So I am sure I’m alone in this thought, but what about a rework to the ability Thunderclap for warriors. Every class in this game has a AOE of some sort that can be used consistently, or leaves a lingering effect but warrior if you think about it. Monks have spinning crane kick, Pally’s have Consecration & Whirling Hammers, Demon Hunter’s have Sigils, Elysian Decree, and Immolation Aura.
So why not rework our Thunderclap, but not majorly- just slightly. Currently it blasts all enemies within 8 yards for 11,095 Physical Damage (differ’s per users, im sure) and reduces their movement speed by 20 % for 10 seconds on a 4.7 second cooldown and its reduced beyond 5 targets.
What if it was, “Blasts all enemies within 8 yards for X-dmg, charging the ground leaving the ground rumbling for Y-dmg that dissipates over 3 seconds.”
Or something to that effect. Just to give A bit more of an aoe capability… They’re already tied to Norse God Odin, So why not incorporate it a bit more, or tie them to Thor and allow them to positively charge the ground if only briefly for that short term effect that just helps a bit ? it’s still got a cooldown, so its not like they can over lap it…
Just my idea. Could be dumb, could be something. Would love to see this though personally as a prot warrior player.
Conceptually: sounds cool
Visuals: I’d love a Highlander quickening/Terminator time travel lightning effect lingering on the ground.
But Mechanically, it’s basically DnD/Consecration. And this is a leg that prot warr has up and over bdk and protadin: Prot War doesn’t need to sit in a circle at any given time.
I’d love a graphical effect to change the bleed to an arcing lightning effect, could be a glyph.
IMO thunderclap needs to do more damage and be uncapped. Warriors are already the lowest dps tank spec. I wouldn’t mind if shield slam also hit everything in front you.
NOT needing to leave mobs where you used your AoE is one of Prot Warrior’s advantages. Blood and Thunder already increases Thunder Clap’s damage by over 280% due to the Rend applications inflicted. That DoT and the original slow are your lingering effects, and they’re better for not being terrain-locked.
It already applies Rend if you take the talent below it. Applying rend to every target it hits is more beneficial than a psudo-DnD/Consecrate that you can’t move out of.
We also don’t need more homogenization between the classes.
As was Deep Wounds even when it was maintained by a more interactive CD instead of a spammable filler.
I wouldn’t mind the option of Rend on Fury, personally, but only so long as think it doesn’t become obligatory through its tuning… which is also about the only time you’d see it used by more than the tiniest fraction of Fury players, I would suspect.
Having played Arms and Protection, it’s not really a big deal tbh. You hit Thunderclap, everyone starts bleeding. Fun times.
The actual reason they removed Rend from our toolkit was in how Blood and Thunder became a prominent part of our DPS rotation thanks to a talent we get that increases all Bleed damage we deal by 15%. It was decided that it made Fury too much of a dot-based class, so it was dropped.
Now, Mountain Thane is coming and it’s set to try and make us take Thunder Clap by having it usurp Whirlwind’s role in our rotation. I think that’s all well and good, and if we’re gonna get that it would be nice for Blood and Thunder to let us Rend stuff again imho.
Protection and Arms didn’t need to manage Rend; Thunderclap costs 0 Rage and applies it as an AoE, so no one really casts Rend. Its all done via Thunderclap. (Kinda like how Suvivial Hunters don’t actually take Serpent Sting, they use their bombs to spread it.)
Since Mountain Thane is going to make Thunderclap replace Whirlwind in our rotation, giving us Blood and Thunder Rends wouldn’t really be an issue or dilute our gameplay.
We do take Serpent Sting, if only for prepping Volatile during the gather for an AoE, to conserve Focus for Butchery spam upon reaching 5+ enemies, because we may want to get Serpent Sting ticking on more enemies than bomb alone can take care of, and to access Poison Injectors or Hydra’s.
Under M+ meta builds, Serpent Sting does 216% to 231% of AP in armor-bypassing damage plus up to another 207% of AP via Injectors (up to ~438% AP total), while Mongoose Bite starts at 149% AP and ramps to 260% of AP in physical damage.
:: Remember also that to even take Wildfire Infusions, you already need Viper’s Venom, which gives a chance on Raptor/Mongoose to apply Serpent Sting. Sadly neither it nor Volatile Bomb scales with Hydra’s, though, apart from the 20% damage amp.
That, too, is necessarily the case. They can easily exclude Fury from that effect. And given the damage elsewhere, I would have to guess we’re not suddenly getting free passive Rends (that would in turn make Champion’s Spear a non-option if Roar’s bleed synergy were extended from merely Gushing Wounds and Odyn’s to also a free ~100% uptime Rend).