her spec is a mish-mash of good stuff and bad stuff.
the bad: ditch imp rend. rend is actually a pretty good skill now, but the talent is still kinda lame, at least compared to the other options available. deflection is fine.
tier 2 - looks fine.
tier 3 - get max imp overpower. the rest is fine.
tier 4 - fine.
tier 5 - fine.
tier 6 - looks fine, trauma is somewhat questionable in my opinion, but its a dps boost nonetheless.
tier 7 - looks fine.
tier 8 - get imp. MS. its actually pretty good now. likewise, unrelenting assault is pretty nice for the shorter revenge and overpower cooldown. it makes arms single target tanking ridiculously easy, and guarantees that overpower will always be ready when possible.
tier 9 - heres a big problem; she needs endless rage. it really does help a LOT. i mean a lot a lot. ER + imp MS will be a big boost to her damage.
tiers 10 and 11 - just great.
now, if she wants, she can try mixing in some taste for blood-style action, at which point she'll want unrelenting assault and thirst for blood, as well as improved rend. she can ditch the imp hamstring (unless she likes to pvp) and abandon iron will to free up points (again, unless she likes to pvp, but if she doesnt ditch some points she'll end up with quite a few into arms). but her build is just fine for dpsing.
my guess is that her problems lie in her rotation. with her current spec, it should follow this general set of rules.
1. keep rend up for blood frenzy (discretionary; if deep wounds is consistently up, skip this step).
2. keep mortal strike on cooldown.
3. keep whirlwind on cooldown.
4. hit sudden death executes as necessary AFTER the above is taken care of, preferably right before a normal auto attack swing (this guarantees that youre not at low rage for extended periods of time).
5. if all of the above is done (in addition to little stuff like shout buffing or maybe Tclapping) then slam as needed to keep rage from peaking at 100.
the idea is that you use your instant attacks to ensure that your auto attacks (and thus, your rage generation) are uninterrupted. however, endless rage and crits will generally mean youll be at or near the top of your rage bar more often than youd suspect. hence, you use slam to burn off that excess rage in between cooldowns.
if she opts for a taste for blood style of play, then replace #3 (whirlwind) with overpower, meaning she can sit in battle stance for the most part. the suggested ruleset i listed above assumes you spend most of your time in zerker stance for the 3% crit bonus, swapping to battle if you need to refresh rend (if you crit enough, deep wounds will take care of it, but sometimes that doesnt happen).
arms tends to play a little more carefully than fury does. fury generally involves mashing buttons to keep things on cooldown, watching for bloodsurge procs and timing your damage abilities/trinkets right. success as an arms warrior hinges largely on proper use of your abilities and good rage and stance management, as you can go from a full bar to nearly empty in the space of single weapon swing. good arms play takes practice, so tell her not to get discouraged if things seem a bit awkward or tough at first. spending a good 20 or 30 minutes wailing on training dummies should give her plenty of practice in figuring out the basic idea behind things, and get her fingers familiarized with all the motions she'll be using as well.
Edited, Nov 18th 2008 6:41pm by Quor