So you’re a master of arms. An Arms Warrior in fact. But you woke up one morning and everything had changed. How do you use all the abilities you had mastered as an Arms warrior now? How do you play Arms in patch 4.3? Well, relax that furrowed brow and stop waving the oversized blunt/sharp/stabby weapon. You’ll have someone’s eye out. Relax, read our basic guide for playing Arms warriors in patch 4.3, including glyphs, talent spec, reforging, gems, enchants, and rotation and you’ll soon be back to looking the coolest soldier out there.
Updated March 5th, 2012 for Patch 4.3
Arms warrior changes in Patch 4.3
Not much has changed for Arms in 4.3. We’ve got a new Slam animation, and a new Colossus Smash animation!
Other than that, Mortal Strike has returned to being a 25% healing debuff, and we’ve gotten the global melee 10% Attack Power buff. However, how we play and gear hasn’t changed in the new patch.
Arms warrior rotation
Arms Warriors don’t have a rotation any more – instead, they have a priority system. During each global cooldown, use the highest-priority ability that’s available:
Single target: Rend > Colossus Smash > Mortal Strike > Overpower > Slam
- You should be in Battle Stance. Remember to use Battle Shout before combat.
- Once mob health is at or below 20% use Execute instead of Slam
- If Rend is about to fall off your target hit Mortal Strike before anything else to refresh Rend
- Use Heroic Strike if you have 70+ rage
Multi target: Use Bladestorm and Sweeping Strikes as soon as possible. Use Thunderclap instead of Slam, and use Cleave instead of Heroic Strike – otherwise, use your normal single-target rotation.
- If you have the Blood and Thunder talent, open with Rend, then Thunderclap.
- If bladestorm and sweeping strikes are on CD activate inner rage (if high rage) or deadly calm (if low rage) and spam cleave
- Like all WoW warrior specs, you should be using a Shout before combat – use Battle Shout unless your raid leader tells you otherwise.
Arms talent specs
If you’re going to be doing dungeons rather than raiding, you should probably take 2 points in Blood and Thunder rather than Incite (both bottom of the Protection tree). If you interrupt a lot (or again, in dungeons) take 1 point in Rude Interruption (2nd tier, Fury) rather than a point in Incite (bottom tier, Protection).
Hit > Strength > Critical Strike Rating up to 35% > Expertise > Mastery > Haste
- You need 8% hit = 961 hit rating.* Above this, Hit is basically useless and should be reforged away.
- Reforge haste to hit until capped, then to crit until 35%, then Expertise until cap, then Mastery. Reforge excess Hit too.
- Gem for strength in red and blue sockets. Gem for Strength + Critical strike in yellow if the socket bonus is worth it (i.e. +10 strength). Don’t gem Hit.
- _Consider taking Glyph of Cleaving for AoE heavy fights. See above for how to use cleave effectively._
Arms Warrior enchants
Remember to check if your profession offers a better enhancement choice for a slot!
|Head||Arcanum of the Wildhammer (Alliance) or Dragonmaw (Horde)|
|Shoulders||Greater Inscription of Jagged Stone|
|Back||Enchant Cloak – Greater Critical Strike|
|Chest||Enchant Chest – Peerless Stats|
|Wrist||Enchant Bracer – Major Strength|
|Hands||Enchant Gloves – Mighty Strength|
|Belt||Ebonsteel Belt Buckle|
|Legs||Dragonscale Leg Armor|
|Feet||Enchant Boots – Precision or Mastery|
|Weapon||Enchant Weapon – Landslide|
- Icy Veins Arms guide – excellent for more in-depth theorycrafting.
- Brief 4.2 Warrior recommendations at Elitist Jerks
- WoW Insider’s warrior column
Arms discussion at Elitist Jerks – long.
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