is possibly the most looked forward to ability, replacing Execute with a more powerful version (not affected by armor) which is also useable more often. For Arms this is extremely
attractive, since Execute has no cooldown and talents such as Deadly Calm or Ravager can be used to help cover the increased rage costs. The only real failing is that it lacks in multitarget potential outside of Sweeping Strikes, but Arms already brings a great deal of supplemental multitarget damage between Warbreaker, Cleave, Bladestorm, Ravager, and the new Dreadnaught. The Venthyr conduit,
is a shadow of its former self, but still contributes meaningfully when multiple targets are around - although Arms doesn't hit extra targets with Condemn, its base damage is so high that it takes priority over most other attacks even at 5 targets, which the conduit enhances further.
Another standout is the defensive aspect, which is a very nice supplement when considering the amount of raid encounters which incorporate rot damage (G'huun and Queen Azshara both come to mind as recent examples). Currently, it is the go-to Covenant ability for Arms when used alongside Massacre, particularly alongside the Nadja Soulbind, which offers additional DPS potential.
- has been hailed as a gamebreaking ability of astounding capability, but much of this is dependent on the practical application. While it's true, being able to execute a group skip in Mythic+ could be very powerful, when Invisibilty Potions, Gateways, Shroud, and even death running already exists, which tempers that need quite a bit. If you are in a hardcore Mythic+ group, it's very possibly you'll want to go Venthyr solely for this ability, but in truth, the likelihood of finding practical ways to exploit it in general gameplay is rather low. Even in raid, there are few recent encounters which would benefit from it in more than a minor capacity, and even those haven't been insurmountable without it.
would appear to be the polar opposite to Condemn, offering AoE rather than single target, but to say so would be misleading. It's actually an extremely effective single target ability on par with Bladestorm, which also generates a good amount of rage, thereby translating to even more damage. The real value here is versatility - while Condemn offers great single target advantage, Spear of Bastion works well everywhere, and the tethering effect is a nice supplement for mobs which like to move around while you're trying to kill them, as well as offering control in M+ or PvP. The Kyrian conduit,
scales very well and adds a little bit of extra damage in both single target and AoE, making it a solid all-round pick for players engaging in varied content types. Currently, Spear of Bastion and the Pelagos Soulbind are very competitive with Condemn when not talenting Massacre, only slightly behind in single target, but pulling ahead in burst AoE.
- would at first seem to be rather underwhelming, but don't underestimate the value of an extra healthstone. Like the Spear itself, the value here is versatility - an extra on demand heal, separate from your health potion or healthstone is virtually always useful, whereas many of the other effects are only practical under specific situations. The ability to remove debuffs with could also prove invaluable in many situations, as that's not normally a tool Warriors have access to and they're common effects in many PvE encounters.
experienced a small redesign, making it much more competitive with Spear of Bastion - now dealing ~4% higher DPS despite the longer cooldown. The main drawback though is that it now generates much less total rage (16-80 from 1-5 targets) and is now a ground target effect rather than a regular DoT, which means enemies moving out of the effect significantly reduce the output. As is, it's technically better than Spear of Bastion from a numbers perspective, but more difficult to use, which means it's probably going to end up worse in practice. Still, an expert player focusing on Mythic+ could use it to great effect, so long as care is taken to ensure maximum effect. The Night Fae conduit,
extra damage is great if you dedicate to taking the ability.
- is rather lackluster for a class which already has as much mobility as Warrior. Between Charge, Intervene, and Heroic Leap, it's already fairly easy to navigate the battlefield, and an extra sprint which precludes you from dealing damage doesn't bring much to the game. There will likely be times where enterprising players find ways to use it to their advantage, such as periods of downtime during encounters where you're not dealing damage anyway, but it's hardly a compelling pick on its own.
also underwent a redesign which solved most of the issues with the ability, consolidating it to one button press while also granting an immediate effect and more universal group synergy by increasing critical strike instead of attack speed. Unfortunately, it still has a ramping effect which means it doesn't get full value from the start, but it's much easier to use effectively now. It also has some synergy with the new Rend critical strike damage debuff, although that isn't really enough to make it competitive on its own. The main argument against the ability is the immobile area of effect - while not a major consideration in PvE, it makes the ability much harder to use effectively in PvP, as enemy players are much more likely to simply move out of the area. The Necrolord conduit,
is actually very good and gives the banner an even stronger immediate effect, though it doesn't quite add enough to push Banner ahead of the pack.
- is surprisingly strong, if a bit tricky to use correctly. Slightly better than the Kyrian heal, the real advantage is the ability to recast it during an encounter, provided you can afford the downtime. Smart players will find ways to use it just before a high damage period, but when Arms already has Die by the Sword, Spell Reflection, Ignore Pain, and Defensive Stance, it's pretty hard to think it'll be anything close to "mandatory" in order to survive.