Arms Warrior Talents & Build Guide – Legion 7.3
Welcome to the Arms Warrior Talent guide! This guide provides an overview of all Arms Warrior talents, information on which talents work well in different situations, and popular Arms Warrior builds in Wowhead's talent calculator. This guide is written and maintained by
, the Warrior class theorycrafter, of
on US-Mannoroth. Updated for the latest patch.
Rotation & Abilities
Macros & Addons
The optimal Arms Warrior build for dungeons and raids is:
Swap Dauntless for Sweeping Strikes for multiple targets as necessary.
Although weaker, a DoT based Arms Warrior build is:
The recommended Arms Warrior build for leveling is:
Tier 1 Talents
helps sustain the rotation, especially when using Fervor of Battle or Focused Rage, and does
reduce the chance to trigger
. It is currently the best overall talent.
deals great burst damage and nearly always crits, making it stronger than the tooltip damage might suggest, but currently a weaker choice than Dauntless.
is the go to target for dealing with two to three targets; cleaved
will hit two extra targets, even if it they are above 20% health, however only
will benefit from the damage bonus of
. Note that it is no longer an activated ability.
Tier 2 Talents
is no longer used rotationally for damage; the ability is conical, so proper positioning is key to hit 3 or more targets to reduce the cooldown.
is no longer used rotationally for damage; the range and shorter cooldown are more suited for a single target.
adds extra mobility which can be used to move around the battlefield and engage new or moving targets more effectively. Also helps eliminate downtime in dungeons and open world content, making it the optimal choice when stunning is not needed.
Tier 3 Talents
works as a passive 25% damage buff to Execute, Whirlwind, and Slam, which synergizes very well with
. Note that the DoT acts as an ignite and does not require any tracking or micromanagement.
is a very powerful DoT, though its rage cost limits it to 1-2 targets, and is generally weaker than Trauma.
is a strong cooldown that combines well with other cooldowns to create large burst windows. However, the long duration and cooldown can make it less ideal for short combat, such as in open-world content and dungeons.
Tier 4 Talents
is very useful while leveling and doing open-world content, allowing passive healing while moving between targets. However, its activation time makes it difficult to make use of in most dungeon or raid encounters. Be aware that any damage, including DoT effects will block the ability.
is useful anytime damage reduction or healing is not as big of a concern as being able to move quickly. Great for keeping up with targets in dungeons or raids when there is no target for Charge. It also synergizes very well and can be a notable DPS increase when using
is great for dealing with frequent bursts of damage, though comes with a DPS loss and locks the player into the stance for a short time, making it impossible to "dance" in and out to game the effect.
Tier 5 Talents
for single target.
sounds interesting, but falls short in practice due to lack of synergy with
and frequent cooldown resets due to
. That said, it does have some potential while leveling, before much artifact investment and/or when using
allows 100% uptime on Colossus Smash, or high uptime on 2 nearby targets for cleave. Synergizes very well with
Tier 6 Talents
is less important due to sharing a tier with
, and overall rage changes.
is a very powerful bonus with very high uptime.
is only practical when using
Tier 7 Talents
is useful when encounters require more frequent use of
scales inversely with the targets current health and can be triggered by nearly any ability, including multi-target abilities which increases the number of procs exponentially, making it very powerful when dealing with multiple opponents as well as single target.
allows other abilities to be used at the same time it deals damage.
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