11.1 Arms nerfs

  1. Mortal Strike nerf

Mortal Strike damage increased by 15%
Martial Prowess’ Overpower now increases the damage of your next Mortal Strike or Cleave by 15% per stack, up to 2 (was 30%).

What makes playing Arms fun is the big mortal strikes. From Vanilla through TBC and onwards we looked for big mortals. New fixes block the chances for bigger mortals. For example if a mortal strike hits 1000 dmg. (correct me if I’m wrong).
Before patch:
MS = 1000 dmg
MS + 1x Overpower 30% = 1300 dmg
MS + 2x Overpower 60% = 1600 dmg

After patch:
MS = 1150 dmg
MS + 1x Overpower 15% = 1322,5 dmg + 1,69% boost
MS + 2x Overpower 30% = 1495 dmg - 5,56% nerf

Proposition:
MS = 1150 dmg
MS + 1x Overpower 20% = 1380 dmg + 6,15% boost
MS + 2x Overpower 40% = 1610 dmg + 0,63% boost

Small boost for 1x OP buff and almost no difference for 2x OP buff.
MS without Overpower buff hits at the beginning of the fight, or if you have the Exhilarating Blows talent. Otherwise almost all MS are improved by Overpower to reset the CD on MS.

During the AWC CUP there were practically no warriors. If they appeared, it was in the fury specialization - they lost everything. 0 arms.
In the Solo shuffle ladder, warriors arms are also weak: (at this moment)
EU
49 arms over 2400
179 fury over 2400

US
42 arms over 2400
135 fury over 2400

BG Blitz:
EU
118 arms over 2400
236 fury over 2400

US
126 arms over 2400
131 fury over 2400

In all PvP rankings, arms takes the last places in tier B or is in tier C.

  1. Bleed dmg nerf and talent changes

Bloodborne increases Bleed effect damage by 5/10% (was 7.5/15%).
Thunderous Words increases your Bleed damage by 20% on affected targets (was 30%).

The changes in talents do not make any difference except for the weakening of Thunderous Words and are supposed to somehow influence us not to play this talent but invest it in something defensive.
So at the expense of offense we are supposed to try to improve defense. This is not an improvement but a nerf of dmg.

Removing Endurance Training does not change anything because the remaining talents change their number of required points.

We gain +10% hp from rallying cry and a 4% reduction of dmg from aoe. +10% from rallying cry once every 3 minutes without the talent will not change much. Burst is gigantic.
Proposition: maybe strengthen Ignor Pain a bit, we can use it more often.

  1. Sharpen Blade nerf

Currently Sharpen Blade has 30s cd, Colossus smash has 45s, by the talent anger management you can shorten the time. Being constantly connected to the target in good winds you can shorten the CS cd time to 30s.
In PvP are we constantly connected to the target? No. The time after which we can use SB again is starting to lengthen - nerf.
Proposition: if you increase the time after which you can use SB again then maybe extend its duration to 5s and/or increase its buff to MS to 20%.

  1. maybe Spell Reflect buff?

Rebound (PvP Talent) now increases the damage of reflected spells by 100% (was 50%).
Anyone using this offensively? +10s CD? Warriors are trying to barely survive in caster lobbies and all they care about is 20% damage reduction for 5s. No one takes this talent because it increases the Spell Reflect’s CD.
Proposition: remove the penalty to cooldown.

Don’t make Arms a bland, boring and frustrating specialization. Save MS.

1 Like

Why you lost your time to write this post. They just not care at all they write We feel that Warriors are in a good place overall… and we are the worst mele on every content on this game and on pve and pvp. They say it clearly we are in good place.To be the worst this is the place

That is cute that you believe they will read this, even on US forum they don’t even bother to read warrior player’s feedback…