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Re: SW suggestion for next dps rework

Posted: Sun Sep 28, 2025 7:45 pm
by Deadpoet
double or triple post lol

Re: SW suggestion for next dps rework

Posted: Sun Sep 28, 2025 7:46 pm
by Deadpoet
and again...

Re: SW suggestion for next dps rework

Posted: Sun Sep 28, 2025 8:17 pm
by Sinisterror
SW Used to be Great class and that was All because of RoR changes! Here is an Example from 4-5 Yrs ago https://youtu.be/IgreIiE46Xg?si=u0vQ8qr9oaVLa4CV

Re: SW suggestion for next dps rework

Posted: Sun Sep 28, 2025 9:29 pm
by Adelmar
Sinisterror wrote: Sun Sep 28, 2025 8:17 pm SW Used to be Great class and that was All because of RoR changes! Here is an Example from 4-5 Yrs ago https://youtu.be/IgreIiE46Xg?si=u0vQ8qr9oaVLa4CV
RIP old GCD. You will be sorely missed.
:cry:

Re: SW suggestion for next dps rework

Posted: Mon Sep 29, 2025 8:59 am
by Fenris78
Deadpoet wrote: Sun Sep 28, 2025 7:40 pm [...] Some ppl think that double armor is by itself a huge survivability factor, but even that is questionable as, apparently, iirc, double armor is double armor debuffed, so the advantage turns to nothing, and theres no toughness to fall back to, especially if u take certain tactic that sacrifices the little tough you can get.

Imho assault SW needs something to honor the class name and incorporate some kind of mini stealth (Shadowstep clearly is a fail, as it lands you were the target no longer is any more). Maybe an ability like the infamous midfight speed stealth (sanctified oil/WE equivalent), or something that really works.
Fully agree with you, I didnt even know armour debuff is applied to base armor before doubling up. If anything this should clearly be reworked, otherwise armour debuff will be twice the effect and it's very unfair especially for a Melee class.
Same for Bloodlord weapon, which is applying debuff on base armor, leading to double the debuff when assault stance ; it's about -500 armour malus on assault wich is very, very hard (same malus of a tank using Bloodlord weapon for instance).

Armour debuffs should always be applied at the end, not from start.

Also, I noticed SH got +100 Toughness/Wounds buff in armour stance, on top of its self-healing abilities (core wound buff and lifetap channel in Melee tree), which in turns is pretty unfair for aSW, even if we can still use some ranged skills it wont adds up in the end.

I'm also advocating for the replacement of shadowstep with the exact replicate of Sanctified Oil/Elixir of shadows, with increased speed/defenses for some seconds + brief stealth. Maybe increase CD accordingly to make up for the power of the skill and/or move it upper in assault tree (not on top as before, please :p).
Because right now is very unreliable as gap close skill, confers no speed boost to make up for the target moves, and is also slower than a flee/charge, leaving absolutely no room for any burst on moving target (I find often missing my kd/channel because target is moving towards me at the same time, and end up being hit in the back because I cant change my orientation the whole "flight time" of skill).

Or make Shadowstep like a long jump like the WL (which is moving very fast in the air when using Pounce), a pretty much instant teleport to target, with small speed increase (15-20% max) for 3-4s and very brief vanish, I'll be honestly very happy.

That and ofc a self-sustain (small HP gain on crit, to synergize with Bullseye or something like this ? With ICD of course).

My Ideas :
1. Simply reworking "Blood-soaked war" tactic for level-scaled HP on crit should be enough,

2. OR one skill getting HP gain effect while under VoN buff (why not change Swift Strike VoN-buff to 25% lifetap for 3s, instead duration increase ?
It would be perfect, got counterplays with interrupt/kd/moving behind/etc, will scale with crit and damages, also adding Damage/healing bonuses against channeling targets, rewarding smart uses of the skill, and being hardlocked behind VoN effect will also restrict the uptime of lifetap.

This could make for the cruel lack of Toughness I understand being a fatality, given how stats on gear are distributed (evend in defensive gear it's very low as soon you want to do meaningful damage, i.e. slotting Instinctive Aim).

Re: SW suggestion for next dps rework

Posted: Mon Sep 29, 2025 5:32 pm
by normanis
https://www.youtube.com/watch?v=ODwUN5jHFKI
its old time video to brighten day ;-)
to the post sw/eng/wh sometimes slayers are not welcome to wb u cant bring same aoe burst as wl u are lucky if guild leader has good moode and he allow bring sw.
i miss old sw aoe spam , new is bassed if u are lucky to have sm and he has ww ( and he will not change grp)

Re: SW suggestion for next dps rework

Posted: Sat Oct 04, 2025 4:24 pm
by rorswar
The Assault stance of the SW is generally my favourite play-style, but it just can't compete with other melee classes as it lacks sustain/survivability. Additionally, some issues significantly hinder it. The fixes I'd like to see are, as another poster mentioned:

1) Shadow Step - it's the poor man's version of the WL's Pounce. It's so slow, so clunky, and by the time you land, the target is long gone. I don't think the ability fits with the "shadow" theme of an SW, anyway. I agree with another poster that replacing it with a version of Sanctified Oil/Elixir of Shadows.
2) Armour debuffs should always be applied at the end, not from start.
3) Add some sustain for certain abilities when VoN is up.

On top of that:

*) The +WS component of Wrist Slash doesn't stack with the +WS pc of Tri, rendering a large part of this tactic useless.
*) We are one of the few mDPS classes that don't have an AOE detaunt, significantly reducing our survivability.

Re: SW suggestion for next dps rework

Posted: Sat Oct 04, 2025 8:28 pm
by jughurta69
The SW already has tons of CC both in melee and ranged, plus great mobility and damage. Giving it sustain would be kind of ridiculous — it can kite, switch between melee and ranged, and still keep full control of the fight with its CC, mobility, and stance buffs et morale 1

Re: SW suggestion for next dps rework

Posted: Sat Oct 04, 2025 10:22 pm
by Illuminati
I thought the armor debuff coming off first was fixed?

Was wondering why my 5k msh melts and only gets very low mitigation vs physical dmg right now.