Welcome to part 4 of my guildie Ramagos guide on how to play an Arms Warrior!
So, today seems it's a dull day at work, so I have tons of free time which I don't know what to with, so I'll write some more.
This time I'll go into fight specific tips.
Shannox: This fight is annoying as hell. With the tank running around kitting the boss, if you start running too late, you'll be out of range and won't be able to DPS at all. I would recommend you equip the Glyph of Rapid Charge, that way you can charge every 12 seconds instead of every 13. The problem about charge is that the travel distance is until you reach the max Melee range of the target when you charged. What does this mean? If you charge, and the target moves, you won't be at max melee range. Here is a simple drawing I made to explain it better.
The point where the charge ends won't follow the target if this one moves, so never charge when the target is moving away from you. Since you won't be able to reach the boss by walking until the tank stops or starts making a turn, wait until that moment, went he is starting to move sideways or just completely stops. A charge midfight is a very powerful tool since it gives you an extra 25% crit chance to your next MS, and we always love our MS to crit.
Save your Heroic Leaps for Rageface. If you need to bring him to a trap, leap past the trap and you'll trap him.
Make sure to use your CDs when you know your tank won't begin to move in the next few seconds.
Beth'tilac: Haven't done it, no tips.
Rhyolith: No tips really, since I'm driving most of the time, there is nothing special I do as a Warrior here.
Alysrazor: This fight requires a lot of moving around. Use all the spells in your arsenal to move more effectively. Since I've always done the right side, I will base my tips in that you get that side. I would recommend you get the Rude Interruption Talent since every extra DPS is necessary for this fight.
On the pull, don't shout, you don't need the Rage now and you want to save the 10% buff of the 2pset for later. With all the dmg that goes around at the pull plus the initial charge you'll have enough Rage to even spare a couple of HSs. Keep on DPSing Alysrazor until your 4th MS, then turn back and run to the initiate. By that time he should be coming down as a bird, when he is down, charge at him and go on with your rotation.
The first two initiates spawn within a VERY small time span in literally opposite sides of the room, so you need to be REALLY fast in taking down the first one. initiates 98% of the time have the following rotation "Brush Fire - Brush Fire - Fieroblast". So, when he starts casting Fieroblast, interrupt him, cast Battle Shout or Commanding Shout (depending what your raid needs) and blow all your CDs. At that moment you should have the 5% increased dmg from Rude Interruption, the 10% from the shout, hopefully the 10% from an MS crit, your trinkets and Deadly Calm. The initiate shouldn't live to cast a third Fieroblast. If he does, you are in a bit of trouble, but not too much.
When he is dead, start running to the other side of room, Heroic Leap, and then charge the Initiate. Be very careful though, to reach the Initiate you will need to avoid 2 worms that are in the way, the tank that is probably bringing the bird to eat a worm by then, and the brushfires. If you managed to kill the first initiate before the third Fieroblast, you will reach the second Initiate when he will begin to cast his first Fieroblast. If you didn't, that will go off unless someone else interrupts it, since you are probably still running or still killing the first initiate.
After the second initiate is dead, kill the bird and carry on to your closest Meteor. Remember you can either intervene an ally or charge the other Bird (if it's alive) since by then Firestorm will be soon, so the tank will be bring the bird to the meteor.
The third and fourth Initiates are way easier to deal with. You should have your shout back after the Firestorm, so line it up again with your interrupt so you will have a 15% buff. Kill the Initiate as normal and follow up to DPS the bird, since you'll have a lot of time until the fourth Initiate spawn. Be sure not to Charge the bird, since you want to have Charge available for the fourth Initiate.
You WON'T be able to kill the fourth Initiate before Firestorm, so don't try. You keep on the Initiate until there is 7-8 seconds left for Firestorm, because at that moment he'll cast his last Fieroblast, interrupt that and run to the Meteor to hide. After the Firestorm finish off the fourth Initiate and help kill the bird. Right side only has 4 Initiates while left side has 5 or 6. Do not go to the other side to help out with the Initiate, you'll have to cross the whole room to do that and risk a lot of worms and brushfires. Plus, you need to DPS the bird as soon as it spawn in order to kill it before tornados, and even by doing so you might not make it.
Tornados come and then burn phase. By the time the Tornados disappear and the burn phase starts you'll have all your cooldowns ready. You are now presented with a choice: use them or save them. If you save them, you'll use them on the First initiate and have a second P1 identical as the first one. If you use them in the burn phase things will get messy with the first and second initiates, since you'll spend more time on the first Initiate; the second Initiate will launch one or two Fieroblasts until you are able to reach him; you will barely be able to kill the Initiate before Firestorm so you won't have time to DPS the bird, risking a wipe behind meteors thanks to a bird cleaving.
Third and Fourth Initiates are always the same, the only trouble you have is at First and Second if you don't save your CDs.
Baleroc: DPS, DPS, DPS.
Staghelm: Bring an AoE spec for this one, although single target DPS is important, Arms has awesome multitarget DPS. Your tank and healers will appreciate that little tigers go down fast.
Ragnaros: I have one tip for P1, stay at max melee range, that way when you are pushed back, you'll be able to Charge back and gain Rage + 25% more crit to MS. You'll only be able to Charge back if you are at max melee range when pushed, if you are closer to the boss when pushed back, you'll be too close to be able to Charge.
And be very careful! I've known Warriors that for the sake of being at max melee range they chanced the wrath of the hammer! Thoughts like "Ok, two little steps in and the wave won't reach me, so I can get back fast to max melee range" are dangerous! Don't prioritize the chance of a Charge over your own safety!
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