Arms Warrior
PvE guide, updated for Patch 12.1.5
DPS Rotation & Cooldowns
How to play Arms Warrior in each rotation style: the full rotation SimulationCraft sims play by default, and the game’s Assisted Highlight and One Button rotations beside it.
Rotation style comparison
How Arms Warrior’s DPS compares when using the game’s assisted modes instead of the full rotation, based on Single Target simulations.
- Full rotationBaseline
- Assisted Highlight-4.3%
- One Button-19.7%
The full rotation is the one SimulationCraft’s sims play by default. Its priority list is SimC’s own for the spec, read here for one build and one kind of fight.
Rotation
Beta15 abilities- 1Charge
- 2Pummel
- 3Racial ability
- 4Avatar
- 5Colossus Smash
- 6Heroic StrikeWhen ready
- 7Bladestorm
- 8Mortal StrikeWhen ready
- 9Execute
- 10Cleave
- 11OverpowerWhen ready
- 12Wrecking ThrowWhen ready
- 13Storm Bolt
- 14Ravager
- 15SlamWhen ready
Every step also needs the ability off cooldown and affordable. Range checks are left out. A blank Targets cell means any number of targets.
Before the pull
Things to do before entering combat.
Cooldowns
When each cooldown was used across the sample fight, so you can see how often each comes back and which ones line up.
Sample opener
One simulated fight from the start, played by this list on the profile in the Gear section with the guide’s Single target build, whichever build the list above is read for. Procs and timing change the order from fight to fight, so use it to get a feel for the start rather than as a script.
The full priority list
simc@ff0d07fEverything above is read from this SimulationCraft list, including the steps the page hides (the potion and on-use items) and the branches your build and fight leave out.
# This default action priority list is automatically created based on your character. # It is a attempt to provide you with a action list that is both simple and practicable, # while resulting in a meaningful and good simulation. It may not result in the absolutely highest possible dps. # Feel free to edit, adapt and improve it to your own needs. # SimulationCraft is always looking for updates and improvements to the default action lists. # Executed before combat begins. Accepts non-harmful actions only. # Snapshot raid buffed stats before combat begins and pre-potting is done. actions.precombat=snapshot_stats actions.precombat+=/variable,name=trinket_1_exclude,value=trinket.1.is.algethar_puzzle_box actions.precombat+=/variable,name=trinket_2_exclude,value=trinket.2.is.algethar_puzzle_box actions.precombat+=/variable,name=trinket_1_buffs,value=trinket.1.has_use_buff actions.precombat+=/variable,name=trinket_2_buffs,value=trinket.2.has_use_buff actions.precombat+=/variable,name=trinket_1_duration,op=setif,value=0,value_else=trinket.1.proc.any_dps.duration,condition=0 actions.precombat+=/variable,name=trinket_2_duration,op=setif,value=0,value_else=trinket.2.proc.any_dps.duration,condition=0 actions.precombat+=/variable,name=trinket_1_high_value,op=setif,value=2,value_else=1,condition=trinket.1.is.treacherous_transmitter actions.precombat+=/variable,name=trinket_2_high_value,op=setif,value=2,value_else=1,condition=trinket.2.is.treacherous_transmitter actions.precombat+=/variable,name=trinket_1_sync,op=setif,value=1,value_else=0.5,condition=variable.trinket_1_buffs&talent.avatar&trinket.1.cooldown.duration%%cooldown.avatar.duration=0 actions.precombat+=/variable,name=trinket_2_sync,op=setif,value=1,value_else=0.5,condition=variable.trinket_2_buffs&talent.avatar&trinket.2.cooldown.duration%%cooldown.avatar.duration=0 actions.precombat+=/variable,name=trinket_priority,op=setif,value=2,value_else=1,condition=!variable.trinket_1_buffs&variable.trinket_2_buffs&(trinket.2.has_cooldown|!trinket.1.has_cooldown)|variable.trinket_2_buffs&((trinket.2.cooldown.duration%variable.trinket_2_duration)*(1.5+trinket.2.has_buff.strength)*(variable.trinket_2_sync)*(variable.trinket_2_high_value)*(1+((trinket.2.ilvl-trinket.1.ilvl)%100)))>((trinket.1.cooldown.duration%variable.trinket_1_duration)*(1.5+trinket.1.has_buff.strength)*(variable.trinket_1_sync)*(variable.trinket_1_high_value)*(1+((trinket.1.ilvl-trinket.2.ilvl)%100))) actions.precombat+=/variable,name=damage_trinket_priority,op=setif,value=2,value_else=1,condition=!variable.trinket_1_buffs&!variable.trinket_2_buffs&trinket.2.ilvl>=trinket.1.ilvl actions.precombat+=/battle_stance,toggle=on # Executed every time the actor is available. actions=charge,if=time<=0.5|movement.distance>5 actions+=/auto_attack actions+=/potion,if=gcd.remains=0&debuff.colossus_smash.remains>8|target.time_to_die<25 actions+=/pummel,if=target.debuff.casting.react actions+=/call_action_list,name=variables actions+=/call_action_list,name=trinkets actions+=/arcane_torrent,if=cooldown.mortal_strike.remains>1.5&rage<50 actions+=/lights_judgment,if=debuff.colossus_smash.down&cooldown.mortal_strike.remains actions+=/bag_of_tricks,if=debuff.colossus_smash.down&cooldown.mortal_strike.remains actions+=/berserking,if=target.time_to_die>180&debuff.colossus_smash.up|target.time_to_die<180&variable.execute_phase&debuff.colossus_smash.up|target.time_to_die<20 actions+=/blood_fury,if=debuff.colossus_smash.up actions+=/fireblood,if=debuff.colossus_smash.up actions+=/ancestral_call,if=debuff.colossus_smash.up actions+=/invoke_external_buff,name=power_infusion,if=debuff.colossus_smash.up&fight_remains>=135|variable.execute_phase&buff.avatar.up|fight_remains<=25 actions+=/run_action_list,name=colossus_aoe,if=talent.demolish&active_enemies>2 actions+=/run_action_list,name=colossus_execute,target_if=min:target.health.pct,if=talent.demolish&variable.execute_phase actions+=/run_action_list,name=colossus_st,if=talent.demolish actions+=/run_action_list,name=slayer_aoe,if=talent.slayers_dominance&active_enemies>2 actions+=/run_action_list,name=slayer_execute,target_if=min:target.health.pct,if=talent.slayers_dominance&variable.execute_phase actions+=/run_action_list,name=slayer_st,if=talent.slayers_dominance actions.colossus_aoe=sweeping_strikes actions.colossus_aoe+=/ravager actions.colossus_aoe+=/avatar actions.colossus_aoe+=/colossus_smash actions.colossus_aoe+=/champions_spear actions.colossus_aoe+=/cleave actions.colossus_aoe+=/mortal_strike,if=buff.colossal_might.stack<10 actions.colossus_aoe+=/demolish actions.colossus_aoe+=/overpower,if=talent.dreadnaught actions.colossus_aoe+=/mortal_strike actions.colossus_aoe+=/overpower actions.colossus_aoe+=/execute,if=buff.sweeping_strikes.up&buff.sudden_death.up actions.colossus_aoe+=/heroic_strike actions.colossus_aoe+=/execute,if=talent.deep_wounds actions.colossus_aoe+=/slam actions.colossus_aoe+=/bladestorm actions.colossus_aoe+=/wrecking_throw actions.colossus_aoe+=/whirlwind actions.colossus_execute=sweeping_strikes,if=active_enemies=2 actions.colossus_execute+=/avatar,if=debuff.colossus_smash.up|cooldown.colossus_smash.remains<10&cooldown.colossus_smash.remains>gcd actions.colossus_execute+=/ravager,if=cooldown.colossus_smash.remains<2 actions.colossus_execute+=/colossus_smash actions.colossus_execute+=/heroic_strike actions.colossus_execute+=/demolish,if=debuff.colossus_smash.up actions.colossus_execute+=/mortal_strike,if=buff.colossal_might.stack<10|buff.executioners_precision.stack=2 actions.colossus_execute+=/execute,if=talent.deep_wounds&rage>75|buff.sudden_death.up actions.colossus_execute+=/overpower actions.colossus_execute+=/execute actions.colossus_execute+=/bladestorm,if=active_enemies=2 actions.colossus_execute+=/wrecking_throw actions.colossus_st=sweeping_strikes,if=active_enemies=2 actions.colossus_st+=/mortal_strike,if=buff.colossal_might.stack<10 actions.colossus_st+=/cleave,if=dot.rend_dot.remains<=gcd|cooldown.colossus_smash.remains<2&dot.rend_dot.remains<=10 actions.colossus_st+=/rend,if=!talent.cleave&dot.rend_dot.remains<=gcd|cooldown.colossus_smash.remains<2&dot.rend_dot.remains<=10&!talent.cleave actions.colossus_st+=/ravager,if=cooldown.colossus_smash.remains<2 actions.colossus_st+=/execute,if=buff.sudden_death.stack=2&cooldown.colossus_smash.remains<2&talent.tactical_edge actions.colossus_st+=/avatar,if=debuff.colossus_smash.up|cooldown.colossus_smash.remains>gcd actions.colossus_st+=/colossus_smash actions.colossus_st+=/champions_spear actions.colossus_st+=/demolish,if=buff.colossal_might.up&debuff.colossus_smash.up actions.colossus_st+=/heroic_strike actions.colossus_st+=/execute,if=buff.sudden_death.stack=2 actions.colossus_st+=/mortal_strike actions.colossus_st+=/cleave,if=buff.collateral_damage.stack=3 actions.colossus_st+=/execute actions.colossus_st+=/overpower actions.colossus_st+=/cleave,if=dot.rend_dot.remains<=gcd*5 actions.colossus_st+=/rend,if=!talent.cleave&dot.rend_dot.remains<=gcd*5 actions.colossus_st+=/bladestorm,if=active_enemies=2 actions.colossus_st+=/slam actions.colossus_st+=/wrecking_throw actions.slayer_aoe=cleave,if=!dot.rend_dot.remains&talent.rend actions.slayer_aoe+=/sweeping_strikes actions.slayer_aoe+=/avatar actions.slayer_aoe+=/ravager,if=debuff.colossus_smash.up actions.slayer_aoe+=/execute,if=buff.sudden_death.stack=2&cooldown.colossus_smash.remains<2 actions.slayer_aoe+=/colossus_smash actions.slayer_aoe+=/cleave,if=buff.collateral_damage.stack=3 actions.slayer_aoe+=/bladestorm actions.slayer_aoe+=/execute,if=buff.sudden_death.stack=2 actions.slayer_aoe+=/cleave actions.slayer_aoe+=/heroic_strike,if=!talent.fervor_of_battle actions.slayer_aoe+=/overpower,if=talent.dreadnaught&charges=2 actions.slayer_aoe+=/execute,if=buff.sudden_death.up actions.slayer_aoe+=/overpower,if=talent.dreadnaught actions.slayer_aoe+=/execute actions.slayer_aoe+=/mortal_strike actions.slayer_aoe+=/overpower,if=!talent.dreadnaught actions.slayer_aoe+=/slam actions.slayer_aoe+=/wrecking_throw actions.slayer_aoe+=/storm_bolt,if=buff.bladestorm.up actions.slayer_execute=sweeping_strikes,if=active_enemies=2 actions.slayer_execute+=/cleave,if=dot.rend_dot.remains<2&!talent.bloodletting actions.slayer_execute+=/rend,if=dot.rend_dot.remains<2&!talent.bloodletting&!talent.cleave actions.slayer_execute+=/avatar,if=debuff.colossus_smash.up|cooldown.colossus_smash.remains>gcd|target.time_to_die<=20 actions.slayer_execute+=/colossus_smash actions.slayer_execute+=/heroic_strike actions.slayer_execute+=/bladestorm,if=debuff.colossus_smash.up|cooldown.colossus_smash.remains>25|buff.avatar.up|buff.executioners_precision.stack=2 actions.slayer_execute+=/mortal_strike,if=buff.executioners_precision.stack=2 actions.slayer_execute+=/overpower,if=buff.opportunist.stack=2&talent.opportunist actions.slayer_execute+=/execute,if=buff.sudden_death.up&buff.executioner.stack>0 actions.slayer_execute+=/execute,if=rage>40 actions.slayer_execute+=/cleave,if=buff.collateral_damage.stack=3 actions.slayer_execute+=/overpower actions.slayer_execute+=/execute actions.slayer_execute+=/wrecking_throw actions.slayer_execute+=/storm_bolt,if=buff.bladestorm.up actions.slayer_st=sweeping_strikes,if=active_enemies=2 actions.slayer_st+=/cleave,if=dot.rend_dot.remains<=gcd|cooldown.colossus_smash.remains<2&dot.rend_dot.remains<=10 actions.slayer_st+=/rend,if=!talent.cleave&(dot.rend_dot.remains<=gcd&active_enemies<2|cooldown.colossus_smash.remains<2&dot.rend_dot.remains<=10&active_enemies<2) actions.slayer_st+=/avatar,if=debuff.colossus_smash.up|cooldown.colossus_smash.remains<10&cooldown.colossus_smash.remains>gcd actions.slayer_st+=/ravager,if=cooldown.colossus_smash.remains<=gcd actions.slayer_st+=/execute,if=buff.sudden_death.stack=2|cooldown.bladestorm.ready&buff.imminent_demise.stack<1 actions.slayer_st+=/colossus_smash,if=buff.sudden_death.stack<2 actions.slayer_st+=/bladestorm,if=debuff.colossus_smash.up|buff.avatar.up actions.slayer_st+=/heroic_strike actions.slayer_st+=/overpower,if=buff.opportunist.stack=2&talent.opportunist actions.slayer_st+=/cleave,if=buff.collateral_damage.stack=3&active_enemies=2 actions.slayer_st+=/mortal_strike actions.slayer_st+=/execute,if=buff.sudden_death.up&buff.executioner.up actions.slayer_st+=/overpower actions.slayer_st+=/cleave,if=active_enemies=2|dot.rend_dot.remains<=5 actions.slayer_st+=/rend,if=!talent.cleave&dot.rend_dot.remains<=5 actions.slayer_st+=/slam actions.slayer_st+=/wrecking_throw,if=active_enemies=1 actions.slayer_st+=/storm_bolt,if=buff.bladestorm.up # Trinkets actions.trinkets=use_item,slot=trinket1,if=variable.trinket_1_buffs&(variable.trinket_priority=1|!variable.trinket_2_buffs|!trinket.2.has_cooldown)&(buff.avatar.up) actions.trinkets+=/use_item,slot=trinket2,if=variable.trinket_2_buffs&(variable.trinket_priority=2|!variable.trinket_1_buffs|!trinket.1.has_cooldown)&(buff.avatar.up) actions.trinkets+=/use_item,slot=trinket1,if=!variable.trinket_1_buffs&(variable.damage_trinket_priority=1|!variable.trinket_2_buffs|!trinket.2.has_cooldown) actions.trinkets+=/use_item,slot=trinket2,if=!variable.trinket_2_buffs&(variable.damage_trinket_priority=2|!variable.trinket_1_buffs|!trinket.1.has_cooldown) actions.trinkets+=/use_item,name=algethar_puzzle_box,if=cooldown.avatar.remains<2|cooldown.colossus_smash.remains<2 # Variables actions.variables=variable,name=st_planning,value=active_enemies=1&(raid_event.adds.in>15|!raid_event.adds.exists) actions.variables+=/variable,name=adds_remain,value=active_enemies>=2&(!raid_event.adds.exists|raid_event.adds.exists&raid_event.adds.remains>5) actions.variables+=/variable,name=execute_phase,value=(talent.massacre.enabled&target.health.pct<35)|target.health.pct<20
Is this rotation built for your talents?
The rotation follows your talent build. Sim your highest-DPS build on your own gear, for the mode and rotation style you play.