lefze wrote: ↑Fri Sep 14, 2018 1:21 pm
danny262 wrote: ↑Fri Sep 14, 2018 1:14 pm
lefze wrote: ↑Fri Sep 14, 2018 12:33 pm
Wait, what the hell did you think we were talking about? Wrist Slash stacking with itself?(???????????????) It stacks with ini debuff from conq, SM or any other ini debuff, which is the whole point.
And you seem to miss the point where wrist slash is the defining tactic of melee SW. There is literally no other reason to bring one to a party. And melee SW is the only SW spec worth bringing to a party, exactly because of wrist slash.
Thus, broken, it's simply the class advantage to be an opportunist for utilizing range advantage in time... currently SW is very likely die alone in less than 2 seconds of being focused by more than one hostile at a time unless you somehow manage to make a narrow escape thanks to survival abilities.
I would never ever consider melee to engage unless I must use disables also because the vast majority of abilities, not just opening choices - ranged (ignore morale) so that makes it literally suicide.
Assault stance only 'covers' melee role option for when necessary, it doesn't empower anything and with 70% of the opening abilities are ranged - Why else would you even switch to melee in the first place and lose the Scout/Skrim stance?
(See what @Aerogath said - no freaking defenses) and most times people engage melee is with Vengeance (+25% dmg/10 sec) to also deliver Brutal assault without wasting precious time.
Just to be clear, these views come form a lack of experience. And melee SW happens to be the only meta spec available to them.
You also seem to be under the delusion that the game is meant to be played alone. SWs disadvantage comes from the fact that they lack an AoE detaunt and defensive M1 to use when their guard is punted. They also rely on whirling pin for escapes, which often leads to being able to get out combat, but lacking a snarebreaker leads to being quickly caught again unless M2 is ready
And also SWs ranged abilities are weak beyond comparison, hence melee is the only option.
First paragraph, I totally agree, without knowing how to get out or finish the kill I don't like to even rely just on whirling pin because it can also get tricky if I've been knocked down)
Seconds paragraph - nope, DOTs, Block, Resistance, Armor debuffs, Team crit boost, 50% healing debuff, Distracting Shots(in aoe form?), Execution shots, Silence, AoE Spital/Barrage/Rain of Steel/FA (w/ enchanted arrows) - By far a much greater advantage compared to another melee dps when Order got way better DPS choices... I don't consider Assault a DPS class but a great utility class since I don't look on the short term burst dmg to call it weak, ONLY because I know that I'm not playing alone, having assault main advantage is the ability to not have any cast time/range limitations, again, mostly since I'm for the team effort.