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SW - Don't get it.

Posted: Wed Nov 23, 2016 7:33 am
by Odaop
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.

Re: SW - Don't get it.

Posted: Wed Nov 23, 2016 7:44 am
by Toldavf
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.

Re: SW - Don't get it.

Posted: Wed Nov 23, 2016 8:17 am
by saupreusse
Meeh rd again. Gives so many classes a skill that they simply should not have.

Re: SW - Don't get it.

Posted: Wed Nov 23, 2016 8:38 am
by Odaop
Damn, I keep forgetting how useful assault stance is. Thanks for the helpful tips lol.

Re: SW - Don't get it.

Posted: Wed Nov 23, 2016 1:56 pm
by Suriael
Toldavf 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.
This applies only if you see We from afar. If she opens up on you from stealth, your dead

Re: SW - Don't get it.

Posted: Wed Nov 23, 2016 4:05 pm
by peterthepan3
saupreusse wrote:Meeh rd again. Gives so many classes a skill that they simply should not have.
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.

Re: SW - Don't get it.

Posted: Wed Nov 23, 2016 10:30 pm
by saupreusse
peterthepan3 wrote:
saupreusse wrote:Meeh rd again. Gives so many classes a skill that they simply should not have.
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.
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.

Re: SW - Don't get it.

Posted: Thu Nov 24, 2016 2:48 am
by Telen
saupreusse wrote:Meeh rd again. Gives so many classes a skill that they simply should not have.
Amen. Just makes some classes that already struggle to find a niche have other stronger classes spec in theirs.

Re: SW - Don't get it.

Posted: Thu Nov 24, 2016 5:41 am
by repel
travel in assault stance, try to detaunt We before knock down, watch on WE buffs like RD and sneer immune

Re: SW - Don't get it.

Posted: Thu Nov 24, 2016 7:14 am
by OgiWanBG
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.