Originally Posted by Stabbey

The OP is wrong and it does not end on the same turn you use it. Rage does persist for the following turn, with a 0 turn duration, so you can have a full 6 AP to use attacking.


Yeah, "set Enraged for 1 turn(s)" meaning 2 turns of Enraged is very misleading.

In light of this, I agree with fellowa.

Rage is no longer a must-have for all builds, instead it's situational but can add significant damage in the right builds.

E.g. A Two-Handed warrior with +50% crit damage from Skill passive, a +50% crit damage weapon, and the default +50% will do 2.5x damage on all crits.
With 2 turns of 4AP each, that's 6 AP left after casting, which multiplies to 15 AP worth of damage, almost double the damage he would have done (assuming no/low crit chance.)
This doesn't even take into account other things that could add more synergy including: pooling AP first, glass Cannon, Adrenaline, Haste, Flesh Sacrifice, Warlord, capitalizing on Skill cooldowns during that window, or having an ally buff you with Rage first.

Rage still has the drawback of losing all dodge, taking double elemental damage, and no synergy with Crit Chance, but I guess it's in a good place.

I'd still rather it be altered to a % damage boost. Not necessarily a buff, but something to allow the skill's use to not clash with Crit Chance and Backstab.

Last edited by error3; 15/04/17 04:10 PM.