Quote Originally Posted by whiskeybravo View Post
I don't see how that would work and be equivalent.

Current target is 6 fell cleaves + 1 Upheaval + 2 Onslaughts in 8 GCDs, this only leaves 2 GCDs for building gauge

Proposal to increase gauge generation instead of halving costs messes up that flow. Down to 10 gauge after FC+Inf+FC+Up+On, then you use preloaded Maim/Path for 60 gauge which leaves 20 after a FC, that's 5 GCDs out of 8. You need one of those next GCDs for Heavy Swing which generates no gauge, which means you can not use a 4th FC in the 8 GCD window (20+20 = 40, because the last GCD is for FC). The only way I can see to resolve that is have Heavy Swing generate 10 gauge so you can get the last FC and end at 0 gauge. I think it would be problematic to fit in the extra onslaught.

Unless I'm missing something (probably) I don't really see that as a viable solution. Additionally, would you not have to significantly increase the damage from a single FC to make up for the fact you are replacing 2 or 3 500 potency attacks with 2 or 3 150-270 potency attacks? (ties back into the "Imagine losing an 800 potency Fell Cleave as compared to missing a 500 potency Fell Cleave.")
In itself, it certainly wouldn't be able to hold a candle to the current IR. However, it's not the only variable manipulable without drastically overpowering previous levels. The Enhanced Infuriate trait can also be part of the equation. Moreover, we can manipulate duration or indirect potency through Attack Speed.

Personally, though, Warrior's issue of relatively unreliable DPS stems more from the fact that its DPS isn't being treated as a form of utility. Divine Veil doesn't always pan out. Cover is situational. The Blackest Night, even if it had a stronger ally-transferable effect, would be situational. Why can't Inner Release be considered in the same light, balanced around imperfect use? While I'd certainly prefer to see Inner Release's impact softened, that wouldn't change the fact that the surrounding kit would then feel undertuned (especially prior to the strange decision to make Shake It Off, of all things, into an arguably better Divine Veil). Had their base damage simply been high enough to begin with, as to make Warriors a situationally superior choice in the same way a Paladin might be, without feeling deflated when unable to make full use of that extra skill, I don't think Shake it Off's redundancy would have ever been necessary.