What problems do the others have? You use them if you're about to cap two charges and blow both for a burst phase. With Onslaught, it's straight up inferior. You only touch it during IR or if you're certain you'll lose a GCD otherwise.
Printable View
They need to be used within party buffs to get the most from their dps. If you need to hold one of the other tanks charge for something in the opener you can be losing up to 60 to 100 potency depending on your composition. Where as onslaught is about 43 potency lost to achieve the same thing and is always available.
There are additional benefits to onslaught such as being able to dash back from a further distance. Take Titania extreme for example. When you run to break your feather if your dps is slow you and you need to run out to the edge the paladin gunbreaker and dark knight gap closers are too short and you end up clipping your GCD. Warrior can onslaught from this distance without a problem. Since one of these tether phases lines up with inner release you can see the major advantage of not losing a GCD during your major burst due to someone else’s mistake.
I can see where you're coming from, and I do agree that it being tied to the BG forces you to only use it as a gap closer (outside of IR). I think the problem, however, is that it adds absolutely nothing to the BG itself. How is the BG otherwise defined? Damage abilities. This ability leads to damage, but it would lead to damage if it was off the BG too. My suggestion of "take it off the BG" might've been too black and white as it just puts it in the same clunky spot as the other tank gap closers. However, this is easily remedied by just removing the damage aspect of these abilities. People won't spam them for damage if they don't do damage. I don't even know why a movement utility skill needs to do damage to begin with - you don't see En Avant, Shukuchi, etc. doing damage.
I don't really see it as that much an issue. It's great in mob pulls as Onslaught-Overpower-Mythril Tempest gets you back what you spent for Onslaught and keeps your Storm's Eye up if you set it up prior.
Really helps during pulls like in Malikah's Well where the distance between the two wall to walls has the loading screen inbetween.
Using it in raids/trials is about the same as what we've been doing in SB, it's just that the enmity increase is now ingrained in our tank stance/trait. See no issues with it if you've been managing it properly. Especially as it helps us not overcap our beast gauge if we need to go into 1-2 combo.
What really needs a buff is just a couple seconds more on Nascent Flash. 6 seconds is nice but I something like 8 would be perfect, especially for getting off more fell cleaves for the MT's hp regen.
That being said, I could get behind it being a combo off Upheaval. If the combo duration remains longer than Onslaught recast then you could hold it after Upheaval in the event it's needed for movement and not lose anything.
(To clarify I just mean bonus potency off Upheaval combo, not being locked behind a combo)
I don't really have a problem with either, but if Eye was increased to 40 seconds that's at least 2 more Path combos for gauge building, add combo'd Onslaught (at, I'm guessing, around 250 potency) every 30 seconds and WAR is bound to be in a little better shape.
At the very least it'd be better than re-learning Convalescence at lv78.
Onslaught doesn't need to be turned into a clone of the other tank's gap closer. It should work exactly how it does now, except for the following changes:
Make Onslaught usable from outside combat, for free. While in combat it costs 20 gauge.
It now triggers an 8 second eye buff. This 8 second window has three functions:
- Fits an Overpower/Mythril Tempest rotation, which further extends the buff, making this a nice way to engage a group of enemies.
- Fits the 3x GCDs you normally need to apply eye, meaning you get the damage buff for your initial rotation.
- Doesn't allow spamming of Onslaught as a replacement for doing the eye combo. This is why it's not 10 seconds.
Onslaught vs. Fell Cleave as a gauge dump is pretty similar now, so the damage per gauge is in a good place.
With these changes it is now a really thematic way to initiate combat for a warrior. You can always use it, and charging into the enemy is really warriory and will feel so much smoother than not being able to charge while OOC like now. It also solves the issue WAR has atm with having to build up the eye combo when AoEing packs.
I'm happy with how it is for one main reason: 20y range. God I hate playing the other 3 tanks and feeling gimped by those 5y!
My only gripe with Onslaught is really just a small gripe about the job at the moment-- it needs another oGCD. Just needs that extra APM boost imo. Onslaught would fit that slot if it were dps positive. Another Ability would do the trick as well.
In E1 Onslaught is way better than the other gap closes. Overall Onslaught is fine. Warrior need some minor potency buffs in his GCDs (preferentially the beast spenders due to the critical scaling) and Storm Path adjustments.
DRK, PLD, GNB gap closers: 200 potency, 30s recast, 2 charges, 15' range
WAR gap closer: 100 potency, 10s recast, 20' range, 20 beast gauge.
They are balanced because WAR can gap close much more often and consierably farther distance. Like when I play WAR, I can gapclose to a target as soon as I target them from across the field. PLD/DRK/GNB is that awkward distance where it feels like I have to get decently close to gap close that I might as well sprint.
I saw someone mention that it should apply / extend Storm's Eye.
I think that's a good idea, and expands its use a fair amount. It is especially useful after long down times, effectively allowing you to not skip a beat to reapply it.