Re: Feedback from a veteran Shadow Warrior + suggestions
Posted: Sun Mar 31, 2019 8:46 pm
Viable scout means 2 mandatory AND mastery tactics, to only revovle about Eagle Eye + Festering + Rapid fire + Fell the weak rotation. Not very good tradeoff for the static stance needed, aggravated by the rapid fire, only way to have a decent burst.
It means at least 4-5 seconds standing still to do barely acceptable damage versus soft targets, all this time being not interrupted or dodged at all.
During that timeframe, your target got plenty of time to heal/run/shot you (I'm looking at your Sorc).
But if ideal conditions are fulfilled, you maybe get about 4000 dmg on a single (soft) target (IF every shot crit). Not bad in the absolute, but barely half the amount any decent magus/sorc can do to you in the same timeframe (and at a greater range for magus), with far more safety (insta-cast skill sequences most of the time, meaning plenty of mobility on the opposite side).
Skirmish is an acceptable but barely viable spec atm ; you stil throw wet noodles, saving crits on Lileath (need a guard and heal most of the time) that can be nice, and somehow flanking shot wich is bad too but sometimes acts as a little finisher skill (requiring target to flee away is manageable but annoying, considering low base damage).
Split arrows is a great tactic, but the low damage means you only act as a mass debuffer with pierce defenses (again, 2 tactics to make it works, lowering global damage if we keep the -always mandatory- powerful draw).
Never tried assault spec, considering the tradeoff too much (basically impossible to get viable secondary spec, being scout or skirmish), and the use of shadow leap basically a death trap used in RvR (maybe viable in smallscale).
The SW distant gameplay is summarized (at least from my point of view) by spamming 2 DoTs (Broadhead and Shadow sting, both cleansable and with a too long base duration), some CC (nice kd, less useful snare arrow since we lost snare on Barrage), and trying to finish our target with both rapid fire (if able to stand still) and glass arrow+Flanking shot when possible, hoping no any heal on your target before the hits land...
That and/or mass debuffing with SHA + Split arrows + Pierce defenses spamming.
Stance mechanics
Stance switching is very cumbersome, basically you cannot do a proper rotation with the 5s timer between stances, and to get 1 or 2 barely useful skills (silence and acid arrow mainly) not lasting enough to complete a full rotation, it not worth the hassle, considering alll the support you have to keep up, constantly switching betweent targets to maintain DoTs and avoidances debuff.
Yes, you can actually run skirmish+assault, and switch fast enough to not get insta-gibbed by the mdps running into you (parry rate still bugged), but again it can works in small scale and 1v1, but limited use of Scout stance/skills when running skirmish is imo not worth it.
Class mechanic is cumbersome and do not bring enough to the table, either off than def, not to mention pure dps versus mobility.
Defensive tools
Defensive tools are very limited and outside of single target CC, nothing to run away like any SH or WH can easily do with far more efficiency than a SW could ever dream of.
Returning snare component to Barrage could actually make this skill useful again, both offensively (prevent ennemies fleeting) than defensively (run away from them), and could be used by all specs since it's a 6pts skill.
It means at least 4-5 seconds standing still to do barely acceptable damage versus soft targets, all this time being not interrupted or dodged at all.
During that timeframe, your target got plenty of time to heal/run/shot you (I'm looking at your Sorc).
But if ideal conditions are fulfilled, you maybe get about 4000 dmg on a single (soft) target (IF every shot crit). Not bad in the absolute, but barely half the amount any decent magus/sorc can do to you in the same timeframe (and at a greater range for magus), with far more safety (insta-cast skill sequences most of the time, meaning plenty of mobility on the opposite side).
Skirmish is an acceptable but barely viable spec atm ; you stil throw wet noodles, saving crits on Lileath (need a guard and heal most of the time) that can be nice, and somehow flanking shot wich is bad too but sometimes acts as a little finisher skill (requiring target to flee away is manageable but annoying, considering low base damage).
Split arrows is a great tactic, but the low damage means you only act as a mass debuffer with pierce defenses (again, 2 tactics to make it works, lowering global damage if we keep the -always mandatory- powerful draw).
Never tried assault spec, considering the tradeoff too much (basically impossible to get viable secondary spec, being scout or skirmish), and the use of shadow leap basically a death trap used in RvR (maybe viable in smallscale).
The SW distant gameplay is summarized (at least from my point of view) by spamming 2 DoTs (Broadhead and Shadow sting, both cleansable and with a too long base duration), some CC (nice kd, less useful snare arrow since we lost snare on Barrage), and trying to finish our target with both rapid fire (if able to stand still) and glass arrow+Flanking shot when possible, hoping no any heal on your target before the hits land...
That and/or mass debuffing with SHA + Split arrows + Pierce defenses spamming.
Stance mechanics
Stance switching is very cumbersome, basically you cannot do a proper rotation with the 5s timer between stances, and to get 1 or 2 barely useful skills (silence and acid arrow mainly) not lasting enough to complete a full rotation, it not worth the hassle, considering alll the support you have to keep up, constantly switching betweent targets to maintain DoTs and avoidances debuff.
Yes, you can actually run skirmish+assault, and switch fast enough to not get insta-gibbed by the mdps running into you (parry rate still bugged), but again it can works in small scale and 1v1, but limited use of Scout stance/skills when running skirmish is imo not worth it.
Class mechanic is cumbersome and do not bring enough to the table, either off than def, not to mention pure dps versus mobility.
Defensive tools
Defensive tools are very limited and outside of single target CC, nothing to run away like any SH or WH can easily do with far more efficiency than a SW could ever dream of.
Returning snare component to Barrage could actually make this skill useful again, both offensively (prevent ennemies fleeting) than defensively (run away from them), and could be used by all specs since it's a 6pts skill.