Playstyle & Rotation
General Rotation:
- Maintain Rend with Thunder Clap
- Colossus Smash
- Mortal Strike
- Overpower
- Whirlwind (with Storm of Swords)
- Slam
NOTE: Overpower is such a large part of our damage, so you will likely end up with regularly high rage. Ignore Pain no longer contributes towards Anger Management or Test of Might and is no longer required to be used often for DPS.
Opener:
Multi Target:
- Warbreaker
- Thunder Clap to maintain or spread Rend (with Blood and Thunder + Rend talented)
- Mortal Strike (with 3 stacks of Crushing Advance, 4 set)
- Whirlwind (with Storm of Swords talented)
- Cleave
- Overpower
Playstyle
Defensives
Arms Warriors are a bit more vulnerable than they were in Shadowlands but still with plenty of defensive tools to survive most situations as long as you know what damage could be potentially fatal. Between Die by the Sword, Spell Reflection, Impending Victory and Defensive Stance, there shouldn’t be any major survivability problems unless you made a mistake.
Movement
Heroic Leap is still a staple movement ability of Warrior as it has been for a number of years. If you are feeling particularly confident you can reduce downtime in any fight with a well timed leap away from dangerous ground effects and Charge back into melee within the same global cooldown.
With Intervene no longer being baseline, Warrior may end up being a little less mobile but this shouldn’t make any significant difference in the long term.
Cooldowns
Like with most cooldowns in the game these days, knowing when to use them and when to hold can be very important. Think about the fight you’re doing and consider if cooldowns should be held for a damage increase phase on a boss or if you should only use shorter cooldowns on a pack of mobs in a Mythic+ dungeon to save the bigger CD’s for a bigger pull immediately after it.