Good changes on the horizon, you guys happy?
I can’t wait to Intervene my dear paladin friend in arena again <3
Good changes on the horizon, you guys happy?
I can’t wait to Intervene my dear paladin friend in arena again <3
I realy want to get rid of the bleed arms spec. I miss the slow heavy hitting big number arms gameplay, where deep wounds and rend were just an addition to the damage of a arms warrior, not like currently 30-40+ % of your damage is bleeds.
Seems 2handed frost dk will be more close to what i want arms to be.
Effectively the changes do nothing as most of the ones that costs Rage are never going to be used on the Rage hogging and slow Rage generating Arms.
And unless ST deals massive damage, like 15% health to a shield or immune target and it’s instant, it’s going to be largely useless.
i don’t know.
spell reflect and ignorre pain mandatory for arms is gonna be nice, shield block vs melee teams that are training you also. i like it alot
but with my experience warrior will be good, maybe even to good for 2-3 weeks before mega nerfs and then left like that rest of the expansion
you know what? atleast we may have adjust on numbers, but atleast we got “new” spells, because blizz doesn’t remove or add new spells in mid expansion, so that’s good
No, the direction is bad. Giving Arms those things is like giving a person surrounded by desert a glass of water. It only serves convenience and does nothing to solve the issue which would be solved by removing them from the desert.
I made this post, this is what Arms need instead of what some people want:
https://eu.forums.blizzard.com/en/wow/t/how-i-would-revamp-warriors/128260/30
I’m going to quote it for convenience
Arms
Arms is where most of the effort is as Arms needs a major overhaul on the mechanical front as the spec is unwieldy and require the right everything to even be workable and even then, it still has a low level of enjoyment.
Rage replaced with the resource Momentum, which works mechanically like Rage and Rage sounds like the opposite of what a tactical mind would run on.
Return damage to be primarily front-loaded.
Momentum is gained in lowered amounts than Rage from auto-attack.
Momentum is gained from using Overpower.
Overpower no longer increases the damage of Mortal Strike.
Veteran Soldier removed. Critting only gives basic Momentum.
*Tactician (Passive) (new): In addition to having a 1.40% chance pr. Momentum spent to reset the cooldown of Overpower, it also applies Expose Weakness which is a cumulative, stacking buff of +the previous chance
This makes the effect a “when” instead of an “if.” Which would make it more predictable, which Arms is advertised as being. Right now it’s random.
Momentum-generation (Rage) is now smoother which in turn makes it possible to use more abilities. This has the effect that the passive damage bonus from Seasoned Veteran can be lowered.
The Mastery Deep Wounds is removed.
New Mastery: Overpower: Increases the damage of Overpower by X%
Due to the new Mastery and the Momentum-generation of Overpower the entire spec is now centred around it. Right now it’s this weird mix between Deep Wounds and Overpower. Chain-procs of Tactician make playing Arms a lot more enjoyable as you’ve something to do in between auto-attack.
Tactician and Overpower are now a part of the Arms Warrior basic package since the spec is unable to work without either.
Vanguard (Arms) (Passive) (New): The Warrior is healed by 1% for each 15/20 Rage used.
The effect of Victory Rush has been lowered to compensate for this.
Most DPS specs have a way of adding a tiny amount of self-healing. This way is also thematic for the Arms Warrior as it’s a steady way to stay in the fight instead of gaining a sudden burst of power. A Warrior is mostly about the long haul instead of a sudden burst.
Second Wind (New): While the Warrior is below 35% health the effect of Vanguard is doubled.
Damaging abilities such as Mortal Strike, Slam, and Whirlwind now costs Momentum (Rage) and generates a small amount of Momentum (Rage).
This feeds further into the idea that once the Arms Warrior gets going, they can continue going. With the abilities, both costing and generating Momentum is reflects that it takes something for Arms to get going and once it gets going it can continue to go forward based on its own momentum.
Anger Management removed and replaced with Perpetual Motion
Perpetual Motion (New): Every 20 Momentum that you spend reduces the cooldown on Colossal Smash and Bladestorm by 1 second.
More of a name-change to keep in line with the class fantasy.
Ravager removed and replaced with Analytical Insight
Analytical Insight (Arms) (New): The cooldown of Sweeping Strikes is reduced by 12 seconds and the base chance for Tactician to take effect is increased by +15%. This has no effect on Expose Weakness*
Ravager is bad and in the grand scheme of things does little for the spec, also the name Ravager implies an emotional desire to destroy something. And letting your emotions control you is something that I would expect of Fury rather than the rational precision of Arms.
Hamstring removed and replaced with Heavy Burden
Heavy Burden (Arms) (New): “The Warrior lets out a shout that places a heavy burden on nearby enemies.” Nearby enemies are Snared by 50% for 10 seconds.
Yes, this is just Piercing Howl with another name since PH is so superior to Hamstring that it’s annoying to use Hamstring at all.
Up for all untill i saw hamstring removed.
This is a iconic ability for me.
I hope they listen to you.
Arms really need some sustain heal.
Right now in arena is Just CC the healer and the arms war is dead.
Hamstring needs to go.
There are three kinds of abilities:
“Iconic” is a qualier and in this case it’s bloat since it’s vastly inferior to Piercing Howl as using PH actually have several ways to bypass game-mechanics and enhance the meta-narrative of this Class.
PH and Hamstring does the same except:
Hamstring:
PH:
If anything Hamstring is iconic trash compared to it as it’s an objectively inferior version of PH.
Harmstring should never be removed , for people who play this game since it was birth know the difference between Hamstring and Piercing Howl, they’re boht useful abilities, Hamstring duration on target was like 10-12 sec with and it did a small amount of dmg, Piercing Howl was an aoe slow wiht shorter duration like 6-8 seconds and it did not dmg, and i dont remember if they had difference in Rage cost, so, N Hamstring is iconic from warrior and should nevere ever be removed but implemented with Piercing Howl like what they’re doing. So Arcana change topic and think other solution to improve warrior in other aspects of the class identity and spells, this one is completely stupid
In Wotlk Hamstring was 10-3=7 Rage cost Wrathful Gladiator’s Plate Gauntlets Equip: Reduces the rage cost of your Hamstring ability by 3.
And Piercing Howl a talent on fury for 11 talent points and 10 Rage Cost
They had different purposes as you have explained.
And now they both take up a GCD and lasts ten seconds. The pity amount of damage is nothing compared to the sheer utility and practicallity of the other. When I used Hamstring it’s to slow my target down so I can hit them, the damage of the Hamstring matters nothing to me. I’ve played this game since Vanilla and there was a time when Hamstring was free and that made it different than PH and the Mastery could also proc from using it. Now it’s just an inferior version of it.
And yeah, it being iconic is going to matter nothing when everyone uses PH instead since it’s just plain better. People say they love it and will still use it. The brain works on the principle of the Path of Least Resistance and using PH offers the least resistance.
i hope not. just look at gayass DH, they haven’t been nerfed for 2 expansions
Hamstring 10 rage cost, melee range, 50% slow, no CD and 15 seg duration
Piercing Howl 0 rage cost, 12yd range, 70% slow, 30sec CD and 8 seg duration
I like this, they have different purposes as It should be.
Also I wonder If this work together If someone with Alpha can test it:
Death Sentence
Execute now has a 15 yard range, causing you to charge to targets when used.
Condemn (Replaces Execute)
Condemn a foe to suffer for their sins, causing Shadow damage. Only usable on enemies who are above 80% health or below 20% health.
The primary target is weakened, preventing a moderate amount of damage they would deal to you.
If your foe survives, a portion of the Rage spent is refunded.
I’m liking a lot of things I’ve seen.
Ravager no longer replace Bladestorm (best warrior ability ever), is a new skill, you can have both, or maybe not, Anger Management still on the same row
Deadly Calm can be playable in some situations now, no GCD and you can use it and CD start to recover with the buff active, for PvP It sadly doesn’t reduce the rage cost of Ignore Pain but I like more the new design.
My wishlist still have this:
Charge Stun on 12 Sec CD like Mop talent OR Version or Second Wind MoP version, I can’t see why someone besides leveling will pick Impeding Victory AND Second Wind together, I think is a waste of talent socket, Second Wind is enough If you wanna level up in Arms.
I would like to see some talents in Arms for the use of Shield abilities for PvP like Revenge Wotlk version with no CD on the Arms talent tree combined with Shield Block. Maybe as a PvP talent or with the remove of talents who are less used like Second Wind, Impeding Victory or even Collateral Damage.
I hope the Alpha give them good feedback, the design philosophy looks good, utility is key, numbers can always be tunned.
I am happy as there will be more buttons to press and more ways I can use my warrior. Would like to see a stun baseline and a change to our mastery but overall I’m excited for Shadowlands (arms) warrior! I wonder whether shield block will buff a shield slam for arms also?
For Arms:
Not looking forward to Shield Block and Shield Slam. 2 extremely situational abilities that give minimal defensives/do minimal damage and require switching to 1h+shield via macro, and then another marco is required for switching back to 2h again. That’s on top of having Defensive Stance and also now Ignore Pain. Makes the spec feel bloated. I am not a fan of that, I don’t think this is fun gameplay. I would rather have abilities like Rend and Storm Bolt, as well as an Enraged Regeneration-like heal as a baseline.
arms / fury lvl 30 talent row should be baseline… (saying this over a year)…
Except right now it’s
Piercing Howl, 10 Rage, 15 yards range, 50% slow. no CD, 15 sec duration.
There’s no reason to even use Hamstring if PH remains as it is. Blizzard may as well just remove it.
Except we are talking about the Alpha, is like I said.
That would both make PH different enough to be useful and gut the unique thing that Fury brings to Areans which is a constant AoE slow. I’m impressed with how the devs have no clues about Warriors and end up both making an abilty both better an worse at the same time.
gonna run out of keybinds soon