PvE arms vs fury

Define other than DPS what does arms and fury bring to PvE?

There needs to be a distinction to what they bring to the table other than one presses buttons more than the other. It’d be cool if arms brought debuffs/debilitation to the table where the colossus smash effect is applied for teamates. Maybe fury can use demo shout which could help the team mitigate damage.

These seem obvious and simple so not sure why they wont do something like this…

The difference between Arms and Fury is the differentiation in how they deal damage and their damage profiles.

Arms leans more towards Debuffs (Deep Wounds/Rend/Colossus Smash), being one of if not the best execute phases (Fatality, Juggernaut, Executioner’s Precision) and two target damage (sweeping Strikes) while also having some open spots where they’re waiting for rage generation.

Fury leans more towards a typical builder spender playstyle where you’re always gunning to press your buttons so you can rampage. You dont really have any maintenance debuffs for fury, most of your abilities are multi hit direct damage attacks. Fury’s enrage gameplay also increases the frequency of how often you’re pressing abilities due to the bonus haste it provides is multiplicative with your gear.

As for your ideas? Having your main cooldowns also effect others is horrible, you’ll always have that one smarmy git crying about it not being used when they wanted it to be used.

Arms and Fury do seem to have a solid premise going forward for TWW outside of a few issues with their class tree.

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It’s better than no debuffs at all. Thanks for the great explanation on the playstyle differences, although in the end it’s all just dps which doesn’t address the issue Im presenting.

When building a team, why choose arms vs fury or vice versa?

You pick either of the following.

The spec that does the thing you want it to for it’s role in an encounter.

The one you like playing more.

It’s not rocket science my dude.

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This is very subjective, but the general community sentiment in modern WoW has moved away from those kinds of effects, because they create complicated group requirements (see: Classic group compositions).

Instead, encounters are balanced and player success is determined more by how everyone plays, rather than how well the group de/buffs were min/maxed prior to starting the activity. Combine that with the propensity for “your buff” to be used for someone else’s cooldowns just not feeling very satisfying in general.

Warriors still bring a raid buff and a raid defensive CD, so they still offer group benefits, they’re just not stacking three Warriors and rotating Banners or Shattering Throws every 3 minutes to make sure your Warlocks, Fire Mages, and Boomkins can maximize their burst.

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