Fortifying Whirlwind - Increase from 10% on weapon to 15%

Fortifying whirlwinds fortify only last for 2 seconds after it ends and its almost impossible to take advantage of the slash damage increase as you cant even land a heavy in 2 seconds.
I realize this makes sense as you keep the fortify while spinning, but why does the fortify on spear get 17% while the axe gets 10% on weapon. Its basically a worthless perk as no one runs it.
Would like to see this get a little love. Maybe extend the length the fortify last after the last spin by 2 more seconds up to 4 seconds.

Spear fortify last 6 seconds and you keep it for a while as the perforate is such a quick move.
Whirlwinds animation steals a second from the 2 seconds after it ends.

Am I wrong on this? Maybe its better than I think?

2 Likes

Nah all fortify is pretty useless now. It all needs rebalancing.

IMO they should rebalance all fortify so that it gives similar mitigation for what it used to do for heavy, and then go from there.

They only changed fortify so that it wasn’t a light armour meta, there is no need to have some fortifies be worse than useless.

Any small fortify numbers actively troll a user due to invigorated punishment out-damaging it

I actually think that the ability needs to be a much longer duration, or have absolutely no cd above 1 second, with no animation time entering the state of spinning.

If the ability worked like this and did decent damage and healed instead of fortified, it’d be crazy popular.

1 Like

They could have solved all of this by keep it an absorb with a lower effect on light armor.

e.g. Light armor 2.5%, medium 3.5%, heavy 4.5%

I think they did ok with linking fortify to armour value.

I’m hoping they can adapt all previous fortify to have similar values to what they used to have in heavy eventually.

Fortify as a flat mitigation always felt a bit broken IMO.

I really hope they find some time to look over Whirlwind because it’s in a really bad state right now and I’m having trouble incorporating it into a SnS/GA heavy bruiser build.

  • The damage is so bad, and a full 360-degree turn is still slow. Can’t perceive it as a damage-dealing skill since it has 0 burst potential.

  • As already stated above, the 2-second fortify is an absolute joke for tanks that are trying to stack some fat in clumps. There are stuns longer than that…

  • And finally, my personal butthurt with this skill is the horrendous animation. About half of my deaths are from trying to enter the stupid whirlwind and always getting staggered out of it. And it has GRIT ffs. I don’t even say that it sucks as an escape maneuver since you can easily be stunned out of the spin. But desperately pounding the button and seeing it get interrupted by staggers really boils my blood.

From my experience, the single useful aspect of this skill is using it to initiate into a clump and get those Mauler’s Fury stacks before popping a Maelstrom.

In heavy I’d rather have grav well, maelstrom and charge - not whirlwind.

Whirlwind only has real use keeping pressure on enemies that are trying to disengage or runaway.

It is a weak attack with good manoeuvrability.

yup, that maybe too. Sometimes, if you are lucky, you can get a finish spinning behind someone that tries to disengage. But it doesn’t really stop people from getting away from you…

If they would add a pull mechanic to whirwhind as well ,that would be interesting from this perspective. You spin going after people that disengage, you pull them closer and root them for 0.33s. That could help secure some extra finishes.

whirlwind is just a weak ability. IMO they just rework it into a different ability. It doesn’t really provide much different than charge or maelstrom.

I have only ever seen 2 players do well with it. Both were in light armour with BB as secondary. And it’s gonna get nerfed with fortify changes.

This topic was automatically closed 21 days after the last reply. New replies are no longer allowed.