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Festering arrow

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Yogen82
Posts: 32

Re: Festering arrow

Post#21 » Wed Feb 12, 2025 1:24 pm

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.

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ivarrwolfsong
Posts: 7

Re: Festering arrow

Post#22 » Wed Feb 12, 2025 3:41 pm

It’s a strong attack that general requires 3 mastery points. /shrug

Illuminati
Posts: 240

Re: Festering arrow

Post#23 » 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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Lion1986
Posts: 488

Re: Festering arrow

Post#24 » Wed Feb 12, 2025 6:47 pm

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.
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!
My new Healer's UI pack: viewtopic.php?t=53304
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Zxul
Posts: 1890

Re: Festering arrow

Post#25 » Wed Feb 12, 2025 6:52 pm

Lion1986 wrote: Wed Feb 12, 2025 6:47 pm let's cut in half all we/wh burst damage
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

Illuminati
Posts: 240

Re: Festering arrow

Post#26 » Wed Feb 12, 2025 8:07 pm

Lion1986 wrote: Wed Feb 12, 2025 6:47 pm
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.
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!
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...
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Aethilmar
Posts: 718

Re: Festering arrow

Post#27 » Wed Feb 12, 2025 8:08 pm

Zxul wrote: Wed Feb 12, 2025 6:52 pm
Lion1986 wrote: Wed Feb 12, 2025 6:47 pm let's cut in half all we/wh burst damage
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.
Take off your regen/toughness gear and put on some DPS gear instead?

Zxul
Posts: 1890

Re: Festering arrow

Post#28 » Wed Feb 12, 2025 9:36 pm

Aethilmar wrote: Wed Feb 12, 2025 8:08 pm
Zxul wrote: Wed Feb 12, 2025 6:52 pm
Lion1986 wrote: Wed Feb 12, 2025 6:47 pm let's cut in half all we/wh burst damage
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.
Take off your regen/toughness gear and put on some DPS gear instead?
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

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bw10
Posts: 371

Re: Festering arrow

Post#29 » Thu Feb 13, 2025 3:02 pm

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...
where do you get this data from?

User avatar
agemennon675
Posts: 537

Re: Festering arrow

Post#30 » Thu Feb 13, 2025 3:14 pm

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.
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 information
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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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