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Author Topic: *STICKY* Raid Utility & You [Arms Warrior's Guide to Raiding]  (Read 42700 times)
Kysimir
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« on: May 29, 2009, 09:26:47 pm »

With so many outstanding DPS guides, there's no reason to make a new one; right?  I disagree, there are few updated guides on the raid utility that a DPS (Arms) warrior can bring to a raid, and how to bring this utility without losing excessive amounts of DPS.

This guide will assume that:

    (1) You are the only warrior in your raid
    (2) You will be forced to interrupt at some point
    (3) You have a feral druid at your disposal whom has volunteered to keep up Mangle and Infected Wounds.

Obviously, this isn't always the case, but I'm shooting for worse case scenario... In the even that you don't have a feral druid, that's easily resolved by a little more unique talent tree design. In addition, this guide will answer simple questions to rotations, caps, stat priorities, talents, with a slight spin on the desire to bring the maximum amount of raid utility.  What kind of utility can you bring?

A capable Arms warrior can bring the following to a raid:

    -2.75% Damage dealt by bosses. (-50 Damage Per Second (DPS))
    +4% Physical Damage taken by bosses.
    +30% Bleed Damage taken by bosses.
    +20% Armor Ignore when attacking a boss.(-500 DPS)
    +20% Armor Ignore for 20 seconds.
    +2,800 Health to all raid members. (-50 DPS)
    -20% Attack Speed of bosses. (-50 DPS)
    All while maintaining 4,000 to 6,000 DPS

In the event some of my information (Especially in regards to "Unbridled Wrath" or "Demoralizing Shout") is wrong, let me know!  Some of these talents (esp those mentioned) haven't been tested and posted since WoTLK, and it was pretty damn hard to find information on it. However, the information I do have would not be possible without help from quite a few individuals. So, a special thanks go out to the following websites/Individuals:

My Guild -- For Forcing me to do utilitasize my toon.
Elitist Jerks -- For being an excellent source of information
MMO Champion  -- For being an excellent source of information
Landsoul -- For practically leading the warrior forums on EJ in discovering new stuffs.


I. Talents
II. Rotation
III. Q&A.
IV. Interrupts
V. Interface

Something missing/incorrect? Let me know!
« Last Edit: September 04, 2009, 10:53:03 pm by Kysimir » Logged

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« Reply #1 on: May 29, 2009, 09:27:59 pm »

I.   Step One:  Talents

There are a wide variety of specs for raid utility.  However, for the sake of ease, we've assumed that you do not need to provide the above-mentioned (de)buffs, so we will not be exploring Trauma or Prot builds.  If you do have to do this, then it's an easy fix (Remove points from Unbridled Wrath or Commanding Presence, and Anger Management; and place them in Trauma or Imp Thunderclap).

Note: This is not a "DPS" guide, so we'll be ignoring the majority of the talents, and focusing on the "big" questions, and the utility questions.  I'll assume that everyone knows (for example) that Second Wind is not a viable PVE talent.

Axe Vs. Mace Vs. Sword

Assuming the weapons are identical, differing only in genre, then Sword Sucks.  Mace is acceptable, but inferior to Axe.

Commanding Presence Vs. Improved Demoralizing Shout

Commanding Presence 5/5 & Improved Demoralizing Shout 3/5

Commanding Presence 3/5 & Improved Demoralizing Shout 5/5

Which build is more attractive?  Well, it's situational.  I'm assuming that you have a ret pally with Improved Might, so we're looking at only the health aspect of Commanding Presence.  As a result, commanding presence loses some of its luster.  People assume that Commanding Presence is about tank health.  It's actually not about the tank health as much as you would think.  Yes, the tank does benefit from it, however the main benefit is raid health.  The reason is effective health:

    Bill is a tank.
    Bill has 40,000 HP.
    Sapphiron hits for 15,000 each time.
    Bill is hit for 15,000 (25,000 health left).
    Bill is hit for 15,000 (10,000 health left).
    Bill is hit for 10,000 (5,000 Overkill).
    Bill dies.

    Bill is a tank.
    Bill has 42,820 HP.  (He is under the effect of Improved Commanding Shout)
    Sapphiron hits for 15,000 each time.
    Bill is hit for 15,000 (27,820 health left).
    Bill is hit for 15,000 (12,820 health left).
    Bill is hit for 12,820 (3,280 Overkill).
    Bill dies.

The likely hood that a tank is 2,000 health (or less) from an effective health increase is slim on bosses.  However, the likely hood that at least one (usually more) of 20 or so: DPS, or Healers is 2,000 health (or less) from an effective health increase from incidental or AOE damage is very high.  This is not to say that tanks do not benefit from partial effective health increases (What if Bill had gotten a heal for 4,000 during that time, but not 7,000?  He would have only have lived with Improved Commanding Shout), but to say that in my opinion the greater benefit is usually found in the raids' survivability.

Improved Demoralizing Shout however, is almost solely used for tank survivability.  However, tanks' are the keystone to any raid, more important than every other individual in the raid.  Granted, without heals you cannot tank, nor without DPS can you kill it.  However, the better the tank, the better the raid gets, quicker.  So easing the role of tank survivability is always going to have high returns.

In Burning Crusade, the "sweet spot" was 2/5 Demoralizing Shout, or 5/5 Demoralizing Shout with Curse of Recklessness, to negate the boss's AP to 0.  However, based off of what I've read (in all 3 threads on the internet) there is now a return with every increase in Demoralizing Shout, up to 2.75% less damage taken by your tank (Note: Abilities based off of percentages scale!) (Reference: Elitist Jerks).

Given the option of maxing out Commanding Presence, or Improved Demoralizing Shout, I believe that from a raid utility perspective, Demoralizing Shout wins.  Going 5/5 Demoralizing shout, and 3/5 Commanding Presence grants you the highest amount of raid utility since the amount of health lost from 5/5 CP to 3/5 CP is only 300 hit points (and does not scale).


Pericing Howl

This talent is highly situational.  If you come to a point where you have to kite (So far, I haven't encountered one),  spec into it.  Until then, save your talent points.

Iron Will Vs. Tactical Mastery

Tactical Mastery wins.  In the event that you are Mind Controlled, dispells need to happen, or you need new raid members.  As for the stun effect... save your bladestorm for when the stun happens; or suffer through it.  The amount of situational gain you'll get from Iron Will is minimal.  However, the ability to use a pummel interrupt (Don't think you'll have to?  Wait to you get to General Vazex) without losing 90 rage; or the ability to disarm without losing 90 rage, can make or break your ability to provide utility or DPS in a raid, PVP, or farming environment.

Unbridled Wrath

5/5 in this talent grants you 100 rage or so per boss fight, if you never utilize your commanding or battle shout, this talent is good for helping you unlock Improved Execute without utilizing the Commanding Presence, or Booming Voice talents.  Since nothing else grants a DPS increase except (lol -- Improved Cleave?), this talent is a must if you don't take Commanding Presence. (Example: this Spec).
« Last Edit: July 23, 2009, 08:36:38 pm by Kysimir » Logged

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« Reply #2 on: May 29, 2009, 09:28:29 pm »

II.  Rotational Priorities

Below are Arms "Rotational Priorities."  This is just a guide, there are exceptions listed below.

Key:

Shaded icons are on CD (Taste for Blood & Mortal Strike), are not available (Sudden Death) or should not be used due to other, better, abilities being available (Slam/Sunder Armor).
The yellowish orange bars are GCDs (Overpower causes a smaller GCD, however for simplicity I kept them all the same).

How to Read the "Rotation"

Basically -- It's an idea of what a rotation might look like.  Stuff on the top has the highest priority, and stuff below it has lower priority.

First GCD
    Cast Rend

Second GCD -->  Overpower, Execute not lit up; Mortal Strike available.
    Cast Mortal Strike

Third GCD --> Overpower not lit up; Execute available.
    Cast Execute

Fourth GCD -->  Overpower lit up.
    Cast Overpower

Fifth GCD -->  Overpower, Execute, Mortal strike not lit up.
    Cast Slam (Sunder Armor)

Without Sunders:


Note that overpower can be used at any time between the highlighted Taste For Blood procs (procs are above the second meter), but taste for blood CD will remain the same.  For simplicity, I used overpower as soon as it was available.

With Sunders:


Note that this is the exact same rotation as before, with the same procs, the only difference is the subtitution of Sunder Armor for Slam.  Once Sunder went on 5 times, Slam can be used again as a rage dump.  Sunder Armor will be refreshed the next available GCD following rend refresh.  (I.E. the first time Slam is an option following rend refreshment;  Sunder Armor is refreshed)

However, there are a few things that are not noted in this graphical representation:

(1) This rotation is very RNG based, as such your rotation will differ.
(2) This does not denote Commanding Shout, or Demoralizing Shout.  These need to be kept up at all times.  Ideally when environmental hazards keep you away from the boss, or during boss immunity times.  If this is not possible, then refresh instead of Slam'ing.
(3) This does not take into account DPS race scenarios.  In scenarios where you must do X DPS in X seconds (XT hard mode during the heart phase), Sunder Armor takes precedence over your personal DPS.  So, your Rotation is better serving your guild mates by simply "spamming" Sunder Armor.
(4) This does not take into account environmental hazards forcing you to run from the boss.  If at any point Sunder Armor has less than 5sec left on it's duration, it becomes your #1 DPS priority to refresh it.
(5) This guide does not Queue Heroic Strike in rage excessive situations.  Heroic Strike should only be queued during times when you have more than 70 rage, or times when you have more than 30 rage, and are "spamming" Sunder Armor.
« Last Edit: May 31, 2009, 07:50:11 am by Kysimir » Logged

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« Reply #3 on: May 29, 2009, 09:28:50 pm »

III.  Simple Questions  / Simple Answers

O.M.G. Glyphs!?:

Recommended glyph set up is:  Mortal Strike, Rending, Execution.

Bladestorm on Single Targets?:

The only thing that makes Bladestorm better DPS is that it whirlwinds every second.  Essentially, this is a "yellow" attack every second.  Without bladestorm, you attack every 1.5s (GCD).  In short:

    Bladestorm gets 6 yellow hits in 6s.
    Non-Bladestorm gets 4 yellow hits in 6s.

The only time Bladestorm is a DPS loss is when you have the rage to queue Heroic Strike with 2 of every 5, or more, attacks -- thus negating the extra 2 yellow attacks BS gets.  In short, Bladestorm is for more than one target, or when you only have 25 rage, and Sudden Death and Overpower are on cooldown.

Haste!?:

Some situations, (such as XT hard mode) where you have heroism, speed pots, and/or engineering haste, your rotation get's very different.  In situation's like this, personal CD rotation is very critical.  For example, if you must use heroism and a speed pot at the same time, avoid using the speed potion while under the effects of other haste effects (such as Hyperspeed Accelerators).  Best way to do this is to wait for the effects of your previous haste to fade before drinking the speed potion.

In addition, using your Slam ability becomes much more detrimental.  .5s delay on a 1.30 swing speed is a pretty big delay.  So, you'll want to queue Heroic Strike for your rage dump (sometimes it'll need to be queued every second) and use Slam much more sparingly than before.

Shattering Throw:

In the event you must Sunder Armor and Shattering throw (Yogg Brain room comes to mind), it is imperative that you do this in the right order.  You'll want to apply rend, apply 5 stacks of Sunder Armor, Overpower, then Shattering Throw.   Reason:  ArP has a DPS increase that goes up in a curve.  The more ArP, the better the return.  Since it takes you ~7s to apply 5 stacks of Sunder Armor, and Shattering Throw only lasts 10 seconds, your "peak" time is only to 3 seconds.  Whereas, by sundering first, your "peak" time is a full 10 seconds.

Professions:

The profession you pick is entirely up to you.  For a pure passive bonus - JC / Blacksmithing is still the best combination out there.  However: Alchemy, Engineering, Leatherworking, and Enchanting are all pretty competitive as well. 

    Engineering has the most raid utility; as well as added AoE (bombs), added mobility (nitros), and an additional cool down (Hyperspeed), all of which Arms lacks.
    Alchemy has mixology, which -- quite frankly is amazing.  It's a huge money saver, and comes out to about +80 attack power when flasked.
    Leatherworking has their fur linings which are extremely versatile and cheap (ranging from 114 attack power to magic resistances).
    Enchanting has ring enchants.

I would recommend Engineering/Alchemy as an arms warrior.  With our DPS ending at the tip of our axe, and our lack of cooldowns, Engineering is an excellent way to counter our shortcomings.  Alchemy is just a huge money saver.  However, like I said, it comes down to your personal preferences and play styles.

Stat Caps:

Expertise:

With no Weapon Mastery (WM) and no Strength of Arms (SoA), you need 214 expertise rating to remove the 6.5% dodge rate.
With no WM and 2/2 SoA, you need 181 expertise rating
With 2/2 WM and no SoA, you need 148 expertise rating
With 2/2 WM and 2/2 SoA, you need 115 expertise rating
Subtract 41 expertise rating if you're an Orc with axes or a Dwarf with maces.
Subtract 24 expertise rating if you're a Human with sword or maces.


Hit Rating:

263 removing 8% miss rate.

Armor Penetration (ArP): (Note that this section is still being discussed.  This is Landsouls interpretation of the information, which can be found on Elitist Jerks.

Unmodified cap =1232 rating
Arms Cap = 1099 rating
Arms + Mace Spec Cap = 907 rating

Crit Rating (Soft):

Soft cap for crit is 50% (the point where Overpower is at 100% critical strike chance)


Stat Priorities:

Stat priorities are based off of something called Strength Equivalency Points (SEP).  Basically, this system assumes that Strength is "the" stat for warriors, and all other stats are compared to Strength.  So, in essence, it helps determine which piece of gear is better, in relation to another.

SEP Breakdown:

    Strength = 1pt
    Attack Power = .45 pt
    Agility = .75 pt
    Crit rating = .90 pt
    Haste = .40 pt
    ArP = .85 pt

Assuming this breakdown if you had two items with the following stats:

    Item A (150 pts)
    +90 Strength  (+90pts)
    +45 Critical Strike Rating (+40)
    +50 Haste Rating (+20)

    Item B (127 pts)
    +150 Attack Power (68)
    +56 Agility (42)
    +30 Critical Strike Rating (27)

Item A > Item B for a warrior.  However, SEP (especially in regards to Armor Penetration) is a fluid model, and sometimes (especially ArP) stat comparisons will change based on your spec, and/or gear needs.  The most noted change occurs when you reach 40% passive ArP.  At that point, it becomes advantageous to gem ArP over Strength, because the SEP of ArP becomes greater than 1.
« Last Edit: July 18, 2009, 12:35:15 am by Kysimir » Logged

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« Reply #4 on: May 29, 2009, 09:29:13 pm »

IV.  Interrupts -- FML

We have two interrupts.  They're both a massive pain in the ass, and will make you want to do naughty things to a light socket instead of raiding.

Shield Bash and Pummel.  Both are severe pains in the asses, and macro intensive.  However, Shield Bash is superior to utilizing Pummel.

Shield Bash

I use a dual macro set up:

/cast Shield Bash
/equip Last Laugh
/equip Wall of Terror

/equip Worldcarver
/cast Mortal Strike

Contrary to split beliefs, shield bash is not on the weapon change GCD.  So, provided you can mash the macro 3 times within the cast time, you can utilize this macro for all of your interrupting needs.

Pummel

#showtooltip Pummel
/cast [nostance: 3] Berserker Stance
/cast Pummel

/cast Pummel
/cast [nostance: 1] Battle Stance

This macro is for interrupting when you need to zerker stance for another reason.  (read: Recklessness, whirlwind, etc).  On single targets, shield bash is superior.
« Last Edit: June 08, 2009, 03:35:06 pm by Kysimir » Logged

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« Reply #5 on: May 29, 2009, 09:31:55 pm »

    V.  Your UI

    The UI is how you interact with the game.  Everyone has different views on what's an attractive UI, or what mods are helpful, so on and so forth. Below are some useful macros, and mods that I use.  The Screenshot (below) is a visual reference for showing Bartender, Omen, and Class Timers in action.

    Macros:

    "Cancel/Assist"  (Will assist your focus target, or remove deadly/immunity auras)

    /assist focus
    /cancelaura Hand of Protection
    /cancelaura Sweeping Strikes
    /cancelaura Bladestorm
    /cancelaura Bloodrage
    /cancelaura Flexweave Underlay
    /cancelaura Enraged Regeneration
    /cancelaura Flash Freeze

    "Oh Shit!"

    /cast Shield Wall
    /equip Last Laugh
    /equip Wall of Terror
    /cast [nostance:2] Defensive Stance
    /cast Shield Wall
    /cast Shield Block
    /cast Enraged Regeneration
    /cast Fel Healthstone

    "Whirlwind"

    /cast Whirlwind
    /cast [nostance:3] Berserker Stance
    /cast Whirlwind
    /cast [nostance:1] Battle Stance

    "Disarm"

    /cast Disarm
    /cast [nostance:2] Defensive Stance
    /cast Disarm
    /cast [nostance:1] Battle Stance

    Recommended Mods:

      Deadly Boss Mods
      Bartender
      Omen
      Power Auras

    Power Auras is a surprisingly helpful addon for Arms Warriors.  You select "buff" or "when ability becomes available" then modify your image choice, size, color, and location to appear when your buff (battle shout) fades, or your abilities become available (overpower / execute).


    Battle Shout has just faded.  Also:  My rage is under 50 (look near the action bars)


    Overpower is now available.


    Execute is now available.[/list]
    « Last Edit: July 21, 2009, 09:16:42 pm by Kysimir » Logged

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    Pastulio
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    « Reply #6 on: May 29, 2009, 09:33:18 pm »

    Nice. I have looked for someone who got the idea to just compile most of the good information out there and "trimming the fat" so to speak.

    Good work, copying this down now.
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    Slipper
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    « Reply #7 on: May 30, 2009, 10:33:06 pm »

    Sticky please.
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    failoth
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    « Reply #8 on: May 31, 2009, 06:48:37 am »

    i don't get the rotation images . they are too small to read or understand wtf is going on. 
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    Kysimir
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    « Reply #9 on: May 31, 2009, 07:48:54 am »

    i don't get the rotation images . they are too small to read or understand wtf is going on. 

    Modified the guide to include:

    Quote
    Shaded icons are on CD (Taste for Blood & Mortal Strike), are not available (Sudden Death) or should not be used due to other, better, abilities being available (Slam/Sunder Armor).
    The yellowish orange bars are GCDs (Overpower causes a smaller GCD, however for simplicity I kept them all the same).

    Basically -- It's an idea of what a rotation might look like.  Stuff on the top has the highest priority, and stuff below it has lower priority.

    First GCD
      Cast Rend

    Second GCD -->  Overpower, Execute not lit up; Mortal Strike available.
      Cast Mortal Strike

    Third GCD --> Overpower not lit up; Execute available.
      Cast Execute

    Fourth GCD -->  Overpower lit up.
      Cast Overpower

    Fifth GCD -->  Overpower, Execute, Mortal strike not lit up.
      Cast Slam (Sunder Armor)

    Does that help a bit more, failoth?
    « Last Edit: May 31, 2009, 07:58:28 am by Kysimir » Logged

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    failoth
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    « Reply #10 on: May 31, 2009, 08:48:35 am »

    yes that is helpful, thanks
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    Taik
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    « Reply #11 on: May 31, 2009, 11:46:24 am »

    Helped me a whole lot Smiley
    Thanks for putting the time into making this.
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    Letharia
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    « Reply #12 on: May 31, 2009, 11:32:46 pm »

    Quote
    Item A (150 pts)
    +90 Strength  (+90pts)
    +45 Critical Strike Rating (+40)
    +50 Haste Rating (+20)

    Item B (140 pts)
    +180 Attack Power (81)
    +56 Agility (42)
    +30 Critical Strike Rating (27)

    Thanks for a good thread. Just wonder. Arent this two items the same in points? I get Item B to 150pts aswell.
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    Kysimir
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    « Reply #13 on: June 03, 2009, 07:47:04 am »

    Thanks for a good thread. Just wonder. Arent this two items the same in points? I get Item B to 150pts aswell.

    Fixed.

    Added: Table of Contents
    Added: Overview of Raid Utility discussed
    Added: References
    Added: Expertise Racials

    Fixed: A few incorrect ratings
    Fixed: Hundreds of grammatical errors

    Also, if there was something left out (or something, within reason, you would like to see in the guide) -- let me know.  I'll throw it in there.
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    Direknyte
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    « Reply #14 on: June 03, 2009, 07:58:20 am »

    Very nice read, thanks for the time and effort you put into this.

    Sticky please!
     Grin
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