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Arms Warrior Review - Battle for Azeroth Class Community Opinions
2018/07/20 시간 22:07
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Throughout the pre-patch, we'll be launching a community opinions article for every class and spec. We're continuing our Pre-Patch State of the Class and in this post, we'll be taking a look at the state of Arms Warrior. See if this spec appeals to you in the pre-patch!
We reached out to the Arms Warrior community to give their thoughts and opinions on the changes and current state of Arms in the pre-patch.
If this spec appeals to you after reading this article, check out our
Battle for Azeroth Arms Warrior Guide
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Losing some abilities, replacing others, receiving an entirely new mastery, and a complete talent overhaul, Arms has undergone significant revisions in Battle for Azeroth, leaving it one of the slowest paced specializations in terms of gameplay, but with one of the most versatile toolkits in the game. The ability to adapt to two target situations with
, sustained three to five target with
, burst AoE with
, and talent a stun or additional on demand defensive cooldown make Arms useful in any game content, particularly for Mythic plus
Although the changes are largely for the better and make for a smoother, more consistent playstyle, the empty global cooldowns can also leave the rotation feeling quite bland, particularly on single target. While that slower playstyle has been pushed since Mists of Pandaria, it’s always received mixed review as relatively few players consider pushing buttons less frequently to be more interesting or engaging, although in fairness, the abilities dropped from the rotation are the least interesting. Talents do salvage the situation to a degree, with
allowing for much more frequent casts, and bring out the customization aspect. With so many additional talented abilities, players really can create the rotation and gameplay they want.
The most problematic aspect of Arms is unfortunately one of its more interesting additions. The new
, gives the impression of a bleed-focused specialization, but simply causing passive damage with no actual synergy in the rotation. To make matters worse, the current effect and scaling cause it to be extremely devalued, and the mastery stat is generally best avoided.
During the prepatch, Legendaries allow a few interesting new gameplay options.
uptime, and allows it to be inflicted on multiple targets without talenting
, allowing more varied talent options;
, also creating more potential talent builds, and
아카본의 무거운 손
helps fill more global cooldowns, speeding the rotation further. Leveling in Battle for Azeroth has many legendary options as well, with choices such as
for increased movement speed,
킬제덴의 불타는 소원
for turning your targets into toast, or
for always ensuring
is applied to every pack of mobs.
Powerful baseline attacks, without any more reliance of maintaining a large damage debuff
Strong 2 target, sustained multitarget, and burst AoE abilities
still feels awkward on the GCD, but works well despite the fact
Mastery sucks and isn’t very interesting either
Pacing feels slow without specific talents
Lack of self healing aside from killing blows
being replaced entirely by
without the aid of a specific talent/legendary is similar to Legion Fury’s
problem making Rampage unusable. It makes
feel like losing a part of the toolkit, rather than gaining access to a new ability which enhances it.
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