My main problem . . .The long animation prevents you from attacking and leave you completely open to knockdowns, which prevents you from attacking and leaves you open to knockdowns and so on and so forth.... Also it prevents you from other having other useful skills, i prefer to use the upgraded doge for this, as I don't have trouble with guard unless against dragon, which i very rarely face, and it allows you to escape the endless knockdown cycle that factions have.
If i were to use WH it should apply panic, not fear, like the DC, it would solve the problem with enemies escaping you
I want a doge skill. woof.
Learn to time your animation, when it is safe to cast. CR counters kd's and so forth. Yes, having any ability prevents you having other abilities. What's your point? CR doesn't do what WH does, and in the video I use both frequently.
Panic and fear are the same really. Some enemies just react to panic differently than others, and don't run. Dragonlings, despair demons and druffalo for example.
This thread is about NM and HB difficulty. These difficulties have a lot of enemy guard, regularly an upward 30-60k worth (or more in the case of HB High Dragon). They absolutely do give players difficulty trouble. If you're not having any no trouble against guard, you have to be absolutely OP or playing Perilous and below. In both cases you can get away with playing a lot sloppier than NM and HB.
Just because he uses different skills than you and accidentally called Guard Smasher by a different name makes him a noob? What will you call me if I tell you I prefer not to use War Horn either?
You don't need 200 cunning to get auto-crits with a Reaver without War Horn, just Terrifying Fury and some cunning.
L2P That's what I'd tell you.
TF operates by requiring a critical hit to begin with. How does a player with low to no cunning guarantee that initial critical hit? The passive is insufficient. "Some cunning" realistically means 80-130 range, of which you and I both have but most players do not.
WH guarantees those criticals. TF does not, as it requires a critical to begin operating, and only has a 1/4 chance. Worst case scenario, the player has 5% critical chance and only 1/4th of those will trigger TF for additional panic and deathblow synergy. Are you really going to argue that TF, with a worst case scenario average of 1.25 out of 100 hits actually triggering is any way reliable?
WH is guaranteed healing to 100% with rampage vs a maximum required five enemies. I WH frequently for damage (roughly 2.5k aoe vs non-guard in the video) & healing in addition to panic, support xp and synergy with FoB. It is good practice.
Shield Bash upgraded is also amazing for this 
I actually got a 56k Shield bash against the NM Dragon's guard last night with my Templar. "amazing" indeed. Not a typical SB, but everything lined up to absolutely wreck the NM Dragon's guard.