The Care and Feeding of Warriors: Arms and the 4.0.6 patch notes

Last week, we saw patch notes for the PTR and patch 4.0.6. Since then, we've seen updates to these notes. These updates mean that some of the things we talked about no longer apply. And then they went and updated them again. It would be fair to say I kind of groaned when I saw Blizzard do this, knowing I'd most likely have to basically spend another week talking about the notes. I was especially annoyed because I finally have my tank set to the point where I can tank in a raid or a heroic without feeling painfully undergeared, and I've gotten my DPS up to where I think it should be at the current gear level and talent spec design.
In general, I think warriors are almost where they should be right now. We may be slightly weaker than I'd like as tanks, and arms is frankly pretty bad as a DPS spec right now. It's still good for PvP, although that's mostly due to its ability to chain stuns, which it will be losing somewhat in 4.0.6. With Slam still not scaling at all with haste, arms is going to need flat-out DPS increases to go along with the nerfs it's taking. Fury will probably be all right -- not the absolute top DPS, even among hybrids, but it will deliver in fights where melee is unduly punished for being melee.
So let's go take a look at the cards we're going to be dealt in patch 4.0.6 as of the most recent update. If I had to sum up the entirety of the remainder of this post, it would be, "Okay, but why not buff arms for PvE?"
First up, because people hate to go read another post and then come back here (if you're not one of those people, I apologize), the complete updated patch 4.0.6 patch notes for warriors.
Warriors
- Charge now shares diminishing returns with stun effects.
- Cleave damage has been reduced by 20%.
- Hamstring now has a PvP duration of 8 seconds.
- Heroic Strike damage has been reduced by 20%.
- Inner Rage has been redesigned. It now reduces the cooldown on Heroic Strike and Cleave by 50% (to 1.5 second) for the next 15 seconds. 1-minute cooldown. It still cannot be used during Deadly Calm. This ability was originally designed to help warriors with rage capping, but the Heroic Strike and rage normalization changes seem to have solved that problem on their own. This new design will still allow warriors to burn off excess rage faster, at their discretion.
- Recklessness now increases special critical strike chance by 50%, down from 100%, but lasts the full 12 seconds instead of allowing only 3 charges.
Recklessness, on the other hand -- I'm managing to hate that change and yet think it necessary at the same time. For one thing, current implementation of Reck makes crit on gear useless while it's active. If you want to force an Incite crit, it's easy enough. You hit Reck, then HS, Bloodthirst and usually either a Raging Blow or Colossus Smash; by that time, HS is ready to go and you'll get another free crit from the Incite you got when you crit with your first HS. By reducing Reck so that it's not an absolutely guaranteed crit, you can keep crit on gear still worth something up until much higher levels of crit and keep warriors from being able to force Incite so readily. Since I like being able to chain an extra HS crit out of my Reck use, I'm not thrilled, but I'm not surprised either.

Arms
- Juggernaut no longer increases the cooldown on Charge, but instead increases the duration of the Charge stun by 2 seconds. In addition, Charge is usable in all stances; however, the talent now causes Charge and Intercept to share a cooldown.
- Lambs to the Slaughter: Instead of granting 10/20/30% damage to the next Mortal Strike, Overpower, or Execute, it now grants a 10% buff to any Mortal Strike, Overpower, Slam, or Execute that stacks 1/2/3 times.
- War Academy no longer buffs Heroic Strike or Cleave. It now buffs Mortal Strike, Raging Blow, Devastate, Victory Rush and Slam.
Perhaps letting haste work on Rend and Deep Wounds' DoT would help.
Fury
- Bloodthirst damage has been increased by approximately 30%.
- Raging Blow weapon damage percent (at level 80+) has been increased from 110% to 145%.
- Unshackled Fury (Mastery) now grants 5.6% benefit per mastery point, up from 4.7%.
I still think we should see a flat buff to Slam. I said last week that buffing Raging Blow was a simple solution -- and so it is -- but getting Slam up to par would be nice for both DPS specs. And so, we come to our January 14th patch notes. Amazingly, they buffed Slam.
- Slam weapon damage percent (at level 80+) has been increased from 125% to 145%.
- In addition to its current effects, Bloodsurge now also causes the next Slam to deal 20% more damage.
- Raging Blow weapon damage percent (at level 80+) has been increased from 110% to 120%.
Protection
- Charge's stun continues to not trigger diminishing returns for Protection warriors who have the Warbringer talent.
- Glyph of Rapid Charge has been changed from a 7% reduction to Charge's cooldown, to 1 second off of the cooldown. This change is primarily to clarify the exact cooldown reduction this glyph provides.
For the most part, the arms changes are aimed at PvP, and what I'm finding puzzling at best is how little love the worst-performing DPS spec in the game is getting. I hardly think arms was so unrelenting a juggernaut in PvP that it needed a redesign to Juggernaut (hee) and Lambs to the Slaughter. But even if you accept that these changes were needed, it's very hard to justify any loss at all to arms DPS in PvE content, and in fact, it would almost seem absolutely indisputable that considering how poorly arms is doing in PvE, there needs to be some way to increase the spec's DPS overall.
Since I now have two 85 warriors in similar gear, I have the option to spec one arms pretty much at will, and while I enjoy taking him out for a spin in Tol Barad or running some BGs on him, I'd never take him to a raid or instance in that spec. I don't mean to belabor the point -- a talented arms warrior can put out respectable DPS, but it not only takes a lot more skill for him to be competitive, he's not going to come close to an equally skilled DPSer of any spec in the game right now. Letting haste affect Slam's cast time (a change Blizzard can't even implement yet) just seems like mighty thin gruel to subsist on for the spec.
Don't get me wrong. I would love for haste to be as good for arms as it currently seems for fury (I'd put it neck and neck with mastery and just below hit right now), but it needs to work on more of the arms rotation to be that. Right now, it's just not compelling. I get that buffing Slam's cast speed in this way could allow arms to use it more and get more DPS without buffing fury, but more is definitely needed for arms.
Filed under: Warrior, Analysis / Opinion, Raiding, (Warrior) The Care and Feeding of Warriors, Cataclysm






Reader Comments (Page 1 of 2)
Zalvi24 Jan 15th 2011 6:15PM
even with the HS nerfs i still not gonna use or spec for slam, HS will still do more damage
Zalvi24 Jan 15th 2011 6:17PM
and by spec for slam i mean not putting points into improved slam
SR Jan 15th 2011 10:21PM
That was... just dumb.
Groshh Jan 15th 2011 6:49PM
As a raiding arms warrior, who is topping the meters, I feel that your sinercism for how viable we are is a little unjust.
I have no doubt haste sucks, and it affecting rend would be a brilliant change deep wounds though, I believe would be too much.
Matthew Rossi Jan 15th 2011 7:05PM
The overall numbers don't lie: Arms is near the bottom. If you're topping meters, that's great, but you're either running with DPS less skilled than you or less geared than you.
http://www.stateofdps.com/#totals makes it clear that on average, a well geared raiding DPS arms warrior is putting out 5k less DPS than fury. Arms is below everyone except their traditional partners in low DPS, subtlety rogues, the non-Survival hunters, and Arcane mages. Even if you use the adjusted totals there's nearly a 4k DPS difference between warrior specs. It's only going to get wider because Arms simply doesn't scale well.
Nickel Jan 15th 2011 7:09PM
I too feel your 'sinercism'
Carson Jan 15th 2011 7:19PM
Bear in mind that stateofdps.com actually says nothing about the AVERAGE well-geared raiding DPS - it ranks the performance of the very best DPS in the world.
Now I'm not saying anything about how well Arms is actually performing at the average level, but you have to consider that stateofdps's numbers measure scalability towards best-in-slot gear and optimum raid buffs, and relative performance is not necessarily the same with lesser gear and less perfectly arranged buffs.
The fact that you say yourself "Arms simply doesn't scale well" implies that an average player should find Arms more competitive with Fury than stateofdps.com would imply.
Kaphik Jan 15th 2011 7:21PM
I am with you. Yeah, Arms is a bit rougher to keep at top DPS compared to Fury, but we're doing pretty well. Some of us are topping the meters against equally geared people. Is it skill? Who knows, probably. I think our biggest problem right now as Arms warriors is the dearth of crit. Once we start seeing more of that, our DPS will become closer to Fury's.
As far as Haste, I just don't know what can be done with it. I guess Slam was the best option, but things will have to be reworked quite a bit apparently. The simple change would be to affect Rend, and probably the best way would have it affect NPC mobs only. This way we don't get nerfed again for pvp purposes.
Then again, we've seen this every expansion. People get to max level, they start running battlegrounds in quest gear, and they get splattered all over the field by warriors. So that of course means that warriors are OP and need to be toned down, which happens and screws up up for 10-15 months until we get near to the last raid gear of an expansion and for a few brief months we get to be near the top of the dps charts for pve. Oh well.
Kaphik Jan 15th 2011 7:24PM
Carson nailed it. These parses are from the top echelon of raiding guilds right now. Most of those guilds have set groups, and I'm certain very few Fury warriors who were raiding that way for a while decided to go to Arms. Those Arms warriors were probably brought in for the group synergy. Give it a few months as more and more guilds start downing raid bosses and I'm sure we'll see some gain by Arms. Again, I think lack of crit is our biggest enemy.
Baba Jan 16th 2011 5:56AM
Huh, and I'm hitting 10k dps with an average ilevel of 338 in heroics and thought that was pretty good, given that I'm beating people with better gear than me.
Here's hoping that respeccing fury and getting my head around its inner workings will turn me god-mode :D
fridaymacfay Jan 15th 2011 7:31PM
I agree Arms DPS can be a little low but that a skilled Arms warrior can do respectable DPS... and I certainly would not mind seeing a small but significant bump to that DPS. However, Arms is just as good in PvE as it is in PvP because it bring it's signature utility to the party. Granted charging in and out of combat, keeping shouts up, keeping Rend up on all targets, popping Throwdown, Pummel, Hamstring, etc., while being on the move pretty much constantly, takes away from the raw DPS. But the overall contribution is pretty darn significant. Maybe it can't be measured on a DPS meter, but it's definitely there.
Basically, if you're not bringing all those skills you use on the battlefield into the dungeon with you... well, you're doing it wrong.
And no, Imma not using Slam, either, if it can be helped. It'd have to be astonishingly good for me to switch it for HS.
Blue Jan 15th 2011 7:07PM
the changes to lambs to the slaughter is ahuge arms pve increase, instead of next ability consuming the buff its now a stackable retained buff giving all arms abilities 30% more damage at three stacks. it takes the bursty feel from pvp and greatly increases arms dps
Sqtsquish Jan 15th 2011 8:03PM
Was this point totally forgotten? it would seem that despite not being a humongous buff it is indeed a notable buff that blizz is aiming at making arms perform more up to par with where a hybrid should ideally be- Hopefully Blizz manages to continue buffing arms until it is appropriate for pve dps without causing other issues.
Boobah Jan 15th 2011 8:16PM
Yeah, instead of a 30% buff to Overpower (if you do everything right) it's now a 30% buff to Mortal Strike, Overpower, Slam, and Execute that you'll put up effortlessly.
And allowing haste to affect Deep Wounds A) isn't an Arms buff, unless Fury stopped speccing into it while I wasn't looking (which is possible) and B) would make it the only crit-DoT ability in the game that paid attention to haste once it was produced. Deep Wounds already scales with haste; more haste = more rage (= more special attacks) and more auto attacks. More attacks = more crits = more Deep Wounds procs.
Making Rend scale with haste would run the risk of Fury stance-twisting to use it; Rend has perenially been a minor (theoretical) DPS increase if you could time your stance dance correctly, and haste is already fairly close to hit for fury. Which doesn't address the boost you'd give to Arms for AoE, a problem even if you added the haste scaling to a deep Arms talent.
MusedMoose Jan 15th 2011 7:22PM
An interesting read. I've recently started playing an Arms warrior (got rid of my worgen Fury warrior, didn't feel right; made a draenei warrior based purely on Mr. Rossi's pictures of his own), and while I'm still low-level, I like the style. Hopefully we haven't seen the last of Blizzard's adjustments to the spec.
...then again, Beast Mastery is pretty much the only hunter spec I enjoy, so it's not like I have a problem playing a spec that's not at the top of the list. Eh heh heh.
Quiz Jan 15th 2011 7:53PM
"I hardly think arms was so unrelenting a juggernaut in PvP"
Oh, you could not be more wrong. Talk to any pvp healer.
Sorcha Jan 16th 2011 6:33AM
This is my point. I would love to know (genuinely) what I am doing wrong against warriors in PvP. Playing disc (which will be buffed post-patch anyway so that might help) I feel like warriors are the new rogues - stun stun interrupt stun interrupt dead (or that's what it feels like.) Any tips?
omedon666 Jan 15th 2011 8:11PM
"Perhaps letting haste work on Rend and Deep Wounds' DoT would help. "
Whoa whoa, back up... as "one of the DoTs in the game", isn't this contrary to the idea that haste and crit (rend crits, don't it?) will effect all of the DoTs in the game?
Or did I miss something somewhere? My warrior is my 10th of 10 characters, so it's totally feasible that I missed this.
Boobah Jan 15th 2011 8:25PM
If you get more resources from haste, your dots don't scale with it. This means, specifically, feral druids, rogues, warriors, hunters, and DKs.
Abilities that are DoTs applied on critical hits (Piercing Shots, Deep Wounds, and Ignite are the ones I'm aware of currently in game; ret pallies used to have one, too) not only ignore haste (aside from the way haste affects the abilities that proc them) but can't crit either. I'd expect the DoT destro warlocks apply with Soulfire to behave the same way, but I've never looked into it.
Then there are oddball abilities that ignore haste just because, like a warlock's Bane of Doom.
Groshh Jan 15th 2011 8:22PM
Cynicism. Late at night in the UK.
I feel that a portion of those lower arms damage parses are also because of fury being favoured by the more "elite" players that its not truly bring represented accurately enough to determine its maximum potential.
I feel that lack of crit on gear hurts and also that perhaps addition of recklessness to be useable in battle stance might also be a step in the right direction? Thoughts.