A guide to Arm's Warriors in 6.1.
Hi, my names Dom/Flavour, I've been playing warrior since Late S14. I'm 2700 Exp so far in season 17, If you have any more questions feel free to message me ingame or on ArenaJunkies.
Disrupting Shout/Piercing Howl talents
Can't have both Shockwave and Stormbolt
Safegaurd doesn't remove roots
Charge now only roots, not stuns
Shattering Throw is a glyph
5 rage Rend - Wounds the target causing (x) bleed damage over 18 seconds and a final burst of damage when effect expires.
20 rage Shield Barrier - Improves your defenses adsorbing (x) amount of damage, and up to 40 rage more. (requires Dstance)
Battle Shout / Beserker rage do not generate rage, and won't ever be used in your rotation. Shout's now have no cooldown except GCD and last for 1 hour.
Alot of abilities in WoD change your stance for you. So keep an eye on that stance bar. Colossus Smash requires you to be in battle stance, it will change your stance even if you don't. I imagine in WoD alot of people will keep their eyes out for warriors using Col smash during their rotations, and the new Battle/Defence stance buff that is applied to kill Warriors 100/0 in stuns.
Right now you can use Taunt, too take you back into defensive stance, it is off global, off the stance change global and can be done whilst bladestorming. You need a target.
However some abilities don't, I.e Shield Barrier, which require you to change the stance manually to use it. Why? Blizzard, that's why.
Finally, although it's not Warrior based it's good to know healthstone's don't reset their CD unless you leave combat, if you're playing wls don't forget to leave combat for second to restart the cooldown.
The Arm's basic rotation will differ on what talents you pick. Assuming you don't spec slam the standard rotation will be to;
Generate enough rage > Colossus Smash > Mortal Strike > Whirlwind (Or Slam)
Whilst keeping Rend (The new bleed similar to Deep Wounds) up at all times.
When Rend falls off, it deals an extra 4500 damage along with it's normal 1774 tick. It also applies extra damage in the last 5 seconds, so try to re-apply then for the extra damage.
Execute takes priority over any ability if in range. It is basically touch of death right now.
Gemming and Gear
Gemming and reforging has been removed in 6.0.
The best warrior off piece right now is Legs, of which the Vers/Mastery legs are the best, these are the DK ones (icon below), The Vers/Mastery belt is best too, and is the paladin one (icon below), and It might be better if you're going full mastery to play double cruelty rings. Until full gear WIld Combatant cruelty and Wld Gladiators cruelty rings are bis rings.
neck: Gift of Mastery
Back: Gift of Mastery
Ring: Gift of Mastery
Weapon: Mark of Bleeding hollow
Since 6.0.2 proffesions have no stat bonus in Arena, and are not required.
All three of these first tier talents are good in their own right, and make for a competitive tier. Personally I will be playing Juggernaut, which reduces the cooldown of Charge to 12 seconds, I feel this will alow me to get the most charges of in a game, and generate the most rage.
Double Time allows for charge to have x2 uses, each on a 20 separate second cooldown, however if used in under 12 seconds of each other, they generate no rage. I feel this tier is not worth using, as you can waste alot of rage generation, and be left without a charge for a long time.
Warbringer gives charge a stun effect, rather than a root, at the cost of a 20 second cooldown. Warbringer with blitz has been very useful for me this season vs. RMD and godcomps, as any other way to stop a cast or land a stun is substantial.
S17 edit; I've been playing Warbringer lots more, because this season you rarely face something without a mage, and even with msr charge stun is super useful for stopping deep sheep.
Enraged Regeneration is the only competitive talent in the second tier. It is a base 10% HP heal, followed by a 5 second long HoT healing for 20% more of your base HP. It can also be used while stunned.
This tier allows us to pick from 2 stuns, as the utility is required over Dragon Roar.
Personally I've been playing with Shockwave, as I feel it's fairly easy to land triple shockwaves, even on just pets, reducing the 40 second cooldown to 20, warranting it better use than Stormbolt.
However Stormbolt, which has a 30 second cooldown, and can be used from range is also very good, allowing you to stop casts, stun from a distance, and is 100% reliable. It has a downside of being the easiest to Meld ability in the game, though, and regularly bugs (not stunning) on abilities like Mind Control. Stormbolt is also very strong in the current meta, since resto druids are so strong.
I right now recommend stormbolt vs Rdruids, and shockwave vs Melee cleaves.
The most hotly debated tier, this fourth tier will decide how warriors are played in 6.0.2.
Taste for Blood: Each time rend deals damage gain 3 Rage.
Sudden Death: Your auto attacks can proc a free execute. (10% chance)
Slam: Slam an opponent for 3,243 damage costing 10 rage, Each consecutive use increases damage dealt by 50%, and rage cost by 100%, stacks up to 2 times. (Slam is receiving a 40% damage buff in 6.1)
Slam and Whirlwind both got a 30% damage nerf in the most recent build. Slam already being a DPS loss basically became obsolete. Taste for blood is looking the best right now for the rage generation quality of life, and for the damage increase. Sudden deaths chance to proc an execute is so low, and auto attacks so few it's difficult to see it being viable until the gear levels rise.
Sudden death for arms and fury seems to be the best talent right now after the mastery buffs, with slam being buffed in 6.1 taste for blood is looking to be the worse of the tier. Tfb isn't bad, and has been played at 2800+ ratings, but requires you to get rends out which can sometimes be hard.
Mass Spell reflection, replaces Spell Reflection Reflects all spells on you and party members within 20 yards for 5 seconds. Play vs. Casters. (and rmd) required v shatterplay
Safeguard. vs Melee cleaves. Safegaurd feels even stronger this season (S17) now damage is more important, burst is insane and the 20% damage reduction is required to live openers and swaps.
Vigilance could be good in some situations, I.e if you're rooted often and can't Safegaurd your teamate, but right now I've only seen it used when I played tsg into things like wls.
Another competitive tier.
Avatar increases all damage dealt by 20% for 24 seconds. (in 6.1 Avatar will last 20 seconds, and have a reduced cool down of 1.5 mins, making it much better)
Bladestorm makes you un CC able and spin around dealing damage to anyone close to you.
If playing with Slam I prefer Avatar for that 3 minute burst window, If not, I recommend Bladestorm, it removes roots and allows for a burst window every minute.
As of 6.2 Bladestorm and Avatar both seem like very strong viable talents, with Bladestorm just teetering ontop due to it's use in stopping cc on yourself.
The new WoD tier is very dissapointing.
Ravager is an AoE, and will not be viable in PvP.
Siegebreaker is an interesting stun, but replaces Fear, I've used it as Fury vs some comps, and I've seen it work in some comps, however I still believe AM is better.
The only talent I can see being used is Anger management which reduces the cooldown of our major cooldowns by 1 second every 30 rage used. You can reduce the cooldown of bladestorm to 45 seconds this way.
Glyph of Shattering Throw - Vs. Mages and Paladins.
Glyph of Mortal Strike - Whilst Mortal strike is active receive 10% more healing. (almost required vs every comp this season)
Glyph of Rude Interruption - Kicking a cast increases your damage by 6%. (very strong right now due to mages being so common in the meta)
Glyph of Heroic Leap - After leaping gain 70% speed increase for 3 seconds.
Glyph of Bull Rush - Increases rage generated from charge by 15 (good when playing juggernaut)
Glyph of Long Charge - Increases charge distance by 5 yards.
Glyph of Blitz - Your charge now roots an additional 2 targets (If played with blitz stuns over roots)
Glyph of Wind and Thunder - Increases the radius of whirlwind and thunderclap by 4 yards. (really good vs. druids)
A lot of Glyphs are now not useable with each other. Glyph of Death from Above has been nerfed so Leap only reaches 25 yards.
/cast Defensive Stance
/cast Battle Stance
/cast [@name] Intervene
/cast [@other name] Intervene
/cast [@dps name] Vigilance
/cast [@healers name] Vigilance
(one for healer one for DPS)
Storm Bolt -
/cast [@focus] Storm Bolt
(Can make Arena 1-3 Macros)
#showtooltip storm bolt
/cast [@arena1] storm bolt
/cast [@focus] Charge
(Good to use to kick healers, or to stun with Warbringer)
/cast [@focus] Charge
/cast [@focus] Pummel
to charge and kick in one macro
Shield Barrier -
#showtooltip Shield Barrier
/cast Defensive Stance
/cast Shield Barrier
/cast [@arena1] Taunt
/cast [@arena2] Taunt
/cast [@arena3] Taunt
/cast Rallying Cry
/cast [@focus] Intimidating Shout
/cast [@focus] Pummel
Revo's cancel bladestorm macro -
--/s Kick Used
Errors / Red bars Scripts -
#showtooltip Every man for himself
/run local f=CreateFrame("Frame") f:RegisterEvent("LOSS_OF_CONTROL_ADDED") f:RegisterEvent("LOSS_OF_CONTROL_UPDATE") f:SetScript("OnEvent",function() for b in pairs(ActionBarActionEventsFrame.frames) do b.cooldown:SetLossOfControlCooldown(0,0) end end)
Thundercleave - Warrior Ele Druid/Priest/Mwmonk - Relying on good swaps during stuns from the Warrior/ele has exceptional Utility in tremor, Hex, Fear, clone. Good CC, DPS dispels/purge. Thundercleave is very weak in s17.
WLS - Warrior Lock Shaman - A spread pressure comp, with the strength of Warlocks and melee caster healer I can only see this comp going from strength to strength. Right now WLS is very strong, rend and dot pressure forces most comps defensive, and the only weakness is the Rsham. WLP with a paladin is also good.
KFC - Warrior Hunter Shaman - Looking alot weaker than in S14/15/16 KFC will still be a good warrior comp, but both dps and healer can easily die with one bad sac. Good offensive purge and brilliant CC in trap, Wyvern, hex, fear. KFC has been good as fury in Season 16, and with arms, as both BM and SV, however more commonly played with a rdruid.
WMD - Warrior Mage Druid - Predicting this to be the best warrior comp with just how good mages are, warriors will be lucky to get a spot replacing a rogue however. Amazing constant and burst pressure with a plethora of non DRing CC. Super strong in s17, however only as fury.
TSG - Warrior DK Paladin/mw - TSG is looking it's strongest in a long time. The new WoD meta of less CC, no disarms has birthed a brilliant environment for massive damage small CC comps like TSG to run rampant. Paladins being finally on par with it's rival healers means this comp could flop many unsuspecting teams with unhealable damage.
Kittycleave - Warrior Feral Paladin/Priest - Kittycleave is also looking very strong. Ferals have some of the best burst in the game. It is an exceptional comp for killing resto shamans and other healers, ferals have a defensive dispel for hex's.
Turbo - Warrior Enhance shaman / Rdruid Mwmonk - Very strong in 6.2 with the power of offensive dispel, Turbo with a hpala has topped the ladders, since the meta revolves around dispels and shatter, and what can beat them.
http://www.twitch.tv/trillebartom - 3k multi rank 1 warrior
http://www.twitch.tv/revocutie - 3k r1 warrior
http://www.twitch.tv/easycharge - r1 eu war this season
http://www.twitch.tv/joefernandes123 - r1 warrior
http://www.twitch.tv/smexxin - r1 us war
http://www.twitch.tv/deadheater - deathrund r1 warrior
http://www.arenajunk...or-new-players/ - Keybinding
(other macros, like changing whirlwind into slam animation via tmorph)
.spell 1680 1464
Edited by Zzx, 11 August 2015 - 09:18 AM.