Arms Warrior Rotation

Arms Warrior PvE DPS Rotation - 7.3 Below is our guide for prioritizing your Arms Warrior abilities optimally. This should help give you a basic understanding of what to do and what's most important to focus on. Keep in mind that simply following this (or any other) rotation guide will not guarantee you to be amazing at DPS. How aggressively you execute the rotation, how fast and intelligently you react in encounters, your FPS, latency, etc. Play a large part in the end-result of your performance.

We encourage you to really focus on those things and perfect this rotation if you're very performance-focused. Single Target Rotation DPS Priority: Execute this priority for optimal DPS. • as often as possible.

Arms Warrior Rotation

Arms isn't just for PvP, this guide is for optimizing your DPS as an Arms Warrior in PvE, with your build, gems, enchants, and rotations for face-smashing goodness. Find out the best talent builds, rotations and everything else needed to excel as an Arms Warrior in World of Warcraft.

Arms Warrior Rotation

• when is not present. • when available (if selected). • when available and with >= 40 Rage. • when available.

• Dump excess Rage using one of the following abilities. • If is selected, then use to dump Rage. • Otherwise, use to dump excess Rage. AoE Rotation • See single target priority. • when fully buffed. The AoE rotation is similar to the single target rotation with the notable additions of and. Continue to execute the single target rotation, but use on cooldown to buff.

Use when fully buffed as your highest priority Rage dump. Effective Cooldowns These are effective cooldowns to try and incorporate in each encounter.

• Use as often as possible. • Use as often as possible, especially for burst AoE damage. • Use on cooldown for burst damage (if selected).

I wrote this guide a while back, on old ******* server. Well since its dead it makes more sence to post it here for new Warmane Outland server and its players. Rest of the text is copy-paste, enjoy. For all questions post bellow or ask me ingame (I will add nick and faction later on) Hello TBC Warrior lovers, I decided to make this guide duo to all wispers/ questions I received ingame about my build/ rotation/ DPS etc.

I will write all I know about this spec, if I miss something or skip it feel free to add it in comments below I will add it to guide as soon as I see it. So lets start! Content of my guide: 1.Intro 2.Talents 3.Stats and priorities 4.Gems and enchants 5.Rotation and gameplay 6.Proffesions 7.Food,Flask, Buffs 8.Addons and UI 9.Endgame items 1. Rdb Tetho Mera Door Jaan Nu Free Mp3 Download. Intro: Arms warrior isn't the best DPS spec (on Recount) for Warrior in TBC, but when you count in 4% that you give to all mele DPS in raid, you are close to Fury DPS, sometimes maybe even better. It takes some time to get use to gameplay and rotation so if you can't get it 100% perfect at start don't give up, it is the most fun spec in my opinion.Why play an Arms warrior? -It has a fun rotation. -It boosts raid Mele Damage by 4% all time. -It can do PVP in free time without changeing talents (Not best PVP build but still good).

-It is not played in PVE so offten so you will have a raid spot almost 100% of time. Same as the one above, thanks for the effort but you are wrong so many points that I advise players looking for advice to NOT take this guide as reference.

To name a few issue, no minor speed mention for boots enchant, why ever Heroic strike when you can just get another slam in to dump rage? You are wrong on hit, you MUST be hit capped, softcap on arm pen does not exist (have even check how arpen works?), you NEED to be LW throughout all expansion and should be BS until SW comes out, BiS list is wrong, Haste reduce your GCD and is a good stat for arm warrior (its just worse than ARP or STR). Haste only reduces GCD for casters.

As far as I know doing more than one slam per melee swing is a DPS loss, but don't quote me on that. Softcap on ArP does exist, it's the point where executioner gets the boss armor to 0 - at that point the value of static ArP drops, while still not useless. You replace your stage 3 BS weapon already at kael'thas unless something is up with the sword proc rate on here.

While I'm not too deeply into arms theorycrafting it's perfectly possible to find items that simply outweigh getting hit or expertisecapped. Expertisecapped especially considering how hard the stat is to get. Nvm for haste. As for slam, considering 100% flurry uptime (reducing weapon speed to roughly 3.0s), doing a 2nd slam is a loss of 2s on your swing (1st slam triggers GCD + 0.5s cast on the 2nd time) which means: 2 Slam AA (t=0s) >Slam (t=0.5s) >Slam (t=2.5s) >AA (t=5.5s) With HS AA (t=0s) >Slam (t=0.5s) >HS (t=3.5s) Having Slam and HS hitting for rougly the same amount, you have 2 white + 3 Yellow in 5.5s vs 1 White + 2 Yellow in 3.5s Thats roughly 0.285 AA/s and 0.57 YellowHit/s for HS cycle and 0.36 AA/s and 0.545 YellowHit/s for the 2 Slam cycle. Of course if you have MS / WW coming up, its better to free your GCD by using HS, but overall above 3.0s AS, spamming slam is better in an infinite rage situation. Executioner Arp 'soft cap' is not a soft cap, it doesn't change anything beside switching from Executioner to Mongoose once you start getting below 0 armor with proc.

A soft cap is like hit (or haste for caster) where it affect 2 different mechanics aka yellow and white hit in dual wield and cast time / GCD for caster. KT sword is indeed BiS, but all your BM will also want it and its not guaranteed that you will ever see it dropping, and even if it drops, the bonus you will get from rerolling Enchanter or JC before SW release arent really worth the trouble. Anyway since you will be BS for a good part of your progression, I believe it should be mentioned in the guide. Concerning hit, 1% hit means 1% dps, so unless you have complete potato dps, in term of pawn value should place it above anything on a 1 for 1 scale basis (bar strength at low gear level). Crit is good but I assume the test were conducted on a mannequin without raid buff, which removes about 10% (5 kitty, 3 paladin, 2 from agility) from your gear and therefore crit gets overvalued when weighted this way. The problem with gearing ArP past the cap with executioner and switching to mongoose is that you'll need to be quite far past the 'cap' before making the switch is worth it, and you can quite possibly obtain better stats by dropping some ArP on the gear and focussing on other stats, while keeping executioner.

I've yet to do any math on it as fury, but just glancing at it, it is very plausible that simply getting more crit/AP is worth it compared to overstacking ArP and getting mongoose. Edit: is it even possible to get to 7700 ArP passively? I mean it's the last armor points that are really worth it, which executioner nets you.

There is a softcap for Armor Ignore, the meaning is as it's always been described. That is when you hit the cap while procs are active (Madness/Executioner), where a hard cap is when you hit the cap passively.

Best example of Softcap is to look at WOTLK, where in T8/T9 it was common to use Mjolnir Runestone trinket proc and gearing armor pen around making 100% with the trinket up, which was by far the most popular gearing route. In TBC it's more complicated, since boss armor varies and armor ignore is a static armor value, not a percentage. As for this guide, it's too hastily and amatuerishly written, but it does at least have some helpful pointers that could help a beginner. But giving advice like not taking the hit cap is a bit dumb, of course crit will do more damage if you're lucky enough to not have misses, but if you take an average over a long period of time the hit rating will post superior numbers, that's why we run 10,000-100,000 iterations in simulation craft in retail WoW, to iron out RNG inconsistencies. On the subject of Executioner vs Mongoose when past the Armor Ignore soft cap, as Kiszh alluded it doesn't necessarily mean just because you're past the cap that you drop Exe for Mongoose, Armor Ignore gets stronger per point the closer you get to 0 armor, even if you're wasting some of the proc it can be stronger than Mongoose, you'd need an accurate spreadsheet to find that threshold with all of your stats considered.

30 Agility = 1% crit99% sure this is incorrect. It's closer to 27. Edit: Actually, I'm wrong. The game has a base value that you need to subtract. The actual ratio is 33 agility = 1% crit. This dataset proves it (me equipping different agility pieces): As you can see the sum of agility needed to get 1% crit increases as you get further from the base (91).

Subtracting the base from the max (262) yields 171 agility. Doing the same for the crit% yields 5.18%. Dividing the 171 agility by the 5.18% crit results in 33 agility / 1% crit, which is in good accordance with the theoretically expected number, if you dig back through the old guides.

Ok lets get something clear here. First, I wrote this guide on last server I played on. I tryed putting gems with +HIT to get cap but after few raids I tested +CRIT and it did more DPS. In theory HIT cap should give me more dps but in practice it didnt. Maybe here scipts are diffrend and it would be a MUST to get HIT CAP as soon as possible. This are all private servers, you cant expect all stuff to work as intented (like on retail). 'Soft cap' for Arp is point where your Arp from gear + Executioner proc (+ ALL OTHER ARMOR REDUCTION DEBUFFS ON BOSS) get boss down to 0 armor.

As I remember with all Arp items you can get maximum of 2240 Arp ( Not sure, didnt play TBC for a while). After 1900 Arp from gear its good to switch enchants from Executioner to Moongose.

(one more time to make it clear, Boss with ALL armor reduction debuffs from all classes will have about 2200 ARMOR). Heroic strike rage dump >More slams as rage dump. NEVER do more then 1 slam per Auto attack.

Fascia And Gutter Installers Sydney. If You do AA+Slam and you are left with lets say 50 rage. If you do one more Slam you will reset swing for your next AA and waste some of your rage. If you do AA+ Slam and are left with 50 rage and you do HS you will do more Damage then AA and dump rage in process AND YOU WONT RESET YOUR AA SWING.

Haste doesnt bother your rotation when you have small amount of it. After you get a lot of HASTE gear, your AA will go below 3secunds and you just wont have time to do normal rotation. Its a BIG DPS LOSS. If you dont belive me just test it and then say something to me.

Thx to all for kind words for this guide, Im glad I can help you. For all of you who find mistakes in it please give me valid argument for your opinion. I still state that at least 95% of guide is correct (5% for not giveing exact numbers for lets say armor left on boss after all debuffs are applied etc).