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Please see for information on how to add citations. In addition, check any discussion on the page. Reason: Needs checking for changes, with all types of haste merged. For other uses, see. Haste is a secondary that increases,. It also increases these attributes for the player's pets, increases the regeneration rate of some resources, and increases the tick rate of most of the player's and effects.
Spell haste also reduces the length of the for spells and some melee abilities. Prior to Patch 6.0.2, Haste occurred in a number of forms. Each of these forms of haste were displayed separately on the - under Melee, Ranged and Spell, respectively. Melee haste increased; Ranged haste increased; and Spell haste increased, reduced, and reduced the global cooldown. As of Patch 6.0.2, these categories have been merged, and all sources of haste now affect all 3 categories simultaneously and equally.
Attack speed and ranged attack speed increase the rate at which melee and ranged auto-attacks are dealt, respectively. This can increase the frequency and damage output of the player's auto-attacks. This can in turn increase procs from effects such as and, as well as and enchants, trinkets, and effects. Casting speed effectively reduces the cast-time of spells. This can allow casters to heal or deal damage more quickly.
Non-spell cast-time abilities such as also benefit from haste, with reduced cast times. Although their haste attributes are frequently unlisted, pets also benefit from haste, increasing their attack or casting speed. Pets are also affected short-term haste buffs like /. Haste also increases the rate at which players passively regenerate,. By increasing the rate of melee auto-attacks, haste can also increase the rate at which and Guardian generate. Spell haste can reduce the length of the.
For most classes, the base GCD is 1.5 seconds, and Haste can reduce it to a minimum of 0.75 second (requiring 100% haste). Reducing the GCD allows players to use their abilities more rapidly, but does not alter the cooldown of individual abilities. Starting in, and expanding in, many core class abilities now have their cooldowns reduced by haste (ex. The cooldown of these haste-scaling abilities will be colored green in the in-game tooltip. Haste also increases the tick rate of and effects. As of Patch 6.0.2, all DoT and HoT effects scale with haste.
By increasing a periodic effect's tick rate, the effect's damage or healing is dealt more quickly. With sufficient haste, additional ticks will also be added, increasing the effect's output and efficiency considerably.
As of Patch 6.0.2, haste's effect on periodic effects has changed considerably from previously. Periodic effects now always have the standard duration for that effect, regardless of haste levels.
All periodic effects can be refreshed when less than 30% of their original duration remains with no 'clipping' or duration loss (the full normal duration is simply added to the remaining duration, up to a maximum of 130% of the base duration). In addition, haste ticks no longer have breakpoints.
When a periodic effect with a duration unequal to a precise multiple of the tick interval expires, a final tick will be dealt equal to the percentage of a normal tick duration that elapsed since the last full tick. For example, if a periodic effect has a duration of 15.0 seconds and due to haste has a tick interval of 2.0 seconds, it will deal 7 ticks at normal damage (14.0 seconds), then deal a final 8th tick for 50% of normal damage.
This means that all periodic effects scale, in both DPS and total damage done, in a smooth manner with additional haste, with no breakpoints or jumps in benefit. In addition, like all secondary stats, haste is no longer snapshotted when the periodic effect is cast, and instead the tick interval is dynamically updated on the fly as the caster's haste varies. Contents. Sources Haste can be obtained from a number of different sources, temporary and permanent.
The main permanent source of haste is from gear. Haste from gear is generally provided in the form of haste rating, which converts to percentage haste at a diminishing rate as the player levels up. Haste rating can also be added to gear with. Some items such as trinkets can also offer on-use temporary haste buffs ( ), while some trinkets and weapon enchants grant temporary hastes procs. Numerous abilities temporarily increase haste. These may be available through ( ), ( ) or as regular abilities (, ).
Passive abilities can also offer a variety of haste increases, generally increasing a specific type of speed. These may be permanent ( ), semi-permanent ( ) or temporary. and can increases haste. Potions tend to have very temporary effects ( ) while elixirs' effects can be maintained indefinitely ( ). Haste is also available in a raid setting via the raid cooldowns /,. These effects all have a 5 minute cooldown, and cause all affected raid members to gain a 10 minute debuff preventing benefiting from another such effect until it expires.
This means that these burst haste cooldowns are usually single use per fight, raid-wide. Negative Haste Players can also acquire negative haste, usually from enemy debuffs. As of Patch 6.0.2, players no longer have access to negative haste debuffs, so negative haste now comes exclusively from NPC effects. Mobs Mobs often grant themselves or their allies effects which increase haste. Numerous mobs have an Enrage buff that is activated when their health becomes dangerously low, increasing attack speed. Many bosses also gain haste buffs, such as or 's Frenzy effects, either during phases or in response to specific events. While some of these effects are, many are not.
Calculations Haste rating Haste stacks in a multiplicative manner. This means that it is beneficial to stack multiple haste effects. Haste rating stacks additively with itself (two sources of 100 haste rating give a total of 200 haste rating when stacked) and is then converted into a percentage (see table below) that stacks in a multiplicative manner with other sources of haste. Haste Rating Required Per 1% Level 90 Level 100 Level 110 18 90 375 Example A level 100 Frost mage with 1294 haste rating has the and buffs active. grants (initially) 1000 haste rating. increases spell haste by 30% (includes extra 10% from ). 1294 + 1000 = 2294 haste rating 2294 / 90 = 25.49% haste (1.2549) 1.2549.
1.3 = 1.63 or 63% haste Attack and cast time Generally speaking, haste represents how much more of an activity you can perform in a given time. For example, 100% haste can double DPS/HPS, by allowing the player cast two spells in the time they would be able to cast one without that haste. Casting time and the auto-attack interval are therefore calculated by dividing the weapon or ability's base attack or casting time by the one plus the haste percentage. Example The mage above has just popped his haste cooldowns, temporarily increasing his spell haste to 63%.
This allows him to deal 63% more damage or healing in a given time. = 2.0 sec cast time 63% haste = 1 + 0.63 = 1.63 2.0 / 1.63 = 1.23 sec cast time This reduces the cast-time of 2.0-second spells such as to 1.23 seconds. Global cooldown Haste reduces the (GCD) triggered by spells and certain physical abilities exactly as it reduces the cast time of those effects, but cannot reduce it below 0.75 seconds. The length of the global cooldown can therefore be calculated using the same formula given above. Following the above example, a mage with a cast time of 1.23 seconds would have a global cooldown of 1.5 / 1.63 = 0.94 seconds. Should the mage also acquire the / buff, his haste would be increased by 30%, reducing his Frostbolt's cast time to 1.23 / 1.3 = 0.94 seconds. However, instead of reducing his global cooldown to 0.94 / 1.3 = 0.72 seconds, it would instead only be lowered to the minimum of 0.75 seconds.
The amount of haste required to lower the global cooldown to its 0.75 second minimum is 100%. This minimum prevents players from using abilities more often than once per 0.75s, with the exception of abilities that are not on the GCD such as,. However, this only directly inhibits players' use of instant cast abilities and abilities which have had their cast time pushed below 0.75 seconds, and when combined with, the availability of longer-cast spells (often serving as higher DPS/HPS or more mana efficient alternatives) and the desire to move in between casts, the minimum GCD does not necessarily prevent additional haste from benefiting the caster, though it may reduce the marginal value of the stat (see Haste Cap, below).
Tips Because haste stacks in a multiplicative manner, it is generally of maximum benefit for players to use any haste-generating abilities or procs simultaneously. This will produce a larger benefit (measurable in DPS or HPS) than that provided if each is used separately. This is ideal for dealing with emergencies, allowing the player to rise to the occasion by significantly increasing their output on command. Most haste abilities have 2 to 3 minute cooldowns.
On the downside, this approach requires the player to choose the right moment to use these abilities, and by placing many of their most powerful abilities on cooldown at once, can leave them without fallback options should events take an unexpected turn. Since haste is dynamically updated on the fly for periodic effects, DoT/HoT recasts need not focus on haste procs any longer. However, powerful DoT/HoT abilities that are either cooldown based (eg.
) or have relatively low uptime (eg. ) will have increased overall potency when used during large temporary haste buffs.
In addition, while tick interval for periodic effects updated dynamically, the amount of time required to finished the cast of a cast-time ability is set when the ability begins to cast. This means that beginning a relatively long cast just as a large haste buff expires still retains the full benefit of the haste buff for that cast. As well as increasing DPS/HPS, this can also make certain options more efficient, and therefore desirable. For example, for many Holy priests is not only fairly slow, but also relatively weak and mana inefficient. By casting Renew while benefitting from haste buffs such as, priests can often add an extra tick to the effect, increasing output and mana efficiency by up to 25%. Since haste does not increase the effectiveness of cast-time abilities, this can shift Renew's place in the healing hierarchy from a slow and relat.
In this article, we list your Arms Warrior (WoW 4.3) core abilities and how they should be used together (rotation). We also explain when to use your various cooldowns.
Then, we go deeper and present all the subtleties that playing an Arms Warrior will face you with. The other articles of our Arms Warrior guide can be accessed from the table of contents on the left. Basic Single Target Rotation. Apply and maintain. it should be done only once, as is refreshed. Use on cooldown.
Use and fit damaging abilities in the 6 seconds window. Use, only available after a proc. Use whenever. you have a proc or.
you are unable to avoid being at maximum rage. Use as a filler or to dump rage when is on cooldown. When your target is below 20% health, simply replace with in the rotation.
Note that there are many ways in which you can optimise this rotation. We advise you to read our. Basic Multiple Target Rotation This depends greatly on the amount of targets you are facing, how long they will be alive for and how much of your single target DPS you should sacrifice in favour of AoE DPS (based on the urgency with which these adds must die).
When facing two enemies, you should:. Use and execute a single target rotation.
If the enemies are still alive when Sweeping Strikes wears out, execute a single target rotation (on the boss, or one of the adds), replacing with. When facing three enemies, you should:.
Apply and spread it with (through ). Use (use before Bladestorm if the adds need to die extremely quickly). After Bladestorm is over, use. Use Thunder Clap on cooldown and, after Sweeping Strikes has worn off, execute a normal rotation (on the boss, or one of the adds), replacing with. When facing four or more enemies, you should:. Apply and spread it with (through ).
Use (use before Bladestorm if the adds adds need to die extremely quickly). After Bladestorm is over, use. Use Thunder Clap on cooldown, and modify your normal rotation as follows: replace with and replace with. Cooldown Usage You have two main DPS cooldowns:. These two abilities should be used as often as possible. Keep in mind that using Deadly Calm triggers a 15 second cooldown on Recklessness, and using Recklessness triggers a 12 second cooldown on Deadly Calm, so they cannot be used together.
Using and optimally is covered in a. You have three additional cooldowns, the use of which is rather situational:. enables you to use more often, so that you can burn even more rage. is a DPS gain if it hits three or more enemies. Otherwise, it is not worth using. See our for a macro.
provides a DPS boost if you are being attacked by enemies. Stance Traditionally, has been the default stance for the Arms specialisation. It is possible, however, to maximise your DPS by constantly switching between Battle Stance. More details are provided at the. Mastering Your Arms Warrior The guidelines given above will enable you to play your Arms Warrior with good results. If you want to push things further and master your character, then we advise you to continue reading.
Rage Generation Warriors use a resource called Rage (Feral Druid tanks are the only other class in the game to use it). For you to properly master your Warrior, you must understand how Rage works. The Rage bar has a maximum capacity of 100, and is empty by default. Rage decays at a rate of 1 per second when out of combat. In combat, Rage does not decay. Rage is generated through three sources: dealing damage (only white attacks), taking damage (all sources, except for fall damage) and through the use of certain talents and abilities.
Dealing damage generates rage, depending on your base weapon speed. Rage is only generated from white attacks, so not from special abilities (yellow attacks). The formula for this is simple: 6.5. the base weapon speed. The other factors which affect offensive rage generation are attack speed and chance to hit (only up to the point where you are guaranteed to hit, so 8% chance to hit).
This is because the more you attack, the more times you will generate rage. For more details on white (normal) and yellow (special) attacks, and how they are influenced by Hit and Expertise Rating, you can check our guide on the. Rage is also generated through a variety of talents and abilities, as we will see in this article. Finally, taking damage generates rage. The amount of rage generated depends on your health pool and the amount of damage you take. If your healers are able to cope with it, it is possible to purposefully take extra damage in order to generate extra rage (such as standing in something harmful). Note, however, that you should be extremely careful while doing this, and that more often than not it is better to do less DPS than to put a strain on your healers.
You should know that Arms Warriors are more likely to run out of global cooldowns to use their rage on than they are to run out of rage to use. For this reason, rage generated by taking damage is not of great concern to you.
Important Abilities and Mechanics Arms Warriors have a vast number of abilities which can be useful to raids, including various buffs and debuffs which they can apply. Here, we will only discuss those abilities which play a part in your DPS priority.: this is your most important ability. It deals a high amount of damage, stacks your self-buff and refreshes your on the target.: this is your main bleed effect. This not only deals damage, but also regularly enables the use of.: deals a high amount of damage, has a high chance to critically hit and has a very low rage cost.: deals a moderate amount of damage and debuffs the target for the next 6 seconds, causing it to take greatly increased damage from all your other abilities.: mostly a filler and rage-dump ability. It is important to note that, while Slam is casting (it has a 0.5 second cast time), your swing timer is suspended.: a high rage cost ability, the only real benefit of which is that it allows further rage-dumping when you are at maximum rage and Slam does not provide a sufficient dump.: extremely hard hitting ability, available only when the target is under 20% health.
Also stacks the self-buff on you.: a powerful AoE ability.: allows you to mirror the damage dealt to your main target onto a second, nearby target. It is free of rage cost with the appropriate glyph.: an alternative to Heroic Strike which hits 2 enemies (3 with the glyph).: deals a small amount of damage to all enemies around you. If is talented, it also spreads Rend to them.: deals small amount of damage to each enemy within 8 yards of the Warrior. Useful against large groups of enemies. In addition to these damaging abilities, Arms Warriors should also make use of the following cooldowns:.: makes all your abilities cost no rage while it is active.
During Deadly Calm, rage is generated in the same manner as when Deadly Calm is not active, guaranteeing you to end up with 100 rage when the Deadly Calm runs out.: increases your critical strike chance by 50%, but also increases your damage taken by 20%.: reduces the cooldown of your and by 50% for 15 seconds. In the sections below, we will detail each of your important mechanics and ability interactions. Colossus Smash should be used, primarily, for the debuff which it applies, and not for its damage.
In the 6 seconds after using Colossus Smash, all of your abilities deal significantly more damage. You should also keep in mind that your talent provides you with a small chance to reset the cooldown on your Colossus Smash each time you perform an auto attack.
Because this effect does not have an internal cooldown, you should use Colossus Smash as soon as possible, when it becomes available, to avoid wasting procs. Finally, you should always wait for the 6 second debuff to wear off before using Colossus Smash again (assuming its cooldown was reset shortly after using it), so that the debuffs applied by your subsequent Colossus Smashes do not overlap.
Therefore, you should use Colossus Smash following these guidelines:. Use as many abilities as possible in the time that the debuff is active (for example: x2, and ). Do not use Colossus Smash while the debuff from the previous Colossus Smash is still active. Use Colossus Smash as soon as it is available (provided that the debuff from the previous one has worn off). You can delay it for a few seconds so that abilities like come off cooldown or you have a lot of rage. Overpower and Taste for Blood Your ability is normally only usable after one of your attacks is dodged. Fortunately, thanks to, each time your deals damage, your Overpower is enabled.
Note that this effect cannot occur more often than once every 5 seconds (despite the fact that Rend deals damage more often than that). Also note that each Taste for Blood proc only enables a single use of Overpower. Therefore, when you use, the effect is consumed. The effect also fades after 9 seconds, even if you do not use. Essentially, this means that if you do not use Overpower within 5 seconds of a Taste for Blood proc, you are going to waste procs of this effect. Within the 5 second window, however, it makes very little difference when you use your Overpower.
Battle Trance grants your s a 15% chance to cause your next ability that costs more than 5 rage be free of cost. Naturally, it is ideal to use this proc on an ability which costs a lot of rage. You should have a means to track this proc (through an add-on such as Power Auras) and you should aim to use this proc on a, as this is your most expensive ability. Indeed, using it on is ideal and should not be a problem, as it is off the global cooldown. Execute and Executioner When your target's health drops below 20%, your ability becomes usable. The damage dealt by this ability varies, in part, based on how much rage you have when you cast it.
Execute has a base cost of 10 rage, but if you have additional rage when you use it, up to a total of 20 additional rage, this extra rage will be consumed, and your Execute will deal more damage depending on how much rage you had. As such, with low rage, it may cause less damage than other abilities, such as. Your gear level also affects the damage Execute does, relative to your other abilities. As a result, you should experiment and see when it is worth using Execute in favor of another ability. Each time you use, you gain a stack of, a self-buff which increases your attack speed by 5% per stack, up to a total of 25%. When the target first reaches 20% health and Execute becomes available, you should NOT abandon your normal rotation in order to stack this to 5 stacks quickly. Instead, you should continue using and (and Overpower or Slam, if their damage surpasses that of Execute), while weaving in Executes.
After this time, you should normally never be in danger of dropping the buff, as it lasts 9 seconds and Execute is a high priority move. Even so, you should pay close attention not to drop this buff. Single Target Rotation Subtleties As we explained, at the beginning of this article, the rotation of an Arms Warrior must follow this priority list:.
Apply and maintain. it should be done only once as is refreshed. Use on cooldown. Use and fit damaging abilities in the 6 seconds window.
Use, only available after a proc. Use whenever.
you have a proc or. you are unable to avoid being at maximum rage. Use as a filler or to dump rage when is on cooldown. Colossus Smash and Overpower A few mentions must be made on. When using Colossus Smash, you should use the 6-second window to cast as many damaging abilities as possible (, and ). In particular, you should try to fit 2 in these 6 seconds.
To do so, simply try to already have a proc of before you cast. After casting Colossus Smash, immediately use Overpower and hope for another proc of before the 6 seconds are over.
Execute and Overpower Below 20% health, takes the place of as your filler ability. Because the damage dealt by Execute increases with the amount of rage you have, should only be used when you are very low on rage. In any other situation, you should prefer using, as it will deal more damage, even if you have a proc of. More on Deadly Calm and Recklessness 5.4.1.
Deadly Calm should be used as many times as possible during an encounter. Keep in mind that using Deadly Calm triggers a 15 second cooldown on, and using Recklessness triggers a 12 second cooldown on Deadly Calm, so they cannot be used together. Use these guidelines, and follow your own experiences, in order to determine the best times to use:. Try to have as little rage as possible when using Deadly Calm (dump it with if needed). Use during Deadly Calm. Use on cooldown during Deadly Calm. Avoid using Deadly Calm in combination with / /.
Recklessness should be used as many times as possible during an encounter (this will most often be twice). Try to time it so that you can use as many abilities in its duration as possible, including as many of them as possible while is active. Keep in mind that Recklessness increases the damage you take by 20%, so do not use it during a time when you are taking heavy damage if you risk dying. Stance Dancing 5.5.1. Introduction Stance dancing is a term which refers to the practice of repeatedly switching between stances during combat. Stances are a Warrior-only mechanic.
A stance is, essentially, a state in which the Warrior places him/herself, which offers some benefits and allows the use of certain abilities. Most Warrior abilities are conditioned by one or two stances. Switching between different stances causes the Warrior to lose all but 25 of the rage which they had at the time of the switch (the talent allows you to retain 75 rage, instead of 25).
Stances are on a different global cooldown than other Warrior abilities, so switching stances does not interfere with the DPS rotation. Warriors have the following three stances:.: increases damage done by 5% and reduces damage taken by 5%;.: increases damage done by 10%;.: reduces damage taken by 10%. Advantages and Disadvantages Traditionally, the stance associated with the Arms specialisation has been Battle Stance. However, after countless changes, Battle Stance is only needed for Arms Warriors for the use of 4 abilities (and only one regularly used ability):.: once, at the start of the fight (because, normally, Rend will be refreshed by );.: once per fight, in most cases;.: in heavy AoE situations or when wishing to spread Rend to multiple targets;.: roughly every 5 seconds. Being in Berserker Stance provides Arms Warriors with a 5% damage increase over Battle Stance, but comes at the price of having to switch to Battle Stance each time you want to use Overpower. For someone interested in optimising and maximising their character, stance dancing is required. There is some confusion among Warriors whether or not there is any real benefit to 'stance dancing'.
In short, stance dancing will provide a minor, but noticeable (3-4%) DPS increase if done correctly. If done poorly, however, it will end up being a DPS loss compared to simply staying in Battle Stance at all times. Do not be mistaken, however. It is very possible to play an Arms Warrior extremely well, without ever leaving Battle Stance. While it may seem that switching stances will be a rather large DPS loss, with only 25 rage being retained for each switch, this is not so.
Thanks to the talent, up to 75 rage is retained when switching stances. The easiest way to switch stances efficiently is to make use of macros for your most used abilities. We will provide you with some useful macros in the section below. Keep in mind that you can further customise these, to suit your own preferences. Overpower and Stance Dancing In regards to using procs, it is ideal to delay using until the end of the window (so, within 5 seconds of the proc), so that you can switch to and use two Overpowers in quick succession, after which you can spend 9 or so seconds in. Stance Macros The most efficient way to switch stances is to use macros.
Your aim is to have all the abilities that require you to be in have a macro which first puts you in Battle Stance. To ensure that you do not linger needlessly in Battle Stance, you should have macros which put you in Berserker Stance attached to all of the other regularly used abilities.