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Festering arrow

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Zxul
Posts: 1890

Re: Festering arrow

Post#11 » Tue Feb 11, 2025 9:34 pm

Tisaya wrote: Tue Feb 11, 2025 9:17 pm ST skills are supposed to hurt, overwise why would you even use them? They still fall of hard in ORVR. The bigger the battle is, the less this 3k damage matters.
Make single target party of 4 sws in a wb, and have them time 4 Festerings on the same target in the same time, to take out key targets. Suddenly that 3k dmg very much matters in orvr.
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."

— Azeila, Alluress of Slaanesh

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Tisaya
Posts: 174

Re: Festering arrow

Post#12 » Tue Feb 11, 2025 9:52 pm

Zxul wrote: Tue Feb 11, 2025 9:34 pm
Tisaya wrote: Tue Feb 11, 2025 9:17 pm ST skills are supposed to hurt, overwise why would you even use them? They still fall of hard in ORVR. The bigger the battle is, the less this 3k damage matters.
Make single target party of 4 sws in a wb, and have them time 4 Festerings on the same target in the same time, to take out key targets. Suddenly that 3k dmg very much matters in orvr.
Use 4 st to maybe kill 1 target, or get 4 BW/slayers/choppas and make them annihilate entire groups through AOE.
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Zxul
Posts: 1890

Re: Festering arrow

Post#13 » Tue Feb 11, 2025 10:00 pm

Tisaya wrote: Tue Feb 11, 2025 9:52 pm
Zxul wrote: Tue Feb 11, 2025 9:34 pm
Tisaya wrote: Tue Feb 11, 2025 9:17 pm ST skills are supposed to hurt, overwise why would you even use them? They still fall of hard in ORVR. The bigger the battle is, the less this 3k damage matters.
Make single target party of 4 sws in a wb, and have them time 4 Festerings on the same target in the same time, to take out key targets. Suddenly that 3k dmg very much matters in orvr.
Use 4 st to maybe kill 1 target, or get 4 BW/slayers/choppas and make them annihilate entire groups through AOE.
You can't get 4 BW/slayers/choppas instead of 4 sws, since unlike sws who can time Festering from 100 ft away, 4 BW/slayers/choppas will need guard and heals, so you are talking 2 BW/slayers/choppas instead. And then those 2 BW/slayers/choppas will spam their aoe into guard/ challenges, barely making a dent, while 4 sws will happily snipe key targets from out of range of challenges.
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."

— Azeila, Alluress of Slaanesh

Dakkhon
Posts: 91

Re: Festering arrow

Post#14 » Tue Feb 11, 2025 11:04 pm

I think its funny that a choppa is tripping over damage considering all the have to do is swing their axes around and bring everyone into them and do massive damage. Seriously lol?!!! The SW is so underpowered a class its pathetic. The SH dps output is insane as well in just a few seconds.

As far as the immunity...I havent heard of tat but Ithink in general their should be stun,snare etc etc immunity timers plain and simple. Nothing like getting repeatedly stun or snared over and over with no chance of breaking it! But given the history they either can or wont do anything. Unless a dev gets hit then all bets are off. Just saying.
Marauder and WE killer because I hate classes that require no skill lol! :lol: :lol: :lol: :lol: :lol: :lol:

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vanbuinen77
Posts: 280

Re: Festering arrow

Post#15 » Tue Feb 11, 2025 11:48 pm

It does need a 10 sec cooldown, as well as poison arrow to be in-line with other powerful attacks
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Coocooclock
Posts: 28

Re: Festering arrow

Post#16 » Wed Feb 12, 2025 1:03 am

Meanwhile a friendly healer can heal you up for like what... 200 or 300 hp for the quick heal? Which would seem sensible to use because festering arrow is also a quick attack with no cast time, like the quick heal. So the quick heal is equal in that regard because no cooldown time. However quick heals is absolute trash because 200 hp heal isn't gonna help someone very much when they are taking 2k damage from quick attack abilities.

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Aethilmar
Posts: 715

Re: Festering arrow

Post#17 » Wed Feb 12, 2025 1:58 am

Coocooclock wrote: Wed Feb 12, 2025 1:03 am Meanwhile a friendly healer can heal you up for like what... 200 or 300 hp for the quick heal? Which would seem sensible to use because festering arrow is also a quick attack with no cast time, like the quick heal. So the quick heal is equal in that regard because no cooldown time. However quick heals is absolute trash because 200 hp heal isn't gonna help someone very much when they are taking 2k damage from quick attack abilities.
What are you going on about?

FA is 3s base and 2s with tactic to speed it up.
Need another tactic to get the resists bypass.
Ability is 5s cooldown.

Meanwhile a capable healer will in 2 seconds heal you for between 1k and 2k depending on cast type (and maybe more).

It is only truly dangerous in focus (like many other abilities) or if you are alone.

Maybe its too strong and maybe its not (I am in the camp of it not being too strong for what it does and costs) but at least don't just make up stuff.

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Hecksa
Posts: 28

Re: Festering arrow

Post#18 » Wed Feb 12, 2025 3:07 am

Zxul wrote: Tue Feb 11, 2025 9:34 pm Make single target party of 4 sws in a wb, and have them time 4 Festerings on the same target in the same time, to take out key targets. Suddenly that 3k dmg very much matters in orvr.
Let's just momentarily allow that we're playing against a warband of destro who have all coincidentally spilled their drinks over their keyboards, leaving them standing helplessly in an empty area, allowing us to pick our targets and freecast. Let's also assume that the entire warband has entirely forgotten that defensive stats are a thing and so it's technically possible for FA to crit them all for 3k.

We can cast FA every 5 seconds and crit for 3k (Yes, yes, I know - VoN is required for big crits really, but we're ignoring reality here), killling someone with our 4 SWs every 5 seconds in ideal circumstances. So, our full party of 4 SWs and 2 healers can be entirely countered by two healers pressing the res button, and that's in the absolute best case - which would never be even close to the reality.

There's a reason basically no one does this. It's because it's just not a good strategy at any scale. It is a fun strategy for those playing it for a little while, though, and that's good! Some fun + different strategies that aren't necessarily super-efficient for the realm as a whole are great for keeping variety in the game.

Back to just a single SW hitting a single Choppa for 3.2k, have we now reached a point where we're getting hit for a little over 3k on very rare occasions and we're calling for adjustments? That seems way, way too low to be worrying to me. It's important that DPS have the ability to produce burst damage. Honestly, as a destro main on live I used to love the risk of getting hit for 8k out of nowhere and having to pot/heal and get out of range/LoS asap - I'd love to have them back. Without some level of danger you can just chill outside of a keep without a worry, and the game loses some of the fun.

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Yogen82
Posts: 32

Re: Festering arrow

Post#19 » Wed Feb 12, 2025 3:45 am

You just want your choppa to be immortal, just say it... :lol: :lol: :lol: :lol: :lol:

tefnaht
Posts: 95

Re: Festering arrow

Post#20 » Wed Feb 12, 2025 9:11 am

6 AM party in RoR.builders - Archmage if tactics stack, can change 1 AM to rDPS with pierce defenses.

And focus tanks (- Great idea, 100% will be OP...

SW in invader and in scout - 120ft

4 Engi snipe with 150ft in BiS...

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