yeah I noticed this too, if for some reason someone else besides tank was infront, it would do a 360 spin, but only 180 if it was a person behind until tank took aggro in the front. It makes for predictable "swipe" if you pay attention to the aggro very closely. Very important to watch, on a Lv38 bam (while lv32) for sure, its almost instant death while it enrages without axe block O_o
random question... ish
are bam's considered a "Boss" monster or not, at Lv32 my damage varies little so its hard to tell, unlike when lv 38 when you crit like 40K if its a bam do 15K-25 if its not a bam etc.
Yes
Can War really tank (if your skilled?) and not just be a pita for healers? want to roll a tank for an alt and would prefer war
Yes, though the difference between a how a Lancer tank is played and a Warrior tank is played is like night and day. Warrior takes more skill and places more importance on timing than a lancer tank does; a bad warrior tank is gonna be more noticeable than a bad lancer tank.
No idea about endgame, but in the Beta levels we've had no problems with using a Warrior tank. A good Berserker or Slayer will rip hate from them on occasion, but that happens with Lancer tanks too.
nice to know. I'm 100% gonna roll a war tank then as an alt. ty for the info
My suspicion is that Hard Modes will likely rip apart all but the best warriors. Things have seemed a hell of a lot easier, with the NA version, then Ktera was, but again, these are the lower levels.
I'm going to ride the warrior wave right now and add a question that has been bothering me for a while (I finaly decided to start as warrior, fully knowing the "problems" I'll eventualy face):
It's about Combative Strike, the skill that consumes HP to reduce the target's endurance.
The thing is, all of the upgrades to this skill increase the amount of HP consumed to perform the skill, however the endurance reduction is not increased. What increases is the power rating, so in the end upgrading this skill seems to be a matter of HP used vs damage dealt with it.
I understand this is a very useful skill because of the debuff, so using it as much as possible would be ideal, however the question is: is it really worth upgrading it? Compared to the HP pools at higher levels, is the cost in HP worth the extra damage?
I'm aware there's a glyph to reduce the cost by 50%, but we reach the same dilema with this: is the 3 points this glyph costs actualy worth it just for the damage this skill does?
Again, I'm not questioning the usefulness of the buff but what I question is the HP cost to damage ratio. It would seem to me that simply not upgrading this skill after a level would be a strange but logical decision, assuming the HP cost is actualy significant at lv60.
Thoughts?
When you first get Combative Strike, the HP might not be worth the cost, especially if you're soloing. If you have HP regen crystals, then it would be a tradeoff.
But at higher levels (30+), and if you use the "Reduce HP consumed" glyph for Combative Strike, its one of your best abilities for several reasons.
1) Decent damage and criticals.
2) The HP consumed is negligible. Won't even notice it.
3) Debuff enemy defense by a substantial amount.
4) Short cooldown time, making it available to use VERY often. You can keep the debuff on almost perpetually.
5) It opens the door for Traverse Cut and makes it 13 strikes instead of just a few.
To go with what Shassira said, it's that 'hate target circle' or aggression circle, or enmity circle, or flaming circle of fire that lets you know if the mob is a boss or not. It also seems they removed that circle from the earlier Basilisks... unless it was only my group that never saw it. Anyone else notice that?
for warrior solo I open with pounce > traverse cut so I don't really use combative strike as an opener for traverse. In a party situation, usually as a tank but especially as a dps, CS and TC are your two most important skills to use. They increase damage significantly for everyone. While the HP reduction glyph is questionable, the duration glyph (glyph of lingering) for both CS and TC are critical. They save you mp from spamming these two skills and let you focus more on grabbing hate/doing damage/evading. For solo, I'd consider getting the HP reduction, however I solo with longevity in mind and waiting around for stamina/hp sucks. I tend not to use CS at all while solo.
While I agree that the duration glyph for Traverse Cut is useful, I'm hesitant to say the same for Combative Stance's duration glyph; it has such a low cooldown you can practically spam it and the resist rate isn't really that high. In a party situation, you should be getting the cures to cover the negligible HP cost for Combative Stance anyway. If you're solo, just use the HP recovery glyph attached to Rain of Blows (which you should usually have when solo anyway because shit can always hit the fan).
Thanks for the answers everyone, I apreciate the different points of view.
I expect to do a lot of duo content, specialy while leveling, so I plan on testing this out myself ofcourse (since there's really only one oportunity to do so, once upgraded you can't go back to using a lower tier version of a skill), but it's clear from what you guys say that in a party setting it's not worth droping the damage just to keep the HP penalty low.
One last thing: I'm assuming the answer is yes, but is the effect of Traverse Cut stackable with Comative Strike?
Yes they do. However the Combative Strike (4.5%) and the Lancer's Debilitate (3% per * 3 stacks = 9%) endurance debuffs do not stack.
So Traverse Cut (0.85% per * 13 stacks) is 11.05% if they aren't resisted.
Traverse + Combative = 15.55% endurance reduction.
Traverse + Debilitate = 20.05% endurance reduction.