#Arms Mythic+ Builds
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[Arms](#1237307348314357801 message) |
Mythic+ |
[Fury](#1237307390865571890 message) |
[Mythic+](#1273899855852339200 message)
[Gear](#1237307457382907924 message) |
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Please note these are meant to be quick reference sheets. For more information on talents, gear, rotations, and more, check the #dps-faq and visit your favorite guide.
Colossus vs Slayer
Both are quite decent and provide significant multitarget, while Colossus has slightly more AoE and Slayer has slightly more single target, coming out to roughly similar numbers overall. Because neither are particulary good at single target, pulling trash into bosses is preferred to sustain higher cleave damage.
- In Midnight, they both generally play the same way. Check the guides for nuance, but both should generally keep Cleave and Mortal Strike on cooldown.
Arms vs Fury
Arms actually does very respectable sustained AoE damage on par or even slightly higher than Fury, though its single target is very lackluster.
Mythic+ Builds
It is highly recommended to visit one of the #dps-faq guides for the most up to date builds, but these should get you started nonetheless.
Colossus Talents
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- This is the go-to build for most Mythic+ content, with the highest sustained multitarget, though abysmal boss damage. Keep Cleave and Mortal Strike on cooldown, and use Demolish during Colossus Smash.
Slayer
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- Moderately better boss damage in exchange for slightly less AoE, though overall comparable. Use Bladestorm during Colossus Smash and prioritize Sudden Death and Cleave.
Common Talent Swaps
- Stance Mastery is an extremely powerful defensive cooldown, as long as you're actually using Defensive Stance. Swap Crushing Force for it as needed, though this means you will not be able to take Javalineer's ranged silence.
- Rallying Cry gained a +50% buff in non-raid content, making it a much more effective cooldown.
- Because Arms very rarely rage caps, Overwhelming Rage is only a very small increase, making it an easy talent to drop for an extra point.
- Intimidating Shout adds a little more crowd control, though the lower cooldown on Shockwave makes it somewhat redundant.
- If not taking Shout, either Fearless or Piercing Howl needs to be taken for effective pathing, but both are highly situational, so barring any specific circumstance, just take whichever you prefer.