Arms warrior Redesign

All numbers are simplified for easy calculation purposes. We estimate the average player in this post would have 30k hp. I thought about this design on a 2 hour hike so bare with me. I feel as if arms can be clunky sometimes and we leave abilities like slam, It would be nice to have all abilities feel like they do damage and not just Overpower, Mortal strike, rinse and repeat.

I would love to see Arms warriors not have as many burst windows or major cooldowns. Only one major offensive cooldown being Bladestorm. Arms should be a strong sustained dps class with no waiting on cds.

New Mastery: Seasoned Warrior. Your critical strike chance and damage increased by 10% your critical strikes apply deep wounds dealing 35% of the damage you deal stacking up to a maximum of 2500 damage over 6 seconds. (More mastery and gear increases the maximum damage, we don’t want another ignite from Naxxramas in classic) we want arms to crit and crit hard

Overpower will no longer grant dmg increase to Mortal strike, to compensate we buff Mortal strike.

Level 1 Warriors start with Quick Strike instead of slam
Quick Strike: deals 300 damage costs 10 rage

Mortal Strike: deals 1k damage
8 second cd costs 30 rage

Overpower deals 650 damage. Overpower also grants 8% increased damage done for 6 seconds. You can have up to two buffs of overpower at a time they do not reset the duration of the buff.

Level 15 warriors get slam
Slam: deals 987 damage and has a 1.5 second cast time castable while moving costs 20 rage

Slam of old talent choice node 1:(placeholder name): Slam is now instant but deals 600 damage costs 20 rage

Talent choice node 2: Mortal Prowess: Mortal strike reduces the cast time of Slam by .75. Instant if Mortal strike Crits

Talent choice node 1: Crushing assault: your abilities have a chance to make Slam instant and have a 100% crit chance

Talent choice node 2: Slaughter of the lams: Mortal strike increases Slam crit chance by 30% and crit damage by 15% stacking up to 3 times. When Slam crits the stacks are removed

Tactician: your Mortal strike critical strikes guarantee crushing assault
Your Mortal strike crit grants 3 stacks of slaughter of the lam

Mortal Combo: your Mortal strike has a 20% (30% if it crits) chance to strike a second time at 65% effectiveness

Choice-node 1 Tactical combatinant: if your Mortal combo doesn’t activate after three strikes of Mortal strike, your next Mortal strike is guaranteed at 100% effectiveness and also crits.

Choice node 2: Mortal combatinant: your combo strikes now has a 15% (25% if crits) but strikes a third time for 45% effectiveness

Improved Overpower. Overpower now also increases your critical strike chance of Mortal strike by 15%

Overwhelming power: your Overpower has a 65% increase chance to crit

Talent: Trauma: when slam critically strikes it deals 35% of the damage over 6 seconds healing you for 120% of the bleed damage.

Defensive choice node 1: Ignore Pain: you ignore up 50% of the damage done to you up to 40% of your maximum health 6 second cd costs 40 rage.

Defensive choice node 2:Thrill of the fight: your bleeds heal you for 150% of the damage they do (not including trauma) your Mortal strike heals you for 5% of your maximum health (10% if it crits).

Improved defenses: your ignore pain now ignores 75% of the damage for 60% of your maximum health but has a 12 second cd.
Mortal strike also activates second win for 3 seconds.

Second Wind. When stunned or rooted you instantly heal for 10% of your maximum health and heal for 5% of your health every second until the effect wares off, or 4 seconds after breaking the effect.

Avatar: is redesigned for utility. Avatar breaks all Cc and roots, making you immune to all Cc and roots for 6 seconds.

Choice node 1: Prolonged Avatar: when Avatar fades you gain prolonged Avatar causing you to take 10% less damage and reduce Cc and snares on you by 75% for 6 seconds.
Choice node 2: Warrior instincts: when you use Avatar you use ignore pain at full effectiveness. Causing you to ignore 100% of the damage incoming up to a maximum of 60% of your hp.

Bladestorm: bladestorm now instantly deals 1500 damage then every .5 seconds deals 900 damage for 4 seconds.

Choice node 1: increases the duration of bladestorm by 2 seconds
Choice node 2: bladestorm increases movement speed by 20% stacking up to 3 times for 6 seconds after bladestorms ends.

Choice node 3: when bladestorm ends you activate whirl of destruction

Whirlwind deals 120 damage to all enemies

Talent: whirling rampage: your whirlwind now has a 12 second cd but deals 3500 damage.

Talent choice: whirlwind damage and cooldown reduced by 50% (1750 damage on a 6 second cd)

Whirl of destruction: causes your next whirlwind to not incur a cooldown

Colossus smash redesigned: you smash the ground with brute strength dealing 2300 damage to all enemies in a cone shape 5 yards in front of you. Increasing your chance to critically strike them by 10% for 6 seconds

Anger management: Your Slam, Overpower, rend, and whirlwind reduce the cooldown of Mortal strike by 1.5 seconds (2 seconds if they crit) Mortal strike reduces the cooldown of overpower by 1.5 seconds (3 seconds if it crits)

Honestly? That just sounds awful.

Cast times on your rage dump? OOFT.

Now breaking down ‘cooldowns’.

This usually adheres to Steroids (stat amps) or Damage amps.
Arms has two Colossus Smash (Warbreaker) and Avatar. This is fine as one is a short cooldown window which has been an amazing addition to warrior gameplay ever since it’s inception going into Cata.
Avatar supports by providing long cooldown for more windows of power.

Then in terms of damage ability cooldowns? we have max 2-3 in builds those being Bladestorm(Ravager), Roar(or Spear, no builds take both atm) and Demolish (if colossus) comparing that to other classes? who tend to have the same amount if not more? Abilities like these help provide more windows of opportunity in gameplay.

What you’ve suggested is an awful mismatch of dumbing down that would make Fury/Ret and BM look like they’re playing 4D chess by comparison.

EDIT: Another thing, you can’t have “every attack being special” because nothing would be special then, you’ll have an awful design of every button doing the same damage so it wouldn’t matter at all what you press or which order you press it in.

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I personally miss giant rolling deep wounds dots.

Y’all worry too much about the numbers that pop up on the screen.

Yeah, I’m gonna have to agree with you on this. There is only one small thing in there that popped out as something I would green light.

This is it.