The Care and Feeding of Warriors: Arms in PVE and PVP

I promised you arms PVP. Instead, I'm going to give you arms in both PVP and PVE over the next two weeks. Frankly, in my opinion, arms is the warrior tree in the most need of adjustment. It does not perform up to par in PVE once you get into raid gear, and while it offers some great PVP control, it lacks the true punishing power it once held. Without the feared Mortal Strike debuff of previous expansions, arms needs to pop reasonably long cooldowns and use its full arsenal of stuns and interrupts and snares to even have a chance to do what other classes can in PVP.
What's worse, the arms playstyle, while extremely engaging and a lot of fun in terms of its pure mobility, nice tricks, and ability to throw out solid burst, can become extremely difficult to perform to its fullest.
While it's fairly easy to keep Rend up with Mortal Strike now once you've put it up -- and once that's accomplished, you can rely on Overpower procs to light up at predictable times -- having to monitor random Colossus Smash resets and the sheer amount of attacks you'll be using can keep arms fairly locked down. Quite frankly, neither Heroic Strike nor Slam (even Improved Slam) need to be used all that much or even really have room or rage to be used so. Arms is an extremely busy spec, but that doesn't necessarily make it a broken one.
Arms as a PVE spec
The main difficulty with arms in PVE is simply that its raw damage output hasn't kept up. Fury does disproportionately well in 10-man normal Firelands, while its numbers drop to almost middle of the pack in 10-man heroic, 25-man normal and 25-man heroic. But in all four, arms does less than the median -- significantly less, in fact. It's not as bad as it was in Wrath, when arms was absolutely bottom of the barrel, but arms is roughly 10% below average, and that's a lot of lost DPS. Even with fairly common Colossus Smash procs to keep armor reduced, arms just isn't managing to keep up; it's not scaling as well with gear. The reason for this is manifold, but here are a few culprits to keep in mind.
- Arms has no flurry. Stacking crit is an easy strategy for the other DPS spec, but for arms, there's no significant and immediate benefit to a critical hit besides the extra damage it does.
- Arms has nowhere to go. Arms can hit a complete hit cap much, much more easily than fury. As a result, as gear gets better and better, arms doesn't gain even more rage from spiraling stats -- and even if it did, arms can't really spend that rage as effectively.
- Arms' mastery doesn't hit hard enough. While arms likes mastery a lot more than fury, the arms mastery is far more limited than the fury one. Fury's mastery increases everything that an enrage does. It increases Raging Blow damage, it increases the benefits of Enrage itself, and it even makes the self-heal of Enraged Regeneration tick for more. Meanwhile, Strikes of Opportunity just gives a chance for an extra attack at normal weapon damage. It's not terrible (and it's good in PVP, which we'll discuss later), but it doesn't really hit hard enough to make it good for PVE.
- Arms lacks strong PvE burn-phase cooldowns. Recklessness isn't as good for arms because one of the spec's major attacks, Overpower, will most likely already have a 80% or higher crit chance. This means that Reck will waste close to half of its effect, since it can't push an attack over 100% chance to crit. Meanwhile, arms' other cooldowns, Sweeping Strikes and Bladestorm, are both AOE attacks, meaning that they don't contribute enough bite on pure boss burns. Deadly Calm serves as an Execute-phase substitute, but without a Death Wish-style flat damage increase, an early (say, 80%) Bloodlust/Heroism/Time Warp does much less for arms than it does for fury.
To buff arms for the next tier without making them too strong in PVP, something as simple as a new cooldown or a redesigned one. Removing the significant nerf arms took in 4.2 with Two-Handed Weapon Specialization could also work. The arms rotation is actually pretty well designed right now, and I wouldn't want to see it overly monkeyed with, but arms simply needs more oomph to compete with other melee specs in dungeons and raids.

To be completely honest, I'm currently fury and arms specced so that I can spend the time before raids PVPing around the Firelands portal and in the Molten Front area. For those purposes, arms is a bloody delight to play. The control available through Juggernaut, Blitz and Throwdown is lovely, second only to protection, and can be yoked to powerful burst DPS. While Strikes of Opportunity underperforms in PVE, it's ridiculously lovely in PVP.
I find arms superior to fury in rated BGs and Arenas as well. Simply put, I just plain do more damage with arms because I can charge in, hit an MS, then Throwdown and either Overpower or Bladestorm. As long as I don't get disarmed, it's simply the most fun you can have as a warrior in PVP. The biggest difficulty facing arms in PVP is that it's much more of a glass cannon than fury (since fury's Enraged Regen tends to tick for more and arms doesn't have anything comparable to Bloody Healing), and it can lack enough burst power to do much against a geared healer who knows what he or she is doing.
Let's be honest: As a real issue in PVP, Mortal Strike is dead. No one fears the debuff. A 10% healing debuff is completely unimpressive, and no healer in halfway decent PVP gear is even going to notice it. Now, if properly prepared and using Deadly Calm/Reck to increase critical hit chance while saving rage, a lovely chain of attacks can be unleashed for significant burst, but that's only once every 3 minutes or so. Arms simply doesn't have the tools to be really fearsome in PVP outside of lining up control and cooldowns, and that overly reliant nature is a limitation that has robbed arms of some of its legacy.
Next week, we'll talk more about PVP arms -- what spec works best for what kind of PVP, what buffs the spec should see, and where is it functioning as well as we could hope. We'll also talk about ideal fights for PVE arms.
Filed under: Warrior, (Warrior) The Care and Feeding of Warriors






Reader Comments (Page 1 of 2)
Pemberton Oct 8th 2011 6:10PM
I've been an Arms fan since Vanilla, but this expansion has left me considering respeccing.
Noyou Oct 8th 2011 6:14PM
Aw, Rossi. "PvPing around the Firelands portal", I didn't think you were 'that guy'. May Gnomish daggers find the way to your back :) I mean that with all my love and respect. /grin.
rondesouto Oct 8th 2011 7:31PM
Yes losing the feared Mortal Strike debuff was a hit to Arms, but I feel it is still doing just fine. I have been playing Arms pvp since BC, and yes I am not the crazy juggernaut I was with Stormhearld and mace spec but I feel that arms is still doing just fine. There are only 2 class/specs off the top of my head that I feel gimped with, and that is a half decent frost mage, or a rest druid. That much rooting is killer, but every class/spec has an antithesis, and mages are made to stop warriors. All other class/specs I know I have a solid chance to beat, if not just destroy. A nub rogue who pop Evasion is my wet dream.
So all in all I would have to disagree with your tone on Arms pvp.
Killik Oct 8th 2011 7:50PM
I imagine it depends on what sort of PvP you do though. Is it BGs, rated BGs, Arena or duelling outside Orgrimmar?
rondesouto Oct 8th 2011 8:08PM
@Killik
I do general all around PvP. I know from my experience that Warrior's in the 2v2 bracket are in a bad shape because more classes have consistent CC. So I don't generally do the 2v2 bracket anymore, no sense anyways that the rating changes to 3's and 5's.
Even solo BGing I hold my own quite well, but I tend to bring my buddy healer. I feel Arms pvp is still very viable and strong, if not, dare I say it, balanced. Again, I have been playing Arms pvp a while and I have come to learn what class/specs I know I can fight with ease, which are tough, and which are near failure. So Arms isn't the huge destruction machine it use to be but, I think Rossi is giving a slightly sour look to it in the ending paragraph.
And Mr. Ross, if you read this don't get me wrong, I love your column and it has helped me on more than one occasion improve my game play as a Warrior, but I do have to disagree with your tone as to Arms in PvP.
Natsumi Oct 9th 2011 3:34PM
Actually, Blizzard has stated that they don't want any class to have a hard counter. Unfortunately, this is not the case. Warriors are the hardest class to play effectively in PvP, as we are the easiest class to kite. This means that any class that can slow us down and do damage to us at range will always win unless we get the drop on them first, something that is usually next to impossible without Stealth.
A list of classes/specs that can handily defeat Warriors and how:
Frost Mage: Slows from Frostbolt, Blink to escape, Frost Nova, Pet's Frost nova, and Deep Freeze.
Arcane Mage: Slow, Blink, and Frost Nova.
Fire Mage: Frostfire Bolt's slow (yes, smart PvP Fire Mages still use this), Frost Nova, Blink, and Blazing Speed.
Hunters: Disengage, Frost Trap, Freezong Trap, Concussive Shot, Wing Clip, Entrapment (Tier 2 Survival Talent), Intimidate (Beast Mastery Ability), Any Pet with a stun, slow, snare, or Disarm, The Beast Within (BM Talent), Aspect of the Cheetah, and Deterrence.
Warlocks: Fear, Seduce, Death Coil, Demonic Circle, Shadowfury (Destruction Talent), Fel Guard Stun (Demonology Pet), and Curse of Exhaustion (affliction Talent).
DPS Shaman: Ancestral Swiftness (+15% move speed + Instant ghost Wolf, T2 Enhance Talent), Frost Shock, Glyph of Frost Shock, Earthbind Totem, Thunderstorm (Elemental Ability), and Frostbrand weapon enhancement.
Resto Shaman: OMFG HEALS!, Frost Shcok, Earthbind Totem, and Ancestral Swiftness.
Rogues: Do I even need to list everything?
Paladins: Pursuit of Justice, various ranged abilities, healing, Judgement of the Just, and that goddamned bubble.
Death Knights: Chains of Ice, Unholy Presence, ranged abilities, Ghouls, and Death Strike.
Druids: Stealth, Travel Form, Entangling Roots, Typhoon (Balance), HoTs, Mushrooms, Dash, Moonfire Spam, Bash, Frenzied Regeneration, Pounce, Barkskin, and a slew of talented abilities that I just don't feel like listing.
Disc Priests: Bubbles, Heals, and the inability to die without 4 people attacking them.
Holy Priests: Bubble, insane heals, and Psychic Scream.
Shadow Priests: Bubble, Psychic Scream, Phantasm, Dispersion, Mind Flay, Psychic Horror, Paralysis, and Shadowform.
This list was incredibly depressing to make, and I left a bunch of stuff out. You can disagree with any of this, say I'm bad, or whatever to make yourself feel better, but every other class can easily trounce the Warrior if they are more skilled, get the drop on you, are better geared, know how all their abilities work, or know better than to just stand there and take the attacks (unless they are Disc, then you're just screwed). I don't claim to be a PvP god by any means, but I have been known to do some crazy stuff (with a healer) in my day, and I think that my class is woefully underpowered when it comes to PvP, and could even use a slight bump in PvE (I'd love to have Ret's problem of sitting on the Median in all 4 Raid Types).
rondesouto Oct 10th 2011 9:17PM
@Natsumi
I am not going to disagree that the warrior can be kited. I am in no way going attack your post. It was well thought out, but I would like to disagree with the of some of the classes and offer, simple, easy solutions to the ones I can. Now, I am not the best of the best but I have managed to play competitively at 1600-1800 rating in the 2 and 3s, since season 2. I will also say that we are not the powerhouses we use to be, but we are, IMHO, far from gimped. Also, granted, Warrior's are not really an easy class to learn to play well, but they have reduced the amount of necessary macros by a lot. Anyhoo, here goes.
Mage: Period, probably screwed. Blizz may have said they don't want hard counters to classes but for as long as I've played a warrior, the mage has always been that. Any half decent mage can take a warrior.
Hunter: I have yet to meet a hunter I cannot kill. They honestly just don't do enough damage to plate and decent resil. BM's do a fair amount of damage because of the pets increased damage but our self heal takes care of that. Between improve ham, Throw down, glyped fast charge and Heroic leap, they are not getting way.
Warlock: Clothy is clothy and you should never have to worry about fear, that is what Berserker Rage is for. Again, we have enough control abilities to shut it down, and the clothies don't hold up well. Pummel, Heroic leap away and Charge in again, Throw down, and I play tauren so, War stomp. Rally Cry+Enrage regen to take care of Dot damage.
Shaman: Enhance are a bit tricky because of the self-heals, any class with that much instant self healing is tough, granted. Healer kites, yes, nothing to say about that, but they are not as tough as Druids. Elemental, same as warlock. Control and damage and they are forced to heal, stopping them from damaging u. Of the 3, the enhance is the toughest for me, but he is going to stay in melee so it's toe to toe at that point, the slows are inconsequential.
Rogues: Are my wet dream. Very good ones will be able to pull off a good stun lock and damage enough, but generally I don't feel they do enough damage to Plate/decent resil. Rally Cry+Enrage Regen and go to town over powering them. They only slow to run away otherwise, again, the try to stay toe to toe making the slows not the issue. It's who can damage faster. Generally though, I don't lose to them one on one.
Pally: Holy are near impossible to kill 1 v 1. Ret-weather that big burst they got, ie Rally+Regen+Shield Wall, and then they fall fast, bubble, we pop bubble and kill. Again, we have great control. Pally has 1 stun, we have 2, both on shorter CD's.
Death Knights: Blood-near impossible, to much self healing. Frost is doing a lot of damage now, so they are getting tough and Unholy gets the Ret pally treatment and dies.
Druid: Kitty/Bear- they can be tough yes, but they want to stay in melee again. Boomkins-same as elemental shaman. Control, damage, force them to heal. They root, you trinket and Heroic Leap/Charge, thrown down. Granted they can root faster, but if they are hurt they are running. Druids are kinda tough all around, and don't get me started on the Kite Machines the resto ones are. I give up on them.
Shadow Priest: See warlock. Clothie is clothie.
Now I am not saying anything bad, and I am acknowledging the class/specs that are easy, tough, and hard, but I hope you can see that it is not as bad as the article, and your post, make it sound. I would love buffs, at the beginning of the expansion when I could charge/intercept and Heroic leap I was really tearing people up then but they nerfed it. That simply put us back to 2 abilities that close range again, just like we had.
Natsumi Oct 11th 2011 11:58AM
@ron
While I understand the basic tactics of fighting each class, and have even pulled them off from time to time, when playing against people with equal skill, it's usually a defeat. Add in a second player, and it's usually a defeat. Add in 2 other players and it's a hopeless fight.
So, here are some issues I had with your explanations:
Mage: You can take out any brand of mage if you specifically spec for it as Arms (we won't mention Prot's superior mage killing powers as this is an Arms post :) ) though you're pretty gimped against non-casters. Things like Gag Order play heavily into this. I've even defeated the dreaded Frost Mage, you just have to know WHEN to use each ability, time your CDs, and use HS when in close. As you said, any Mage worth their salt SHOULD be able to handle Warriors like a newborn kitten.
Hunter: Then you have not been playing against the Hunters I have. Every time I get close to them they Ice Trap, Scattter Shot, Wing Clip, Snake Trap, stun, sleep, or daze me then run to max range and do it again when I finally get close again. Heroic Leap is next to useless when there is any kind of incline and, because we express this sentiment in about 40 threads a day on the official forums, every other class knows this as well so they generally stay upslope from us to prevent us from using it. Assuming that the hunter isn't an idiot, they generally kill me with Arcane Shot (not reduced by armor) and Cobra Shot over Steady Shot (again, not reduced by armor). Played well, a Hunter is another Hard counter to the Warrior class, they just have too many ways to stay at range.
Warlock: It's not so much that I'm worried about fear, it's that BR only lasts 10 seconds and Warlocks are notoriously hard to kill in less than 10 seconds AND it doesn't stop them from using Death Coil on us while running away. I've been killed too many times by skilled Warlocks that I KNEW I had and they popped Soulburn + Healthstone, Death Coil, then Fear and Drain Life, I died and they had half life again. As a non-Beef Warrior I don't have that extra stun to keep them locked down. That or they get in a lucky stun from their Fel Guard and then Demonic Circle away. I must just be playing against the wrong Warlocks :p
Shaman: I honestly rarely have any issues taking out enhancement Shaman unless they have all their CDS up and get the drop on me and/or I'm already fighting someone else, the people that PvP on Enhance generally are strategists and are PvE specced/glyphed for max DPS, not survival and on top of that they are very squishy for a class that wears mail armor, likely due to the lack of survival CDs. Elemental Shaman on the other hand understand that if I am in their face for too long they are doomed. If I charge in they will Thunderstorm then Glyphed Frost Shock me (this is a root effect), Instant Ghost Wolf some distance, Flame Shock, Unleash Elements, Elemental Mastery Lava Blast, maybe a lightning bolt or two, rinse and repeat. A well played Elemental Shaman can and will destroy you. As someone that plays a Resto Shaman in PvP, I know for a fact that you have 4 seconds to kill me every 10 seconds (slightly more if all your CDs are up) as I can heal back to full in about 2 GCDs, on top of keeping the people killing you alive.
Rogues: You must be playing against some sort of ultra bad Rogues. Rogues are a hard counter to pretty much every class, and have been since Vanilla, though we have a better shot at destroying them than most other classes. The big issue that Warriors have with Rogues is the insane amount of control that they have over every encounter. Stuns, incapacitates, Disarm, Disorients, and some of the best defensive CDs in the game (minus evasion, that just makes me laugh, but it's great in pve). If things get rough they run (briefly) then come back and destroy you when you're busy, a Rogue played properly never fights fair.
Paladins: They have 1 stun, we have 1 stun, unless you are counting Charge. even then they move faster than we do and have several abilities to hit us with at range, not to mention big self heals. Yes, if we get them to bubble we've usually won, however if they bubble and run we'll probably not catch them before they can hide and heal. Granted, most paladins aren't smart enough to know how to survive once their bubble is popped, or that it can be by a Warrior. The real issue is that we have the same Damage output as Ret but we have to kill them twice (at least it's not 3 times anymore lol) before we win.
Death Knights: It doesn't matter how much damage a DK does, it's how much you can do to them, which when they are played right is very close to 0. Unholy is a joke if they go toe to toe with you, so is Frost for that matter, the problem is actually getting them to stand still so you can hit them. Frost just Howling Blasts you into oblivion, glyphed it causes Frost Fever and they always talent into Chillblains for PvP, have fun running slowly at them forever. Unholy goes a different Route, they Glyph Chains of Ice (now causes frost damage) and then just uses their ghoul and Death Coil to kill you. Blood, like any other tank spec, is next to impossible to kill.
Druids: Ferals are a pain, real pvp ferals use a hybrid tank spec, getting all the cool damage and survival talents. Ferals are usually easy to beat, unless they are actually skilled at feral pvp (most aren't, they're full time cats) then it's a rare win, as tank specs are almost impossible to kill. Balance played right always wins versus Warriors, always. Typhoon, Roots, and travel Form allow them their distance, and then they moonfire you to death while running. Not sure if you've played against a skilled Critchicken, but moonfire hits for about 4-6k and crits for about 9-12k, and that's when they aren't Eclipse procced. That and they can keep you frustrated with nature's grasp (instant cast, charge based, reactive root) and cyclone.
Shadow Priests: You have to kill them within 10 seconds or you're locked down till death. They also have quite a few ways to keep you away from them on top of their impressive damage. On top of that I've never been able to get one to heal themselves outside of low level pvp (which has been ruined by heirlooms). They either kill me while laughing or die pitiful deaths, there generally is no in between for this spec.
As for your last bit, I do think it's as bad as the article makes it, if not worse. I'm an above average PvPer, I've pulled of some insane stuff (like killing Frost Mages), and I've been playing the spec for almost 6 years now. However, there are MANY new players (relatively speaking of course) out there that that do not have the familiarity that I do with the class (and with the other classes) to perform even as well as I do. There is a huge learning curve for the class, and you have to be willing to sit through a hell of a lot of failing to get better. Warriors are the class that does best by staying on a target. However, as Warriors increased in skill, Blizzard started handing out more ways to get away from the nasty Warrior with the big Axe/Mace/Sword that's killing them and nerfing the ways for a Warrior to stay on their Target.
In Vanilla, Warriors were top of the mountain, sure we could lose, but we had killing power.
In BC, Warriors were balanced with the other classes in pvp, every encounter was about how well you played. I think this was the best Blizzard did in terms of pvp balancing for all the classes. Sure, you could usually splatter Warlocks all over everything but if they got the drop on you they had a chance of winning. Just before Wrath we regained the King of the Mountain position with the all new talent trees. For a brief moment we were unstoppable.
In Wrath we received nerf after nerf after nerf and our pvp viability tanked. We were still used in Arenas for our debuff, but only if another class with better damage output couldn't be found. to make matters worse, a new contender stepped into the ring and he utterly demolished us. Our days in the sun were over, and we dropped to the bottom half in pvp.
In Cataclysm we received the final devastating nerf, Mortal Strike was now a 10% debuff. Healers everywhere rejoiced at their new found ability to laughably keep everyone up in pvp. On top of that everyone gained giant sized health pools, while we lost most of our burst damage. We are now at the very bottom of the pvp pile. The top Warriors are still middle of the pack, getting killed by less skilled players that play classes better suited to pvp. Unless Blizzard does something, our class could very well end up not being pvp viable at all.
ElrithCC Oct 8th 2011 7:37PM
Once again, an expansion starts out kind to arms, and once again, we are weathered away to something only a handful of people enjoy. When a class is balanced around macros, something's fishy.
Natsumi Oct 9th 2011 3:36PM
Not so much Macros as add ons. Sure I use a few macros, but my DPS takes a huge dip if I don't have my timers up.
Cambro Oct 8th 2011 7:44PM
My specs are prot and fury, both for raiding 10 man. While doing Molten Front dailies, I was occasionally switching to arms because of the annoying world pvp (which I have no problem with, unless the same guy keeps attacking me over and over, day after day, and I won't do the honor of saying his name) but I decided to just stick with fury and throw on my meh mix of season 9/10 pvp gear. I was pleasantly surprised that lacking the stuns of arms, I can hold my own reasonably well. A properly coordinated whirlwind or cleave and I can victory rush, sometimes finishing a fight at 75-100% health. It's a far cry from in the past, when fury in pvp really was a glass cannon. I would love to have a bit more control though; intimidating shout, pummel, and intervene stun just seem so hobbled compared to arms' kit.
Pyromelter Oct 8th 2011 7:47PM
Maybe this is just me, but I feel like arms suffers from the fact that Fury scales so well with 2 weapons. Like it's just hard to balance a single-wield tree when the tree next door can wield 2 2-handers. I'm sure Titan's Grip has always been a balancing nightmare, but it's always felt to me like it's bled over into the arms tree in terms of scaling issues with the arms tree.
Maybe your right, Matt, about the Mastery ability. Something like how it currently is also just wouldn't scale as much as the Fury tree's mastery would scale. :/
Killik Oct 8th 2011 7:53PM
A tiny buff to 2-h weapon spec would seem to be a nice, simple solution to PvE without making PvP a bursty nightmare.
tharveyyorkshire Oct 8th 2011 8:02PM
just as a side note, up until level cap and some time after, arms is leaps and bounds ahead of fury for dungeon running because of its poor scaling with stats :P
Kzobel Oct 8th 2011 8:27PM
I love arms in every sense. I really enjoy it in PvE and I have since Vanilla (Loved the old Sword Specialization). I would love to see PvE Arms brought to a similar level in 4.3. I use Arms in PvP as well and I agree with the damage. Don't get me wrong there is some pretty incredible burst potential there, no doubt. Here's to hoping for some Arms love in 4.3. I cannot stand fury anymore (Had fun with it in BC though. Pre TG). Just Personal Preference.
Luke Oct 8th 2011 9:44PM
To be honest I've never played an Arms spec. Would you say it's challenging and engaging like Feral DPS? Or more annoying and difficult like say Balance, (for lack of a melee equivalent comparison). Meaning Feral is a lot of fun because there is still a pay off once you master it, where as Balance even played well just has a hard time keeping up with other classes / specs.
Revynn Oct 9th 2011 12:24AM
I have an Arms Warrior alt as well as a Kitty alt, both at about the same 357-360 ilevel range. Feral DPS requires a degree of finesse and knowing when NOT to do something as much as knowing WHEN to do something, so it's not as fast paced as a typical DPS spec where you're spamming buttons to make sure you always have a GCD spinning.
The new Arms reminds me personally of Frost DW DKs at the end of Wrath. Smooth and easy to play, but not completely faceroll with procs to react to. Things come off CD right as you need them to . . . it just feels good to me. It's just not scaling well.
Belinus Oct 9th 2011 9:45AM
My wife is a fanatically devoted kitty, and when I convinced her to try a warrior, she went arms. She liked it, but it very much was a "oh, this is like easy feral dps" sort of thing. Then they made Mortal Strike refresh Rend and it was even more so. She found it fun, but in a "it's a break from her real 'challenging' class" kind of way.
I'm leveling a feral druid now, and to be honest, it's made me less interested in other dps specs, just because it's so fun. Arms is a blast to play, it really is, but as for complexity, you might get a little bored after feral dps. Of course, you could try a shaman, I hear they're OP as hell *ducks a Stormstrike*.
Unain Oct 9th 2011 8:14AM
Arms relies heavily on a good 2H weapon. I noticed that I went up about 6k dps by switching to a 391 weapon after having used a 359 weapon for a while (mainspec is tanking, so it took a while to get one for offspec).
I do agree arms is still behind in terms of raw dps output, but its so much fun to play. I'm not gonna switch to fury. I still give my raid 2 nice buffs (4% physical + bleed) so that the hunters don't have to switch pets :P.
Natsumi Oct 10th 2011 12:31AM
Honestly, the biggest issue I have with the spec is that for the entire Tier you are using the last Tier's weapon, since the weapon(s) you need ONLY drop off the last boss in the raid. Firelands has a shared boss loot table, but I'll be damned if my raid groups have ever seen anything drop off them, let alone a serviceable 2 hander. I don't care about Armor or Jewelry or even Trinkets, they all pale in comparison to a new weapon to beat things with DPS wise.
T13 is going to suck pretty bad for Arms as our weapon will only drop off the final encounter with Deathwing, going by Blizzard's statement that he will ONLY drop weapons and Blizzard's recent history of placing desirable 2 handed weapon drops on the last boss.