PowPowParn posted:
this will only effect solo/small mans i think.
i would still take a banelord zerker over a savage in MOST of my grp set ups
if full tank train drop 1 zerker for a savage is all. which is what we usually did anyways~
I very much understand your point, but i believe you're wrong in assuming charging savages would replace zerks. Excluding the supports, imho the ideal structure of a balanced mid group should either consist of 2 frontline tanks+2casters+1 def tank or 2frontline tanks+3 casters. I can't see the zerk being thrown out of the frontline duo, he's got it all: mobility, damage and pet-proccing potential. The second frontline tank ideally is an hybrid. Most often a skald, but in a "secure" environment such as agramon in euro prime time, you may opt for a valk which is less cc-vulnerable, interrupts better, and just as good damage-wise.
While a charging savage might be a decent fit, he won't be able to second the zerk as easily as a hybrid would. You just need the instants sometimes.
Thus, still imho, the real good fit for a charging savage is the defensive role. In essence, nothing changes there compared to a warrior/thane he loses the slam and guard, and gets uninterruptible mage-like dps to compensate. The real change is that if he charges, he can decide to bring the pain on the frontlines without losing time getting there, or taking an excessive risk of being nuked down in regards to his low magic-impeding possibilities. To sum it up, charge gains him versatility in a globally defensive role. Losing slam is bad, but mid mages don't need a true defender as much as us hibs/albs do, if only because we fear the vendo.
As an hib opponent i would prefer it if they made savages a viable hybrid alternative(i.e. decent interruption capability) than some sort of sweeper(as in a football -soccer for you yanks-)tank. I do not fondly remembers the days when i saw even tanks being melted down in 4 swings with a capped 2Hander swing by a single savage player(a pure tank was in the 2100~2300hp range before ToA). Sometimes, especially with the h2h ones, it didn't even take 4 rounds...
Overall, the biggest issue is that when they made expansions, they thought of several classes that transcended their archetype too much (the uninterruptible frontloading caster, the stoicism hybrid tank, the caster with instant nukes). It's nice for variety, but hard as hell to balance effectively, delicate grounds there.