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live4treasure wrote: ↑Sun Jul 08, 2018 4:02 pm
hey always come close to legit one-shotting my DPS AM during their 4s knockdown
This sentence explains a lot about you game experience... 4 seconds Knockdown, ok
Not discusing more with someone which started play the game last week, sorry... have fun
Actually I'm RR 70 and I play solo a lot ^^
I think the fact that your experience and attitude is so different from any other SH players throughout this entire thread says something tho. Better stop before you say something as bad as the post you deleted a few minutes ago.
live4treasure wrote: ↑Sun Jul 08, 2018 4:02 pm
hey always come close to legit one-shotting my DPS AM during their 4s knockdown
This sentence explains a lot about you game experience... 4 seconds Knockdown, ok
Not discusing more with someone which started play the game last week, sorry... have fun
Actually I'm RR 70 and I play solo a lot ^^
I think the fact that your experience and attitude is so different from any other SH players throughout this entire thread says something tho. Better stop before you say something as bad as the post you deleted a few minutes ago.
Meanwhile check the duration of Bounce ability in career builder, mister fourseconds... bye experienced player which talks about other classes withouth clue
Rule #1 - Don't be a ****. You're being a ****. Ease up on the dickery.
Don't think the duration of the KD even matters here, but if it's shorter than 4 seconds, then well, that further proves my point, I guess? It's not like insanely OP, just slightly overtuned in the numbers department, I guess. As I run into them more I can provide more of my experiences of course.
Foomy44 wrote: ↑Sun Jul 08, 2018 1:21 am
Run Away! is a bit of a pain to pull off but honestly feels kinda balanced to me, we got a pounce, a charge, and Run Away! tactic all working while we are in SA, having to plan a way to drop it effectively for another MS boost doesn't seem that harsh really. I have been using it plenty either by casting it preemptively when SA isn't on CD to initiate, switching out of SA after pouncing a runner and using ranged snare to get myself ahead of him so when SA is back up he is mine, or just as a flee after Kaboom that lets me keep dpsing and snaring while running away. Not being able to auto catch anyone you pounce is certainly different than WL but we still have options to make it work. I don't think the devs intention was that we literally ignore every ability that doesn't works in SA, gobbo form is still there and we are technically a ranged class, I still kite melee to death occasionally in my tank setup and it works just fine. With the amount of buffing we just got I find it hard to justify asking for this one right now, especially since our range spec lost using Bad Gas/Indigestion as a gobbo under similar logic.
Real Bad Gas was a noticeable DPS increase for me, think it about doubles my AoE damage when using it before Big Bouncing. Indigestion is harder to pull off and the range is smaller than before I believe, but it's also one of the strongest debuffs in the game and I think factoring in pounce means it's actually easier to use now than prepatch so pretty understandable.
My damage is still crap but that's what I build for, it's definitely less crappy than prepatch. My tankyness is exactly where I was hoping it would be, if I do stupid stuff I still die pretty fast (I've been doing a lot of stupid stuff since patch to test this) but I'm no longer forced to auto run away anytime I see a WL on the horizon which is really the main thing I was hoping for out of this patch.
Ideally you'd want to switch in and out of it, but outside of 1v1s it's not possible.
Indigestion technically hits farther (40ft cone) but it has far less coverage and accuracy than the old Bad Gas! (30ft circle.)
Sq damage...an ability dealing 600 damage to an npc won't yield the same results on enemy players- so your argument is...
and Horned Squig damage is ****. Mine hits for 20-50 damage. It's not even fluff damage.
SQ is SW's mirror...only thing different about them is their mechanic, and their melee mastery, which mythic changed for Squigs during beta, but at their core they're the same class- same abilities and tactics (with a few minor difference here and there like all other mirrors)
Torquemadra wrote: ↑Sun Jul 08, 2018 5:14 pm
Actually the WL/Mara/SW/SH was a 4 way mix up with a random monster play throw in and its mechanic mirror is indeed the WL
Marauder has 50% more critical damage tactic and ignore armor abilities
Shadow warrior has 50% more critical damage tactic in melee and ignore armor abilities
White lion has 50% more critical damage tactic for both the player and the pet, and ignore armor abilities
Squig herder don't have any 50% more critical damage tactic, or ignore armor abilities
I am sorry, in the current mechanic... is simply the Squig herder is a t2 character compared to what others bring into the table, even if the squig herder is included in that 4 way up mix.
live4treasure wrote: ↑Sun Jul 08, 2018 3:20 pm
What I can say about the current melee SH is that it seems to actually be a bit overtuned for a hybrid ranged spec. After playing some premade v premade SCs, I've consistently seen well-geared SH's be at the top of the damage metres and death blows all the time, while being incredibly tanky, and even when the enemy premade lost, they were never far from the top.
You can say a well played WL does that too, but a well played WL doesn't have aoe damage, an aoe 5 s cd debuff or the ability to switch back to ranged and harass targets from a distance when needed, which is an option that the current melee SH doesn't seem to even have any need of ever doing. If you ask me, the spec itself is quite fine, useful in rvr and SCs both, but the numbers are just slightly overtuned. I think if there's even no point in using any of the ranged abilities at their disposal, like dots and such, then that's a definite sign.
That's my 2 copper.
You are talking about 2 different specs it seems. The SH's that are running around getting top deathblows in every SC are not the ones running around with the defensive stats of a guardian WL. Guardian WL pet does more damage the more defensive stats he has, SH has nothing even resembling that mechanic, If I build like a tank I'm going to hit like a tank. I have both at high RR and my tank WL can drop squishies during his opening CC while every fight with my tank SH is very drawn out and lengthy, even me getting the jump on low level RDPS. My WL has won small scale fights my SH could never dream to win.
One of the main reasons many SH choose to not use their ranged dots and such is they get locked out of SA for 10 seconds everytime they leave it, pretty hard mechanic to work around if you wanna weave ranged dots into your rotation. IMO it's not that there's no point in using our ranged attacks, it's just that the stance was designed to basically make us pick between 1 or the other in many situations and people are going to go with the one they built/masteried for until there is a good reason to do otherwise, which there are plenty FYI. When I get jumped by a WH, I'm not standing in melee to let him finish the job when the stun wears off, I'm knockin him away and kiting till I can stabilize my health and wear him down so I feel more comfortable jumpin back in.
Ranged attacks still have a role in the playstyle, I find myself using them plenty, but not in every rotation.
Last edited by Foomy44 on Mon Jul 09, 2018 6:06 am, edited 2 times in total.
I'm not playing a defensive build. my strength is at 765...and I spent my rr points on weapon skill and strength. My horned squig's AA hits a no named bw for no more than 111. I'll post screenshots when I get a chance to.