Sajakain

Legion Class Preview Series: Warrior

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Warrior_Header.jpg

 

We continue our early look at class and specialization design with the Warrior. In these blogs, we’ll be exploring class identity, discussing Legion’s new designs, and presenting core combat abilities for each specialization—laying the foundation upon which talents and Artifacts will build further. With that in mind, let’s delve into what it means to be a Warrior in World of Warcraft.

 

Warriors are the quintessential fearless fighters on the battlefield, and their pure martial prowess inspires courage in allies and despair in enemies. Experts in all manner of melee weaponry and possessing incredible physical strength and skill, Warriors are perfectly suited to serve as frontline combatants and battlefield commanders.

 

Warriors are thematically informed by our own history, dating back to ancient clashes when close-quarters, shield-and-sword combat was the backbone of battlefield strategy. Warriors in WoW are steeped in this tradition, with each specialization filling distinct niches.

 

One notable goal we have for Warriors in Legion is to significantly expand their customizability through talents, especially for Arms and Fury. If the below core abilities seem sparse, it’s to leave room for more from talents than ever before. Both specs now have five rows of core throughput talents (mostly different between Arms and Fury, too), with a strong mix of active rotational abilities, passives, procs, cooldowns, and other interesting effects. You’ll find old favorites like Overpower, Heroic Strike, and Opportunity Strikes, returning classics like Avatar, Dragon Roar, and Storm Bolt, along with a host of brand new talents. We look forward to seeing the combinations that you put together.

 

 

Arms

 

Warrior_Arms.jpg

 

Across culture and kingdom, men and women who demonstrate great physical aptitude are transformed into mighty warriors through tests of strength, endurance, and fighting capability. Their friendships are forged not in the classroom, tavern, or workshop, but in the dueling pits and on the arena floor. As a childhood of sparring defines a warrior’s destiny, so too does one’s choice of weapon determine their role on the battlefield. Arms warriors gravitate toward two-handed weapons instinctively. It’s more than a matter of preference—it speaks to the character of the wielder. Arms warriors are patient in a fight, waiting to capitalize on moments when an opponent is left exposed. Two-handed weapons allow them to deliver devastating, overpowering blows, fully exploiting their enemies’ weaknesses.

 

"Arms warriors are patient in a fight, waiting to capitalize on moments when an opponent is left exposed."

 

Gameplay

 

The defining character traits of Arms Warriors already mesh well with their gameplay, but there’s room for more flavor. In Legion we’ve opened up a wider variety of potential gameplay styles based on your talent choices, as discussed above. We also replaced their Mastery with Colossal Might, which increases the effectiveness of Colossus Smash, playing into their theme more directly. As before, Arms Warrior Rage generation comes from auto-attacks.

 

Here’s a basic look at the core combat abilities for Arms Warriors:

 

  • Mortal Strike:
    • 20 Rage, Melee Range, Instant, 6 sec cooldown
    • A vicious strike that deals strong Physical damage and reduces the effectiveness of healing on the target for 10 sec.
  • Slam
    • 15 Rage, Melee Range, Instant
    • Slam an opponent, causing moderate Physical damage.
  • Colossus Smash
    • Melee Range, Instant, 45 sec cooldown
    • Smashes the enemy’s armor, dealing massive Physical damage, and increasing damage you deal to them by 20% for 6 sec.
  • Execute
    • 10 Rage, Melee Range, Instant
    • Attempt to finish off a foe, causing strong Physical damage to the target, and consuming up to 30 additional Rage to deal up to massive additional damage. Only usable on enemies that have less than 20% health.
  • Tactician
    • Passive
    • Slam, Whirlwind, and Execute have a 20% chance per target hit to reset the cooldown on Colossus Smash.
  • Mastery: Colossal Might
    • Increases the damage of your Colossus Smash by 50%, and causes it to increase damage taken by an additional 50%

Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Arms-specific talents:

  • Titanic Might
    • Passive
    • Increases the duration of Colossus Smash by 200%, but halves its effectiveness.

 

 

Fury

 

Warrior_Fury.jpg

 

On the battlefield and in the arena, the most feared combatants are often the furious berserkers who lust for battle and thirst for blood. Through a lifetime of training and sparring, these merciless warriors have become masters of carnage—often wielding a weapon in each hand to maximize the destruction. Even without the protection of a shield, the fury warrior leaves little opportunity for an opponent to strike without suffering grievous wounds in return—delivered in a whirlwind of blades that dooms anyone its wake. Brute force becomes a breathtaking display when fury warriors relentlessly dive into the fray.

 

"Brute force becomes a breathtaking display when fury warriors relentlessly dive into the fray."

 

Gameplay

 

Fury is a thematically grandiose take on the classic warrior archetype, and in Legion we want the gameplay to convey this better. To help deliver on the fantasy of a relentless death-dealer, we’ve bolstered their gameplay around quickly building Rage and then going wild with Rampage. In particular, Enrage is now considerably more powerful, doubling your attack speed (and thus Rage generation, since the majority of Rage is still generated by auto-attacks), along with increasing damage based on Mastery. Similar to Arms, a multitude of talent options will expand your combat abilities in a wide variety of ways.

 

Here’s a basic look at the core combat abilities for Fury Warriors:

 

  • Bloodthirst
    • Melee Range, Instant, 4.5 sec cooldown
    • Attack the target in a bloodthirsty craze, dealing moderate Physical damage, generating 10 Rage, and restoring 5% of your health.
    • Bloodthirst has an additional 40% chance to be a critical strike.
  • Enrage
    • Passive
    • Bloodthirst critical strikes or activating Berserker Rage will Enrage you, increasing attack speed by 100% and damage taken by 30% for 6 sec.
  • Raging Blow
    • 10 Rage, Melee Range, Instant
    • A mighty blow with both weapons that deals a total of strong Physical damage.
    • Only usable while Enraged.
  • Rampage
    • 50 Rage, Melee Range, Instant
    • Unleash a series of 5 brutal strikes over 2 sec for a total of massive Physical damage.
    • Rampage always deals damage as if you were Enraged.
  • Execute
    • 30 Rage, Melee Range, Instant
    • Attempt to finish off a foe, causing a total of massive damage Physical damage. Only usable on enemies that have less than 20% health.
  • Mastery: Unshackled Fury
    • Increases damage done while Enraged by 28% (with Mastery from typical gear).

Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Fury-specific talents:

  • Frenzy
    • 15 Rage, Melee Range, Instant
    • Furiously slash at the target, dealing moderate Physical damage, and increasing your Haste by 5% for 10 sec. Stacks up to 5 times.

 

 

Protection

 

Warrior_Protection.jpg

 

Like their counterparts, protection warriors are virtually bred for physical dominance, having been raised in the art of close-quarters combat—but their measured approach to battle is what distinguishes them from their comrades-in-arms. They demonstrate an uncanny knack for blade and shield, nullifying an opponent’s advances and creating opportunities for counterattacks. For the protection warrior, being the toughest soldier on the front means nothing if allies are left vulnerable to the enemy’s attack. Stalwart defenders are integral to the success of any military campaign—the protection warrior seeks to be an unbreakable wall.

 

"For the protection warrior, being the toughest soldier on the front means nothing if allies are left vulnerable to the enemy’s attack."

 

Gameplay

 

Protection gameplay ties strongly to Warrior lore and exemplifies the very foundation of the tank role in the game, so we’re primarily focused on fine-tuning their mechanics. Shield Block and Shield Barrier in particular often created a trap choice for players. We’ve replaced Shield Barrier with a new ability, Ignore Pain, which massively reduces damage taken (up to a cap based on maximum health) and functions as your primary defensive Rage-spender. It doesn’t compete as much with Shield Block, and thus provides you with distinct tools in your arsenal to apply to different situations. In terms of Rage, Protection Warriors now primarily generate Rage through taking damage, supplemented by a baseline Rage income from ability usage. This plays well with Ignore Pain as their primary Rage-spender; it’s most useful when you’re taking a lot of damage, which is also when you’ll have a lot of Rage to use on it.

 

Here’s a basic look at the core combat abilities for Protection Warriors:

 

Offensive

  • Devastate
    • Melee Range, Instant
    • A direct strike, dealing moderate Physical damage.
    • Devastate has a 30% chance to reset the cooldown of Shield Slam.
  • Revenge
    • Melee Range, Instant, 9 sec cooldown
    • Swing in a wide arc, dealing strong damage to all enemies in front of you.
    • Generates 4 Rage.
    • Your successful dodges and parries reset the cooldown of Revenge (cannot occur more than once every 3 sec).
  • Deep Wounds
    • Passive
    • Your Devastate and Revenge cause the target to bleed for strong Physical damage over 15 sec.
    • This effect is cancelled if the target reaches full health.
  • Thunder Clap
    • Instant, 6 sec cooldown
    • Blasts all enemies within 8 yards for moderate damage and reduces their movement speed by 50% for 10 sec.
  • Shield Slam
    • Melee Range, Instant, 9 sec cooldown
    • Slam the target with your shield, causing strong Physical damage.
    • Generates 6 Rage.
  • Heroic Strike
    • 30 Rage, Melee Range, Instant
    • Instantly deals moderate Physical damage.
    • This ability is not on the global cooldown.

 

Defensive

  • Shield Block
    • 10 Rage, Instant, 12 sec recharge, 2 charges
    • Raise your shield, blocking every melee attack against you for 6 sec. These blocks can be critical blocks.
    • Shield Slam deals 30% additional damage while Shield Block is active.
  • Ignore Pain
    • 40 Rage, Instant
    • Fight through the pain, ignoring 90% of the next massive amount (based on maximum health) of damage you take.
  • Spell Reflection
    • Instant, 25 sec cooldown
    • Raise your shield, reflecting spells cast on you and reducing magical damage taken by 30%. Lasts 5 sec or until a spell is reflected.
  • Mastery: Critical Block
    • Increases your chance to block by 10% (with Mastery from typical gear) and your chance to critically block by 30% (with Mastery from typical gear).
    • Also increases your attack power by 20% (with Mastery from typical gear).

Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Protection-specific talents:

  • Shield Discipline
    • Passive
    • Shield Slam extends the duration of Shield Block by 2 sec.
    • Shield Block increases the damage of Shield Slam by an additional 30%.

 

We hope you’ve enjoyed this early preview of our approach to Warrior class and specialization design in World of Warcraft: Legion.

 

Warrior_Crest.png

 

 

Source: Legion Class Preview Series: Warrior
Blizzard Entertainment, World of Warcraft, 11/11/2015

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I'm excited to see these warrior changes.  I wonder, however, if there will be any clarification on the Ignore Pain mechanic.  As of yet I have only read theories as to how it works.

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Ignore Pain essentially gives you a shield for 25% of your maximum health, but it'll only block 90% of the incoming damage. Thus, if you have 400k hp, you'll get 100k of damage reduction. If the boss were to hit you for 50k, you would take 5k and the shield would absorb 45k. Your shield is now 55k. If the boss hits you again for 50k, you would take 5k again and the shield would absorb another 45k. Your shield is now 10k. On the third 50k hit from the boss, your shield will absorb 10k and you'll take the remaining 40k.

 

The only advantage it has over Shield Barrier at the moment is that it isn't limited to a 6s duration. Other than that, it is inferior. If it stacks, it'll be okay not great.

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    • By Sajakain

      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 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 and give respect to those that have done the math. 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:
           

      Alliance:
      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:
      Pandaren: Epicurean,
      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.
      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.
      The talent choices that are suggested here are for a Rend build. It's worth noting that there are other viable builds to the Arms spec if this rotation / playstyle does not suit your preferences.
       
      Tier 1 / Level 15:
      Dauntless: Your abilities cost 10% 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. Your other melee abilities have a chance to activate Overpower. Sweeping Strikes: Mortal Strike and Execute hit 2 additional nearby targets. Dauntless is the preferred choice here. Overpower is also viable, at a potential DPS loss, if you wish to have more activity in your rotation / playstyle. For multiple target situations, you will be switching to Sweeping Strikes.
       
      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:
      Trauma: Slam, Whirlwind, and Execute now cause the target to bleed for 20% additional damage over 6 sec. Multiple uses accumulate increased damage. Rend: Wounds the target, causing 150% Physical damage instantly and an additional (1000% of Attack Power) Bleed damage over 8 sec. Avatar: Transform into a colossus for 20 sec, causing you to deal 20% increased damage and removing all roots and snares. As the recommendations of this build are centered around Rend, it is the required talent here. In an alternate build / playstyle, however, you can opt for Trauma. In a couple of encounters, Trauma actually proves to perform better than Rend.

      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:
      Fervor of Battle: Whirlwind deals 80% increased damage to your primary target. Mortal Combo: Mortal Strike now has a maximum of 2 charges. Titanic Might: Increases the duration of Colossus Smash by 8 sec. and reduces its cooldown by 8 sec. The recommended talent here is Titanic Might. As mentioned above, you can also select Fervor of Battle as another viable option.

      Tier 6 / Level 90:
      Deadly Calm: Battle Cry also reduces the Rage cost of your abilities by 75% for the duration. In For The Kill: Colossus Smash grants you 10% Haste for 8 sec. Focused Rage: Focus your rage on your next Mortal Strike, increasing its damage by 30%, stacking up to 3 times. Unaffected by the global cooldown. For this tier you will want In For The Kill. It's worth nothing that your artifact ability, Warbreaker, can also trigger this buff.

      Tier 7 / Level 100:
      Anger Management: Every 20 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 and generates 5 rage. Ravager: Throws a whirling weapon at the target location that inflicts [7 * (337.5% of Attack power)] damage to all enemies within 8 yards over 7 sec. For this tier you can readily pick Ravager or Opportunity Strikes. Currently, in Tomb, Ravager seems to be the best pick in most encounters.
       
       

      While the above talent choices are the overall recommended, I'll let you know which talents are doing the best for each specific encounter in Tomb currently. Keep in mind that this data is pulled from Warcraft Logs and is for the Heroic versions of these encounters. While it is assumed these can also work for Normal / LFR, Mythic encounters may require different set ups. You can check out what players are using for Mythic encounters by reviewing the data here: Click me!
      It is also worth noting that some talents do not change, except for very specific reasons, regardless of the encounter. These talents remain the same throughout and they are:
      Tier 2: Double Time Tier 4: Bounding Stride Tier 5: Titanic Might Tier 6: In For The Kill
       
          

      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 = Strength = Critical Strike. Pretty simple, right?
      With Tier 20, it changes slightly to 20% Haste (10% if you've taken the recommend In For The Kill talent) > Mastery > Haste >= Critical Strike = Strength = Versatility.
      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
      This priority system is assuming you've taken the above recommended talents. As stated, this is a priority system and not a strict step-by-step system.
      Your overall priority is this:
      Rend if it is not applied to your target. Colossus Smash if not applied to your target / Shattered Defenses isn't up. Execute (From Ayala's Stone Heart proc) Mortal Strike (With Shattered Defenses up / no Executioner's Precision debuff) Slam If you've taken Overpower in your Tier 1 talents, this jumps to #4 in your priority above Mortal Strike.
       
      Using Battle Cry
      Depending on whether or not you have your Tier 20 4PC bonus depends on how you handle your Battle Cry window. In either situation, however, you will want to make sure Colossus Smash is applied to your target prior to using Battle Cry.
      With your Tier 20 4PC: Make sure Colossus Smash is applied then cast Rend -> Battle Cry + Bladestorm -> Continue normal priority.
      Without your Tier 20 4PC, Make sure Colossus Smash is applied then then cast Rend -> Battle Cry + Mortal Strike -> Continue normal priority.
       
      Execute Priority
      Your Execute priority (sub 20% HP) is relatively simple and straight forward. If you don't have Shattered Defenses up, use Colossus Smash / Warbreaker to obtain it. With Shattered Defenses available, your priority is
      Mortal Strike (with x2 Executioner's Precision and Shattered Defenses) Colossus Smash if you don't have Shattered Defenses Execute Overpower (if talented)  

      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. If you have 2 - 3 targets, your rotation stays the same with the adjusted talent change to Sweeping Strikes.
      If you have 4+ targets, however, your priority changes to the following:
      Warbreaker 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).
       

      With the release of 7.2, things have changed for your Artifact Weapon. With a series of quests, you are able to imbue your weapon with power from the Council of Six making it stronger to deal with the incoming threat of Kil'Jaeden in the Tomb of Sargeras.
      Below I have listed two leveling paths for the Strom'kar; the first one being if you haven't leveled your Arms weapon yet and the second path being once you have the extra traits unlocked.


      Initially you unlock the weapon by placing your first 100 Artifact Power in Warbreaker. Once that's unlocked you should continue your progression into the weapon in the following order:
      1. Shattered Defenses
      Thoradin's Might Crushing Blows Will of the First King Exploit the Weakness Shattered Defenses 2. Corrupted Blood of Zakajz
      Tactical Advance Precise Strikes Corrupted Blood of Zakajz 3. Focus in Battle
      Many Will Fall Focus in Battle 4. Deathblow
      5. Unending Rage
      6. One Against Many
      7. Void Cleave
      8. Touch of Zakajz
      9. Defensive Measures
      10. Unbreakable Steel

      Once you complete this path, you will receive a quest that will start a small series to empower your weapon. It will start with the quest The Broken Shore: Investigating the Legion in which you will need to find a randomly-dropped item: Mysterious Runebound Scroll. Once you find this item you will begin a short quest chain:
      1. Arms: The Thieving Apprentice
      2. Professionally Good Looking
      3. Order of Incantations (The order is Arcane -> Frost -> Fire -> Shadow)
      4. The Archmage Accosted
      Once you complete these, you'll be asked to go back to Dalaran and receive the power from the Council of Six. Strom'kar will empower and you will have access to the new traits.
      Important Note: The following path can be simplified, for general purposes, as such: Get the new golden trait (Executioner's Precision). Once that's done you can chose whatever talents in the weapon you wish. The differences in numbers are literally so close and variable based on your personal character there is no 100% definitive path to take. If you're looking for definitive choices, you can sim your warrior to find the best results.
      If you're looking for a direction to take because you do not want to sim yourself or whatever reason, you can take the following path. The steps that have multiple choice is, again, a choice completely up to you. Just make sure all choices are filled before you move to the next step.
       


      1. Executioner's Precision
      Arms of the Valarjar Storm of Swords Soul of the Slaughter Executioner's Precision 2. Exploit the Weakness
      3. Deathblow / Crushing Blows / Precise Strikes
      4. One Against Many / Unending Rage / Many Will Fall
      5. Touch of Zakajz / Tactical Advance
      Once you have these traits filled in, the last trait will become available. It has 50 points to dropped into it and it's my belief that Blizzard does not want us to cap it out this expansion. According to the Wowhead Calculator it would take a total of 865,842,644,766,330 Artifact Power to fill 100%.
       
       

      The only addon that I really deem significant is Weak Auras. You can use it to track literally everything in the game if it's trackable. Use this for boss encounters and, more specifically, monitoring your buffs / debuffs for your Arms Warrior. Important things to track include, but are not limited to:
      Shattered Defenses Colossus Smash Executioner's Precision Rend Battle Cry Potion of the Old War ____________________________________________
      Change Log:
      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.
      3/30/2017: Artifact Path updated for 7.2 changes.
      6/15/2017: Talents, Stats, & Rotation sections updated due to 7.2.5 changes to the Arms specialization.
      8/2/2017: Talents & Rotation sections updated to Rend Build. Included Fight Specific Talent choices. Addons updated. Removed Macros section.
    • By Sajakain
      ► Introduction:
      <Hand of Fate> is a group of adults who enjoy raiding on a light schedule and still see content cleared. Details of our raid team and atmosphere can be found below. We're looking for like minded individuals to join us in Tomb of Sargeras!
       
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      Website: http://www.hof-gaming.net/join
      BattleTag Contacts:
      Sajakain (Guild Master): Sajakain#1683 Sanat (Guild Officer): KUEng#1553 Hikari (Guild Officer): Satonaka#1280
    • By Graghzug
      Sorry if this has been asked before, but search didn't give me any results.  With the advent of Argus, I have been getting more gear with higher item levels than my normal/heroic T20 gear.  The basic question is, as an arms warrior when do I swap out my gear and lose the 4 piece set bonus for higher item level gear?  Thanks in advance for any help.
    • By Nerenahlil
      I had some great help with my Fury build from this forum, and have recently attempted to try Arms. 
       
      My guild did a full normal ToS run today, and i captured the logs. I seem to be parsing OK, but it felt clunky.
       
      Here are the logs: https://www.warcraftlogs.com/reports/mfLjRTWXrkb4ZxQY/#boss=-2&difficulty=0&source=20
      Armory:  https://worldofwarcraft.com/en-us/character/nagrand/çleâvâgé
       
      Any pointers would be appreciated.