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Overpower

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Overpower
  • Overpower
  • Instant cast
  • 5 yards range
  • 5 Rage
  • Instantly overpower the enemy, causing weapon damage plus X. Only usable after the target dodges. The Overpower cannot be blocked, dodged or parried.
Usable By
Class Warrior
Properties
Type N/A
School Physical
Cooldown 5 seconds
Talents
Improvement
Talents
Impale, Improved Overpower
Other Information
Requirements Melee weapon, Battle Stance
"Think you're fast? Try and dodge THIS!"

Overpower is a basic counterattack. Once your opponent dodges an attack of yours, you have a chance to overpower. Overpower cannot be dodged/parried/blocked, but can miss. Overpower is instantaneous, so a high damage weapon is all that is needed here, not a high DPS weapon.

Contents

Functionality

Overpower is a 5 Rage attack based on weapon damage with a 5 second cooldown. It instantly attacks the enemy for weapon damage plus some value. Rogues are especially vunerable to it, as they rely on Dodge for much of their damage mitigation.

Talents

Impale (Increase Crit Damage)
Improved Overpower (Increase Crit Chance)

Rank Table

Damage Level Cost
Rank 1 Melee damage plus 5 12 8s 
Rank 2 Melee damage plus 15 28 1g 10s 
Rank 3 Melee damage plus 25 44 3g 30s 
Rank 4 Melee damage plus 35 60 5g 90s 

Tips and Tactics

  • Works best with large Two-Handed Weapons. Most efficient Warrior ability, damage per rage, so use it as often as you can.
  • Any Warrior who uses Overpower often should consider the Arms talent Improved Overpower. It gives a bonus 25% crit chance for each of the two ranks, making a fully-Improved Overpower better then a 50/50 chance to crit. Combined with Deep Wounds and Impale, this gives an Overpower a great chance of landing a Critical which will deal weapon damage plus %100(crit) plus %20(Impale) plus %60(Deep Wounds), making it the equivalent of 2.8 swings. Rogue pages reassure young Roguelings that the damage mitigated by Dodge makes the occasional Overpower worthwhile; barring heavy Resilience gear, this is clearly not the case. Furthermore, as Deep Wounds is Damage-over-Time, it will break Stealth every time it ticks.
  • The strategy for overpower is simple: If the enemy dodges, always use overpower. The only downsides are its limited use to Battle Stance, and while it can't be blocked, dodged, or parried, it can still miss.
  • Overpower can be devastating towards rogues, but it requires battle stance. A good strategy for rogues would be after a rogue dodges, they can immediately gouge the warrior as soon as they switch to battle stance, since a warrior requires berserker stance to break it. Nevertheless warriors can use Berserker Rage to become immune to the effect of gouge before switching stances rendering this approach possibly futile.

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