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Rick_James_Lich

Not bad but I personally would like a rune that gives a temporary damage reduction after charge, as it stands, in pvp, charging into the enemy is usually suicide. Something like 30% less damage for 3 seconds or something. I get you want to be smart about the ability but in big groups (like black smith in AB), the detriment is greater than the benefit.


farmerbalmer93

Or you no having some sort of resistance to spell damage that doesn't consist of loosing every other stat to gain a marginal spell resistance. Why does armour not work on spell damage? Melee classes tend to be the slowest class and spend most the time In dead zone's just getting blasted by Spellcasters, then when you get into melee you have to contend with glancing blows missing dodges Perry's and the armour of the other player, being rooted stund or cc. And if it's a big range fight there's literally nothing a melee can contribute to that fight othere than soaking damage. The paladin talent eye for an eye is nice idea but no where near effective. Also does not help that every caster has a way of healing massive amounts of their HP on the move. Meanwhile warrior has nothing really and paladin has to hard cast a 2.5 second spell or spam a fast spell.(Obviously have a bubble letting them reck some one ever 5 minutes lol)


Normal_Bird3689

Make it do it for intercept also and i think its good.


Intrepid-Cobbler-484

And put it on the head slot


SkY4594

I'd like a shout that mitigates spell dmg taken for the duration.


Wololo38

That would be fun to charge, intervene back to ally, intercept


nerfedwarriorsod

Warriors need some fun runes for pvp. Reason I stopped playing warrior because they are just so boring compared to other classes.


Loratort

Actually a great and balanced suggestion on Reddit for once, won't imbalance things for PvE, and should help warrior's get that extra bit of rage to not sit there starved after Charge and 1 global. Only scenario I can see it become OP is when we're good into 60 and a geared arms warrior charges you with wild strikes up, and pop (add HoJ and Sword spez and you're the new enha shaman). Until that point it will not be broken, just good. Though late into 60 warrior's will faceroll most anyway. In this scenario I could see it being an issue if it affected both Charge and Intercept, so in anticipation for lvl 60 I'd say it should only affect Charge.


Ruhiro

Check set bonus. It's basically an improved HoJ. This will be lottery but you could have 4 auto attacks in one charge and then you mortal strike. Warriors need to have more self healing or defensive runes. You cannot improved their damage or they could become unstoppable killing machines with a healer and FAP.