So here is I think the correct execute which is modified completely by attack power.
I assume they went this route because of single minded fury and prot since all warriors have it and needed a way for 1 handed warriors to use it so itâs not based on weapon damage.
However with it being based on only attack power Prot has high attack power due to mastery and also typically they have a lot of str as well from armored to the teeth.
My tool tip for execute as Prot is 1.1 mil. Which is nice Prot execute is very satisfying. I killed a hunter in like 3 secs at a base in a stun. I got back to back sudden death procs which brought them down to execute range. So just 3 executes in a row dead.
i think the reason it hits harder for prot, is you have much more strength with armored to the teeth, while wearing a shield⌠has nothing to do with weapon damage on 2her etc.
Right they removed the weapon damage component (which is nice and should do that for everything) Also as Prot mastery adds % attack power think I get about 25% more attack power that is multiplying that str.
All I know is Prot is really fun right now. They feel like a complete warrior.
Arms was S tier s1/s2 of shadowlands and fury was S tier s3/s4 (arms was still fine and good, it just didnt have crushing blow charge or 60% slaughterhouse like fury did). Dragonflight s1 arms wouldve been the strongest spec post rogue nerfs if ret paladin didnt dunk on the whole season and even then warrior was still bananas good. Warrior was good for the rest of dragonflight as well, it was just never the best spec.
I agree that warrior hasnt been as strong as 10.0.7 ret, or df s2 sub, or df s3 dh/outlaw, or df s4 assasination. However, with the exception of right now, warrior has always always ALWAYS been a top tier melee at all levels of play, including ladder, r1, and tournaments.
You can say itâs not fun and thatâs fine, but I donât think itâs been bad when you consider the rest of the toolkit.
I think arms absolutely could use buffs atm, but I think its biggest problem is that the stuff that IS overtuned and needs nerfs just counters it so hard.
Arms needs damage buff and colossus is designed to be a haste crit build with one talent that buff bleeds which throws people off. It needs to be that fully for one. It should be the BIG MS build with a demolish as a finisher. The rotation itself feels crisp though.
Warriors other main problem is the meta. Itâs a caster meta and all of warriorâs counters are really strong.
The last thing is that there is a bit of CC bloat at this point, particularly in the way of snare and there is an egregious amount of non-targeted snaring that really needs to go. Ice mage needs less blinks, thats a arcane thing, or less passive slowing/rooting. Mage kit in general needs serious pruning. Their entire class tree is filled with infinity CC with no drawbacks to taking all of it.
We are at the point where all specs of mage have all the CC from all the others from the past.
There are some small buff that could be made to warriors kit, such as spell reflect being a time instead of spell count that could be made but I personally think a little more uptime is really all it needs to keep people from simply free casting them into a dirt nap.
Most of this really just the arms race between melee mobility and caster kiting ability leaning heavily in favor of kiting atm but arms does need a little damage buff.
Arms needs some burst damage back. It feels like a melee UA lock but without the Haunt/Shadow Bolt burst. Itâs just meaningless pad.
âBut Warriors are always near top of the damage meters!â, yeah but I donât think the 150k tic bleeds are really threatening anyone.
Itâs insane to think about, but given the amount of entirely passive snares/roots that hit you while you arenât even the target, Iâd like to see a root/snare break on a 20 second cooldown for something like 20 rage. But in the end more uptime wonât necessarily even do the trick, the kill potential just isnât there until dampening ramps heavily.
I donât think they address it at all this expansion.