% for 4 secs after you’ve landed.
Charge allows you to reach your enemy 8-25 m away from you very quickly dealing minor physical damage. Thus, you stun them for 1 secs and reduce their moving speed by 50% for the next 6 secs. Utilizing this ability generates you 20 Rage. CD 20 secs.
Pummel interrupts your enemy’s casting and prevents them from casting spells of the same school for the next 4 secs. CD 15 secs.
Taunt is quite transparent with the title. It provokes your enemy to attack you for 3 secs. CD 8 secs.
Hamstring deals minor physical damage to your enemy and reduces their moving speed by 50% for 15 secs.
Intimidating Shout is applied to a target within the 8-m range after which the target and 5 closest ones within the 8-m range will have to run away in fear for 8 secs. CD 1.5 min
General information. On achieving several new levels you’ll get access to new talent ‘Tiers’. Talents may have different effect on abilities: add new features, replace old ones, modify passively different effects and spells. Talents can be changed in Sanctuaries or any recreational zones. However, if you don’t have any of those places nearby you can use the Codex of the Tranquil Mind which allows you to switch channels within a minute. You can’t change talents in combat. You can’t change a talent if the talent you’ve picked in the last Tier is on Cooldown. You’ll have to wait until it’s restored first.
Tier 1. Lvl 15.
- Dauntless. Decreases the Rage cost of all the abilities by 10%.
- Overpower. Gives you an additional ability dealing nice physical damage; your base chance of Crit is 60% higher, his attack cannot be paried, blocked or evaded. The ability is available only during the proc that is triggered by using your other abilities.
* Your default choice here is Dauntless in any case.
If your combat employs additional targets, 2 to 4 of them, and you have an opportunity to use Execute on them, Sweeping Strikes becomes a very nice option.
Overpower is a nice talent, too, but it does fall behind against Dauntless.
Tier 2. Lvl 30.
- Shockwave. Allows you to deal minor damage and stun your enemies in a cone 10 m ahead of you for 3 secs. If this ability damages 3 or more enemies, its restoring time reduces by 20 secs. CD 40 secs.
- Storm Bolt. You throw your weapon into an enemy within the 20-m range thus dealing them minor damage and stunning them for 4 secs. CD 30 secs.
* Your default choice is Double Time as it increases your mobility.
If you need additional control of some sort, the other 2 talents would work for it.
Tier 3. Lvl 45.
- Trauma. Slam, Whirlwind and Execute cause the target to bleed thus dealing additional 20% of damage by these abilities for the next 6 secs. The damage sums up.
- Rend. An additional ability dealing minor physical damage and leaving a strong physical DoT for 8 secs. Costs 30 Rage.
- Avatar. Allows you to transform into a colossus for 20 secs. Actuating this talent cancels any movement-impairing effects on you, and your outgoing damage grows by 20%. CD 1.5 min.
* Trauma is a great choice for almost any situation as it allows you to deal more damage by secondary abilities, and it provides an increase for the execute phase. With 4T21 becomes a default choice for a single target.
Rend is a good option on a single target in any case.
Avatar is the Tier’s weakest talent for single target, but it can be used in case you crave burst damage.
Tier 4. Lvl 60.
- Second Wind. Passively restores 7% of your max Health in case you haven’t received damage over the last 5 secs.
- Bounding Stride. Reduces the CD for Heroic Leap by 15 secs. It also increases your running speed by 70% for the next 3 secs.
- Defensive Stance. Allows you to activate your Defensive Pose in which you receive 20% less damage, but you also deal 10% less damage. Active until cancelled. CD 6 secs.
* Bounding Stride is your basic choice as it ups your mobility.
Defensive Stance does give you a down on DPS with both its bonus and GCD spending, but, as you know, the dead do not damage, which makes it a nice – but still optional – choice for survival on the encounter.
Second Wind is barely used because it’s not at all often you come across encounters with incoming damage-free windows long enough to activate it.
Tier 5. Lvl 75.
* Fervor of Battle with 4T21, Opportunity strikes and Trauma becomes a default choice for single target fights.
Titanic Might is your default choice as it allows you to maintain Colossus Smash during 100% of the combat and use it on additional targets.
Mortal Combo can be useful with Sweeping Strikes but mostly never used.
Tier 6. Lvl 90.
- Focused Rage. Demands 20 Rage thus empowering your next Mortal Strike by 30%. The effect can be added up, up to 3 times. Used regardless of GCD. CD 1.5 secs.
* In for the Kill is your best option on this Tier as it ups your DPS during Colossus Smash which is when you deal most of the damage.
Focused Rage is a nice pick for the encounters where you need an extremely strong burst into a short-living target.
Deadly Calm is a pretty weak talent.
Tier 7. Lvl 100.
- Anger Management. Each 20 Rage spent reduce the restoring time of Battle Cry and Bladestorm by 1 sec.
- Opportunity Strikes. Your Melee abilities have a 60% (depending on the target’s HP level) chance of triggering an additional attack which deals medium damage and restores 5 Rage.
- Ravager. Replaces Bladestorm. Allows you to pick a spot within a 40-m range on which you leave a spinning weapon. The weapon deals major physical damage for 7 secs. Each time the ability deals damage, it restores 7 Rage for you. CD 1 min.
* Ravager is your best option in case you have to deal burst damage the Legendary head The Great Storm’s Eye.
Opportunity Strikes is your default choice with 4T21 for a single target.
Anger Management is generally a nice talent as well. It should be used in case you need to deal bursts more often. But at the end of the day, it offers less DPS over the combat as compared to the other 2.
So, we can boil it all down to the following build:
- Dauntless / Sweeping Strikes AoE
- Trauma / Avatar
- Fervor of Battle / Titanic Might AoE
- In for the Kill
- Opportunity Strikes / Ravager
Unlike talents, in the weapons branch there is no choice of what you can and what you can’t take. With the current Artifact Knowledge, the order of artifact acquisition is insignificant as to open all the traits, you only need to earn 2.23 billion artifact power which is extremely easy to do just over the first few minutes after you’ve reached level 110.
An Arms Warrior uses 1 Iron, 1 Blood and 1 Shadow.
Most traits are quite valuable related to weapon ilvl. For that matter there is a list of the relevant build according to the relic value and weapon ilvl equivalent:
|Many will fall||3.3|
|Exploit the weakness||2.8|
|Storm of swords||1.2|
If you face situations where you’re not sure, we recommend you use the raidbots.com web-site which has a convenient interface for figuring out if it’s worth replacing Relic A with Relic B.
Tier 1 of any relic allows you to increase your weapon’s ilvl by 5 points.
Tier 2. Here you face your first crucial choice between Light and Shadow. This Tier’s traits are stronger than the artifact ones. That’s why this choice would often define everything. Should this Tier proc only weak or approximately similar traits, you need to figure out which relic on Tier 3 to target on your way.
|Infusion of Light||3.5|
|Secure in the Light||3.5|
|Torment the Weak||3.4|
|Master of Shadows||3.2|
Tier 3. Like it was said before, the traits on Tier 2 are significantly stronger. The rating of the Tier 3 traits coincides with that of the relics:
|Many will fall||3.3|
|Exploit the weakness||2.8|
|Storm of swords||1.2|
Other traits are defensive and provide no dps that’s why they are not accounted for here. Here their value is considered equal to 0.
If you are using CrucibleWeight you can import this string into the game:
cruweight^128910^ilvl^1^209481^1.08 6:1.35 7:1.35^216274^3.39 6:3.54 7:3.54^252799^2.71^252922^1.63^252875^3.44^252906^3.28^209459^-0.12 6:0.44 7:0.12^252888^3.25^252091^3.0^209472^-0.02 6:-0.02 7:-0.34^248579^3.5 6:3.3 7:3.48^209494^2.9 6:3.0 7:2.69^252191^2.6^238075^0.44 6:-0.01 7:0.11^252088^2.31^253070^3.48^253093^3.3^end
An Arms Warrior has access to the total of 14 Legendaries.
Let’s single out the best and the good Legendaries:
Archavon’s Heavy Hand is a nice Legendary providing a stable single-target bonus.
Ayala’s Stone Heart is somewhat random, but, in general, it’s one of the strongest Legendaries for a single target and a minor cleave.
Soul of the Battlelord is a great choice without 4t20; if you do have that set, the additional talent of the ring proves to have quite small efficiency.
Naj’entus’s Vertebrae is your best pick for continuous AoE.
Timeless Stratagem goes particularly well with Mythic+ with Weight of the Earth for AoE. An average Legendary, in general.
Mannoroth’s Bloodletting Manacles allows you to endure your survival in the encounters with constant incoming damage.
Sephuz’s Secret works quite nicely in Mythic+ for trashing as your Charge and Shockwave allow you to activate Sephus quite frequently. In raid situations it is pretty much worthless unless you have the opportunity to trigger its proc per CD.
Kil’jaeden’s Burning Wish is a nice option for burst AoE but it does occupy a trinket slot and is still behind the best Legendaries.
Prydaz, Xavaric’s Magnum Opus allows you to increase your survival which can be of great use when exploring new Bosses. In terms of DPS this is a rather mediocre Legendary.
Rethu’s Incessant Courage is a craft belt allowing you to have more stats. A great choice for fresh characters, an average one for everybody else.
If you’ve got different Legendaries out of the first list, and want to figure out which one of them would be better for you, we recommend you use Simcraft.
- Prepot Potion of the Old War
– If talented.
- Colossus Smash.
– This allows you to send the ability on CD right away and thus not miss Tactician‘s proc.
– If it’s an AoE combat – start with Warbreaker
- Battle Cry.
– With 4T21 Mortal Strike to consume Shattered Defenses
– Colossus Smash, if available, to activate Shattered Defenses
– Whirlwind if everything else is done
- Rend, if not on target or it’s duration less than 2.4 (if talented).
- Colossus Smash, if you don’t have the buff of Shattered Defenses.
- Warbreaker if there is no Colossus Smash on a target, Mortal Srike is on CD and there is no buff Shattered Defenses
- Execute with the proc of Ayala’s Stone Heart.
- Mortal Strike, with the buff of Shattered Defenses.
- Mortal Strike, if the target is tagged with your Executioner’s Precision.
- Overpower, if talented.
- Slam or Whirlwind, if talented with Fervor of Battle.
General guidelines: you should maintain Rend, use Colossus Smash and discharge the proc of Shattered Defenses off it. Use Mortal Strike per CD unless your target is tagged with Executioner’s Precision which should be alternated with Shattered Defenses.
The priorities for the Execute phase (a target with <20% HP):
- Whirlwind with 3 stacks of 4T21 – Weighted blade and there is Colossus Smash on the target.
- Colossus Smash to activate Shattered Defenses.
– Warbreaker can be used instead if it won’t be needed for AoE during next minute.
- Mortal Strike, if you have 2 stacks of Executioner’s Precision and Shattered Defenses.
- Overpower, if talented, and this does not lead to overcapping your Rage.
Also, there is a useful sequence for burst AoE:
The basic priority rating for the characteristics is as follows:
Mastery > Haste = Versatility = Crit > Strength
This spec’s Mastery increases the bonus damage and the own damage by your Colossus Smash.
20% Haste allows you to make your Battle Cry and Bladestorm last 5 secs. Considering the human factor, it is recommended you have a bit more than those 20%. You should also know that once you reach 12.5% Haste, you receive an additional GCD for the duration of Colossus Smash.
Other stats are more or less equal to each other which means their value is going to be quite volatile against one another depending on the gear you have. That’s why is recommended, once you receive new equipment, you use Simcraft or Raidbots.com. There is no way to get a more precise answer to which stat to focus on first, but through a simulation.
Based on the aforementioned characteristics and results of your character’s own simulation results, you can draw conclusions on Gems, Chants and Raid Chemicals.
- Neck: Enchant Neck – Mark of the Trained Soldier.
- Rings: Enchant Ring – Binding of Mastery.
- Cloak: Enchant Cloak – Binding of Strength.
- Lavish Suramar Feast, 500 Strength.
- Nightborne Delicacy Platter for Mastery.
- Flasks and Potions:
- Flask of the Countless Armies. 1300 Strength for 1 hour.
- Potion of the Old War, on a single target even for Execute. For AoE better use Potion of Prolonged Power, 2500 Strength for 1 min.
- 2 pieces: Critical strikes by Mortal Strike and Execute have a 10% chance to finish the restoring time of Colossus Smash.
- 4 pieces: Prolongs your Battle Cry by 1 sec.
- 2 pieces: Colossus Smash reduced the restoring time of Bladestorm by 3 secs.
- 4 pieces: While Bladestorm is active, you automatically use the total of 3 Mortal Strikes against random enemies close to you.
- 2 pieces: Using Colossus Smash increases your damage in case of critical strike by 7% for 8 secs.
- 4 pieces: Mortal Strike increases the damage and the chance of delivering a critical strike by your next Whirlwind or Slam by 12%. The effect can be added up, up to 3 times.
Pummel with a modifier, with the Shift key held, the ability is applied on a remembered target, without – on the current one.
/cast Battle Cry /cast Bladestorm
A convenient macro for Ravager. Allows you to place your Ravager at the cursor’s position instantly upon using this macro. ( [@cursor] may be replaced with [@player], if you want the Ravager to be directly in the model of your character)
/cast [@cursor] Bladestorm
It also makes sence to have a macro cancelling Bladestorm for when all your adds die:
#showtooltip Bladestorm /cancelaura Bladestorm