My OPINIONS on an Arms rework

I’m only laying it out to make the spec more bearable. I’m not asking for stupidly busted things like MoP second Wind, gag order and 3 interrupts again. The spec isn’t fun to play anymore no matter which way you swing it and has suffered years of neglect. I’m proposing some changes to the spec to make it feel more interactive and interesting like a former version of itself. In the spirit of unpruning.

REMOVE

  • Colossus Smash
  • Sharpen Blade
  • Whirlwind
  • Duel
  • Deep wounds mastery more on this below

GIVE BACK

  • Intervene baseline
  • Safeguard (replaces intervene) in the PvP Talent tree in place of Duel (25% damage reduction)
  • Thunderclap with a 50% slow on it
  • Rend baseline (reduce damage of it)
  • Blood and thunder (Spreading rend with thunderclap)
  • Taste for blood procing Overpower from Rend
  • Improved Hamstring
  • Multistrike Mastery (Abilities have a % chance to duplicate for 60% of damage)
  • Spell reflect baseline
  • Heroic Strike (Off the GCD)
  • Lambs to the Slaughter passive (Using Mortal Strike would make your next Mortal Strike, Overpower, Slam or Execute do 30% more damage)
  • Sunder Armor (Attach it to Overpower, stacks up to -25% armor)
  • Second wind (Regen 5% of health over 10s on a loss of character control)
  • Enraged Regen (15% heal, usable while stunned, 2 min cd)

CHANGE

  • Make mortal strike generate 10-20 rage
  • Give warriors a baseline stun
  • Juggernaut talent in place of Stormbolt on the talent tree (charge CD is 12s)
  • Warbringer talent in place of bounding strides (1s stun on charge)
  • Give Heroic leap a 3s speed boost after landing (NOT A FREEDOM)
  • Attach Deep Wounds to Mortal Strike, Execute and Bladestorm crits only. Reduce the damage it does.
  • Let battle shout generate 10 rage as something to use/manage as a filler when we’re not in melee range.

Obviously numbers would have to be tuned so the spec isn’t absurdly busted but I don’t think it’s unreasonable. I just desperately want Arms to be fun again and go back to its disruptive, big hits play style rather than its waddle, fake damage and die style.

I don’t think self healing is a bad thing and if we’re being realistic Blizz won’t be nerfing other classes self sustain due to its synergy in PvE

5 Likes

these look like really good changes. what we decided to do was nerf mortal strike damage by 25%

9 Likes

Arms to me is fine. Only thing missing is a self heal. We would be the most fun spec if we had second wind like mop

1 Like

MoP second wind was absolute cancer and can burn in hell.

6 Likes

More mobility? Can you not? I like that Warriors have to give up 2x Charge for a Stun, it’s actually a good and balanced trade-off. WotLK also had 2x Charge, or Charge and Intercept and Intervene, but it also didn’t have Heroic Leap. You can’t just have Charge, Intercept, Intervene, and Heroic Leap AND a baseline stun.

I just want classes other than Mage to be able to kite, and even Mage can’t do that against most of the current class iterations.

1 Like

The game was more fun when more classes had mobility. I also think Hunters should have 2 x disengage and talent selection with MM that allows it to either play like a stand still turret or a mobile dot thrower like Old survival.

I might only be talking about Arms right now but I want other classes and specs to be better too.

I want this game to be better.

2 Likes

The main problem with Arms is that the mastery was designed poorly. It needs to function like the fire mage mastery and stack. Right now subsequent bleed applications overwrite the existing one, outright “deleting” that damage and your mastery stat all together. This would be okay if Deep Wounds was a maintenance debuff like Rend, but its not. Its tied to your main rotation. We literally cleanse our own DoT off an enemy whenever we MS or Execute. Lol. Nice game.

Blizzard was aware of this during alpha. The original Deep Wounds design only lasted like 3 seconds or something. The idea being a skilled player would time new bleed applications correctly and never overwrite the short DoT to ensure maximum damage. But I guess they scrapped that idea and delivered BfA with yet another half-baked spec where we just flail into the keyboard.

1 Like

Hunters lost the glyph that made Disengage go double the distance, which was really fun with Readiness because if you did 2x Disengage you could jump from the bottom of Blades Edge onto the bridge. I’d be okay with just getting the old Disengage distance back, because it would mean that a single Fel Rush/Roll wouldn’t put DH/Monk back on top of me.

I’ve been aching for an honor talent or talent that puts the deadzone back on Hunter, but gives you a lot of other increases, like instant Aimed Shot and 2x Disengage. I thought Hunter was the most fun when the deadzone existed, it also made the good Hunters able to stand out a lot more.

Also, bring back Caltrops. Tar Trap is boring and so much smaller than Ice Trap used to be. Also put some interaction with Survival Explosives on there, like set the tar on fire or something. Watching some melee slimes waddle while on fire would be so gratifying.

My point being that I think all specs need some love. I only have ideas for Arms atm but with survival going pure melee there’s obviously a gap in the more mobile hunter play style (forget current BM) and I think that changes could made with some baseline abilities and talent tree choices that could have the spec play a different way.

I also think Warlocks need baseline port back as well. things like using soul burn before using port was essential for escaping a melee train back in the day. Obviously this isn’t because I think Warlocks are on struggle street or anything but because it’s interesting.

I DON’T WANT ARMS TO BE OP. I just want to move back towards un pruning and interesting classes/specs.

it’s seriously trash being the only spec that gets kited, especially by other melee

2 Likes

As for Arms design atm I enjoy the package. I feel our gameplay is great, the spec flows pretty well and it’s wonderful not to be GCD locked. Having to pay attention to your rage and going with the auto swings feels good. I love the impact of Mortal Strike being big booty damage too, something MOP was lacking due to them tuning it down since it generated rage.

I wish we had more utility buttons such as intervene, and disarm/SR baseline. I would also like to see Throwdown readded baseline and storm bolt becomes a talent to replace it. A long with Victory Rush changed to be Impending Victory baseline. Also baseline Dreadnought. Seriously play Dreadnought, it’s worse than AM but it makes Arms play much better. Similarly, I would like Rend back with Deep Wounds changed to proccing off crits, and Rend giving free tactician procs when it ticks. Allow MS to refresh the duration of Rend, and baby you got a stew going.

I think the spec has problems, they all do. I feel that Arms at its core is solid. If they add on to it and not just rework it like they always do it’d be perfect. I love Csmash being a cooldown, so my damage isn’t neutered without having it up. I love not being reliant on it either to actually put out damage as well.

Lastly, I enjoy Sharpen Blade, and Csmash as cooldowns. Sharpen can be used for big booty damage or you can go for the 50% MS (Ironically healers struggle with it now compared to when we always had 50% MS). I think it’s an interesting choice tbh. Csmash as a cooldown is fine as well, all classes should have a cooldown and it feels impactful to use it but we aren’t ruined by it not being up like we where in… every other expansion.

1 Like

Warrior’s don’t have big hits anymore though. Your mortal strike damage is barely more than your white swings in the break down of damage. I realize this might be the case for a lot of classes but the days of Warrior’s and “big booty damage” is gone. Deep wound’s mastery is to blame.

I don’t agree the flow being good at all. It would make sense to empower your MS by using overpower like the buff suggests and then mortal striking but you’re actually losing damage by not mortal striking every chance you get. When deep wounds falls off you lose all your pressure. Our optimal damage now is maintaining up time of deep wounds as the top priority.

Warrior’s have become a diet feral druid.

What you’re saying isn’t too different than what I’m asking though.

For sure, I agree with most of your reworking. As it stands I feel Arms still has pretty big hits off MS but I know the passive mastery is there to reign the damage in. I could only imagine the complaints if it wasn’t

Obviously would need some tuning, but.

Remove:

  • Colossus Smash

  • Stormbolt talent row

  • Dstance talent row

  • Sharpen

Rework Stormbolt talent, Impending Victory, Double time for:

  • Blitz (New Talent: Charge Stuns up to 2 targets around intial target for 1.5 seconds off DR)

  • Rude Interruption (New Talent: reduce CD on pummel to 12 seconds and increase damage done by 10% after successfully interrupting a target)

  • Unrelenting Assault (revised WoTLK Talent: When landing an Overpower on a player who is casting, reduces their magical damage by 50% and healing by 25% for 4 seconds, is removed when ability is used)

Rework level 60 talent row: Second Wind, Defensive Stance, Bounding Stride add:

  • Seeing Red (New Talent: Every 20 rage reduces CD on charge by 1 second)

  • Mortal Enemy (New Talent: When target is afflicted by your mortal strike, gain 10% movement speed)

  • Improved Hamstring (Revised Old Talent: Using hamstring on a target already afflicted by hamstring roots the target for 5 seconds, DRs roots)

Baseline:

  • Dstance, make CD between stance dancing between battle and defensive to 1.5 seconds instead of 6 seconds

  • Rend, reduce rage cost and damage.

  • Disarm

  • Spell Reflect

  • Intervene

Add back:

  • WoD Master (Execute/MS damage), deep wounds proc from crits, reduce the damage.

  • Safeguard

  • Vigilance

  • Thunderclap

  • Piercing Howl

  • Taste For Blood (Rend Proccing Overpower)

  • Soul of the Slaughter or Second Wind (WoTLK)

  • Charge stun

  • Blood Craze

  • Sunder Armor, attached to overpower

  • WoTLK sweeping strikes

Am I the only one that thinks arms mobility does not need to be buffed?

I don’t think it does, I want baseline double time to replace stormbolt so we can use charge stun for interrupts again.

WoTLK warrior was extremely disruptive because it was tanky and had abilities like charge stun and unrelenting assault to me that’s what warrior should be like, a mix of WoD + WoTLK.

But can I have root totem back too?

Most specs need a rework and if you want no dev to ever read your suggestions this is a great place to post.

My suggestion would be donating to top wow streamers asking for them to forward this to devs. They are the voice of the pvp community and only ones who ever get heard.

I would say Arms plays fine. There are 3 issues with it though

No baseline heal in a meta where they are the ONLY melee spec not to have one

Rage is mainly generated from autos. This makes the spec feel slow esp in pvp imho.

So much of its kit is in fury. I think its redic that fury is like the golden child of warrior and yet it seems arms for forsaken.

I agree that SR or disarm should be baseline. I say then adding ipv baseline would do wonders for arms sustain.

I think ots mobility is fine. Even though i find it annoying that fury even has more than it.