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Arms Warrior 7.3

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Guest Vestuhal

I have a question: In the stat priority section it is suggested that haste >mastery. In the gem/enchant section it is recommended to 

go for mastery. Can you help me bringing some sense into this?

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23 minutes ago, Guest Vestuhal said:

I have a question: In the stat priority section it is suggested that haste >mastery. In the gem/enchant section it is recommended to 

go for mastery. Can you help me bringing some sense into this?

Should have been updated Haste but with Mastery enchant when Haste was found to be the dominant stat, will change that up now :)

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Fervor of BattleFervor of Battle should be 30% increased damage, not 50%. I know you can't do anything about the tooltip but you could change the text to give the right information. 

Edited by Lophen

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6 hours ago, Lophen said:

Fervor of BattleFervor of Battle should be 30% increased damage, not 50%. I know you can't do anything about the tooltip but you could change the text to give the right information. 

should be updated asap

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Hi, is Unending Hunger still bis for arms? It's not listed anywhere but it used to be the #1 trinket to get. I'm worried this thing I grinded for is now useless. Thanks!

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2 hours ago, Tank said:

Hi, is Unending Hunger still bis for arms? It's not listed anywhere but it used to be the #1 trinket to get. I'm worried this thing I grinded for is now useless. Thanks!

UH took a hit along with other RPPM trinkets, so it alongside Discordant Chorus are now much weaker than the alternatives from HFC and the other trinkets listed in the Gearing Up section.

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i think (my warr have hfc's set) mortal combo is better than in for the kill talent, its like im spamming mortal strike, and if i/we choose in for the kill, it just when the enemy hp is 20% and if above that?

i think it just better mortal combo than in for the kill

and for dauntless(first talent), i think its better overpower than dauntless, cuz overpower has the same damage (or i think dealt more damage) like mortal strike, why i need dauntless when arms warrior now is not like before, its like unlimited rage.

Edited by Crystalystie

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On 28/07/2016 at 6:02 PM, Crystalystie said:

i think (my warr have hfc's set) mortal combo is better than in for the kill talent, its like im spamming mortal strike, and if i/we choose in for the kill, it just when the enemy hp is 20% and if above that?

i think it just better mortal combo than in for the kill

and for dauntless(first talent), i think its better overpower than dauntless, cuz overpower has the same damage (or i think dealt more damage) like mortal strike, why i need dauntless when arms warrior now is not like before, its like unlimited rage.

Mortal Combo struggles because you are getting a lot of resets and can effectively use MS very frequently without it (though there are fringe benefits of resets granting the full cooldown duration). In for the Kill however has a significant impact on the Execute phase which is crucial for Arms, smoothing out Rage gen which is a big problem during that period.

On Overpower, whilst it may deal relative damage, it's not contributing to Tactician and is too infrequent to be beneficial when you could be spending Rage in those GCDs generated through Dauntless to get CS/MS resets.

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2 hours ago, Guest scored said:

does Fervor of BattleFervor of Battle  make whirlwind better then slam as a rage dump

Yes, with Fervor you effectively remove Slam from the rotation and replace it with Whirlwind at all times.

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Guest silent serpent

with the recent buff to slam damage( 12%) is fervor of battle still worth it?

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On 06.08.2016 at 6:52 PM, wordup said:

Yes, with Fervor you effectively remove Slam from the rotation and replace it with Whirlwind at all times.

Nope, it doesn't effectively on single target. In Fact that Fevor adds only 30%, not 50%. It is simple math:

Slam 226% w.damage / 20 rage = 11,3% w.damage per rage

Whirlwind 183% w.damage + 30% = 237.9% / 25 rage = 9,5% w.damage per rage.

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On 09/08/2016 at 11:06 AM, Howled said:

Nope, it doesn't effectively on single target. In Fact that Fevor adds only 30%, not 50%. It is simple math:

Slam 226% w.damage / 20 rage = 11,3% w.damage per rage

Whirlwind 183% w.damage + 30% = 237.9% / 25 rage = 9,5% w.damage per rage.

Actually, there is more going on here than just purely the simple math of damage per rage.

During most situations, you have more than enough Rage to sustain your rotation. By extension, Whirlwind condenses more damage into one Global so, whilst not more efficient, is still stronger for the purposes of dealing damage if Rage is not an issue. This is compounded further by Opportunity Strikes being the optimal talent at 100, which can trigger off each of the 3 Whirlwind hits, which is significantly better than the single hit that comes from Slam.

In short, they nerfed FoB so that on paper it looks weaker than Slam, but with other talent choices and effects considered, it's still the best.

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Guest Rokkz

With the HFC 4 set bonus does slam become the better option on single target fights?

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4 hours ago, Guest Rokkz said:

With the HFC 4 set bonus does slam become the better option on single target fights?

No, for the same reasons listed above with Whirlwind interactions through Opportunity Strikes.

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Guest Knightwolve

Sims are showing FR to be roughly 90k+ dps ahead of IftK in well itemized pre-raid gear. I'm perplexed that anything other than FR can be recommended in this tier even if it is considered more complex.

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10 hours ago, Guest Knightwolve said:

Sims are showing FR to be roughly 90k+ dps ahead of IftK in well itemized pre-raid gear. I'm perplexed that anything other than FR can be recommended in this tier even if it is considered more complex.

Because recommending something significantly more difficult with no other option is often detrimental when this is intended to be a guide for everyone to get something out of. FR is very heavily recommended throughout the whole guide but not acknowledging that it is a significant alteration to playstyle for many not used to it is unfair given that it's supposed to be both an introduction and a summary.

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Guest Uruvsuurt

Did I read that correctly?  A Focused Rage based spec (as suggested in this guide) is 90k DPS more than In For The Kill?  While I understand that simulation numbers are base on perfect execution (which can differ in playing execution), that seems quite a substantial gap, and would lead people to believe that we really only have one choice in terms of a spec build, if we wish to raid at a decent level.

 

I personally don't like the FR style, and while not a top end raider, I do play in a guild that does mythic level content up to a certain level (5-7 out of 13 or 14, for example).  Maybe 90k dps is nothing in this new expansion, but a few weeks ago that gap would have left no discussion as to how to spec and play.

 

Wordup, your guides are awesome.  My comments are just more of shock rambling at this point, not any complaints/arguing vs your research.  Hopefully I am missing something here and I can play the second spec you suggested (Dungeons & Raids) as that is the one I have deemed easier to master.  I do swap out FoB for avatar, and then use slam, but they are similar play styles.

 

/sigh...again, thanks to you all for the help over the years.

 

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4 hours ago, Guest Uruvsuurt said:

Did I read that correctly?  A Focused Rage based spec (as suggested in this guide) is 90k DPS more than In For The Kill?  While I understand that simulation numbers are base on perfect execution (which can differ in playing execution), that seems quite a substantial gap, and would lead people to believe that we really only have one choice in terms of a spec build, if we wish to raid at a decent level.

 

I personally don't like the FR style, and while not a top end raider, I do play in a guild that does mythic level content up to a certain level (5-7 out of 13 or 14, for example).  Maybe 90k dps is nothing in this new expansion, but a few weeks ago that gap would have left no discussion as to how to spec and play.

 

Wordup, your guides are awesome.  My comments are just more of shock rambling at this point, not any complaints/arguing vs your research.  Hopefully I am missing something here and I can play the second spec you suggested (Dungeons & Raids) as that is the one I have deemed easier to master.  I do swap out FoB for avatar, and then use slam, but they are similar play styles.

 

/sigh...again, thanks to you all for the help over the years.

 

In a pure Single Target situation if executed perfectly, yes it is far superior. It is limited to Single Target and lower target situations in its effectiveness however, so it depends largely on the content you're aiming at. When it comes to doing Mythic you should already comfortable with all caveats of a spec so it would be almost mandatory to switch to a FR build if sticking with Arms.

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Guest Random Internet Guy

The stat weights in the gear/best in slot section put mastery above strength, yet the gemming recommendation says to use a 200 strength gem and fill the rest with 250 mastery?

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22 hours ago, Guest Random Internet Guy said:

The stat weights in the gear/best in slot section put mastery above strength, yet the gemming recommendation says to use a 200 strength gem and fill the rest with 250 mastery?

The recommendations are for general use, in which the value of Strength is noticeably higher than Mastery which is a more ST oriented stat. I could definitely optimise those recommendations though so will look into it further.

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Guest Spazzypanda

Sorry if this is stated in the guide, but could not find a definitive answer. When exactly are we casting fr? After every move in the rotation? Trying to get used to the advanced build out of the gate but it's still rather awkward so far.

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Guest wtfsham

Why is there a shaman writing an Arms warrior guide? Can someone link his WARRIOR armory??

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    • By Staff
      We have a detailed explanation of one of the big changes to professions in the upcoming expansion. Inspiration is being removed and replaced by Concentration, which is an actual resource you'll be spending to improve your crafting. You will automatically gain Concentration over time, and you can refund it in other ways a well. Check out all the details below. 
      (Source)
      Greetings members of the Artisan’s Consortium!
      As we reveal much of the content coming in The War Within, we’d like discuss a new system we’re cooking up for professions.
      Inspiration
      We added Inspiration in Dragonflight to try and capture the fantasy of critical hits while crafting. If you weren’t quite capped out on your gear and specializations for a given craft, or if you weren’t using max quality reagents to guarantee that max quality item, Inspiration was a way to get that lucky crit. It could save you some money (by using lower-quality reagents) and you could craft a better item than you would otherwise.
      That was the hope at least, but it ended up (understandably) becoming a situation where crafters take this luck-based system, tell their customers that they would recraft an item an indeterminate number of times, and summarily charge a specific price per recraft until their Inspiration struck.
      So we’re making changes, because:
      There’s a lack of decision making and agency for the crafter. There’s a lack of clarity for customers who just want items made. It’s based heavily in RNG, which was never the goal of the Professions revamp. In The War Within, we’re removing Inspiration. In its place, we have a new ability for crafters to utilize.
      Concentration
      Concentration is a resource, and you’ll have a separate pool of Concentration for each crafting profession.
      It represents your ability to heavily focus on your recipes and exceed your normal capabilities. You choose when you want to Concentrate using a button in the crafting window, empowering your next craft(s). Doing so will cause the craft to automatically reach the next level of quality, no questions asked.
      However, such heavy focus can take a toll, costing you some of your profession’s Concentration resource. The cost is determined by how far away you are from crafting that next quality tier and is modified by a few variables such as Profession Specializations, Finishing Reagents, and whether you are crafting consumables, reagents, or actual equipment.
      For example, if you’re incredibly close to being able to craft a max-quality sword, you won’t need to Concentrate too hard to finish that project. However, if you’re just barely able to craft that same sword at quality 3, you will likely have to devote most of your Concentration to craft it at quality 4.
      For those who want to focus on ingenious breakthroughs when concentrating, we also have a new stat to support your endeavors. This is Ingenuity, which gives you a chance to refund the Concentration spent on a craft. The more Ingenuity you have, the higher your chance to get that full refund. Outside of these Ingenuity-fueled refunds, Concentration will also automatically regenerate over time when you aren’t sitting at its cap.
      Our goal is to provide crafters with a more deterministic way to accomplish the original objectives and intent behind Inspiration. You can use it to shore up a lack of skill, gear, or max-quality reagents while still making higher-quality crafts. Maybe you just want to save some money by using lower-quality reagents in a craft you can otherwise guarantee at maximum quality. Either way, we want to give crafters more agency over their crafting, provide more room for decision-making in the professions ecosystem, and provide a resource that you can use without having to give your customers a full statistical breakdown.
      Please note that much of this system is currently being implemented, and will become available for testing in future builds of the War Within Alpha.
      Thank you very much!
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