Display MoreIve been hoping for a good chainbuff with the patch .2008 but im dissappointed. Lets take a look at Warrior without any secondary class.
We have Tactical Attack (491142) and Moon Cleave (490121) which requires a 2-H Weapon.
We have Thunder (491139) which requires a 1-H Weapon.
We have Morale Slash (1491760) which requires either a 2-H Sword or a Katana.
We have Long Reach (1492407) which requires a Spear.
If i choose to pick a 2-H Weapon, my best option would be a Sword or Katana, (based on your secondary class, since they also have different weapon requirements aswell!!!!) so i could use Tactical Attack (not really usefull, only for partys full of warriors), Moon Cleave (2x 354% dmg, 10sec CD) and Morale Slash (480% dmg, 5sec CD). This would mean i would deal --> some <-- damage in trash, but not even closely good with other classes because of its cooldown.
If i choose to pick a 1-H Weapon, i would pass on my aoe skills, and only have an extra spell thunder, which has 15 seconds cooldown for not even 1000% damage. It stuns THE target for 10 seconds, but thats not really usefull considering bosses are immune to stuns.
If i pick a Spear i will deal good extra bleed damage, but would lose my Morale Slash and my Thunder.
If i choose a class combo like warrior/scout, i wish to still be able to use all my Warrior general spells.
I have to agree with Captain here i dont really get why we even have the option to use a katana to be honest it has a DEX non stat and is there for a rouge weapon in my eyes.
In therms of the speer i can not really make up my mind i kind of like the idee of the weapon but we have also have classes like knight/warlock, knight/warden or prist/warrior that use this weapon but right now you have to use the speer as warrior as only really viable weapon as Long Reach is just to strong peared with a DoT-rune in the artefact.
I kind of like that we have to make a decision if we wear a 1H or 2H weapon with different benefits. But to add 2 other weapon in to the mix is a pure overkill.
I would like to see some difference with the sup classes if we have to wear a 1H or 2H weapon as of right now there are /rouge and /bard that can make a good use of the 1H weapons maybe you can do a make over for /knight to also need a 1H weapon. I feel like it is a bit waisted to have this combo as a tanking option as there is already the champions existing that can do everything this combination can do just in much better.
From a tanks pov, i also see chainclasses struggel, especially Warrior. It doesnt have much utility/support that would make up for the lacking damage (i like cyclone as example), and is just getting nerfed over and over again. Of course, the group plays a big role on the class damage numbers from everyone, but if we talk about >fast endcontent runs<, its hard for me to believe that chainclasses need nerfs.
I have to agree with Shino the warrior is in a really bad state.
All the past changes made all warrior classes really bad in thearmes of DPS output. Befor the first bleed changes you had warrior/scout and warrior/champion as a good option to play. Yes they were doing a bid to much damage BUT that was only because of the bleed the rest of the skills were not doing to great.
But why is it like this? Let me explain.
Warrior/Scout:
This classcombination gets all of its damage by his highe stats and can sustain his rage and focus by spending the oposide recouce.
Now what did go wrong here (in my eyes)?
We got a huge nerf on bloodarrow (-20.8%(i still dont know how you got to 10.5% in the patchnotes maybe someone can explain it to me)) and you changed Waiting Game to not provide physical attack any more but we gain 5% physical damage. Meand we are missing 12.5% physical attack and 15.8% physical damage now. These changes are huge!!
And are effecting all of our damage output. Not only our bleed which was to strong.
Warrior/Champion:
Is almost the same as warrior/scout get a huge boost to his stats and does use his HP pool as a recource.
Now the problem here is that we are forced to play with a 2h-Hammer now means we can not apply a bleed any more.
So this classcombination is missing out on a lot of "passive" damage. But has to wear a 2H hammer in order to use their non globalcooldown skills. Dont get me wrong here i kind of like the idee here that this class has to wear a 2H hammer as its fits the champion subclass its just that the skills are to weak.
In general the only problem that almost all the warriors had was the bleed/dot damage and not the damage of their skills as they are not strong at all.
Now what would i change to make warrior a nice option again in therms of damage?
Reduce the bleed damage even more i personaly think its not a fun mechanic to play arround and increas the damage of the spells by about 30% for aoe and arround 10% for the single target spells.
Yes 30% sounds like a lot but keep in mind that we are not able to use only aoe spells in multitarget scenarios we always had heavy hitting aoe with a lot of cooldown. What at least for me made this class unique together with the rage managmen.
In the state of the warrior as we have him now is the we have to keep as many bleeds up on the targets as we can und fill the spare time where we dont need to apply a bleed with other weaker spells.
Display MoreHey,
regarding Wr/R latest changes.
* Reduced Frenzied Attack damage to 630% from 900%.
Why do you think this is neccessary is there any explanation for? In my eyes this class wasnt over performing. I could compete with Rouges which are in both scenarios strong (Singletarget/Multitarget-Burst / - Sustain).
Right now, i need to be lucky that rouge isnt crit that much, so i can compete.
* Changed Attack Launch to reduce Moon Cleave cooldown to 5 seconds instead of 7.
Regarding this change, i dont know what you wanted to force. 2 sec less CD wont change that this skill is not doing any dmg since your main hand dmg (atleast for me) is more then 500k less then your offhand dmg. I already did a suggestion about how to change this skill to be a little usefull.
For me this change didnt changed any. Single target in any scenario gives you way more dmg output then using any kind of Aoe skill.
So in my point of view, bring back the 900% dmg multiplier and change mooncleave to use offhand dmg instead of mainhand.
~ Greetings
I like the idee of Cosmo as this classcombination is my all time love because of its playstyle with two weapons.
Right now i was really suprised to see that it recived a nerf on the only skill that makes this combination actualy playable in the endcontend. It had a strong single target burst but that was its, this combination has close to zero aoe damage and is kind of weak in its off burst rotation. I do like to have to play arround your cooldowns and to manage them really good to be able to compeet in the dps race. I would take a slightly different approthe then Cosmo and yould give about 750% damage to the Frenzied Attack BUT would also make it apply on all aoe hits as well. But i would also set Moon Cleave back to the 7 seconds cooldown.
I hope it was not to much to read and i can just hope that the Dev and Balancing Team will make the warrior great again.
Greetings Varondil