How really effective are Warcries? Calculations.
I poked around at this too and it looks like if you're a multi shouting Berserker your slam damage with Seismic and Intimidating starts out as TRIPLE what it was before and then decreases drastically after you blow your 2x charges on each shout.
If you kill bosses in the span of 6-10 exerted attacks it will feel good. If not...probably not. Spending 20+ points on all the shout nodes when you could be grabbing life instead is way too painful. You have to kill fast you can't ever have a rotation that lasts beyond your warcry charges. |
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You can get an extra exert attack of one of the node.
seismic cry get to 5 exert and intimidating cry to 3 exert. Whiteout item,support gem or cluster jewel you can reach 3.5sec cd on your warcry. Excluding reduce cast time and other benefice If you plan to play multiple warcry and make a build around it investing in it can be worth it and you can use enduring cry to get a bit more tanky. With the extra exert attack you have 1-Hit (130%) 2-Hit (160%) (Use intimidating cry now) 3-Hit (190%*2)->380% 4-Hit (220%*2)->440% 5-Hit (250%*2)->500% (Repeat) Average-> 322% of your damage. Last edited by milorius#5160 on Jun 19, 2020, 12:18:04 AM
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UPDATED: War Bringer has been redesigned. It now causes Warcries to grant 10 Rage per 5 Power if you have less than 25 Rage, and causes them to sacrifice 10 Rage if you have at least 25 Rage. It also causes Exerted Attacks to deal 50% more Damage if a Warcry sacrificed Rage recently.
Warcry Berserker just got the buff it needed to make those warcry tree points potentially worthwhile. 50 rage per shout on a unique and only -10 from shouting above 25 rage is awesome. This now allows you to slot in Berserk!! I'm not sold on the survivability but the playstyle is looking to be pretty fun. |
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im still curious what is going to happen with the cooldown recovery speed stat and the warcry speed stat.
as of right now you can get over 100% of both stats pretty easily...so what does that mean? can you make it instant just with some investment, and make them have essentially no cooldown? wtf? edit: oh ok i see how the cooldown recovery speed is calculated. so with mild investment you can get 3.7-4 second CDR on the longer 8 second cooldown warcries, that isn't bad. plus having a second cast with second wind. as for the cast time, still not sure. Last edited by xMustard#3403 on Jun 19, 2020, 1:46:50 AM
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Thank you for your interest in the topic. I’ve learned a few things.
@lolbreeze You don’t need to use warcries on each pack, use them on rares, league mechanics, bosses. But what you are writing worries me the most – will it be playable or clunky. @xMustard We all should forget about „awesome” warcry speed times, because increasing warcry speed has diminishing return, making it to 0,25s (like nowadays) impossible. @ZaeN Good point with second wind! I didn’t take second wind into calculations. With that damage is even more impressing and we can cover period in medium in my „chart” :-) Personally i will check 2 options: 1) Instant warcries on the beginning, because is just only 1 point of investment, solid 50%+ more dmg with second wind. 2) Going into mixing warcies in late game, after taking plenty warcies speed nodes. Some things we can’t predict and we must check them just in game. Maybe quality of life with casting will be awful, maybe we will choose lazy playstyle with insta warcries (with good items, why not). |
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