Quote Originally Posted by PArcher View Post
Fracture - Used at some point during a triple Fell Cleave combo (usually as the last GDC of Berserk) it does a ton of DPS. And its still decent used normally (especially if you can't target your main target for a little bit at a time, AKA adds) Also...TP issues, on WAR?
WAR is more reliant on TP than Paladin, and I run out of TP on Paladin as is. Overpower is quite costly, and is our principal means of AoE aggro (sure we can use Flash, but 3 casts and it's bye bye MP). The main reason I bring up the TP cost though is that it's more expensive than other skills, and really doesn't add much damage to make it worth the extra cost. We're talking about 300 potency overall, which sounds nice until you realize that it breaks combos and is only 20 potency less than Butcher's Block.

I do agree it's useful when you're switching targets for a while, but only by a margin.
Quote Originally Posted by PArcher View Post
Holmgang - You don't raid, do you? Holmgang is a lifesaver when used properly, or even as a normal CD for a tank killer.
I can count the number of times I've seen Holmgang used in a raid on one hand. You want to know why? Because it's HORRIBLE. In fact, I'd argue raids are the WORST time to use Holmgang because it roots you to the floor.

Being stuck in place for 6 seconds can be utterly fatal in even casual content, never mind raid fights where there are plenty of instant kill mechanics waiting to wipe the smug grin off your face, Holmgang or not. Holmgang is not a skill that can easily be used tactfully, since you're still taking damage regardless. You just get left with 1 HP, and no one wants to be left with 1 HP when Holmgang ends.

I'd genuinely be interested in hearing if there's a real tactical use of Holmgang, and not just a panic button for insta-death. I've certainly never come across it in all my play so far.