The pace of the game is very fast, stacks of colossal might are not compatible with this pace of the game, both on pve and pvp, precisely on pvp.
My suggestion
a) The node “Precise Might” should grant double stacks on normal mortal strikes instead of crits
b) The node “Precise Might” should grant 4 stacks on crits
This is about the premise of the tree, colossus also need some overall tuning in damage, like arterial bleeds and tide of battle.
Make it so you can move during Demolish channel, and yes on the Precise Might buff… you can get 10 stacks twice as fast as Prot and it feels bad.
Regardless I feel like unless they make you immune to CC during it you’ll always get micro-cc’d out of it, using Berserker Rage before channeling it on Priests doesn’t feel too great either.
Nah, i like the fact that you are rooted, it feels like you are really strong in that moment.
Colossus issue is building time, and power. You should be stronger at max stacks.
Can you also put in a request to make the 5% player size be at least a 10% buff as well? You’re a strong and powerful warrior, your muscles should be way bigger than 5% larger than a caster equivalent.
Im curious,
Why Fury has Warpaint which mitigates 10% damage but Colossus arms is less tankier? why Mountain of muscles and scars were nerfed so much while Warpaint is still a thing?
is Fury suposed to tank more than Colossus arms?
This is an mage issue that must be nerfed, it shouldn’t affect warrior class design.
Yeah this is the biggest problem I’ve seen with demolish.
Assuming no CC is done, players can just run out of it. Or, run into you to make the channel fail, kinda like running through a hunter casting aimed shot.
And if CC is done, many will just break it and move. I’d probably change it so you can move slowly while channeling.
i have 0 issues landing demolish, it is so fast people can’t react in time because they are slow or they are stunned…
What also helps is to cast demolish while you are “inside” enemy hitbox, so even if they walk the third hit still lands.