The Care and Feeding of Warriors: Arms report card for Wrath
The Care and Feeding of Warriors is about warriors, who hurl themselves into the fray, the very teeth of danger, armed with nothing more than the biggest weapons and armored with the absolutely heaviest armor we can find. Hey, we're not stupid -- we're just crazy.
And so we come to this, the last in our report card series for warrior specs in Wrath of the Lich King. In some ways, arms warriors saw the greatest amount of changes this expansion. The addition of Taste for Blood and Sudden Death making arms a far more proc-reliant spec than it had been previously, while the improvement of Rend saw the bleed damage of the spec (already somewhat of a staple of the arms playstyle in The Burning Crusade) emphasized. Arms started off in Naxx as lower in damage but competitive with fury, while it remained a fairly dominant PvP spec (but saw a challenge to its popularity from protection by about the middle range of the expansion's life cycle) throughout. Arms' damage and raid viability saw its high point in Ulduar, and unfortunately (for me, as a PvE-specced arms warrior) then entered a slow decline that continues to this day.
I said last week, "I considered writing the arms report card instead, but considering the PvE state of arms, I just got depressed. 'Still OK for PvP' doesn't seem like enough for a column." While that's a fair statement, it is extremely oversimplified. Arms is a very solid leveling spec, as it outperforms fury until a certain gear threshold is met and requires less expertise (since Overpower, one of its bread-and-butter strikes, cannot be dodged, and arms has an expertise talent), and arms can generally be sure that Overpowers will critically hit due to the higher crit rate from Improved Overpower. Arms' main PvE limitation is based around the fact that as a bleed-heavy, proc-dependent spec that makes little use of Heroic Strike, it simply doesn't scale in the same berserk manner as fury once rage becomes less of an issue.
Let's look at what arms does well and what keeps it a potent PvP force while preventing it from matching up with fury in PvE.
Design elegance
One thing that has to be said for arms from the earliest days of the Wrath beta right up to the present day is that it has become an exceedingly well designed spec in terms of talent and ability interaction. Fury got Titan's Grip, it's true, but the baseline mechanics of the spec didn't really change all that much; it just hits slower and harder. Arms saw a very radical redesign, one that emphasized an ability (Overpower) that was to that point mostly used while leveling or against rogues who popped Evasion. While it can't be said that the arms redesign was all-encompassing or radical as the protection one, in many ways, the arms tree redesign was more thematic than protection's. Prot got changed because it needed tools, not to emphasize a feel or intent for the talent tree. Tanks are tanks; we all know what a tank is.
But the changes to arms were aimed at making the spec feel and play distinctly different than fury. I have to say that on a conceptual level, they were well conceived, and on an practical level, they were well implemented. From the old Q&A:
Warrior Q&A - Bornakk
Arms did better at fury in really starting to feel this way in Wrath.
Perennial PvP power
Arms remains the poster child for what does and doesn't work in terms of warrior PvP. Arms, as an example, still starts off fairly weak in comparison to other classes. I once described the arms warrior PvP ramp-up as being less like that of other melee, who have to ramp up their damage during the fight by applying certain conditions or gaining certain buffs. Arms doesn't need to stack anything to five or apply diseases to gain the conditions necessary to put burst damage out.
No, the arms ramp-up period is in the days, weeks, sometimes months of getting ground into the dirt over and over and over again to earn the gear necessary to compete. Arms in PvP still remains the "doormat to demigod" spec, in which your fresh 80 arms warrior goes to Wintergrasp and runs BGs while queueing for arenas to get horribly, painfully dominated by anyone who cares to look at him funny over and over again. That period of humiliating defeat? That's the arms ramp-up cycle. Poorly geared arms warriors equate to free kills for other players looking to gain honor or what have you.
Once arms gets the gear necessary to be competitive, however, the strengths of the spec shine through. This process is often accelerated at this point in the expansion by gear purchased with frost or triumph emblems and dropped in heroics and raids. A warrior who runs ICC and decides he wants to give arms PvP a try at this stage of the game can walk into BGs, Wintergrasp and arenas with a full set of i251 PvP gear and several raid trinkets, rings and weapons at the 325/344 DPS level (a Shadowmourne or heroic Glorenzelg). In this gear, arms is potent. Juggernaut allows for good mobility, Sweeping Strikes and Bladestorm allow for high damage to be imparted to multiple targets, and the levels of strength and ArP available from raid gear give PvP arms a pretty savage bite.
Of course, the glue cementing all of this is the Mortal Strike debuff. Effectively, a skilled arms warrior makes all the damage his team applies to a target twice as hard to heal through.
In some ways, the ability for PvE players to get weapons and items that are directly and powerfully useful in PvP (which is hardly unique to arms warriors) is a direct inversion of the BC experience, when players often would engage in PvP content for weapons and armor to use in PvE (since it was often far superior to gear from heroic dungeons and even matched up or exceeded the first tier of raiding). It definitely reduces arms' ramp-up time significantly.
While protection has seen an up-tick in popularity for PvP due to its extremely high survivability combined with significantly increased damage over the course of the expansion, arms remains king of the warrior burst damage specs. A well geared arms warrior with the right weapon can charge in, unload a tremendous amount of damage and debuff his target's healing by 50 percent, a combination that makes arms warriors excellent for applying pressure.
Arms and the raid
PvE has not been as kind to the arms warrior, although it has at times been much more competitive. A well geared, skilled arms warrior can deal good damage but is limited by certain mechanical aspects of the class when compared to his fury brothers and sisters (as well as other melee DPS hybrids), due to the very elements of the class that allow arms to be a good leveling spec.
For starters, while fury is harder to gear up, that very gear dependency and use of Heroic Strike makes fury get more out of better gear. That second two-handed weapon makes white damage even more important, and both white damage and HS damage is purely physical, meaning that ArP benefits fury both by increasing its base damage and by increasing its rage generation, which it can instantly convert into more damage via HS spam. Arms just can't match up to the ability to nearly instantly turn incoming rage into outgoing damage. And it's hard to buff arms' damage without buffing fury as well, which is probably a huge part of why rage normalization and less talent tree overlap became so important a design factor for Cataclysm. Fury without Two-Handed Weapon Specialization and limitless rage will be less over the top, and it gives arms a slider to tune their damage upward that doesn't affect fury.
The arms spec was given some attention during the 3.1 patch that dropped Ulduar, right around the time the Titan's Grip penalty was implemented in its current form. For a while, that helped arms reach parity with fury. But as TotC/GC and then ICC dropped, fury again accelerated away from arms. Meanwhile, the Blood Frenzy debuff which often got arms warriors brought along on raids in BC was shared out to other classes. While I'm actually OK with this and other attempts to make buffs and debuffs available from many sources, part of the whole "bring the player" mantra, it means that arms' low damage output is even less acceptable in a modern raid. As much as you may like the well engineered ability spread and priority system of the arms playstyle, for maximum damage output, fury simply wins.
The final analysis
In general, arms gets a B-. In PvP, it averages out to an A, but for PvE it's a lackluster C-, with a peak of B in Ulduar but a sad D in current raid content. (For heroic dungeons, it's probably a B again. You can abuse Bladestorm pretty effectively in a 5-man.) My opinion of the work put into its design and my having seen that design continue apace in the beta would nudge the grade up to a solid B if I allowed those factors to influence the final grade -- but this is the Wrath report card, not the Wrath and Friends report card.
No matter what I or anyone else says, however, one salient fact remains. There is literally no other experience in the entirety of World of Warcraft as much fun as charging into a pack and popping Bladestorm. It's like Christmas, if Christmas encouraged brutally murdering people by spinning. It makes tanks cry in PvE, it makes flag cappers cry in PvP, and it will never stop making me laugh myself sick. It's possible I gemmed up all that non-set DPS gear and went around hurling myself into unsuspecting groups in Wintergrasp and AV last night. If so, I apologize to that one undead guy.
Check out more strategies, tips and leveling guides for warriors in Matthew Rossi's weekly class column, The Care and Feeding of Warriors.
And so we come to this, the last in our report card series for warrior specs in Wrath of the Lich King. In some ways, arms warriors saw the greatest amount of changes this expansion. The addition of Taste for Blood and Sudden Death making arms a far more proc-reliant spec than it had been previously, while the improvement of Rend saw the bleed damage of the spec (already somewhat of a staple of the arms playstyle in The Burning Crusade) emphasized. Arms started off in Naxx as lower in damage but competitive with fury, while it remained a fairly dominant PvP spec (but saw a challenge to its popularity from protection by about the middle range of the expansion's life cycle) throughout. Arms' damage and raid viability saw its high point in Ulduar, and unfortunately (for me, as a PvE-specced arms warrior) then entered a slow decline that continues to this day.
I said last week, "I considered writing the arms report card instead, but considering the PvE state of arms, I just got depressed. 'Still OK for PvP' doesn't seem like enough for a column." While that's a fair statement, it is extremely oversimplified. Arms is a very solid leveling spec, as it outperforms fury until a certain gear threshold is met and requires less expertise (since Overpower, one of its bread-and-butter strikes, cannot be dodged, and arms has an expertise talent), and arms can generally be sure that Overpowers will critically hit due to the higher crit rate from Improved Overpower. Arms' main PvE limitation is based around the fact that as a bleed-heavy, proc-dependent spec that makes little use of Heroic Strike, it simply doesn't scale in the same berserk manner as fury once rage becomes less of an issue.
Let's look at what arms does well and what keeps it a potent PvP force while preventing it from matching up with fury in PvE.
Design elegance
One thing that has to be said for arms from the earliest days of the Wrath beta right up to the present day is that it has become an exceedingly well designed spec in terms of talent and ability interaction. Fury got Titan's Grip, it's true, but the baseline mechanics of the spec didn't really change all that much; it just hits slower and harder. Arms saw a very radical redesign, one that emphasized an ability (Overpower) that was to that point mostly used while leveling or against rogues who popped Evasion. While it can't be said that the arms redesign was all-encompassing or radical as the protection one, in many ways, the arms tree redesign was more thematic than protection's. Prot got changed because it needed tools, not to emphasize a feel or intent for the talent tree. Tanks are tanks; we all know what a tank is.
But the changes to arms were aimed at making the spec feel and play distinctly different than fury. I have to say that on a conceptual level, they were well conceived, and on an practical level, they were well implemented. From the old Q&A:
Warrior Q&A - BornakkWe also need to make some decisions about the difference between Arms and Fury. Traditionally, Arms was the PvP tree and Fury was the PvE tree. We understand some players prefer that model, but we don't like the way it cuts off such a big chunk of the class from players who might not have much interest in the PvP or PvE parts of the game. However, we would like to reinforce a little more the kits of Arms and Fury. Everyone (I hope) gets the difference between Frost and Fire mages. Arms is supposed to be about weapons and martial training and feel "soldierly." Fury is supposed to be about screaming barbarians in woad. You get a sense of that, but it could be stronger.
Arms did better at fury in really starting to feel this way in Wrath.
Perennial PvP power
Arms remains the poster child for what does and doesn't work in terms of warrior PvP. Arms, as an example, still starts off fairly weak in comparison to other classes. I once described the arms warrior PvP ramp-up as being less like that of other melee, who have to ramp up their damage during the fight by applying certain conditions or gaining certain buffs. Arms doesn't need to stack anything to five or apply diseases to gain the conditions necessary to put burst damage out.
No, the arms ramp-up period is in the days, weeks, sometimes months of getting ground into the dirt over and over and over again to earn the gear necessary to compete. Arms in PvP still remains the "doormat to demigod" spec, in which your fresh 80 arms warrior goes to Wintergrasp and runs BGs while queueing for arenas to get horribly, painfully dominated by anyone who cares to look at him funny over and over again. That period of humiliating defeat? That's the arms ramp-up cycle. Poorly geared arms warriors equate to free kills for other players looking to gain honor or what have you.
Once arms gets the gear necessary to be competitive, however, the strengths of the spec shine through. This process is often accelerated at this point in the expansion by gear purchased with frost or triumph emblems and dropped in heroics and raids. A warrior who runs ICC and decides he wants to give arms PvP a try at this stage of the game can walk into BGs, Wintergrasp and arenas with a full set of i251 PvP gear and several raid trinkets, rings and weapons at the 325/344 DPS level (a Shadowmourne or heroic Glorenzelg). In this gear, arms is potent. Juggernaut allows for good mobility, Sweeping Strikes and Bladestorm allow for high damage to be imparted to multiple targets, and the levels of strength and ArP available from raid gear give PvP arms a pretty savage bite.
Of course, the glue cementing all of this is the Mortal Strike debuff. Effectively, a skilled arms warrior makes all the damage his team applies to a target twice as hard to heal through.
In some ways, the ability for PvE players to get weapons and items that are directly and powerfully useful in PvP (which is hardly unique to arms warriors) is a direct inversion of the BC experience, when players often would engage in PvP content for weapons and armor to use in PvE (since it was often far superior to gear from heroic dungeons and even matched up or exceeded the first tier of raiding). It definitely reduces arms' ramp-up time significantly.
While protection has seen an up-tick in popularity for PvP due to its extremely high survivability combined with significantly increased damage over the course of the expansion, arms remains king of the warrior burst damage specs. A well geared arms warrior with the right weapon can charge in, unload a tremendous amount of damage and debuff his target's healing by 50 percent, a combination that makes arms warriors excellent for applying pressure.
Arms and the raid
PvE has not been as kind to the arms warrior, although it has at times been much more competitive. A well geared, skilled arms warrior can deal good damage but is limited by certain mechanical aspects of the class when compared to his fury brothers and sisters (as well as other melee DPS hybrids), due to the very elements of the class that allow arms to be a good leveling spec.
For starters, while fury is harder to gear up, that very gear dependency and use of Heroic Strike makes fury get more out of better gear. That second two-handed weapon makes white damage even more important, and both white damage and HS damage is purely physical, meaning that ArP benefits fury both by increasing its base damage and by increasing its rage generation, which it can instantly convert into more damage via HS spam. Arms just can't match up to the ability to nearly instantly turn incoming rage into outgoing damage. And it's hard to buff arms' damage without buffing fury as well, which is probably a huge part of why rage normalization and less talent tree overlap became so important a design factor for Cataclysm. Fury without Two-Handed Weapon Specialization and limitless rage will be less over the top, and it gives arms a slider to tune their damage upward that doesn't affect fury.
The arms spec was given some attention during the 3.1 patch that dropped Ulduar, right around the time the Titan's Grip penalty was implemented in its current form. For a while, that helped arms reach parity with fury. But as TotC/GC and then ICC dropped, fury again accelerated away from arms. Meanwhile, the Blood Frenzy debuff which often got arms warriors brought along on raids in BC was shared out to other classes. While I'm actually OK with this and other attempts to make buffs and debuffs available from many sources, part of the whole "bring the player" mantra, it means that arms' low damage output is even less acceptable in a modern raid. As much as you may like the well engineered ability spread and priority system of the arms playstyle, for maximum damage output, fury simply wins.
The final analysis
In general, arms gets a B-. In PvP, it averages out to an A, but for PvE it's a lackluster C-, with a peak of B in Ulduar but a sad D in current raid content. (For heroic dungeons, it's probably a B again. You can abuse Bladestorm pretty effectively in a 5-man.) My opinion of the work put into its design and my having seen that design continue apace in the beta would nudge the grade up to a solid B if I allowed those factors to influence the final grade -- but this is the Wrath report card, not the Wrath and Friends report card.
No matter what I or anyone else says, however, one salient fact remains. There is literally no other experience in the entirety of World of Warcraft as much fun as charging into a pack and popping Bladestorm. It's like Christmas, if Christmas encouraged brutally murdering people by spinning. It makes tanks cry in PvE, it makes flag cappers cry in PvP, and it will never stop making me laugh myself sick. It's possible I gemmed up all that non-set DPS gear and went around hurling myself into unsuspecting groups in Wintergrasp and AV last night. If so, I apologize to that one undead guy.
Filed under: Warrior, (Warrior) The Care and Feeding of Warriors, Wrath of the Lich King
Patch 5.2 interview with Dave Kosak
Inside an old alt's vault
The latest patch 5.2 news
All of the latest Mists of Pandaria news






Reader Comments (Page 2 of 3)
Tom Aug 20th 2010 2:49PM
Ah, but will it be viable without the 31-point talent?
Matthew Rossi Aug 20th 2010 3:07PM
Blizzard has said their goal is to make you want to pick up the 31 pointers, not just to spend 31 points in a tree. That said, you probably could run a PvE arms build without it, it's not that significant for pure DPS outside of trash pulls.
Natsumi Aug 20th 2010 10:13PM
Short answer, yes.
Long answer, most likely, but Blizzard wants you to take it so it will likely get some buffs (and subsequent nerfs) at some point along the way that makes it useful (then useless again). From what I can tell, you'll likely want it as a Rage generator (like I use it now when MS in on CD, Overpower just procced, Rend is fresh, and Sudden Death is not ready) or to allow you to stretch your fingers for 6 seconds, whatever.
vocenoctum Aug 20th 2010 2:30PM
I've got a prot warrior, been prot since level 1, ground out during the Dark Days of Prot, pre-Wrath. It was a bitch when I did stuff alone, but the character was made to play with a mage buddy, so it was okay. Isle of QD was a royal pain though, took me so long to kill stuff sometimes, the last guy would respawn...
So, new prot rocks, it's fun, it's pretty, it does everything, but I went dual spec and grabbed Arms anyway, which is also fun, most times. (I can't say why I don't like fury, oh well)
I got Ahunes little scythe, it's worthless, but I kept it anyway, just to bladestorm around Dal with it!
Oh, right, the point. I like arms, it feels fun, but sometimes proc's just don't proc. My balance druid feels less random than my arms warrior. I only hope there's more to do with Arms in the future. Rather than just hitting buttons that light up in order...
(I don't raid as Arms, so it's not an issue, but still.)
Pyromelter Aug 20th 2010 3:34PM
Rend is a 100% proc for overpower. The only other proc that I see is Sudden Death (which yes, is a pretty low chance at 9%).
So like... either you're doing something wrong with rend, or you're putting too much stock in Sudden Death (which is a far lower percentage than Eclipse procs for balance druids).
Sleutel Aug 20th 2010 6:22PM
You play a Prot Warrior but you don't like hitting buttons that light up in order? What do you call Sword & Board and Revenge procs, then? :P
Natsumi Aug 20th 2010 10:30PM
@ vocenoctum
The Dark Days of Prot were pre-BC. Back when you didn't have Devastate and your abilities hit like wet noodles but it was okay because they all had hefty threat modifiers, but you couldn't solo something 10 levels lower than you without a healer and 90% of your talents were either threat bonuses or damage mitigation. Oh, and the constant tells asking you to tank some dungeon because Warriors were the ONLY tank class. THOSE were the dark days. BC era Warrior tanks had it easy in comparison, and Wrath era Warrior tanks can actually solo anything that isn't a current Dungeon or Raid.
Also, saying you don't like to hit buttons as they light up in order is just silly, especially as Prot. You have both Sword & Board and Revenge that light up like clockwork, you have multiple CDs you can hit as they come up, and TC every 6 seconds. It's EXACTLY like Arms' play style, only you have more CDs to pop and you're less likely to die (because healers actually heal you) and you never run out of rage, ever.
Radu Aug 20th 2010 2:37PM
I have been arms for about four years npw and I couldn't agree more with the high marks for playstyle in the arms tree. I find it fun and engaging. Procs in the priority que keep me thinking. I do raid arms as my offspec when we don't need three tanks (most fights these days) and I love that I didn't have to spend bids on two weapons. I love that I bring trauma and blood frenzy. But I hate doing 2k under Fury. Oh well.
jslim419 Aug 21st 2010 2:57AM
the thing i hate about arms warriors is that they constantly complain that the arms spec cannot match fury for straight up damage. and what usually happens because of all of this bellyaching? blizzard nerfs fury to around, or just below Arm's damage potential.
you shouldn't complain about how well fury does. you should complain about how poorly arm's does by itself.. not because of another spec. the only thing that saying stuff like "i get mad when fury does 2k more than me" accomplishes is turning on the auto-nerf fury light in the dev's heads. then both spec's suck, and everyone that is a warrior that is not a tank is angry.
Redielin Aug 20th 2010 2:55PM
Its pretty hard to buff the PVE DPS of Arms right now because of the 50% mortal strike. 50% MS is pretty ridiculous in general right now, with how much damage people can put out in PVP. Imagine if Arms could put out the kind of damage that Fury puts out, and have that 50% mortal strike (along with the mobility and survivability of Arms compared to Fury)!
With the change to MS, I think things are looking bright for Arms. I disagree with you Rossi, in that Arms feels like a "soldierly" spec. It feels like whackamole. Hit the button that lights up first. Yeah there's a priority system. Still feels like whackamole to me. I think that comes from the buttons not feeling like they're very different. Overpower? That's a button that lights up after rend is up. Execute? Another button that sometimes lights up. Slam? A button you hit when none of your other buttons light up. MS? A button you hit when it is off cooldown. And keep Rend up.
Then there's slam casting. Thank god it will be castable while moving in Cataclysm.
I don't know, maybe its me. I don't really like the way warriors DPS, but I like how they tank. I'd like to have a DPS spec on my warrior, so I'm holding out for Arms in Cataclysm. I'd like to feel more like a Blademaster and less like a whackamole in PVE. In PVP - I have the Needle Encrusted Scorpion, and the Axe from 10 man Heroic Saurfang, and some 251 gear. Still feel pretty squishy.
Sprawl Aug 20th 2010 3:05PM
The PVE Arms hate is really disturbing. Is Arms as good as Fury? Of course not. But its not a D grade spec either. Its not Frost, Subtelty, or Beast Mastery. Its more like Blood and Survival. Not necessarily optimal, but in the hands of a skilled player, very powerful, especially if you need the buff they bring.
I was asked to go Arms before the Mangle buff (and before we used a bear) and just stuck with it after that because my damage was not suffering in the slightest.
Sprawl Aug 20th 2010 3:08PM
Oh, and it would also be very easy to buff Arms DPS without buffing Fury: Deep Arms talent to let Deep Wounds crit. Make it increase the CD on Charge/Intercept to keep PVP down.
Matthew Rossi Aug 20th 2010 3:10PM
Unfortunately, it is basically as bad as Beast Mastery or Subtlety, and certainly inferior to Blood or Survival, as the numbers in Brian's post (linked to in the article) indicate. It's a notch above frost, I'll give it that.
Going arms over fury for DPS costs me 3k DPS in ICC. I actually love the playstyle, but the DPS output is just not where it should be if you want raid viability. On the average parse in Brian's excellent article, arms was at 7.9k DPS to Fury's 9.3k. That was before the buff reached 30%, of course. Both specs do significantly more now, but fury is still the wide margin leader.
Pyromelter Aug 20th 2010 3:41PM
Just want to put a raw number to rossi's damage output:
If a fight lasts, say, 6 minutes, 3k dps is over 1 million damage. I think most raiders and raid leaders would find the loss of 1 million damage to be too much, as that kind of damage can really be the difference between a kill and a wipe.
Sprawl Aug 20th 2010 4:35PM
That's just simply not true. I raid with a BM hunter (don't ask). The guy is good. He's constantly ranking on WoL like every fight (yeah, yeah. For BM hunters. I know there's not a whole lot of them, but still). He does as well as its possible for a BM hunter to do. Yet I out-DPS him (as Arms) by 3-4K every single fight. I won't claim my guild is an amazing collection of incredible players, but we're not scrubs either. The only people who beat me on any sort of regular basis are our Fury warrior (with Shadowmourne BTW) and Fire mage.
I just don't think there are all that many people who *want* to play Arms and are appropriately geared for it. It's people doing PVE in PVP spec/gear, tanks in their offspec hodgepodge gear, or Fury warriors being forced to bring Trauma/Blood Frenzy.
Rhabella Aug 20th 2010 5:10PM
Just for the record, GC did weigh in on failed ICC specs and he confirmed the devs were of the opinion that arms was 1 of the 4 specs where they failed to deliver.
http://blue.mmo-champion.com/t/26435283536/dude-why-my-totem/
"Yet, even though Enhance's dps was low, there were thousands of dps shaman raiding ICC. By far the majority of raids had at least one. The only specs we really failed on in LK raiding were Frost mage, Subtlety rogue, BM hunter and Arms warrior. "
Mike Aug 20th 2010 3:17PM
I've loved Arms ever since 3.0 dropped. Not only was Bladestorm a hoot, but the procs they added made it an ENGAGING spec to play, rather than formulaic.
Fury is just so much easier to play, but you can honestly zone-out and play Fury and still make the meters light up. When you do good at Arms, you KNOW.
Pyromelter Aug 20th 2010 3:54PM
You know, I've seen people say this. I really don't get it.
You hit MS when it's up. Overpower is always up. Hit Bladestorm when it's up. The only debuff you need to track is rend (which, okay, i guess requires you to use at least one addon that is not on the default UI). Hit slam when nothing else is going on. The only real thing you need to track in terms of buttons to hit is execute when you get a sudden doom proc. You hit HS when over a certain amount of rage, which is the same as fury.
So basically you have to keep track of rend and one proc. Fury has to track one proc. Yes, arms presses 2 more buttons than fury, but does that make it that more engaging? You're still just hitting buttons when they come off of cooldown.
The coolest thing about arms is bladestorm, and I think Rossi summed it up perfectly in his description of him entering those bg's last night as to why bladestorm is so money :P.
Natsumi Aug 20th 2010 9:30PM
@Pyro
You've obviously never played a Warrior (at least not Arms) so your grasp of the complexity of the Arms priority system is flawed at best, completely lacking at worst. When you use each button (and why) varies by specific spec, gear, and gem set up. If you are Strength stacking your priority list is quite different than if you are Soft capped for ArPen which is different again from being ArPen capped, which changes back to what it originally was when you're capped and throwing Strength Gems into most of your slots (hard cap for a Mace Arms Warrior is 75% due to the passive 10% from Battle Stance and 15% from Mace spec). On top of that, you don't want to clip Rend and you want to wait the 3 seconds after Rend falls off to reapply it so you aren't wasting procs on Overpower.
Then comes Bladestorm, which has 2 uses in PvE content: Trash Pulls and when you aren't generating Rage fast enough to keep up with procs AND Bloodrage is on CD, Bladestorm allows you to continue putting out DPS while generating a bit of rage from your white hits (it also allows you to flex your fingers every now and then, for 6 seconds you can take your hands away from the keys without losing a significant amount of DPS). I guess it has one other use, and that's it's CC prevention aspect (which doesn't always work, that line that says can't be stopped unless killed or disarmed is a complete lie).
Okay, now on to you assumption about the number of buttons Arms uses in comparison to Fury. Fury, without Macros, uses exactly 5 buttons (not including Bloodrage, Deathwish, and Berserker Rage). Those buttons are Heroic Strike/Cleave, Bloodthirst, Whirlwind, Slam, and the occasional Victory Rush. When you macro Victory rush into Heroic Strike/Cleave (which are off the GCD, allowing both buttons to be pressed at the same time) you drop to 4 buttons. When you ignore Victory Rush and macro HS/Cleave into all your other buttons (like the majority of Fury Warriors do) you're down to 3 buttons, which is a whole 1 button more than your preferred class, the Mage. Arms on the other hand has Mortal Strike, Execute, Overpower, Victory Rush, Bladestorm, Slam, Thunderclap (for AoE pulls or if your tank(s) need the debuff and can't provide it themselves), Rend, Heroic Throw, Shattering Throw, and if there is extra rage that must be bled off HS/Cleave. Unlike the Fury Warrior, you cannot macro HS/Cleave into all your strikes without starving yourself of rage, so your buttons number 12. Last time I checked 12 was 9 more than 3 and 8 more than 4, much more than 2 by my math. Either way, both use more buttons that your 11112 rotation (or is it 1112?).
And I think you missed the point of Rossi's tongue in cheek comment about Bladestorm, he said he apologized to the 1 undead guy that he killed, meaning singular. Bladestorm is now a joke and has become the trash ability that people in the Wrath Beta predicted it would be, only really useful to break snares and slows (which it doesn't even do anymore anyway, at least, it doesn't break Frost Nova, man I felt stupid while spinning in place while the mage used /lol at me) or as a second (third for humans or people that actually wear a PvP trinket) fear break (but you can't use it while feared anymore).
My report card for Arms is slightly different than Rossi's:
Naxx: A- Able to top the charts on 75% of the fights, usually 500 or more DPS over better geared Fury warriors (at least I was)
Ulduar: C+ Only topping 25% of the fights and completely useless on General due to having to either stay in Berserker Stance for Pummel, or dancing back and forth, never having enough rage to do much. My opinion may be skewed a bit though as I has to take a break from WoW before we got Thorim down and came back a week before ToC dropped.
ToC: A+ Have to say that once I caught up in ToC if I wasn't #1 on the DPS meter something was wrong for that night. Before ICC dropped my average DPS was between 6k and 7k.
ICC: D- Only getting a passing mark because it edges out comparably geared Fury warriors by a few hundred DPS on specific fights (we all know what they are) and being a requirement for Heroic LK (though I'm not likely to see that before Cata drops, being on another forced break from WoW, seriously, the economy sucks). As fury I've pulled 12k in ICC 25 single Target, as Arms I've pulled 9k single target (don't even get me started on trash pulls) and my Arms set is actually better than my Fury set.
PvP has been a downward spiral each tier of gear for Arms, being at the bottom of the spec heap for Warriors for control and second for burst. The bigger the Health pool of your target the worse off you are. Overall I'd give Arms PvP a C+.
Natsumi Aug 20th 2010 9:46PM
I also forgot to mention that Fury has room in it's rotation to apply Sunder Armor if needed while Arms is GCD locked (and probably doesn't have the extra rage to throw it anyway).