Arms Warrior DPS Rotation, Cooldowns, and Abilities (Legion 7.2.5)
Table of Contents
General Information
On this page, we list your Arms Warrior core abilities and how they should be used together (rotation) in World of Warcraft Legion 7.2.5. We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that you will need to know if you want to excel at playing an Arms Warrior.
The other pages of our Arms Warrior guide can be accessed from the table of contents on the right.
About Our Author and Reviewer
This guide has been written by Wordup, a frequent theorycrafter involved in a number of class communities. He is also an experienced player who has been in the world top 100 since the days of Sunwell, currently raiding in Echoes. You can also follow him on Twitter.
This guide has been reviewed and approved by Archimtiros, one of the best DPS Warriors in the world, who raids in Infinity. You can follow him on Twitter.
1. Single-Target Rotation
The core of Arms revolves around maximising your use of
Colossus Smash and your use of powerful abilities within the
debuff window, so whilst the rotation is quite skinny, there is room to push
more damage with heads up play.
1.1. Single Target
This has changed significantly due to new talent options being available
with 7.2.5, and notes regarding
Focused Rage have been removed as
it is no longer a viable build.
- Cast
Charge if you are out of range of your target. - Cast
Rend if not active when taken. - Cast
Colossus Smash if available and
Shattered Defenses is not active. - Cast
Warbreaker if
Colossus Smash is absent from the target and
Shattered Defenses is not active. - Cast
Battle Cry with the
Colossus Smash effect active on your target. - Cast
Bladestorm with the Tier 20 4-piece bonus and
Battle Cry is active. - Cast
Execute with
Ayala's Stone Heart procs. - Cast
Mortal Strike if
Shattered Defenses is active or with no stacks of
Executioner's Precision. - Cast
Rend to maintain the debuff (<2.4 seconds remaining) if taken. - Cast
Overpower if taken. - Cast
Whirlwind with
Fervor of Battle taken. - Cast
Mortal Strike - Cast
Slam without
Fervor of Battle taken.
If
Fervor of Battle is talented, replace
Slam
with
Whirlwind at all times. If
Rend is talented refresh
the debuff whenever it has less than 2.4 seconds remaining, aiming to keep it
applied as much as possible above 20%. During the Execute period, this changes
however which is addressed below.
The core is to make sure to keep applying
Colossus Smash when resets
happen, and then consume the
Shattered Defenses effect with a subsequent
Mortal Strike. Outside of this, filling with either
Whirlwind
or
Slam to trigger
Tactician forms the core.
1.1.1. Deadly Calm with Soul of the Battlelord
Using the new legendary ring
Soul of the Battlelord is only really recommended
without the Tier 20 4-piece bonus in any situation, as
Bladestorm does not
cost any Rage, and is used to fill up the
Battle Cry window. If you do use this
legendary,
In For The Kill still remains the best other talent, but you can take
Focused Rage to replicate the pre-7.2.5 playstyle.
1.2. Execute Usage
Execute deals extremely high damage and refunds part of the Rage
spent if your target does not die, allowing you to cast it much more frequently during
the Execute phase. You should be casting Execute twice to stack the
Executioner's Precision debuff to two, and then consuming those with
Mortal Strike
with
Shattered Defenses active if possible. With
Rend taken, it is
not maintained during the Execute phase, and is replaced by funneling Rage into Execute
casts themselves.
- Cast
Colossus Smash if
Shattered Defenses is not active. - Cast
Mortal Strike at 2 stacks of
Executioner's Precision, and with
Shattered Defenses active. - Cast
Execute. - Cast
Overpower if taken.
1.3. Opening Rotation
- Use your Potion just before the pull.
- Cast
Charge. - Apply
Rend if talented. - Cast
Avatar if taken alongside
Battle Cry with
Colossus Smash. - Continue with single-target rotation.
1.4. Cooldown Rotation
- Cast
Rend if not active or less than 5 seconds remaining, if taken. - Cast
Colossus Smash or
Warbreaker before
Battle Cry. - Cast
Battle Cry. - Cast
Bladestorm with the Tier 20 4-piece bonus. - Cast
Colossus Smash if
Shattered Defenses is not active. - Follow normal rotation.
The note at the top regarding
Rend is to refresh it if you are about to use
Battle Cry, and allow it to gain the full effect over the duration.
2. Multiple-Target Rotation
At 2-3 targets, the rotation remains the same, but switching talents to
Sweeping Strikes is highly recommended. You also replace
Slam
with
Whirlwind at all times, even without
Fervor of Battle.
Against multiple targets, Arms favours using
Cleave to empower
Whirlwind in place of Single Target filler skills.
2.1. 4+ Target AoE
- Cast
Warbreaker. - Cast
Bladestorm with
Warbreaker active. - Cast
Cleave. - Cast
Whirlwind.
Try to stack all available cooldowns with
Bladestorm as frequently
as possible alongside the
Warbreaker effect for high bursts of
damage.
3. Important Notes
3.1. Tier 4 Talents
Tier 4 provides two different options when it comes to different encounter types and how you want to approach them, and picking the appropriate talent for the situation can augment your ability to react to them.
Bounding Stride provides a powerful increase to the distance
you can cover with
Heroic Leap uses, whilst also increasing its
availability by reducing its cooldown by 15 seconds, allowing for more
flexibility. Given that
Heroic Leap has no restrictions, unlike
Charge that requires a target, this is a great choice on high
mobility encounters.
Whilst
Defensive Stance does hit damage output due to it
requiring Global Cooldowns to activate alongside a flat reduction to damage
dealt, having a very short 10-second cooldown allows for extremely high
flexibility when dealing with frequent dangerous mechanics.
3.2. Focused Rage
Although this is the most powerful talent when taking a built to complement it,
it is significantly harder to capitalise on and should only be considered if you
feel comfortable with the spec already. Using this wisely is important as it requires
you to identify situations in which you can safely siphon off additional Rage into
it, to empower future
Mortal Strikes. The downside is if you over-use this,
you will be unable to actively fill Global Cooldowns with
Slam casts,
and miss out on potential
Tactician resets and damage. During your
Battle Cry windows however, you are free to use this repeatedly due to
the zero cost gained through
Deadly Calm.
3.3. Cooldowns
Arms comes with two baseline cooldowns with variable uses in
Battle Cry, for general use, and
Bladestorm, for AoE
situations. It also has a number of talents that either provide additional tools
such as
Avatar or augments to existing abilities like
Deadly Calm, and stacking as many effects that scale with each
other is key to pushing as much out of Arms as you can.
3.3.1. Battle Cry
Battle Cry is a short 5-second duration ability that grants a 100% increase to
critical strike chance on a 1-minute cooldown. Due to its short duration coupled
with its frequent availability, using it as often as possible with high damage
periods is crucial to pushing high damage in short windows. This also synergises
very well with
Colossus Smash in single-target situations, or with
Bladestorm due to them both being short duration, high impact
effects. Your last uses of your cooldowns stacked up with
Battle Cry should be saved for the
Execute
phase, as it contributes a great deal to the overall Arms output. Also note if
using
Avatar, you should always delay
Avatar for the next
Battle Cry, and not vice versa.
3.3.2. Bladestorm/Ravager
Making the most out of
Bladestorm in AoE situations is a huge
benefit to the versatility of the Arms toolkit. Stacking other cooldowns such as
Battle Cry can create a huge surge of damage very quickly, just be
aware that you cannot cast anything else during the channel. If burst AoE is
required more frequently than
Bladestorm would allow, consider
taking
Ravager instead to maximise your use, and place it just
before enemies spawn, use all cooldowns currently available, and cast
Whirlwind during its duration.
3.3.3. Colossus Smash and Warbreaker
Try to line up cooldowns with your
Colossus Smash as frequently as
possible, due to the significant damage boost during the debuff.
Warbreaker
is used as a filler to maintain the effect during downtime. Try to always line
up with
Bladestorm uses for maximum effect. Also note that, due
to being a debuff on targets hit, you cannot pre-cast it before enemies spawn,
and instead must actually hit targets as they reach you before Bladestorming.
4. Mastering your Arms Warrior
The notes above provide an outline for general Arms play, below are some more in depth mechanical breakdowns of concepts vital to Master if you want to squeeze out the best performance possible.
4.1. Rage Management
Arms generates Rage purely from auto-attack swings and
Charge
casts, and all abilities cost Rage to use, other than
Colossus Smash
which is free, alongside auto-attack Critical Strikes generating additional
Rage. Having enough Rage to keep
Mortal Strike on cooldown
is important, and over-committing Rage to
Slam can sometimes be
punishing due to
Tactician resets. Holding too much Rage however
can punish you by limiting the amount of
Colossus Smash resets
generated, so a balance must be maintained where you are not empty but still
making use of your Global Cooldowns.
4.2. Colossus Smash
The crux of the Arms specialization is
Colossus Smash, with
both the
Tactician effect and
Mastery: Colossal Might.
Whilst maximising the impact of the debuff is useful, the damage that the initial
strike deals on top of being free means that playing around it is not important.
Instead keep it on cooldown for a free, high damage hit as frequently as
available to allow room for extra resets will give the most benefit to your
output. Do make sure however to expend your
Shattered Defenses buff
before re-casting it.
4.3. Movement and Mobility
Warriors have a great deal of active tools through
Charge and
Heroic Leap that allow for instant movement across large distances.
Finding ways to maximise your uptime on a target through intelligent use of
these is crucial, as downtime is extremely detrimental to the Arms rotation, as
losing auto-attack swings has a severe impact on Rage available, and limits
opportunities to reset
Colossus Smash. Consider talents such as
Double Time and
Bounding Stride if an encounter
requires higher than usual movement.
4.4. Advanced: Heroic Charge
A small optimisation you can do is use
Heroic Leap in conjunction
with
Charge to get back to your target for a surge of free Rage. This
can also be done by simply running out of range, but is much less efficient.
This should however be limited to use only during
Colossus Smash downtime
with no short term damage buffs active, and when under 50 Rage just before an
important burn phase.
4.5. Defense
Arm's primary tool for survivability comes in the form of
Die by the Sword, reducing all damage taken by 30% and increasing
Parry chance by 100% for 8 seconds, on a 3-minute cooldown. Whilst this has a
very high cooldown, it can be very impactful if used correctly. If you feel your
survivability does not cover your needs however in encounters, consider taking
Defensive Stance if the damage dealt penalty is not a concern.
Warriors also have access to
Commanding Shout, granting all
party and raid members 15% increased maximum health for 10 seconds, on a 3
minute cooldown. This is a great additional tool for not only your defense but
your group as well, and should be used appropriately to co-ordinate additional
survivability against key mechanics.
5. Tier 19 Set Bonuses
Arms Tier 19 set bonuses are very powerful, the 2-piece set bonus is quite
marginal due to the relatively low amount of Critical Strike available to Arms,
but the 4-piece has a solid impact increasing the
Battle Cry window
which can be powerful.
- 2-piece:
Mortal Strike and
Execute Critical Strikes have a 10% chance to reset the cooldown of
Colossus Smash. - 4-piece: Increases the duration of your
Battle Cry effect by 1 second.
The 2-piece again is inconsequential and will not increase your output significantly. The 4-piece has been reduced by 1 second with Patch 7.2.5, and due to the new Tier 20 4-piece bonus being easier to obtain and having more versatility, is not desirable to maintain in Tomb of Sargeras.
5.1. Tier 19 Trinket optimization
Following Patch 7.2.5
Draught of Souls has been nerfed significantly
for Arms, and is no longer worth playing around since it is advised to not equip it.
Convergence of Fates can have some fringe uses on encounters that
require additional
Battle Cry uses.
6. Tier 20 Set Bonuses
Arms Tier 20 set bonuses both are focused around boosting
Bladestorm
and bringing it into the single-target rotation, and powerful in tandem. You should
aim to acquire the 4-piece early due to its uses in filling up the Arms rotation
and being effective in AoE.
- 2-piece:
Colossus Smash reduces the cooldown of
Bladestorm
by 3 seconds (2 for
Ravager) - 4-piece:
Bladestorm causes you to automatically cast
Mortal Strike
3 times (2 for
Ravager) over its duration to nearby enemies.
The 2-piece bonus heavily leans toward
Bladestorm over
Ravager,
as the cooldown reduction has no benefit for Ravager, due to it desyncing it from
Battle Cry.
The 4-piece rounds out the bonuses with an effect that opens up using
Bladestorm during your
Battle Cry in single-target, dealing
additional burst damage over its course and is useful.
6.1. Tier 20 Trinket Optimization
Unstable Arcanocrystal and any Mastery stat stick are ideally the most desirable
options to aim for if you have access to high item level versions. However, Tomb provides
some unusual options that can still be considered.
Specter of Betrayal theoretically provides the highest raw damage,
but it has such a significant requirement with predictive enemy positioning that it
is simply not worth the effect in many cases. This also clashes a lot with the cooldown
reduction from either
Anger Management or
Convergence of Fates.
7. ChangeLog
+ show all entries - show only 10 entries- 18 Jun. 2017: Updated to reflect the importance of Rend in some situations, now that Fervor of Battle is less dominant.
- 16 Jun. 2017: Updated notes for T20 4-piece bonus following nerf.
- 14 Jun. 2017: Updated with significant changes for 7.2.5, including rotational alterations and notes on Tier 20.
- 27 Mar. 2017: No changes needed for Patch 7.2.
- 29 Jan. 2017: Updated for Draught of Souls being on the GCD.
- 10 Jan. 2017: Removed standard rotation and changed to Focused Rage as the standard. Added Tier and Trinket sections for Nighthold.
- 16 Nov. 2016: Improved wording in many places.
- 30 Sep. 2016: Rotation and Execute usage update.
- 24 Sep. 2016: Colossus Smash update, following hotfixes.
- 02 Sep. 2016: Added a clarification to the single-target rotation regarding Warbreaker. It should be cast if Colossus Smash is absent from the target.
- 29 Aug. 2016: Updated for Legion's launch.
- 21 Jul. 2016: Updated mentions of Fervor of Battle to reflect the fact that it is now the recommended Level 45 talent.
- 19 Jul. 2016: Fixed Tier 18 Set Bonuses section.
- 19 Jul. 2016: Updated for the Legion pre-patch.
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