Cataclysm Classic Arms Warrior Spell Summary
On this page, we present you with all spells and procs that you need to understand as a Arms Warrior in Cataclysm Classic.
Arms Warrior Spells, Cooldowns and Abilities
Arms Warrior has a wide
arsenal of spells available to them; knowing your important spells and when they
are best suited to be used is a key part of performing well in any environment.
The sections below aim to show you your most important spells by each category
and give you a brief example of what each spell does.
Arms Warrior Stances
Warrior have three different stances, each having unique functions that are needed in certain situations. Some spells can only be used in specific stances as well, making it important for you to understand the general purpose each stance has.
Battle Stance — Increases all damage dealt by 5% and
reduces damage taken by 5%. Allows you to use abilities that require you
to be in
Battle Stance, such as
Overpower.
Defensive Stance — Decreases all damage taken by 10%
and increases threat generation by 500%. This is the main stance that
Protection Warrior uses.
Berserker Stance — Increases all damage dealt by 10%
and allows you to use abilities that require you to be in
Berserker Stance like
Whirlwind.
As an
Arms Warrior you
will need to utilize both
Battle Stance and
Berserker Stance
to use all of your spells and gain as much up-time of the 10% damage
increase from
Berserker Stance.
Damage Spells
As an
Arms Warrior, you
will be focusing on dealing damage. These are all of your main damaging spells
that you will be using in various different situations.
Colossus Smash — The newest spell all
Warriors get in Cataclysm. Smashes the target
for high damage and allows you to bypass all of the targets armor for 6 seconds.
The armor bypass only works for the Warrior
and not the rest of the group; this 100% armor bypass is completely
ignores all of the targets armor, providing a higher damage increase than having
100% Armor Penetration back in Wrath of the Lich King. With the
Sudden Death talent, your
Colossus Smash has a 6%
chance to have its' cooldown reset whenever you successfully land a melee
attack.
Mortal Strike — Instantly deals moderate damage to target and
reduces their healing received by 25%. This is the main iconic ability of
the
Arms specialization. With the
Lambs to the Slaughter
talent your
Mortal Strike will refresh your
Rend on the
target and grant you a stack of
Slaughter, increasing the damage dealt
with
Execute,
Mortal Strike,
Overpower and
Slam by 10% per stack, up to 3 stacks total.
Rend — Causes an enemy to bleed for damage over time. With
the
Lambs to the Slaughter talent your
Mortal Strike will
refresh your
Rend on the target automatically, no longer requiring you
to keep re-applying it. Your
Rend will proc
Taste for Blood
every 6 seconds, allowing you to use
Overpower without meeting the
normal requirements.
Overpower — Deals damage to the target after your attack
is dodged.
Taste for Blood allows use of this skill every 6 seconds as
long as you have
Rend applied to the target.
Overpower has
no cooldown, only the standard 1.5 second global cooldown, meaning it is
possible to use
Overpower back-to-back with multiple
Taste for Blood procs or if your target dodges an attack.
Slam — 1.5 second cast time, requiring you to stand in place
when using it. With the
Improved Slam talent, the cast time will be
reduced to 0.5 seconds and its' damage will be increased by 20%. While
casting this, your melee attacks will be briefly paused and then resume after
the cast finishes.
Heroic Strike — This spell is changed in Cataclysm. It no
longer replaces your next auto-attack, but instead instantly deals damage and
now has a 3 second cooldown. Still acts as a Rage
dump whenever you are getting close to the Rage
cap. The
Incite talent increases the Crit Chance of
Heroic Strike by 15%, and when
Heroic Strike Crits it
guarantees the next one to also be a Crit.
Execute — Requires the target to below 20% health
before you can use this. Costs 10 Rage and
converts up to an additional 20 Rage into more
damage, up to a maximum cost of 30 Rage. With the
Sudden Death talent you will keep 10 Rage
when using
Execute while at 30 Rage or
less.
Cleave — Just like
Heroic Strike, this spell is
also changed. It no longer replaces your next auto-attack, but will instantly
attack, dealing damage to your target and a nearby enemy. With the
Glyph of Cleaving, this will hit 3 targets instead of 2. You should only
use
Cleave when attacking multiple targets at the same time.
Thunder Clap — Deals damage to all nearby enemies and
reduces their attack speed by 20%. This is your main AoE ability when
facing more than 3 or more enemies. With the
Blood and Thunder talent,
your
Rend will be spread to all targets hit by
Thunder Clap.
Whirlwind — In Cataclysm this ability hits all nearby
enemies, no longer capped at 4 targets. The cooldown of
Whirlwind will
be reduced by 6 seconds if it successfully hits at least 4 enemies. You will use
this as a secondary AoE when
Thunder Clap is on cooldown.
Heroic Throw — Deals decent damage. Use this if your target
is out of melee range.
Victory Rush — This can only be used after you get the killing
blow on an enemy that is a similar level to you. You can not get this proc by
killing low level enemies, such as critters. It is rare to be able to use this
ability as it requires you to get the killing blow to activate it, but be sure
to use it if you can. Will also heal you for 20% of your maximum health,
increased by the
Field Dressing talent, if you took it.
Cooldowns
Arms Warriors has a number
of personal cooldowns, mostly focused on increasing your own DPS. Cataclysm adds
Rallying Cry, a raid-wide defensive cooldown.
Rallying Cry — New to Cataclysm, grants all nearby group
members 20% increased temporary maximum health for 10 seconds. This can
be useful to help the raid survive high damage boss mechanics.
Inner Rage — Another new ability added in Cataclysm. Reduces
the cooldown of both
Heroic Strike and
Cleave from 3 seconds
to 1.5 seconds. This has very limited uses as
Arms as you will
likely be unable to afford the Rage costs of
using multiple
Heroic Strikes or
Cleaves back-to-back.
Deadly Calm — A new talent in the
Arms tree.
Removes the Rage costs of all your abilities
while still allowing you to generate Rage. This
can not be used at the same time as either
Inner Rage or
Recklessness.
Heroic Leap — The last new skill you gain during Cataclysm.
An additional movement ability, jumps to a target location and deals damage to
all enemies near the landing location.
Heroic Leap is not on the global
cooldown, allowing you to weave it into your rotation for additional damage.
Recklessness — 5-minute cooldown. Increases the Crit Chance
of your special attacks by 50% for 12 seconds. While
Recklessness
is active, you take 20% increased damage from all sources. Try to line
this up with other cooldowns, such as
Bladestorm or trinket procs.
Bladestorm — 1.5-minute cooldown. This is the last talent
point in the
Arms tree.
Bladestorm casts an improved
Whirlwind every 1 second for 6 seconds on all nearby enemies. This is
a massive AoE DPS cooldown and will quickly decimate packs of clumped up enemies.
Be sure that your
Rend will not fall off the enemies before using
Bladestorm by using
Thunder Clap first to spread it with
Blood and Thunder.
Sweeping Strikes — 1-minute cooldown. This will cause all of
your damage dealt to also hit 1 nearby enemy. You will want to use this whenever
there is more than 1 target in your melee-range.
Shattering Throw — 5-minute cooldown. Reduces targets armor
by 20%. This should be used as a raid DPS cooldown and coordinated with
other cooldowns, such as
Bloodlust.
Enraged Regeneration — 3-minute cooldown. This will consume an
Enrage effect to restore 30% of your max health over 10 seconds. This can
save your life during high damage spikes.
Utility Spells
In addition to your main spells and cooldowns, you also have many utility spells that can be game-changing when used in the proper scenario. Make sure you understand each of the spells listed below to fully take advantage of your entire spellbook.
Charge — Quickly rush to an enemy, stunning them and
generating some Rage. With the
Juggernaut talent, you can use this ability in combat and it will
increase the Crit Chance of your next
Mortal Strike or
Slam
by 25%.
Intervene — Rush to an allies location, causing the
next melee or ranged attack made against them to be redirected to you instead.
Also reduces their threat by 10%. You may need to use this from time to
time for mobility or to escape a lethal area.
Berserker Rage — 30-second cooldown. Removes and makes you
immune to fear and incapacitating effects. Also causes you to generate extra
Rage when taking damage. Useful if fighting an
enemy that fears, or to generate extra Rage when
taking raid damage. Counts as an Enrage effect for abilities such as
Enraged Regeneration.
Pummel — Interrupts the target, preventing them from
casting for 4 seconds. This is an important spell that you should be making use
of whenever possible, especially on trash pulls. This spell is not on the global
cooldown, letting you cast it freely. In Cataclysm, you can use
Pummel
in any stance.
Disarm — Removes your target's melee and ranged weapons for
10 seconds, greatly reducing the damage they deal, and may prevent them from
using certain abilities. Mainly useful on certain trash mobs that use abilities
similar to
Whirlwind.
Shield Wall — Reduces all damage taken by 40% for 12
seconds. Can be useful if you are about to take high damage, but generally
should not be needed. Requires you to equip a shield first to activate and the
buff will be removed if you un-equip the shield.
Buffs and Debuffs
Buffs and debuffs are an important part of any party or raid group as they greatly increase your groups ability to tank, heal and deal damage as a whole. Make sure you keep your buffs and debuffs up at all times to ensure the highest chance of success in whatever content you are in.
Buffs
Battle Shout — Increases Strength and Agility of all nearby
raid and party members. The duration of this buff can be increased by 2 minutes
if using
Glyph of Battle. Generates Rage
when used, meaning you will want to use this as much as possible. Only 1 Shout
buff can be active at a time.
Commanding Shout — Increases the Stamina of all nearby raid
and party members. The duration of this buff can be increased by 2 minutes
if using
Glyph of Command. Generates Rage
when used, meaning you will want to use this as much as possible. Only 1 Shout
buff can be active at a time.
Debuffs
Blood Frenzy — Causes targets of your bleed debuffs to take
an additional 4% increased Physical damage from all sources. In addition,
they will also take 30% increased bleed damage from all sources. This
will always be active as
Rend is a key part of your damage
rotation.
Sunder Armor — Reduces the targets' Armor by 4% per
application, stacking up to 3 times.
Demoralizing Shout — Reduces the physical damage dealt of all
nearby enemies by 10%.
Thunder Clap — Reduces the attack speed of all nearby enemies
by 20%.
Other Spells
Spell Reflection — Reflects a spell back towards the caster.
Typically has very little use outside of PvP as you should not be the target of
enemies in PvE content.
Hamstring — Slows targets movement speed by 50% for
15 seconds. Useful to slow a mob down if they are running away or if you need to
get away from them.
Intimidating Shout — Fears up to 6 nearby enemies for a short
duration. Can be useful if you are in danger or surrounded by enemies, but will
typically only be used in PvP as using it in PvE situations can cause trash mobs
to run in bad directions and pull additional packs of enemies.
Changelog
- 17 Sep. 2024: Reviewed for Phase 3.
- 30 Jul. 2024: Page reviewed for phase two.
- 08 May 2024: Added page.
More Cataclysm Warrior Guides
More Cataclysm Spec Guides from Other Classes
This guide has been written by Abide, TBC veteran for nearly a decade. Abide is a Warrior tank and multi-class expert currently playing on Faerlina as Horde. You can find him in the the Icy Veins Discord. You can also see him live on Twitch.
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