Stan

Upcoming Arms Warrior Changes on BfA Beta: Jun 6

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Arms Warriors are currently experiecing issues with the Rage economy on Battle for Azeroth Beta and Blizzard outlined changes planned for the specialization in an upcoming Beta build. 

Arms Warrior Changes Coming to BfA Beta Tomorrow:

Blizzard LogoBlizzard (Source)

In the next Beta build, you'll see a few changes for Arms that should address the Rage economy issues pointed out in threads like this one. The baseline pacing is slightly lower than intended, and talents can cause too big of a swing in either direction (slowing down or speeding up the pace).
  • Rage generation from auto attacks is increased by ~16%.
  • TacticianTactician's proc chance is increased to 1.4% per Rage spent (it was 0.9%).

This adds more button presses to the rotation regardless of your talent build, and pushes OverpowerOverpower more than other abilities to avoid creeping too close to "Slam-spam" territory. The moment we’re trying to eliminate as much as possible is the, “I have enough Rage to Slam right now, but I don’t know if I’ll have enough to Mortal StrikeMortal Strike afterwards unless I have a swing timer.” These changes add enough Rage, and enough OverpowerOverpower procs, to make that a rarer occurrence.

However, pumping more Rage into the rotation doesn't solve the problems with certain talent setups that have been highlighted here. There are a handful of Rage management talents that have big impacts on the spec's feel and flow, but it is easy to accidentally put together a build that is either starved or flooded.

This makes the purpose of each row clearer. 45 is all about spending more Rage. The row will have a more predictable impact on total button presses over time, while each talent still has a distinct impact on moment-to-moment gameplay.

Similarly, the 90 row is now all about cooldowns. Putting AvatarAvatar and Deadly CalmDeadly Calm against each other limits the pacing swing between different talent setups, as well as lowering overall burst potential (something at which Arms already excels). Having strengths is important, but pushing them too far can lead to feeling like you’re a one-trick pony.

Finally, two more related tweaks:

Mortal StrikeSkullsplitter was adding too much activity, relative to the other options on the 15 row. Even with this change, it is still the most active choice for players who enjoy being closer to GCD-locked.

Rather than adding AvatarAvatar to Anger ManagementAnger Management, we've opted to keep it simpler on the surface while still having all three 90 talents interact with it in different ways: In For The KillIn For The Kill is directly buffed, AvatarAvatar feeds extra Rage into Anger ManagementAnger Management, and Deadly CalmDeadly Calm makes it easier to set up for the more regular Colossus SmashColossus Smash windows.

Oh -- we're also trying out a different animation for OverpowerOverpower

As always, thanks for the feedback and discussion!

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Arms warrior was really suffering from resouce scarcity... but they're not the only ones. I've tried all DPS classes atm in beta and I can tell you that this is really serious in many of them. The feeling is, after you do your burst in a time window (shorter or longer considering your class) you'll end up on looking at your bar for seconds waiting for a new skill to come out of cd for you to use it or even waiting for your resource meter to fill a bit more so that you may press a button. I'll leave you with the DPS classes struggling with resource atm:

- Arms Warr (terrible but it seems they'll fix it);

- Retri Pala (this one really makes me cry, even if I adjust all my talents to prevent resource scarcity it's still deplorable and I lose all my freedom of choice. To make things worse you'll even strugle when on burst dmg);

- DK in general (though it has a wider time for burst so you'll only feel the scarcity later);

- Survival Hunter;

- Feral Druid;

- WW Monk (same as DK, even longer burst)

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      Chaos Brand (new passive): Your Fire damage brands the target, increasing magic damage taken by 5%. Death Knight
      Frost
      Pillar of Frost is again baseline. Cooldown reduced to 45 seconds (from 1 min). Shattering Strikes (level 56 talent) removed. Freezing Fog (level 100 talent) removed. Cold Heart is a new level 56 talent. Frostscythe is now a level 60 talent (was 90). Frozen Pulse is a new level 60 talent. Glacial Advance is now a level 90 talent (was 60). Icecap is now a level 100 talent (was 60). Obliteration is a new level 100 talent, substituting the old Obliteration. Blizzard (Source)
      Lots of feedback on the first round of changes. Here’s the second iteration: Pillar of Frost
      Previous changes to Pillar of Frost have been reverted. While the ability is quite simple in a vacuum (20% damage increase with no other mechanics), there were clearly a lot of players who were uncomfortable with the idea of removing a core ability that’s been around for so long. 

      After reading all the feedback and examining the ability’s place on the spec, we think the ability did provide a couple valuable things to the Frost rotation. One is Pillar of Frost is a window to play around – it allowed you to occasionally pool/spend your resources for a gain in a way that otherwise Frost doesn’t really have baseline. Additionally, it was a damage amp that you could/would want to line up cooldowns for – Remorseless Winter, Frostwyrm’s Fury, etc. Straightforward, but felt good to use.

      Pillar of Frost is now back, at 45 sec cooldown and 15 sec duration – shorter cooldown but same uptime. Since it’s providing some useful gameplay direction for the rotation, we’re leaning into it more and making it available a little more often. Additionally, to give it just a little more texture and gameplay, its damage bonus now starts at 15% and increases by 1% per Rune spent while it’s active. Pillar usually ends with a 25% damage bonus or more. Talent Changes
      Glacial Advance now costs 30 Runic Power (instead of 1 Rune), has a 6 sec cooldown (down from 15 sec), and also applies Razorice to all enemies hit. Glacial Advance overlapped a lot with Frostscythe in both use and cost, and we’re looking to differentiate it so it can find its own use case. Cold Heart has replaced Shattering Strikes. It’s basically the same as the legendary but without the stun, and provides the spec’s talent tree with some single-target burst. Obliteration is mostly back to its live design, but it’s now a passive, and triggered while Pillar of Frost is active. With Pillar of Frost being back baseline, we still want to avoid a setup where casing 3 self-buff cooldown consecutively was possible (Pillar of Frost, Empower Rune Weapon, Obliteration, in any order). We're still iterating a bit on Obliteration's cost reduction mechanic - it has some slightly awkward effects on resources which we'd like to make feel better. Current talent layout:
      Level 60: Avalanche, Frozen Pulse (now requires fewer than 3 full Runes instead of fewer than 2), Frostscythe Level 90: Gathering Storm, Glacial Advance, Frostwyrm's Fury Level 100: Icecap (same as live, affecting Pillar of Frost), Obliteration, Breath of Sindragosa Notes:
      Icy Talons now triggers from Breath of Sindragosa, since it’s replacing your Frost Strike for a period of time. Icebound Fortitude’s damage reduction was increased to 30% for both Frost/Unholy specs As always, thanks for the continued feedback and we expect to hear more from you all.
      Level Talent 1 Talent 2 Talent 3 56 Inexorable Assault Icy Talons Cold Heart *new* 57 Runic Attenuation Murderous Efficiency Horn of Winter 58 Winter is Coming Asphyxiate *new* Blinding Sleet 60 Avalanche Frozen Pulse *new* Frostscythe 75 Permafrost Wraith Walk *new* Death Pact *new* 90 Gathering Storm Glacial Advance Frostwyrm's Fury *new* 100 Icecap Obliteration *new* Breath of Sindragosa Hunter
      Marksmanship
      Aimed Shot cast time reduced to 2.5 seconds. Steady Shot cast time reduced to 1.8 seconds. When you have no pets summoned (Lone Wolf),  Command Pet changes into Survival of the Fittest. Reduces all damage you take by 20% for 6 sec. Blizzard (Source)
      Marksmanship Hunters,
      Hello again, a few notes this morning.
      - Aimed Shot should still be a 12 second recharge time before Haste, I'm unsure why some people are reporting it is showing up as 10 seconds for them. Is this still happening after the build that went up yesterday?
      - After lots of discussion and reading feedback and many dungeon runs and raid testing and questing, we have decided that we're going to changed Aimed Shot to 2.5 second cast time, and Steady Shot to 1.75 second cast time.
      - Regarding Lone Wolf and Pet Utility, if you have your active pet out, the Command Pet button in your spellbook should change into whatever your pet's special ability is, such as Primal Rage. If you dismiss your pet as a Marksmanship Hunter and opt into Lone Wolf, Command Pet should change into Survival of the Fittest as a cooldown you can use that reduces the damage you take by 20%. This looks to have some issues currently, and will be resolved in a future build.
      Thanks for the continued feedback on this thread and others.
      Monk
      Brewmaster
      Gift of the Mists (level 45 talent) removed. Elusive Dance (level 100 talent) removed. Spitfire is a new level 45 talent. Guard is a new level 100 talent. Blizzard (Source)
      Various things to expect next build:
      New talent: Guard (replacing Elusive Dance on L100). "Guard against future attacks, causing the next X damage you Stagger to instead be prevented." 30s cooldown.
      (The Guard Honor Talent will be renamed).
      New talent: Spitfire (replacing Gift of the Mists on L45). "Tiger Palm has a 25% chance to reset the cooldown of Breath of Fire."
      Part of the value of Black Ox Brew is being moved baseline, by lengthening its cooldown to 2 minutes, and speeding up the baseline recharge time of Brews. This should help the row be more competitive, without losing total Brew charges.
      Ironskin Brew's duration will come up to 7, also freeing up more Brew charges.
      Blackout Combo no longer buffs Purifying Brew. This usage wound up mostly being a trap, and 4 modes still a good amount of choice for the talent.
      Gift of the Ox healing increased about 30%. We expect the overall spawn rate to be lower than Legion, and this helps make up for that.
      Balancing is still preliminary, but a few tweaks on that front:
      HP reduced for Brewmaster by around 10%. Brewmaster's heavy resistance to killing spikes means they're not a tank that needs as high an HP pool. This does have the side effect of making Ox orbs spawn slightly more often.
      Stagger's effectiveness against Magic brought back up to 35%.
      Level Talent 1 Talent 2 Talent 3 15 Eye of the Tiger Chi Wave Chi Burst 30 Celerity Chi Torpedo Tiger's Lust 45 Light Brewing Spitfire *new* Black Ox Brew 60 Tiger Tail Sweep *new* Summon Black Ox Statue Ring of Peace 75 Bob and Weave *new* Healing Elixir Dampen Harm 90 Special Delivery Rushing Jade Wind Invoke Niuzao, the Black Ox 100 High Tolerance Guard *new* Blackout Combo Mistweaver
      Renewing Mist now has 2 charges and Uplifting Trance has been removed. Blizzard (Source)
      Next build will try 2 charges on Renewing Mist, and Uplifting Trance removed.
      A little background for interest:
      We try to be really careful about adding charges to baseline spells, since it's a higher-complexity mechanic than simply having a cooldown. Essentially every spell is slightly more efficient with charges, since you don't get the little bit of slippage when the cooldown comes up each time, and you can better sync it with other effects. So it's always an attractive ask, because adding charges to anything improves spec performance. Renewing Mist is a better case due to bad feeling of every second lost slightly reducing Vivify efficiency for 20s, and this also helps the weirdness of wanting to start ramping it up 20s before any pull.
      Uplifting Trance was added in Legion to try to give something that enforced a little more spell variance (pushing Vivify to top priority sometimes and not other times). By now, there are so many more spell interactions contributing to the "weaving" part of Mistweaving (Essence Font buffs other spells, Soothing Mist empowers other spells, Renewing Mist improves Vivify, etc.) that button choice is richer without sticking a proc in there. Since other things control when you want to use Vivify, this just feels like random variance that you can't control.
      Paladin
      Retribution
      Art of War is now baseline. Blade of Wrath (level 30 talent) now increases the frequency of Art of War resets and cause its proc to also increase the damage of the next Blade of Justice by 25%. Blizzard (Source)
      Hey all,
      Since the first round of changes to Retribution early on in alpha, we've been letting the spec settle into a steady-state, but have been very much keeping it in mind. Like many have suggested, the spec is almost all the way there, but is missing a little bit baseline.
      Blade of Wrath
      Blade of Wrath's mechanic is becoming baseline, named Art of War: Your auto attacks have a chance to reset the cooldown of Blade of Justice. Any many correctly pointed out, this is a sort of unpredictability that the spec needed in its baseline rotation.
      Blade of Wrath, the talent, will now increase the frequency of Art of War resets and cause its proc to also increase the damage of the next Blade of Justice by 25%. Numbers are pending tuning, but the gameplay is there.
      Divine Purpose
      Divine Purpose's proc chance has been reduced to 15% (down from 20%), but it now also increases the damage and healing of that free Holy Power spender by 20%.
      The entire value of this talent was in the free Holy Power proc, which is a huge swing on button presses and pacing, but which neither of its talent match-ups provide. This change reduces that difference slightly and gives Divine Purpose a little more nuance to its gameplay – now you may consider saving or waiting for that proc to use on a different Holy Power spender from usual.
      Thanks for the patience and continued feedback.
      Previous Talent Changes
      Beta Build 26788 Talent Changes Beta Build 26734 Talent Changes Beta Build 26707 Talent Changes Beta Build 26624 Talent Changes Beta Build 26567 Talent Changes Beta Build 26530 Talent Changes