Teefz wrote: ↑
Sat Dec 05, 2020 7:16 am
EA has gone from being useful in a few situations, despite it's low damage, to being completely useless all together in this rework.
As an SH player I'll politely disagree here.
EA have always been pretty ****. AOE dmg was always laughable. What were you using it for other than protecting Yer Bleedin and Rotten Arrer from cleanses? EA's new purpose is to punt people off the walls, for them to get mauled by choppas and WEs, which you could hardly do after the first iteration of class rework, with EA being changed to PBAoE, instead of a targetted ability it currently is. The new EA is a less SH-oriented and more wb-oriented ability.
Put another way, EA had had utility before, EA has utility now (albeit of a different kind). To say that's it's completely useless is to disregard new utility and possible situational uses of an ability. I disagree with you and anyone who says EA is not worth the point (we've been given a freebie with Run away going core too).
Teefz wrote: ↑
Sat Dec 05, 2020 7:16 am
Currently with this rework, it feels like the direction you guys want is that QS-squig herders aren't ment to take part in various aspects such as keep/fortress
I dont feel that way at all. After latest patch I feel that SH is absolutely back making impact in wb and keep/fort sieges plays.
With finisher FEO being returned to it's rightful place in BS with 100ft range, the burst and killing potential is once again restored. Claiming that "but we're discussing QS being not viable here! What's BS have to do with this?" doesnt work here, because no rSH it truly "pure QS". This
RR40 build utilises most QS abilities and still leaves you with 9 mastery points to spec into BS, with next logical step being grabbing FEO at RR50 (heck, even taking the entirety
of QS has you with 4 points left at RR40). Thus all rSHs are always
both QS and BS, unless you simply refrain from spending mastery points outside of QS.
With that being said, IF you insist on playing 'pure QS', I can see a problem of new Yer Bleedin bottlenecking your rotations and DPS. As many rSHs have experienced after the patch, myself included, you find yourself in a weird limbo if your Yer Bleedin gets dodged or blocked - making you unable to apply Rotten Arrer, thus BOTH of your DoTs are going out of the window (that's 2 out of 2, rSHs dont have many). What could you do if that happens?
What Blocka, Plink, Lots o Arrers - all stationary casts from BS. Defy the 'mobile' nature of QS
Run n Shoot - basic cast on the move QS damaging ability. Okay but not extraordinary damage
Which brings me to a point, that for a tree that's supposed to be high risk (short range)/high reward (burst and dps), the risk is always there, but the rewards are very dependent on landing Yer Bleedin first try or you're screwed offensively. Defensively you still got the disarm, the silence, the snare, the run away, the self punt, the RKD to wait out Yer Bleedin cooldown and try again or disengage.
BUT - and that should be a massive but (pun intended) - all of this QS-purist pain of not landing Yer Bleedin and then suffering is mostly only applicable in solo roaming context. During wb plays your target is likely to already be Ailing from your teammates' abilities, thereby letting you go ham with Rotten Arrers and running around, fully utilising the freedom of QS. I really fail to see how your claim of "QS-squig herders aren't ment to take part in various aspects such as keep/fortress" is justifiable. Personally I dont feel that way at all. Especially during the more mobile stages of keep and fort sieges (guarding posterns for keeps and BO phase in forts)
I currently run this build
. With pets becoming much more valuable because of 1) Sharpened Arrers armor pen which is very potent (as you probably tested) and 2) New range-inceasing Gas squig to mitigate QS range reduction, I chose to run I Got Lots, which I believe is an underappreciated tactic many SHs are sleeping on yet. It works great for the game context I engage the most in - RVR. With it I am never squig-less for long, even if last squig melted in order AOE barrage seconds ago. It also enables me to use Tastes like Chicken at will, without fear of locking myself out of my stance/class mechanic for 30 seconds.
Overall, I feel that the first iteration of rSH rework completely butchered the essence of the class, but the second one revived it, even if it is in a different fashion (but 'rework' implies things being different in the end, right?). I am once again having fun and not feeling shame for taking a spot in wb that a sorc or a magus could have taken. Cheers to devs for their ability to take off rough angles that the first patch brought.