Another advantage to it is how much it helps holding hate in deliverance or remaining second place on the hate list for certain mechanics.
Another advantage to it is how much it helps holding hate in deliverance or remaining second place on the hate list for certain mechanics.
Though it is half the potency it is also half the cooldown and has a longer range. The 5 extra distance is really nice for getting back to the boss in a lot of fights. Plus oGCD enmity generation. There are definitely downsides to both tank gap closers.I'd disagree. So many other melee gap closers do not consume any resources. Look at DRK's Plunge. Zero resource and its 200 potency, where at Onslaught costs BG and is a small 100 potency. Far from being the best desgined gap closer.
That said, I am not denying that it is useful in many scenarios.
Plunge has that horrible animation lock, onslaught doesn't. Plunge needs to be used on CD to put it best to use, onslaught doesn't. plus, its gauge cost isn't a deal breaker considering you have to dump gauge on something, and that its gauge cost makes it a bit behind FC makes it not so bad in the long run. the longer distance is also much more useful than plunge's.
I play both and I definitely enjoy the feel of onslaught waay more than plunge.
The worst part of Onslaught is that it makes such a good oGCD attack, that you will never actually want to save it to be used as a gap closer. Muscle memory also may mess with you, accidentally clicking it when you were attempting to get away from an AoE only to realize now you back in the middle of it(or maybe that's just me
)
Wouldn't say an animation look is such a huge deal considering DRG has to deal with it all the time.
DPS wise you need two Onslaughts to equal out one Plunge. While Onslaught has a shorter CD that could equate to a single Plunge, you're not going to use it oCD, so in practice the DPS gain from Onslaught falls off compared to Plunge. This is also into account when save the gap closers for specific mechanics. The distance difference isn't really a drop in the bucket. There are like one or two instances where the distance difference of the gap closers comes into play, and even then, there's Sprint to make up the difference.
Again, not saying Onslaught is useless, but it's not perfect.
I suppose we value different things, I would say the animation lock is actually one of my least favorite attributes on plunge. Overall I feel like these are things which are just flavors of the class, though onslaught is half the strength, there are times where I really wish plunge had a shorter CD, even just 10 seconds shorter. However, the shorter CD and longer range or onslaught also give it a flexibility that is the flavor of warrior.
There's a difference between being the best designed move and the most potent.
Other gap closers have a very straight forward purpose and effect whereas onslaught dps benefit is a lot more subtle and indirect. There's depth to the move as oppose to just hitting the button on CD.
I definitely find it to be an extremely well designed move.
You literally just said the exact reason it's so well-designed as the reason it isn't. Most of the other gap closers are powerful and free enough to need to be used on cooldown for DPS. Onslaught isn't. It can actually be used as an effective gap closer when it's needed. The others can't, outside of planning the whole fight around them.I'd disagree. So many other melee gap closers do not consume any resources. Look at DRK's Plunge. Zero resource and its 200 potency, where at Onslaught costs BG and is a small 100 potency. Far from being the best desgined gap closer.
That said, I am not denying that it is useful in many scenarios.
It's not really a matter of opinion.
after zerk falls off you will need to use it twice in that window or you will over cap. 2 onlsaughts, 1 upheaval = 60 gauge dump before next zerk window. If you use a fellcleave and upheaval for that window it is 70 gauge dump and a gcd behind so you will have even less gauge for the upcoming zerk window.
Here's a basic that should tell you everything you need.
You have two zerk windows at 70 right? The one that allows you to do six cleaves and the one that gives you just the three cleaves. Now, between these windows of zerk you'll find that you'll get close to your max gauge quite a bit before your next zerk is ready, that's why you use onslaught and upheavel (do it early after you finish your zerk cleaves, not later on only when you get close to the max gauge)
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