Arms Warrior DPS Rotation, Cooldowns, and Abilities (WoW MoP 5.3)
In this article, we list your Arms Warrior (WoW MoP 5.3) core abilities and how they should be used together (rotation). We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that playing an Arms Warrior will face you with.
The other articles of our Arms Warrior guide can be accessed from the table of contents on the right.
This guide has been reviewed and approved by Gondlemstyle, one of the best Arms Warriors in the world, who raids in Midwinter.
1. Single Target Rotation↑top
The Arms Warrior rotation is made up of cycles of 4 global cooldowns. Each
cycle consists in one
Mortal Strike followed by 3 abilities, based on
the priority list below (note that we include Mortal Strike in the priority
list, for completeness' sake). We cover the Execute rotation (when
the boss is below 20% health) in a subsequent section.
Note that it is important to understand several key concepts of the rotation in order to be able to execute it comfortably. We advise you to read our section on key concepts.
- Use
Mortal Strike on cooldown. - Use
Heroic Strike (remember that it is not on the global
cooldown).- If the debuff applied by Colossus Smash is active and you have 105 or more
rage (or 85+ rage if you are not using
Glyph of Unending Rage).
- If the debuff applied by Colossus Smash is active and you have 105 or more
rage (or 85+ rage if you are not using
- Use
Colossus Smash- Only use it if the Colossus Smash debuff is not active, or if it has less than 1.5 seconds remaining on the target.
- Use
Storm Bolt (if you have taken this talent), if the Colossus Smash
debuff is up. - Use
Overpower.- If
Recklessness is active, then you should use
Slam instead of
Overpower. This is because, with the already-high critical strike chance
of Overpower, the benefit of Recklessness is largely wasted.
- If
- Use
Dragon Roar (if you have taken this talent, which we highly
recommend for single target DPS). If Dragon Roar is on
cooldown, use
Impending Victory. - Use
Slam if you have 40 or more rage. - Use
Battle Shout or
Commanding Shout (depending on which of
the two you have chosen to provide for your raid) in order to generate rage
when nothing else is available (only if you have less than 85 rage).
Berserker Rage plays a crucial part in your DPS performance. We
treat this ability as a cooldown, so you will find it in the cooldown
sections.
1.1. Execute Rotation
When the boss is below 20% health, the rotation (and the above-mentioned priority) changes considerably.
The main idea is that you should try to pool rage for when you can use
Colossus Smash, and follow this up with as much
Execute spam as
you can. However, since it is not possible to predict when Colossus Smash will
be available (unlike for Fury Warriors, where it has a fixed 20-second
cooldown), you will have to keep your rage consumption at a minimum outside of
Colossus Smash.
1.1.1. Before Colossus Smash
While
Colossus Smash is not active, use the following priority for your
rotation:
- Use
Mortal Strike on cooldown. - Use
Execute if your rage is very high, in order to dump some. - Use
Overpower (the first Overpower within 10 seconds of having used
Execute is free of cost). - Use
Dragon Roar. - Use
Impending Victory. - Use
Battle Shout or
Commanding Shout.
As soon as
Colossus Smash is available, you should use it.
1.1.2. During Colossus Smash
While
Colossus Smash is active, you should spam
Execute as much
as you can. If you are out of rage to Execute, then you should use
Dragon Roar and
Storm Bolt (if you have taken these talents).
2. Multiple Target Rotation↑top
When facing two enemies, you should keep up
Sweeping Strikes and execute a single target rotation. You should
cast
Mortal Strike alternatively on both targets, to maintain
Deep Wounds on both of them.
When facing three enemies, you should maintain your single
target rotation/priority, while making sure to use
Thunder Clap often
enough to keep
Deep Wounds up on all enemies (thanks to
Blood and Thunder). You should also keep up
Sweeping Strikes.
When facing four or more enemies, you should spread
Deep Wounds
with
Thunder Clap, keep up
Sweeping Strikes, and use your normal
rotation. Instead of dumping rage with
Slam or
Heroic Strike,
you should simply use
Whirlwind.
3. Cooldown Usage↑top
As an Arms Warrior, you have several DPS cooldowns. Additionally, you can obtain two more DPS cooldowns from your talents of choice.
Berserker Rage should be used to help with your
Enrage uptime. This is more subtle, and we tackle it in depth
in a later section.
Recklessness should be used as many times as possible throughout
the encounter. It is ideal to stack it with other cooldowns.
Skull Banner should be used as many times as possible throughout
the fight, but keep in mind that the rest of your raid should benefit from
this as well.
Shattering Throw is essentially a raid cooldown, so keep in mind
that the rest of your raid should benefit from it as well.
For more details on these cooldowns, as well as on the cooldowns granted to you by your talents, refer to our detailed cooldown usage section.
4. Stance↑top
Battle Stance grants you a lot of rage with each melee attack you
make, but grants you no rage from damage taken.
Berserker Stance grants you half the rage that Battle Stance does,
from your melee attacks, but also grants you rage from damage taken.
Other than this, there is no difference between the stances, and your abilities are not conditioned at all by your current stance. Therefore, use Berserker Stance when there is high raid damage, and Battle Stance otherwise.
5. Mastering Your Arms Warrior↑top
The guidelines given above will enable you to play your Arms Warrior with good results. If you want to push things further and master your character, then we advise you to continue reading.
5.1. Rage Generation
By default, your rage is generated from two sources:
- Dealing damage with auto attacks.
- Using special abilities that generate rage (
Charge,
Mortal Strike, etc.).
Exceptionally, if you are in
Berserker Stance, you also generate
rage from damage taken.
Your rage is mostly used by abilities in your rotation, although some utility spells also cost rage.
5.2. Key Concepts
5.2.1. Deep Wounds
Deep Wounds is a passively applied bleed effect. Even though you
will often see this mentioned in tooltips, you do not need to concern yourself
with it. Simply assume that you will always have it active (if you are
following our recommended rotation).
5.2.2. Enrage
Each time you critically strike with
Mortal Strike and
Colossus Smash, you become enraged, dealing 10% increased physical
damage for 6 seconds. This will happen passively, so you do not need to
concern yourself with it. Being enraged doubles the healing effect of
Enraged Regeneration (if you have taken this talent) so it is advisable
to have a way of monitoring this buff.
5.2.3. Colossus Smash
Colossus Smash should be used, primarily, for the debuff which it
applies, and not for its damage. In the 6 seconds after using Colossus Smash,
all of your abilities deal significantly more damage.
You should also keep in mind that your
Sudden Death passive
ability provides you with a 10% chance to reset the cooldown on your
Colossus Smash each time you perform an auto attack or have a proc from your
Mastery (which basically grants you additional auto attacks). Because this
effect does not have an internal cooldown, you should use Colossus Smash as
soon as possible, when it becomes available, to avoid wasting Sudden Death
procs.
Finally, you should always wait for the 6-second debuff to wear off before using Colossus Smash again (assuming its cooldown was reset shortly after using it), so that the debuffs applied by your subsequent Colossus Smashes do not overlap.
Therefore, you should use Colossus Smash following these guidelines:
- Use as many abilities as possible in the time that the debuff is active.
- Do not use Colossus Smash while the debuff from the previous Colossus Smash has more than 1.5 seconds remaining.
- Use Colossus Smash as soon as it is available (provided that the debuff
from the previous one has worn off). You can delay it for a few seconds
so that abilities like
Mortal Strike come off cooldown or until you
have a lot of rage.
5.2.4. Overpower
Your
Overpower ability is normally only usable after one of your
attacks is dodged. Thanks to the
Taste for Blood passive ability, Arms
Warriors can gain additional Overpowers. Each time
Mortal Strike deals
damage, you gain two Overpowers (you can have up to a maximum of 5 Overpower
uses stacked up in this way).
Using Overpower reduces the cooldown of
Mortal Strike by 0.5
seconds.
Finally, each time you use
Execute, the next Overpower cast within
10 seconds costs no rage.
5.2.5. Sunder Armor
If no one else in your raid is providing the
Sunder Armor debuff,
then you should do so yourself. All you need to do is apply it at the start
of the fight, after which
Colossus Smash should always refresh it
(thanks to
Glyph of Colossus Smash). If there is a Feral or Guardian
Druid, or a Protection Warrior, then the uptime of the debuff is
practically guaranteed.
5.3. Detailed Cooldown Usage
5.3.1. Recklessness
There is no great subtlety to using
Recklessness. Simply make sure
to use it as many times as possible during the encounter, and try to stack it
with as many other cooldowns as possible (especially with
Skull Banner and
Heroism/
Bloodlust/
Time Warp).
5.3.2. War Banners
Skull Banner is by far the most important of your banners. While we
advise to always use it together with
Recklessness (and
Avatar, should you chose that talent), you must keep in mind that it
is an extremely powerful raid buff. As such, if there is a time when your
raid would benefit more from using the cooldown, than you would by stacking it
with your other cooldowns, you should put the raid's best interests first.
Demoralizing Banner is also a raid cooldown of sorts, although it is
a fairly weak one. You should coordinate with your raid leader, or at least
with your tanks, in order to figure out the best time to use it.
Mocking Banner is mostly useless in PvE raids, but it could have
some merit against adds.
5.3.3. Berserker Rage
Berserker Rage is a very powerful DPS cooldown, especially so
when you consider that it only has a 30-second cooldown. Berserker Rage must
be considered together with
Enrage.
Their effects do not stack, so using Berserker Rage while Enrage is active
is a waste. As such, you should keep in mind that Enrage will proc off
Mortal Strike and
Colossus Smash critical strikes, and adjust
your Berserker Rage usage accordingly:
- Always make sure that you are enraged while under the effects of
Colossus Smash (6-second debuff). If the Colossus Smash itself did not proc
an enrage, then you will be presented with the following two posibilities:
- The Mortal Strike which you used before Colossus Smash did not proc Enrage,
in which case you should use
Berserker Rage immediately after
Colossus Smash. - The Mortal Strike which you used before Colossus Smash procced an Enrage,
in which case you should use
Berserker Rage as soon as this Enrage
expires.
- The Mortal Strike which you used before Colossus Smash did not proc Enrage,
in which case you should use
- Try to maximise the optime of your enrage state. The safest way of making
sure that your enrages do not stack is to always wait until after a
Mortal Strike-
Colossus Smash sequence, and if neither resulted
in an Enrage proc, using
Berserker Rage.
5.3.4. Shattering Throw
Shattering Throw is a raid cooldown above all else. As such, you
should always prioritise your raid's best interests when determining the time
to use this ability. We advise that you consult with your raid leader, as well
as with other Warriors.
5.3.5. Tier 4 Talents
Shockwave and
Dragon Roar are both valuable when used
against a single target, despite the fact that they are designed with multiple
targets in mind. As such, no matter what you choose, you should incorporate it
into your rotation by using it on cooldown.
Bladestorm is a slight DPS loss against a single target. As such,
though, it should only be taken and used when you can benefit from one of its
other effects.
Consider the multiple target properties of these abilities, and if there is a situation that is suited for them, try to save them for that time. For example, if a pack of adds is just about to spawn, it is fine to delay your ability slightly so as to make better use of it (or to make use of it at all, in the case of Bladestorm).
5.3.6. Tier 6 Talents
Avatar should be stacked with
Recklessness and
Skull Banner at all times. Additionally, you should try to make sure
that you use
Berserker Rage while Avatar is active.
Bloodbath should be used on cooldown.
Storm Bolt should be used on cooldown. Due to its short cooldown, it
will essentially become part of your rotation.
6. Changelog↑top
- 20 May 2013: Patch 5.3 update: nothing to change.
- 07 May 2013: Added mention that
Dragon Roar should be used
outside of
Colossus Smash when the boss is below 20% health. - 04 May 2013: Revamped the single target and multiple target rotation.
- 04 Mar. 2013: Patch 5.2 update.
- Removed mentions of Deadly Calm, following its removal from the game.
- Adjusted rotation section to account for various changes made to Arms
Warrior mechanics: updated the way
Taste for Blood and
Sudden Death
work, as well as other minor adjustments.
