So umm... the warcry nodes kind of suck imo

I don't really see the point in most of these warcry clusters even for builds that use them. I pretty much only play slams and use exerted attacks in all my builds nowadays.

I still only use Measured Fury for the +1 to exerts. It's the only cluster that has something useful and has everything. Cooldown, warcry speed, and even damage in the entire cluster.

Admonisher 50% Warcry Speed, 15% damage per warcry used recently.

Is worse then it used to be. It now just gives Speed when it used to give both cooldown and speed. That is not worth getting a whopping 15% increase damage per warcry. This doesn't even come close to the damage you get for just grabbing a normal clusters worth of damage. Even if you use 4 warcries... thats only 60% increase but that's worth 3 points so even in that insane scenario, it's only 20% per point. And Recently.. LOL how many warcries and then attacks can you do in 4 seconds.

The small nodes need to give exerted damage and cooldown, or just cooldown. The notable needs to give like 20-30% per warcry used in the last 10 seconds to encourage multi warcry use.

Deep Breaths 30% Cooldown, 30% Aoe, 20% power

Can be okay if you want to pump cooldown for Call to Arms (Instant Warcry) or you can combine it with Urgent Orders support to get fast warcries with a small touch of cooldown. But it's like 4 points to do this and if your playing a warcry build, you are taking Measured Fury anyway so this is a waste in most cases. The power mechanic is silly... 20% power increase is literally nothing in most cases. Most warcries don't require AoE except maybe infernal for blowing up targets.

Again the small nodes need to have exerted damage. The power node needs to be like a minimum of 10 power. At least then you could combine this with the 10 mastery and have 20 minimum power for 4 Endurance charges per warcry or zerker can gain tons of rage. Even Rallying cry or Battlemage with a minimum of 20 power is alright. Or something more needs to be done with the concept of power to make gaining access to more power useful. Currently it doesn't make that much of a difference.

Natural Authority 20% Buff Effect and Taunted Enemies take 8% increase damage
Escalation 10% increase damage per second you've been affected by a warcry buff.

Again the cooldown nodes are behind either notable and no speed in this cluster. And no damage per small notable. This means that both nodes actually don't give you any damage at all compared to just going into another crit or damage cluster. The notables don't make up for 3 small nodes worth of nothing. And who came up with 8%? Like you couldn't just make it 10 to even it out, it's gotta be 8.. 10 would mean the end of all of us.

Secondly warcry buff affect and duration are very situational and almost never worth taking the points to gain all of it. Ancestral Call has some extra armour and weapon range but most strike skills are playing with the mastery plus glove mod. Rallying and Battlemage probably win here with there buffs but you are probably not going to come all the way down for this cluster just to buff up Rallying cry. Not to mention the small nodes give no damage nor do the give cooldown or speed unless you take the ones in the back.

This is a huge cluster for what little it does for most warcry builds. Again throw in some exerted damage on the small passives. Reward players for engaging in this unique playstyle. First node should be speed, cooldown and damage. Then buff affect should be 10% and damage, duration should be 20% and damage. Back ones can be cooldown and damage.


This is also to say that the masteries are nothing to write home about.

The 15% life recovery should also give mana. Like the old berserker node, used to play MoM builds with this was great.

10% chance to get 3 additional exerts is.. like what. Did they test this out? How can you even come close to relying on this for anything. Are you hoping to get 6 intimidating hits for double damage on a faster hitting build? 10% is way to low for this. I'd rather just see this become another +1 to exerts. That way Measured Fury becomes less mandatory. You can either get plus 1 with mastery or plus 2 with both notable and mastery. Or allow it only in the mastery and rework Measured Fury to be something else.

Debilatating for 1 second... so by the time your warcry is done with it's animation this wears off. LOL What is this? Is this supposed to protect you while you warcry? Maybe 2-3 seconds or even Recently would be nice for a warcry mastery. It would be nice to weaken enemies as you setup your big slam attack.

Warcries cannot exert travel skills needs to be the other way around. Travel skills by default should not exert attacks unless you get this mastery. This is a stupid tax that I already made a thread about.

The other 2 are fine, no complaints.


All this to say that in my opinion, these clusters just don't do enough to empower the warcry archetype. The notables don't make up for bad small passives compared to normal damaging clusters especially when the masteries aren't that great either.
Last bumped on May 2, 2023, 1:34:24 AM
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I used to have to path to 2 warcry branches, now I only need one. I've saved several passives and my cooldown has gone from 1.69 to 1.65 seconds.

General's cry builds will need slightly more attack speed now though that works fine for me.
I'm struggling to come up with new goals to keep me playing this game.
Deep Breaths is a must take imo. Reduced WC CD directly translates to damage since you have higher uptime on your warcries and nothing is worse than running out of warcries during a fight when your entire build depends on it.

Agree on the rest though, removing the CD from Admonisher was a massive nerf and natural authority has always been useless.

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