Arms Warrior WotLK Guide
Arms Warrior DPS guide for WotLK 3.3.5a: rotation, cooldowns, the 55/8/8 talent build, glyphs, stat priority and BiS gear for ICC and Ruby Sanctum.
Arms is the slower, heavier-hitting Warrior. It uses a two-handed weapon, it has a harder rotation than Fury, and it is a real raiding spec, not a leveling choice. In lower gear it can even out-damage Fury, and in the best gear it stays close, while bringing two debuffs a raid values: Trauma for bleed damage and Blood Frenzy for physical damage.
This guide covers the priority you play, how to keep your swing timer clean, the cooldowns and stance tools, the talents and glyphs we run, the stats to reach and the mistakes that cost the most. It is written for Icecrown Citadel 25 and Ruby Sanctum on 3.3.5a. The short overview is in the class guide.
1.How the Arms Warrior plays
Arms is a proc-and-cooldown spec. You keep Rend on the target, you press Mortal Strike every time it comes back, and you react to two procs: Taste for Blood makes Overpower usable, and Sudden Death lets you use Execute outside the execute phase. Between them, Slam fills the gap, and Heroic Strike spends rage you would otherwise waste.
The part that separates good Arms Warriors from average ones is the swing timer. A Slam that lands right before your auto-attack resets that swing and costs you rage, so you learn to time it, with an addon or with a lot of practice. It sounds small, and it is not: it is the difference between an Arms Warrior who feels smooth and one who is always starving for rage.
2.Rotation and priorities
- RendKeep it up at all times. It also feeds your Taste for Blood procs.
- Mortal StrikeOn cooldown. It comes before Overpower, except when a Taste for Blood proc is about to run out before your next global cooldown.
- OverpowerEvery time the Taste for Blood proc is up.
- ExecuteOn a Sudden Death proc, and in the execute phase. In the execute phase, do not spam it: it eats rage.
- SlamThe filler, timed so it does not reset your swing.
- Heroic StrikeOnly to spend rage when you are close to the cap. In AoE, use Cleave instead.
Bladestorm is an AoE tool, and it also works on adds and on trash. It is bad on a single boss: one auto-attack and your rage bar fills, so if you are starving for rage, just wait. For a longer AoE fight, alternate between Battle Stance for Thunder Clap and Berserker Stance for Whirlwind.
3.Cooldowns and raid utility
Arms has fewer personal damage cooldowns than Fury, but it has the tools of all three stances, which is more useful in a raid than it sounds.
Strong AoE damage, useful in add phases and on trash. On a single boss, use it only when you have nothing better to do and rage is not the problem.
Makes your next attacks hit a second target. Use it on cleave fights, together with Whirlwind and Cleave.
Removes a part of a target's armor for a moment, for the whole raid. If a fight asks for it, coordinate with the other melee.
Gives you rage at the start of a fight, at the cost of some health. Press it just before the pull.
You can save the raid by switching to Defensive Stance for Shield Block, Shield Wall, Taunt and Enraged Regeneration in an emergency. Know where the keys are.
Moves you to a raid member and takes a hit for them. Rare, but on some fights it is a raid save.
4.Talents and glyphs
Our recommended Arms build is the 55/8/8 in the calculator. The Arms tree carries the spec: Bladestorm, Mortal Strike, Blood Frenzy, Trauma, Sudden Death and Wrecking Crew. As your gear gets better (around the Trial of the Crusader gear), the guides we read move points around to give Heroic Strike more priority above Slam when you have more than 70 rage.
The major glyphs are Mortal Strike, Rending and Execution, and those are clear damage gains. Other glyphs are much weaker: the Glyph of Bladestorm only pays on AoE-heavy fights, the Glyph of Overpower is useless once you are expertise capped, and the Glyph of Sweeping Strikes is a PvP glyph.
Instantly Whirlwind up to 4 nearby targets and for the next 6 sec you will perform a whirlwind attack every 1 sec. While under the effects of Bladestorm, you can move but cannot perform any other abilities but you do not feel pity or remorse or fear and you cannot be stopped unless killed.
Requires Melee Weapon. A vicious strike that deals weapon damage plus 85 and wounds the target, reducing the effectiveness of any healing by 50% for 10 sec.
Increases your attack speed by 10%. In addition your Rend and Deep Wound abilities also increase all physical damage caused to that target by 4%.
Your melee critical strikes increase the effectiveness of Bleed effects on the target by 30% for 1 min.
Your melee hits have a 9% chance of allowing the use of Execute regardless of the target's health state. In addition, you keep at least 10 rage after using Execute.
Your melee critical hits Enrage you, increasing all damage caused by 10% for 12 sec. This effect does not stack with Enrage.
Increases the damage of your Mortal Strike ability by 10%.
Increases the duration of your Rend ability by 6 sec.
Your Execute ability deals damage as if you had 10 additional rage.
5.Stats, gems and gear
The priority is hit, then expertise, then armor penetration, then strength, then critical strike, and haste last. Arms wants to use every single global cooldown, and a dodge or a parry on your Mortal Strike or Rend takes one away, which is why expertise is not optional. Critical strikes matter for Deep Wounds, Trauma and Wrecking Crew, but you do not gem for them.
Plate has a lot of haste on it in the lower tiers, and haste is almost a dead stat for Arms. Look for items with strength, hit, expertise and armor penetration. Your best-in-slot list is on the BiS page below.
Blood Fury (+322 attack power on a 2-min cooldown) plus Axe Specialization — a free +5 expertise if you run axes, which frees that gear budget for other stats. Hardiness (−15% stun duration) is a real tanking perk too.
Sword / Mace Specialization gives +3 expertise with those weapon types, and Every Man for Himself is a genuine encounter tool for tanks. Draenei is the alternative — Heroic Presence hands the whole party +1% hit.
Shadowmourne
Fal'inrush, Defender of Quel'thalas
Deathbringer's Will
Sharpened Twilight Scale
Sanctified Ymirjar Lord's Helmet
Sanctified Ymirjar Lord's Battleplate
6.Common mistakes
• Casting Overpower before Mortal Strike when there is no reason to.
• Using Bladestorm on a single boss and losing more than you gain.
• Not reaching the expertise cap, and losing global cooldowns to dodges and parries.
• Letting Slam reset your auto-attack, and starving for rage.
• Ignoring stance tools: a Warrior in the right stance at the right time can save a raid.
7.On the bosses
Arms is at its best on fights with a long single target, and it brings debuffs the raid wants. Some specific notes:
Stand behind the boss to avoid parries, and use your Defensive Stance tools when the breaths come if your raid asks for it.
Keep your damage on the target you are assigned, and watch the ground. See the Ruby Sanctum guide.
Bladestorm and Sweeping Strikes with Whirlwind and Thunder Clap are your AoE tools. Use them on add phases like Lady Deathwhisper.
Stay on the boss in phase 1 and 3, and use your stance tools if the tanks need help. See the Lich King guide.
8.Questions people ask
Yes. It has a harder rotation than Fury and a lower ceiling in the best gear, but it is a perfectly good raiding spec that brings Trauma and Blood Frenzy.
Yes. Arms wants to use every global cooldown, and a dodge or a parry on Mortal Strike or Rend is a real loss of damage.
Mortal Strike, Rending and Execution are the clear damage glyphs.
Time your Slams so they do not land right before an auto-attack. An addon that shows the swing timer helps until it becomes a habit.