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Festering arrow

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Illuminati
Posts: 233

Re: Festering arrow

Post#31 » Thu Feb 13, 2025 3:57 pm

bw10 wrote: Thu Feb 13, 2025 3:02 pm
Illuminati wrote: Wed Feb 12, 2025 5:39 pm Why do you think RoR has a 5% retention rate? it's not WH/WE damage...
where do you get this data from?
There is a RoR discord where the devs answer questions occasionally.

Stuff like 7 out of 10 new players chose Destro, etc.
Last edited by Illuminati on Thu Feb 13, 2025 4:24 pm, edited 1 time in total.
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Illuminati
Posts: 233

Re: Festering arrow

Post#32 » Thu Feb 13, 2025 4:01 pm

agemennon675 wrote: Thu Feb 13, 2025 3:14 pm
Illuminati wrote: Wed Feb 12, 2025 5:39 pm I believe the primary argument is you have the following:

1. Begins with the SW ranged knockdown (3 seconds).
2. Immediately after KD, fire Festering Arrow (2 seconds with tactic), a very hard-hitting Corporeal Attack
3. Ignore All Resistances (tactic)

Basically, you have an 'ranged' execution that ignores its primary mitigation. I would adjust the tactic that allows it to ignore resistances. Magic mitigation is still too low with its 40% softcap) and all the reduction out there. This gets really bad with this zerg WB meta where an SW can just surf the WB and target anyone at/near 75% hp.

This is why I compare it to stunlock as you will typically die under the duration of the KD. Having trouble finding a testing partner on the being Knocked Down disables your avoidance (dodge, disrupt, block, parry). It was brought up a month ago when 2H tanks started noticing less parry of guard damage. Through the chat we discovered that you were not 'parrying' guard damage while knocked down.

Note: This is similar to why WL gets hate. Mobility/Ranged + an execution ability (Cull the Weak, etc.) are tough to counter when initiated from a KD.
SW RKD is not 3 sec, its also a 65ft skill which is really close has a cast time and flight duration and gcd after that and requires another skill active to knockdown just putting out information
You're right, Takedown is 2 secs. I only know the Assault build. Regardless, the opponent is usually dead under the KD (from whoever) due to Fester, Cull the Weak type attacks which is what they complain about. Personally, I think its ability to avoid all resistance is stupid. Should be 50% because the mitigation from resistance soft caps at 40%.
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Amakusa
Posts: 89

Re: Festering arrow

Post#33 » Thu Feb 13, 2025 4:05 pm

Yogen82 wrote: Wed Feb 12, 2025 1:24 pm Coocooclock, all u have said is just blatant lies.
Instant heals are about 1K-1'3K easily.
FA has 5 secs cooldown and 3 seconds to cast. 2 seconds with the tactic.
Don't know if you are a liar or an ignorant.
No CD during Whispering Wind ;P
Maybe revert the Steady Aim Ability change (crit chance instead of crit dmg and cast time increase instead of higher ap cost), sometimes i get 2,8k Fell the Weak Crits on my SW.

Balance Phase III will fix it :D
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Lion1986
Posts: 488

Re: Festering arrow

Post#34 » Thu Feb 13, 2025 4:47 pm

Balance Phase III will fix it :D
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Pff....
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Rapzel
Posts: 437

Re: Festering arrow

Post#35 » Thu Feb 13, 2025 7:49 pm

Amakusa wrote: Thu Feb 13, 2025 4:05 pm
Yogen82 wrote: Wed Feb 12, 2025 1:24 pm Coocooclock, all u have said is just blatant lies.
Instant heals are about 1K-1'3K easily.
FA has 5 secs cooldown and 3 seconds to cast. 2 seconds with the tactic.
Don't know if you are a liar or an ignorant.
No CD during Whispering Wind ;P
Maybe revert the Steady Aim Ability change (crit chance instead of crit dmg and cast time increase instead of higher ap cost), sometimes i get 2,8k Fell the Weak Crits on my SW.

Balance Phase III will fix it :D
Image
So let's say you set up 2 SWs one SM then with 2 3k fester crits and 2,5k FtW. 11k burst enough to one shot everyone every 2,5 sec. Given that they dont have guard or heals, no futile strikes, you crit everything and they don't have any dodge.

Clearly broken, to be able to kill 4 unguarded pug melee in 10 sec with 3 people. And then we take in consideration gcd and it's 3,5 sec before you can start over, which means less than 2 kills every WW.

geezereur
Posts: 651

Re: Festering arrow

Post#36 » Thu Feb 13, 2025 8:47 pm

Remove crit damage from Steady Aim and return the proc damage to it. Then the skirmish spec will be a little more useful.

JohnnyWayne
Posts: 248

Re: Festering arrow

Post#37 » Fri Feb 14, 2025 12:12 am

Illuminati wrote: Thu Feb 13, 2025 4:01 pm You're right, Takedown is 2 secs. I only know the Assault build. Regardless, the opponent is usually dead under the KD (from whoever) due to Fester, Cull the Weak type attacks which is what they complain about. Personally, I think its ability to avoid all resistance is stupid. Should be 50% because the mitigation from resistance soft caps at 40%.
That is not true. Take down 700 dmg, fester 1500-3500 dmg. HP pool is 7-9k. Go figure - you will not be below the threshold (30%) for cull the weak, which mans glass arrow instead - 600 dmg. and then, 4 seconds later, you might be in range for the finisher, if the target doesn't pot or is being healed. All of this setup is meaningless when the target is guarded. With half of that you won't do anything.

In regards of these phases - they should all have been done 4 months max after the patch release (imo). And we are still not even at the second phase.... Over a year later...

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Lion1986
Posts: 488

Re: Festering arrow

Post#38 » Fri Feb 14, 2025 6:17 am

JohnnyWayne wrote: Fri Feb 14, 2025 12:12 am
Illuminati wrote: Thu Feb 13, 2025 4:01 pm You're right, Takedown is 2 secs. I only know the Assault build. Regardless, the opponent is usually dead under the KD (from whoever) due to Fester, Cull the Weak type attacks which is what they complain about. Personally, I think its ability to avoid all resistance is stupid. Should be 50% because the mitigation from resistance soft caps at 40%.
That is not true. Take down 700 dmg, fester 1500-3500 dmg. HP pool is 7-9k. Go figure - you will not be below the threshold (30%) for cull the weak, which mans glass arrow instead - 600 dmg. and then, 4 seconds later, you might be in range for the finisher, if the target doesn't pot or is being healed. All of this setup is meaningless when the target is guarded. With half of that you won't do anything.

In regards of these phases - they should all have been done 4 months max after the patch release (imo). And we are still not even at the second phase.... Over a year later...
Insert *shocked Pikachu face* here
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Aethilmar
Posts: 715

Re: Festering arrow

Post#39 » Fri Feb 14, 2025 6:34 am

Rapzel wrote: Thu Feb 13, 2025 7:49 pm
Amakusa wrote: Thu Feb 13, 2025 4:05 pm
Yogen82 wrote: Wed Feb 12, 2025 1:24 pm Coocooclock, all u have said is just blatant lies.
Instant heals are about 1K-1'3K easily.
FA has 5 secs cooldown and 3 seconds to cast. 2 seconds with the tactic.
Don't know if you are a liar or an ignorant.
No CD during Whispering Wind ;P
Maybe revert the Steady Aim Ability change (crit chance instead of crit dmg and cast time increase instead of higher ap cost), sometimes i get 2,8k Fell the Weak Crits on my SW.

Balance Phase III will fix it :D
Image
So let's say you set up 2 SWs one SM then with 2 3k fester crits and 2,5k FtW. 11k burst enough to one shot everyone every 2,5 sec. Given that they dont have guard or heals, no futile strikes, you crit everything and they don't have any dodge.

Clearly broken, to be able to kill 4 unguarded pug melee in 10 sec with 3 people. And then we take in consideration gcd and it's 3,5 sec before you can start over, which means less than 2 kills every WW.
So in this highly contrived situation:
1) Why don't they have any defenses that work?
2) the SW are always getting a crit and these unguarded pugs are just standing around waiting to die?
3) You don't think a coordinated 3 man should have a good chance at killing 4 uncoordinated and apparently stupid mdps who don't attack, don't move and don't stack any defenses?

Jeez.

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