One is the Barb’s upgrade for the OP HOTA and the other is an unique boots for Rogues.
Both do basically the same thing, you do an ABSURD amount of damage for the energy you have when it is triggered.
Furious Harmmer does x1.0% damage per energy, and Beastfull boots do UP TO x1.5% damage per energy.
Rogue item is better, RIGHT, RIGHT!?
Nooooooooooooooooooooooo!
Let me explain why…
For Rogues, they have to:
- Find a good roll of the unique boots (you problably won’t find a x1.5%);
- Give up infinite evades, since the boots don’t have the implicit attacks reduce evade cooldown;
- Spend skill points and slot an ultimate (effect trigger);
- Execute the ultimate (minimum ~35s cooldown if you have 3 max cooldown reductions);
- Execute a core skill to do the absurd damage;
- Now you have zero energy (I’m serious).
For a Barb have this absurd amount of damage, they have to:
- Use one skill point;
- Press the HOTA button.
That’s ridiculous, and that’s why nobody wants to play upheaval, for instance.
Every time a Barb press the HOTA skill button, this absurd effect is applied WITHOUT any downside or compromise, STOP, JUST STOP, you are killing the game!
How is that balanced!?
Rogue’s boots are ok, a great compromise to execute exceptional damage, but Barb’s are not giving up anything, they are just spending one skill point to do every sec the same damage that Rogues need 35s or so to do with plenty of downsides, how is that fine!?
Make the Furious Hammer use all energy when executed (like the boots), and maybe Barbs will have to slot a basic skill to compensate for this great power or even nerf the damage to x0.01% since it has no downsides or compromises, but do something and do it now!