1. #1

    There will be Blood (fan-made Arms Mastery)

    New- Arms Mastery "There will be blood": Your Overpowers cause the target to bleed for 30% of the damage dealt every second for 3 seconds (will stack with multiple Overpowers)-damage increased by 2.2% per Mastery. Each tick of the bleed would need to be checked against expertise so that expertise doesn't become devalued

    Just my thoughts lol

    Damage should slightly out do the current mastery is and will hopefully put arms where it should be.

    "Taste for Blood" would essentially enable "There will be Blood" lol

    Tell me what you guys think.

  2. #2
    Herald of the Titans Darkfriend's Avatar
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    Arm's doesn't need a new mastery - just a better scaling one. Either increase the percentage amount of weapon damage, or decrease the amount of points per percentage chance on the mastery itself, they both do the same thing.

  3. #3
    Quote Originally Posted by Darkfriend View Post
    Arm's doesn't need a new mastery
    Yes it does, as cool as the rehashed sword specialization is.

  4. #4
    I think Arms Mastery should have some sort of similarity to the WW Monk Mastery, especially given how static the rotation will be when they remove TFB. Something like a proc allowing us to get a 60% crit boosted Slam for free instead of using Overpower.

    Or potentially something like Slam having some sort of in built armour penetration which is increased by Mastery. This way you could choose to gear for crit + haste, giving you higher CS uptime, or crit + mastery for stronger slams outside of CS, but lower CS uptime. Would make Slam a bit more interesting than just "Press this button for damage".

  5. #5
    what they should really do for warriors (arms) is remove deadlycalm/heroic strike that removes the part of our burst that was op and make taste for blood proc from ops liek it use to to give us an instant(offgcd) free slam or somethign along those lines

  6. #6
    Herald of the Titans Darkfriend's Avatar
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    Quote Originally Posted by Anuibus View Post
    Yes it does, as cool as the rehashed sword specialization is.
    You need a better arguement than "It does because I say it does." Why does it need a different mastery? Because this one is boring? Well, explain how any different one would be more fun. Because it doesn't do enough damage? Well, I already answered that- it'd be far easier to simply change the weapon damage percentage, or the percentage scaling of the current mastery to fix that issue.

  7. #7
    The current mastery is boring. You can't control it other than stacking mastery (which is the case for most specs), but with the upcoming change to Taste for blood procing 2 Overpowers stacking up to 5, it may be very interesting to see how many Overpowers you should/shouldn't pool to maximize "There will be Blood". Arms has always felt as if it should be more about bleeds (to me at least). It would sort of bring the old style "deep wounds" back. Rather than just Rend and calling it Deep wounds.

  8. #8
    Herald of the Titans Darkfriend's Avatar
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    Quote Originally Posted by Batousai View Post
    The current mastery is boring. You can't control it other than stacking mastery (which is the case for most specs), but with the upcoming change to Taste for blood procing 2 Overpowers stacking up to 5, it may be very interesting to see how many Overpowers you should/shouldn't pool to maximize "There will be Blood". Arms has always felt as if it should be more about bleeds (to me at least). It would sort of bring the old style "deep wounds" back. Rather than just Rend and calling it Deep wounds.
    Here are a few problems that need to be addressed with your plan. First, does the bleed stack, like bloodbath? Does it not stack, but refresh like deep wounds?

    I also don't see how this would be more interesting, since each OP bleed would be a set amount anyway based on how much damage it does, which wouldn't change play style at all unless it was to prioritize OP over something else during a CD phase, which really would only be slam anyways. Sorry, I don't think its needed, and I don't think its a good idea. YMMV

  9. #9

  10. #10
    Exposed Wounds: When colossus smash is applied to a target they will also take x% increased physical damage for the duration of colossus smash.

    New passive: Strikes of Opportunity: Your melee attacks have a 20% chance to cause an extra attack that hits for 55% of normal damage.

    Lol

  11. #11
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    Why not take the old weapon specialisations, and modify them to give a more varied mastery?

    Master of Arms: Your mastery of weapons allows you to perform above the norm with Swords/Maces/Axes

    Swords: Strikes of Opportunity (as we currently have it), but would need higher weapon damage or % increase per mastery to make it more appealing.

    Maces: Crushing Blow, your attacks Crush the enemy's armour, provides X% chance to apply Colossus smash debuff at half duration (duration stacks with standard CS) - Arms is supposed to have a higher CS uptime anyway isnt it?

    Axes: (Can't think of the best way to name this) Your axe swings carry the momentum to cleave clear through your enemies. X% chance to do Y% additional damage (shared between 3-all nearby enemies). What i mean by this, is you proc the extra damage, and that damage is shared between your current target + additional enemies, so as to not make it useless on single target. The damage or chance would have to be fairly low, or limited proc reasons (only melee, or not on certain skills), to not make this OP.

    Any thoughts?

  12. #12
    You only have one BiS weapon per tier so binding bonuses to a specific weapon type is never sensible

  13. #13
    Quote Originally Posted by Batousai View Post
    New- Arms Mastery "There will be blood": Your Overpowers cause the target to bleed for 30% of the damage dealt every second for 3 seconds (will stack with multiple Overpowers)-damage increased by 2.2% per Mastery. Each tick of the bleed would need to be checked against expertise so that expertise doesn't become devalued

    Just my thoughts lol

    Damage should slightly out do the current mastery is and will hopefully put arms where it should be.

    "Taste for Blood" would essentially enable "There will be Blood" lol

    Tell me what you guys think.
    I actually like it, but that bolded part is extremely concerning (And by far the most overpowered thing int he game). In PvE with my current gear OP crits most of the time over 90k. I havent been arms in a while, but my gear has improved much since I last was, so Im just guesstimating. If it ticked every second for 3 seconds, that means its doing 90% of the overpower's total damage done over 3 seconds. that's 2 OPs in one...

    Now if it did 10% every 3 seconds for 6 seconds, or say 10% every sec for 3 sec it'd be much better and WAY less OP.

    Still, it's not much of a mastery. Mastery generally doesnt cover just one ability. It's usually a blanket passive that covers many different aspects of a spec, which means having it ONLY affect OP would be illogical.

  14. #14
    Correct, I should have specified that more. 30% total over 3 seconds- 10% every second. I thought about that too having it affect a broad area of dmg but didnt want it to seem like the mages ignite mastery.

  15. #15
    Bloodsail Admiral Hextor's Avatar
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    Can't just check dots vs expertise, especially when they're based on an ability that ignores that mechanic... lol
    Make it "x% bleed damage of y ability over z seconds."
    x, y, z to be decided

    Or maybe even make the mastery the WotLK's ArP. Sure, it will make CS less effective over time, but ArP has increasing returns.
    Last edited by Hextor; 2013-01-22 at 05:50 PM.

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