How we got to the almost perfection arms warrior in MOP to what we got now? Simple rotatio but a lot of things to improvise, Mortal strike costs no rage and hit like a truck, bladstorm literaly does what it names sugestão, no bs of buffing mortal strike with overpower, Slam hits like a truck, shield wall, mass reflect spell, and most important fun as hell to play. Today we have all of the talents bladestorm, dragon rolar, avatar, but they doesn’t have the same impact back then when we needed to choose between one or another, in MOP you choose Avatar or stormbolt, this looks silly but back then warrior with range stun was scary, today we have all the tools, everybody/class got everything but no fun.
laughs in Prot
I can pretty much say with certainty that the National Bargain Day for Bladestorm pretty much failed like it always has.
Look, I enjoyed Arms a lot back during MoP to the point where even though it was the lowest simming spec and considers garbage through my own initiative of #Armsweek, both myself one other warrior had to play Arms on everything but Garrosh during farm when one of us invoked it (the 3rd warrior was a party pooper and didn’t join in on the fun) we still both did better than some other ‘meta’ specs too sometimes even topping certain fights we shouldn’t have.
But also going back to MoP classic and comparing what we have now in TWW and what we have in MoP it’s brought perspective on how the gameplay is still similar but also better in TWW. While MoP classic is still a fun build to play Arms in my thoughts on the spec similarities and differences are as follows.
MS, It still hits hard on retail as it does in classic. You’ll still be hitting this on CD almost regardless in either version. Sure it’s got some additional damage modifiers in OP and Executioner’s Precision. But with the changes going into S2 OP’s buff was a lot less impactful and EP’s stayed the same to provide impact in the execute phase.
OP, This is much better in retail than it is in classic due to the fact that it’s tuned to hit a lot harder and isn’t spammed as much. Taste for Blood as a mechanic kinda breaks the flow of arms since on classic OP’s gcd is reduced. Yes the bonus crit is nice to see on it in classic, but retail’s version has more crit dmg mods which lead to this being a much better core ability. It’s also a little too static in always getting 2 uses every MS, sure you can bank up to 5 and regularly will since overpower’s priority isn’t exactly very high compared to other attacks.
Slam, Not gonna lie it’s kinda lame in classic. Sure it’s just a filler in retail and your last ditch effect to manage rage and help fuel OP procs. But in classic? I dislike how it overtakes the priority over even mortal strike during certain situations (CS debuff) even pushing overpower to the side. Kinda weird to have it hit harder than MS too, i can play around it. I just don’t like it.
Sudden Death, as a mechanic being linked to CS instead of Execute I’m still somewhat against this. Never really did like that our main cooldown had a chance to reset ever (even in legion when it became our mastery) and it being on Execute over CS is a much healthier option as it allows for it to be an actual cooldown window rather than you wanting to throw your keyboard out the window if it refuses to chain reset at the right times.
As for blowing up open world mobs? Both retail and classic have it the exact same while leveling.
As for CD impact? Bladestorm vs Dragon Roar choice isn’t exactly mindblowing, one does more AoE the other does more ST and have the same cooldown. You’re forced to swap them based on the fight style.
Bloodbath vs Avatar is kind of a lame choice in classic due to the fact that you’ll almost always just pick bloodbath due to it’s synergy with synapse springs. Avatar only has a place in PvP in classic. Stormbolt is mid until SoO when you get the CDR trinket from galakras only then will it come up higher for Fury. Kinda did always feel weird that your stun was your highest damage GCD against stun immune targets though back then.
As for what they could take from MoP classic to better Retail’s variant of Arms?
I’d like to see more of a baseline AoE option so that would entail cleave going baseline and whirlwind either given a cooldown to hit hard for Arms or to be removed outright.
I don’t necessarily mind Deep Wounds being our only DoT option either so they could remove rend outright as a maintenance DoT and implement it as a cd based ability that’s rage neutral that does bleed damage over a short amount of time (say 1/2 or 1/4th of it’s cd) or even merge this idea with Skull Splitter to something of the following.
Rend - No rage cost Circle AoE attack 20s CD, applies 8s bleed of ‘rend’ and buffs to deep wounds on all targets hit.
Overall I still find both builds enjoyable and fun, but I do lean more towards liking the TWW style more due to MoP Classic’s reintroduction of the problem points that were fixed leaving DF (overpower being pushed to the sideline for slam in CS windows).