Best Arms Warrior Conduits - Shadowlands 9.2.5
Each Shadowlands Covenant unlocks three soulbinds, each of which features talent tree-type selection of improvements. Some of the nodes on these trees can be filled with
, which enhance a specific part of your class toolkit.
In this guide, we will detail the available conduits for Arms Warrior in Shadowlands and recommend which conduits are best for Raiding and Mythic+. This guide is updated for .
These conduits come in three flavors:
conduits enhance your class' throughput potential
conduits focus on your defensive toolkit, by providing things like cooldown reduction or amplification to sustain/defensive cooldowns
conduits enhance niche parts of the spec's toolkit
If you would like to learn more about the Conduit system, please visit our
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Best Potency Conduits for Arms Warriors
Very strong in both single and multitarget due to also affecting
Very strong in single target, especially alongside
, but lacks multitarget value.
Strong and reliable, granting extra rage in addition to damage, which in turn leads to more GCDs and increased damage.
Doesn't increase cooldown reduction with rank, but scales additional damage quite nicely.
A great buff to an unfortunately poor ability, it turns Banner into a much more effective personal cooldown at the cost of a conduit slot and dealing with the Banner's other downsides.
Provides a very reliable bonus, with ~50% uptime in group content, making it a very good all-round choice for any encounter.
Provides a significant damage increase so long as multiple targets remain after Bladestorm ends. With the 9.1.5 buffs and removal of AoE caps, spamming Whirlwind during the effect is now capable of dealing tremendous damage well beyond normal single target abilities. Can also combine very well with
for alarmingly high burst damage potential... if somewhat weak sustained damage.
Can be ramped up and maintained fairly quickly, due to Arms's lack of a cooldown on Execute. Only mediocre in Mythic+ for the same reason, however, as encounters don't last very long.
Despite moderate buffs, Condemn is still a poor multitarget ability, while the scaling damage bonus provides very little in single target situations.
Best Raiding and M+ Potency Conduits for Arms Warriors
The value of potency conduits varies depending on covenant and content type, though largely follow the order outlined above.
In single target raid encounters,
will always be taken, along with either
when three potency conduits are available.
should always be taken, along with some combination of
based on covenant.
Best Endurance Conduits for Arms Warriors
Having your primary defensive cooldown available more often is never a bad thing.
Provides a small but reliable amount of period healing, which does not contribute much on its own, but combines with similar effects such as Fueled by Violence and Condemn to substantially increase survivability and mitigate rot damage.
Categorized as a Protection Warrior conduit, this also works for Arms. While the total healing isn't high, it's a consistent trickle without any action on your part.
Hard to benefit from due to the rage cost attached to
resulting in lost DPS, but can provide another defensive layer if used circumstantially or when overcapping rage, such as during Bladestorm.
Provides a good amount of healing, but isn't useful enough to really make use of it. In raids, it will rarely be active without talenting
, though it can see more regular use in the open world or Mythic+.
Not currently obtainable, but completely worthless to DPS Warriors due to the inability to use
without a shield equipped, severely hampering damage potential. The spell's own inability to mitigate anything other than direct attacks will probably kill you anyway.
Best Endurance Conduits for Arms Warriors in Raids and Mythic+
is near mandatory for how much defensive value it adds over the course of a raid encounter or dungeon, while
are good secondary choices to compensate for Arm's lack of personal healing.
Best Finesse Conduits for Arms Warriors
Strong due to the raid-wide application, which should see regular use in most encounters.
Starts off fairly weak, but scales quite nicely into a respectable external cooldown which costs the Warrior virtually nothing. Just be wary of using it on tanks, as intercepted melee attacks will likely kill you without
Excellent at higher ranks
Excellent at higher ranks
Nearly worthless outside PvP. Although it can have some niche uses in kite-heavy dungeons and raid encounters, they will be pretty rare.
Nearly worthless outside PvP, or very niche encounters.
Best Finesse Conduits for Arms Warriors in Raids and Mythic+
should always be taken in group content, along with
for players mindful enough to utilize it when a second finesse slot is available.
Learn More About Conduits
Looking for more about Conduits? You can learn everything about them in our guide below.
Conduits in Shadowlands
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On mortal combo vs crash the ramparts;
Isn't mortal combo much better on single target? The % values on the conduits are similar, and chance to trigger second MS is comparable to a flat damage increase mathematically over the course of a fight, but MS on its own does almost twice the damage of an overpower (before even accounting for the buff the latter applies to the former).
I understand the appeal for buffing dreadnought, if you use that, to enhance your mass AoE, but for ST (especially if you don't use dreadnought) isn't mortal combo a clear winner?
Where is the "brutal vitality" conduit?
What about Condensed Anima Sphere and Adaptive Armor Fragment conduits? I feel like for Endurance CAS might be good instead of FBV due to max hp heal and not % of dot dmg.
You should take
. it's a higher hps than fueled by violence by like 4x the amount.
let's say your hp is like mine atm 44,420 4% of 44,420 is 1,776.8 hps (conduit is at ilvl 226 atm for the 4%)
my damage on
is 1,933 over 12s 22.5% of 1,933 is 434.9 over 12s (conduit ilvl is 213 atm)
you see where i'm going? you only get 435hp every 12s with fueled by violence while with condensed anima sphere you get 1,777hp every 10s while yes the first will always be up
but the second you'll always take some amount of damage in 10s be it raid or M+.
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