First i want to start off by saying that the latest buffs were a step in the right direction to make the class feel better to play but odyns fury has been made useless and even with the last buff it will still feel horrible to press. i started playing wow in legion warrior has been the same play style whether its fury or arms its felt the same. At one point one gets bored of using rampage to buff your bloodthirst/bloodbath or your ragingblow/crushingblow to buff your rampage. And these tiersets dont change much on this. The fact that fury still needs to whirlwind after every 4 global to cleave is horrible. Arms too im very tired of either fishing for mortal strike resets or using overpower to buff mortal strikes, specially the current arms where you literally need 6 buffs on ur mortal strike before pressing it. Also why is slam a button if you want us to press this thing make it look fun and actually feel like a slam. Hero talents were for sure a step in the right direction with some of the specs but warrior is very overdue a rework. Its very disheartening to see other classes get reworks every patch while all we get is either +10% or -10%. And visuals too for one i like the last spell visual changes except for the demolish one but fury arms and prot are in need of visual reworks too. Bladestorm doesnt feel like a storm of blades u feel like a $5 dollar beyblade ravager is even worse and champions spear looks like a poop stain. Please Give us a rework blizzard we beg you.
Imo, in terms of âreworksâ Fury and Prot need it moreso than Arms.
Furyâs rework should focus on removing the silly amount of raging blow talents and change furyâs damage per cast to the following priority.
Rampage > Execute > Bloodthirst > Raging Blow.
Ability resets need to be reigned in, Rampageâs damage needs to be increased and by extension Furyâs rage generation should be reduced slightly since it is cast way too often to be buffed further in the damage profile contribution. Fury struggles a lot from every attack providing nearly the same damage per cast.
Protection does need itâs APM reigned in regarding oGCDs, they should do something of the following.
Remove Shield Slam Resets - Theyâre unspiring and flat out boring, they take too much of the on GCD gameplay and ruin the flow of gameplay.
Put shield slam on a lower CD (say 6s scaling with haste) so your rotation ends up something like Shield Slam â Thunderclap (which is also 6s) > 2x filler GCDs which can be filled with Revenges and other onGCD damage cooldowns (Shield Charge, Ravager, etc).
Remove the rage costs of Shield Block and Ignore pain and by extension rage generation reduced - rage would now purely be an offensive limiter for on GCD attacks that fill 2x GCDs in your 6s cycle.
Ignore pain changes to 6s recharge, stacks up to 3x charges, all charges are consumed on cast, 30s duration, potency increased due to it no longer being a 20APM spamfest.
Rage dumps would be the same Revenge - 20 Rage and Execute 20-40 Rage.
Anger Management changed from Rage spent to attacks used, something along the lines of - Special Attacks lower the cooldown of Avatar/Shield Wall by 1s each cast, Revenge and execute lower by 2s to provide a reward for spending your rage but also not lower itâs contribution from how much you can CDR currently on live.
Thunderclap CDR removed from unstoppable force, but itâs damage increase to be 100% instead of 50% for Thunderclap/Thunderblast.
Violent Outburst changed to provide 1 stack per Revenge cast, or 2 stacks per execute cast, 8 stacks = increased Shield Slam/Thunderclap damage + free ignore pain like it is right now. This would reward you for playing correctly and also provide some defensive value to Sudden Death procs which are largely never taken by protection outside of pure ST situations.
For Arms though honestly the changes weâve got coming next patch fix the whole Overpowerâs buff being too central to Mortal Strikeâs damage so the gameplay actually improves somewhat with the Battlelord talent. I wouldnât exactly promote anything is changed much here outside of adding in a variable 20-40 rage dump to Slam since we tend to overcap rage whenever weâve got the Skyfury buff from a shaman being present as Colossus or if weâre playing Slayer then the rage capping happens often even without the Skyfury buff due to the increased sudden death proc rate.
Alternatively Arms could be reworked to be Cooldown based with slightly lower APM having MS/OP/Slam/Whirlwind/Cleave all generate rage with various cooldowns so there is some busywork upfront when setting up but once you start rolling youâll have moments of downtime while waiting for your attacks to cooldown.
Thunderclap replacing rend (honestly this could be just done with the live build lol), and potentially a larger cooldown for Arms (say 8s) with it leaving a ~5s duration bleed on targets hit.
Rage dumps (say 50-75 rage cost) would then be Colossus Smash and Warbreaker for ST/AoE respectively. Damage Amps removed from them so theyâre no longer âcooldownsâ but they end up being your highest damage attacks.
Deadly Calm returns as a 45s cooldown, allows 1-2x casts of CS/WB âfreeâ.
The class tree definitely needs a full rework, itâs got way too many mandatory damage increases to path through especially in the 3rd and final part of the tree which takes all 11 of our final talent points with no hope of doubling back to pick utility that was just a point or two out of reach.
This 100%. If only.
Agreed.
Changing rage gen and making Rampage cast less, means less time in enraged state. Unless they change how we stay enraged, thatâs not a good idea.
Whenever someone makes a suggestion about a class you have to assume the class will be rebalance around that change. So either less enrage time would be balanced around or youâd get more enrage time per rampage.
Look, enrage as it is right now is kinda just there, itâs up 99% of the time when youâre on target anyway. So as to what it would look like if such changes were made, there would either be a focus on taking advantage of the moments when youâre enraged to throw out your strongest attacks, or it would just have a higher baseline duration so it stays as a zero effort upkeep condition for mastery to be in effect.
this mostly makes sense
if they reduce the amount of rampages they would need to add something else to make up for it, fury is know as the high apm class and we love that about it thats the one thing i wouldnt want gone but making rampage feel more powerful and significant would be nice
That would feel so weird, not having to keep enrage up all the time. Iâd be open to it, as long as they donât make us as stupid and brain dead as Ret Paladin.
As Arms Warrior is a pretty clunky spec and it be nice if things synergised better. So I wouldnât say the upcoming buffs are doing anything to fix the clunkiness of the spec.
What is âclunkyâ for you regarding Arms specifically? More just coming from a point in wanting to understand why you feel that way and what youâre trying to describe with this word.
For the most part my experience with it in both Colossus and Slayer varies differently to the perception of others, to me it flows quite well and there are clear concise points where you focus on funnelling certain abilities with itâs toolkit.
It feels far from âclunkyâ and itâs refreshing somewhat to have clear defined ST and AoE priorities while also feeling like youâre not really hitting the same attack more than once, plus it isnât muddied by every attack being a cleave and you just following the same ST rotation in all situations.
Yeah fair point, but that last bit honestly furyâs always been at the same level to ret in terms of braincells required to play it.
So I never got the animosity of calling X Y Z specs braindead when this whole game is somewhat easy to play for every spec.
Ret lacks the need for resource tracking, insanely large âmeleeâ range, auto cleaves, auto procs a lot of itâs dps cool downs. Imagine if Roar was on a 30 second cool down and just exploded on itâs own whenever a spell hits more than one target. I donât want to go down all the reasons I hate Ret Paladin, I just do. I donât think something that basically plays itself should make our class completely pointless.
TL:DR - I find it horribly boring, and it can output more dps with 1/4 of the effort it does for a Fury warrior.
It would be interesting to see if they ever do take away the whole enraged gimmick. So many things would have to change. Not sure if I would like it or not.
An example of clunkiness
Sweeping strikes interactions with merciless bonegrinder and collateral damage and unhinged
In the opener you choose to go
Charge, thunderclap, cleave, avatar+roar, sweeping strikes, colossus smash, bladestorm
Then go into your cleave rotation to take advantage of merciless bonegrinder. However, the mortal strikes from unhinged donât interact with sweeping strikes so you lose uptime cause of bladestorm and you lower the potential of collateral damage.
If you opt to sweeping strike after blade storm youâre not spreading CS which isnât a big dps loss but itâs weird not to want to spread your amp and you lose a GCD within the merciless bonegrinder window which is already limited.
We all know the problems with demolish failing to do damage because it needs a target that should never happen but it does.
Fatality doesnât scale well and canât be modified by our kit and we have no control over it. We have rage issues during execute. Weâre reliant on having a shaman to maximise our resource generation and are balanced around that.