Coocooclock, all u have said is just blatant lies.
Instant heals are about 1K-1'3K easily.
FA has 5 secs cooldown and 3 seconds to cast. 2 seconds with the tactic.
Don't know if you are a liar or an ignorant.
Festering arrow
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- ivarrwolfsong
- Posts: 7
Re: Festering arrow
It’s a strong attack that general requires 3 mastery points. /shrug
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- Posts: 240
Re: Festering arrow
I believe the primary argument is you have the following:
1. Begins with the SW ranged knockdown (3 seconds).
2. Immediately after KD, fire Festering Arrow (2 seconds with tactic), a very hard-hitting Corporeal Attack
3. Ignore All Resistances (tactic)
Basically, you have an 'ranged' execution that ignores its primary mitigation. I would adjust the tactic that allows it to ignore resistances. Magic mitigation is still too low with its 40% softcap) and all the reduction out there. This gets really bad with this zerg WB meta where an SW can just surf the WB and target anyone at/near 75% hp.
This is why I compare it to stunlock as you will typically die under the duration of the KD. Having trouble finding a testing partner on the being Knocked Down disables your avoidance (dodge, disrupt, block, parry). It was brought up a month ago when 2H tanks started noticing less parry of guard damage. Through the chat we discovered that you were not 'parrying' guard damage while knocked down.
Note: This is similar to why WL gets hate. Mobility/Ranged + an execution ability (Cull the Weak, etc.) are tough to counter when initiated from a KD.
1. Begins with the SW ranged knockdown (3 seconds).
2. Immediately after KD, fire Festering Arrow (2 seconds with tactic), a very hard-hitting Corporeal Attack
3. Ignore All Resistances (tactic)
Basically, you have an 'ranged' execution that ignores its primary mitigation. I would adjust the tactic that allows it to ignore resistances. Magic mitigation is still too low with its 40% softcap) and all the reduction out there. This gets really bad with this zerg WB meta where an SW can just surf the WB and target anyone at/near 75% hp.
This is why I compare it to stunlock as you will typically die under the duration of the KD. Having trouble finding a testing partner on the being Knocked Down disables your avoidance (dodge, disrupt, block, parry). It was brought up a month ago when 2H tanks started noticing less parry of guard damage. Through the chat we discovered that you were not 'parrying' guard damage while knocked down.
Note: This is similar to why WL gets hate. Mobility/Ranged + an execution ability (Cull the Weak, etc.) are tough to counter when initiated from a KD.
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Chosen
Chosen
Re: Festering arrow
By that reason let's cut in half all we/wh burst damage because I can get ganked and 3shotted by them when in rvr lakes. they also got invisibility so is unfair. Lets also remove guard because 50%damage reduction is too much!Illuminati wrote: ↑Wed Feb 12, 2025 5:39 pm I believe the primary argument is you have the following:
1. Begins with the SW ranged knockdown (3 seconds).
2. Immediately after KD, fire Festering Arrow (2 seconds with tactic), a very hard-hitting Corporeal Attack
3. Ignore All Resistances (tactic)
Basically, you have an 'ranged' execution that ignores its primary mitigation. I would adjust the tactic that allows it to ignore resistances. Magic mitigation is still too low with its 40% softcap) and all the reduction out there. This gets really bad with this zerg WB meta where an SW can just surf the WB and target anyone at/near 75% hp.
This is why I compare it to stunlock as you will typically die under the duration of the KD. Having trouble finding a testing partner on the being Knocked Down disables your avoidance (dodge, disrupt, block, parry). It was brought up a month ago when 2H tanks started noticing less parry of guard damage. Through the chat we discovered that you were not 'parrying' guard damage while knocked down.
Note: This is similar to why WL gets hate. Mobility/Ranged + an execution ability (Cull the Weak, etc.) are tough to counter when initiated from a KD.
Re: Festering arrow
On the side note, WE doesn't actually currently has burst. Testing, currently WE does 55% or so of dmg of my magus, even less compared to my sorc.
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."
— Azeila, Alluress of Slaanesh
— Azeila, Alluress of Slaanesh
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- Posts: 240
Re: Festering arrow
Burst for a melee class, whose core role is to do it, is different versus a ranged class that has 50% less the positioning risk that melee do. You know its broken. Why do you think RoR has a 5% retention rate? it's not WH/WE damage...Lion1986 wrote: ↑Wed Feb 12, 2025 6:47 pmBy that reason let's cut in half all we/wh burst damage because I can get ganked and 3shotted by them when in rvr lakes. they also got invisibility so is unfair. Lets also remove guard because 50%damage reduction is too much!Illuminati wrote: ↑Wed Feb 12, 2025 5:39 pm I believe the primary argument is you have the following:
1. Begins with the SW ranged knockdown (3 seconds).
2. Immediately after KD, fire Festering Arrow (2 seconds with tactic), a very hard-hitting Corporeal Attack
3. Ignore All Resistances (tactic)
Basically, you have an 'ranged' execution that ignores its primary mitigation. I would adjust the tactic that allows it to ignore resistances. Magic mitigation is still too low with its 40% softcap) and all the reduction out there. This gets really bad with this zerg WB meta where an SW can just surf the WB and target anyone at/near 75% hp.
This is why I compare it to stunlock as you will typically die under the duration of the KD. Having trouble finding a testing partner on the being Knocked Down disables your avoidance (dodge, disrupt, block, parry). It was brought up a month ago when 2H tanks started noticing less parry of guard damage. Through the chat we discovered that you were not 'parrying' guard damage while knocked down.
Note: This is similar to why WL gets hate. Mobility/Ranged + an execution ability (Cull the Weak, etc.) are tough to counter when initiated from a KD.
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Chosen
Chosen
Re: Festering arrow
Take off your regen/toughness gear and put on some DPS gear instead?
Re: Festering arrow
The 55% dmg is with same type of gear on both WE and magus/sorc.
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."
— Azeila, Alluress of Slaanesh
— Azeila, Alluress of Slaanesh
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Re: Festering arrow
where do you get this data from?Illuminati wrote: ↑Wed Feb 12, 2025 5:39 pm Why do you think RoR has a 5% retention rate? it's not WH/WE damage...
- agemennon675
- Posts: 537
Re: Festering arrow
SW RKD is not 3 sec, its also a 65ft skill which is really close has a cast time and flight duration and gcd after that and requires another skill active to knockdown just putting out informationIlluminati wrote: ↑Wed Feb 12, 2025 5:39 pm I believe the primary argument is you have the following:
1. Begins with the SW ranged knockdown (3 seconds).
2. Immediately after KD, fire Festering Arrow (2 seconds with tactic), a very hard-hitting Corporeal Attack
3. Ignore All Resistances (tactic)
Basically, you have an 'ranged' execution that ignores its primary mitigation. I would adjust the tactic that allows it to ignore resistances. Magic mitigation is still too low with its 40% softcap) and all the reduction out there. This gets really bad with this zerg WB meta where an SW can just surf the WB and target anyone at/near 75% hp.
This is why I compare it to stunlock as you will typically die under the duration of the KD. Having trouble finding a testing partner on the being Knocked Down disables your avoidance (dodge, disrupt, block, parry). It was brought up a month ago when 2H tanks started noticing less parry of guard damage. Through the chat we discovered that you were not 'parrying' guard damage while knocked down.
Note: This is similar to why WL gets hate. Mobility/Ranged + an execution ability (Cull the Weak, etc.) are tough to counter when initiated from a KD.
Destruction: 40-BG / 40-DoK / 40-Chosen / 37-Mara / 37/Sorc / 36-SH / 36-Choppa / 24-Shaman / 16-WE
Order: 40-SW / 40-SM / 40-WP / 40-WL / 39-Kotbs / 38-BW / 33-AM / 22-WH / 16-RP / 12-Slayer
Order: 40-SW / 40-SM / 40-WP / 40-WL / 39-Kotbs / 38-BW / 33-AM / 22-WH / 16-RP / 12-Slayer
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