Feedback: Colossus Warrior in The War Within

Damn. /10char

I like the overall synergy with the Arms tree for the CD reduction of Demolish to line up with Sweeping Strikes from Mortal Strike. Having a large hitting ability that you empower with Mortal Strikes after building to 10 stacks then reducing the CD sounds like a fun design to me. I look forward to playing the spec.

Demolish sounds like an awful lot like an AoE Rampage. I guess the synergy off of Mortal Strike is fine, I guess, but it just seems so underwhelming how it’s intended to be used.

It looks an awful lot like Rampage. Build Colossal Might Stacks > Spend Colossal Might Stacks.

Does it even help prevent rage capping at least?

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I briefly played at max level last night with Colossus and for Arms at least, we don’t really have an issue with Rage Capping even with the spec’s focus on Demolish. You’re still pretty GCD capped when playing correctly, but you can run yourself out of rage if you’re not careful.

However I believe there was a bug on beta where casting Demolish resets your swing timer (as opposed to just pausing the swing timer) which is a minor issue but one that certainly impacts our rage economy.

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Colossus Protection Warrior Feedback

I’ve played a fair amount of Protection Colossus and Mountain Thane in beta so far.

Demolish is a fun button to press. But the playstyle and Colossus hero talent tree leans in to pressing revenge a lot, as it deals a lot of damage. And therefore, compared to Mountain Thane, I feel rage starved.

Additionally, as Prot Colossus, I frequently get Demolish back up before reaching max stacks of Colossal Might. I press Shield Slam pretty much as often as I can, but it isn’t always enough to get max stacks on Colossal Might by the time I can press Demolish again. This also means I get very little CDR of Demolish, which, again, feels disappointing. To compare: my experience of Arms Colossus is the opposite. Arms has various builds to enable faster CDR of Demolish. That feels absolutely great. But with Protection I’m not getting nearly the same amount of CDR or value from the talents.

So, in summary, Prot - Colossus doesn’t get enough Colossal Might stacks, therefore it also gets low CDR and can’t press Demolish as often as Arms. On top of Demolish, understandably, hitting for less on Prot vs Arms, that makes for a disappointing loop. Additionally, compared to Prot - Mountain Thane, Prot - Colossus is quite rage starved because most of your damage is based around pressing Revenge (a spender), rather than Thunder Clap/Blast (a generator). This also means you press less Ignore Pain, so you’re less durable to incoming damage. Disappointingly, this additional risk doesn’t ultimately reward more damage. Thane has done more damage in AOE and ST in my testing.

Colossus Arms Warrior Feedback

It is fun to run builds on Arms which are centered around trying to press Demolish as often as possible. But this means that it is much harder to actually maximize and prioritize your damage amp cooldowns. Blademaster’s Torment gives a lot of CDR on Demolish, which is a great interaction, but it means that we are incentivized for using Demolish before Avatar. This feels a little awkward and counter intuitive, given the fantasy of Demolish being lining things up for big hits.

Rage management feels good and fine after the changes with one glaring exception: in execute we are absolutely starved for rage. In Dragonflight we execute was fluid: we could press our executes and mortal strikes with very little friction. In Beta TWW, this is not at all the case. Doing this requires charge weaving, monitoring swing timers, and so on. Additionally, Demolish currently resets our swing timer. So that adds to the rage problems in Execute.

This is just a tuning thing, but our single target damage is pretty awful. I’m not sure what the solution is for that. Mortal Strike already is most of our damage. And we get to press Demolish pretty frequently.

One final bit of feedback: it feels Colossal-ly (pun intended?) bad when you are channeling Demolish and a tank moves the mobs out of range before the third strike lands. Sometimes, I’ll grant that’s on me for not thinking about when the tank has to move. But other times, tanks could move for less predictable reasons (e.g., sanguine kiting, dodging a fast, randomly-placed mechanic, suddenly deciding to chain pull more, etc). It is super frustrating to have your gigantic hit whiff and go on cooldown out of nothing you could’ve necessarily anticipated. And I suspect this will needlessly cause friction in group content.

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The Sound effect for the last hit of Demolish isnt it. It sounds like you are whiffing the attack and doesnt match the visual of smashing your weapon into the ground.

Arterial Bleed - One Against Many is an interesting choice for Dungeons and rewards different playstyles but in Single Target encounters is not a choice node at all since one against many loses all value in that case.

Also Arterial Bleed with Skullsplitter feels a bit bad since the timing is a bit of a lose lose. Either you Demolish late and Skullsplitter early in your Colossus Smash Window to make the most of Arterial Bleed but by doing that you lose the benefit of having your Dominance of the Colossus Debuff line up with your Colossus Smash and In For The Kill.

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i think the warrior colossus size should be 30% larger the same as the in game strength potions. how are we a colossus if someone can just drink a potion to a size 25% bigger then our size. make us feel big please.

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Compared with Slayer, the colossus is becoming uncompetitive after recently tuning. Total damage decreased by around 10% in M+, and more in Raid. That makes the Arms pick the same hero talent Slayer as Fury.

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I dont care if it becomes the worst spec in the game Im running Colossus reguardless.

I’d like to see the size increase from Mountain of Muscle and Scars to be increased to 8.5 or 10 percent. I think that would make it actually noticeable without looking comical or slowing down running animations too much.

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came here to post this, i barely notice the difference on my goblin

I noticed the size increase on my Kul Titan and felt noticeable.

Honestly 5% is nothing. For a thing called Mountain of Muscle and Scars when every growth potion effect in the game makes you between 20-30% bigger it feels more like Mole hill of Muscle. 15% to 20% would feel much better.

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What Asheru said. I turned on the size increase and my guildmates said nothing changed.

15-25% size increase is necessary. Otherwise no one can even tell you’re a Colossus.

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Needs more tuning for it to be competitive, especially in PVP.

I’ve been Top 5 damage done consistently in every BG so far EXCEPT for the BG’s where I test out Colossus. Slayer, despite it being incredibly boring is performing much better.

Very unfortunate b/c I like the feel of the extra instant ability.

Also, buff the “size increase”. It’s barely noticeable.

And Prot takes Mountain Thane
all 3 specs avoiding Colossus is an obvious indication that it’s in bad shape.

Posting on my warrior so people see Im not trolling. I’m using Colossus in both Arms and Prot spec and its great fun. Nothing better than seeing a few million hits on that 3rd strike of Demolish. But really the Size increase is nothing. You can’t tell if someone is using Slayer or Colossus till you get hit by either Bladestorm or Demolish.

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A lot of Colossus is just great, but with how ungodly impressive the feedback loop in Mountain Thane is, it makes Colossus look kinda weak by comparison. The damage disparity is
 noticeable, but it’s not enormous. If Colossus stays a low-rage generating hero talent tree I’d prefer it to be a bit further ahead damage-wise so the higher level of resource and CD management becomes more rewarding.

Also, I really think it needs something for M+ beyond a few Shockwave talents, it just can’t keep up with MT in the M+ sphere at all.

It’s beyond terrible in PvP, we are already slow. I also don’t want to add another button anyway as PvP basic Arms is 27+ already, with few available macros. Arms has enough going on already without playing around a hard pause. I only PvP so I won’t know if I’ll keep playing until the balance happens around slayer Arms I guess.

all 3 you say

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