On this page
ARMS WARRIOR FUNDAMENTALS COURSE
ARMS WARRIOR PLAYSTYLE
Welcome to our Arms Warrior Damage Course for The War Within, which is custom designed to equip you with all of the essential knowledge that's needed to excel in PvP.
So, in this introductory video, we're going to be exploring what to expect from the Arms Warrior playstyle, and we're also going to discuss your most important goals in the arena. So, if you've enjoyed previous iterations of Arms Warrior, well, you're in luck.
The War Within retains much of the same playstyle, with some slight improvements, mainly from a Talent Tree revamp. Now, the overall rotation is pretty similar to Dragonflight.
We're still focusing on Mortal Strike, Overpower, Slam, and Execute. However, now it's just more streamlined due to the reduced Rage Generation and lower Rage Cost, making the process of generating and spending Rage feel much more smooth and less erratic.
Now, Arms Warrior has two viable hero talents that are both greatly competitive. Now, one is in Colossus, giving you Demolish, which is a fantastic tool for heavy burst pressure.
You work on building Colossus stacks to empower your Demolish. Then, once you're at 10 stacks, you can combine this with Avatar or Colossus Smash to deal some insane damage that could take out enemy players.
Now, the other talent is Slayer, which doesn't give you any extra abilities, but it does bolster your Execute damage, as well as a lot of damage. As well as giving you an additional way to proc Sudden Death.
This playstyle does mean adapting to your Sudden Death procs more often and abusing your Execute damage as much as you can. Now, let's talk about the playstyle.
Arms Warrior plays much like you'd expect from a typical MMO Warrior. A straightforward rotation, and if you can stick to your target, you apply consistent, high pressure, which is the core strength of the spec.
However, what will set you apart from other Warriors, and truly elevate your gameplay to the highest level, is how effectively you can leverage this pressure to close out games.
You achieve this by not only using crowd control abilities like Intimidating Shout, Stormbolt, and Shockwave at crucial moments to disrupt your enemies, but also by reducing incoming healing with abilities like Sharpened Blade, enabling your consistent pressure to really take a toll.
The other somewhat surprising and interesting talent is the Stunner. This is a very common weapon that can be used to destroy enemies, but it's also a very common weapon that can be used to destroy enemies, and it's also a very common weapon that can be used to destroy enemies.
The other somewhat surprising aspect of the Arms Warrior playstyle is its support role. I know, I know.
Warrior. Support.
Not necessarily what you'd expect to hear in a course. But with tools like Intervene, Rallying Cry, Duel, Berserker Shout, we can offer a pretty significant amount of utility and protection to our allies.
Honestly, the best way to describe Arms Warrior is a little bit like that old phrase you probably heard before, Jack of all trades and Master of of none. But we've got everything here.
Sustain damage, burst potential, disruption, crowd control, even utility. Do we truly excel in any of these areas?
Not really. Do we need to, though?
Well, no. Not at all.
We don't have to excel at them. It's this versatile toolkit that really has made the Arms playstyle one of the strongest and one of the most flexible among all melee classes in Dragonflight, and it's only set to become even stronger in the war within.
Alright everyone, stay tuned because in the next video we're going to be diving deeper into this playstyle and we're going to break down the key goals that you should be aiming for in every arena match.
ARMS WARRIOR GOALS
Hello again! It's now time to delve deeper into Arms Warrior, as in this next video we're going to be providing you with some straightforward goals you should be looking to accomplish inside of your arena games.
So let's get started! Goal number one, maximize your overall pressure.
Let me get real with you for a second here. Some of you may already know this, but simply put, if you missed out on Dragonflight and you're returning for the War Within, one of the major changes to Arena was the addition of Solo Shuffle.
In Solo Shuffle, dampening ramps up very quickly, making healing a lot more challenging. Combine that with the fact that CC was reduced across the board, and we're left with the sad but brutally honest truth.
That the most important metric for both winning games and pushing rating is simply how much damage you're going to get. So, let's get started.
So, let's get started. So, let's get started.
Well, it seems simple, right? Well, to help you achieve this goal, we're going to start with the basics here, familiarizing you with the ins and outs of your sustained damage rotation, and even how to best sequence your offensive cooldowns for the maximum burst.
But this is skill capped, we're not going to stop there. After all, anybody can learn to deal damage, and you can learn that from a YouTube video.
It's learning how you can leverage that damage to win you games like a rank one player that you're not going to find anywhere else.
Concepts such as target selection, swapping on defensives, using disruption or crowd control at the right times, and even ways to min max your damage rotation that you won't find anywhere else on the internet, all provided by rank one warrior Magnus. Which leads us to goal number two, managing your mobility.
Heroic leap, charge, and intervene. Mobility plays a pivotal role in enabling you to deal damage.
I mean, if you can't connect to a target, how are you supposed to maximize your pressure? So let me ask you, this warlock just uses gateway.
Would you charge him? I'm willing to bet most of you would do so without even giving it a second thought.
But in order to master your mobility, there's far more to consider here. It's figuring out and asking yourself, are you slowed?
Is the target slowed? Can you connect without using mobility?
Does the target have a way to get away again? Do I have the mobility to follow the target?
And it's not only offensively where mobility really matters. Mobility is also necessary for both surviving and landing crowd control.
Use your charge to fear a healer? You better make sure you still have a way to get back.
Use your heroic leap. Use your heroic leap to follow a player?
Well, you've just used your strongest defensive so you better have a backup exit strategy. So if it wasn't clear by now, there's a ton of decisions to be made when it comes to using your mobility.
Just because your target's out of melee range, it doesn't mean you should always default to using it immediately to reconnect. Remember that.
Next up, we have goal number three. Be disruptive.
The truth is, dealing damage on an arms warrior really isn't hard. Once you've mastered the sustained rotation, it's going to become second nature.
But this goal is really what's going to set you apart from the rest. In fact, we asked rank one warrior Magnus what he thinks he does differently than most other warriors.
And as he so eloquently put it, I do whatever I can in the arena to piss them off. Well, it's funny, abrupt, but couldn't be more spot on, honestly.
Now, as we discussed in the play style video, Warrior has an extensive tool kit. And your success really depends on how well you can use it.
Things like utilizing berserker shout to break crucial fears on your teammates. Keeping enemies slowed and peeling them with pierced towel and hamstring.
Clutch intervenes to soak kicks or stuns. Intimidating shouts to break up game winning setups.
Pummels, shock waves, and storm bolts to counteract offensive pushes or prevent crucial cast going through. There's so much you can do with your skill, but the most you can contribute to a game aside from just your damage.
And really, the bottom line is, the more you can do to annoy and disrupt your enemies, the higher chance you have at winning the game. And that right there essentially sums up your three main overarching goals in Arena.
Maximize your damage, be smart with your mobility, and be as disruptive as possible. But make sure you stick around as we're going to be covering exactly how to do all of this and much much more in this tailor-made course.
Starting with our sustained damage priority.
ARMS WARRIOR DAMAGE PRIORITY
Welcome back! Now that you have a broader understanding of both the playstyle and goals of an Arms Warrior in the arena, the next step is learning how to deal damage effectively.
Now for this, we're going to start with a clear-cut damage priority that doesn't include any cooldowns, and is going to serve as the cornerstone of this course. Now to be crystal clear, this isn't a rotation, but rather a priority list that you can just safely follow at any point throughout your game.
So, right at the top of that priority is Mortal Strike. Whenever you don't currently have Mortal Wounds or Deep Wounds active on the target, Deep Wounds is our mastery, and is applied via either your Bladestorm, Colossus Smash, or Mortal Strike.
While active, this is going to deal some bleed damage, and more importantly, cause you to deal extra damage to the target thanks to our mastery. Whereas Mortal Wounds is the healing reduction debuff that's applied by Mortal Strike itself, lasting for 10 seconds.
If either of these buffs are missing on the target, Mortal Strike is going to take priority. Next in priority is Execute, exclusively when Sudden Death is available, and when playing the Slayer hero talent tree.
These enable us to use Execute regardless of the target's health, as well as causing its damage to function as if we had spent 40 Rage. Following that is Rind, which, thanks to talents like Bloodletting and Bloodborne, deals highly competitive damage over its duration.
Making maintaining Rind on your target at all times, and also making your target's health lower, is a great way to get your health back. And last but not least, we have the skill that makes this effect top priority, as well as её re-application to attack or refresh your target's health by using her.
So that's why this skill is the world's most popular. Argo is also going to be highly recommended as a skill to do to test the ability of Rind.
And, finally, as an additional note here, if you're talented into Thunderclap, this should be used to maintain Rind instead, as it applies the effect to all enemies hit. Once these debuffs are active, next up in our priority is Overpower whenever you're at two charges.
Generally, you'll always want to keep one charge on cooldown to prepare for once every two charges. So make sure you keep them on cooldown. to prevent wasting potential damage.
Dropping down, we then have Mortal Strike once again, which, assuming you're not capped on overpower charges, should always be, for the most part, be used off cooldown.
This makes up for the bulk of our damage thanks to the multitude of different modifiers it receives from talents such as Executioner's Precision and Martial Prowess.
It's also important to note that overpower has a chance to reset the cooldown of Mortal Strike due to the talent Battlelord, so do be mindful of any resets here. Next, we have Execute again, and this time used when the target is below 35% health, sudden death hasn't procced, and you have 40 or more rage available.
As an additional note here, if you're playing with the Colossus hero talent tree, Execute, even with a sudden death proc will fall to this priority. Next is overpower, which means consuming your second charge.
Finally, lowest in our priority is Slam. Now, due to the inconsistent resets, procs, and short cooldowns of the rest of our rotation, Slam is something you're really rarely gonna find time to press.
But if you do happen to have nothing else of higher priority ready, Slam can definitely be used as a filler, dealing some minor damage, and giving you a chance to reset overpower with Tactician.
ARMS HERO TALENTS: COLOSSUS
Hi everyone and welcome to our next video going over another hero talent section for Arms Warrior. In this video we're going to be taking an in-depth look at the Colossus hero talent tree.
Colossus offers a unique and fun ability that provides Arms Warriors with a chance to completely decimate their enemies. This is a pretty fun one and it's due to the main spell you gain being Demolish.
Demolish is a powerful spell that you can deal absurd damage with, helping you burst down targets in just one stun. Combined with your offensive cooldowns and a big mortal strike after the Demolish cast, you can take down targets with ease or at the very least for some big defensive cooldowns.
At first glance it looks pretty easy and simple to accomplish but in hindsight it can prove difficult to pull off if you don't take the right steps or understand how to set up your Demolish properly.
To maximize the use of this hero talent you should definitely make sure to check out our Burst Seekers channel and subscribe to our channel for more videos like this.
In the next video we will be talking about the 10-stack Demolish for your next Colossus smash, so that means you want to use Mortal Strike as much as possible here. Another way is through gameplay by abusing your Sweeping Strikes and Mortal Strike Bladestorm.
Combining these spells in cleave situations means more Mortal Strike hits which again will make it faster for you to reach 10 stacks of Colossus might.
Dominance of the Colossus also helps you get your Demolish back sooner as any Mortal Strike after 10 stacks of Colossal might will reduce the cooldowns and you can use it to get your Demolish back.
So if you're looking for a 10-stack Demolish ready for your next Colossus smash, you should be able to use Mortal Strike after a Demolish cast. This talent gives you a 10% extra damage and damage reduction on the targets you hit with Demolish.
This means that a Mortal Strike after a Demolish cast should deal a considerable amount of damage. You should try to maximize your uptime during this debuff to try and force even more defensive cooldowns or simply land a kill.
So if you want even more reasons to try and get Demolish stacks faster though, then don't worry because we've got another cool talent for you. Tide of Battle also makes it so every Colossal might you have will increase the damage of your overpower by 5% per stack, increasing your sustained damage by a ton.
As such, this means the main playstyle of Colossus is simply to play around your Demolish windows, trying to burst people down with a 10-stack Demolish paired with a Colossus smash or Avatar. Once these spells are on cooldown, you're simply going to be trying to maximize your rotation and your Demolish.
In order to gain these 10 stacks of Colossal might as soon as possible again. The sooner you reset your Demolish, the more burst windows you can create, which makes you more likely to win the game.
Aside from the damage talents, you also have a situational choice node for your own defensive traits, being No Stranger to Pain or Veteran Vitality. No Stranger to Pain is usually going to be the default pick here since you use Ignore Pain often and it's going to bolster it with every use.
However, Veteran Vitality is a very common pick in the game, and it's a very common pick for the game. However, Veteran Vitality is a very common pick for the game.
However, Veteran Vitality could be decent against high burst teams that look to take you down in setups. If you're unable to pre-ignore Pain, then this could be a bit of a lifesaver during those moments when you're dying in stuns.
The last key talent to your gameplay with Colossus is Bone Shaker. This talent increases the duration of your Shockwave stun by 1 second, which actually makes a world of difference.
It means you can set up your Demolish burst windows with Shockwave as well as Stormbolt, so you have different stuns that can be used to stun your opponent.
That means you could utilize Stormbolt for peeling or used on the enemy healer given the situation, then still have Shockwave if you need your stun to set up for your Demolish.
ARMS HERO TALENTS: SLAYER
Hey everyone, welcome to the next video in our Arms Warrior Damage course. Now as you likely know, one major new feature in The War Within is the introduction of Hero Talents.
In this video, we're going to be taking an in-depth look at the Slayer Hero Talent tree, discussing what effect this tree has on your gameplay, as well as sharing some tips and tricks to help you maximize your damage when you're using it.
This tree, rather than introducing any new core abilities or mechanics, focuses on enhancing and improving what we already have, with the main focal point being the Slayer's Dominance passive, which causes your attacks to trigger Slayer Strike, dealing some damage to the target, while also applying a debuff called Marked for Execution, which will then stack up to three, increasing the damage of your next execute.
Now I can already sense the cogwheels working on you, I can hear that brain ticking. I can min-max this by waiting for three stacks before using execute, right?
Well... No.
This isn't something you should look to play around at all, if you can execute, it's still going to fit in the exact same priority that we mentioned in our previous video. And speaking of increasing the damage you deal to them by 1% for each stack, lasting for 20 seconds.
Asides from Unrelenting Onslaught, we have two other ways to apply and refresh this buff. Each Mortal Strike we use has a change in its effect.
It has a chance to, due to the talent, reap the Storm. And the only consistent way is via Overwhelming Blades, which causes every tick of Bladestorm to apply Overwhelm to anybody hit.
Now due to this, coupled with the constant cooldown reduction we're going to be gaining from Unrelenting Onslaught, it makes using Bladestorm very early into games and alongside the rest of our cooldowns very, very beneficial.
As this way, not only will we benefit from the cooldown reduction, but will also cause targets hit to take increased damage for an extended period afterwards.
Now staying on the topic of Bladestorm, one big change you're definitely going to want to play around is that thanks to Unrelenting Assault, you're now going to be able to use both Storm Bolt and Pummel during Bladestorm.
But before you forget, we suggest pausing this video right now and removing Cancel Aura Bladestorm from your Pummel map. Other than that, if you have both Storm Bolt and Bladestorm available, definitely aim to combine the two and save yourself a global in the process.
So shifting focus from Bladestorm here. Another key benefit of this tree is the significant passive damage boost to Overpower, which is why it's so high in our priority.
Slayer's Malice grants a flat 30% damage increase, while Opportunist adds a 25% increase to both damage and crit damage, on Overpower following a Tactician proc. Again though, this isn't something that you should focus on playing around.
Finally, let's discuss the talent Vicious Agility. This talent makes it so that Heroic Leap reduces the cooldown of Charge and vice versa.
Given how crucial mobility is for Warriors, this talent not only provides more mobility as a whole, but it also allows you to swap targets in situations where you might otherwise struggle. For example, Magnus wants to switch to the Elemental Shaman, but only has Heroic Leap available.
Normally, if he leaps onto the Shaman, the Shaman could use Gust of Wind to escape, and with Charge on his 7 second cooldown, Magnus would have absolutely no way to follow up. However, by considering Vicious Agility, Magnus can make the swap because the talent provides a 5 second reduction on Charge.
This allows him to immediately close the gap. But to be honest with you, that's going to be all the interactions Slayer has with your gameplay, which compared to some of the new options other classes are getting, is incredibly disappointing.
But stick around, as up next, we're going to be taking a look at how to sequence your cooldowns for the highest burst damage possible.
ARMS WARRIOR BURST SEQUENCE: COLOSSUS
For our next video, we're going to be showing you how to set up the highest damage possible when using the Colossus Hero Talent Tree. Now, first things first, before you unleash your huge Colossus Burst window, you're going to want to make sure you have a couple things ready.
Now, first off, you should have your Deep Wounds and Rend already active on the target, which will help slightly with your overall damage. But most importantly, you want to have 10 stacks of Colossal here.
This is what's going to bolster your Demolish damage, making a huge difference in the damage it deals, so definitely get 10 stacks as soon as you can. Now, once that's ready, you can initiate your burst by popping Avatar and Dragon Roar at the same time.
Then, you'll immediately use Colossus Smash or Warbreaker depending on your talent choice, followed by a Stormbolt or Shockwave to lock your target down. Then, channel your Demolish into Immortal Strike, which should be buffed by your Demolish debuff and Sharpen Blades.
This should deal some absurd damage if your target has no defensives up and can easily take them down even if they're high on HP. Now, after that, you can continue using the damage priority system that we've shown you earlier.
Now, if your target's still alive, you basically want to maximize your damage output until that Colossus Smash debuff wears off.
ARMS WARRIOR BURST SEQUENCE: SLAYER
This is the video that you have been waiting for, as in this next section of our Arms Warrior course we're going to be breaking down the exact sequence you want to be following in order to set up the highest burst damage possible.
Before getting into your burst damage as Slayer you're going to want to make sure you have Deep Wounds and Rind activated if you're playing with these talents. If you don't have Rind though then you can obviously skip that process.
Now one thing to note is if you do have any sudden death procs and they won't end in the near future you should hold on to them if you know you're going to unleash your burst damage in the next few globals. Then you want to use Avatar with Colossus Smash to initiate your burst pressure.
You then want to immediately use Dragon Roar to benefit from its damage due to the Battlefield Commander buff. At this point it will slightly vary in your rotation as you can use any execute procs if you have any, otherwise you'll be using Mortal Strike instead to deal the most damage.
Then you'll be sticking to your normal single target damage priority trying to get as many executes and Mortal Strike globals off while your Colossus Smash debuff is active.
ARMS WARRIOR OPENER
So let's move past the theory and get to the practical. In this next part of our Arms Warrior Damage Course, we're going to guide you through the best strategies for how to approach Openers.
Now we're going to cover the goals, the thought processes, and the decision making, drawing insights from Rank 1 Warrior, Magnus. Your first task begins before the Arena even starts, and that's to simply hit Battle Shout, which should be done at the start of every Arena game.
You should also make a habit of double checking your talent loadout and ensuring you have the correct PvP, Hero, and Normal talents for the matchup. Taking note of the matchup is also crucial, as depending on what we're facing, our goals for the Opener are going to be different.
That's because we're going to either want to do one of two main objectives. Either look to go offensive straight away, using our stuns and cooldowns to get pressure from the get go, or alternatively, peel the Opener.
Then, we'll be able to get the most out of the Opener. Then, we'll be able to get the most out of the Opener.
Then, we'll be able to get the most out of the Opener. Then, look to counter pressure, with our cooldowns straight after.
When to do which depends on what you're facing. If it's something like a Rogue, Feral, or Cleave that will always get the Opener, it's going to be beneficial to peel first.
Take this game here for example. Facing a Cleave that's beelining it straight to his healer, Magnus, rather than popping everything immediately, should first aim to peel the Opener as much as possible, and Arms Warrior is absolutely fantastic at doing this.
He starts with a Hamstring onto the Enhancement Shaman, and then waits for both melee to connect onto his healer. Then, the second they do, he hits Shockwave onto both, instantly peeling and forcing both the Trinkets from the DPS.
Now, at this point, he could then instantly hit Intimidating Shout, fear them both, and just like that, the Opener is completely dismantled, which would be a great play against something like a Rogue Mage for instance.
But, as he's looking to go onto the DPS here, he instead just intervenes his healer to absorb some damage, and then looks to instantly go into his burst sequence. Popping Warbreaker into Thunderous Roar into a Bladestorm for the massive Cleave damage and pressure onto both melee.
This would also be a great time to throw out Stormbolt on the enemy healer if they're in range, but as we already have a Freezing Trap, this is going to be a great follow up instead.
This would also be a great time to throw out Stormbolt on the enemy healer if they're in range, but as we already have a Freezing Trap instead.
The other approach to Openers is when you're the aggressor, so in a matchup like this for instance, we're not exactly going to need to peel the opening pressure of a Shadow Priest, meaning we're the one that's going to apply the opening pressure.
In these situations, our goal is to get our cooldowns rotating as fast as possible. This will not only give us amazing momentum, but because of passives like Anger Management and Unrelenting Onslaught, the quicker we'll get the ability to get the cooldowns to the maximum.
So, if you're a DPS, you can get these cooldowns back faster, which is great for achieving our overarching goal of maximum damage. So, starting the game, Magnus starts by running over to his target of the Shadow Priest right away, charging him the second he gets in range to prevent the initial Vampiric Touch.
Although Magnus uses Charge here, if this was something like a Mage or similarly high mobility spec, he might consider holding onto his Charge and just running up using his mount if possible.
The second he connects to the Priest, Magnus wastes absolutely no time, going straight into his burst sequence, popping Avatar into Colossus Smash, followed up with Immortal Strike to apply the important debuffs. Unfortunately, Magnus then gets cycloned by the Druid, and this was a misplay.
It would have been far more optimal to save his Spell Reflect for this, or to otherwise use Stormbolt to prevent it. Regardless, he instantly trinkets to keep up the pressure, putting one charge of overpowering the Druid's power to the target.
This is a very important move, and it's a very important move to keep in mind. However, if you're a DPS, you'll have to keep the DPS on the line for a long time.
So, if you're a DPS, you'll have to keep the DPS on the line for a long time. So, thanks to the unhinged talent, his Bladestorm will then apply that Sharpened Blade.
This would then usually be a great time to use Stormbolt or Intimidating Shout onto the healer to make this pressure stick. But with the enemy Priest getting Ironbark'd, Magnus makes a smart play here.
If he chases the Priest, who now, like we mentioned, has full HOTs and Ironbark, he's not going to get much done. So, instead, he makes the smart play and swaps instantly to the enemy healer.
This will not only prevent any casted heals, keeping the Priest low and momentum in his favor, but also allow him to maximize the tail end of his cooldowns. Hitting a Shockwave to lock the Druid down, followed up with a Mortal Strike into overpower, which resets Mortal Strike's power.
The Druid is now a very powerful hero, and he's a very powerful hero, so he's a very powerful hero. But if you're a DPS, you'll have to keep the DPS on the line for a long time.
So, if you're a DPS, which resets Mortal Strike for another use, finishing up with an Execute. And just like that, the Druid goes down.
ARMS WARRIOR WIN CONDITION
Alright, up to this point in the course we've laid out our arena goals, we've given you a clear damage priority, we've delved into each ability, and we discussed how to approach openers. Now it's time to bring it all together and show you exactly how to apply this knowledge to start winning games.
Now just like we discussed in the opener video, winning games as an Arms Warrior largely comes down to focusing on two main aspects, your offensive cooldowns, and using your stuns, sharpened blade, and intimidating shout to maximize your pressure. So let's dive into how to make that happen.
Instead of showcasing an overly flashy game where Magnus just pulls off some extraordinary play to secure a win, we're going to walk you through a completely average solo shuffle match, just like yours.
We're going to guide you step by step on how Magnus systematically builds pressure and uses the tools available to him to ensure that pressure leads to a win. As we can see, he's up against Mistweaver, Feral, Destruction Warlock.
So first question, look at the matchup. Should he peel the opener or look to build pressure immediately?
If you said the latter, you'd be correct. In a matchup like this, although we can disrupt the Feral's opener, it's far more beneficial to get into the Warlock as soon as possible to start getting pressure and preventing them from casting.
Now to do this, Magnus charges immediately over, applies a Hamstring to slow the Warlock down, and then as his Priest partner landed a Psychic Scream onto the enemy healer, Magnus pops his cooldowns instantly. Starting with Avatar, into Colossus Smash, into Sharpened Blade, followed up with a Thunderbolt.
That's it. Thanks for watching. undurus roar Then, as we demonstrated in the first sequences, Magnus can focus on putting all of his high priority Rotational abilities on cooldown prior to going into his Bladestorm using Immortal Strike into Overpower during which Magnus pummels the Warlock on his Cast.
And then Shockwaves for even more Lockdown after the Lockout. Now though is the perfect time to Bladestorm.
Next clip to highlight the recent Bladestorm. was one of his first beta games, there's one mistake that Magnus makes here with his crowd control. Are you able to identify exactly what that is?
Well, during his blade storm, he could have taken advantage of the unrelenting assault talent to use Stormbolt onto the Monk, which would have undoubtedly forced the trinket. Nonetheless, though, even without, the damage is still high enough to force the portal out of the Warlock and drop him dangerously low.
Magnus instantly follows with his charge and then saves Heroic Leap to follow the gateway, maintaining uptime and leaving the Warlock with no mobility left, as well as forcing out the Life Cocoon from the Monk too. Now it's gonna be up to Magnus to make the sustained pressure from his basic rotation count.
Now to do this, as he knows the Warlock has absolutely no mobility to kite and is already low, Magnus utilizes his charge to get the Monk for an intimidating shout, which forces the Gladiator's Medallion. But Magnus, being the smart player that he is, knew this would likely happen.
To be fair, it's not rocket science. The Warlock's low.
The Monk's caught in a full fear with his trinket available. Of course he's gonna use it.
Now despite this, Magnus still has another tool to maintain momentum, Sharpen Blade. So he Stormbolts the Warlock, and then uses his Trinket to make him go down.
The Warlock, to prevent the cast, amps his damage with his next use of Colossus Smash, and then uses Sharpen for the massive healing reduction. The Warlock ports away, but Magnus still has another use of charge to follow, applying his Thunderous Roar the second it comes up.
Then Magnus takes advantage of the Warlock and the Monk's stacking, to land his Shockwave onto both for the additional crowd control. Hitting Bladestorm the second it comes up and just like that, the Warlock goes down to his sustained pressure.
But to be honest here, even if he didn't, Magnus would now have his Stormbolt available to use midway through Bladestorm to secure the win anyway. Not to mention, Sharpen Blade coming back up in just a few seconds too.
So typically every game follows more or less this same exact pattern, and involves using one of your two stuns on your kill target while the enemy healer is crowd controlled and you have pressure.
Alternatively, depending on your composition, you can use your stuns on the healer to extend the crowd control while your teammates stun the kill target, which is very common in comps like Red Warrior.
In either case, you should aim to sync your burst windows for when this crowd control is in place, unless you already are.
Although, thanks to anger management, you can generally use Colossus Smash every time you have Stormbolt available, allowing you to maintain pressure with micro CCs on the healer and well-timed Sharpen Blades to force cooldowns or secure kills like we saw here.
When it comes to playing Colossus Arms, your win condition on using offensive cooldowns still applies, but it will be much more setup based. Colossus requires a great combo of a stack demolish into a mortal strike, usually paired with Avatar or Colossus Smash in order to maximize your burst.
This is also combined with a stun, either from your own Stormbolt and Shockwave or from a teammate. Locking them down in a stun is going to be key to landing a kill or forcing big defensive cooldowns from the enemy team.
Either options will greatly help towards you achieving your win condition. So let's look at an example how Joe Fernandez kills a Feral Druid in a 2v2 game.
Here we can see a situation where the enemy team has a lack of defensive cooldowns and no trinkets ready to break them out of CC.
On top of that, Joe Fernandez has his offensive cooldowns ready, 10 stacks of Colossal Might, and a stun available, which are all key elements to dealing your burst sequence as an Arms Warrior with Colossus hero talents.
As the game goes on, Joe Fernandez proceeds to get two overpower charges to buff his next mortal strike, knowing it will be used for his big burst window. Then he pops Colossus Smash, with Avatar, into Stormbolt, into a Demolish, followed by a big mortal strike.
He trinkets the stun, knowing a kill opportunity is in sight. Since there's no answer from the enemy team with defensive cooldowns, he's able to take down the Feral pretty quickly with his normal rotation.
The healer is unable to deal with the pressure, as it's extremely high, and Sharpened Blade was active on the Feral, reducing all healing significantly. However, this is just one way to deal with the Feral, and it's not just one way to play Arms Warrior.
Another approach focuses on wearing down the enemy team and winning through attrition by exhausting their healer's mana, which is especially effective against more setup oriented compositions.
This involves using crowd control like Intimidating Shout defensively, timing your intervenes to protect teammates in danger, and using your stuns and your interrupts solely to disrupt enemy setups.
Rather than relying on crowd control, or setups, the key to victory as a Warrior often lies in applying steady pressure and preventing the enemy from executing their plans, rather than executing on your own. Which is why understanding the win condition of your opponents is very important.