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ARMS WARRIOR ADVANCED TIPS

COLOSSUS SMASH

In the next segment of our course, we're going to be meticulously dissecting each and every one of your key offensive cooldowns. Now we're going to give you a comprehensive breakdown on how they work and the rules behind using all of them.

Starting off with one of the most iconic abilities available to Arms Warrior, Colossus Smash. Colossus Smash has been a staple of the Warriors toolkit for many, many expansions.

It increases the damage you deal to that target by 30% for 10 seconds and comes with a 45 second cooldown. Now with the End for the Kill talent, this ability also grants you an additional haste bonus during its duration.

This is your most significant damage window, making it essential to play around this debuff throughout the entire game. Now let's take a look at a couple of talents that interact with Colossus Smash.

First, we have Warbreaker. This talent replaces Colossus Smash.

But... But functions the same way with one key difference.

It is AoE instead. This means all targets hit by Warbreaker receive the Colossus Smash debuff.

Alternatively, you can opt for Blunt Instruments, which extends the duration of Colossus Smash by 3 seconds. The choice between these talents depends on your matchup.

Now against comps that tend to stick together is where Warbreaker is really going to shine. However, against comps that spread out, like Double Caster teams, Blunt Instruments tends to be the better option.

So we also have Anger Management, which is a talent that reduces the cooldown of Colossus Smash by 1 second for every 20 Rage that you spend. This talent helps maintain a high uptime on the Colossus Smash debuff, which is exactly what we're aiming for.

While the cooldown can vary slightly depending on your Rage generation and uptime, you're generally going to be able to use Colossus Smash about every 30 seconds. Now the rule for using Colossus Smash is pretty dang simple.

And that is to use it early and use it often. With its short cooldown, your goal is to maintain as much uptime on the debuff as possible.

Now there aren't many special considerations to this, but there are two key exceptions that we need to talk about. Avoid using it in a Defensives and don't pop it if you know you're about to be crowd controlled.

When you use Colossus Smash or you use Warbreaker, it's crucial to protect these damage windows. Now, what does protect these damage windows mean?

Well, you need to ensure that you're not peeled during your go. The best way to achieve this is by pairing Bladestorm with this cooldown when you expect to get CC'd during your go.

Since Bladestorm makes you immune to Disarms and Crowd Control, it effectively prevents the enemy team from shutting down your damage during this window. While Bladestorm and Colossus Smash can be very effective when they're used together, their cooldowns often won't really align perfectly.

You should try to pair them when they do align though. And you expect an increase in the cooldown.

So, make sure you use it with an incoming crowd control. But don't hold Bladestorm solely to use it with Colossus Smash.

Likewise, don't delay Colossus Smash just to sync it with Bladestorm. Here's an example of this in action here.

The warrior kites towards the Shadow Priest, positioning themselves to use Warbreaker and apply Colossus Smash to the paladin as well. Now whenever possible, stacking multiple targets with Warbreaker is an excellent way to maximize our damage.

To avoid being crowd controlled by the Priest, The warrior activates Bladestorm, Storm, ensuring that their damage is uninterrupted. Since Blade Storm also deals solid damage, combining it with Warbreaker amplifies the overall burst potential that we have.

AVATAR TIPS AS ARMS

Welcome back to another installment in our Arms Warrior damage course. Now in this video we're going to be continuing to break down our offensive cooldowns with Avatar, providing you with a comprehensive breakdown on how this ability works and the rules behind using it.

Avatar remains the same old ability that we all know and love. It boosts your damage by 20% for 20 seconds on a one and a half minute cooldown.

But here's where it gets interesting. With the Warlord's Torment talent, activating Avatar also triggers Recklessness for 6 seconds, adding even more power to your burst window.

Now it is important to note that not every single build opts for this talent. Now in those cases, Avatar is simply used for its damage bonus.

It's always ideal to stack as many damage modifiers as possible, and Avatar is absolutely no exception to this. You want to use Avatar during your Colossus Smash windows whenever possible to maximize your burst.

But that's not the only way to utilize Avatar. In fact, Avatar is also one of our best mobility cooldowns, as it instantly clears all roots and all snares, which allows you to stay on target with ease.

Now in this clip, the Warrior gets rooted by Void Tendrils, but they quickly kill the Tendril and activate Avatar to remove any slows, which allows them to continue dealing damage. Once they reconnect with the Hunter, they immediately use Colossus Smash.

Since Avatar lasts for a few seconds, the Warrior can be used to kill the Tendril, and then use the Tendril to kill the Tendril. If Avatar lasts 20 seconds and Colossus Smash lasts only 10, they use Avatar first to help maintain uptime and ensure they stay on target.

Now it is always best practice to make sure that you have a way to connect to your target after breaking your root. If you break a root with Avatar but can't close the gap, you're just going to be wasting the cooldown.

Now on the other hand, against low mobility classes like Shadow Priest or Death Knights, feel free to use Avatar as soon as it's off cooldown.

THUNDEROUS ROAR

Welcome back to another video in our Arms Warrior Damage Course. Today we're going to be taking a closer look at Thunderous Roar.

We're going to walk you through how it works, when to use it, and the strategies to ensure that you are getting the most out of this singular ability. Thunderous Roar is an ability every warrior can use, so at first glance, it really might not seem all that special.

This ability comes with a one and a half minute cooldown and unleashes a pretty hefty bleed effect on all targets within 12 yards. Now, Arms Warriors grab both the Uproar and Thunderous Wounds talents.

This reduces the cooldown to 45 seconds, and Thunderous Words will cause your bleeds to deal 20% increased damage. We absolutely want Thunderous Roar, as this is going to synergize well with Deep Wounds and Rin.

There's also some great synergy with the Battlefield Commander talent. With Battlefield Commander, all targets affected by the bleed from Thunderous Roar take 5% more damage from Thunderous Roar, and you can get a 5% damage boost from all sources, including your teammates.

This 5% damage boost makes Thunderous Roar an incredibly valuable tool for your entire team. Now, while it is ideal to sync Thunderous Roar with Colossus Smash and Avatar, this isn't always practical, especially if you have low uptime.

Now, as a general rule, you want to pair Thunderous Roar with Colossus Smash, but you don't need to wait for Avatar to really come off cooldown. The extra bleed damage is very important to our burst windows.

Now, it's important to note that Thunderous Roar can be used to deal 10% damage, but it's not always practical. It can be dispelled by any bleed removal abilities, such as Stone Form or Cauterizing Flame.

This is going to completely remove the bleed and, with it, the bonus from Battlefield Commander. While this can be frustrating, the short cooldown provided by Uproar means that Thunderous Roar is going to often be out of sync with these bleed removals.

BLADESTORM

The last offensive cooldown we're going to be exploring in detail for this course is Bladestorm, along with the various talents and the interactions that it has. Bladestorm is iconic to Arms Warriors and has been shredding through people for decades.

It functions exactly as it has for years. It's a one and a half minute cooldown that delivers solid AoE damage.

Now it does benefit from anger management, so you are going to find that it usually is around 45 to a 50 second cooldown. Even better, Arms has several talents that synergize with Bladestorm, so you're going to want to carefully consider these interactions before using this ability to maximize its effectiveness.

Three of the core talents that we need to know come from the Slayer Hero Tree. Overwhelming Blades provides a stacking damage amp for any target hit by Bladestorm, so it's going to be a good idea to hit as many targets as possible with this.

This makes Bladestorm something that you want to use early into your cooldowns, so you can take advantage of this damage amplification with your other cooldowns. Imminent Demise and Culling Cyclone have some pretty powerful synergy.

Imminent Demise causes your next Bladestorm to deliver an additional hit each time you use Sudden Death. This can stack up to three times for a total of three extra hits in the same duration.

Meanwhile, Culling Cyclone boosts your Bladestorm damage by 10% per hit. This adds a significant amount of bonus damage, which pairs perfectly with the extra hits from Imminent Demise.

A good rule of thumb is to aim for at least two to three stacks of Imminent Demise before using Bladestorm, with three stacks of course being the ideal situation. As Arms, we have access to Sweeping Strikes, which synergizes perfectly with Bladestorm when combined with the Unhinged talent.

This means it's going to be crucial to activate sweeping strikes before using Bladestorm. With Unhinged, you automatically cast Mortal Strike on your target during Bladestorm.

Adding a wave is possible if you have 110 damage and seven attacks. If Sweeping Strikes is active, this Mortal Strike hits both targets.

And even better, any buffs to Mortal Strike carry over to Unhinged. So ideally, you want to have two stacks of Martial Prowess and Sharpen Blade to pair with this.

Bladestorm is incredibly powerful for Arms, so you're going to want to avoid cancelling it whenever possible. Thankfully, Blizzard definitely had our backs in the Slayer Tree with this.

With the Unrelenting Onslaught talent, you can use Stormbolt and Pummel while Bladestorming. This means we want to use these abilities during Bladestorm, ensuring you don't lose out on any of that damage.

Now that said, this isn't really a hard rule. Bladestorm is an incredibly versatile ability that can be used defensively for mobility or for damage.

Now we can see this in action right here. The Warrior charges the enemy Warrior to disarm them.

Instead of just charging one, they charge the other right back to the Shaman. They use Bladestorm to avoid getting disarmed on their way back.

While Bladestorm can be an incredibly powerful damage tool for Arms, we definitely shouldn't ignore the other benefits that it offers as well.

RAGE MANAGEMENT

Are you constantly running out of Rage right when you need it most? Or maybe you're wasting it without even realizing it?

Mastering Rage management is definitely the key to dominating the ladder as a warrior. So let's talk about some strategies to help with this.

Now as you know, Rage is capped at 100. What this means is every point counts and over capping Rage is a huge DPS loss.

Once you hit 100, any excess Rage is absolutely wasted. And that equates to wasted damage.

It's surprisingly easy to over cap during the game, especially with Execute procs coming in and resets on Mortal Strike from Battlelord. But if you're following your damage rotation properly, you can't avoid this most of the time.

The best way to manage your Rage rotationally is by keeping Mortal Strike on cooldown whenever it's been reset by Battlelord and never letting it go. This also applies to Martial Prowess as we don't want to let this hit two stacks without using a Mortal Strike.

Managing these procs is going to be key to proper Rage management. Now here is where a lot of warriors slip up.

And that is by spamming Ignore Pain. It's off the global cooldown which can make it really tempting to press when you see that it's available.

But there's a pretty big problem with this habit. If you're not actively taking damage, using Ignore Pain is a good idea.

But if you're not actively taking damage, using Ignore Pain is a good idea. Using Ignore Pain is a good idea.

Using Ignore Pain is a good idea. Using Ignore Pain is a good idea.

Using Ignore Pain is a good idea. Using Ignore Pain is a good idea.

This is especially true in War Within where Rage is more finite compared to past expansions. Speaking of release dates.

HAMSTRING IS THE BEST DPS BUTTON

Think Hamstring is just as slow? Well think again!

Most Warriors are sleeping on one of their best DPS tools. Today we're going to be showing you why Hamstring isn't just for kiting, it's a secret weapon for maximizing your DPS.

One of the biggest mistakes Warriors make is neglecting to use Hamstring and it definitely is a costly oversight. The problem arises when your target isn't slowed, but you are.

This allows them to create distance which is going to force you to burn your mobility. By failing to apply Hamstring, you're not only wasting mobility, but it also makes it easier for enemies to kite you as you now have less tools to keep up.

As a best practice, always apply Hamstring as soon as you charge or get into melee range of a target. Never assume your teammates will slow for you.

Now while they might slow, Hamstring only costs 10 Rage, so there is an incredibly minimal downside to applying it to yourself. This simple change is really important.

If you're a good player, you'll be able to use it to your advantage. If you're a good player, you'll be able to use it to your advantage.

If you're a good player, you'll be able to use it to your advantage. If you're a good player, you'll be able to use it to your advantage.

This is really going to help ensure you maintain consistent pressure and keeps your target from escaping. We can see this in action right here.

The Hunter creates some distance from the Warrior, prompting the Warrior to use Charge to close the gap. Once in melee range, the Warrior applies Hamstring to ensure the Hunter can't kite them.

Developing this habit is going to be essential to your success as maintaining uptime on your target becomes nearly impossible without consistently using Hamstring.

SHATTERING THROW

Nothing stings more in WoW than seeing your target with barely any health left, only for a Blessing of Protection to swoop in and save the day. Blessing of Protection and, well really, any immunity can completely stop you in your tracks.

But here's the thing, there's a talent that many Warriors really overlook, and it can be a total game changer. Let's talk about Shattering Throw.

Shattering Throw isn't something you're going to want to pick every single game, which is why you might notice that most Warriors really don't take it by default. While it's not a good default pick, it can be incredibly clutch against comps with multiple immunities, especially when you don't have a Purge or Mass Dispel.

It's a situational talent, but in the right moment, it can make all the difference. You're generally going to want to pick Shattering Throw against Mages and Paladins, as these are the matchups where you're going to get the most value from this talent.

The main downside is its long cast time. If a Paladin moves away during Bubble, or if any target with Blessing of Protection kites you, it might cancel your cast.

Now be sure to time your cast carefully to avoid this. In fact, if you know your target's going to use an immunity, you could even consider pre-casting Shattering Throw so it's removed instantly.

CHAMPION’S SPEAR

Welcome back to another video in our Arms Warrior Damage Course. Today we're going to be looking at Champion's Spear in detail and why warriors are utilizing this spell in the War Within.

We're going to show you how it works, when to use it, so you can make the most out of this talent. So, generally the best way to land your spear is when your target is stuck in CC, typically in a stun.

Stunning your target prevents them from moving or using most defensive cooldowns during your spear window. More importantly, it makes it easier to land, as trying to land a spear with no stun will make it much more likely that you miss it.

A missed spear feels devastating. Missing out on its effect and damage on a one and a half minute cooldown makes you wonder why you even played it in the first place, man.

So, whenever you play with spear, make sure to use it on targets that are stunned or in crowd control so you can guarantee it lands on them. Champion's Spear is essentially a spear that can be used to stun or use it to stun enemies.

Champion's Spear is essentially a spear that can be used to stun or use it to stun enemies. Champion's Spear is essentially a spear that can be used to stun enemies.

Champion's Spear is essentially the spear of Bastion from Shadowlands being on a one and a half minute cooldown spell that locks targets in its radius within the spear and deals some damage. This is a great way to lock down targets so you can burst them down, gaining uptime on them.

With the added talents of Champion's Might and Piercing Challenge, this strengthens your spear to deal more damage and lock down your targets longer. So, you might be asking yourself when do I even play spear and what is it good into?

Well, that's a Pretty good question considering you don't want to drop Thunderous Roar for Spear unless there's a good reason to. There is a multitude of reasons why you'd want Spear, and one of them is simply to help you kill elusive targets that would otherwise be too difficult to kill.

Take Mages or Evokers as an example here. These classes are a nightmare for an Arms Warrior to hit, let alone maintain uptime on.

However, with Champion Spear you can lock them down, which prevents them from kiting during its effect. With the use of other offensive cooldowns, you should be able to force big defenses from them or land a killing blow.

Sometimes, if the enemy target isn't paying attention or doesn't know about the Spear's effect, they could waste mobility cooldowns during its effect. Using a Blink or Teleport is simply going to suck them back in, putting their mobility to waste and allowing you to create even more uptime.

Additionally, sometimes Spear can be a great way to bait big defensive cooldowns from the opposition. Say you press Spear and you're looking to pop your big offensive cooldowns, but the enemy Paladin uses Bop instantly.

Now you can wait to use your offensive cooldowns after, knowing they won't have Bop to counteract them, gaining more pressure overall. So what to watch out for?

Careful with spells that can get people out of Spear. So now you understand how and when to use Spear, there are a few other tips to bear in mind when playing with it.

One of them is being careful when using Spear when other knockback effects are on Diminishing Returns. That's right, Spear shares its CC effect with other knockbacks such as Thunderstorm and Ursal's Vortex.

If it's on Diminishing Returns, then the Spear will still do damage, but it won't lock targets in their place. Another huge thing to watch out for when using Champion Spear is if the enemy team has any cooldowns that can counteract your Spear.

Things like an Evoker's Deep Breath or a Warlock's Demonic Gale, or a Warlock's Demonic Gale, or a Warlock's Demonic Gateway, they're going to easily allow the enemy to escape out of your Spear, preventing them from being locked down.

Now there are a few spells like this that can allow people to escape your Spear, so make sure you know what they are so you can use Spear in a time when they don't have them available.

ARMS MOBILITY TIPS

So as an arms warrior, you are strong, deadly, and have plenty of mobility buttons. So why does it sometimes feel like you're chasing your targets all over the place?

Wandering aimlessly around the map just trying to decide who to hit really isn't going to get you very far. So let's break down how to use your mobility effectively to maintain uptime and keep the pressure on.

First rule, trade your mobility one for one. What does that mean?

Well, it's simple. Instead of charging just to reach a hunter, wait for them to use disengage and then charge in response.

Now that might seem small, but this strategy really makes it much harder for enemies to escape. If you use your mobility before they do, they always have one extra escape option and you are likely never going to catch up.

This applies to any matchup you're in. It's quite easy to see this rule in action too.

The mage knocks back the warrior, prompting them to charge. Even though the warrior gets rid of the hunter, the mage still has the ability to charge.

If the warrior is rooted mid-charge, they take the time to walk up to the mage instead of using charge or leap. They could have easily used leap to close that gap immediately, but that would have been a waste of mobility.

Once the warrior reconnects and starts dealing damage, the mage uses blink and this causes the warrior to use their next charge. These small adjustments in how you use mobility can make an absolutely huge difference in maintaining your uptime.

Second rule, don't use mobility just for yourself. You can use it for yourself.

You can use it for yourself. You can use it just for CC.

You might be tempted to use your mobility buttons to land a fear or storm bolt on the healer but hold off for a moment here. It's never a good idea to use mobility just for crowd control, especially if you don't have a way to get back to your target afterward.

And here's why. If you need to get to a mobile DPS and use your leap for CC, you've just made it much easier for them to kite you for the entire duration of your fear.

This might not be as much of an issue against low mobility targets like Shadow Priest or Death Knights. who aren't really going anywhere, but always consider the situation carefully and think about how you're going to reconnect with your target. Third rule, use Bladestorm for mobility on your cooldowns.

Bladestorm makes you immune to slows, crowd control, and even breaks you out of routes. This can make it harder for the enemy team to peel you.

Given how powerful Bladestorm is for Arms Warriors, especially with Sharpen and Sweeping Strikes, you're going to want to maximize its value. Don't just use it because it's available and you're rooted, especially if you don't have Colossus Mash ready.

Make sure you're getting the most out of this cooldown. Here we can see the Warrior gets rooted with Bladestorm off cooldown, but chooses not to use it.

Instead of chasing the Mage, they reposition and line of sight the Mage. One of the biggest mistakes Warriors make is over-chasing or using their mobility abilities simply because they're available.

Patience is definitely going to be key to avoiding these common pitfalls that Warriors typically make. Our fourth rule is simple.

Use Stormbolt as a gap closer. Yes, you heard that right.

Stormbolt can help you close the distance, but just be careful here, as not every Stormbolt needs to be used this way. Always consider the situation and read the room.

Are they kiting during your cooldowns? If so, using Stormbolt to close the gap can definitely be worth it.

Losing a singular second of uptime as Arms isn't the end of the world, especially if Colossus Smash isn't active. Here we can see the Warriors' ability to use Stormbolt to close the gap.

Here we can see the Warriors' ability to use Stormbolt to close the gap. Here we can see the Warrior coming out of crowd control immediately using Charge and Stormbolt on the Hunter, which is going to prevent them from kiting away during our cooldowns.

With the Hunter locked in place, the Warrior follows up with Colossus Smash and Sharpen Blade. This is a perfect example of using Stormbolt with a purpose and not just throwing it out randomly.

The idea is to use it to secure your damage and maintain pressure. Our final rule is take advantage of vicious agility.

This is pretty amazing Acting skill but takes age quickly as well. amazing talent in the Slayer tree that makes Heroic Leap reduce the cooldown on Charge, and Charge reduce the cooldown of Heroic Leap. This incentivizes you to use your mobility rather than just sitting on it all game waiting for the perfect moment.

DEFENSIVE STANCE

Now that you know how to play aggressively on your Arms Warrior after watching all our guides on offensive plays, it's now time to learn how to play well defensively. This is a key skill that the best Arms Warriors have and utilize well in every game.

Great defensive plays is what allows you to live in situations where your team would otherwise fail. Arms Warriors have an incredible defensive toolkit that can significantly help your team survive.

Now this course is going to focus on all your spells that you could use defensively so that you can keep your team alive, increasing the chances of you winning a game.

Now we're going to start things off by looking at Defensive Stance, which is a 3 second cooldown that reduces damage you take by 15%, but nerfs all damage you deal by 20% in PvP.

The best way to use this spell is simply whenever you need to reduce damage taken on yourself, whether it's high passive pressure or during enemy offensive. Defensive Stance is a skill that allows you to use defensively in a very easy way.

It's a skill that allows you to use defensively in a very easy way. It's a skill that allows you to use defensively in a very easy way.

Abusing the 3 second cooldown will help you min-max your pressure throughout any arena game. So get into the habit of swapping stances whenever you need to.

A great time to use Defensive Stance is if you know you're about to get stunned by an enemy player. In that situation, you should look to preemptively go in Defensive Stance.

This is excellent because you can't deal damage, but you're most likely about to take a lot of pressure, so being in Defensive Stance will increase your chances of staying alive.

Now it may be tricky to do this, but if you have an add-on such as Diminish, you can track your own diminishing returns, so you're going to know if you're prone to a stun or not.

This is going to make it a whole lot easier for you to abuse Defensive Stance, so make sure you can track stuns on yourself to make the most out of your stance dancing. So through all this, you might be thinking, well, maybe I should stay alive.

I don't want to stay in Defensive Stance if I'm being tunneled by the enemy team, and it may sound like a good idea to do that, but most of the time you really can't always do that.

Yes, you're definitely going to have to be in this stance more often, but at some point you really have to swap to Battle Stance, otherwise you're just going to lack way too much pressure. Remember, in PvP, Defensive Stance nerfs your damage by 20%, so think of going in Battle Stance like popping Avatar.

You're going to deal much more damage, and make it easier to counter pressure, switching momentum in your favor. Now that being said, if you're tunneled down by heavy pressure, then you're going to find yourself using Defensive Stance more often.

Just try not to be stuck in there, so you don't nerf your damage too much during a fight.

DIE BY THE SWORD

Hello everyone and welcome to the next video guide on our Arms Warrior Defensives course. Today we're going to be taking a detailed look at Die by the Sword being an Arms Warrior's biggest defensive cooldown.

You're going to have to use this at the best time possible during any arena match, so without further ado, let's get into it. Die by the Sword is an ability that grants you 100% parry and 30% damage reduction.

It's also on a 1.5 minute cooldown thanks to the Valor in Victory talent. You typically want to trade Die by the Sword to deal with enemy offensive cooldowns that have the same cooldown or longer, since it's going to reduce the pressure of their big offensive and it should be ready with each and every use.

A good trade like this can make it difficult for you to die, especially against melees where you can parry most of their abilities. Now bear in mind if you're using Die by the Sword against heavy spell damage cooldowns, then you're going to have to use Die by the Sword to deal with the most of their abilities.

You can use your defensive at higher HP, since it only benefits from the 30% damage reduction as the parry effect will be useless. When using parry against melee, be sure that you're facing them at all times.

Parrying their attacks only works in front of you, so if they hit you from behind, then your parry won't work, allowing them to pressure you through this cooldown.

It's important you do this, otherwise you could still fall to their damage or be prone to other effects that normally wouldn't affect you during this cooldown.

So, if you're using Die by the Sword against heavy spell damage, you can use Die by the Sword against melee, but you can also use Die by the Sword against melee, during your parry. Another use of Die by the Sword could be during a time when your partner is in trouble against melee or MM hunter pressure.

If they're popping big offensive cooldowns on your partner, you can look to combine Intervene with Die by the Sword. Doing this is going to redirect the heavy pressure from the melee's cooldown onto yourself, and with parry up, you're going to negate most of that pressure.

Essentially, you become a 3 second blessing of protection for your partner. Be careful when using Die by the Sword against certain classes though, that can bypass the parry effect and pressure you heavily.

A good example of that could be against sub rogues, where cheap shot still works through parry, and they can burst you down since the stun's going to stop your ability to parry.

To deal with this, you want to be looking to trade your Die by the Sword cooldown earlier so you can utilize the damage reduction as well, similar to how you deal with casters.

IGNORE PAIN

Welcome back to another video on Arms Warrior Defensives. Today we're going to be going over Ignore Pain, being a talent that only Arms has access to.

We're going to go over how to best use this spell, and in which situations you should use it in. Ignore Pain is on a short 11 second cooldown, creating a small shield that ignores 50% damage taken until it has been fully absorbed.

Essentially, this is a mini shield that can prevent damage stacking up if your previous shield never breaks. Due to its low cooldown and effect, you're going to look to use this whenever being pressured by the enemy team if you have enough rage to spin.

It's mainly going to be good against any passive pressure, making you more durable and easier for your healer to keep you alive. With it costing 35 rage, it can be quite taxing on your main resource, so you really have to make sure you have more rage if you want to press more.

You can use it to use Mortal Strike, or simply have other Globals ready so your rotation doesn't lack pressure. However, that also means it could be something that you can take advantage of whenever you have excess rage.

You could also spend excess rage on Ignore Pain to avoid overcapping it, min-maxing your resource. So since it's such a low cooldown, it's really going to be fine to use it this way, as it'll be ready again shortly after.

While Ignore Pain is a handy tool to have, really try not to mistake it for a big defensive cooldown. It's great for passive, but it's also a good tool to use when you're ready to use it.

It's a lot more effective for rot pressure, but definitely not going to be enough to deal with Heavy Burst. You can still use it in these instances, but bear in mind, you're going to most likely have to use more defensive cooldowns to survive huge damage.

IMPENDING VICTORY

Hey everyone, and welcome to another video in this Arms Warrior Defensives course. The topic of the day is going to be on Impending Victory, looking at how to make the most of this short defensive cooldown.

We're going to cover when it's best used, and how to make it even stronger for your arena matches. Impending Victory is an essential defensive to use often for an Arms Warrior.

It deals some damage, but more importantly, it gives you 30% of your max HP back at the cost of 10 Rage. Since it's also on a 25 second cooldown, you'll want to use this whenever you can recover this amount of HP.

Keeping yourself afloat is going to make it more difficult for the enemy team to kill you, and easier for your healer to keep you alive. The benefit of using it as much as possible is that throughout an arena game, you're going to have more uses of it, essentially increasing your self-healing.

Sometimes you may want to save it in situations where your healer is crowd controlled often. A good example is really going to be against the same team.

If you're using it as a healer, you're going to want to use it against the same team. If you're using it as a healer, you're going to want to use it as a healer.

They're using freezing traps on your healer. During the trap, you can be vulnerable and will most likely need to use Impending Victory to help sustain your HP.

You could also use Impending Victory as a way to stay offensive. Now this is mostly in situations where you want to stay in battle stance so you can keep up with the pressure.

If you're taking too much damage, then you can use Impending Victory to recover your HP, which may allow you to stay in battle stance longer, keeping up with pressure. Sometimes a good defense is a good offense, so be mindful of that in these situations.

Did you know that you can also kill important pets to reset your Impending Victory's cooldown? Well, companions such as Hunter's pet or a Warlock's pet can reset your Impending Victory's cooldown, as long as you land a killing blow on those pets.

Now this isn't something that may occur often, but in situations where they're low, you could look to finish them off so you can reset its cooldown. Last of all, a nice little tip with Impending Victory is that it will give you a chance to get your HP back.

This means if you combine it with Rallying Cry, you can get more HP back with the following Impending Victory, if you need the extra defensive to survive.

INTERVENE TIPS

Welcome back to another defensive course video for Arms Warriors. A big defensive peeling cooldown you have to know how to use is Intervene.

As such, this guide is going to go in-depth about all the great uses of Intervene and how to make the most out of this incredible spell. Do you ever get tired of seeing your partners getting absolutely destroyed by melee or marksmanship hunters?

Well, luckily for you, Arms Warriors can do something about it with Intervene. Intervene is a 30-second cooldown spell that charges towards a partner, redirecting all melee or ranged pressure for 3 seconds as long as you remain within 10 yards of them.

It's an excellent peeling ability for your partners whenever they're taking heavy pressure from this kind of damage, and the best and easiest time for you to intervene your partner is when they're under attack during a stun window.

Stuns make your partners extremely vulnerable, there's no denying it, being unable to move and use defensive cooldowns. By intervening them, you're going to keep them afloat for the time being, helping them out significantly.

It'll also be easier to stay within 10 yards of them, which is necessary to keep Intervene from working. Sometimes it can be difficult to keep this up if your partner is mobile and unaware of Intervene's power, kiting away from it.

Bear in mind, if you do intervene your partner when the enemy melee is popping huge offensive cooldowns, you're going to be vulnerable yourself. This is where you can put yourself in defensive stance and use Ignore Pain, mitigating some of that damage.

You may have to use additional defensive cooldowns if needed, so assess the damage by looking at the opponents' offensive cooldowns and your own HP, which should give you a good idea of if you need to use more defensives. And this is where Die by the Sword, in conjunction with Intervene, really comes into play.

If the enemy team has huge burst pressure, popping big offensive cooldowns, then combining these spells together can negate a ton of their pressure, even if it's just for three seconds.

You'd most likely use Die by the Sword for one or two seconds. sword for these big offensive cooldowns anyways, so using it with Intervene can be an option if you need it for your team to live. Another great use of Intervene is that it can soak all physical interrupts from your partner.

Healers can abuse this to cast out big heals, keeping your team alive and healthy for the time being. Casters can also look to get out an important CC or damaging spell during the Intervene's duration.

You shouldn't always aim to intervene your partner just so they can cast a spell, but it is a nice bonus if you need to intervene them for pressure anyway. That being said, spell interrupts can still work through Intervene, so be sure that you and your partners know what Intervene works on.

Again, Intervene should work on all physical interrupts, including the ranged one from Hunters. The likes of single-target physical stuns can also be redirected to you during Intervene though.

Doing this may be an extra bonus when you intervene for pressure, or if you're confident to know a devastating stun is coming up that you could potentially intervene, allowing them to be free of stuns.

Stuns, even for just a few seconds, can help better prepare them for the stun, possibly using defensives to keep themselves alive.

HEROIC LEAP

Hello everyone and welcome back to another video guide on Arms Warrior Defensives. The topic of today will be Heroic Leap, being an interesting spell that can be used in defensive situations.

We're going to talk in detail how this can be used defensively and when best to do so, living in situations where you may otherwise fail. You may be thinking to yourself, how is Heroic Leap a defensive cooldown?

It's a fair question. As you can see, it just gives mobility leaping to an area of your choice within 40 yards.

Combined with the bounding strike talent, it's reduced to a 30 second cooldown and it gives you a nice speed buff for 3 seconds. So what makes this so strong defensively is that you can use it to get yourself out of situations where you're dying without defensive cooldowns, leaping away from an enemy's pressure.

This can be anytime you're dying. Typically when you don't have other defensive cooldowns to survive though.

It's effective against the likes of casters or melees as a well-placed Heroic Leap should allow you to start avoiding most of their damage. You should try to Heroic Leap back to a pillar where you can line aside the enemy's casters when trying to avoid their pressure.

Keep looking to line them while keeping inside of your healer so they can pick you back up as you're avoiding a lot of pressure. When dealing with melee, this is going to be slightly different as you still want to Heroic Leap back, but you should try to avoid bringing a melee on top of your healer.

If you do this, the enemy melee could look for interrupts or CC easily on your healer and still land a kill on you. By leaping back but positioning away from your healer but still in their range, then your healer should be able to still heal you.

Even though defensive uses of Heroic Leap could be warranted during a game, try not to get into the habit of using every leap defensively if you're against classes where you're going to struggle with uptime.

If you're against elusive targets and are constantly using leap to kite, then you're going to find it difficult to keep up to highly mobile classes. In those situations, treat defensive Heroic Leap as more of a do-or-die type of situation that you can have as much uptime as possible.

DISARM TIPS

Welcome back everyone to another Arms Warrior video on Defensives. Today in this course we're going to be discussing how to make the most of your Disarm in detail.

It's a crucial peeling spell that you have to know when to use properly, so without further ado, let's get into it. When fighting against most melee classes or a marksmanship hunter, Disarm will become a must-have PvP talent.

On a 45-second cooldown, you can disarm a target, stopping them from using many of their abilities depending on the spec. This is incredibly powerful, as you can negate a target's damage completely, stopping them from overwhelming you with their pressure.

As such, the best time to use Disarm is typically against these specs when they have their offensive cooldowns up. True Shot, Colossus Smash, and Shadow Dance are just a few examples of big cooldowns that you can disarm.

It can also stop most crowd control spells from being used, denying their ability to stun, or even sometimes use defensive cooldowns. You can't really go wrong disarming classes on their big offensive cooldowns, so always look to make use of it when you can.

Another time you could utilize Disarm is if your partner is caught in a stun and is looking likely to go down. Even if there's absolutely no offensive cooldowns being used, you may have to use Disarm to deter the pressure.

This can be seen as a better defensive trade in your team's favor, using Disarm to negate pressure so your teammates can hold onto their defensive cooldowns. In some instances, you may see your partners get low on health against melee pressure, and they may not have any defensive cooldowns to keep them alive.

If such cases occur, you should use your Disarm attempting to keep them alive. Yes, it's more ideal to disarm offensive cooldowns, but in a last resort scenario, you should use what you can if it stops your team from dying.

Whenever you play Disarm, there's a few things you want to watch out for. First of all, there are certain spells that can prevent you from disarming, but you can't do that without using Disarm.

First of all, there are certain spells that can prevent you from disarming, or negate its effect completely. Things like Searing Glare, Evasion, and Die by the Sword can prevent your Disarm entirely, putting the cooldown to absolute waste.

So be mindful of those defensive cooldowns, and use Disarm once they've faded if you need to. There are also ways to remove your Disarm while it's on your current target, such as Vengeful Retreat and Blessing of Protection.

For Blessing of Protection, there's not much to play around it, other than knowing they won't have this big defensive cooldown anymore, so you could punish this in the near future.

Against Demon Hunters, you can look to track Vengeful Retreat with your add-ons, looking to Disarm them when they don't have this cooldown ready. Last but definitely not least, some melee and Hunter specs aren't really affected by Disarm too much.

These are mainly in Feral Druids, Windwalker Monks, Survival, and BM Hunters. All those specs can simply continue doing most of their pressure, even while Disarmed.

As such, don't play Disarm into these specs, and pick up a different PvP talent, or even a different Spell. Pick up a different PvP talent that you can utilize.

INTIMIDATING SHOUT

Hello everyone and welcome back to another Arms Warriors defensive video. In this course we're going to go over key spells for defensive plays, and today's topic is going to cover Intimidating Shout in detail, showing you when and how you can utilize this talent to keep your team alive.

Intimidating Shout is a powerful peeling ability that fears multiple players in its radius for 6 seconds in PvP. This is often on a 1 minute and 15 second cooldown due to Battlefield Commander reducing its cooldown by 15 seconds.

Sometimes there are situations where you need to peel an enemy's offensive cooldown when you don't have good enough defensives to deal with it, so a defensive Intimidating Shout is ideal in those situations, peeling the enemy during a time where they could burst your team down.

It can also be used to break up offensive setups from the enemy team as well. Using it to stop their pressure or chaining CC on your healer could be ideal if you need to survive the current setup.

This is great into offensive setup-based combat. RMP or Jungle Cleave Another ideal use is fearing enemy DPS during a deadly setup when they don't have the Medallion Trinket.

Without Trinkets, most classes can't break out of fear, so they'll be stuck in it, as long as you don't break this CC with damage. Fearing them in this manner can be a bit of a safety net as you know they don't have a Trinket to break this effect.

Now you know when you ideally want to use your Intimidating Shout, but you also need to be careful of certain abilities that you can't use. For example, if you're using a Trinket, you can't use a Trinket to break this effect.

You can't use a Trinket to break this effect. You can't use a Trinket to break this effect.

You can't use a Trinket to break this effect. You can't use a Trinket to break this effect.

You can't use a Trinket to break this effect. You can't use a Trinket to break this effect. that can break your fear outside of the Medallion Trinket.

The main culprits for this are Berserker Shout, Tremor Totem, and Blessing of Sanctuary. These can all remove fear from themselves or even their entire party.

As such, you want to play around them, using your fear when you can prevent these spells from breaking your important CC. Also, bear in mind the Will of the Forsaken from Undead racials can also break your fear.

Ideally, you should try not to only fear Undead players as they can easily break out of it with this. racial being a good trade for them. That being said, you could abuse this if they use their trinket, unable to use the undead racial for 30 seconds.

If you want to play it safe though, simply use your fear on other targets. Last but not least, there is a talent choice that you could use to empower your fear, being Menace or Cacophonous Roar.

Menace allows you to fear all enemies within your range, which can be handy into the likes of a demo warlock, crowd controlling all nearby pets, and players when you press fear.

Cacophonous Roar isn't really used that much, but it can be nice to use when playing with DOT classes, making it less likely to break your fear.

ARMS STUN TIPS

Hello there and welcome back to another Arms Warrior Defensives course video. Today we're going to be looking at a couple of spells that have stun effects on them, being Shockwave and Stormbolt.

We're going to discuss in depth how and why you should use these spells defensively, so you can aid your team when they need to live. Now as you know by now, Shockwave and Stormbolt are stun effects, so the majority of the time you use them offensively.

However, in times of desperation or when you really need to prevent the enemy team's offensive momentum, you can use these stuns as peeling tools instead. This can arrive in situations where you don't have other defensive cooldowns or peeling abilities during heavy pressure from the enemy team.

Using your stuns can stop them from having pressure for a few seconds, which can be enough to deter the damage. Sometimes you could even look to use it as a bait for someone to trinket, then follow it up with an intimidating shout to keep them in CC.

This can be very handy when needing to deal with offensive cooldowns from the enemy team. This stun can be used, which baits out the DPS to trinket it, allowing you to intimidating shout them without a trinket, preventing their damage even further.

Since you're peeling with stuns though, bear in mind that you should try to use this opportunity to counter pressure going on the offensive. Sometimes the best defense is a really good offense, and using your stuns is the perfect way for you to negate their pressure and fight back yourself.

So even if you use your stun to peel, try to create pressure so you can counter pressure. Generally speaking, you can also use Rallying Cry as a root breaker when playing with Battlefield Commander.

This can be warranted when you have no other means to break your root effect, and it is vital that you remain on your target. This can help you with more uptime during your kill windows, or whenever you feel you can force more defensive cooldowns from the opponent.

RALLYING CRY

The topic on today's video is going to be Rallying Cry, an important cooldown that Warriors can utilize. We're going to talk about the cooldown in detail so you know exactly when and how to use it.

Rallying Cry is a 3-minute cooldown that increases all your team's max health by 10%. For a 3-minute cooldown, it isn't the strongest defensive cooldown to have, but used in the right situation, it could be the difference between life or death.

This talent is best used when anyone on your team is on the brink of death. If they have no big defensive cooldowns or alternative ways of living, then Rallying Cry should be used to try and keep your team alive.

Another great use of Rallying Cry is to avoid big execute mechanics that are likely to take anyone down. Touch of Death and Sudden Demise are the two best examples of this, as both of these spells will usually take someone down even through most defensive cooldowns.

Using Rallying Cry to avoid your partner's HP to dropping at the execution point is a great way to avoid big execution mechanics that are likely to take anyone down.

Using Rallying Cry to avoid your partner's HP to dropping at the execution point is a great way to avoid big execution mechanics that are likely to take anyone down even through most of these spells.

Using Rallying Cry to avoid big execution mechanics that are likely to take anyone down even through most of these spells. Using Rallying Cry to avoid big execution mechanics will be vital to deny the enemy an easy kill.

Last but not least, we have a bit of a niche use of Rallying Cry when facing Balanced Druids. This spec typically puts your healer into a Solar Beam with the effect of Roots every 1 minute, being a devastating offensive setup.

With the Battlefield Commander and Mastering Commander PvP talents, you can use your Rallying Cry during the Solar Beam to break your healer out of these Roots. This can be a fantastic way to counter a Balanced Druid setup.

Just make sure if you do use it in this manner that your healer actually needs it. Some healers could have the Gnome Racial to break the Roots or other spell effects that can get them out of the Root effect, meaning you won't need the Mastering Commander PvP talent.