Kitru's numbers above are current and exactly right. Most notable changes are with Overpower (Now 5x modifier). I can't verify the Flash calculations, but I trust Kitru's numbers there too.
It's important for EVERY Warrior to note that Overpower is a 5x modifier and generates more threat from a single ability outside of a combo. It is substantially better than Tomahawk.
This is actually very useful in the new Coil.
When OT'ing T7,you won't always have a loaded combo when the Lamia Deathdancer spawns (except for the first one), and you might not be in melee range when it spawns (hiding from Cursed Shriek on the second one). Overpower is your best bet to grab it as it spawns.
When tanking T8, if you're positioned opposite from where the Dreadnaught spawns, the best thing you can do for the first two attacks is Tomahawk first (you need the range) and then Overpower once it is in range (you won't have your combo ready because of the opening Tomahawk) because it generates more enmity than anything else. This should give you a small enmity lead so you can safely start your enmity combo.
When OT'ing T9, in the third phase, Ghost of Meracydia spawns in a random location and needs to be picked up immediately. You might not have the luxury of being in melee range when it spawns, and Tomahawk kinda sucks. Overpower gives you the best balance of range and enmity.
Otherwise, any other time you need snap aggro (eg. newly spawned add or tank swap) but you screwed up and didn't have a Skull Sunder or Butcher's Block combo loaded, just use Overpower.
TL;DR: Overpower for single target medium-ranged uncomboed snap aggro.
Last edited by bokchoykn; 05-11-2014 at 03:04 AM.
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