How should I handle a witch elf opening up on me or a tank closing the distance, because I'm trying to use my Snare/KD/WP on them but my skills don't work. They don't have immune buff either. Eye shot never seems to work when I have WE on me, Tanks drop me in 3 swings it feels like, if I disarm a melee that's right on me, I'm dead anyway cause I can't escape. It's lame when I have skills I'm counting just flat out not work when I need them to.
I'm rocking 130ping but it shouldn't be this bad.
SW - Don't get it.
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Re: SW - Don't get it.
Detaunt > assault stance > sc pot + hot pot> and now the most important part look for that resolute defence or fleet footed if they have either your WP wont work and if they have resolute the KD wont work. Your surest method of making any kind of distance Is resolute defence and the flee button.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-


- saupreusse
- Former Staff
- Posts: 2503
Re: SW - Don't get it.
Meeh rd again. Gives so many classes a skill that they simply should not have.
Saup - RR 8x WP
Son - RR 8x AM
Son - RR 8x AM
Re: SW - Don't get it.
Damn, I keep forgetting how useful assault stance is. Thanks for the helpful tips lol.
Re: SW - Don't get it.
This applies only if you see We from afar. If she opens up on you from stealth, your deadToldavf wrote:Detaunt > assault stance > sc pot + hot pot> and now the most important part look for that resolute defence or fleet footed if they have either your WP wont work and if they have resolute the KD wont work. Your surest method of making any kind of distance Is resolute defence and the flee button.
"Nothing is forgotten. Nothing is forgiven."
- peterthepan3
- Posts: 6509
Re: SW - Don't get it.
Enables many classes to either survive a melee train, or to push (DOK/WP). Allows tanks to push into backlines (as they are supposed to). Also greatly helps small groups when they come up against greater odds. Must also bear in mind that it costs 30 points to be truely effective, meaning less damage/heal stats: fair trade, imo.saupreusse wrote:Meeh rd again. Gives so many classes a skill that they simply should not have.

- saupreusse
- Former Staff
- Posts: 2503
Re: SW - Don't get it.
If tanks lack it and really need it, give them each a unique ability to be able to push through/The melee train is so strong also because of RD/ It's not about that it isn't nice in some situations (but there are also situations where it absolutely is not - remembering Gankbus double mara setup with 30 seconds of cc immunity), but much more about balancing the game by giving everyone access to an ability that some classes profit much more then others and give them possibilities in their playstyle they shouldn't even have in the first place.peterthepan3 wrote:Enables many classes to either survive a melee train, or to push (DOK/WP). Allows tanks to push into backlines (as they are supposed to). Also greatly helps small groups when they come up against greater odds. Must also bear in mind that it costs 30 points to be truely effective, meaning less damage/heal stats: fair trade, imo.saupreusse wrote:Meeh rd again. Gives so many classes a skill that they simply should not have.
Saup - RR 8x WP
Son - RR 8x AM
Son - RR 8x AM
Re: SW - Don't get it.
Amen. Just makes some classes that already struggle to find a niche have other stronger classes spec in theirs.saupreusse wrote:Meeh rd again. Gives so many classes a skill that they simply should not have.

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Re: SW - Don't get it.
travel in assault stance, try to detaunt We before knock down, watch on WE buffs like RD and sneer immune
Apache SH
Re: SW - Don't get it.
If a WE KD you , pray to survive the opening and if you survive run, snare , punt, pew-pew!
Also as Repel said travel in assault stance and use armor pots/talis.
Also as Repel said travel in assault stance and use armor pots/talis.
Optimuss - WL - rr57
Ogimir - SW - rr65
Ogimir - SW - rr65
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