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54 traits. 65 million Artifact Power. Cerli.
54 traits. 65 million Artifact Power. Cerli.
Well, in the wake of Doubleagent and his 110 ding without leaving the Padaren start zone, we have another insane achievement: Cerli from The Maelstrom has maxed out his Unholy Artifact weapon, getting the final, 54th, trait unlocked after acquiring a total of 65 million artifact power. For those of you that may not be aware, after you finish up your 34 normal traits you get the bonus trait you can put another 20 points in. So that's 5 million for the normal upgrades and then another measly 60 until you're maxed. At this point that really is a VERY unholy weapon and you really could say it's devoured someone's life!
Go here the full event, click to 21 hours in.
As you'd imagine this took a lot of Mythic+ dungeons, 2067 completed in time, in fact, with 383 Darkheart Thicket, 818 Maw of Souls, 444 Court of Stars and then a meager number of clears for the other ones (64 VoW, 75 WoA, etc), and then there's probably a fair number of runs not completed in time to add to that! In case you were wondering, he has around 53 days played on level 110 and he actually already has 69 million AP at the moment.
All joking aside, congratulations to Cerli on this achievement and you can check out his stream here, so hop on there and say gz!
Patch 7.1.5 brings heavy changes to some classes and the developer team discusses with the community the latest class changes.
The latest class changes can be found here.
There's a lot to discuss here--some we agree with and some we don't--but I want to swing by at least on this specific observation. We agree we don't want a major breakpoint between 2 and 3 Aimed Shots after a Marked Shot (at least, not at a middling amount like 21% haste that will affect gear choice throughout the expansion). We're not decided on a fix yet; in particular, whether the standard amount should be two Aimed Shots after a Marked Shot, or three (if two, it would still be okay to have three during Bloodlust and similar situations). The ability would be tuned around whichever option. Two has some advantages like concentrating the Vulnerable burst more, requiring standing still for less time to fully utilize it, and potentially having enough leeway for an instant before one of the Aimed Shots.
Just to reiterate here (saw it brought up in the Live Q&A chat today), but we are aware of feedback regarding both Storm, Earth, and Fire and Serenity on the 7.1.5 PTR.
I don't have anything specific for this moment, but know that we've passed along notes on both of these skills to the development team. We will update you once we have more to share.
Thank you for a response - any response.
Please, though, don't let this be like what happened on the 7.1 ptr and the Demon Hunters, where we got this exact sort of message, and then silence. Last time, when that happened, I rerolled to monk. I'm so anxious it will happen yet again. Not necessarily our goal, and I'm not saying we have any changes planned for these two skills within 7.1.5's PTR cycle (I am not sure what's on the plate there for further Monk changes), but I would like to at least work to get something shared on this, whether its a bit of philosophy or otherwise.
We have had some communication shortcomings over the past while, but we are trying something a bit new with our internal processes which should benefit us all in the long-term. :) He also mentioned that they will be taking a look at Serenity, just as a note!
Edit: Here's a link to the portion of the Q&A where Ion and Josh talked about Storm, Earth, and Fire and Serenity.
Boulderfist is intended as a talent choice that creates some gaps in your rotation, by replacing your no-cooldown resource builder with something that’s overall stronger, but has charges. In 7.1, the recharge time isn’t long enough for those gaps to ever actually happen, especially with the most popular Enhancement talent build adding several more active abilities to your rotation. Its power level was also simply too high, and in this case, we’d rather let this talent have its intended effect on the pace of your rotation and buff the spec as a whole to compensate.
Our intent is that if you want to use an ability every GCD, you should choose one of the other options in that row. Boulderfist should result in an overall more methodical pace that is more about having a little time to plan upcoming abilities. When Boulderfist is the hands-down best option in that row, that doesn’t feel like much of a choice, and as we continue tuning for 7.1.5, we hope to address this by bringing it in line with the others.
While I can appreciate that there was an original design intent behind Boulderfist, the spec as it currently exists on Live is as enjoyable to play as it's ever been since I rolled my Shaman back in BC.
We've heard it reiterated over and over (and over) again by the developers that if something about a spec felt too mandatory, it would just get rolled into the spec. I play this spec as my main because it is fun; if I cared strictly about maximum overall damage output, I'd focus on my Rogue instead. Changing a mechanic like this runs counter to the design philosophy that's been so oft repeated.
Thanks for all the feedback; this has been a consistent theme throughout the thread and elsewhere. And we don't want to disrupt the familiar playstyle of 7.1 Enhancement, if in fact the specific pacing of Boulderfist's recharge time is a major part of what makes it work so well. We will still have to address the power level in some way without diluting the feel that's been discussed here. We are currently planning the following for PTR (uncertain on timing):
Boulderfist recharge time back to 6 seconds Boulderfist no longer gives a bonus to critical strike Rockbiter generates 20 Maelstrom (from 15) (Source)
That's all fine and dandy, now get to work fixing warlocks.
Incidentally--Imp/Succubus/Voidwalker/Felhunter/Felguard all deal 20% more damage. Most of that was datamined normally, but in particular, the increase to Felguard's attack power likely was not (simply because it's something that happens server-side).
I can think of one other thing worth calling attention to for feedback/testing that may have been missed: Mark of the Ancient Priestess and Mark of the Distant Army should do noticeably more healing/damage and be more worth using. Some of the stat-based neck enchants were also increased, but that will be clear in tooltips. Hidden Satyr scales correctly with gear now as well, and may be slightly weaker, but for the most part the other enchants were buffed to roughly its level.
7.1.5 testing continues as test realms were updated with a new build.
Another set of Legendary item updates, class changes, Tier 19 set bonus changes and even a blue post to take datamined information with a grain of salt.
Many class tuning changes for this build (and subsequent builds) are not likely to appear directly via datamining. Tooltip values for spells should still show their new amounts properly in-game, but many of these changes are being done in a way that's less apparent through datamining.
For more clarity on why: we're getting to the point of the PTR development cycle where we're starting to make heavy changes intended for overall performance balance between classes. In the past, this would have been done by changing each affected spell individually, which can be a slow process. To allow for more rapid iteration during the PTR process, we're instead those putting changes into a passive aura for each spec. That means only 1 "spell" needs to be modified, instead of several, which allows us to make more adjustments in total per build.
Once the PTR cycle is concluded, these adjustments will most likely be moved from that passive aura into the baseline spells, but in the meantime, please be aware that what's seen via datamining may not immediately show all of the actual changes that have taken place.
Legendary Item Updates
Archimonde's Hatred Reborn Demon Hunter
Anger of the Half-Giants Druid
Impeccable Fel Essence The Emerald Dreamcatcher Hunter
Butcher's Bone Apron Nesingwary's Trapping Treads Rogue
Greenskin's Waterlogged Wristcuffs Tier 19 Set Bonuses
Tier 19 Nighthold sets received further updates to their set bonuses.
Item - Hunter T19 Beast Mastery 4P Bonus Item - Hunter T19 Survival 4P Bonus Priest
Item - Priest T19 Discipline 2P Bonus Item - Priest T19 Discipline 4P Bonus Rogue
Item - Rogue T19 Outlaw 2P Bonus Warlock
Item - Warlock T19 Affliction 2P Bonus Item - Warlock T19 Affliction 4P Bonus Class Changes
Chaos Strike Chaos Strike Talent Changes
Demonic Appetite DRUID
Mangle Mastery: Starlight Artifact
Gory Fur Talent Changes
Displacer Beast Galactic Guardian Soul of the Forest MAGE
Ray of Frost MONK
Stagger Talent Changes
Mystic Vitality PRIEST
Mind Sear Void Bolt Voidform ROGUE
Goremaw's Bite Pick Pocket Talent Changes
Crash Lightning Talent Changes
Crashing Storm Fury of Air Hailstorm WARLOCK
Demonic Circle WARRIOR
PvP Talent Changes
Ready for Battle
First off, welcome! I am Sajakain and my main class has always been a warrior with the very first one being a Night Elf on the EU realms. I started toward the end of Vanilla and the start of Burning Crusade. Primarily I fancy the DPS side of the Warrior and it's what I feel I do best. From time to time I have dabbled in tanking but we'll leave that aspect to Estarriol.
This guide is written by me, obviously. It really is a single collection of multiple sources that include, but are not limited to, Blizzard patch notes, other guides, forum discussions, in-game theorycrafting and testing, using SimulationCraft, reviewing logs. . . a whole slew of resources. Hopefully this guide will be able to present relevant information to you, separated by self-titled sections, in an easy-to-understand fashion. It is worth noting that, as you progress with your Warrior or conduct your own research you may find something in this guide that doesn't make sense or... may actually be wrong. That's completely acceptable by me and, with such questioning, I'd be glad to sit down with you and discuss your findings and questions over a mug of whatever the Brew of the Month is at the time while we figure out what's right.
With all this being said, let's get to the guide! I hope you enjoy reading this as much as I enjoyed composing it.
Before we get knee deep into things, I'd like to make you aware of some other resources at your disposal. It is only fitting that I provide these up front as these resources are what I use to improve my performance in game and, ultimately, compose this very guide. If you should have any questions about these resources, don't hesitate to ask!
Icy Veins: Arms Warrior Guide SimulationCraft MMO Champion Warrior Forum Board The Arms Compendium Warrior Discord
1. Which does more damage: Arms or Fury? This discussion is pretty heated more often than not and, frankly, comes down to results compiled by SimulationCraft. As such, people generally take these results and use it to determine which spec they'll play.
I cannot give this question justice better than that of what Azortharion has said. In relation to the question of "Does anyone have a class/spec DPS comparison sim?" he said this:
Draenei: Heroic Presence Dwarf: Might of the Mountain, Stoneform Gnome: Expansive Mind, Nimble Fingers Human: Every Man for Himself, The Human Spirit Night Elf: Quickness, Touch of Elune Worgen: Viciousness Horde:
Blood Elf: Arcane Torrent, Arcane Acuity Goblin: Time is Money Orc: Blood Fury Tauren: Brawn, Endurance, War Stomp Troll: Berserking Undead: Touch of the Grave, Will of the Forsaken Neutral:
The objective of Blizzard making these changes was to (hopefully) level the playing field between the races. As you can tell there are some that may seem more beneficial than others (such as the guaranteed bonus damage that comes from the Dwarf and Tauren Racials). The end result is simply to pick whichever race you really enjoy whether it be a dwarf of the Alliance or an orc of the Horde. It's really up to you!
Talents, starting in patch 7.0.3, have moved closer to Blizzard's goal of personal choice. Each choice you make can be beneficial in respective situations. Use your best judgement of your needs (or your raid's needs) and select the appropriate talent. Listed here are my observations of each tier.
Speculation Note: It is advisable to run simulations as you obtain gear for talent choices. As always - select the talent that is most appropriate for the encounter you are facing and your raid team's needs. These choices are based off current simulations and a "Patchwerk" style fight. They can change very quickly with hotfixes and class changes implemented by Blizzard. Finally, it is very important to realize that my recommendations come with a Focused Rage oriented build. Again, other circumstances can make another talent more viable (such as constant AoE, dungeon runs vs raid progression, etc.)
Tier 1 / Level 15:
Dauntless: Your abilities cost 20% less Rage. Overpower: Overpowers the enemy, causing 375% Physical damage. Cannot be blocked, dodged or parried, and has a 60% increased chance to critically strike. All your melee attacks have a chance to activate Overpower. Sweeping Strikes: Mortal Strike and Execute hit a second nearby target. Dauntless is the go to choice for the Focused Rage build. It's worth noting that, even in multiple-target situations, Dauntless still comes out ahead over Sweeping Strikes. Overpower is a viable choice for leveling.
Tier 2 / Level 30:
Shockwave: Sends a wave of force in a frontal cone, causing [(125% of Attack Power) * 1.25] damage and stunning all enemies within 10 yards for 4 sec. Cooldown reduced by 20 sec if it strikes at least 3 targets. Storm Bolt: Hurls your weapon at an emey, causing 60% Physical damage and stunning for 4 sec. Deals quadruple damage to targets permanently immune to stuns. Double Time: You can use Charge twice in a row, but it can only grant Rage once every 12 sec. Each use has a 20 sec recharge time. Double Time is the go-to here in most situations. Shockwave is useful for Mythic+ dungeons.
Tier 3 / Level 45:
Fervor of Battle: Whirlwind deals 30% increased damage to your primary target. Rend: Wounds the target, causing (540% of Attack power) Bleed damage over 15 sec. Avatar: Transform into a colossus for 20 sec, causing you to deal 20% increased damage and removing all roots and snares. Avatar is the go-to choice here. Depending on AoE situations, Fervor of Battle can be useful if you're in such a situation to continuously spam AoE.
Tier 4 / Level 60:
Second Wind: Restores 6% health every 1 sec when you have not taken damage for 5 sec. Bounding Stride: Reduces the cooldown on Heroic Leap by 15 sec, and Heroic Leap now also increases your run speed by 70% for 3 sec. Defensive Stance: A defensive combat state that reduces all damage you take by 20%, and all damage you deal by 10%. Lasts until cancelled. Bounding Stride should be your default choice here. Second Wind is great for leveling, maybe, and Defensive Stance (aside from being really weird as a talent) is only to be used if you seem to have a problem surviving heavy-hitting mechanics that are unavoidable otherwise.
Tier 5 / Level 75:
In For The Kill: Mortal Strike generates 20 Rage when used against targets that are below 20% health. Mortal Combo: Mortal Strike now has a maximum of 2 charges. Focused Rage: Focus your rage on your next Mortal Strike, increasing its damage by 50%, stacking up to 3 times. Unaffected by the global cooldown. Ah... the Mortal Strike tier. Considering my recommendations are centered around Focused Rage, it should be obvious that this it the talent of choice.
Tier 6 / Level 90:
Deadly Calm: Battle Cry also reduces the Rage cost of your abilities by 100% for the duration. Trauma: Slam and Whirlwind now cause the target to bleed for 20% additional damage over 6 sec. Multiple uses accumulate increased damage. Titanic Might: Increases the duration of Colossus Smash by 16 sec, but reduces its effectiveness by 20%. Deadly Calm is the choice here for the Focused Rage build.
Tier 7 / Level 100:
Anger Management: Every 10 Rage you spend reduces the remaining cooldown on Battle Cry by 1 sec.
Opportunity Strikes: Your melee abilities have up to a 60% chance, based on the target's missing health, to trigger an extra attack that deals 160% Physical damage.
Ravager: Throws a whirling weapon at the target location that inflicts [7 * (250% of Attack power)] damage to all enemies with in yards over 7 sec.
In conjunction with Deadly Calm in your Tier 6 talents, Anger Management is the choice for this tier.
This is one of the most discussed topics I come across. I considered putting this in the "F.A.Q." section but, in my opinion, it is so important that I gave it it's own section. Stat weights are pretty straight forward for an Arms Warrior. Before I get to that, however, let's look at the stats and how they directly affect our warrior, shall we?
Strength: This is our main stat. All your pieces, save trinkets, will have this stat on it. Critical Strike: This stat increases our chance to make our attacks critically hit which means more damage. We love doing more damage! Haste: This stat directly affects attack speed. Mastery: Our mastery buff is Mastery: Colossal Might. It increases the damage of your Colossus Smash by %, and causes it to increase damage you deal to the target by an additional % (% is based on the amount of mastery you have.) Versatility: Versatility increases damage done and decreases all damage taken. Now that we know what our stats are - what are their weights? As stated, it's pretty straight forward. Initially it is Mastery -> Haste -> Versatility -> Critical Strike. Pretty simple, right?
Important Note: Stat weights change constantly based on your gear. It is highly recommended that you download and use the latest version of Simulation Craft to gauge your personal stat weights as you obtain new gear. Over time you may see a need to gear toward one stat over another as you approach certain percentages. This is a somewhat complicated concept and the above priority is for general knowledge and purpose. The best way to get the most out of your warrior is to, again, use Simulation Craft to determine your stat weights.
Single Target Rotation
The single target rotation is influenced based on your talent choices. In the Arms specialization you can have two types of builds - one that is leaned toward passive play (Dauntless, Fervor, In For The Kill, etc) or you can have an active one (Overpower, Rend, etc) The below priority is assuming you have the recommended talents from above, however, which is centered around the Focused Rage build.
The rotation isn't that complicated once you get used to it. There are nuances, if you will, that will take time to practice and commit to muscle memory. I will try to break this down as simple as possible; if you have any questions about it, don't hesitate to ask.
Colossus Smash: This should be kept on cooldown without overwriting your Shattered Defenses buff. Mortal Strike: This should be kept on cooldown. If CS procs, cast CS -> FR -> MS Use Slam if you're above 32 rage (due to Dauntless) while CS and MS are on CD. Use Focused Rage to avoid capping rage. During your Battle Cry window, make sure to to apply your CS debuff before popping BC. Follow it up with a FR and MS. With the appropriate amount of haste you can an extra GCD into your BC window. With this in mind, you want your first GCD to be MS, your 2nd and 3rd GCD to be CS or Slam (depending on your Tactician proc luck) followed by FR, and your last GCD to be a FR buffed MS.
During your Execute phase you will simply use CS to apply the debuff and spam Execute. During BC, be sure to apply the CS debuff before using BC and then spam Execute followed by FR. Once you get the x3 stacks, use MS and continue the Execute spam. CS is to only be used to re-apply the debuff if it's not on your target. Two casts of Execute does more damage than a CS -> SD + Execute.
Multiple Target Rotation
It's important to note that if you are doing a multiple target rotation you should have changed talents from the ones recommend above if the targets are able to be stacked together. You will change the Tier 1 / Level 15 talent from Dauntless to Sweeping Strikes. If the targets are spread out or cannot be stacked for a duration of time then Dauntless will still be your talent of choice.
Depending on the amount of time the multiple targets live depends on how much you deviate from the single target rotation as well as if they're stacked or not. Assuming that you have 2 - 3 mobs that are stacked you would use the following AoE abilities:
Bladestorm Cleave Whirlwind Take note of the improved Cleave. For each add you hit with it, up to 5 maximum, it'll increase your damage of your next Whirlwind by 20%. (5 adds hit = 100% increased Whirlwind Damage).
Lastly, while your abilities are on CD in the AoE situation you can prioritize your single target rotation. Use a little forethought - if an add is not going to last for 15 seconds or more do not use Rend; use other priorities. Additionally, I would not take the GCDs to apply rend to more than 3 targets - prioritizing those of most importance.
Below you will find the recommend path of leveling up your Artifact weapon. It's a pretty straight forward process with each step being colorized for convenience. Below the image you will find a numbered list as well. Keep in mind that this is a path to get the most out of your weapon in a raiding environment. Ultimately the Artifact is going to be maxed out anyway, so feel free to level it how you see fit.
It should be self-explanatory that your Artifact weapon will be unlocked with Warbreaker. You should proceed to spec your artifact as such:
1. Shattered Defenses: (Wowhead Link): Total AP: 3,250
Thoradin's Might Crushing Blows Will of the First King Exploit the Weakness Shattered Defenses 2. Corrupted Blood of Zakajz: (Wowhead Link): Total AP: 30,200
Tactical Advance Precise Strikes Corrupted Blood of Zakajz 3. Focus in Battle: (Wowhead Link): Total AP: 87,620
Many Will Fall Focus in Battle 4. Unending Rage: (Wowhead Link): Total AP: 155,200
5. One Against Many: (Wowhead Link): Total AP: 326,430
6. Deathblow: (Wowhead Link): Total AP: 739,170
7. Void Cleave: (Wowhead Link): Total AP: 417,560
8. Touch of Zakajz: (Wowhead Link): Total AP: 2,210,860
9. Defensive Measures: (Wowhead Link): Total AP: 1,245,840
Once this path is completed, the rest of your AP traits will go into Unbreakable Steel.
There are a number of macros you can create if you feel the need to. Some examples of these include:
A Bladestorm Cancelaura macro. This should be self explanatory. It's extremely useful to quickly get rid of the buff if you no longer need it. Avatar + Battle Cry: Simple enough if you want a 1-button use for the two CDs.
The only addon that I really deem significant is TellMeWhen. This addon, in a nutshell, is a simpler version of Weak Auras. It can track just about anything, is customizable based on current spec, and is useful for tracking important buffs, debuffs, dots, etc. I use this for every single one of my characters and all specs.
7/17/2016: Original Post
7/19/2016: Updated Post to reflect similarities in IV's Guide on Talents and Stat weights where needed.
7/31/2016: Updated for recent simulation results in talent choices and stat priority. Also updated Addons.
8/27/2016: Added Artifact path information.
9/4/2016: Updated Stat Priorities, Rotation, Artifact Path, and Macros.
9/18/20126: Updated Links of Interest, Stat Priorities, & Rotation Priority sections.
9/27/2016: Updated FAQ and Macros sections.
10/26/2016: Updated Macros section.
12/08/2016: FAQ, Talents, Rotation, Macro sections updated.
Praetorian Guard, established in early 2011, is a Horde guild on Khaz Modan - US looking to rebuild its ranks. Looking for all classes/specs at the moment. (Tanks, Healers, Melee DPS, and Ranged DPS.) Plans for raiding after gearing up. Raid times will be tailored to fit the core raiding team.
Low level players welcome. (Happy to help with content or questions.) 100 - 110 leveling help, gearing up, and world quest/daily gangs. Heroics, Mythics, and Raiding with enough geared players. PvP teams optional and separate from raiding. Guild bank with 7 tabs and guild repairs. Legacy raids, dungeons, and world events will be done for fun. Achievement runs, help with mount runs, and legendary quests will be available. Friendly environment and a no drama policy. Contact: