Tinorn
Grandfathered
So most of the dust from 7.1 has seemed to settle, with many bugs being resolved, it seems like all the work and love I put into my Arms Warrior was just time wasted.
Survival Hunters basically have everything Arms Warrior has and more without the hindrance of Rage:
With stunlock rogues, kiting boomkins, and huge DPS monsters hunters and monks is there any room for Arms Warriors? If so, do you have any recommendations or
I do have a few questions of my own for anyone who fancies themself an expert:
Survival Hunters basically have everything Arms Warrior has and more without the hindrance of Rage:
Harpoon: 5-40 yd, 3 second root, 30s CD. Charge: 8-25 yd, 1.5 second root, 20s CD
Wing Clip: 50% reduce target speed for 15s, 30 Focus. Hamstring: (lvl 32), 5% physical damage, 50% reduce target speed for 15s, 10 Rage.
From here the comparisons are not as direct, but I will explain my reasoning for the coupling
Raptor Strike v Slam: A stronger attack with no other properties that consumes resources.
Raptor Strike: 5 yd, 25 Focus, deals 300% damage. Slam: Melee Range, 20 Rage, deals 226% damage
Mongoose Bite v Mortal Strike: While they do not provide the same effect, I would argue that these abilities both represent the most damage outside of a talent ability. When your Axe Throw/Flanking Strike or Overpower isn't ready, this is the ability you're more likely to favor.
Mongoose Bite: 5yd, No Focus, 3 Charges, successive strikes' damage increased by 50%, stacking up to 6 times, 11.9s recharge. Mortal Strike: Melee Range, 20 Rage, 1 Charge, strikes reduce effectiveness of healing by 25%, 6s recharge.
Flanking Strike v Execute: Both are the hardest hitting abilities and have some sort of condition: Pet being nearby and alive, target being below a certain HP.
Flanking Strike: 5yd, 50 Focus, 6s CD. Exceute: Melee Range, 10 Rage (can consume up to 20 rage for more damage), 162%, only usable on enemies that have less than 20% HP.
Throwing Axes v Overpower: This comparison is of the two talent abilities for each of these specializations. It is an automatic pick, with no real argument for the other two talents. These are powerful abilities that both classes rely on heavily and where most of their damage will come from.
Throwing Axes: 30 yd, 15 Focus, 2 charges, throws 3 axes, each dealing (312.5% Attack Power) damage, 15s recharge. Overpower: Melee Range, 10 Rage, causes 375% damage, cannot be blocked, dodged or parried and has a 60% increased chance to critically chance, must be activated by a melee attack.
Freezing Trap: Nothing to compare to for warrior.
Hatchet Toss: 5-30 Yards, no CD, still useless. Heroic Throw: 8-30 Yards, 6s CD, also useless (Except maybe procing Overpower)
Overall, their abilities are comparable, but with the flexibility of 5yds vs melee range and not having to build up Rage there is no instance where survival hunter does not have the advantage over warrior.
Wing Clip: 50% reduce target speed for 15s, 30 Focus. Hamstring: (lvl 32), 5% physical damage, 50% reduce target speed for 15s, 10 Rage.
From here the comparisons are not as direct, but I will explain my reasoning for the coupling
Raptor Strike v Slam: A stronger attack with no other properties that consumes resources.
Raptor Strike: 5 yd, 25 Focus, deals 300% damage. Slam: Melee Range, 20 Rage, deals 226% damage
Mongoose Bite v Mortal Strike: While they do not provide the same effect, I would argue that these abilities both represent the most damage outside of a talent ability. When your Axe Throw/Flanking Strike or Overpower isn't ready, this is the ability you're more likely to favor.
Mongoose Bite: 5yd, No Focus, 3 Charges, successive strikes' damage increased by 50%, stacking up to 6 times, 11.9s recharge. Mortal Strike: Melee Range, 20 Rage, 1 Charge, strikes reduce effectiveness of healing by 25%, 6s recharge.
Flanking Strike v Execute: Both are the hardest hitting abilities and have some sort of condition: Pet being nearby and alive, target being below a certain HP.
Flanking Strike: 5yd, 50 Focus, 6s CD. Exceute: Melee Range, 10 Rage (can consume up to 20 rage for more damage), 162%, only usable on enemies that have less than 20% HP.
Throwing Axes v Overpower: This comparison is of the two talent abilities for each of these specializations. It is an automatic pick, with no real argument for the other two talents. These are powerful abilities that both classes rely on heavily and where most of their damage will come from.
Throwing Axes: 30 yd, 15 Focus, 2 charges, throws 3 axes, each dealing (312.5% Attack Power) damage, 15s recharge. Overpower: Melee Range, 10 Rage, causes 375% damage, cannot be blocked, dodged or parried and has a 60% increased chance to critically chance, must be activated by a melee attack.
Freezing Trap: Nothing to compare to for warrior.
Hatchet Toss: 5-30 Yards, no CD, still useless. Heroic Throw: 8-30 Yards, 6s CD, also useless (Except maybe procing Overpower)
Overall, their abilities are comparable, but with the flexibility of 5yds vs melee range and not having to build up Rage there is no instance where survival hunter does not have the advantage over warrior.
With stunlock rogues, kiting boomkins, and huge DPS monsters hunters and monks is there any room for Arms Warriors? If so, do you have any recommendations or
I do have a few questions of my own for anyone who fancies themself an expert:
- Are there methods to maintain rage? Seems like I have to spend it faster than I can generate it to deal with just about anyone. Also seems like the gaps between combat means I'm basically starting every fight with 0 rage.
- Anyone having good success with Prot? I tried it for a bit, but the dream of 3 Stacks of Focused Rage into a Shield Slam seemed foolish at best with auto-attack not generating rage. Only means for rage was Charge or Shield slam, which Devastate no longer resets the CD for?
- Are you playing your Arms Warrior? If not, what have you taken up instead?