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Arms Warrior overview

Choose Arms for two-handed attacks, controlled two-target damage and Mortal Strike's healing reduction. You have to watch for short Overpower windows and keep rage banked for your next attack or stance change. A stronger weapon improves several attacks at once, so Weaponmaster alone is no reason to keep an outdated weapon.

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The biggest changes from Classic

Rend enables melee-triggered Overpower

Bloodthrill checks melee attacks against your own Rend target. A proc enables one Overpower attack on your current target for six seconds. Rend ticks do not make that check.

Slam keeps your swings running

Improved Slam reduces Slam's cast time and GCD as well as removing its swing-timer interruption. You still need time to finish the cast in melee range.

Cleave needs a safe second target

Sweeping Strikes spends 30 rage in Battle Stance to make your next five melee attacks hit another nearby opponent. Wait for the tank to group two enemies that should both take damage.

Arms Warrior

Melee DPS and PvP

Arms spends rage on weapon attacks while keeping Rend up for Bloodthrill. Battle Stance gives you Overpower and Sweeping Strikes; changing stance for another job can cost the rage you were saving for them.

Build your talents

Rend, Bloodthrill and the next Overpower

Put Rend on an enemy you will keep attacking, then watch for Bloodthrill. At rank 1, your melee attacks against a target carrying your Rend have a 2% chance to enable one Overpower attack on your current target. The opportunity lasts six seconds. Another Warrior's Rend does not satisfy your talent, and adding Rend to enemies you are not attacking does not produce procs from their bleed ticks.

When the proc appears, check your stance, rage and distance before you commit to anything else. Overpower needs Battle Stance and melee range. Spend an expiring proc before a Slam cast leaves you too little time to use it, as long as you are still attacking the right target. The normal dodge-triggered Overpower remains available too.

Improved Overpower adds 25% crit chance at rank 1 and 50% at rank 2. That makes the proc worth more when you take those ranks, but the extra 50% chance is not an automatic crit. Impale increases the critical strike damage bonus of your abilities; its rank-one 10% modifies the bonus portion, not the entire hit.

On a nearly dead add, finish the enemy rather than spend an action on a fresh Rend that has little time to deal damage or enable subsequent melee checks. On a new durable target, establish your own Rend there instead of relying on the bleed left behind on the previous enemy.

Slam timing after the swing-timer change

At rank 1, Improved Slam shortens both Slam's cast time and GCD by 0.25 seconds and prevents the cast from interrupting your melee swing time. Classic Improved Slam only shortened the cast, and Classic Slam builds timed casts just after an auto-attack to limit the swing reset. You no longer need to wait for that particular moment to protect your next swing.

Use a ready Slam when you can stand in range for the cast and still afford your next important attack. Mortal Strike costs 30 rage and has a six-second cooldown. If Slam would leave you unable to maintain the healing debuff or use an expiring Overpower, save the rage.

When a boss is being repositioned, follow the tank before you start a cast. Casting faster does not make Slam instant or usable while running. Against a target moving out of reach, stay with it and use whatever instant melee attack you have rather than stop for a cast you cannot finish.

Rage spending and stance changes

Plan the stance you need before spending your last rage. Overpower and Sweeping Strikes both need Battle Stance; swapping away to handle another job and back can reduce your bank. Improved Tactical Mastery increases the rage retained by baseline Tactical Mastery, with up to three additional rage retained at rank 1. It preserves the rage you already have rather than granting rage every time you switch.

Anger Management generates one rage every three seconds in combat and reduces out-of-combat rage loss by 30%. Classic Anger Management already generated rage in combat despite its old tooltip. Take it for steady rage and easier carryover between pulls, not as a way to refill an empty bar on the spot.

Use Heroic Strike as your spare spend once the attacks that matter are paid for. If you keep hitting an empty bar when Mortal Strike comes off cooldown, cut the extra Heroic Strikes before you add stance swaps or let attack windows pass. In Execute range, remember that Execute spends extra rage on damage: an enemy that survives can leave you rebuilding before your next attack or interrupt.

At the end of a safe pull, save rage for the next enemy instead of emptying the bar into overkill. Coordinate that next pull with the tank and healer; carrying rage forward is not a reason to pull ahead of them.

Weaponmaster and two-handed weapon upgrades

Weaponmaster gives a different effect for each weapon family it supports. At rank 1, axes and polearms gain 1% crit chance, maces and staves ignore 3% of the target's armor, and successful sword melee attacks have a 1% chance to trigger an extra attack. You do not need separate axe and sword talent investments to change between those weapons.

The mace and staff effect helps hits that armor would otherwise reduce. It does not increase Rend or Deep Wounds damage, and it does not give you Classic Mace Specialization's random stun. An axe or polearm gives a crit bonus instead; a sword gives an extra-attack chance. Weigh those effects against the weapon's damage and stats instead of ranking the families once and for all.

Deep Wounds uses your melee weapon's average damage, while Mortal Strike, Slam and Spearing Strike also deal weapon-based damage. A weapon with stronger hits can improve several attacks at once. Check your weapon skill and matching skill gear when changing families, not only the new weapon's DPS number.

Warrior talent trees

Hover, focus or tap a talent to read its effects. Each badge shows the talent's maximum rank; this is the full tree, not a suggested build.

Arms

17 talents
3 Improved Heroic Strike 5 Deflection 3 Improved Rend 2 Improved Charge 5 Improved Tactical Mastery 2 Improved Overpower 1 Anger Management 3 Deep Wounds 1 Spearing Strike 3 Two-Handed Weapon Specialization 2 Impale 5 Bloodthrill 1 Sweeping Strikes 5 Weaponmaster 2 Improved Slam 3 Improved Hamstring 1 Mortal Strike

Fury

18 talents
5 Booming Voice 5 Cruelty 5 Iron Will 5 Unbridled Wrath 3 Improved Cleave 1 Piercing Howl 3 Blood Craze 3 Boundless Rage 5 Dual Wield Specialization 1 Raging Blows 5 Enrage 2 Improved Execute 3 Precision 1 Death Wish 2 Improved Intercept 2 Improved Berserker Rage 5 Flurry 1 Bloodthirst

Protection

18 talents
5 Shield Specialization 5 Anticipation 2 Improved Bloodrage 5 Toughness 3 Improved Thunder Clap 1 Last Stand 2 Master of Defense 3 Improved Revenge 3 Defiance 3 Improved Sunder Armor 3 Improved Disarm 1 Vanguard 2 Improved Shield Wall 1 Concussion Blow 2 Improved Shield Bash 5 Bastion 3 Focused Rage 1 Shield Slam
Read all talent descriptions

Arms

Improved Heroic Strike Maximum rank 3

Rank 1
Reduces the cost of your Heroic Strike ability by 1 Rage.

Rank 2
Reduces the cost of your Heroic Strike ability by 2 Rage.

Rank 3
Reduces the cost of your Heroic Strike ability by 3 Rage.

Passive

Deflection Maximum rank 5

Rank 1
Increases your Parry chance by 1%.

Rank 2
Increases your Parry chance by 2%.

Rank 3
Increases your Parry chance by 3%.

Rank 4
Increases your Parry chance by 4%.

Rank 5
Increases your Parry chance by 5%.

Passive

Improved Rend Maximum rank 3

Rank 1
Increases the Bleed damage done by your Rend ability by 12%.

Rank 2
Increases the Bleed damage done by your Rend ability by 23%.

Rank 3
Increases the Bleed damage done by your Rend ability by 35%.

Passive

Improved Charge Maximum rank 2

Rank 1
Increases the Rage generated by your Charge ability by 3.

Rank 2
Increases the Rage generated by your Charge ability by 6.

Passive

Improved Tactical Mastery Maximum rank 5

Rank 1
Tactical Mastery lets you retain up to an additional 3 Rage when you change stances.

Rank 2
Tactical Mastery lets you retain up to an additional 6 Rage when you change stances.

Rank 3
Tactical Mastery lets you retain up to an additional 9 Rage when you change stances.

Rank 4
Tactical Mastery lets you retain up to an additional 12 Rage when you change stances.

Rank 5
Tactical Mastery lets you retain up to an additional 15 Rage when you change stances.

Passive

Improved Overpower Maximum rank 2

Rank 1
Increases the critical strike chance of your Overpower ability by 25%.

Rank 2
Increases the critical strike chance of your Overpower ability by 50%.

Passive

Anger Management Maximum rank 1

Rank 1
Generates 1 Rage every 3 sec while in combat, and reduces Rage loss while out of combat by 30%.

Passive

Deep Wounds Maximum rank 3

Rank 1
Your critical strikes cause your opponent to Bleed, dealing 20% of your melee weapon's average damage over 12 sec.

Rank 2
Your critical strikes cause your opponent to Bleed, dealing 40% of your melee weapon's average damage over 12 sec.

Rank 3
Your critical strikes cause your opponent to Bleed, dealing 60% of your melee weapon's average damage over 12 sec.

Passive

Spearing Strike Maximum rank 1

Rank 1
A brutal attack that deals 40% weapon damage. Deals an additional 80% weapon damage against Giants, Dragonkin, and mounted targets. Mounted targets are dismounted.

15 Rage | Melee Range | Instant | 20 sec cooldown

Two-Handed Weapon Specialization Maximum rank 3

Rank 1
Increases the damage you deal with two-handed melee weapons by 1%.

Rank 2
Increases the damage you deal with two-handed melee weapons by 2%.

Rank 3
Increases the damage you deal with two-handed melee weapons by 3%.

Passive

Impale Maximum rank 2

Rank 1
Increases the critical strike damage bonus of your abilities by 10%.

Rank 2
Increases the critical strike damage bonus of your abilities by 20%.

Passive

Bloodthrill Maximum rank 5

Rank 1
Your melee attacks against targets afflicted by your Rend have a 2% chance to activate your Overpower ability for 1 attack on your current target. Lasts 6 sec.

Rank 2
Your melee attacks against targets afflicted by your Rend have a 4% chance to activate your Overpower ability for 1 attack on your current target. Lasts 6 sec.

Rank 3
Your melee attacks against targets afflicted by your Rend have a 6% chance to activate your Overpower ability for 1 attack on your current target. Lasts 6 sec.

Rank 4
Your melee attacks against targets afflicted by your Rend have a 8% chance to activate your Overpower ability for 1 attack on your current target. Lasts 6 sec.

Rank 5
Your melee attacks against targets afflicted by your Rend have a 10% chance to activate your Overpower ability for 1 attack on your current target. Lasts 6 sec.

Passive

Sweeping Strikes Maximum rank 1

Rank 1
Your next 5 melee attacks strike an additional nearby opponent.

30 Rage | Instant | 30 sec cooldown | Requires Battle Stance

Weaponmaster Maximum rank 5

Rank 1
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 1%. Mace/Staff: Your attacks ignore 3% of your target's armor. Sword: Your successful melee attacks have a 1% chance to trigger an extra attack on the target.

Rank 2
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 2%. Mace/Staff: Your attacks ignore 6% of your target's armor. Sword: Your successful melee attacks have a 2% chance to trigger an extra attack on the target.

Rank 3
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 3%. Mace/Staff: Your attacks ignore 9% of your target's armor. Sword: Your successful melee attacks have a 3% chance to trigger an extra attack on the target.

Rank 4
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 4%. Mace/Staff: Your attacks ignore 12% of your target's armor. Sword: Your successful melee attacks have a 4% chance to trigger an extra attack on the target.

Rank 5
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 5%. Mace/Staff: Your attacks ignore 15% of your target's armor. Sword: Your successful melee attacks have a 5% chance to trigger an extra attack on the target.

Passive

Improved Slam Maximum rank 2

Rank 1
Reduces the global cooldown and cast time of your Slam ability by 0.25 sec. In addition, Slam no longer interrupts your melee swing time.

Rank 2
Reduces the global cooldown and cast time of your Slam ability by 0.50 sec. In addition, Slam no longer interrupts your melee swing time.

Passive

Improved Hamstring Maximum rank 3

Rank 1
Gives your Hamstring ability a 5% chance to immobilize the target for 5 sec.

Rank 2
Gives your Hamstring ability a 10% chance to immobilize the target for 5 sec.

Rank 3
Gives your Hamstring ability a 15% chance to immobilize the target for 5 sec.

Passive

Mortal Strike Maximum rank 1

Rank 1
A vicious strike that deals weapon damage plus 85 and wounds the target, reducing the effectiveness of any healing by 50% for 10 sec.

30 Rage | Melee Range | Instant | 6 sec cooldown

Fury

Booming Voice Maximum rank 5

Rank 1
Increases the radius of your Battle Shout and Demoralizing Shout abilities by 10%.

Rank 2
Increases the radius of your Battle Shout and Demoralizing Shout abilities by 20%.

Rank 3
Increases the radius of your Battle Shout and Demoralizing Shout abilities by 30%.

Rank 4
Increases the radius of your Battle Shout and Demoralizing Shout abilities by 40%.

Rank 5
Increases the radius of your Battle Shout and Demoralizing Shout abilities by 50%.

Passive

Cruelty Maximum rank 5

Rank 1
Improves your chance to get a critical strike with melee attacks by 1%.

Rank 2
Improves your chance to get a critical strike with melee attacks by 2%.

Rank 3
Improves your chance to get a critical strike with melee attacks by 3%.

Rank 4
Improves your chance to get a critical strike with melee attacks by 4%.

Rank 5
Improves your chance to get a critical strike with melee attacks by 5%.

Passive

Iron Will Maximum rank 5

Rank 1
Reduces the duration of Stun and Fear effects inflicted on you by 3%.

Rank 2
Reduces the duration of Stun and Fear effects inflicted on you by 6%.

Rank 3
Reduces the duration of Stun and Fear effects inflicted on you by 9%.

Rank 4
Reduces the duration of Stun and Fear effects inflicted on you by 12%.

Rank 5
Reduces the duration of Stun and Fear effects inflicted on you by 15%.

Passive

Unbridled Wrath Maximum rank 5

Rank 1
Gives you a 12% chance to generate 1 additional Rage when you deal melee damage with a weapon. This effect is increased to 2 Rage for two-handed weapons.

Rank 2
Gives you a 24% chance to generate 1 additional Rage when you deal melee damage with a weapon. This effect is increased to 2 Rage for two-handed weapons.

Rank 3
Gives you a 36% chance to generate 1 additional Rage when you deal melee damage with a weapon. This effect is increased to 2 Rage for two-handed weapons.

Rank 4
Gives you a 48% chance to generate 1 additional Rage when you deal melee damage with a weapon. This effect is increased to 2 Rage for two-handed weapons.

Rank 5
Gives you a 60% chance to generate 1 additional Rage when you deal melee damage with a weapon. This effect is increased to 2 Rage for two-handed weapons.

Passive

Improved Cleave Maximum rank 3

Rank 1
Reduces the Rage cost of your Cleave ability by 1.

Rank 2
Reduces the Rage cost of your Cleave ability by 2.

Rank 3
Reduces the Rage cost of your Cleave ability by 3.

Passive

Piercing Howl Maximum rank 1

Rank 1
Causes all nearby enemies to be Dazed, reducing movement speed by 50% for 6 sec.

10 Rage | Instant

Blood Craze Maximum rank 3

Rank 1
Regenerates 1% of your total Health over 6 sec after being the victim of a critical strike, dealing damage with Bloodthirst, or suffering more than 20% of your maximum Health from a single attack.

Rank 2
Regenerates 2% of your total Health over 6 sec after being the victim of a critical strike, dealing damage with Bloodthirst, or suffering more than 20% of your maximum Health from a single attack.

Rank 3
Regenerates 3% of your total Health over 6 sec after being the victim of a critical strike, dealing damage with Bloodthirst, or suffering more than 20% of your maximum Health from a single attack.

Passive

Boundless Rage Maximum rank 3

Rank 1
Increases your maximum Rage by 10.

Rank 2
Increases your maximum Rage by 20.

Rank 3
Increases your maximum Rage by 30.

Passive

Dual Wield Specialization Maximum rank 5

Rank 1
Increases your off-hand weapon damage by 5%, off-hand Rage generation by 20%, and chance to hit with off-hand attacks by 2%.

Rank 2
Increases your off-hand weapon damage by 10%, off-hand Rage generation by 40%, and chance to hit with off-hand attacks by 4%.

Rank 3
Increases your off-hand weapon damage by 15%, off-hand Rage generation by 60%, and chance to hit with off-hand attacks by 6%.

Rank 4
Increases your off-hand weapon damage by 20%, off-hand Rage generation by 80%, and chance to hit with off-hand attacks by 8%.

Rank 5
Increases your off-hand weapon damage by 25%, off-hand Rage generation by 100%, and chance to hit with off-hand attacks by 10%.

Passive

Raging Blows Maximum rank 1

Rank 1
Causes your Whirlwind to also strike with your off-hand weapon, and reduces the Rage cost of your Cleave ability by 2.

Passive

Enrage Maximum rank 5

Rank 1
Gives you a 30% chance to deal 2% increased Physical damage for 12 sec after being the victim of any damaging attack.

Rank 2
Gives you a 30% chance to deal 4% increased Physical damage for 12 sec after being the victim of any damaging attack.

Rank 3
Gives you a 30% chance to deal 6% increased Physical damage for 12 sec after being the victim of any damaging attack.

Rank 4
Gives you a 30% chance to deal 8% increased Physical damage for 12 sec after being the victim of any damaging attack.

Rank 5
Gives you a 30% chance to deal 10% increased Physical damage for 12 sec after being the victim of any damaging attack.

Passive

Improved Execute Maximum rank 2

Rank 1
Reduces the Rage cost of your Execute ability by 3.

Rank 2
Reduces the Rage cost of your Execute ability by 5.

Passive

Precision Maximum rank 3

Rank 1
Improves your chance to hit by 1%.

Rank 2
Improves your chance to hit by 2%.

Rank 3
Improves your chance to hit by 3%.

Passive

Death Wish Maximum rank 1

Rank 1
When activated, increases your Physical damage done by 20% and makes you immune to Fear effects, but increases all damage you take by 5%. Lasts 30 sec.

10 Rage | Instant | 3 min cooldown

Improved Intercept Maximum rank 2

Rank 1
Reduces the cooldown of your Intercept ability by 5 sec.

Rank 2
Reduces the cooldown of your Intercept ability by 10 sec.

Passive

Improved Berserker Rage Maximum rank 2

Rank 1
Your Berserker Rage ability will instantly generate 5 Rage and has a 50% chance to remove all movement impairing effects when activated.

Rank 2
Your Berserker Rage ability will instantly generate 10 Rage and has a 100% chance to remove all movement impairing effects when activated.

Passive

Flurry Maximum rank 5

Rank 1
Increases your melee attack speed by 5% for your next 3 swings after dealing a melee critical strike.

Rank 2
Increases your melee attack speed by 10% for your next 3 swings after dealing a melee critical strike.

Rank 3
Increases your melee attack speed by 15% for your next 3 swings after dealing a melee critical strike.

Rank 4
Increases your melee attack speed by 20% for your next 3 swings after dealing a melee critical strike.

Rank 5
Increases your melee attack speed by 25% for your next 3 swings after dealing a melee critical strike.

Passive

Bloodthirst Maximum rank 1

Rank 1
Instantly attack the target causing damage equal to 35% of your Attack Power plus 30 and increasing your movement speed by 10% for 10 sec.

30 Rage | Melee Range | Instant | 6 sec cooldown

Protection

Shield Specialization Maximum rank 5

Rank 1
Increases your chance to Block attacks with your shield by 1% and grants you a 20% chance to generate 5 Rage when you Block.

Rank 2
Increases your chance to Block attacks with your shield by 2% and grants you a 40% chance to generate 5 Rage when you Block.

Rank 3
Increases your chance to Block attacks with your shield by 3% and grants you a 60% chance to generate 5 Rage when you Block.

Rank 4
Increases your chance to Block attacks with your shield by 4% and grants you a 80% chance to generate 5 Rage when you Block.

Rank 5
Increases your chance to Block attacks with your shield by 5% and grants you a 100% chance to generate 5 Rage when you Block.

Passive

Anticipation Maximum rank 5

Rank 1
Increases your Defense Skill by 4.

Rank 2
Increases your Defense Skill by 8.

Rank 3
Increases your Defense Skill by 12.

Rank 4
Increases your Defense Skill by 16.

Rank 5
Increases your Defense Skill by 20.

Passive

Improved Bloodrage Maximum rank 2

Rank 1
Increases all the Rage generated by your Bloodrage ability by 25%.

Rank 2
Increases all the Rage generated by your Bloodrage ability by 50%.

Passive

Toughness Maximum rank 5

Rank 1
Increases your Armor value from items by 2%.

Rank 2
Increases your Armor value from items by 4%.

Rank 3
Increases your Armor value from items by 6%.

Rank 4
Increases your Armor value from items by 8%.

Rank 5
Increases your Armor value from items by 10%.

Passive

Improved Thunder Clap Maximum rank 3

Rank 1
Reduces the Rage cost of your Thunder Clap ability by 2.

Rank 2
Reduces the Rage cost of your Thunder Clap ability by 4.

Rank 3
Reduces the Rage cost of your Thunder Clap ability by 6.

Passive

Last Stand Maximum rank 1

Rank 1
When activated, this ability temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost.

Instant | 3 min cooldown

Master of Defense Maximum rank 2

Rank 1
Grants you a 50% chance to generate 5 Rage when you Dodge or Parry while a shield is equipped.

Rank 2
Grants you a 100% chance to generate 5 Rage when you Dodge or Parry while a shield is equipped.

Passive

Improved Revenge Maximum rank 3

Rank 1
Increases damage dealt by your Revenge ability by 20%.

Rank 2
Increases damage dealt by your Revenge ability by 40%.

Rank 3
Increases damage dealt by your Revenge ability by 60%.

Passive

Defiance Maximum rank 3

Rank 1
Increases all threat generated in Defensive stance by an additional 5% while a shield is equipped.

Rank 2
Increases all threat generated in Defensive stance by an additional 10% while a shield is equipped.

Rank 3
Increases all threat generated in Defensive stance by an additional 15% while a shield is equipped.

Passive

Improved Sunder Armor Maximum rank 3

Rank 1
Reduces the Rage cost of your Sunder Armor ability by 1.

Rank 2
Reduces the Rage cost of your Sunder Armor ability by 2.

Rank 3
Reduces the Rage cost of your Sunder Armor ability by 3.

Passive

Improved Disarm Maximum rank 3

Rank 1
Reduces the cooldown of your Disarm ability by 7 secs.

Rank 2
Reduces the cooldown of your Disarm ability by 13 secs.

Rank 3
Reduces the cooldown of your Disarm ability by 20 secs.

Passive

Vanguard Maximum rank 1

Rank 1
Your Charge ability is now usable while in Defensive Stance.

Passive

Improved Shield Wall Maximum rank 2

Rank 1
Reduces the cooldown of your Shield Wall ability by 5.5 min.

Rank 2
Reduces the cooldown of your Shield Wall ability by 11 min.

Passive

Concussion Blow Maximum rank 1

Rank 1
Stuns the target for 5 sec.

10 Rage | Melee Range | Instant | 45 sec cooldown

Improved Shield Bash Maximum rank 2

Rank 1
Gives your Shield Bash ability a 50% chance to Silence the target for 3 sec.

Rank 2
Gives your Shield Bash ability a 100% chance to Silence the target for 3 sec.

Passive

Bastion Maximum rank 5

Rank 1
Increases all damage you deal by 2% while a shield is equipped.

Rank 2
Increases all damage you deal by 4% while a shield is equipped.

Rank 3
Increases all damage you deal by 6% while a shield is equipped.

Rank 4
Increases all damage you deal by 8% while a shield is equipped.

Rank 5
Increases all damage you deal by 10% while a shield is equipped.

Passive

Focused Rage Maximum rank 3

Rank 1
Reduces the Rage cost of your offensive abilities by 1.

Rank 2
Reduces the Rage cost of your offensive abilities by 2.

Rank 3
Reduces the Rage cost of your offensive abilities by 3.

Passive

Shield Slam Maximum rank 1

Rank 1
Slam the target with your shield, causing 421 to 439 damage, increased by your Block Value, and has a 50% chance of dispelling 1 magic effect on the target. Causes a very high amount of threat.

20 Rage | Melee Range | Instant | 6 sec cooldown

Talent choices for damage and control

Mortal Strike is the 31-point Arms talent and requires Sweeping Strikes. With 51 points available, taking it leaves at most 20 outside Arms. Death Wish needs 21 points in Fury, so you cannot combine it with Mortal Strike. Spending more than 31 in Arms also reduces what you can reach in the other trees.

Build the Rend and Overpower support together. Improved Rend is the prerequisite for Deep Wounds and increases Rend damage by 35% at rank 3. Bloodthrill turns continued melee attacks on that Rend target into Overpower chances. Improved Overpower then adds crit to that Overpower. None of those talents turns a bleed tick into a melee attack or extra rage.

For PvP, Improved Hamstring adds a chance to immobilize a target for five seconds, reaching 15% at rank 3. Those control points compete with damage and rage support. If you need a dependable area slow rather than a root proc, early Fury offers Piercing Howl; the points to reach it come out of your deep Arms ranks.

For frequent solo pulls, Improved Charge gives you more opening rage. For repeated stance changes, Improved Tactical Mastery preserves more of the bar and is required for Anger Management. See the parent's removed Classic talents for the baseline Tactical Mastery change and consolidated weapon specializations.

Sweeping Strikes and controlled cleave

Before activating Sweeping Strikes, look at the enemy standing next to your target. A sheep or another target your group wants untouched is a reason to hold the cooldown. Once the tank has two enemies positioned together, enter Battle Stance and save 30 rage for the activation plus the attacks you want to follow it with.

The effect covers your next five melee attacks, each hitting one additional nearby opponent. Stay on the group's priority target while the nearby enemy takes the extra hits. If a dangerous caster needs to die first, let the cleave help that kill instead of pulling you onto a healthier enemy just to stretch it out.

Cleave and Whirlwind also need safe targets. Stop using area damage when crowd control changes or the tank separates an enemy. If a loose add reaches the healer, slowing it or helping with an interrupt can matter more than spending the rest of your rage on the established pack. The Warrior group-play overview covers shared shout, interrupt and armor-reduction duties.

Mortal Strike pressure and catching riders

Mortal Strike reduces healing received by 50% for ten seconds. Keep the effect on the enemy your team is trying to kill, especially while a healer is free to cast. Its six-second cooldown lets you refresh before the wound expires, but you still need 30 rage and melee contact. Spending that rage on stray cleave can let the enemy heal at full strength.

Apply Hamstring when a target is trying to leave, and use a root from Improved Hamstring to remain in range or let an ally create distance. Do not wait for the random root before using your other control. Keep an interrupt ready for the heal or dangerous cast your team needs stopped instead of spending every action on damage.

Spearing Strike is a melee attack that dismounts a mounted target. It deals 40% weapon damage, with an additional 80% against mounted targets, Giants and Dragonkin; it costs 15 rage and has a 20-second cooldown. Reach the rider first, then dismount them. Against Giants and Dragonkin in PvE, that same creature-type bonus gives you a reason to fit the strike into your rage spending even with no mount in the fight.

A racial escape can help you reach the target or keep applying the healing debuff. Compare those tools in Warrior races, rather than choosing a race on the assumption that its weapon racial still grants Classic weapon skill.

Weapon damage, hit and crit

Compare a weapon upgrade with the gear supporting it. A sword-specific skill item stops supporting your weapon when you switch to an axe. Weapon skill still matters, but Forever items grant less of it per piece, so an old Classic skill item does not automatically keep its slot over better Strength, hit, crit or health.

Hit helps your weapon attacks land; crit raises your chance to land a critical strike. Improved Overpower only adds crit to Overpower, so it is not crit for Mortal Strike or your auto-attacks. Strength and AP support your physical damage, while Stamina helps you survive the time spent closing distance in PvP.

Combined item hit also helps Taunt if you need an emergency pickup, but it does not give Taunt and melee attacks identical hit requirements. Caster weapons gaining spell power still does not make SP an Arms damage stat. Use the parent's hit, crit and weapon-skill comparison when rebuilding a set instead of importing a TBC hit or crit cap.

Arms Warrior questions

Can another Warrior's Rend activate my Bloodthrill?

No. Bloodthrill only checks targets afflicted by your own Rend. Apply your own bleed to the enemy you are attacking; another Warrior's Rend and your own Rend ticks do not replace the melee-attack trigger.

Does Mortal Strike still matter against an enemy that cannot heal?

Yes. Mortal Strike is a weapon-damage attack as well as a healing debuff. Against an enemy receiving no healing, the wound has nothing to reduce, so judge it by its damage and rage cost rather than refreshing solely for the debuff.

Can Arms take Mortal Strike and Death Wish together?

No. Mortal Strike needs 31 points in Arms and Death Wish needs 21 in Fury. Their minimum combined cost is 52 points, exceeding the 51-point budget.

Is a two-handed mace still a stun weapon for Arms?

Weaponmaster gives maces and staves armor ignore, not Classic Mace Specialization's random stun. Choose the weapon for its damage, stats and armor-affected attacks; use your control abilities when you need an enemy stopped.

Can I use Spearing Strike to dismount someone at range?

No. Spearing Strike requires melee range. It dismounts a rider you have reached; it does not pull a distant rider back to you or close the gap.