There is a huge issue with Powerful Draw tactic which is mandatory for all range builds. It also kills the whole purpose of Scout’s intended range superiority so it makes Skirmish stance > Scout stance since Skirmish barely has any real drawbacks.
Here is a proposal that should fix: a) Scout’s identity; b) Skirmish’s underperformance with an endgame gear.
Step 1:
Scout stance increases range of all range damage skills to 110ft when the stance is active.
Step 2:
Powerful Draw no longer increases range but gives a 20% armor penetration to all Skirmish skills for 5 seconds everytime you critically hit an enemy.
These 2 steps will improve Scout stance that must be the range king among SW’s stances since it will get a free tactic slot and won’t be forced to get a Powerful Draw. Also Skirmish stance will get a valuable alternative for the lost range that will increase its damage against raising amount of armor.
Mirror class - SH should follow the same path:
1. Shootin Wif Da Wind gives a 20% armor penetration to all Path of Quick Shootin skills for 5 seconds everytime you critically hit an enemy.
2. Gas Squig increases range of all range damage skills to 110ft as long as the squig is alive.
This will also fix most of issues SH has (which are almost the same as SW’s ones).
[SW] Powerful Draw and Scout stance + [SH]
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