ceramicartist wrote: ↑Sun Jul 19, 2020 11:20 am
Not to mention moving Flame Arrow to Skirmisher but still keeping the tactic for extra damage tied to Scout Tree and a Scout Ability Festering Arrow.
Enchanted Arrow - don't work for Flame Arrow, tested it on same monster in PvE with Festering Arrow on\off Enchanted Arrow. Just need free time
@anarchypark
Smoldering Arrow - dmg grow for normal fights is nothing and SW have more valuable tactics then pump up Flame Arrow, found place for Smoldering Arrow only in large zone fights with pug - spam Broadhead Arrow and Flame Arrow - leaching random kills, rp and zone contribution. Kinda fun, but not healthy way.
Barrage - need VoN, need skirmish in melee range(not the best idea even with guard and 2 healers) and it's just 2 hits with overall 30sec cd, with SM WW - it's a something, but still mara crushing blows more effective - no conditions, good chance to proc, always work from all AoE abilities, but price is tactic slot
About SM WW - best SW friend, Barrage, Festering Arrow, Rapid Fire, Brutal Assault, Lileath's Arrow so many options, but best is Brutal Assault + Sinister Strike + VoN (feels like WH\WE Feinted Position + Torment), Enchanted Arrow + Festering Arrow spam - feel self mage in a few seconds, Rapid Fire - machine gun(VoN + subjugator procs + Glass Arrow + Hunter's Fevor + ap pots + ap rune + ap aura). Wet dreams... In reality any squig ruin this synergy burst, SM population not so huge and they have self problems with selecting ability to perfect balance drop.
Main SW problem for me - Hunter's Fevor, Glass Arrow, Steady Aim use gcd. And want remove positional condition on Flanking Shot form VoN, like Brutal Assault, it will be awesome.
Overall class problem - to do sustained damage need complete more conditions and it's for reach average numbers, BW\Slayer\Sorc\Choppa\WL\Mara do it better and easier and that's what average player looking for. But SW is on utility role - boost party crit, heal debuff (even aSW Crosscut, Wrist Slash do more for party WL, always says thank you for Leading Shots(for tanks\healers in party it's a hard time - be in time in right place)). Question is why "meta" dd can be so effective and so easily at the same time. BW\Slayer\Sorc\Choppa have build-in huge damage boost with some restrictions to work around it and have
full personal control on it, just imagine if heal/detaunt drop rage points for Slayer\Choppa and every not just self magic spells can trigger damage but and magic damage that received by BW\Sorc triggers too.
VoN - 10 seconds buff(imagine half effectiveness from rage\combustion, because some abilities have additional bonuses with VoN) that easy to lose by enemy control(knok\disarm\taunt\detaunt) same as engi problem(more effectiveness, but more restrictions from enemy and dead turrets).
Steady Aim - +25% crit dmg with +1 sec to build up on all damage skills (100% crit - +12%~16% dmg, 50% crit - +6%~8% dmg, 25% crit - +3%~4% dmg) is kinda joke bonus, too low - punishment too high.
Glass Arrow - good idea drain ap and gain additional damsge, turn on - burst - turn off, but need more accurate work with numbers, now it's just convert raw damage to wave damage, that not an explosion in 5 seconds, just +~15% damage for ±6 abilities and wait about 20 sec to next try, need gcd to turn on and if decided to use it - hard to find situation to turn it off(Steady Aim at least have synergy with Focused Mind). As rSW - see in party KotBS with To Glory/RP with Master Rune of Fury turn it on and live with it, or mix Replanishing Strikes + Hunter's Fevor.
Lots ways to slightly increase damage output, can't collect it all at the same time, lots conditions to play around. And never reach the heaven as a pure DD. But have some good utility(in some moments unique), mobility and no expectation from others