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Comprehensive Arms PvE Guide (updated for 4.1)
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Post by
748516
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748516
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748516
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Post by
Victarious
I admire your work here, but I see a couple things straight off the bat.
One, your single target spec eschews Throwdown for a single point in Blitz. Blitz is a fairly weak PVE skill. Throwdown, meanwhile, is admittedly situational, but can be invaluable for burning down an add in a boss fight.
I also see you're not taking Improved Slam. That's at least a controversial choice. I'm not slamming either, and noticing very little variance in DPS, but a lot of people are back to it and it's at least a theoretical DPS gain.
Two, Bladestorm. Before the buff from 100% weapon damage to 150%, this was pretty well regarded as not worth using on single targets. I'm not sure how it is now, to be honest, but it's worth a mention.
Three, and this for me is the biggest thing, mastery. Mastery is actually a very nice stat for Arms warriors. It's generally regarded as nearly as good as crit, and should be looked for on gear (along with crit) after the hit/expertise caps. Moreover, you say that mastery is "more of a fury stat" -- this is 100% wrong. Mastery is GD terrible for Fury warriors, especially SMF (who get less out of Raging Blow). It's a Fury's worst stat and should be avoided like the plague. Feel free to check other sites on that, but I've never seen anyone criticize it for Arms or laud it for Fury.
Couple other things WRT talents: Rude Interruption and Booming Voice are legit talent choices. If you're not slamming, you're going to have open GCDs. Filling those with extra rage leads to more heroic strikes, so yes, that talent is a DPS gain, although admittedly still a weak one. As for Rude Interruption, some boss fights do have interruptable casts, and on those fights, RI will outdo Executioner handily. It's situational, I don't think Exe is a BAD choice, but it's worth discussing.
But again, I like what you're doing here, it's well done for the most part. Just needs some work IMO.
Post by
FenrirNight
I think the problem people have with slam at the moment is it still pauses your swing timer while casting. So basically while your slamming no white hits and no rage gains. On the other hand heroic strike uses up excess rage just as well without interrupting your normal swings at all.
We also have access to the very nice "improved heroic strike" talent as well
I do agree arms warriors "should" be using slam instead of heroic strike but at the moment it is the less desirable option.
By the looks of blue posts they plan on changing that but until then...
Post by
748516
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748516
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Post by
Victarious
I like you, Nefariouz. I hope you stick around for awhile (and selfishly that you keep the guide current).
I would say that a section toward the end discussing Slam would be useful info. It wouldn't have to be more than a paragraph or two discussing the pros, cons, and proper technique.
As for the rest, it's your guide, just wanted to point out some things I had seen differently. Love that you can see the different viewpoints. I'd say just go with what you think is best as long as it's backed by facts. Keep up the good work.
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748516
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Post by
328067
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748516
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Post by
FenrirNight
i haven't played warrior much since cataclysm but in wotlk they changed slam so instead of resetting your swing timer it just suspends your swing timer while casting.
so say you have a .5s slam, a 1.5s gcd, and a weapon speed of 3.
If you chain casted slam immediately following a white hit it would be sort of like
.5s for slam, swing timer suspended
1s gcd, swing timer reduced to 2s
.5s for slam, swing timer suspended
1s gcd, swing timer reduced to 1s
.5s for slam, swing timer suspended
1s gcd, white hit should go off just before you can use abilities again
the problem is it turned a 3s swing time into a 4.5s swing time
granted, your instant cast abilities would likely start coming back up before you did 3 slams but it's just an example using easy numbers x_x
back when heroic strike actually nulled your next white hit having slam just delay it a little was the more desirable option. Now that heroic strike has seemingly no downside as far as your white hits and rage generation are concerned and incite giving it a rather nice crit boost It has come back to favor.
The blue posts are stating that arms and fury are getting too much from heroic strike and want to change that so it would seem most warriors are going that route atm at least.
I'm betting they will add a glyph that does something like "slam cast time -0.5s cooldown+2s" or "after slam your next melee swing generates X% more rage" and switching incite's position with shield spec or shield mastery
booming voice is basically 30 rage on demand on a 30s cooldown so quite nice if you want to do things like using inner rage a lot it would give you a way to recover from it quickly
I'll shut up about slam now but there's a paragraph hah
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748516
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Post by
576101
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Post by
Atik
This is a really good guide. I ended up redoing my spec to what you have suggested for AoE and saw a DPS jump of almost 500 (Which is a lot at lvl 75 with 2k DPS)
Anyway, I was just wondering if we can be taken seriously as CC? My guild and pug tanks think it is a joke when I say I can CC a caster. I mean, I know I can keep them tied up between charge, pummel, IS, and throwdown, But are these abillities enough, coupled with my 15k health pool, to count as CC?
Post by
717433
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748516
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748516
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Post by
Manilas
Would like to add to the Deadly Calm Rotation some extra opinion on it.
For example: Rend > Colossus Smash > Deadly Calm > Heroic Strike every Cooldown > Mortal Strike > OverPower > Colossus Smash or Slam if Colossus Smash is on Cooldown > (if you have Improved Slam, you will have time for second Slam) > reset at Colossus Smash or Mortal Strike if Colossus Smash is still on Cooldown.
Arms is all about managing your Cooldowns.
(I add points to Improved Slam instead of Second Wind).
Post by
78324
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