Jump to content
FORUMS
Sign in to follow this  
Damien

Arms Warrior 6.2

Recommended Posts

Guest Arlynn

Hello,

 

i dont understand two statements in this guide.

 

First, the level 90 talent:

 


Bladestorm is currently the best talent for both single target and AoE DPS.

 

And in the cooldown section:

 

 

Bladestorm, if chosen instead of Bloodbath, should also be used as often as possible, but only against 3 or more targets.

 

 

Seems to be inconsistence...

If it is the best talent in single target dps, why only use it against three or more targets ?

 

Greetings

 

Share this post


Link to post
Share on other sites

Regarding the changes you just made, for the execute phase you wrote that we should have at least 60 rage rage before using colossus smash. Shouldn't this be lower since we're using 10 rage executes? (instead of 40 rage executes)

Share this post


Link to post
Share on other sites
Guest Mercer

Why is it imortant to make sure you have 6 seconds of sweeping strikes up before bladestorming?

Share this post


Link to post
Share on other sites

Why is it imortant to make sure you have 6 seconds of sweeping strikes up before bladestorming?

Isn't it obvious? Because sweeping strikes cleave Bladestorm damage. 

Share this post


Link to post
Share on other sites
Guest Mercer

Isn't it obvious? Because sweeping strikes cleave Bladestorm damage. 

It's not obvious. Because it doesn't.

Share this post


Link to post
Share on other sites
Guest Shwob

How in the world does this new section about executes make sense at all.  The DPR only goes up the more rage that you spend, unless I am completely missing something.  In game I always go into CS with full rage and can get like 3-4 40rage Executes off and if i dont have enough rage for another I just dump in a MS.  I dont see how doing low rage executes would be a damage increase at all.  Some sort of better explanation as to why using 10 rage executes is more beneficial and also better wording this section, since I found several things contradictory, would be helpful.

Share this post


Link to post
Share on other sites
Guest Mercer

How in the world does this new section about executes make sense at all.  The DPR only goes up the more rage that you spend, unless I am completely missing something.  In game I always go into CS with full rage and can get like 3-4 40rage Executes off and if i dont have enough rage for another I just dump in a MS.  I dont see how doing low rage executes would be a damage increase at all.  Some sort of better explanation as to why using 10 rage executes is more beneficial and also better wording this section, since I found several things contradictory, would be helpful.

 

http://ptr.wowhead.com/spell=163201/execute

Execute:

Initial cost: 10

Initial damage: 175

Initial damage per rage: 17.5

Extra cost: 30

Extra damage: 350

Extra damage per rage: 11.7

4x10 rage executes >> 1x40 rage execute.

That being said, it's still very worth it to pool rage going into CS becuase CS almost doubles all abilities DPR.

Share this post


Link to post
Share on other sites
Guest Noref

The problem is... we can't choose to use only 10 rage execute if we have more rage available smile.png so the point is, whatever you do it's still better to wait for a CS with full rage, and then spam execute.

Share this post


Link to post
Share on other sites
Guest Noref

Hello, according to 6.1 changes Avatar gets a buff with a cooldown cut in half and only 4s less duration. Could you add it in your rotation page cooldown usage section for optimal use plz ? smile.png

Share this post


Link to post
Share on other sites

Multistrike does not seem to proc enhanced rend. I think it can proc Sudden Death though. That is the only thing you can proc, if you have it.
Multistrike is a dmg boost while having increased proc chance on some stuff.
The proc chance is not used for arms warrior, so only dmg boost is used.
Versatillity and Multistrike give same % per rating.
100% Mutilstrike deals 60% more dmg.
100% Versatillity deals 100% more dmg.
I don't see a reason to use Multistrike as Arms.

Some talk about Execute dmg per Rage. And it is true 10 rage execute is more rage efficient, BUT
During encounters last 20% HP or during CS debuff on target, we are NOT trying to be efficient on rage.
We look for dmg per global cooldown and dmg per second.

EDIT:
This is flawed, read the next few posts to get correct values.

Edited by Arthonor

Share this post


Link to post
Share on other sites

Multistrike does not seem to proc enhanced rend. I think it can proc Sudden Death though. That is the only thing you can proc, if you have it.

Multistrike is a dmg boost while having increased proc chance on some stuff.

The proc chance is not used for arms warrior, so only dmg boost is used.

Versatillity and Multistrike give same % per rating.

100% Mutilstrike deals 60% more dmg.

100% Versatillity deals 100% more dmg.

I don't see a reason to use Multistrike as Arms.

A bit of flawed math here.  You are forgetting that 100% MS rating =/= 100% vers rating, since it takes 66 MS rating to equal 1% MS and 130 vers rating to equal 1% vers.  To get your 100% of either you would need EITHER 6,600 MS rating to get 100% MS OR 13,000 Vers rating to get 100% Vers, nearly DOUBLE the amount needed to get to your scenario.

Share this post


Link to post
Share on other sites

A bit of flawed math here.  You are forgetting that 100% MS rating =/= 100% vers rating, since it takes 66 MS rating to equal 1% MS and 130 vers rating to equal 1% vers.  To get your 100% of either you would need EITHER 6,600 MS rating to get 100% MS OR 13,000 Vers rating to get 100% Vers, nearly DOUBLE the amount needed to get to your scenario.

I did fail the math, but not as much, or there is some high DR on vers, that I don't know about.

I have 483 vers, that give me 6.72%. That is 71.875 rating to get 1% vers.

6600 rating:

MS give 60% dmg increase.

Vers. give 91,82% dmg increase.

Share this post


Link to post
Share on other sites

I did fail the math, but not as much, or there is some high DR on vers, that I don't know about.

I have 483 vers, that give me 6.72%. That is 71.875 rating to get 1% vers.

6600 rating:

MS give 60% dmg increase.

Vers. give 91,82% dmg increase.

I am sorry, we have a 3% base versatility(dmg), that I failed to notice.

130 rating to 1% is correct.

 

At 6600 rating Vers. give 50,8% dmg boost.

10% less than multistrike.

The only benefit with Vers. would be to help the healers in most encounters, ad the cost of dps loss.

Share this post


Link to post
Share on other sites

I did fail the math, but not as much, or there is some high DR on vers, that I don't know about.

I have 483 vers, that give me 6.72%. That is 71.875 rating to get 1% vers.

6600 rating:

MS give 60% dmg increase.

Vers. give 91,82% dmg increase.

That would be your BUFFED Vers that is 6.72%, since 483 rating is 3.72% and the buff is 3%, which would give you your 6.72%.  

Share this post


Link to post
Share on other sites
Guest Jimbo

I think a section has been missed since 6.1 and the Slam changes. It states on the first page that Slam is the best dps for single target, but on the rotations page it says that it should only be used outside of CS in place of WW.

 

I suspect the CS phase of the rotation should now include Slam (if chosen). And it might have a higher place outside of CS.

 

I'm here to try and work out how I can use slam in arms, but the guide doesn't seem fully updated.

Share this post


Link to post
Share on other sites

I am sorry, we have a 3% base versatility(dmg), that I failed to notice.

130 rating to 1% is correct.

 

At 6600 rating Vers. give 50,8% dmg boost.

10% less than multistrike.

The only benefit with Vers. would be to help the healers in most encounters, ad the cost of dps loss.

Multistrike vs.Versatility

Since Vers. also adds dmg to MS, we can not simply compare their dmg boost.

I did some math, and a large scheme and some formulas.

My result is:

Keep Versatility very close to 2000 rating lower than Multistrike rating.

Until you have 2000 MS rating, you wouldn't want Versatility.

If you have 2300 MS, you would want 300 Vers.

If you have 2600 MS, you want 600 Vers.

And so forth.

This way Vers. adds enough dmg and helps MS dmg enough to make up for the extra cost, and some more.

If you transfer the 600 Vers. to the 2600 MS, so you have 3200 MS, you will loose dps.

Share this post


Link to post
Share on other sites

I think a section has been missed since 6.1 and the Slam changes. It states on the first page that Slam is the best dps for single target, but on the rotations page it says that it should only be used outside of CS in place of WW.

 

I suspect the CS phase of the rotation should now include Slam (if chosen). And it might have a higher place outside of CS.

 

I'm here to try and work out how I can use slam in arms, but the guide doesn't seem fully updated.

I find Slam to be the best talent choise for that tier talents, for single targets atleast.

I use CS - MS - Slam - Slam - Slam.

6 seconds have now passed and u are on GCD. after this MS is ready again.

From u start CS til u have time to refresh rend, 7.5 seconds will pass.

If there is conflict u have to choose. w8 till rend have 5 sec left on target and refresh, then use CS or use CS phase immediately.

Latter case, you have to choose again. Use MS fast after CS phase then refresh Rend or opposite order.

I have no real test of what is best.

In here I see "keep rend up is most important" and "keep MS on CD at all times"

Personally I'd say keep CS on cd at all times, except if rend can be refreshed before(has less than 5 sec left on target)

You have to make sure that, with the rage you have and the rage u generate, u have enough to use all the stuff in CS phase and the MS right after.

Also with 6.5 seconds left of rend, you can use a MS - Rend (w8 for <5sec left) - CS - Slam *3 - MS(Just before CS phase end).

ofc. this require a little haste, but not much. Remember you can queue next action, like 250ms(can be adjusted in settings) before GCD runs out.

pls correct me if I missed some timings.

Edited by Arthonor

Share this post


Link to post
Share on other sites

Siegebreaker seems to me, to be a PvP talent. It fits very poorly into rotations.

By taking Siegebreaker, you sacrifice CD on tier 4 and 6 talents and Recklessness and Heroic Leap, which is maybe a bigger loss than gain.

If you have Anger Management you should(depending on below requirements) be able to use Storm Bolt in every CS phase.

Storm Bolt does not fit with Slam, so I would choose Taste for Blood to burn more rage and still have enough for CS phase.

The conflict here is, that you need to burn 300 rage to get Storm Bolt rdy to next CS.
During execute phase, you can properly do it.
But else the most costly ability u have is 20 rage cost.
CS has 20 sec CD, that is 13 hits, which is 260 rage.

If you take Slam, you can spam it for a while and spend 30 rage in each hit. With a few mortal strikes and a rend refresh, maybe u can do it.

Not really time for other CD's and will you get enough rage for this.?
Perhaps with enough Multistrike and Crit.

Otherwise you need to make a haste build. and go Taste for Blood.
Less GCD = more hits = more rage burning.
Maybe with Multistrike also you get get enough rage from Taste for Blood.

If you can find a way to make this build work, go for it. I'd say u need some powerfull gear.

Dragon Roar is pretty close in base dmg. It is to be used only outside of CS phase. And is always a crit.
Storm Bolt is better if you crit with it in CS phase. But if you sacrifice much to do it, I'm not sure it is worth it.

 

If you want Storm Bolt, and you can't make it work in every CS and don't want to sacrifice alot to make it happen. I'd say you should use it as a 40sec CD and use it in every 2nd CS.

Again this is speculations, and not tested.
I just havn't seen anyone have arguments in the matter, so hope someone who have tested it, will share some arguments.
 

Share this post


Link to post
Share on other sites

 Maybe with Multistrike also you get get enough rage from Taste for Blood.

 

 

 

Taste for Blood does not proc from MS.

 

Even if Rend ticks get a MS or even a Crit, you still only get 3 rage.

Only haste can affect the effectiveness of this talent.

Share this post


Link to post
Share on other sites
Guest Mann

This guide is ridiculous in so many ways as in suggesting critical strikes over mastery as arms is just simply wrong, mastery is way ahead of critical strike.

Share this post


Link to post
Share on other sites

Not sure if this was already mentioned or not, but a good macro to include on this list would be Rend/Hamstring for Arms warrior.

 

Since Hamstring isn't on the global cooldown it is applied automatically with rend. It's a neat little trick I stumbled across while glancing over my spellbook. Just thought I'd share. :)

Share this post


Link to post
Share on other sites

Not sure if this was already mentioned or not, but a good macro to include on this list would be Rend/Hamstring for Arms warrior.

 

Since Hamstring isn't on the global cooldown it is applied automatically with rend. It's a neat little trick I stumbled across while glancing over my spellbook. Just thought I'd share. smile.png

Thanks. The problem with this is that it is very Rage-inefficient and generally not worth doing. If you look at the logs of top warriors, you'll see that they aren't using it either.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      The Fatebout Hero Talent tree available to Assassination and Outlaw Rogues has been enabled for testing on the War Within Alpha, and so we're looking at the new talents!
      Talents with the NYI tag have not yet been implemented.
      Rogue
      Mean Streak (new) - Fatebound Coins flipped by Envenom multiple times in a row are 33% more likely to match the same outcome as the last flip. Edge Case (new) - Activating Deathmark causes your next Fatebound Coin flip to land on its edge, counting as both Heads and Tails. Tempted Fate (new) - You have a chance equal to your critical strike chance to absorb 10% of any damage taken, up to a maximum chance of 40%. Chosen's Revelry (new) - Leech increased by 0.5% for each time your Fatebound Coin has flipped the same face in a row. Deal Fate (new) - Sinister Strike generates an additional combo point when it strikes an additional time. Delivered Doom (new) - Damage dealt when your Fatebound Coin flips tails is increased by 35% while Blade Flurry is not active. Fateful Ending (new) - When your Fatebound Coin flips the same face for the seventh time in a row, the lucky coin grants 1% increase to all primary, secondary, and tertiary stats until you leave combat for 10 seconds. Threads of Fate [NYI] (new) - Dispatch critical strikes duplicate 20% of their damage to 2 additional nearby enemies. If there are no additional nearby targets, duplicate 20% to the primary target instead. Double Jeopardy (new) - Your first Fatebound Coin flip after breaking Stealth flips two coins that are guaranteed to match the same face. Inexorable March [NYI] (new) - You cannot be slowed below 70% of normal movement speed while your Fatebound Coin flips have an active streak of at least 2 flips matching the same face. Death's Arrival [NYI] (new) - Grappling Hook may be used a second time within 3 sec, with no cooldown. Inevitability [NYI] (new) - Cold Blood now benefits the next 2 abilities but only applies to Dispatch. Fatebound Coins flipped by these abilities are guaranteed to match the same face as the last flip. Destiny Defined (new) - Sinister Strike has 5% increased chance to strike an additional time and your Fatebound Coins flipped have an additional 5% chance to match the same face as the last flip.
    • By Staff
      To celebrate the next week's Patch 10.2.7 launch, Blizzard provided us with a code for the Lucky Quilen Cub pet that we're giving away on Twitter. Find out how to enter the giveaway!
      Blizzard was kind enough to provide us with 1x Lucky Quilen Cub battle pet code and we're giving it away via Twitter.
      Giveaway Rules
      For a chance to win, simply like and retweet the tweet linked below and follow our Twitter account. Act fast—the giveaway ends on May 7, 2024, at 2:00 PM Paris time. This code can be redeemed in either the EU or US. We’ll select the winner randomly after the contest concludes and reach out via Twitter DM.
      Placeholder for tweet 1786720824600190996 Lucky Quilen Cub

    • By Stan
      Blizzard added new Hero Talents for Priests in the latest War Within Alpha build.
      Priest
      Halo- Discipline, Holy, Initial: Creates a ring of Shadow energy around you that quickly expands to a 30 yd radius, healing allies for [ 161% of Spell Power ] and dealing [ 144.2% of Spell Power ] Shadow damage to enemies. Healing reduced beyond 6 targets. Shadow: Creates a ring of Shadow energy around you that quickly expands to a 30 yd radius, healing allies for [ 161% of Spell Power ] and dealing [ 144.2% of Spell Power ] Shadow damage to enemies. Healing reduced beyond 6 targets. Generates 10 0 Insanity. Word of Supremacy (new) - Power Word: Fortitude grants you an additional 5% stamina. Heightened Alteration (new) - Increases the duration of Dispersion by 2 sec. Manifested Power (new) - Creating a Halo grants Surge of Light. Empowered Surges (new) - Increases the healing done by Flash Heals affected by Surge of Light by 30%. Energy Cycle (new) - Consuming Surge of Insanity has a 100% chance to conjure Shadowy Apparitions. Concentrated Infusion (new) - Your Power Infusion effect grants you an additional 10% haste. Resonant Energy (new) - Allies healed by your Halo receive 10% increased healing from you for 5 sec. Shock Pulse (new) - Halo damage reduces enemy movement speed by 25% for 5 sec, stacking up to 2 times. Perfected Form (new) - Your damage dealt is increased by 10% while Dark Ascension is active and by 15% while Voidform is active. Incessant Screams (new) - Psychic Scream creates an image of you at your location. After 4 sec, the image will let out a Psychic Scream. Sustained Potency (new) - Creating a Halo extends the duration of Dark Ascension or Voidform by 1 sec. If Dark Ascension and Voidform are not active, up to 6 seconds is stored and applied the next time you gain Dark Ascension or Voidform.
    • By Staff
      We've all seen the giant Hallowfall crystal and just how great it looks, but as it turns out, the light emanating from it actually changes in a sort of strange day/night cycle, and we get a really awesome transition into Void light animation! 
      First off we can see a snippet of the change in Blizzard's official short preview of the zone:
      And then there's this extended look at the switch, showcasing just how impressive the animations are, by PreachGaming's Chunkeyninja:
      And here's a slightly better look at the Void to Light transition, courtesy of Kexman:
      The exact timing on the cycle isn't 100% clear, but MrGM noted how it works on the Alpha right now, with a 3 hour cycle, as the Void part remains active for 30 minutes:

      Hopefully we'll also get some lore to go with the transition, as the light into void thing is pretty thematically interesting, as well as being really visually impressive.
    • By Stan
      We've summarized all Paladin changes that went live in the third War Within Alpha build. Check them out!
      Paladin
      Mastery: Highlord's Judgment (Spec Aura) - Increases Holy damage done by 12.0%. Judgment has a 12.0% 6.0% chance to blast the target with the Light, dealing [ 120% of Attack Power ] Holy damage. Templar Strikes - Crusader Strike becomes a 2 part combo. Templar Strike slashes an enemy for [ 72.29% 90.37% of Attack Power ] Radiant damage and gets replaced by Templar Slash for 5 sec. Templar Slash strikes an enemy for [ 88.89% 111.12% of Attack Power ] Radiant damage, and burns the enemy for 50% of the damage dealt over 4 sec. Aegis of Protection- Divine Protection reduces damage you take by an additional 20% 10% and Shield of Vengeance absorbs 10% more damage. Boundless Judgment- Judgment generates 1 additional Holy Power and has a 50% increased chance to trigger Mastery: Highlord's Judgment. Radiant Glory (new) - Wake of Ashes grants you Avenging Wrath for 10 sec. Your other damaging abilities have a chance to grant you Avenging Wrath for 5 sec.
×
×
  • Create New...