[SH] Rework effecting other builds?
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[SH] Rework effecting other builds?
Just wondering if high level SHs are noticing a big change in their gameplay (most notably WB play) with the changes to Bad Gas as I noticed that the replacement ability requires you to be in SA. I'm talking specs outside of Stabbin
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- catholicism198
- Posts: 1092
Re: [SH] Rework effecting other builds?
A ranged SQ should never be in melee range. You have various abilities and tactics to help you avoid such situations.
Aside from using it "for the lolz," this ability has no real place for ranged squigs. You need to spend every point on improving your ranged abilities because your damage will be/is **** due to all the armor stacking and IBs/Kobtss.
The new iteration requires greater accuracy because it's a cone and there's less margin for error.
Re: [SH] Rework effecting other builds?
False. ES SH was perfectly fine, the change did indeed affect warband SHs.catholicism198 wrote: ↑Tue Jul 10, 2018 10:09 pmA ranged SQ should never be in melee range. You have various abilities and tactics to help you avoid such situations.
Aside from using it "for the lolz," this ability has no real place for ranged squigs. You need to spend every point on improving your ranged abilities because your damage will be/is **** due to all the armor stacking and IBs/Kobtss.
The new iteration requires greater accuracy because it's a cone and there's less margin for error.
Rip Phalanx
- catholicism198
- Posts: 1092
Re: [SH] Rework effecting other builds?
I never said it didn't affect warband play. In fact, I said that's it's harder to effectively apply.lefze wrote: ↑Tue Jul 10, 2018 10:14 pmFalse. ES SH was perfectly fine, the change did indeed affect warband SHs.catholicism198 wrote: ↑Tue Jul 10, 2018 10:09 pmA ranged SQ should never be in melee range. You have various abilities and tactics to help you avoid such situations.
Aside from using it "for the lolz," this ability has no real place for ranged squigs. You need to spend every point on improving your ranged abilities because your damage will be/is **** due to all the armor stacking and IBs/Kobtss.
The new iteration requires greater accuracy because it's a cone and there's less margin for error.
-unless you're in some 6-man premade on voice com with a tank switching guard on the fly, you should never be in melee range.
Re: [SH] Rework effecting other builds?
So a 24 man bomb premade on voice should do what? Not fight? All ACTUAL warband play is done in melee range, be it a magus, sorc, SH or mdps.catholicism198 wrote: ↑Tue Jul 10, 2018 10:23 pmI never said it didn't affect warband play. In fact, I said that's it's harder to effectively apply.lefze wrote: ↑Tue Jul 10, 2018 10:14 pmFalse. ES SH was perfectly fine, the change did indeed affect warband SHs.catholicism198 wrote: ↑Tue Jul 10, 2018 10:09 pm
A ranged SQ should never be in melee range. You have various abilities and tactics to help you avoid such situations.
Aside from using it "for the lolz," this ability has no real place for ranged squigs. You need to spend every point on improving your ranged abilities because your damage will be/is **** due to all the armor stacking and IBs/Kobtss.
The new iteration requires greater accuracy because it's a cone and there's less margin for error.
-unless you're in some 6-man premade on voice com with a tank switching guard on the fly, you should never be in melee range.
And I repeat myself, "ranged" SH (es+sty+possible bad gas+possible middle/left M4) was completely legit for bombing, although a little bit overnerfed.
Rip Phalanx
Re: [SH] Rework effecting other builds?
So you guys figure with the change to bad gas has effected the SHs place in WB play?
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