TL;DR I would ask that Blizzard âbake inâ affects from some abilities to reduce the button bloat and reinforce the âtactical, trained soldierâ theme and remove/reduce/reskin the abilities that imply frenzied, draconic or elemental strikes.
Arms is (easily) my favourite mechanical spec in the game- but it suffers horribly from homogenized identity with several other specs/classes- and some of the longest-running button bloat attached to the fantasy.
- Foremost is the Fury Warrior, which conceptually is a frothing and howling, blood-bathing berserker. And yet, mechanically, Arms is the Warrior bleed spec- that moves like a frenetic wrecking ball? Iâm not going to advocate for changing Fury, here- it just seems fantasy and mechanics are remarkably backwards.
- Next is Protection Warrior, which (as a holdover from Legion) seems to be some conglomerate of an Avatar for the draconic Earthwarder/Stoneforged Odyn-thrall position by merit of Ravager, Thunderous Roar and gladiatorial taskmaster with its bellowing shouts.
- Then there is the challenge over Armsâ capacity as a weapons-trained martial artist with the Outlaw Rogueâs duelling panache as a Blade Flurry weaving, Parry master swashbuckler.
- And then, particularly, thereâs the weird Enhance Shaman connection of âBlood and Thunder!â, where the premier Prot Warrior ability since Vanilla âThunder Clapâ has been the way to apply Rend to multiple targets since Wrath, and Shockwave- which I guess belongs between the Shaman and the Prot Warrior fantasies. Point is, its magical in origin, which (to me) has always seemed to defeat the point of the Arms warrior.
To address these issues of mine, I would change the following:
1. Mortal Strike and Execute.
Consider that the words are so similar. Remove Execute button by giving to Mortal Strike Executeâs effects when within Execute hp% range. Current Execute procs should simply empower MS.
2. Slam, Auto Attacks and Colossus Smash (+ Demolish).
Slam does not need to be filler, and auto attacks could be better designed. When the Arms Warrior does NOT strike with an ability, auto attacks should passively increase in damage.
Colossus Smash would now called Slam and keeps all its previous effects/description/cd.
- âColossusâ Hero Talent turns Slam into Demolish. Demolish would now be a âchargedâ ability like the Evoker Fire Breath; holding the mouse click for longer periods changes (deepens) the burst effect/number of targets struck. Demolish can now be used while moving.
3. Whirlwind, Thunder Clap and Hamstring.
Thunder Clap animation has always been thematically wrong for Arms. Thunder- to apply a bleed? Its basically an Enhance Shaman ability. So give the talented Thunder Clap ability effects to Whirlwind. Remake the Crackling Thunder talent so that it applies Hamstring (reduction of movement speed) to either Whirlwind, or perhaps Cleave.
4. Cleave, Deep Wounds and Rend.
Cleave is ADDED back as its own ability (it does not replace Whirlwind, and is baseline).
Rend is removed, and Deep Wounds has a 100% chance to be applied by Cleave and also stacks to two.
6. Bladestorm.
This animation (in particular) does not fit for a tactical master of arms. Give Bladestorm the animation of Samuroâs Bladestorm from HotS. Optionally, give Bladestorm a glyph that allows âspin to winâ Arms Warriors the option to choose (as with any other changes).
7. Charge and Intervene
One ability, target dependant (Intervenes on friendly target). Every 15 seconds the use of one resets the other.
The effect is that you could easily have the following 16 abilities for Arms in total:
- Overpower.
- Mortal Strike (with Execute)
- Slam (Colossus Smash + Hero Talent Demolish)
- Charge (Intervene)
- Whirlwind (+ Hamstring)
- Cleave
- Class Ability (Avatar/Thunderous Roar/Championâs Spear)
- Ranged Attack (Stormbolt/Wrecking/Shattering Throw)
- Bladestorm/Ravager (the latter Iâd reskin to racial glaives)
- Impending Victory
- Heroic Leap
- Sweeping Strikes
- Die By the Sword/Spell Reflection/Ignore Pain
- Taunt
- Interrupt