I’ve had a bunch of thoughts about the changes to Arms in Midnight, so I’m going to dump them here. Overall, while I think most of the changes are going in the right direction, I think there are some significant issues remaining, including some fundamental issues with the spec’s design and with talents in the spec tree especially.
This feedback is all specifically related to PvE since I don’t PvP, and I’ve divided it into sections on the class, spec, and Colossus trees (there are probably things I could say about Slayer too, but it doesn’t feel like it has as many problems right now).
Class tree
While new utility options (finally!) are welcome, an awkward tree layout and far too many boring throughput talents really hamper the ability to make meaningful choices about much of that utility.
Warrior should have a bloodlust
Warrior still lacks any of the core group skills that are especially desired in M+ groups: bloodlust and battle res. While warrior isn’t the only class with neither of these (rogue, demon hunter and priest being the others I think?), even with the new utility abilities it doesn’t feel like warrior brings anything that would make it particularly desirable for M+. Bloodlust would be extremely thematically appropriate for warrior as a (commanding?!) shout, though admittedly it might favor prot somewhat more than DPS since it would make prot the only tank spec with bloodlust.
Still too many throughput talents
The row below the last gate consists entirely of boring 2 point throughput talents. This feels really bad because it blocks followup utility talents behind a very heavy point investment in throughput. Even ignoring that row, the bottom section of the class tree forces you choose between utility and damage.
- Anger Management (a DPS talent that will be mandatory) is next to Last Stand (an ok-ish survivability talent that would be nice to have the option to take but requires giving up DPS as it is).
- Battlefield Commander looks like a utility talent, but with a personal 3% AP increase to Battle Shout it’s actually a throughput talent and likely mandatory. It’s also gated behind the choice of Sidearm (a bad talent that provides minor damage in the form of unimportant tiny damage events) and Retaliation (a prot-only talent for any group endgame content).
Ideally some of the 2-point talents would just be removed or made 1 point. Wild Strikes and the Weapon Specialization also feel significantly more mandatory than the other two, but they all have the same point investment.
Thunder Clap and Rend talent issues
Thunder Clap has always been awkward in the class tree since specs that need to take it (Mountain Thane, Arms builds that aren’t pure single target, and Prot) have to invest several points in it that other specs get to spend on utility or survivability.
Despite moving Rend from Arms/Prot into the class tree (something that I always thought should happen anyway), the current tree makes that problem even worse in some ways.
- Rend is better in almost every way than the combination of Thunder Clap and Blood and Thunder and that’s before considering the fact that it’s only 1 talent point instead of 2. It does more initial damage and it applies the bleed to all targets it hits rather than only 5.
- There are 3 different Thunder Clap talents that are scattered almost randomly through the talent tree. Two of them are “singletons” (see below for more on those) that have no relation at all to the talent that’s required in order to take them.
- It’s possible to take both talents that modify Thunder Clap without taking Thunder Clap. This is far from the only tree that has this kind of problem, but it’s awkward all the same.
There are a few solutions to the Rend/Thunder Clap problem that seem reasonable to me:
- Make Thunder Clap apply Rend by default, removing both the separate Rend talent and Blood and Thunder. (1 talent point for AoE Rend)
- Make Rend a single-target ability again and give Thunder Clap the “applies Rend if you know that talent” clause, removing Blood and Thunder. (1 talent point for single target Rend, 2 for AoE Rend)
- Get rid of the Rend talent completely and make Blood and Thunder the only way of applying it. (2 talent points for single target and AoE Rend)
Singleton talents
The warrior tree has quite a few of what I’m calling “singleton” talents — they have a single prerequisite talent rather than multiple paths to them and they don’t connect to any other talents below them. I believe such talents should always have some understandable relationship to their singular prerequisite talent. There are some good examples of this in the warrior tree: Rumbling Earth under Shockwave and the Intimidating Shout talents under it.
But there are quite a few bad examples of that, singleton talents whose prerequisite has nothing to do with them. These include:
- As mentioned before, the Thunder Clap modifying talents (and Rend). Their prerequisites are Pain and Gain and Reinforced Plates.
- Barbaric Training: Has nothing to do with prerequisite Armored to the Teeth, though at least that’s a talent you’ll almost certainly be taking anyway.
- Overwhelming Rage: This one is kind of ok since both it and its prerequisite (Frothing Berserker) deal with rage management in some way.
- Honed Reflexes: Also kind of ok since it does at least directly modify its prerequisite (Spell Reflection).
Removal of Avatar
While I appreciate the goal of simplifying classes, I think the removal of Avatar (or rather, its being moved to the Prot tree only) is the wrong move. Avatar has long been a core warrior cooldown, and I think it would be better to keep it in the class tree as a central node that is obviously intended for everyone to take. Talents that add effects to Avatar could then be present either in follow-on nodes in the class tree (like the Torments) or in spec trees since everyone is expected to have it, and Anger Management could be made to just affect Avatar for all specs.
Simplification could then be taken in a different direction. For example, Fury could change Recklessness a passive that adds its effects to Avatar.
For Arms, my focus here, it’s admittedly a bit less cut and dry since Arms doesn’t have a separate self-buff ability with the same cooldown the way Fury does, but you could for example make Colossus Smash an ability that replaces Avatar and either keeps its bonuses on top of the debuff (having it increase damage as both a buff and a debuff is awkward though) or else effectively changes the self-buff to a shorter duration but larger debuff on enemies. With the replacement talent having a shorter cooldown (45 seconds) and Anger Management affecting Colossus Smash automatically (since it replaces Avatar) it would largely work like it does now, but with the ability to tie other Avatar related bonuses to it.
It’s also not necessarily a terrible problem to keep both Colossus Smash and Avatar as separate abilities for Arms, though it does reintroduce some potential cooldown timing awkwardness unless Anger Management reduces the cooldowns of both Colossus Smash and Avatar.
Miscellaneous
- Having a group 30% movement speed buff on two different talents/abilities (Piercing Howl and Rallying Cry via Battlefield Commander) feels odd. At the very least it doesn’t feel like a very elegant design, especially given that Piercing Howl is otherwise an offensive ability that debuffs enemies. A standalone talent that says “Rallying Cry and Piercing Howl increase the movement speed of nearby players by 30% for their duration” might feel a bit more natural though.
- The health increase on Rallying Cry is still very weak and should at a minimum have a stronger effect when not in a raid.
- Interpose, while theoretically a nice new utility option, feels somewhat problematic as it stands.
- A restriction (may only be used near an ally) on a ground-targeted effect is just weird and unintuitive. What counts as near?
- Tying this kind of utility to something you might want to use purely for mobility is not great, though admittedly Intervene already had that issue to some extent.
- It might make more sense to change this talent to an alternate version of Intervene (i.e. still targeted on a friendly player) but with the AoE sac ability rather than the attack interception ability.
- While it’s kind of nice that they’re a little easier to take, I’m not sure Wrecking/Shattering Throw need quite such a central place in the tree.
Arms tree
The removal of Juggernaut and Skullsplitter are both very welcome. Sweeping Strikes being changes to uses “charges” rather than duration is good because it fixes the awkwardness of wanting to avoid using Bladestorm during Sweeping Strikes while also wanting to get them both on cooldown as soon as possible. The way the redesigned Collateral Damage makes Sweeping Strikes provide a consistent (rather than bursty) AoE damage benefit is nice, as one of the major weaknesses of Sweeping Strikes is its very narrow target count niche (useless in single target and increasingly low value at any target count over 2).
That said, Arms feels like it’s lacking something. Tactician remains an awkward part of the spec that doesn’t provide as much value as it feels like it should (and the value it does provide is heavily skewed toward single target and doesn’t help much at all in AoE), and a very large number of talents that are valuable either for single target or AoE but not both make it feel likely that Arms will still be pigeonholed into builds that are only good for one or the other.
Tactician and Overpower
The core gameplay loop of Arms still doesn’t feel like it quite works. Tactician resetting Overpower is one of the key interactions, but Overpower is still not an exciting ability to press. The new apex talents help with this a little bit (by making Overpower uses have a chance to change Slam into Heroic Strike) but not enough.
I also think Tactician has another problem, which is that it provides very little value in AoE situations since it resets the cooldown on a single target ability (that now, with apex talents, has the ability to make a different single target ability stronger). The removal of Martial Prowess (which allowed Overpower uses to at least buff your next Cleave) has only made this problem worse.
I think something needs to be done to make Overpower and Tactician naturally have more value in AoE situations and to me at least an obvious answer is to buff Dreadnaught significantly and make it either baseline or a talent that’s very easy to take for builds that want it. Dreadnaught is at least somewhat unique to Arms in the way it does damage along the line between you and your target (particularly with Sweeping Strikes where you get 2 lines in a V). It rewards good positioning in a way that feels satisfying, and some of the most fun I’ve had as Arms in M+ was in seasons where Dreadnaught was powerful and the primary way of dealing AoE damage.
Single target vs. AoE
It really looks like Arms is still going to be pigeonholed into having very different builds for ST and AoE in a world where many specs can do both almost equally well with only slightly different builds. Particularly problematic are the large number of talents that affect Slam, Mortal Strike, Execute, Overpower, and Tactician procs (all of which are only valuable for single target).
Talents that largely provide no AoE benefits (14):
- Improved Overpower
- Improved Execute
- Tactician
- Brute Force/Efficiency
- Tactical Edge
- Strength of Arms (2 points)
- Critical Thinking (2 points)
- Soften Them Up
- Battlelord
- Deep Wounds
- Executioner’s Precision
- Massacre
- Finishing Blows (gated behind an AoE-only talent)
- Fatality
Talents that largely provide no single-target benefits (7):
- Fervor of Battle / Storm of Swords
- Broad Strokes
- Improved Sweeping Strikes / Powerful Momentum
- Cleave
- Crushing Combo
- Bladestorm
- Merciless Bonegrinder
I think something needs to be done to make more of these talents provide some value in both single target and AoE, even if it means replacing some of them entirely.
Execute
Arms was traditionally the king of execute and that has fallen off massively over the last several expansions (really ever since BfA). While I don’t think Execute should be emphasized to the point of making other core abilities like Mortal Strike feel weak, I think returning some power to Execute would be nice for that identity.
And, related to the previous section, I think part of doing that actually has to be reducing the number of talents that affect Execute. Right now it takes a very large number of talent points to really maximize Execute, meaning that while you can make it fairly powerful, you give up a lot to do that.
Talents that only affect Execute:
- Cruel Strikes (class tree, 2 points… does also provide crit at least)
- Improved Execute
- Massacre (please make baseline or part of Improved Execute?)
- Critical Thinking (2 points)
- Deep Wounds
- Executioner’s Precision
- Fatal Mark
Sweeping Strikes charge cap
While the change of Sweeping Strikes to use charges is an improvement, the cap on the number of charges makes Broad Strokes feel extremely unintuitive and bad. With both Sweeping Strikes and CS being abilities that you want to use on CD in multi-target situations, the fact that you can easily overcap by using both close together is really unpleasant.
Frankly, I’ve felt for a long time that Sweeping Strikes should just be made an Arms passive that causes all single target attacks to hit a second target rather than having to awkwardly manage a buff that can be up most (but not all) of the time. But barring that, something needs to be done to make it so CS can SS can be used close together without wasting charges.
Miscellaneous
- Both Blunt Instruments and Spiteful Serenity seem bad. Why spend a valuable talent point to make CS both better and worse at the same time when I could spend that elsewhere and only get a positive effect?
- Bladestorm extending Colossus Smash seemingly makes Blunt Instruments far better than Spiteful Serenity in situations where Bladestorm is taken since Bladestorm extend CS by a much larger percent of its base duration with Blunt Instruments.
- Why remove Martial Prowess just to add Soften Them Up as essentially the same effect (though weaker and not affecting Cleave) for Slam?
- Storm of Swords still sucks.
- Crushing Combo seems pretty underwhelming since it essentially gives you exactly 1 extra use of Cleave in its 6 second duration.
Colossus tree
Having separate cooldown reduction mechanisms for CS and Demolish is still awkward. One option for solving this would be to have Demolish be an ability that temporarily replaces CS each time it’s used. That’s a mechanic we’ve seen in other classes quite a bit lately, ensures that CS and Demolish are naturally synced, and provides a nice thematic connection between the Colossus hero spec and the Colossus Smash ability that’s currently lacking. That said, I do see some potential issues with it:
- It might make the CS cooldown reduction from the apex talents disproportionately strong for Colossus, though I’m not sure this is really a problem since it can be balanced around and the apex talents will likely be taken regardless.
- It might remove some incentive to focus on abilities that give Colossal Might stacks, though trying to stack them as high as possible between uses of CS could be enough.
- Prot doesn’t have any equivalent ability to tie Demolish to (…Shield Charge?), which could mean the tree has to function differently enough between the two that it doesn’t make it feel like it’s actually the same hero tree anymore.