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Bring Da Pain / Fierceness

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Scrilian
Posts: 1570

Bring Da Pain / Fierceness

Post#1 » Sun Jan 03, 2016 12:36 pm

One of the most retarded abilities to date, that does not even belong on the bar in this state.
You debuff your initiative up to 50% incoming crit chance on yourself to get laughable 9% armor penetration for your party. Is there a chance that INI debuff could be toned down a little?
Not asking to remove it or anything, slayer/choppa are already very strong, but it saddens me to see the potential of this ability wasted.
Вальтер Рыжий RU => Gaziraga BW, Valefar WL, Lovejoy
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Bretin
Posts: 929

Re: Bring Da Pain / Fierceness

Post#2 » Sun Jan 03, 2016 2:05 pm

The "laughable" 9% how you call them are 12% of the total armor soft cap. That's actually a huge damage buff for the whole group.

#vote4close #prayfordestru

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noisestorm
Posts: 1727

Re: Bring Da Pain / Fierceness

Post#3 » Sun Jan 03, 2016 2:16 pm

Bretin wrote: 12% of the total armor soft cap.
Where does that come from? If someone has 800 armor on his zealot and you get like 10% ignore through the WS buff, that basically gives you an epic 80 armor bypass? Doesnt sound like 12% of 4500 to me?

Luth
Posts: 2840

Re: Bring Da Pain / Fierceness

Post#4 » Sun Jan 03, 2016 2:20 pm

The usefulness of this ability depends on the personal skill of the player using it. Choppa and slayer are pretty straightforward and very easy to "master"; imo one ability that requires some thinking before it is used doesn't hurt the classes too much...

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Scrilian
Posts: 1570

Re: Bring Da Pain / Fierceness

Post#5 » Sun Jan 03, 2016 8:11 pm

But it's like +50% incoming damage or even more for just 5% damage >_<
Вальтер Рыжий RU => Gaziraga BW, Valefar WL, Lovejoy
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ex-Greenfire/Invasion RvR leader
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Luth
Posts: 2840

Re: Bring Da Pain / Fierceness

Post#6 » Sun Jan 03, 2016 8:27 pm

That depends totally on your own initiative value; just buy an initiative jewelry from the vendor and test the difference again, i bet it will be noticably different. Initiative stacking isn't the same as with other stats.
Also: it's not meant to be spammed on cooldown; there are situations when it is advisable to use it and there are situation when it is not advisable.
Weaponskill buffs are very rare in this game for a good reason.

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Scrilian
Posts: 1570

Re: Bring Da Pain / Fierceness

Post#7 » Sun Jan 03, 2016 8:33 pm

I totally get it, but still. That trade off is just bizarre to me :cry:
Вальтер Рыжий RU => Gaziraga BW, Valefar WL, Lovejoy
Retired
ex-Greenfire/Invasion RvR leader
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Redsun
Posts: 66

Re: Bring Da Pain / Fierceness

Post#8 » Mon Jan 04, 2016 11:59 am

I used to think like that but It's a pretty strong buff. Just don't spam it!
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Reesh
Posts: 645

Re: Bring Da Pain / Fierceness

Post#9 » Mon Jan 04, 2016 12:27 pm

If the cooldown would be lower (60s for those that doesn't know) then it could be usable more often. Right now I'll waste a GCD on it only when I'm facing a tank that's a huge threat to pt, or there's a lone high armoured target that has to be drained down quickly.
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Hogtooth
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Re: Bring Da Pain / Fierceness

Post#10 » Mon Jan 04, 2016 9:11 pm

Reesh wrote:If the cooldown would be lower (60s for those that doesn't know) then it could be usable more often. Right now I'll waste a GCD on it only when I'm facing a tank that's a huge threat to pt, or there's a lone high armoured target that has to be drained down quickly.
I'll usually use it in scenario when a tank is holding a flag and we want to burn it down quickly to cap it
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