Neverever wrote: ↑Sat Jan 09, 2021 8:39 am
Dude you can't explain anything to a person who has access to a rr70+ SH and the only way he thought he could prove that SH is OP is to send his pet to attack people in a SC. It is obvious he doesn't have a clue how that class works and he fails on playing one. Otherwise, it wouldn't be so hard to record a regular game play of the class and show us how OP it is.. He can't do that obviously. He just doesn't like getting killed by SHs. Probably that's why he lvled up a SH anyway to have those goodies but ofc the grass is actually not that greener when you get to the otherside. As he clearly stated by him before he thinks SH shouldn't be a threat like other dps classes. Poeple shouldn't waste interrupt skills on such a subordinated class while there are real dps classes out there to use them against... He is just blinded by his own SH crusade as you justly noted above. So let him whine in his little illusionary world.
The experiment of the OP is relevant and takes a scientific approach. What he should do though is to repeat this experiment over multiple SCs and draw average scores.
What you say about RR70+ and having SH entering the equation is irrelevant and it is an emotional response based on false assumptions.
XsorrowerX wrote: ↑Sat Jan 09, 2021 9:51 am
agemennon675 wrote: ↑Sat Jan 09, 2021 9:22 am
NSKaneda wrote: ↑Sat Jan 09, 2021 3:50 am
rSHs aoe is nerfed to
melee range in
mSH tree (and I'm ok with it). Only ST can get up to 80ft but rSWs ST is 100 (and that's ok too).
SH has the same spec called Path of Big Shootin' has 100ft range, I see some players try to use it but not many maybe its because Path of Quick Shootin' performs good enough, who knows
Most people complaining are talking about Quick Shootin', not Big Shootin', that is why. It's true that Big Shootin' has range, but it is very limited on what it can have as far as tactics go. You need the stat tactics, the reduced cast tactic, the tactic that makes poison arrer actually worth using, or the armor pen tactic to make plink worth using. This leaves little/no room for any survival tactics. It's pretty much on par with the same SW spec. SW does more damage through cooldown usage and SH does less nuke damage but has the pet.
Correct on the SH part, incorrect on the SW part. To complete, you need to take into account that every spec is a combination of 2 (sometimes even 3) trees. As I said above, mixing Finish them off with QS is simply strong.
And compared to the SW:
- SH doesn't have survival tactics to max damages true but you have survival skills
- SH's deals damage and does CC in parallel, even when your character is disabled. And as the OP made it clear, the pet does substantial damage, more than SW's Glass Arrow which works only in scout at the cost of +15AP per skill.
In addition, what you say about tactics to max damage was the case for SW since Age of Reckoning. To make a Festering Arrow relevant you need Enchanted Arrow + No Quarter. Where the SW has Guerilla Training, the Speed buff that SH has with "Run Away", the SH has a 25% armor penetration for ALL Range Abilities with pet (Sharpened Arrers), which directly relates to SW's 25% armor pen on Skirmish Skills ONLY (Powerful Draw, level 11).
Side note, the investment in Extra Toxic Coating is much more interesting for SH damage-wise because Exploding Arrer is still in BS tree and it does not bug like Flame Arrow which went to Skirmish tree with a range reduced to 65ft.
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RoR: SW 82, AM Heal RR51
AoR: SW R87, BW/R60+, SM/40+, AM/R50+, WL/R60+, Slayer R40+, DoK/SH/Sorcerer R40+ (+others)