So after some more time with Warrior at endgame in groups…

They’re fine - mostly, in group content. It’s when solo when issues arise, particularly while leveling. Mainly due to where our strengths currently lie, that being sustained fights.

The two “main” builds for Warrior dps currently seems to be either the Arms bleed build, or the Fury Raging Blow build. The Bleed build, naturally, focuses on big bleed damage, and generating rage through Blood Frenzy. The Raging Blow build, on the other hand, focuses on pooling rage to 80, and then dancing over and under 80 in order to keep uptime on Enrage, and by extension, Raging Blow. Both of these builds are stronger in sustained fights, either through reliable sustained damage through Rend and Deep Wounds, or building to a power spike with Enrage.

In group content, you have someone to take the threat off you, and someone to heal you, allowing you to keep fighting and maintain that power. In dungeons, with my Fury build I’m pretty consistently at the top of dps, averaging around 80-90 with high burst spikes of around 150 dps

The real trouble arises when playing solo, without the tank and healer to back you up. Warriors simply do not have the burst dps to kill mobs quickly, or the sustain to go from pull to pull in quick succession. Having to stop to eat after one or two mobs kills our momentum before it gets rolling, which is what makes have to stop to eat after the next one or two mobs, and that’s what makes us feel weak. Victory Rush is only really helpful up to like level 15, past that even single mobs are doing more damage than a pitiful 10% heal is going to offset

In short, Warrior doesn’t need damage. It has plenty of it, the issue is that damage needs to get going, and Warriors lack the self-sustain to get that damage going in solo content. To that end, I’m going to say Victory Rush needs a buff. Change it to Impending Victory, which, rather than requiring a kill, can be used at any time on a cooldown. This would allow the Warrior to use it when needed, instead of having to rely on getting a kill. As it is now, the rune has no reason to exist if you have to eat after every pull anyway. This would allow it to be used on the first mob, putting down just that little bit of extra damage and healing right away, giving the Warrior a more forgiving resource of health going into the next pull. It also doesn’t inhibit the Warrior from using it after they do need to stop to eat

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Has any kind of theorycrafting and testing been done to determine whether 2H or dual wield is better for sustained DPS? I’ve got a good little bleed build going on with my Duskbringer, but not sure if I should switch to dual wielding for raid DPS. Conventional wisdom says the hit rate for DW is abysmal at low levels, making it hard to be competitive with 2H builds. Of course, SoD is anything but conventional.

As far as I’m aware, no. I don’t even know what kind of damage should be expected at endgame because I haven’t looked at any logs and haven’t done BFD yet (still waiting for some guildies to catch up), I just know in dungeons I’ve been pretty consistently a fair bit above everyone else with dual wield, so long as I’m able to ramp up

Warrior is absolutely fine lol, I had a Warrior smacking my face for 200 damage a hit.

I’ve been on top of most other folks as well outside of ridiculous AoE fights where mages can just spam arcane explosion. I’m sustaining about 80 DPS or so with wild strikes active, with occasional fights pushing me over 100 with cleave spam, etc.