Re: SW: Assault Tree
Posted: Sun Aug 13, 2017 10:09 am
Agree with you that assault SW shouldnt be a frontline melee but swap between stances to become a fun hybrid.
Change 1: Cant really say I ever had a problem with it, given you get more ap the higher your rr gets so it should be no problem to dash out a standard rotation and get out of melee range again. So i am against a buff.
Change 2: I dont think SW needs 2 detaunts. after all sw is a ranged dps and even a viable melee path wont change that. Youve said a assault SW would have a "in and out " playstyle, and that SW arent supposed to be in melee for longer than one rotation. I imagine using it for a sweet burst rotation and punting myself out as fast as i can. for survivability assault stance already offers a great armor buff. Id love to see dual wield in melee though to get the 10% parry for extra survivability and because it looks awesome.Id also love to see selfpunt changed to make this your one reliable "OH ****" skill not some kind of aoe detaunt.(described at the end)
change 3: All for it. a finisher would open up for a VoN + grim slash + brutal assault + finisher rotation to get your burst in and vanish into range again. But id like to see it on Sweeping slash (Change 5).
Change 4: Id rather leave it as it is. because I dont think it would change a lot but require a lot of codework. Also An Assault SW cant put points in the scout tree to level up Its Armor Reduce, because we do need the heal debuff and powerful draw which are in the skirmish tree, so we somehow relie on one armor pen skill.
Change 5: Instead of killing your Knockdown I believe it would be better to replace one of the usless abilities with a finisher. so thats cool.
Change 6: Another useless ability that would have a slight buff by changing the conditionals, given that sw should have at least 2 ailments applied before going for a finisher in melee. The way this ability is now, the only situation it would be viable would be if a sorc would start a 3 s cast right in front of you. (Never happens) as a channeled ability its range also needs to increase to not bug out completely but i believe thats how it is on this server anyway (5 ft channels break intantly because of lag).
additional: - nerf the RKD to something else (root) or decrease range (making it no part of the range tactic) or duration of the KD,
because its pure cancer.
offtopic, doesnt belong here - change the dmg M2 because its overperforming. (for all classes that have it)
- Make Self punt always punt you back without checking for immunities, but remove the slow of it.
(ability is overperforming when it works, but leaves you horribly sad when it doesnt for whatever reason).
SW already have a ranged slow so we dont need a second one on this ability. a reliable "oh ****" self punt will be
needed when we dont have a aoe detaunt and have to get out after our melee rotation is done.
- Rework Draw Blood to something completely different. Maybe torque has nice ideas with client control. Iirc we
talked about a mid range shadow step like ability. (Tp on target, high cd) Which would be super awesome and give you even more
of an "in and out" feel. (But as it stands, SW does not need a THIRD ailment and it doesnt fit in an bursty
"in n out" playstyle at all.)
And The Most Important thing: WHAT ABOUT POWERFUL DRAW???
The biggest reason why melee sw is considered crap is because SW cant properly build a tactic set for it without completely ruining their role as rdps/hybrid or loosing their place in a party because you dont slot leading shots. As it stands assault SW needs Wrist slash, sinister assault and powerful Draw. Now theres only one tactic slot left for either instinctive aim, leading shots, or no respite.Imo you can only give up one of these 3 tactics, but not 2. Powerful Draw is needed on EVERY sw spec, you cant go without it, but melee is the only path that just doesnt work when powerful draw is slotted because you run out of tactic slots. Dunno how to fix this one, maybe someone else does. all suggestions above wont help if we cant find a solution to the powerful draw plight.
Change 1: Cant really say I ever had a problem with it, given you get more ap the higher your rr gets so it should be no problem to dash out a standard rotation and get out of melee range again. So i am against a buff.
Change 2: I dont think SW needs 2 detaunts. after all sw is a ranged dps and even a viable melee path wont change that. Youve said a assault SW would have a "in and out " playstyle, and that SW arent supposed to be in melee for longer than one rotation. I imagine using it for a sweet burst rotation and punting myself out as fast as i can. for survivability assault stance already offers a great armor buff. Id love to see dual wield in melee though to get the 10% parry for extra survivability and because it looks awesome.Id also love to see selfpunt changed to make this your one reliable "OH ****" skill not some kind of aoe detaunt.(described at the end)
change 3: All for it. a finisher would open up for a VoN + grim slash + brutal assault + finisher rotation to get your burst in and vanish into range again. But id like to see it on Sweeping slash (Change 5).
Change 4: Id rather leave it as it is. because I dont think it would change a lot but require a lot of codework. Also An Assault SW cant put points in the scout tree to level up Its Armor Reduce, because we do need the heal debuff and powerful draw which are in the skirmish tree, so we somehow relie on one armor pen skill.
Change 5: Instead of killing your Knockdown I believe it would be better to replace one of the usless abilities with a finisher. so thats cool.
Change 6: Another useless ability that would have a slight buff by changing the conditionals, given that sw should have at least 2 ailments applied before going for a finisher in melee. The way this ability is now, the only situation it would be viable would be if a sorc would start a 3 s cast right in front of you. (Never happens) as a channeled ability its range also needs to increase to not bug out completely but i believe thats how it is on this server anyway (5 ft channels break intantly because of lag).
additional: - nerf the RKD to something else (root) or decrease range (making it no part of the range tactic) or duration of the KD,
because its pure cancer.
offtopic, doesnt belong here - change the dmg M2 because its overperforming. (for all classes that have it)
- Make Self punt always punt you back without checking for immunities, but remove the slow of it.
(ability is overperforming when it works, but leaves you horribly sad when it doesnt for whatever reason).
SW already have a ranged slow so we dont need a second one on this ability. a reliable "oh ****" self punt will be
needed when we dont have a aoe detaunt and have to get out after our melee rotation is done.
- Rework Draw Blood to something completely different. Maybe torque has nice ideas with client control. Iirc we
talked about a mid range shadow step like ability. (Tp on target, high cd) Which would be super awesome and give you even more
of an "in and out" feel. (But as it stands, SW does not need a THIRD ailment and it doesnt fit in an bursty
"in n out" playstyle at all.)
And The Most Important thing: WHAT ABOUT POWERFUL DRAW???
The biggest reason why melee sw is considered crap is because SW cant properly build a tactic set for it without completely ruining their role as rdps/hybrid or loosing their place in a party because you dont slot leading shots. As it stands assault SW needs Wrist slash, sinister assault and powerful Draw. Now theres only one tactic slot left for either instinctive aim, leading shots, or no respite.Imo you can only give up one of these 3 tactics, but not 2. Powerful Draw is needed on EVERY sw spec, you cant go without it, but melee is the only path that just doesnt work when powerful draw is slotted because you run out of tactic slots. Dunno how to fix this one, maybe someone else does. all suggestions above wont help if we cant find a solution to the powerful draw plight.