I've been using the standard IC set-up on a couple characters now and it's so useful it does indeed feel mandatory. I fully expect them to change it, but it's not like you were defenseless before, you just had to go slower. Which is very hard to give up, of course. You have to go back to playing as carefully around physical mobs as you do around elemental mobs.
The main advantage for me though is convenience. I've never liked how endurance charges are generated, how you pop immortal call, etc. which is why I've ignored them before CWDT was added.
That said, they're not actually tackling the problem with all of this, which is physical spike damage from chargers, leapers and devourers. The drop bears can hit surprisingly hard too, but the way they spawn shows that they're at least aware of the problem of an enitre pack of high phys mobs being able to crush you within a second. And you don't even have to be desynched at all for that to happen.
Btw, Cyclone is amazing with two-handers.
The main advantage for me though is convenience. I've never liked how endurance charges are generated, how you pop immortal call, etc. which is why I've ignored them before CWDT was added.
That said, they're not actually tackling the problem with all of this, which is physical spike damage from chargers, leapers and devourers. The drop bears can hit surprisingly hard too, but the way they spawn shows that they're at least aware of the problem of an enitre pack of high phys mobs being able to crush you within a second. And you don't even have to be desynched at all for that to happen.
Btw, Cyclone is amazing with two-handers.