The problem is that the way pathing works, if you have more than three mobs at once, they are going to hit your side. Not to mention, if you have these three mobs and dont always target the middle one, your sides will be hit.
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We're talking about trash pulls here, you really don't NEED cooldowns for them it just makes more work for your healers, but there are still plenty of ways to deal with trash pulls outside of Raw Intuition. We Warriors did just fine pre Heavensward without it. Before Heavensward Warrior was the best speed runner for farming high level dungeons, lost that mantle to DRK now, but still pretty solid. Now Warrior has a nice CD for physical boss fights in Raw Intuition.
Stupid question, I know, but how can you tell the difference between a physical boss and a magical boss? I am new to tanking, I just got my warrior soul crystal last night. Also, is it 100% mandatory to take gladiator to 34 for awareness?
Awareness was amazing in Shiva Ex since her Bow form was always crit damage. And they stated that they planned to add more crit mechanics into the game to make Awareness useful. Go for 34 you may end up needing Awareness.
i really dont get the idea of its negative effect
but it does make me use awareness a lot more so....im not sure if its matter of balance
Well, with the new armory bonus for having a 60 I notice in low low level dungeons (sastasha) you can get 2 levels per run. I got to 22 on Gladiator first in about 5 hours then got my already level 15 marauder to 17 in a single night.
The next night we went from 17 to 30 and got our job quests (I'm leveling with a friend).
Since my friend needs to get lancer to 34 for Blood for Blood, and lancer in general for Monk, we're in the same boat (I needed Glad to 15 period for Warrior, plus Provoke is 100% mandatory, plus Awareness seems to be also).
90% of content in the game is casual, which is okay. I like casual stuff, but when success is almost guaranteed to begin with, all that's left is what feels fun. I don't think this ability is fun because the risk is too high for the reward. The risk is so high that I think the reward necessary to match the risk would have to be overpowered, and that's not exactly fun either. So that's why I say they should just remove auto-crits from flank. It would be a little bland, but at least then it'd be fine.
In response to Nektulos earlier, I like things with counters/reactions too, so that's why I proposed each parry generates 1 Wrath/Abandon, though that would probably have to be normalized somehow against multiple enemies, like giving it an internal cooldown of 1-2 secs. Plus the duration or cooldown would probably have to be adjusted because that could be slightly too strong.
To Krissey: Unfortunately, the combat log (Battle chat tab) doesn't seem to say when you take fire damage or whatever, so you just have to guess. To this day I still am not sure if Mountain Buster from Titan Hard, not Extreme, is Earth or Physical damage, but it's probably Physical because it's definitely Physical on Extreme. However, Tumult (stomps) and Weight of the Land are very likely Earth damage. It's frustrating.