The main issue for arms is the identity.
If it is meant to be a bleed spec, why do the bleeds tickle? If it is meant to be a chunk spec, why does MS require so many modifiers first to even hit decent? Combining the two feels bad with the way they did it. I have some random ideas below.
Look at the torment change… I can’t think of a single person who enjoyed it. I was even partial banned off forums for giving such negative feedback on it lol.
They need to be redesigned for arms without a doubt. I understand why double bladestorm had to be removed, especially with slayer, but the sweeping strikes thing was a joke.
Easy solution, Option 1 Casting Avatar casts CS or warbreaker on enemies for X amount of time, Casting CS or warbreaker grants avatar for X amount of time.
I am not a fan of Recklessness being the other option since it is a fury CD. I would rather have it updated to fit arms more. Maybe Avatar increasing the damage of MS by X% and reduces its CD by a portion. Not sure.
Looking at the spec tree in general, it is basically the same from DF with some minor differences. Mortal Strike is such an odd skill as it hits hard with cds and modifiers, or hits like noodles. Easier way to balance, Overpower no longer increases damage of MS. This would allow MS to instead keep some of its base power, without the need of a ton of modifiers. Some other tuning would be needed, but it would be better off I think.
Arms mastery just feels bad imo. If they want to keep this “bleed” like build hybrid thing, I think the mastery should change to just have MS, Execute, OP, and CS (or Cleave if talented) do additional damage as a bleed over X seconds. Increasing mastery would increase the base damage of those skills slightly, while also increasing the bleed damage maybe. Though I would rather it just be back to wod mastery in general.
Rend is such a joke of a skill in terms of damage. It should just be baseline I think at this point and replace the rend talent with something new. Maybe something that would change the supposed mastery above, The base damage of those abilities are increased by X %, but the bleed they apply is weaker. Or for those who want to keep the bleed aspect more, the mastery also affects rend damage instead.
Skullsplitter is such a cool sounding skill, but feels meh to use. My idea for this is to have it be similar to the ret paladin skill execution sentence in a sense. What if instead of what it does now, it was reworked. Skull Splitter always crits, applying a debuff to the enemy causing damage they take to do X% additional damage over 8 seconds up to a maximum of X% of enemies hp. Every direct hit from the warrior applies another stack. After 5 stacks, or when the max HP threshold is reached, the enemy instead takes whatever the bleed would have been instantly.
Not really sure how to combine the bleed with burst for arms, but those are my ideas. No clue if they are good or not. Fury is just miles ahead right now in terms of fun, so haven’t touched arms much other than to testing minor things.