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1. 2. 3. 4. Arms Warrior Talents Arms Glyphs Arms Stats Arms Rotations This Arms Warrior guide is primarily intended for use at level 90, for generating the best possible DPS in a raiding/PvE environment. Many of these principals w ill still apply in PvP or during the leveling process. If youre looking for advice on leveling your Warrior, you should check out our Warrior Leveling Guide. Other Warrior Guides: PvE: Protection Tanking Fury DPS PvP: Arms Fury Warrior PvP Warrior PvP Gear Other: Warrior overview Warrior leveling If you w ant the same in-game step by step leveling guide that w e use to get to level 90 as fast as possible, take a look at our favorite in-game leveling guide.
5. Gemming Arms 6. Enchants for Arms 7. Consumables 8. Professions 9. Races 10. Fastest Arms Leveling
Charging in: 1. Juggernaut is best used for when you need more charges per minute. 2. Double Time is more useful when you might need a double charge for emergencies, such as a rapid target switch. Over time it can result in more charges than either of the other two. 3. Warbringer is for stunning adds/trash and otherwise unlikely to be a better option than the other two, since they offer more charges per minute.
1. Enraged Regeneration is a great on demand survivability mechanic. 2. Second Wind is best used when you anticipated being low on health quite often during an encounter. 3. Impending Victory is perhaps the most useful of the three as it can be used on demand and more frequently than Enraged Regeneration for lower rage cost. Its a decent, low cost, heal and a cheap strike.
Shouts 1. Staggering Shout roots already snared enemies, rarely useful. 2. Piercing Howl does what it always has, AoE Snare. Useful if enemies are bouncing all over the place. 3. Disrupting Shout is an AoE interrupt/Silence, which is always nice when fighting casters.
Area Effect Attacks 1. Dragon Roar does damage and knocks enemies back a short distance. This instant damage is a solid hit and a pretty useful talent. 2. Shockwave has decent damage and a more limited target area than Roar. Very nice if you need the stun. 3. Bladestorm is beneficial during situations where you wish to avoid losing control of your character and was buffed in patch 5.4. Its more fun, too, which makes it a decent pick.
Helping Out the Group 1. Mass Spell Reflection is somewhat useful at times, but lacking due to the fact that the majority of Raid Boss abilities cannot be reflected. Useful for the the trash mobs are lobbing spells at the group. 2. Safeguard is useful as damage reduction, but you have to be wary of the damage you might take when using this ability. Probably more useful in PvP. 3. Vigilance was changed in 5.4. It still protects the target from a good amount of damage, but that damage is no longer taken by you. This is a solid pick if you have someone you want/need to keep an eye on.
The Final Level 1. Avatar provides a very nice damage buff every three min. 2. Bloodbath helps to spread the blood around. Solid damage, boost. 3. Stormbolt adds a ranged shot to your arsenal, along with a stun. Perhaps more useful in PvP, since Bosses cant be stunned.
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6. Glyph of Mortal Strike Recommended if youre taking damage, as the heals coming your way will be buffed. 7. Glyph of Enraged Speed Move faster while enrages Minor Glyphs Most of the minor glyphs are just cosmetic. This one should have some nice utility when fighting trash (or leveling.) Glyph of Intimidating Shout - Helps to keepo some order in the enemies that youre scaring. Glyph of the Subtle Defender - Your Defensive Stance no longer generates threat. Very nice if a lot of damage is coming your way.
HIt & Expertise: You can damage what you dont hit. 7.5% Hit makes sure you actually hit and 7.5% Expertise makes sure that your Hit is not Dodged. So yes, you want both. Points beyond 7.5% are wasted. Crit is the best of the rest of your Stats. Mastery gives you a chance for extra attacks, each doing partial damage. Haste speeds up your attack speed, but its a poor third in value compared to the others.
Reforging
Your #1 priority is your 7.5% Hit and then your expertise. If you have excess Hit you can reforge it down to Expertise. Once you have both of those stats at 7.5% then reforge any Haste and Mastery into Crit. ReforgeLite will help with the reforging, especially if you switch between PvP and PvE.
Your Shouts
Battle Shout will be your go to shout at all times, except under special circumstances. It buff the entire groups attack power. Disrupting Shout, if you took the talent, interrupts spell casting (from trash mobs,) which can be very useful. Commanding Shout might be useful in times of heavy raid-wide damage, as it increases everyones Stamina.
Your Rotation
1. Maintain Battle Shout at all times and use it as a filler rage generating tool if you have nothing else to cast. 2. Your Primary attack and rage generator is Mortal Strike which you should use on cooldown. 3. Use colossus Smash and take advantage of the 6 second time on the debuff which allows 100% of your damage to bypass the targets armor.
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4. Overpower should be used as often as you can fit it into your rotation. Overpower triggers each time you use Mortal Strike and when a target dodges an attack. Taste for Blood will give you more Overpower strikes. 5. Slam is your primary rage dump and a priority over Heroic Strike. 6. Heroic Strike should be used if youre about to become rage capped despite using Slam. 7. Execute replaces Slam and Heroic Strike when the target is below 20% health.
Fighting Groups
Multiple target fights should be handled through the use of Sweeping Strikes and target switching with Mortal Strike to apply Deep Wounds to all targets. 1. If facing three or more enemies use Thunder Clap to apply Deep Wounds to all targets due to Blood and Thunder while spamming Whirlwind as often as possible in addition to continuing your regular single target rotation. Keep Sweeping Strikes up as well. 2. Shockwave, Dragon Roar and Bladestorm are all effective AoE tools although Bladestorm is a DPS loss when used against a single target as it locks out your other abilities for the duration, unlike Shockwave and Dragon Roar.
Cooldowns
1. Berserker Rage should be used on cooldown although its best to use it in combination with other damage increasing cooldowns and when you have a decent amount of rage pooled to benefit best from the 10% damage buff. To make things easier, the ability has a 30 second cooldown meaning it can be used many times throughout an encounter. 2. Recklessness should be used as often as possible. 3. Skull Banner should be used as often as possible, but is also a boost to raid DPS as a whole and therefore should be activated when best to benefit the entire raid. 4. Demoralizing Banner can be used if you feel the decreasing enemy damage is more important than buffing the group. This will be pretty uncommon.
Gemming Arms:
Since Crit gems have twice the value of Str gems well focus on Crit and match socket colors for the bonuses. Meta: Reverberating Primal Diamond until you can do the legendary quest and get Capacitive Primal Diamond Red sockets: Inscribed Vermilion Onyx (orange gem, Str & Crit) Yellow sockets: Smooth Suns Radiance (Crit) Blue sockets: Piercing Wild Jade (Hit & Crit, Keep your 7.5% Hit Cap in mind.) Belt Buckle and Blacksmithing sockets: Smooth Suns Radiance (Crit)
GEMS
Meta
Reverberating Primal Diamond: +216 Str & Increased Crit Effect Capacitive Primal Diamond: +324 Critical Strike, and chance on melee or ranged hit to gain Capacitance
Red
Bold Primordial Ruby: +160 Str Perfect Bold Pandarian Garnet: +160 Str
Yellow
Mystic Suns Radiance: +160 Resilience Quick Suns Radiance: +320 Haste Fractured Suns Radiance: +320 Mastery
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Smooth Suns Radiance: +320 Crit Orange Inscribed Vermilion Onyx: +80 Str and +160 Crit Perfect Inscribed Tiger Opal: +80 Str and +160 Crit Blue Green Purple Rigid Rivers Heart: +320 Hit Piercing W ild Jade: +160 Crit and +160 Hit Etched Imperial Amethyst: +80 Str and +160 Hit Perfect Etched Roguestone: +80 Str and +160 Hit Prismatic Cogw heel Bold Primordial Ruby: +160 Str Requires an engie helm, such as this. Smooth Tinkers Gear: +600 Crit Fractured Tinkers Gear: +600 Mastery
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Weapon Shoulders
Enchant Weapon Dancing Steel: Sometimes increases Str by 1,650. Secret Tiger Fang Inscription: +520 Str and +100 Crit, requires Inscription -orGreater Tiger Fang Inscription (MoP:) +200 Str and +100 Crit
Cloak
Enchant Cloak Superior Critical Strike: +180 Crit rating -orEnchant Cloak Accuracy: +180 Hit rating
Enchant Chest Glorious Stats: +80 to all Stats Enchant Bracer Exceptional Strength: +170 Str Enchant Gloves Super Strength: +170 Str Ebonsteel Belt Buckle: Sockets your belt, pop in the best gem. Angerhide Leg Armor: +285 Str & 185 Crit rating Enchant Boots Greater Precision: +175 Hit rating -orEnchant Boots Pandarens Step: +140 Mastery and Slight run speed increase.
Rings
Enchant Ring Greater Strength (MoP:) +160 Str, Requires Enchanting 550
Consumables
You Pandarens get twice the value of the food buff. All food buffs last one hour and provide only one stat. If you have the Alchemy skill the effect and duration of flasks and elixirs will be increased, including the value of secondary stats, by about 30% and an hour. Foods are available that provide secondary stats, but theyre only worth about 200 points each, so are not included here. Foods
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Black Pepper Ribs and Shrimp: 300 Str Potions Potion of Mogu Power: 4k Str for 25 Seconds Master Healing Potion: Heals 120k HP, probably worthwhile to have a few of these on your bar. Darkwater Potion: When 15 seconds of faster running/swimming might be useful. Flasks Flask of Winters Bite: 1,000 Str for 1 hour Elixirs you can have one battle and one guardian elixir up at a time. Since you wont have use for the defensive elixirs, since youre not that tank, it will be much more efficient to just use the flask, above. If you need the defense then using the Crit and Armor elixirs could be worthwhile. battle: Elixir of Weaponry: 750 Expertise for one hour. battle: Elixir of Perfection: 750 Hit battle: Mad Hozen Elixir: 750 Crit guardian: Mantid Elixir: 2,250 Armor
Cloak enchant sometimes adds 4k Attack Pow er for 15 seconds. Bracer enchant adds 500 Str. Make nicer gems for your ow n use. Enchant both rings, for a total +320 Str gain. Shoulder enchant adds 520 Str and 100 crit. This is the only w ay to get shoulder enchants. More effect from your ow n potions. Adds 320 Str and an extra hour to your main flask. Firgure about 30% more effect and and extra hour from all Elxirs and Flasks, including any for Crit.
Engineering
has lots of interesting toys, some of w hich have situational use, and Synapse Springs, w hich increases Str by 1940 for a short time. If you take this use a macro to activate it along w ith other short term buffs.
gives tw o extra gems slots for w hichever stats youre needing. provides 480 crit rating Small heal and 2880 Haste for 20 seconds 480 Stamina
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For most of the races only tha abilities that would have any use in a raid are shown. Pandaren - They get to choose whether they will join the Horde or the Alliance, once they leave the starting area. Increased duration of Rest XP should make for faster leveling. Being bouncy they take less falling damage, which is more useful in PvP than PvE. With a quick strike of the hand they can stun an opponent for 4 seconds, which is a pretty nice ability. Pandarens get better buffs from food, 600 points of Str from the raid meal instead of 300. Naturally theyre good with cooking.
Alliance
In order of DPS: Draenei Winners of the interstellar bodybuilding contest. All of the contests. The Draenei heal is a worthwhile ability, even though it doesnt add to your DPS. Some disagree. I think the any Warrior heal is a good thing. Save it for those moments when you are the target. Draenei also gain a 1% +hit. Nice to have, especially for raiding, where its just that much less that you have to reforge/gem for. It means that you only need 6.5% hit to cap (instead of 7.5%.) Worgen - Grandma, what big teeth you have Worgen can periodically move more quickly, much like the Rogues Sprint, which is a generally useful ability. They have an increased crit chance which is an overall DPS gain, regardless of weapon equipped. Humans Minor DPS increase with their Expertise
Increased Expertise with swords and maces. Nice for the end-game, if a sword or mace is the best weapon (and it probably is.) Escape Very nice in PvP as it allows using two DPS trinkets. Occasionally useful otherwise. Can break free of certain raid mechanics.
Dwarves - Shortness is a virtue? Is a digging tool your favorite weapon?
Stoneform removes bleeds, poisons, and diseases will sometimes be useful. It also reduces damage by 10% which might also be occasionally useful. Ranged Weapon Expertise would be nice if you could use ranged weapons,
Night Elves - Next, Night Elves gain both Shadowmeld and Quickness as far as effective abilities go. Quickness is a 2% increase to dodge and will only rarely be useful, unless your tank has issues with holding threat. Shadowmeld can be used in some PvE situations to drop aggro (either to save your skin or so the tank can reacquire aggro) or possibly hide from patrols. Its an occasionally useful ability. Gnomes - Short, the butt of too many jokes, and punted by everyone except Goblins. A nice escape ability is great for PvP and is useful every now and then otherwise Their Expertise is of no use to you, since you use 2-handers.
The Horde
Orcs Orcs are the race most consider to be the deadliest warrior race. Orcs possess an interesting racial ability called Bloodfury, which increases their attack power by a significant amount and is a cooldown. Add this to a
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macro, along with certain trinkets, and use it to really smash face when you need to. The Orc hardiness (stun resistance) will only rarely be useful in PvE. The Orc Expertise with Axes is nice, if an axe is the best weapon available. Trolls For PvE their Berserking puts them ahead of the Undead as DPS. Berserking increases attack speed by a decent amount. Increased damage Vs beasts is useful for leveling and some PvE content. Do Voodoo Shuffle reduces movement altering effects, such as from Slow spells. Ranged Weapon Expertise is useless to you. Undead
Touch of the Grave is a life draining ability (which also heals you,) and its passive. It will actually add a bit to your DPS without you doing anything special. Will of the Forsaken is a solid racial, PvP wise, granting a free break from fear, sleep, and charm effects every 2 minutes, yet in PvE wise its much less useful, aside from specific boss fights. Cannibalize grants undead great post-fight regeneration ability. It frees up a bag slot for normal foods, bt probably will find little use in raiding situations.
Goblins
Rocket Jump is usable once per 2 minutes and can be a nice gap closer or escape. Haste is increased for the Goblins, but its not a great Warrior stat.
Tauren A 5% increase to base health seems useful at high levels for any prospective tank, especially in raiding. Its worth abouit three Stam gems at level 90. Also useful is war stomp, usually a PvP ability, but also useful for leveling, that gives Tauren Warriors a crucial short range AoE stun. This can also interrupt trash mobs when dungeoning/raiding. Blood Elves Arcane Torrent restores some rage and silences nearby opponents for 2 seconds. Also interrupts non-player opponents for 3 seconds. This makes it a pretty useful ability every 2 min.
This entry was posted in Warrior and tagged Arms, PvE on November 1, 2013.
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