Proposal For The Reworked RSH
Posted: Mon Nov 30, 2020 12:39 pm
This is but a small tweak for the rSH rework. I think the changes overall were on the right path, but it went too far both on terms of the damage buff and the range debuff it got. Current rSH deals almost the same damage as an MDPS but the range feels like one aswell. Idea here is to find more of a middle ground of reworked rSH and the old rSH.
1- Shootin' Wif Da Wind (right tree 11 point);
Change the effect to: Grants 160 weapon skill(or could be %15 armor pen) and +15 feet range(roughly %23) to all Quick Shootin' abilities.
2- Sharpened Arrers (left tree 3 point)
Change the effect to: Grants you %10 critical hit chance for you and your pet as long as you have an active pet. (Critical damage for the 2 abilities removed)
Rest of the rework changes not affected.
Q1: Why the swap of the armor pen and crit tactic?
A: Big shootin spec is based heavily on Poison Arrer which has no use of armor pen. Having the crit chance as a global buff and the armor pen being limited to right tree makes more sense than the other way around.
Q2: Isnt the proposed crit tactic just a worse version of Engi's Tracer Rounds?
A: Tracer rounds is an 11 point tactic, this is on 3 points in mastery and it grants crit to your pet aswell.
Q3: Why 80ft range and not 100ft like the old times?
A: With the rework's damage buff it would simply be too powerful. And it makes more sense to keep the ranges of the RDPS at 120ft for engi/magus, 100ft for BW/Sorc and 80ft for rSH
1- Shootin' Wif Da Wind (right tree 11 point);
Change the effect to: Grants 160 weapon skill(or could be %15 armor pen) and +15 feet range(roughly %23) to all Quick Shootin' abilities.
2- Sharpened Arrers (left tree 3 point)
Change the effect to: Grants you %10 critical hit chance for you and your pet as long as you have an active pet. (Critical damage for the 2 abilities removed)
Rest of the rework changes not affected.
Q1: Why the swap of the armor pen and crit tactic?
A: Big shootin spec is based heavily on Poison Arrer which has no use of armor pen. Having the crit chance as a global buff and the armor pen being limited to right tree makes more sense than the other way around.
Q2: Isnt the proposed crit tactic just a worse version of Engi's Tracer Rounds?
A: Tracer rounds is an 11 point tactic, this is on 3 points in mastery and it grants crit to your pet aswell.
Q3: Why 80ft range and not 100ft like the old times?
A: With the rework's damage buff it would simply be too powerful. And it makes more sense to keep the ranges of the RDPS at 120ft for engi/magus, 100ft for BW/Sorc and 80ft for rSH