Without the haste penalty from TG, and with Flurry and Windfury, a 3.6 speed weapon goes to 2.4, or a 3.7 speed weapon goes to 2.47 (great for a perfect slam cycle, accounting for latency, where you just spam the attacks each cooldown and dont have to worry about your slam clipping the autoattack.
With the 20% haste penalty, even a 3.4 speed weapon goes to 2.72, requiring adding haste rating to get it down to a good amount.
If it didnt have the speed penalty, or had a smaller one, it would allow us to use a slower weapon (bigger hits, slams, whirlwinds), or to stack less haste. Its pretty easy to simply avoid haste items and just get str/crit/ArP instead. If the penalty were reduced a few % I think it would turn TG into a good talent (from a talent where its probably worse than just getting a weapon spec).
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Well of course removing/reducing the penalty from TG would be abuff to dps. Thats basically what you said. I only stated, that of all the penalties blizzard could do, this one is probably least painful for pve, while also nerfing TG in pvp which does seem like their idea (good or bad). Remember - haste is the best stat point for point for arms now, and TG in future - as long as you dont go below cap/start clipping rotation. Haste for arms warrior works on ALL the damage he does - more white swings_> more slams-> tighter use of instant CD (if your weapon speed is 3.0 then slam cycle is 3.5 sec at least, and you can use MS/BT only every 7 seconds instead of 6).
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The Slam rotation should be the same as used now for 2H arms. But the slam in the TG rotation isnt as beneficial as the one in current 2H arms, because you still only benefit the amount of a MH swing, but you reset the swing of both of your weapons. So its easier to hurt your dps if you dont time it well.
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Completely the opposite. Benefits of "new slam".
- Timings are made extremely easy - get your weapon close to 2.5 speed and follow a gcd limited sequence. With synced weapons especially its really not a big problem the reduced OH dps.
- Timings right now with arms are loose. Reason why a lot of people want slower weapons then 2.5 hasted, is because you need to give a really huge leeway on slam anyway. If you do slams correctly they START casting around 0.3-0.5 sec after white swing - making effective slam cast 0.8-1.0 sec. Why? Because if you dont (and some people dont wait), then you are clipping every swordspec/wf that could occur. Given how those 2 effects add 25% to white damage, its a huge effect, and waiting those 0.3-0.5 sec is sort of mandatory. With WF becoming a haste effect, and Sword Spec gone from slam builds, you are actually making the rotations much much tighter and cleaner.
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Its also hard to find time for all your cooldowns, you get one free cooldown every 12 seconds, but in addition to battle shout and possibly demo shout, you also have to do rampage, and you could get some good dps out of bloodbath, since there are some good bleed damage multipliers out there.
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Im really not sold on stance switching and using bleeds. Sure its a good amount of damage. So was the use of imp overpower - and that one was proven multiple times to not really fit into a dps cycle. Ever since BWL times, warriors know to NOT use an instant weapon damage/always crit move - why would people really want to use bleeds in such case? Well see how it turns out, but for me rend/BB might be a nice pvp talents, but not really something to fit pve dps cycle.
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I think that the slam rotation might only do slightly more dps than simply using your abilities as soon as they are on CD, and getting Bloodsurge and doing some instant slams (which you cant fit into the slam rotation).
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Possibly. No slam rotation now, works because of sword spec, hamstring dealing damage, and the mentioned problems with slam (either you cut 25% of your white dps in form of procs, or you cast slams a lot longer). The way I see it , you gain 20% more white damage by not using slam, 20% more WW damage, but you lose some flurry uptime, and lose around 70-90% of slam dps. Given how slam should account for around 60-70% of your white damage, it feels like still a considerable loss.