Everdin wrote: ↑Wed May 29, 2024 12:27 pm The Healdebuff can also be cleansed, and must be reapplied, that can cost two GCD cause BHA needs to be reapplied too, you always need a ailment first, so to get to the point of doing damage there are two abilites in the risk of beeing dodged. You constantly need to use your healdebuff interrupting you capabilites of doing damage.
Regarding your 3k hp example.
You reach 4k damage easy within a two second timestamp with using arctiv blast, GB and ID and a first tick of hand of ruin (followed by 3 more ~1k hits from hor), your burst is done before the sw even has started to make damage, this is not even close to the max damage you can throw out with the complete rotation and there is no cleanse possible here.
With healdebuff the SW still needs to get lucky for a 4k 3sec burst and even then, if the healer can only bring 50% you will constantly working against these 50%, agains cleanse, against absorbs someone brings, about a guard that get swapt to your target.
Burst isn't everything, you need a HD on a good healed target, you need to pick a good target, but burst is essential, overall damage you do in a 20sec timespan is useless.
Well said. However, the current cleansing order is first in, first out. Correct me if I'm wrong, but my shatter test worked that way.
It should actually be first in, last out. (That's another story.)
BHA gets cleansed first unless there’s a double cleanse from two healers simultaneously,
in which case HD runs almost its full length.
If it’s cleansed by multiple healers, just reapply it.
When dealing with multiple interventions, it's safe to say that Aliments were applied from other sources, or other debuffs masked your HD.
In the worst-case scenario, if you have to reapply both DoTs, what’s stopping you? Just do it again instantly.
Regarding rotations, let’s say you’ve already used one rotation to reduce the enemy's HP to 3k.
You then need to wait 2-3 seconds to start over. SW doesn’t need to wait.
If I can add more variations: in the thick of battle, you might spot a healer with low HP right away.
If he notices the danger and runs to a safe spot, can you chase him?
That's when survivability can be used offensively.
Sorcs have one root, while SW has snare, pin, and assault stance.
Who has a better chance to dive in, score a kill, and safely back out?
Whether solo or in a group, the same variations negate each other. The difference lies in Sorc and SW.
Lastly, the overall damage you deal in a 20-second span is called pressure, especially when the battle lasts several minutes.
It drains the healer's AP.
I want Skirmish SW to be a more fun class to play and to fight against, not exploited by some players, especially for killing lowbies.