The Arms of Pandaria: PVE Arms 5.4

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A quick thank you to Secondwind, Colloison, Jalopy and Aedilhild (Despite being traitorous Fury Warriors, your help was invaluable during the PTR). Thank you all for your dedication and hard work.


Hello my name is Curoar (think of it like que-roar) and I’m here to help new players as well as veteran players get a firm understanding of what's happening to Arms in 5.4 in terms of PVE. There are a lot of new and exciting changes so we’ll jump right in and find out what’s going on with this spec in 5.4.

This guide is up to date for 5.4.

If you have any suggestions to add to the guide please leave it in comments and I’ll come back and check it every now and then.

Update: 2/19/2014
Updated with new changes to Intervene and Disrupting Shout. BiS Heroic list has also been updated.

Update: 10/27/2013
As of today I have updated the single target rotation for interactions with the Tier 16 2 set bonus. Take the suggested new build with a grain of salt.

So why should you play Arms?

Arms is currently (in my own opinion) one of the most active specs to play. Every GCD is being used and there's never a time where you're waiting. Some players like gaps in their rotations, but I personally don't. It's one of the things I love about Arms.

Arms also has one of the best AoE Tool Kits in the game with Deep Wounds, Whirlwind, Sweeping Strikes, and Slam. It's capable of tremendous amounts of Burst and sustained AoE Damage. For fights like Galrakas in Siege of Ogrimmar, Arms is a great choice.

In addition due to it not relying on critical strike (Like Fury), Arms is a solid DPS spec at all gear levels.

Table of Contents:

I. Wait?! What happened to the spec?: Changes from 5.3 to 5.4. -
II. Stat Priorities and Reforging -
III. Gems, Enchants, and Consumables -
IV. Professions and Races -
V. Talents and Glyphs -
VI. Rotation Priority and Cooldowns -
VII. Sample Gear Lists -
VIII. Proving Grounds Help -
IX. FAQs -

I. Wait?! What happened to the spec?: Changes from 5.3 to 5.4

The Arms tree under went some more radical changes from 5.3 to 5.4. Several of the changes were to bring the spec up to par with others in terms of single target DPS, and others were to give it a more unique identity from Fury. Arms now has a considerable boost in single target, but also is now equipped with a very heavy AOE/Cleave toolset that would make Fan of Knives from Wrath of the Lich King look tame.

While we’ll go into more detail about all of the changes further on in the guide here’s a list of everything that has affected the Arms in PVE in the transition to 5.4.

  • Battle, Berserker, and Defensive Stance now all have a 1.5 second cooldown (down from 3 seconds)
  • Blood and Thunder now increases the damage of Thunderclap by 50%.
  • Deep Wounds damage has been increased by 65%.
  • Hamstring is no longer on a global cooldown.
  • Intervene now also breaks roots and snares when used.
  • Shattering Throw no longer cost rage.
  • Shield Wall no longer requires a shield. If the Warrior does not have a shield equipped, it will show a visual of an equipped shield.
  • Spell Reflect no longer requires a shield. If the Warrior does not have a shield equipped, it will show a visual of an equipped shield.
  • Season Soldier now reduces the cost of Thunderclap by 10 rage.
  • Mortal Strike now deals 215% Weapon Damage (up from 175%).
  • Slam now deals 275% Weapon damage (up from 220%) but also has a rage cost of 25 (up from 20). While Sweeping Strikes is active, slam will deal 35% of its damage against the primary target to all enemies within 2 yards. Targets afflicted with Colossus Smash will take 10% more damage from Slam.
  • Bladestorm’s Cooldown has been reduced to 60 seconds (down from 1.5 Minutes) and now deals 180% weapon damage for Arms Warriors (Up from 120%).
  • Enraged Regeneration now instantly heals the warrior for 10% of their total health (up from 5%), and an additional 10% over 5 seconds (up from 5%)
  • Impending Victory now heals the Warrior for 20% of their maximum health at all times (up from 15% on attack, and 20% on kills that yield exp or honor).
  • Stormbolt now has a duration of 4 seconds (up from 3 seconds), and has an off-hand attack for Fury Warriors
  • Vigilance no longer transfers damage to the Warrior. The talent now reduces amount of damage the target takes by 30% for 12 seconds.
  • Yikes that’s a lot! We’ll get more into it later so don’t sweat it too much.

    II. Stat Priorities and Reforging


    The Stat priority from 5.3 to 5.4 has changed for Arms. The priority is...

    Hit (7.5%) > Expertise (7.5%) > Crit (Until around 32%) > Mastery > Crit (past 32%) > Haste

    Hit: Hit capping prevents your attacks from missing which causes you significantly hurt your damage output. It also allows for smooth and more predictable rage generation. To cap hit at level 90 you’ll need a total of 2550 Hit rating, or 2210 Hit Rating if you’re a Draenei.

    Expertise: Expertise stops your attacks from being dodged and parried. However as a Melee DPS you should always be behind or to the side of a boss (Unless the fight calls for you to stand in front of the boss) so that your attacks are not parried, or blocked. Like before you’ll need 2550 Expertise Rating to be dodge capped, and 2210 Expertise Rating if you have a racial that benefits from using specific weapons like Orcs and Humans.

    Critical Strike: Our bread and butter secondary stat that isn’t as over shadowing as our other stats now. Critical Strike is very important for Warriors for Enrage uptime. Whenever an Arms Warrior crits with Mortal Strike or Colossus Smash, they become Enraged. While in Enraged you generate 10 rage as well as increase all damage dealt by 10%. Oh and there’s also that additional benefit of your attacks hitting twice as hard, which is always fun.

    Mastery: Mastery allows Arms’ melee attacks to have a chance to perform another melee attack which deals 55% of your weapon damage. It may seem like a small amount but it adds up quickly over the course of a longer fight. In addition it now has the chance to proc Sudden Death.

    Haste: Haste improves how quickly we attack with our main hand weapon. Haste has gotten a significant buff in 5.2 and with the changes to Sudden Death (Allowing it to proc off of Mastery) it has become a much more powerful stat for Arms. The stat gets even better once we obtain the Legendary Meta gem provided by Wration, as well as the Legendary Cloak.


    For reforging you’re generally going to aim for your stat caps (hit and expertise) and then reforge the remaining stats to Critical Strike, and when you can’t reforge to Critical Strike you reforge to Mastery. However optimizing reforging can be tricky. I suggest using ReforgeLite, an add-on that calculates the best way for you to reforge, and then performs the act for you in game. If you’re someone who can’t use add-ons you can also check out
    III. Gems, Enchants, and Consumables


    In case you’re just joining us at level 90, gems work differently than they have in the past. Secondary stats like haste, critical strike, and mastery now provide double the amount of stats than primary stats like Strength. For example Bold Primordial Ruby provides 160 Strength, while Smooth Sun’s Radiance provides 320 Critical Strike Rating. Because of this it’s better to aim for gemming Critical Strike as opposed to Strength.

    Here are the Gems you should be using...

    Meta: Reverberating Primal Diamond OR Capacitive Primal Diamond (Once you complete the Legendary Quest Line in 5.2) The Legendary one is better.
    Red: Inscribed Vermilion Onyx or Perfect Inscribed Tiger Opal
    Yellow: Smooth Sun's Radiance or Perfect Smooth Sunstone
    Blue: Piercing Wild Jade or Perfect Piercing Alexandrite

    Remember that if you have a Shin'ka, Execution of Dominion or a weapon from Throne of Thunder you’ll be able to give it a prismatic socket with Eye of the Black Prince. Don’t lose out on those stats!

    If you're using a weapon from Siege of Ogrimmar, you cannot use Eye of the Black Prince to obtain another prismatic socket. LAME!


    One thing that hasn’t changed in 5.4 is how we enchant our items. The following Enchantments should be used to improve your gear...

    Shoulders: Greater Tiger Fang Inscription
    Cloak: Enchant Cloak - Superior Critical Strike
    Chest: Enchant Chest - Glorious Stats
    Bracers: Enchant Bracer - Exceptional Strength
    Gloves: Enchant Gloves - Super Strength
    Belt: Living Steel Belt Buckle
    Legs: Angerhide Leg Armor
    Boots: Enchant Boots - Pandaren's Step
    Weapon: Enchant Weapon - Dancing Steel

    If you cannot afford Dancing Steel, or Exceptional Strength on your Bracers cheaper alternatives include are Enchant Weapon - Elemental Force for your Weapon, and Enchant Bracer - Mastery.


    A good player is always prepared for raids so make sure you have these items if you wish to maximize your DPS.

    Food - Black Pepper Ribs and Shrimp
    Flasks - Flask of Winter's Bite
    Potion - Potion of Mogu Power

    Pre-potting is something that’s existed since WotLK when blizzard changed the cooldowns for potions. It’s advised you pop a potion right as you begin an encounter and then use another potion somewhere over the course of the fight (Hopefully once your cooldowns are up again). This is vital when you’re pushing progression fights, and the potions are insanely cheap compared to in the past.

    IV. Professions and Races

    Professions are extremely important to maximizing DPS. However it’s important to remember that you require two crafting professions in order to get the most out of your professions. The best profession combination is Blacksmithing and Engineering,however if you already have two crafting professions don’t worry too much about it. Here’s a brief description about what all the professions provide.

    Alchemy: Alchemy allows for the mixology passive which allows the alchemist to gain more stats from Flask of Winter’s Bite as well as a longer duration.

    Blacksmithing: Blacksmithing allows the ability to socket both the Blacksmith’s hands and bracers with an additional gem slot. Naturally getting two more gems is pretty awesome.

    Enchanting: Enchanting allows the enchanter to enchant his or her rings.You can enchant each ring with 160 Strength for a total of 320 Strength.

    Engineering: Engineering allows for the use of Synapse Springs on their gloves. This increases your strength for 1920 Strength for 10 seconds on 1 minute cooldown. This is great because it often falls together with the Bloodbath talent, allowing for some serious damage.

    Inscription: Scribes will be able to access the enchant Secret Tiger Fang Inscription for their shoulders which grants 520 Strength and 100 critical strike, as opposed to 200 Strength and 100 crit from the normal enchant.

    Jewelcrafting: Jewlcrafter’s gain the ability to cut Serpant’s Eye gems. These epic gems allow the Jewler to to gain a bigger benefit from gems than another player. Even though non-serpent’s eye gems use a 2:1 ratio for stats, that’s not the case for these. Warrior’s should always use Bold Serpent's Eye for the most amount of DPS. If paired with Blacksmithing the Warrior should always look to fill Red Gem Sockets before putting them in their extra sockets from Blacksmtihing.

    Leatherworking: Leatherworking allows you to enchant your bracers with 500 Strength as opposed to 170 Strength from the normal enchant.

    Tailoring: Like Engineering, Tailoring allows players to enchant their cloak increasing Attack Power by 4000 once every minute. Like before it should be use in conjunction with other cooldowns whenever possible.

    Mining: Mining provides an additional 480 passive Stamina bonus at 90. This does nothing to increase your DPS. Sad face.

    Skinning: Skinning gives you an additional 480 Critical Strike at level 90. Solid, but not better than an additional crafting profession.

    Herbalism: Grants you the Lifebloom ability which gives you 2880 haste for 20 seconds on a two minute cooldown. This averages out to 480 Haste over the course of an encounter. Once again not better than additional crafting profession.


    Here are the races in terms of best to worst in terms of bonus DPS...

    Worgen = Orc > Pandaren > Troll = Goblin > Undead > Draenei > Human = Dwarf > Gnome = Night Elf = Tauren = Blood Elf.

    I’m going to touch over each race and why their racials benefit (or don’t) for DPS.However choosing your race has THE LEAST impact upon your DPS. So if you really want to be a Gnome Warrior charging into battle, there’s nothing stopping you.

    Worgen benefit from the racial ability Viciousness which increases their critical strike rating by 1%. This is equivalent to 600 Critical Strike Rating, as well as it’s our best secondary stat.

    Orcs get quite a few bonuses that increase their DPS. For starters they have axe specialization so while wielding an axe, the Orc gains 1% Expertise, which means they can throw that expertise they would normally need into another stat. In addition they also have the Blood Fury racial ability which increases their attack power by 4514 for 15 seconds every two minutes. These combined together provide powerful effects for Orcs.

    Pandaren have the racial ability Epicurean which doubles the food bonus the user gets. So if you’re eating the Black Pepper Ribs and Shrimp (AS YOU SHOULD BE) you’d gain the bonus of 600 Strength, as opposed to 300. However if you die in a fight that bonus is lost and your race drops to the bottom in terms of DPS output.

    Goblins and Trolls both have haste bonuses. Goblins have Time is Money which increase their haste by 1%, and Trolls have Berserking which increases your Haste by 20% for 10 seconds once every three minutes. These haste bonuses are much more effective as of 5.2.

    Undead have gained a new passive called touch of the grave which allows them to deal additional damage with their attacks. This passive can easily make up 1-2% of your total DPS in a fight, so it’s pretty solid. Oh and it also heals you, so that’s a bonus.

    Draenei have Heroic Presence which increases their chance to hit by 1%. While not as powerful as the Worgen with their 1% Crit (600 Crit rating vs 340 Hit Rating) it’s still a nice choice for a race.

    Human and Dwarves both benefit from Mace Mastery, giving them an extra 1% Expertise while using maces, and Humans Sword Mastery in addition granting them an additional 1% Expertise while using Swords.

    Gnomes, Night Elves, Blood Elfs and Tauren, have no abilities or passives that increase their DPS.

    Remember, race has the least impact upon your DPS.
    V. Talents and Glyphs


    We’re quickly going to go into detail about which talents you should be taking for PVE.

    Tier 1: Gotta go Fast (The Mobility Tier)

    Juggernaut - You can charge every 12 seconds as opposed to once every 20 seconds.

    Double Time - You can charge twice in a row. Each use has a 20 second cooldown. Charge can only grant rage once every 12 seconds.

    Warbringer - Your charge knocks the target to the ground stunning them for 3 seconds and reducing their movement speed by 50% for 15 seconds.

    Generally you’re gonna choose Juggernaut or Double Time for PVE. Juggernaut is nice because of the reduced cooldown on Charge, however I find Double Time to be much more safer incase you need to switch targets quickly. Generally Boss mobs can’t be stunned so Warbringer is something you don’t want to take.

    Tier 1 Double Time or Juggernaut.

    Tier 2: Damn it, Jim! I’m Warrior not a Doctor! (The Healing Tier)

    Enraged Regeneration - Instantly heals you for 5% of your total health, and an additional 5% over 5 sec. Can be used while stunned. Effects are doubled if used while Enraged.

    Second Wind - When you are below 35% Health you heal for 3% of your health every second.

    Impending Victory - Instantly attack the target causing (AP*56) damage and healing you for 20% of your maximum health. Killing an enemy that yield EXP or Honor Resets the cooldown of Impending Victory. Replaces Victory rush. Costs 10 rage.

    The healing tier has gotten a much needed face lift when it comes to solid choices for PVE. With how GCD locked we currently are (and a significant buffs to slam) Impending Victory is no longer the default choice. However Second Wind is still too small healing to be useful in PVE outside of soloing.

    Tier 2: Impending Victory or Enraged Regeneration

    Tier 3: I’m shouting and you can’t do anything about it! (Shout Tier)

    Staggering Shout - Causes all enemies within 20 yards to become rooted in place for 5 seconds.

    Piercing Howl - Snares all targets within 15 yards, reducing their movement speed for 15 seconds. Costs 10 rage.

    Disrupting Shout - Interrupts all targets attempting to cast a spell in a 10 yard radius. (As of 5.4.7 this ability now shares a 15 second shared Cooldown with Pummel. As such you can no longer chain interrupt.)

    Tier 3 is probably one of my favorites for Warriors because all shouts have a use depending on the encounter.

    Tier 3: Whichever works best for the situation at hand.

    Tier 4: Overlord Saurfang says Cleave! (The AOE Tier)

    Bladestorm - You become a Whirling storm of destructive force, striking all targets within 8 yards for 180% weapon damage once every second for six seconds.

    Shockwave - Sends a wave of force in a frontal cone before you, causing (75/100*AP) damage and stunning all enemies within 10 yard for 4 seconds. Hitting 3 more targets lowers the cooldown by 20 seconds.

    Dragon Roar - Roar ferociously, causing damage to all enemies within 8 yards knocking them down for 0.5 seconds. Dragon Roar is always a critical strike and ignores armor on the target.

    While nothing happened to Shockwave or Dragon Roar this patch, Bladestorm got a major overhaul. So much that we actually at one point considered taking it for single target over Dragon Roar during the PTR. With the changes, single target Dragon Roar is the best ability, while if there’s more than one target up, Bladestorm becomes the much better choice.

    Tier 4: Dragon Roar for single Target, Bladestorm if there’s more than one target.

    Tier 5: Kaine! I will save you! (Protection Tier)

    Mass Spell Reflection - Reflects the next spell cast on you and on all party and raid members within 20 yards for 5 seconds

    Safeguard - Run at high speeds towards a party or raid member, removing all movement-impairing effects upon you, intercepting the next melee or ranged attack made against them and reducing their damage taken by 20% for 6 seconds. Replaces intervene.

    Vigilance - Focus your protective gaze on a party or raid member reducing the damage they take by 30% for 12 seconds.

    We’ve kind of shifted from always Safeguard to always Vigilance (who’d a thunk it?). Since vigilance no longer transfers the damage back to you, it becomes a very potent single target cooldown for whomever happens to dying.

    Safeguard can still be useful as it removes snares and roots. However these are few and far between in Siege of Ogrimmar.

    Tier 5: Almost always Vigilance.

    Tier 6: Here comes the Boom (Damage Cooldowns)

    Avatar - You Transform into a colossus for 25 seconds, breaking all roots and snares and increasing your damage dealt by 20%.

    Bloodbath - For the next 12 seconds your melee special attacks deal an additional 30% Damage over 6 seconds. While Bleeding the target moves at 50% reduced speed.

    Storm Bolt - Hurl your weapon at an enemy, causing 125% weapon damage and stunning them for 4 seconds. Deals an additional 375% weapon damage to targets that are permanently immune to stuns.

    Originally I was super excited for using Avatar this, however Bloodbath the significant victor here in terms of DPS. .

    Tier 6: Bloodbath.

    For all of you too lazy to read here’s what talents you should generally take.

    Tier 1 - Double Time or Juggernaut
    Tier 2 - Impending Victory Or Enraged Regeneration
    Tier 3 - Whatever the situation calls for
    Tier 4 - Dragon Roar for Single Target, Bladestorm for more than one target.
    Tier 5 - Vigilance
    Tier 6 - Bloodbath


    I’m not going to spend much time on Glyphs as a lot of them are generally useless for Arms. Here are glyphs you’ll want to consider.

    Glyph of Unending Rage - This Glyph allows you to pool an additional 20 rage. This is awesome because the goal with rage is never to be capped with it. Allowing a larger cap makes it easier to manage. If there is any mandator Glyph it’s this one.

    Glyph of Colossus Smash - Allows Colossus Smash to apply Sunder Armor. A great glyph especially on target switching fights. However if you have a feral druid or a protection warrior you may want to reconsider this glyph.

    Glyph of Rude Interruption - This glyph is good for fights where you’re constantly interrupting targets. With a 20 second duration and pummel having a 15 second cooldown, you could keep this effect up for a long time if the target keeps casting.

    Glyph of Death From Above - In your Priority rotation you’re supposed to use Heroic Leap since it’s off the GCD and deals damage, and costs no rage. This helps reduce the cooldown making it a more effective move. The cooldown reduction combined with Double Time and Intervene however can make you an extremely mobile target for larger encounters. Just don’t get to targets before the tanks.

    Glyph of Sweeping Strikes - This Glyph has a special place in my heart. For fights where you will be using Sweeping Strikes, I find his glyph very helpful to offset Sweeping Strike’s rage costs. I use this a lot.
    VI. Rotation Priority and Cooldowns

    Rotation Priority

    Anyone can press buttons and do damage, a good player can press the right buttons and do so much more.

    There are two variations of DPS, the Blizzard intended version, which involves heavy slam usage, and what I consider the "Necronom" variation. I've personally been using the Necronom variation and have had great results, however it is to be used at your own digression.

    This is currently the intentional priority from Blizzard during single target DPS.

    If Colossus Smash Debuff is up…
    Execute (If proc'd from Tier 16 Set Bonus)
    Colossus Smash
    Mortal Strike (if less than 70 Rage)

    If Colossus Smash is not up..

    Colossus Smash (then follow the priority above)
    Execute (If proc’d from Tier 16 Set Bonus)
    Slam (if over 70 rage)
    Mortal Strike
    Dragon Roar/Stormbolt (If talented)
    Battle shout

    This however does change during Execute Phase. During Execute Phase your priority looks something more like this.

    Colossus Smash
    Mortal Strike (if less than 70 rage)
    Rage-Free Talented Spell (IE Dragon Roar, Stormbolt)

    You should never be using Slam during execute phase due to the fact that Execute should be taking its spot. Also remember that Overpower costs no rage as long as you've used execute recently.

    The Necronom variation (discovered by Necronom of US-Arthas) was originally created to take advantage of the original 2 piece which on the PTR counted our Mastery as special attack granting us 5 rage each time it occurred. However even with the nerf the build (Which changed a bit itself too) still proved to attain higher DPS.


    If Colossus Smash is up...

    Heroic Strike (If over 70 rage)
    Mortal Strike
    Overpower (If over 3 Stacks of Taste for Blood)
    Slam (If 3 or less stacks of Taste for Blood)

    If Colossus Smash is not up...

    Colossus Smash (then follow the priority above)
    Execute (If proc’d from Tier 16 Set Bonus)
    Slam (if over 70 rage)
    Mortal Strike
    Dragon Roar/Stormbolt (If talented)
    Battle shout

    On Multi-target Fights our rotation changes considerably. On 3+ Targets your priority will look something like this…

    Colossus Smash
    Bladestorm on CD
    Sweeping Strikes (if not up)
    Thunderclap (to apply/re-apply deep wounds to all targets)
    Slam (Slam if Mobs are grouped up)
    Whirlwind (If mobs are spread out more)

    On two targets you simply keep Sweeping Strikes up whenever possible and go about your single target rotation the same way. In addition you’ll want to use Mortal Strike to keep Deep Wounds up on both targets. So have that tab button ready.

    In addition due to Shattering Throw no longer having a rage cost, it would benefit you and your raid group to begin casting Shattering Throw as the pull is occurring. As soon as your group counts down to one, that's when your cast should go off.


    Cooldowns are always fun buttons to push. Generally you should be attempting to use several of them in conjunction as many times as you can. The following cooldowns available to Warriors includes...

    Recklessness - Increases your Critical Strike chance by 30% for 12 seconds). 3 Minute Cooldown.

    Skull Banner - Increase your Critical Strike Damage by 30% for 10 Seconds. 3 Minute Cooldown.

    Berserker Rage - Enrages you increasing your damage done by 10% for 6 Seconds. 30 Second Cooldown.

    Bloodbath - For the next 12 seconds your special melee attacks deals additional 30% damage as a bleed over 6 seconds. 1 Minute Cooldown.

    Avatar - You transform into a colossus for 24 seconds, increasing your damage dealt by 20%. 3 Minute Cooldown.

    Stormbolt - Hurl your weapon at an enemy causing 125% Weapon damage and stunning the target for 3 seconds. If the target is permanently immune to stuns, it takes an additional 375% weapon damage. 30 second Cooldown.

    Generally you want to use cooldowns is use them as many times as possible throughout the fight together, whenever you can DPS your target for the full duration. A lot of our abilities share similar cooldowns (Recklessness and Skull Banner for example) and should always be used together.

    Macroing them together will assist in keeping their timers the same. If you’re popping Cooldowns on the pull (As you should be) make sure that you wait for your trinkets to proc first before attacking.

    VII. Sample Gear List

    Normal BiS
    Helmet of the Prehistoric Marauder
    Malkorok's Tainted Dog Tags
    Pauldrons of the Prehistoric Marauder
    Gong-Lu, Strength of Xuen
    Breastplate of Shamanic Mirrors
    Bracers of Blind Hatred
    Gauntlets of the Prehistoric Marauder
    Ashen Wall Girdle
    Legplates of the Prehistoric Marauder
    Greaves of Sublime Superiority
    Devilfang Band
    Seal of the Forgotten Kings
    Evil Eye of Galakras
    Thok's Tail Tip
    Xal'atoh, Desecrated Image of Gorehowl

    Heroic BiS
    Helmet of the Prehistoric Marauder
    Malkorok's Tainted Dog Tags
    Tusks of Mannoroth
    Gong-Lu, Strength of Xuen
    Battleplate of the Prehistoric Marauder
    Bracers of Blind Hatred
    Gauntlets of the Prehistoric Marauder
    Demolisher's Reinforced Belt
    Legplates of the Prehistoric Marauder
    Greaves of Sublime Superiority
    Devilfang Band
    Seal of the Forgotten Kings
    Evil Eye of Galakras
    Thok's Tail Tip
    Xal'atoh, Desecrated Image of Gorehowl
    VIII. Proving Grounds Help

    Coming Soon! (Hopefully with Videos)

    IX. FAQs:

    Q: I thought Arms was awful for DPS! My raid leader told me to spec fury!
    A: Arms wasn’t the greatest spec in Tier 14 or in Heroic Throne of Thunder, but in 5.4 Arms has projected solid single target damage, and heavy AoE damage.

    Q: I have a question you didn't answer on your guide! What can I do?
    A: I periodically check this thread, so go ahead and post your question here and I'll try to get back to you. I'm also on Twitter by the user name of @Curoar_Darkeyes. You can tweet me a question there as well =p
    Awesome, upvoted and sticky requested.
    Thanks for your hard work!
    Sticky requested, also YAY I'M SPECIAL.
    Can't wait to find out more on the haste/crit sweet spot.
    some corrections:

    There's no reason to use impending victory in execute range. It's a waste of rage compared to holding it for executes.
    Skull banner is +20% crit damage, not +30%.
    You put 2 commas in a row in the avatar description.
    Awesome, thanks a lot.

    Couple of comments though...

    1. I read on EJ that Storm Bolt might actually be better than Bloodbath. It's a very minor difference though, but thought I'd bring it up.

    2. Dragon Roar should always be used before Colossus Smash since it penetrates armor anyway, don't want to have it wasting a GCD inside a CS.

    3. Are you sure IV takes priority over Slam? I'm pretty sure you should be using Slam whenever you can inside a CS.
    Few questions since I might as well

    1) Does my rotation change inside a CS window, as it would with fury?
    2) Do I pop my CDs willy-nilly with arms, as opposed to how fury pops them only with CS?
    3) Do I pool rage for CS executes as I do with fury?


    03/03/2013 02:14 PMPosted by Curoar
    So if you’re eating the Black Pepper Ribs and Shrimp (AS YOU SHOULD BE) you’d gain the bonus of 500 Strength, as opposed to 250.


    Go fix those. There was something else too but I forget.
    Good Job on the guide.
    In the gems section you aren't giving people the proper info due to many times you'll be ignoring a socket bonus if it doesn't come out as a dps increase according to SEP values, crit has a high enough SEP for it to be gemmed regardless if the socket bonus is 60 strength or less in a piece of gear with only one socket. Other then a few spelling mistakes, looks good :).

    1) Does my rotation change inside a CS window, as it would with fury?
    2) Do I pop my CDs willy-nilly with arms, as opposed to how fury pops them only with CS?
    3) Do I pool rage for CS executes as I do with fury?

    1- Rotation doesn't change really much within a CS window although if you're close to capping rage you're better off bleeding excess rage through slams then OP+HS for the best DPR output.

    2- Delaying your CDs for a few seconds while waiting for CS to come off CD works out to be the best possible way, although sometimes you can be RNG screwed in this department without proper skill management.

    3- The only ability that uses rage while sub 20% is execute seeing as after using execute all overpowers in the next 10s have their rage costs reduced by 10.
    Potential rotation for sub20% is MS-OP-OP-Execute although within a CS it is definitely a dps increase to fit in 3x executes.

    03/03/2013 03:39 PMPosted by Horrack
    Can't wait to find out more on the haste/crit sweet spot.

    According to sims the crit cap soft cap where haste becomes a better primary stat is 32% crit unbuffed while also having acquired the legendary meta gem. Although even at this point haste is still barely ahead of crit in dps gain.
    this will be put to quiet good use, thanks Curoar.

    also, there are no troll warriors in this thread. i need to fix that immediately.
    Awesome job and great sticky.

    I missed Arms back in Dragonsoul. Man, that stance dancing was so much fun.

    With me being able to DPS a bit more this patch, I'll for sure be hitting up Arms and smashing face again.

    Arms spec, it's not just for PvP anymore. ;)
    So not including talents like iv and dragon roar, the rotation is pretty much going to look like this all the time?

    If Cs is up : MS-OP-OP-Slam-MS

    If Cs in not up: MS-CS-OP-OP-MS

    And then just trying to get the most use out of our cds?
    03/03/2013 02:16 PMPosted by Curoar
    Colossus Smash (If Debuff is not up or less than 1.5 seconds remains on the debuff)

    Why? That's a whole GCD if there's 1.5 seconds left when you refresh it. Why wouldn't you utilize that GCD and then refresh it immediately after?
    03/04/2013 12:32 AMPosted by Horrorface
    Colossus Smash (If Debuff is not up or less than 1.5 seconds remains on the debuff)

    Why? That's a whole GCD if there's 1.5 seconds left when you refresh it. Why wouldn't you utilize that GCD and then refresh it immediately after?

    It's Less than not if there is 1.5 seconds. If it's less you're not going to be able to fit in anohter move, and lose up time on CS with your auto attacks as well.

    If it's exactly 1.5 seconds, go ahead and use a special in there, if it's less than you use CS.
    03/04/2013 04:25 AMPosted by Curoar
    It's Less than not if there is 1.5 seconds

    That's just picky. 1.4 is less than 1.5, so is 0.1.

    It's just a wide time frame. With good MS you can fit attacks in the decimal points of CS' debuff.

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