After recent changes, which had enough time to be tested now, it’s clear that the skill has lost its burst purpose but didn’t gain any other better use. There is no real practical application of a such skill, which does hit only once and requires a long cast, because SW doesn’t have sustainable for follow-up skills to perform a good damage in a certain timestamp aka burst. Therefore, I believe, the skill should be changed in the way it could offer something else than a simple one hit.
Solution:
Add a follow-up effect:
Target’s legs start to fester for 5 seconds, causing them to suffer corporeal damage (same amount of damage as the initial hit but in total for the whole duration) for every second they are moving.
Increase cooldown to 15 seconds.
Basically, the skill will have a good follow-up, also providing some kind of control over the enemy’s movement which would have a simple counter play: don’t move until duration ends or just remove it.
[SW] Festering Arrow.
[SW] Festering Arrow.
<Fusion>
Riphael - Black Guard.
Meridin - Sorcerer.
<FusionII>
Ripliel - Shadow Warrior.
Arfi - Swordmaster.
Very Serious Warhammer Online Montage
Ads
- peterthepan3
- Posts: 6509
Re: [SW] Festering Arrow.
More ranged CC on the SW is not something we want to encourage when SW has access to a RKD and snare already.
The barb component doesn't really fit the theme of Festering Arrow (a nuke), so I am going to decline this for now.
The barb component doesn't really fit the theme of Festering Arrow (a nuke), so I am going to decline this for now.
Who is online
Users browsing this forum: No registered users and 25 guests