|
Post by Fattyy on Nov 13, 2014 2:25:15 GMT
Credit goes to Curoar on Kargath
I. Stat Priority -
The Stat priority has changed significantly over the course of 5.4 to 6.0. With the removal of Hit and Expertise, and the addition of Multi-Strike, Versatility, and Headlong Rush (new Haste passive) things have changed for Arms Warriors.
The stat priorities of Arms is as the following…
Critical Strike (to 30%) > Multi-Strike > Crit > Versatility > Haste = Mastery
Critical Strike: While Arms no longer has access to Enrage, Critical Strike is still a very important stat to us. While doubling our bonus rage from auto-attacks, it helps fuel our rotation and allows us to use abilities more often. Oh and there’s also that additional benefit of your attacks hitting twice as hard, which is always fun.
Haste: Haste improves how quickly we attack with our main hand weapon, as well as reduces the cooldown of Mortal Strike and our Global Cooldown. This means we generate rage faster and use our signature abilities more frequently. This will be extremely noticeable during Heroism/Bloodlust in groups.
Mastery: Mastery increases the damage of Colossus Smash, Mortal Strike and Execute. This stat doesn’t scale well since we don’t get to press a lot of these abilities too frequently in the fight.
Multi-Strike: Multi-Strike is a new stat that allows our attacks to occasionally deal 30% of their damage again. This is similar to our old Mastery: Strikes of Opportunity. Dealing damage is great. Dealing damage again without having to spend resources, is even better.
Versatility: Versatility is a new stat that increases your damage, healing and absorption done. It also and reduces the damage you take by half the amount of the damage increase. This is an important stat because it gives a flat damage boost to everything we do, as well as improves our survivability in raids.
|
|
|
Post by Fattyy on Nov 13, 2014 2:25:58 GMT
II. Gems, Enchants, and Consumables -
Gems:
With no more colored sockets, or hit/expertise caps to reach geming has become very simple. Simply add gems to sockets based on your current stat priority.
Remeber the rule of thumb for enchanting/gemming as Arms! Below 30% Critical Strike. Above 30% Multi-strike."
Greater Critical Strike Taladite or Greater Multistrike Taladite
Enchants:
Like gems, enchanting in Warlords of Draenor is rather straight forward. On our cloak, rings, and necklaces all have access to enchants for every secondary stat. You’ll want to enchant these with critical strike, unless you’ve hit the soft cap of 30%, otherwise you’ll use mutli-strike.
Remeber the rule of thumb for enchanting/gemming as Arms! Below 30% Critical Strike. Above 30% Multi-strike."
Weapon: Enchant Weapon - Mark of the Thunderlord.
Neck: Enchant Neck - Gift of Critical Strike or Enchant Neck - Gift of Multistrike Cloak: Enchant Cloak - Gift of Critical Strike or Enchant Cloak - Gift of Multistrike Rings: Enchant Ring - Gift of Critical Strike or Enchant Ring - Gift of Multistrike
There are no other enchantment items for things such as Shoulders and Pants. Those have been removed from the game.
Consumables:
A good player is always prepared for raids so make sure you have these items if you wish to maximize your DPS.
Food - Blackrock Barbecue or Calamari Crepes (If you’ve reached 30% crit) Flasks - Greater Draenic Strength Flask Potion - Draenic Strength Potion
Pre-potting is something that’s existed since WotLK when blizzard changed the cooldowns for potions. It’s advised you pop a potion right as you begin an encounter and then use another potion somewhere over the course of the fight (Hopefully once your cooldowns are up again). This is vital when you’re pushing progression fights.
With Warlords of Draenor, you'll even be able to safely use a stat potion, and use a healing potion without invoking a cooldown! You should always carry around a supply of Healing Tonic, which can be crafted via First Aid.
|
|
|
Post by Fattyy on Nov 13, 2014 2:26:32 GMT
III. Races -
Races:
Here are the races in terms of best to worst in terms of bonus DPS...
Troll > Dwarf = Tauren > Pandaren > Worgen = Orc = Blood Elf = Night Elf (during the day) > Draenei > Human >Goblin = Gnome = Night Elf (during the night) > Undead
I’m going to touch over each race and why their racials benefit (or don’t) for DPS.However choosing your race has THE LEAST impact upon your DPS. So if you really want to be a Gnome Warrior charging into battle, there’s nothing stopping you. With Warlords of Draenor the majority of races are in a much better spot than they were in terms of DPS.
Trolls have access Berserking racial trait which can be potent with other cooldown. With headlong rush this race actually becomes the best for Arms. Who’d a thunk it?
Dwarfs and Tauren went from being one of the worst races to the one of the best. With their Might of the Mountain and Brawn racials, the added 2% critical strike damage is a bonus that you can’t find anywhere else in the game. Making these two races some of the best.
Pandaren have the racial ability Epicurean which increase the food bonus the user gets by 100%. So if you’re eating the 125 rating food (AS YOU SHOULD BE) you’d gain the bonus of an additional 125 rating (most racials are worth 110 of a stat rating). However if you die in a fight that bonus is lost and your race drops to the bottom in terms of DPS output.
Worgen, Blood Elfs, and Night Elves (during the day) benefit from the racial abilities that increase their critical strike rating by 1%. This is equivalent to 110 Critical Strike Rating. Critical Strike is one of our strongest stats regardless of how you gear up your Arms Warrior.
Orcs get the Blood Fury activated effect which gives them a boost to Attack Power. When combined with other cooldowns this racial effect can be quite potent.
Draenei have Heroic Presence which increases their strength by 65. This is a powerful and solid choice for players not looking for complicated racials.
Humans now have Versatility in place of the Human spirit. This means you deal more damage, and take less damage. Pretty solid race choice.
Goblins, Gnomes and Night Elves (during the night) gain a 1% haste bonus. This bonus is the weakest of all of the racial traits. That being said Haste is a much better stat now that we have Headlong Rush to help reduce cooldowns as well as the GCD.
Undead have access to the passive Touch of the Grave. It occasionally deals bonus shadow damage to targets you attack. This passive can easily make up 1-2% of your total DPS in a fight, so it’s pretty solid. Oh and it also heals you, so that’s a bonus.
Remember, race has the least impact upon your DPS.
|
|
|
Post by Fattyy on Nov 13, 2014 2:27:06 GMT
IV. Talents -
Tier 1: Gotta go Fast (The Mobility Tier)
Juggernaut - You can charge every 12 seconds as opposed to once every 20 seconds.
Double Time - You can charge twice in a row. Each use has a 20 second cooldown. Charge can only grant rage once every 12 seconds.
Warbringer - Your charge stuns the target for 1.5 seconds instead of rooting it.
Generally you’re gonna choose Juggernaut or Double Time for PVE. Juggernaut is nice because of the reduced cooldown on Charge, however I find Double Time to be much more safer incase you need to switch targets quickly. Generally Boss mobs can’t be rooted so Warbringer is something you don’t want to take.
Warbringer may be useful if you need a stun, however your level 60 talents should be able to handle all of the stun effects you need.
Tier 1 Double Time or Juggernaut.
Tier 2: Damn it, Jim! I’m Warrior not a Doctor! (The Healing Tier)
Enraged Regeneration - Instantly heal 10% of your health and heal an additional 20% over 5 seconds. Can be used while stunned.
Second Wind - When you are below 35% Health you gain 10% leech, healing yourself for a percentage of damage you deal.
Impending Victory - Instantly attack the target causing (200% attack power) damage and healing you for 15% of your maximum health. Killing an enemy that yield EXP or Honor Resets the cooldown of Impending Victory. Replaces Victory rush. Costs 10 rage.
The healing tier has changed a bit, but nothing too significant. For PVE Enraged Regeneration is your best choice, unless you’re taking consistent amounts of damage, that you need to use Impending Victory every time it’s off Cooldown.
Tier 2: Impending Victory or Enraged Regeneration
Tier 3: “You can go with this, or you can go with that!”(Customize your Rotation)
Taste for Blood: Each time Rend deals damage, you gain 3 Rage.
Sudden Death : Your auto-attack hits have a chance (2.5 RPPM) to make your next Execute cost no rage and be usable on any target, regardless of health level.
Slam: Slam an opponent, causing 150% Physical Damage. Each consecutive use of Slam increases the damage dealt by 50% and the rage cost by 100%, stacking up to 2 times for 2 seconds. Costs 10 Rage.
Tier 3 has been completely re-worked for all warriors. With the removal of the shout tree we’ve been granted new talents that help customize and shape our rotation.
Sadly Sudden Death does not proc enough to be worth taking. In addition Slam, while better than whirlwind at max stacks, is not worth using due to the fact that using any other ability (such as colossus Smash, Mortal Strike, or Rend) casues you to drop your stacks. Thus taste for blood is your best option, unless for some reason you cannot AoE.
Tier 3: Taste for Blood.
Tier 4: “Now Stop! Hammer time!” (The Stun Tier)
Storm Bolt - Hurl your weapon at an enemy causing 60% physical damage and stunning it for 4 seconds. Deals quadruple damage to targets permanently immune to stuns.
Shockwave - Sends a wave of force in a frontal cone before you, causing (125% Attack Power) damage and stunning all enemies within 10 yard for 4 seconds. Hitting 3 more targets lowers the cooldown by 20 seconds.
Dragon Roar - Roar ferociously, causing (165% of Attack Power) damage to all enemies within 8 yards knocking them down for 0.5 seconds. Dragon Roar is always a critical strike and ignores armor on the target.
With Stormbolt and Bladestorm swapping places on the talent trees, this is more of a stun tree than an AoE tree now.
Stormbolt is always a DPS loss due to having such a high cooldown, and Shockwave is a solid choice if you’re hitting multiple targets consistently. However Dragon Roar by default will be the best choice unless you need to stun things.
Tier 4: Dragon Roar for non-stun fights, Shockwave if you need to stun things.
Tier 5: Kaine! I will save you! (Protection Tier)
Mass Spell Reflection - Reflects the next spell cast on you and on all party and raid members within 20 yards for 5 seconds
Safeguard - Run at high speeds towards a party or raid member, intercepting the next melee or ranged attack made against them and reducing their damage taken by 20% for 6 seconds. Replaces intervene.
Vigilance - Focus your protective gaze on a party or raid member reducing the damage they take by 30% for 12 seconds.
With Safeguard losing the ability to break roots and disable effects on us, there’s very little reason to not take Vigilance, due to the fact that you’ll probably only get yourself killed while trying to Safeguard a tank or someone, when you could simply and safely just use Vigilance.
Also you’re hardly ever allowed to spell reflect abilities back to the boss. So Mass Spell Reflection is kind of dead for PVE.
Tier 5: Vigilance.
Tier 6: Here comes the Boom (Damage Cooldowns)
Avatar - You Transform into a colossus for 24 seconds, breaking all roots and snares and increasing your damage dealt by 20%.
Bloodbath - For the next 12 seconds your melee damage abilities and their multi-strikes deal 30% additional damage as a bleed over 6 seconds. While Bleeding targets move 50% slower.
Bladestorm - Becomes an unstoppable storm of destructive force, striking all targets within 8 yards for 240% Physical damage every 1 second for 6 seconds. You are immune to movement impairing and loss of control effects, but can only use taunt and other defensive abilities.
As with Mists of Pandaria, Bloodbath is the highest estimated damage for damage output. This is you can continually use it on cooldown in the correct conditions. If you’re forgetful or the encounter doesn’t allow for continual use on cooldown, Avatar is also a solid choice.
Bladestorm currently doesn’t out DPS Avatar or Bloodbath, so unless every time you’re using Bladestorm there’s more than two targets up, it’s not worth using.
Tier 6: Bloodbath
Tier 7: Taste My Steel! (Damage Increase Abilities)
Anger management: Every 30 rage that you spend reduces the remaining cooldown of several of your abilities by 1 second.
Ravager: Throw a whirling axe at the target location that inflicts damage to enemies within 6 yards every 1 second. Lasts 10 seconds.
Siegebreaker: Use your full strength to slam the target with your weapon, dealing 300% damage and knocking them back and down for 1 second. Replaces Intimidating Shout.
At the moment Anger Management’s rage spending cost is too high to ever be a DPS increase. Siegebreaker wouldn’t be an awful choice either if it wasn’t out DPSed by Ravager.
Ravager at the moment is the best choice for this tier as long as you place it with knowledge ahead of time that the intended target will be sitting in it for the majority of the duration.
Tier 7: Ravager
For all of you too lazy to read here’s what talents you should generally take.
Tier 1 - Double Time or Juggernaut Tier 2 - Impending Victory or Enraged Regeneration Tier 3 - Taste for Blood Tier 4 - Dragon Roar if nothing needs to be stunned, Shockwave if you need to stun things. Tier 5 - Vigilance Tier 6 - Bloodbath Tier 7 - Ravager
|
|
|
Post by Fattyy on Nov 13, 2014 2:27:33 GMT
V. Glyphs -
Glyphs:
Glyphs like everything else have changed. There is only one required glyph, Glyph of Unending Rage, while the others are simply a choice. Any other glyph not mentioned here, is either a DPS loss, or not very useful.
Glyph of Unending Rage - This glyph allows you to pool an additional 20 rage. This is awesome because the goal with rage is never to be capped with it. Allowing a larger cap preventing rage capping. This glyph is mandatory for Arms.
Glyph of Bull Rush - This glyph is great for giving you rage when the fight starts, and when you target switch. While not a 100% mandatory glyph, it’s extremely useful.
Glyph of Rude Interruption - This glyph is good for fights where you’re constantly interrupting targets. With a 20 second duration and pummel having a 15 second cooldown, you could keep this effect up for a long time if the target keeps casting.
Glyph of Wind and Thunder - If you’re having trouble hitting all of your targets, this glyph is a solid choice for you to pick up.
Glyph of Sweeping Strikes - This glyph has a special place in my heart. For fights where you will be using Sweeping Strikes, I find his glyph very helpful to offset Sweeping Strike’s rage costs.
Rotation Priority
Anyone can press buttons and do damage, a good player can press the right buttons and do so much more.
With 6.0 Arms is considerably more streamlined. The new rotation is as follows.
Rend (if not on target) Colossus Smash Ravager (if CS is on the target with more than 3 seconds left on the duration) Shockwave/Stormbolt (if talented and CS is on target) Dragon Roar (if talented) Mortal Strike Whirlwind (If Colossus Smash is up and Mortal Strike is on cooldown) Whirlwind (If above 50 rage)
This however does change during Execute Phase. During Execute Phase your priority looks something more like this.
Rend (if not on target) Colossus Smash Ravager (if CS is on the target with more than 3 seconds left on the duration) Shockwave/Stormbolt (if talented and CS is on the target) Execute (if Colossus Smash is up) Dragon Roar (if talented) Execute (if above 50 rage)
For the most part during the execute phase you stop using Mortal Strike and Whirlwind begin pooling rage for Execute. Execute should only be used if you have enough rage to consume the entire ability (40 Rage), or if Colossus Smash is on the target.
On Multi-target Fights our rotation changes. On 3+ Targets your priority will look something like this…
Rend on at least 3 targets Sweeping Strikes Ravager Dragon Roar/Shockwave Whirlwind
With the Taste for Blood Talent, you should have more than enough rage to spam Whirlwind and deal a significant amount of AoE damage.
On two targets you simply keep Sweeping Strikes up whenever possible and go about your single target rotation the same way. In addition you’ll want to keep rend on both targets. So have that tab button ready.
Cooldowns
Cooldowns are always fun buttons to push. Generally you should be attempting to use several of them in conjunction as many times as you can. The following cooldowns available to Warriors includes...
Recklessness: Increases your Critical Strike chance by 15% and Critical Strike damage by 10% for 12 seconds. 3 Minute Cooldown.
Bloodbath - For the next 12 seconds your special melee attacks deals additional 30% damage as a bleed over 6 seconds. 1 Minute Cooldown.
Avatar - You transform into a colossus for 24 seconds, increasing your damage dealt by 20%. 3 Minute Cooldown.
Generally you want to use cooldowns is use them as many times as possible throughout the fight together, whenever you can DPS your target for the full duration. A lot of our abilities share similar cooldowns (Recklessness and Avatar for example) and should always be used together.
Macroing them together will assist in keeping their timers the same. If you’re popping Cooldowns on the pull (As you should be) make sure that you wait for your trinkets to proc first before attacking.
|
|
|
Post by Fattyy on Nov 13, 2014 2:27:52 GMT
reserved
|
|
|
Post by Fattyy on Nov 13, 2014 2:28:12 GMT
reserved
|
|