Mists of Pandaria 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 Mists of Pandaria 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
Warriors have three different stances, each having unique functions that are needed in certain situations. In Mists of Pandaria, all spells can be used in any stance, meaning you should only choose a stance based on your needs at the time.
Battle Stance — Grants you high Rage when you deal melee
damage. Since all abilities can be used in any stance, you will use
Battle Stance most of the time.
Defensive Stance — Decreases damage taken by 25% and
significantly increases threat generation, but you generate no Rage from
damage taken or damage dealt. Use this only to reduce the damage of major
raid abilities.
Berserker Stance — Grants some Rage from melee damage, less
than
Battle Stance generates, but also grants Rage from damage taken. Use
this whenever there is high raid-wide damage going out.
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 Attack Power of all nearby
raid and party members.
Commanding Shout — Increases the Stamina of all nearby raid
and party members.
Debuffs
Commanding Shout — Applies
Physical Vulnerability to
the target, increasing all Physical damage taken by 4%.
Sunder Armor — Applies the
Weakened Armor effect,
reducing the targets' armor by 4% per application, stacking up to 3 times.
Mortal Strike — Applies
Mortal Wounds to the target,
reducing their healing received by 25%.
Thunder Clap — Applies the
Weakened Blows effect,
reducing targets physical damage dealt by 10%.
Core Rotational Abilities
These are your core damaging abilities that you will use frequently, either while leveling or at max level.
Colossus Smash — Smashs the target for high damage and causes
all of your attacks to bypass 100% of the enemies armor for 6 seconds.
Sudden Death has a chance to reset the cooldown of this, allowing you to
use it more often than the cooldown implies. Never use
Colossus Smash while
the debuff is still on the target, always wait for it to fall off first so you
get the most uptime of the debuff as possible. This is the main ability you will
play your rotation around as you want to get in as much damage as possible while
the debuff is applied.
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. Thanks to the passive
Taste for Blood,
whenever you use
Mortal Strike you gain 2 charges of
Overpower,
stacking up to 5 times total.
Overpower — Deals damage to the target, but can only be used
if you have charges; this attack can not be blocked, dodged, or parried. Charges
are gained through the passive
Taste for Blood, whenever you use
Mortal Strike.
Slam — Instant cast, deals very high damage the target, but
costs a lot of Rage. This is one of our main abilities now, but can should only
be used during certain conditions to make it worth the Rage cost.
Targets debuffed with
Colossus Smash take 10% additional damage
from
Slam. While
Sweeping Strikes is active,
Slam will
deal 35% of its damage dealt to all nearby enemies.
Execute — Requires the target to below 20% health
before you can use this. No longer consumes additional Rage to deal additional
damage, instead this will cost a fixed amount of Rage while still dealing very
high damage. This will become a top priority spell once the target reaches
20% health.
Heroic Strike — Instantly deals damage to the target. This spell
was one a core part of our rotation, but is only used now to dump Rage if you are
getting close to cap.
Cleave — Instant attack that deals damage to target and an
additional nearby enemy. Similar to
Heroic Strike, this is essentially
just a filler in an AoE situation if your Rage is nearing 100.
Victory Rush — Deals damage and heals you for 20% of
your maximum life. 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 (in raids at least) as it requires you to get the killing blow to activate
it, but be sure to use it if you can.
Sweeping Strikes — No longer has a cooldown, but now costs 30
Rage. Causes your melee attacks to hit an additional nearby target for 50%
damage. While
Sweeping Strikes is active,
Slam will deal 35%
of its damage dealt to all nearby enemies. Great for AoE and multi-target bosses.
Thunder Clap — Deals damage to all nearby targets, applying
Weakened Blows to them. With
Blood and Thunder,
Thunder Clap
will apply
Deep Wounds to all targets hit, making this a great AoE spell.
Cooldowns
Arms Warriors has a number
of personal cooldowns and a few raid-wide cooldowns for both offensive and
defensive purposes.
Offensive Cooldowns
Berserker Rage — 30-second cooldown, triggers
Enrage.
Use this to help with
Enrage up-time.
Recklessness — 3-minute cooldown, gives 30% increased crit
chance. Use this in combination with other offensive cooldowns.
Shattering Throw — 5-minute cooldown, reduces targets armor
by 20%. Use this in combination with other offensive cooldowns.
Skull Banner — 3-minute cooldown, increases the critical damage
of all nearby allies by 20%. Use this in combination with other offensive cooldowns.
Defensive Cooldowns
Rallying Cry — 3-minute cooldown, grants you and all nearby
allies 20% increased max health. Coordinate this with your
raid to help the group survive raid mechanics.
Die by the Sword — 2-minute cooldown, Increases your parry
chance by 100% and reduces damage taken by 20% for 8 seconds. New
defensive added in Mists of Pandaria, use it as needed.
Shield Wall — 3-minute cooldown, 40% damage reduction.
Can be used in any stance and no longer requires a shield to use. Great for
surviving major raid abilities.
Vigilance — 2-minute cooldown, 30% damage reduction to
targeted player. This is your Tier 5 talent and is an amazing defensive cooldown
to use on your tanks.
Demoralizing Banner — 3-minute cooldown, Throws down a banner
than decreases the damage dealt by all nearby enemies by 10% for 15
seconds.
Enraged Regeneration — 1-minute cooldown, instantly heals you
for 10% of your max health, and an additional 10% over 5 seconds;
this healing is doubled if you use this while
Enraged. Great
for personal survival if you ever find yourself low health in a bad position.
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 every 12 seconds for Rage,
improved further by
Glyph of Bull Rush.
Intervene — Rush to an allies location, causing the
next melee or ranged attack made against them to be redirected to you instead.
You may need to use this from time to time for mobility or to escape a lethal
area.
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.
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.
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.
Heroic Leap — Jump to the targeted location, dealing damage to
all nearby enemies. This is useful for either dealing a bit more damage on AoE
pulls, but will most likely be used as a movement ability to close
the gap on your enemy.
More MoP Warrior Guides
More Mists of Pandaria Spec Guides from Other Classes
MoP Dungeon Guides
MoP Profession Guides
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.