Just curious ... why do we have yet ANOTHER force taunt being added to our abilities? I know others have commented, but it bears repeating. With force taunt immunity, most of the current abilities with that aspect in it are gathering dust. Force taunts are avoided at all costs, and adding that limitation to Grim Determination pretty much negates any benefit it might provide. On the other hand ... the other suggested changes look very promising! Thanks for responding, and letting us know that our concerns are at least heard, and are now being considered.
Rehd@Telon wrote: It is not a force taunt. Force taunt abilities would say that. Sorry for the miscommunication.
Ahhhhh! Hate generating component, not a force taunt, I can handle that . I'm definately looking forward to seeing how these changes play out. Who knows, maybe I can keep my pesky ranger friend in line! Thanks for the clarification.
Jakson@Telon wrote: Same with the DK's Inflame line. I've had that out of my DK tank macro for some time now, since my solo/DPS macro was giving more hate. Boost up the dmg, make sure the hate addition is "proper", and increase the CD a bit.. That makes it more viable as an opening hate ability and gives use to it as a hate sustaining ability.
Did some parsing on test server. Main issue for me now is that if I go all out, I still end up staring at an empty blue bar and waiting to see enough of the blue stuff to start my next big chain. I can farm clickies for health and energy. Is there someway to reduce the dependance on endurance or to have an endurance clicky you can farm - or a druid item? Or instead of Grim Determination returning Energy - returning endurance? I know one of the things that I like on warrior is the micro management - but I would love it if all that micro management allowed me not to bottom out on endurance - I don't on my Pally or DK.
I've always wanted an endurance component on Warder's Bulwark. That way the player still must maintain uptime similar to the disciple's Leech's Grasp.
(this is testing done after the f2p patch) Is it normal that Assail is costing 24 endurance? If that cost is normal then crits off assail should start crit chain reactive or else no one will use this (net loss in aggro generation) My defensive stance states that i get 30% increase hate instead of the 45%. Intimidating snarl is totally useless for the leveling warrior now. It was usefull when you aggroed a couple 2 dots. -3% dmg is not worth a spot in my bars. Maybe snarl will become usefull at end game. Oub
glad to see the class is still foobar all the errors that were reported on test made it to the live instance. i'm not even sure if defensive stance is generating the .3 +hate.
assail is 300% weapon damage so even if it is base 24 endu its still soso just like all the other warrior skills
Rend Armor needs to be modified. ATM Rend armor triggers a 2 secs global cooldown, does 0 dmg and 0 hate, cost WAY too much endurance. That skill is best used at the beginning of the fight but no warrior is gonna use that in their starting line up for these reasons. Reduce the cost of that ability, take if off the global cooldown or make it a trigger buff/spell (ie next melee ability used will rend armor) Oub
Grim Determination 5 meters range is written on the tooltip. The taunt component in it is more then 40 meters. Oub
Silius wrote: Can we get some extended range on infuriating shot...? Right now the pallies can pull from 45 out and the DK can pull as far as the eye can see with his pet. Unless I am missing something, right now the best arrows I find give me +5 only to range
Its great that I finally enjoy playing my warrior again - but could we please get the returns from Grim Determination looked at please? Currently the returns are significantly lower than advertised. thanks