Post by putran on Mar 1, 2015 1:35:45 GMT
Core Abilities
Arms
Mortal Strike –- The primary attack for Arms. Use this on cooldown as rage permits.
Colossus Smash –- This long cooldown attack debuffs your target, allowing your attacks to ignore his armor for the next six seconds. Also use it on cooldown, but delay if you need to build rage first to take advantage of it.
Rend – This attack is a low rage cost bleed, useful for its delayed burst of damage at the end of its duration. Use it in-between other attacks as a filler. Sweeping Strikes – This allows your next attacks to hit multiple targets. Use in AoE situations.
Whirlwind – an AoE attack, to be used before Thunder Clap in AoE situations.
Thunder Clap – Use it in AoE situations, but only enough to keep its movement speed debuff up as needed – it's a lower priority attack than Whirlwind.
Utility
Both Arms and Fury Warriors have the following group utility abilities:
Rallying Cry – This ability temporarily buffs the health of all party or raid members. Use it when it is called for, or when a boss is about to use a party or raid damaging ability.
Inspiring Presence - You inspire all nearby party and raid members, granting 3% Versatility.
Cooldowns
Arms and Fury Warriors share some cooldowns. Others are unique to specific specs.
Berserker Rage – This ability puts you in an Enrage. It is only useful for a DPS increase for Fury Warriors.
Recklessness – This long cooldown increases the critical strike change and damage of your abilities. Use it during a Bloodthirst/ Heroism/ Time Warp phase, or every time it's available.
Spell Reflect – Use if/when a boss or mobs is casting a direct damage spell on you. Only reflects some abilities. Is greatly more useful in PvP.
Die by the Sword – A defensive cooldown, this one increases Parry chance by 100% and reduces incoming damage by 20%. Very useful if you pull aggro or have to taunt and hold a boss while a tank is raised.
Buffs
Arms and Fury Warrior share two buff shouts. In most cases you'll use Battle Shout for attack power, but you may be asked to use Commanding Shout instead if there's another warrior already providing Battle Shout and you lack the stamina buff otherwise. Either buff lasts a full hour.
Talents
Arms
Fury
Because of the nature of the talent changes in Warlords, there will be two talent specializations chosen, this one is for arms. - wod.wowhead.com/talent#zww2DM-qzyRad
Tier 1 -– Charge tier. In most cases, Double Tap allows the most flexibility. For PvP, you may want Warbringer instead for the conversion of the Root to a Stun, or Juggernaut for its more reliable short cooldown, but for most situations Double Tap is best.
Tier 2 -– Self Healing. For PvE content at level, Enraged Regeneration is your best option. Second Wind is good if you can be sure you'll be able to attack while you're below 35% health, but is useless if you cannot.
Tier 3 -– Character Specialization. Slam is useful as a priority system boost, giving you a high damage attack to put in during your Colossus Smash window. Taste for Blood is a good steady rage generator, and Sudden Death does much the same as Slam, but with Execute instead of Slam.
Tier 4 -– The Stun Tier. A fairly well balanced tier for Arms Warriors, it comes down to if you want an ability to add a solid amount of CC, do a lot of damage to a group, or a single target stun that does extra damage against bosses and mobs immune to stuns.
Tier 5 – Defensive Use. None of these are terribly useful for a DPS warrior. Mass Spell Reflection can at least give you another defensive ability. Safeguard is nice if you have the Glyph of the Watchful Eye, especially in PvP.
Tier 6 – Damage. For Arms, it's up in the air. Bloodbath is the best overall cooldown for PvE, Avatar's Root and Snare removal makes it tempting for PvP. Bladestorm is the best 1-minute cooldown when you know you'll have adds to hit that often.
Tier 7 – Customization Tier. It depends to a degree on what your previous choices are. If you took Bloodbath, for example, Ravager can serve as a solid replacement for Bladestorm for AoE fights. On the other hand, Anger Management can be very strong in situations when you'll want to use cooldowns often and you'll be spending a lot of rage to reduce the cooldowns in a meaningful way, and Siegebreaker is a solid single target attack, but the knockback is a little antithetical for a warrior, who wants to keep targets up close.
There's no real change in talents for Proving Grounds, save that for the big waves it might be preferable to be able to stun (making Shockwave more attractive). Challenge Modes may see situational talent changes based on encounters.
Glyphs
Arms and Fury Warriors use different glyphs, but some are shared. Here's an example of an Arms Glyph setup that will work for most fights wod.wowhead.com/talent#zww2DM-qzyRad
For a Fury glyph setup, this is a general purpose one - wod.wowhead.com/talent#zwx2Bc-VzyRad
Glyph of Unending Rage -- This glyph is mandatory for both Arms and Fury.
Glyph of the Executor – Useful for PvP or when soloing, grants rage when you kill a target with Execute.
Glyph of Blitz – Your charge stuns additional targets.
Glyph of Bull Rush – Your charge generates additional rage.
Glyph of Recklessness – Reduces the effect of Recklessness by 40%, but increases duration by 50%.
Arms Glyphs
Glyph of Resonating Power – Useful for Arms, since you use Thunder Clap a lot less frequently than Whirlwind.
Glyph of Sweeping Strikes – Nice for extra rage during AoE fights.
Fury Glyphs
Glyph of Wind and Thunder – Increases Whirlwind's range.
Glyph of Raging Wind – Raging Blow increases the damage of Whirlwind
Minor Glyphs
Glyph of the Subtle Defender – Removes threat generation from Defensive Stance. Useful for high-damage phases of fights, as Defensive Stance reduces all incoming damage.
Glyph of the Watchful Eye – Your intervene now automatically targets the party or raid member with the lowest health, meaning you won't have to target them manually. Especially useful with Safeguard.
Changes for Proving Grounds and Challenge Modes
For Fury, your loss of Crit is going to significantly lower your rage generation and damage output, to the point where you may want to consider speccing Arms for Challenge Modes.
Berserker Rage becomes much more important in Challenge Modes, as you won't be Enraged nearly as much.
Arms
Mortal Strike –- The primary attack for Arms. Use this on cooldown as rage permits.
Colossus Smash –- This long cooldown attack debuffs your target, allowing your attacks to ignore his armor for the next six seconds. Also use it on cooldown, but delay if you need to build rage first to take advantage of it.
Rend – This attack is a low rage cost bleed, useful for its delayed burst of damage at the end of its duration. Use it in-between other attacks as a filler. Sweeping Strikes – This allows your next attacks to hit multiple targets. Use in AoE situations.
Whirlwind – an AoE attack, to be used before Thunder Clap in AoE situations.
Thunder Clap – Use it in AoE situations, but only enough to keep its movement speed debuff up as needed – it's a lower priority attack than Whirlwind.
Utility
Both Arms and Fury Warriors have the following group utility abilities:
Rallying Cry – This ability temporarily buffs the health of all party or raid members. Use it when it is called for, or when a boss is about to use a party or raid damaging ability.
Inspiring Presence - You inspire all nearby party and raid members, granting 3% Versatility.
Cooldowns
Arms and Fury Warriors share some cooldowns. Others are unique to specific specs.
Berserker Rage – This ability puts you in an Enrage. It is only useful for a DPS increase for Fury Warriors.
Recklessness – This long cooldown increases the critical strike change and damage of your abilities. Use it during a Bloodthirst/ Heroism/ Time Warp phase, or every time it's available.
Spell Reflect – Use if/when a boss or mobs is casting a direct damage spell on you. Only reflects some abilities. Is greatly more useful in PvP.
Die by the Sword – A defensive cooldown, this one increases Parry chance by 100% and reduces incoming damage by 20%. Very useful if you pull aggro or have to taunt and hold a boss while a tank is raised.
Buffs
Arms and Fury Warrior share two buff shouts. In most cases you'll use Battle Shout for attack power, but you may be asked to use Commanding Shout instead if there's another warrior already providing Battle Shout and you lack the stamina buff otherwise. Either buff lasts a full hour.
Talents
Arms
Fury
Because of the nature of the talent changes in Warlords, there will be two talent specializations chosen, this one is for arms. - wod.wowhead.com/talent#zww2DM-qzyRad
Tier 1 -– Charge tier. In most cases, Double Tap allows the most flexibility. For PvP, you may want Warbringer instead for the conversion of the Root to a Stun, or Juggernaut for its more reliable short cooldown, but for most situations Double Tap is best.
Tier 2 -– Self Healing. For PvE content at level, Enraged Regeneration is your best option. Second Wind is good if you can be sure you'll be able to attack while you're below 35% health, but is useless if you cannot.
Tier 3 -– Character Specialization. Slam is useful as a priority system boost, giving you a high damage attack to put in during your Colossus Smash window. Taste for Blood is a good steady rage generator, and Sudden Death does much the same as Slam, but with Execute instead of Slam.
Tier 4 -– The Stun Tier. A fairly well balanced tier for Arms Warriors, it comes down to if you want an ability to add a solid amount of CC, do a lot of damage to a group, or a single target stun that does extra damage against bosses and mobs immune to stuns.
Tier 5 – Defensive Use. None of these are terribly useful for a DPS warrior. Mass Spell Reflection can at least give you another defensive ability. Safeguard is nice if you have the Glyph of the Watchful Eye, especially in PvP.
Tier 6 – Damage. For Arms, it's up in the air. Bloodbath is the best overall cooldown for PvE, Avatar's Root and Snare removal makes it tempting for PvP. Bladestorm is the best 1-minute cooldown when you know you'll have adds to hit that often.
Tier 7 – Customization Tier. It depends to a degree on what your previous choices are. If you took Bloodbath, for example, Ravager can serve as a solid replacement for Bladestorm for AoE fights. On the other hand, Anger Management can be very strong in situations when you'll want to use cooldowns often and you'll be spending a lot of rage to reduce the cooldowns in a meaningful way, and Siegebreaker is a solid single target attack, but the knockback is a little antithetical for a warrior, who wants to keep targets up close.
There's no real change in talents for Proving Grounds, save that for the big waves it might be preferable to be able to stun (making Shockwave more attractive). Challenge Modes may see situational talent changes based on encounters.
Glyphs
Arms and Fury Warriors use different glyphs, but some are shared. Here's an example of an Arms Glyph setup that will work for most fights wod.wowhead.com/talent#zww2DM-qzyRad
For a Fury glyph setup, this is a general purpose one - wod.wowhead.com/talent#zwx2Bc-VzyRad
Glyph of Unending Rage -- This glyph is mandatory for both Arms and Fury.
Glyph of the Executor – Useful for PvP or when soloing, grants rage when you kill a target with Execute.
Glyph of Blitz – Your charge stuns additional targets.
Glyph of Bull Rush – Your charge generates additional rage.
Glyph of Recklessness – Reduces the effect of Recklessness by 40%, but increases duration by 50%.
Arms Glyphs
Glyph of Resonating Power – Useful for Arms, since you use Thunder Clap a lot less frequently than Whirlwind.
Glyph of Sweeping Strikes – Nice for extra rage during AoE fights.
Fury Glyphs
Glyph of Wind and Thunder – Increases Whirlwind's range.
Glyph of Raging Wind – Raging Blow increases the damage of Whirlwind
Minor Glyphs
Glyph of the Subtle Defender – Removes threat generation from Defensive Stance. Useful for high-damage phases of fights, as Defensive Stance reduces all incoming damage.
Glyph of the Watchful Eye – Your intervene now automatically targets the party or raid member with the lowest health, meaning you won't have to target them manually. Especially useful with Safeguard.
Changes for Proving Grounds and Challenge Modes
For Fury, your loss of Crit is going to significantly lower your rage generation and damage output, to the point where you may want to consider speccing Arms for Challenge Modes.
Berserker Rage becomes much more important in Challenge Modes, as you won't be Enraged nearly as much.