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10.2.7
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Upcoming Arms narf
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Post by
masti
Arms wasnt somewhat powerful in pvp, it was very powerful.
When combined with a Healer. 1v1 or without a Healer, Arms has problems with classes that can root/kite like a bastard, or even some classes that can self heal while still pumping out damage.
PvP isn't balanced around 1v1.
Arms burst was just to powerful thanks to the change to HS and arms mastery, they are just trying to balance it out. And to compensate that we were weak against classes that could selfheal, they put pummel in battle stance and gave us throwdown. Loosing 1 gap closer per minute is not gonna be such a big deal other then the initial stage of dueling a kiter, because in arena and bg's you don't use the gapclosers as soon as they are out of cd.
On a different note.
All this R.I.P arms pvp is getting annoying, its the same song people sang when they made so that you could disarm BS.
Try the changes before you go preparing for the doomsday, pvp is all about adapting after all.
Post by
606141
This post was from a user who has deleted their account.
Post by
Kramp
PvP isn't balanced around 1v1.
Arms burst was just to powerful t
hanks to the change to HS and arms mastery
, they are just trying to balance it out.
And to compensate that we were weak against classes that could selfheal, they put pummel in battle stance
and gave us throwdown. L
oosing 1 gap closer per minute
is not gonna be such a big deal other then the initial stage of dueling a kiter, because
in arena and bg's you don't use the gapclosers as soon as they are out of cd.
On a different note.
All this R.I.P arms pvp is getting annoying, its the same song people sang when they made so that you could disarm BS.
Try the changes before you go preparing for the doomsday, pvp is all about adapting after all.
Bold quotes are wrong statements.
- Arms burst comes from Collosus smash coupled with SD lucky streak procs ( where Arms SHOULD be nerfed ) and Deadly Calm.
- We were great versus healers because of 50% mortal strike. Pummel in battle stance was added in beta because every melee classes were getting an interrupt.
- We are not losing 1 gap closer per minutes, we are losing 1 gap closer per 25 secs, massive difference. It's massive.
- Hmmm, we ARE using our gap closers nearly on CD. Read previous posts about how do the ping pong is part of the warrior skill cap. Also, the 25% increased crit on MS linked to Juggernaut is our only way to barely keep WC up and be able to use Enraged Regen without using berserker rage.
P.S: Disarm on BS actually INCREASED the skill cap of the warrior.
Post by
Hyperspacerebel
I think people talking about "gap-closers per minute" are missing the point. What made having charge and intercept great was the ability to use them both right after each other: damage -> gap close -> damage -> gap close -> damage, all without missing a heart-beat. What hurts about this change is not going from 6 to 5 gap closers per minute (or whatever), it's losing the ability to chain them together.
I personally think that the change is actually something that was needed, however, I would make one other change: bring back charge's snare removal. That, coupled with the PTR changes, and I think warriors would be perfect as far as mobility is concerned.
Post by
755096
This post was from a user who has deleted their account.
Post by
masti
PvP isn't balanced around 1v1.
Arms burst was just to powerful t
hanks to the change to HS and arms mastery
, they are just trying to balance it out.
And to compensate that we were weak against classes that could selfheal, they put pummel in battle stance
and gave us throwdown. L
oosing 1 gap closer per minute
is not gonna be such a big deal other then the initial stage of dueling a kiter, because
in arena and bg's you don't use the gapclosers as soon as they are out of cd.
On a different note.
All this R.I.P arms pvp is getting annoying, its the same song people sang when they made so that you could disarm BS.
Try the changes before you go preparing for the doomsday, pvp is all about adapting after all.
Bold quotes are wrong statements.
- Arms burst comes from Collosus smash coupled with SD lucky streak procs ( where Arms SHOULD be nerfed ) and Deadly Calm.
- We were great versus healers because of 50% mortal strike. Pummel in battle stance was added in beta because every melee classes were getting an interrupt.
- We are not losing 1 gap closer per minutes, we are losing 1 gap closer per 25 secs, massive difference. It's massive.
- Hmmm, we ARE using our gap closers nearly on CD. Read previous posts about how do the ping pong is part of the warrior skill cap. Also, the 25% increased crit on MS linked to Juggernaut is our only way to barely keep WC up and be able to use Enraged Regen without using berserker rage.
P.S: Disarm on BS actually INCREASED the skill cap of the warrior.
Nerfing CS would mean that they need to buff the other abilitys for PvE, and scaling would just make that into a future nerf again. And CS is not the biggest issue there either, even thou its a great move, it adds about 2-3k more damage on your attacks. Where deadly calm lets you trigger all your mastery to its full potential, and use HS (which again is a great deal more powerful as it is now then what is used to be), you wouldent be using hs if it was as it used to be even with deadly calm.
So to be correct its deadly calm that is the real bugger there, not CS.
Shield bash was usable in battle stance, the difference pummel did was to lower the factor of lag by a very small amount since that was the biggest uproar from the warrior community about interrupts.
50% ms debuff, yes but the real factor was also that you could stack it with the overpower debuff before, that combo was overpowered so no surprise it was taken away, but healing has been lowered, you cant heal yourself up like you did in previous expansions, so in order to keep the ms debuff they lowered percentage.
Even if we are loosing the ability of chain charging, it just makes you have to use your other tools more tactically, the problem now is that a warrior can stunlock someone to or close to death.
If you want to keep the chain charges, then we need to lose throwdown, which one is more useful can be debated, charges against kiters throwdown against other melee and kiters. Blizz just thought it would be more balanced to let us keep throwdown.
Arms was screaming for a pvp nerf, its nothing new, saying that it was unjustifiable is just plain wrong, dont get me wrong i also enjoy steaming trough a bg now and then as arms (i still mostly pvp as prot), but its not like I wasn't expecting the nerf for arms.
And just as the BS change it will again force a increase in skillcap for arms pvp. And for wrecking crew, it will have a higher uptime now so i don't understand the point of that.
Post by
Hyperspacerebel
Arms was screaming for a pvp nerf, its nothing new, saying that it was unjustifiable is just plain wrong
Nerfing mobility was unjustifiable. Very few people (if any) are denying that arms had a bit too much burst.
Post by
Kramp
But why oh why should we have 2 viable dps PvE spec ?
Blizzard tried to balance every spec for PvP but they never succeed to balance every CLASS for PvP.
How about they give us 1 pvp spec, 1 dps spec and other tank spec ?
CS is roughly a 15%-40% increase on our attacks depending on the armour of the target. I am sorry but that's massive...
Shield bash was a clunky mechanic because it reseted our weapon swing and needed 3 GCD to be used. So, it killed our burst AND was nearly impossible to use VS a caster with decent haste.
'
We didn't needed OP debuff to kill healers back in BC.
We DON'T have anymore tools. By killing the chain charging, they are forcing us to tunnel vision. ( Hello, s5 ).
Finally, we DO need a nerf, I never said anything against that. Read my previous post.
Post by
367590
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Post by
141313
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Post by
Sakkura
Is everyone ignoring the tact that we got hc leap now? Ok there is no stun. But this also greatley improved our mobility, even though it also has its flaws with pathing issues.
But it's pretty silly to go "congrats on buying cataclysm and levelling, here's your awesome new spell... oh btw we nerfed your other skills so you really gained nothing at all - enjoy!", which is effectively what they've done to arms warriors. It may not be all that surprising, but it still feels more than a little weird.
Post by
755096
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Post by
78324
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Post by
534868
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Post by
755096
This post was from a user who has deleted their account.
Post by
Sakkura
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.
Anyone know how this is going to stack? Lambs to the Slaughter is generated by MS, and exhausted by MS... so how will it stack three times?
Uneducated guess says it isn't consumed by anything, but just has some duration before it falls off. Those kinds of ramp-up damage bonuses are a good way to increase PvE damage without providing excessive PvP burst.
Post by
755096
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Post by
363599
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Post by
Kramp
Because the idea of having specific specs for each part of the overall gameplay is boring and archaic.
But it's the only way to start to have balanced
class
. Right now, hunters are eating their socks in the dumpster and rogues gotta choose between zero sustained damage or zero mobility. Blizzard should not focus on balancing specs before they decide to balance specs.
I have nothing against giving enough pvp talents to others specs to have some fun in BGs ( I played a feral druid between s2 and s4 ) but imagining a WoW where every spec is on the same level is an utopia for now.
After, they could try to balance specs to are absolutely different of each other ( like feral and restoration druids. ) and finally, balance specs that are really close of each other ( arms/fury ).
The exact same thing can be said about PvE so do you think it's possible to balance PvP and PvE on EVERY spec ?
In a competitive world, It's normal to see "clones". I never saw a swimmer in an olympic free style race doing something else than crawl.
Well before the Juggernaut talent there was a time when Charge couldn't even be used in combat. Remember when Charge was strickly a skill to be used to open combat? Well back then Arms Warriors couldn't chain dash skills together either except when they were opening combat against someone and they did just fine back then too.
- Mages didn't had freeze on CoC, permanent elemental, RoF, DF, Shattered Barrier, etc...
- Hunters didn't had pets with roots, trap launcher, Entrapment ( need confirmation on that one ), disengage, etc...
- Druids didn't had root glyph, Nature's grasp with 3 charges.
- Shamans didn't had the new ghost wolf, spiritwalker, earthgrasp
- Warlocks didn't had portal
etc...
Everyone is saying that if Arms needed nerfed then why attack it's mobility?
Because they wanted Arms to be viable for PvE...
And like I said earlier, they didn't nerfed Arms. We'll still be at the top of the PvP food chain in Arenas considering every healer can dispel now. Heck, if the SotL "buff" is confirmed, I am confidant we'll hit WAY HARDER than before while keeping our godly trio of "this guy is dead in 6-7 globals" ( DC, Reck and CS proccing all day long ).
Post by
755096
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