I am sorry, i forgot about this option. But actually that doesn't change the fact that 2 minutes Indestructible Potion are still superior over the Speed Potion, which i think is a rellay sad fact game designwhise.
It is true that Indestructible pots are superior, but since you can use one just before the start, to make the second one viable you need at least a 4 min fight, so shorter fights could favour the use of a speed pot.
A speed pot is a boost in a very short amount of time and can still be valuable for short burst "key" phases like yogg's brain, xt heart ore one of the mimiron phases to some extent. It also depends what buffs you can stack in such burst phase, but in general for sustained dps indestructible>speed.
With the recent inclusion of 3.2, I have re-gemmed my entire gear set with the new +20 ArP gems. This brings me up to around 59% passive ArP (69% with Battle Shout). I understand that [Grim Toll] / [Mjolnir Runestone] provides approximately 50% of the ArP when procced and thus exceeding 100% during proc up-time is unfavourable.
My dilemma here is, I don't have either Trinkets and have thus just went for straight out ArP stacking. Is this the best gearing method, or should I start stacking Strength?
Also, veering off Arms DPS, to Fury, I understand that at higher gear levels Fury is a superior spec. With such high amounts of ArP (seeing as it scales with higher %'s), would ArP have a higher SEP in Fury? Would that be the "future" of Fury DPS even?
Pretty much a no-brainer - the agility one. Even on armor and with improved berserker stance (fury) agility still trumps str items... weapon for ARMS are no contest. However the axe is more versatile as most arms warriors seem to be doing dual spec arms/fury.
Pretty much a no-brainer - the agility one. Even on armor and with improved berserker stance (fury) agility still trumps str items... weapon for ARMS are no contest. However the axe is more versatile as most arms warriors seem to be doing dual spec arms/fury.
you're right, though I guess I shoulda been a little more specific in what I was wondering about.
I was referring to the speeds, since slam isn't normalized and rend is based off weapon damage, I figured that might push it in favor of the axe.
Can I be an arms warrior noob and ask why agility/ap based weapons are better than str based ones? I'm levelling an arms warrior at the moment and it's the first time I've come across this anyway. *Shakes fist at lack of nice consolidated arms post.*
I'm assuming it's because the extra crit outweighs the AP loss.
Can I be an arms warrior noob and ask why agility/ap based weapons are better than str based ones? I'm levelling an arms warrior at the moment and it's the first time I've come across this anyway. *Shakes fist at lack of nice consolidated arms post.*
I'm assuming it's because the extra crit outweighs the AP loss.
Cheers in advance for the enlightenment.
I believe it has to do with stat distribution. With a strength based item you get strength, stam, and 2 other stats (crit/hit, crit/ArP, hit/haste, etc.) whereas agility based items give you agility and stamina, plus 3 other stats (ap/crit/haste, ap/hit/ArP, etc.). If you have (for example) 300 itemization points to spend, you'll get more out of 100 AP, 100 crit, 100 haste, than 150 crit, 150 haste. This isn't exactly the way it works, but you get the idea.
Pretty much a no-brainer - the agility one. Even on armor and with improved berserker stance (fury) agility still trumps str items... weapon for ARMS are no contest. However the axe is more versatile as most arms warriors seem to be doing dual spec arms/fury.
Generally this is true. However, this has also normally been applied to weapons of different types (i.e. Swords vs Axes for Arms), and given the massive AP desparity in these weapons (not to mention crit difference) I don't think that distinction can be as clearly drawn between them. To me, Justicebringer IS properly itemized for a four stat weapon. Instinctually I would have gone with a properly itemized strength weapon, but just to be sure I plugged it in.
After manually adding them both in the spreadsheet, given current BiS gear to accommodate both, the Justicebringer does indeed come out ~30DPS higher than the Poleaxe for Arms, and is no doubt the new Voldrethar for Fury.
I plugged Justicebringer and Archon Glaive into Landsoul's spreadsheet, and with both my current gear and the old ulduar best in slot gear the Axe comes on top (not by a lot, roughly 30 SEP in both cases). I guess it's due to Justicebringer's slower speed.
So, staying true to the good old motto, "whichever drops first"?
Tested indestructible potion tday - it's really superior to haste potion for warriors and DK's now.
why would you use Haste potion for arms anyway ? arms is all about GCD and haste only modifies your autoattack speed which is useless for arms I'd say. you should use Indestructible potion before the fight starts so cooldown starts going, and then use Insane Strength potion during the fight...
why would you use Haste potion for arms anyway ? arms is all about GCD and haste only modifies your autoattack speed which is useless for arms I'd say. you should use Indestructible potion before the fight starts so cooldown starts going, and then use Insane Strength potion during the fight...
While I agree that haste potions are of very dimished use to Arms, I opted to use [Potion of Wild Magic] instead of [Insane Strength Potion] when I was Arms specced. And unless these only apply to spells (which would be very odd), the SEP calculations of the spreadsheet tells me I was right in doing so.
I will confirm for you that wild magic works on all warrior abilities, but you may want to mention to your officers or raid leader why you are using them, i got a lot of odd stares when i use them in raids at first.
So I've searched through these forums about ArP and it's amazingness and what not, and I was considering running Arms with Mace Spec, using the Hammer of Crushing Whispers and gemming for full ArP until i capped myself out at 75 (10 from stance 15 from spec) and was curious how this would play out DPS wise. I have not yet ran the numbers through a spreadsheet as I am waiting for Office to install right now.
Just curious about thoughts/ideas you guys had about gearing/speccing this way.
Pros: Frees up a trinket slot so Mjol/GT wouldn't be a must have.
Cons: Lack of strength would hurt in the end?
So I've searched through these forums about ArP and it's amazingness and what not, and I was considering running Arms with Mace Spec, using the Hammer of Crushing Whispers and gemming for full ArP until i capped myself out at 75 (10 from stance 15 from spec) and was curious how this would play out DPS wise. I have not yet ran the numbers through a spreadsheet as I am waiting for Office to install right now.
Just curious about thoughts/ideas you guys had about gearing/speccing this way.
Pros: Frees up a trinket slot so Mjol/GT wouldn't be a must have.
Not to piss on your parade but Axe spec beats Mace spec by a fair margin.
To conclude: get Axe + as much Arp as you can till cap or 50% Arp (roughly) + Trinket.
Axe spec is better than mace spec, though the difference isn't that huge that you would use a lower, worse itemized axe over a good mace. The gearing/gemming for both those specs are different too to the point where it's like playing a different spec altogether. Consult landsoul's spreadsheet on what's best.
Mace spec is going to be pretty useless soon though. At first glance, it looks like hitting the ArP hard cap as arms is going to be possible with the new coliseum gear. I could be wrong, but i'm pretty sure we are the only spec/class that can do that with t9 gear too. I wonder how that will work out for arms.
Not to piss on your parade but Axe spec beats Mace spec by a fair margin.
To conclude: get Axe + as much Arp as you can till cap or 50% Arp (roughly) + Trinket.
- ArP has higher SEP at resonable ArP rating
We'd done a lot of math on this during the 3.1 arp changes.. Bottom line is that even before ArP was capped, you needed an ungettably astronomical amount of passive ArP to go mace... Now that the cap exists, under no condition is mace ever advisable (not even in its most ideal condition: capping you by exact count). If you have no axe, just go fury until you get one or buy a pvp one. Pvp axe is #2 weapon in Ulduar at both 232 and 239 ilvl, and colliseum has great axes.
Landsoul's spreadsheet will also tell you all this... kit a fury set (properly regemmed) with your mace: I'd bet it will outdps an arms mace set every time. Only axe is competitive. Arms + nonaxe = fighting uphill against the math.
So I've searched through these forums about ArP and it's amazingness and what not, and I was considering running Arms with Mace Spec, using the Hammer of Crushing Whispers and gemming for full ArP until i capped myself out at 75 (10 from stance 15 from spec) and was curious how this would play out DPS wise. I have not yet ran the numbers through a spreadsheet as I am waiting for Office to install right now.
Just curious about thoughts/ideas you guys had about gearing/speccing this way.
Pros: Frees up a trinket slot so Mjol/GT wouldn't be a must have.
Cons: Lack of strength would hurt in the end?
I would consider "Hammer of Crushing Whispers" as BiS untill you can cap ArP without Mace spec, unfortunately it didn't drop for me yet.
P.S. you can't prepot before fights so it's just 1 Haste or Indestructible pot.
So from what I understand, there really is no definite answer as to whether fury is greater than arms dps or vice-versa. However, as an arms warrior, i have roughly 50% arp (including battle stance) while also using grim toll, and i put out roughly 5.1k dps on a fight like general on 25 man. I redid that fight as fury and my dps lowered by roughly a thousand. What I want to know, since I have raid viable fury and arms spec for dual spec, is which fights should I play as fury and which as arms?
-- Secondly, since I have the ideal value of armor pen with the trinket, would it be more beneficial to gem strength as long as i keep the same arp?
So from what I understand, there really is no definite answer as to whether fury is greater than arms dps or vice-versa. However, as an arms warrior, i have roughly 50% arp (including battle stance) while also using grim toll, and i put out roughly 5.1k dps on a fight like general on 25 man. I redid that fight as fury and my dps lowered by roughly a thousand. What I want to know, since I have raid viable fury and arms spec for dual spec, is which fights should I play as fury and which as arms?
-- Secondly, since I have the ideal value of armor pen with the trinket, would it be more beneficial to gem strength as long as i keep the same arp?
Just to comment on why your DPS was so different on General, it is because he has a 20% reduction in attack speed.. So as fury you run into 2 things.
1) Rage Starvation from not hitting as often.
2) A rage hungry rotation in comparison to what Arms needs to maintain their rotation.
Im pretty sure the only fight you are going to see arms come out over top of fury (assuming you have optimal gear for both spec's) is General, simply because of that debuff.
Just to comment on why your DPS was so different on General, it is because he has a 20% reduction in attack speed.. So as fury you run into 2 things.
1) Rage Starvation from not hitting as often.
2) A rage hungry rotation in comparison to what Arms needs to maintain their rotation.
Im pretty sure the only fight you are going to see arms come out over top of fury (assuming you have optimal gear for both spec's) is General, simply because of that debuff.
I guess I'm just in denial because I enjoy arms so much more than fury lol
after geting some new items and swaping them around i ended up with a 0,4%dodge and 0,4% miss chance from mobs but somewhat higher ArP, according to the spreadsheets i got a enormous dps boost(arms spec )
is that really true or should I get a exp and hit gem or two to fix that gap?
If the spreadsheet says so, you can believe it. 0,4% is not that much of a deal.
What iam asking myself, is Bladestorm on a single target mob in execute range better than the normal execute/overpower rotation? It would be 6s every second one hit vs every 1,5s one execute, thats 6 hits vs 4 executes (but i don't know if you have to consider inputlag in the executes).