Not going to do a good vs bad thing here, just going to list the changes I remember and what I feel about them.
The skills we lost: Some like fracture was hardly ever used so removing it make sense, it was always a weak dot. Others like bloodbath and our stun was used a lot, big pulls without bloodbath feels more risky now since more then a few healers seems to have missed this, removing the stun from both war and drk while letting pld retain their spammable one seems questionable. Loosing access to flash will hurt our tp.
Another strange thing is how pld got something new for skills lost while war and drk alike got nothing.
Skills changed: Maim and eye I have no problem with them changing, it does however make things more difficult for low level tanks who will now be without this tool that made it easier to generate agro, less damage = less agro. Removing the damage down from path I understand, it was a easymode thing to do during progress. The increase to inner beast potency is a good news even though the decrease in how much hp it gives back is a rather bad news seeing as we now lack bloodbath.
The beast gauge is a good addition I would say, however the cost of changing stance is way to high. If not removing the cost they should at least lower it. As it is now you want to empty it as much as possible before switching and that is something that in later fights will require way more planing from a war then from any of the other tanks. Switch at a bad time and you lose either damage or mitigation. The reason why it did not cost us anything to switch previously I guess has to do with the fact that while the other tanks gain the benefit from their tank stance the second they have changed we require heals to gain use of our higher hp pool since it does not fill itself as we change to tank stance.
And so the new skills.
Onslaught: This one is down right useless as it is now, cost vs benefit is not even close to making it worth pressing. Said this before and I will say it again, increase the potency to at least 200 or remove the cost.
Upheaval: A tricky skill, for best effect you want to use it in tank stance with thrill of battle and at max hp. During those situations it is a great skill.
That passive one: I like it, useful in tank stance but feels like it messes with the berserk window in dps stance. This might just be my opinion.
Shake it off: Having tried using it during different fights I have come to the conclusion that it is what I always thought it would be, a waste of skill space. If you are in a habit of being hit by bad breath then it is great as it removes those, it does however do nothing at all against anything a boss does. Oh and it does not prevent any new debuffs being added to you for even a single second. I do not think there is a good fix for this skill as it is broken by design, best to remove it and give us something else like perhaps a utility skill.
Inner release: Is a good skill that is hampered by sharing cooldown with unchained.
All in all I feel that SE have some work to do here. Are we useless? No. But did we gain anything in the way of mitigation or utility in this expansion? No. It feels to me like SE had run out of ideas when they came around to war, look at our charge that is animation wise close to the monks, look at upheaval that reminds me a lot of a certain pld skill that cost them zero resources while having the same potency and same recast, look at shake it off... well just look at it.

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