Arms is actully pretty damn fun

Tbf the current design of Slayer pre Reap was kinda a little too degenerate. (Put the pitchforks away)

While the follow up attacks are cool and all the fact that a single MS has w/e your crit chance is to deal double damage, leave a deep wounds on your target while also having a 15% chance to proc a Slaying Strike for 600.3% AP while also being able to proc a Reap the Storm (593.776% AP) at a 20% chance leading to some pretty nutty high rolls in those GCDs.

Mind you SD executes skip two of those RNG rolls of both forcing Deep Wounds and Reap, so it just needs to hit that 15% chance to proc a Slaying Strike to force an absurd amount of damage in one GCD with no set-up necessary just sheer dumb luck.

So even enabling reap procs again in pure ST situations even at a reduced potency based on it doing less in ST and full when the 2+ condition is met, it’s still a pretty insane amount of extra damage that someone can just luck into.

WHHAAAT?? Bliz hamstringing Arms pre-emptively?.. likes and slander… would NEVER happen… 0.o

They would have to roll back / change Powerful Moment talent which gives us the extra 25% to 2nd target.

What about going this route, but increasing / maintaining the original higher damage on ST when there aren’t adds present? Like Avengers Shield for paladin talent that increases AS damage when only hitting one target. I’m using that example because it shows they can fine tune damage based on number of targets hit. That would keep the ST damage up without making it over the top in AE.

At least RB generate rage and it doesnt use it

If it isn’t generating the greatest amount of Rage possible within that global, it’s still a net expenditure relative to those other options, since Fury’s Rage economy tuned around those other builders. It’s no more “free, freer, freest” Rage than AAs are on Arms.

Technically even that doesn’t fully matter, though, as Rampage isn’t nearly so all-encompassing that we’d stop worrying about builders’ actual damage all for the sake of small Rage gains. Instead, we just maximize overall damage. And, given that, Raging Blow has no higher a priority than Slam (or, once we hit 12.0.5, an even lower priority compared to what will probably become typical Colossus builds).

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That doesnt change my point

Well, you’d have to first have one.

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RB doesnt consume rage, it generate instead
Slam consume rage

that is the difference between the two, thats the point

why you are so eager to fight against a fact?

Fury is Fury.
Arms is Arms.

Why are you so eager to fight a fact?


You’re still acting like adding random builders would just be a pure buff to the spec’s available resource despite it having a very, very clearly intended pacing mechanism: 10 Rage per GCD (10% more on Crit).

Overpower on Arms, precisely because Arms generates Rage via AAs, is already a net builder (+10 Rage on average), while Slam has a net cost of 10 (1 GCD empty or of OP), MS a net cost of 20 (2 GCDs empty or OP), Ex of up to 30 (3 GCDs empty or OP), etc., which is what allows Arms to “burst” from Charge.

Siphoning from that 400 Rage per minute pre-Haste to free fillers, even by placing a cooldown/recharge time on it as per Raging Blow, does not change that amount of Rage. It just makes it take more GCDs to be allowed to hit that rotational “burst”.

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Somebody contact the nearest Pokemart, we’re gonna need a burn heal over here.
:rofl:

No burn intended; just tired of a failure to apply perspective repeatedly being mistaken for a novel insight or low-hanging fruit. v.v

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Right

Can you quote the part where i said otherwise?

If overpower generated 10 rage, by example it would be a straight up buff with no downsides.

If they were interested in straight up adding 25-35% to Arms’ Rage, sure. Just like they could, at this very moment, make Rampage cost only 60 Rage baseline, dropping further with Apex.

Does either seem likely?

Does either seem actually beneficial knowing that we’d be tuned around that anyways? Wherein you just leave Fury with more Rampage spam and Enrage even less a mechanic and Arms with more Slam casts and Rage even less a mechanic?

Alas, once again im right.

In that you’re assuming exactly the opposite of what’s been precedented? Of what was explicitly noted as intended?

In that, even in the case of that unrealistic buff, you’re still going out of your way to apply it less helpfully?

Arms is fine. Enjoy the game.

Just got back to the game and hit 90 and so far Arms and Prot both feel fun and rewarding to play way better than how things were during pre patch. Still need to test fury. As of now overall I am back to being happy with the State Warriors are in.

There are still some tweaks/tuning I would like to see but will reserve those comments till I’ve gotten gear and actually tested higher PvP/PvE content

Been leveling alts for a while now (5 levle 80s) when there is an arms warrior in the group their damage is always bad. Wrose than tanks and helaers no matter what level they are….

Can’t really see why they are so bad…….

Nah youre completely in the wrong here, you have no qualifications on whether or not arms does good dmg becuz u dont do any content where it would show. Has nothing to do with elitism and everything to do with your lack of experience. Arms war does great dmg in mplus, you clearly dont play that though so how would you know?

exactly this lol. These people are so confident in having a completely delusional perspective on arms warrior dmg, especially in mplus lol. Arms warrior, both slayer and colo, is doing very well right now, but these people, who barely even touch mplus, cry about arms dmg lol. Its like arms isnt the problem here its you the player.

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dmg in leveling dungeons is irrelevant. Again go play arms war in high keys and come back. Their dmg is fine, I really dont understand this post.

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