You're right, Takedown is 2 secs. I only know the Assault build. Regardless, the opponent is usually dead under the KD (from whoever) due to Fester, Cull the Weak type attacks which is what they complain about. Personally, I think its ability to avoid all resistance is stupid. Should be 50% because the mitigation from resistance soft caps at 40%.agemennon675 wrote: Thu Feb 13, 2025 3:14 pmSW 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.
Festering arrow
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Re: Festering arrow
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Re: Festering arrow
No CD during Whispering Wind ;PYogen82 wrote: 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.
Maybe revert the Steady Aim Ability change (crit chance instead of crit dmg and cast time increase instead of higher ap cost), sometimes i get 2,8k Fell the Weak Crits on my SW.
Balance Phase III will fix it


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Re: Festering arrow
Pff....Balance Phase III will fix it
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Re: Festering arrow
So let's say you set up 2 SWs one SM then with 2 3k fester crits and 2,5k FtW. 11k burst enough to one shot everyone every 2,5 sec. Given that they dont have guard or heals, no futile strikes, you crit everything and they don't have any dodge.Amakusa wrote: Thu Feb 13, 2025 4:05 pmNo CD during Whispering Wind ;PYogen82 wrote: 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.
Maybe revert the Steady Aim Ability change (crit chance instead of crit dmg and cast time increase instead of higher ap cost), sometimes i get 2,8k Fell the Weak Crits on my SW.
Balance Phase III will fix it
![]()
Clearly broken, to be able to kill 4 unguarded pug melee in 10 sec with 3 people. And then we take in consideration gcd and it's 3,5 sec before you can start over, which means less than 2 kills every WW.
Re: Festering arrow
Remove crit damage from Steady Aim and return the proc damage to it. Then the skirmish spec will be a little more useful.
Re: Festering arrow
Insert *shocked Pikachu face* hereJohnnyWayne wrote: Fri Feb 14, 2025 12:12 amThat is not true. Take down 700 dmg, fester 1500-3500 dmg. HP pool is 7-9k. Go figure - you will not be below the threshold (30%) for cull the weak, which mans glass arrow instead - 600 dmg. and then, 4 seconds later, you might be in range for the finisher, if the target doesn't pot or is being healed. All of this setup is meaningless when the target is guarded. With half of that you won't do anything.Illuminati wrote: Thu Feb 13, 2025 4:01 pm You're right, Takedown is 2 secs. I only know the Assault build. Regardless, the opponent is usually dead under the KD (from whoever) due to Fester, Cull the Weak type attacks which is what they complain about. Personally, I think its ability to avoid all resistance is stupid. Should be 50% because the mitigation from resistance soft caps at 40%.
In regards of these phases - they should all have been done 4 months max after the patch release (imo). And we are still not even at the second phase.... Over a year later...
Re: Festering arrow
So in this highly contrived situation:Rapzel wrote: Thu Feb 13, 2025 7:49 pmSo let's say you set up 2 SWs one SM then with 2 3k fester crits and 2,5k FtW. 11k burst enough to one shot everyone every 2,5 sec. Given that they dont have guard or heals, no futile strikes, you crit everything and they don't have any dodge.Amakusa wrote: Thu Feb 13, 2025 4:05 pmNo CD during Whispering Wind ;PYogen82 wrote: 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.
Maybe revert the Steady Aim Ability change (crit chance instead of crit dmg and cast time increase instead of higher ap cost), sometimes i get 2,8k Fell the Weak Crits on my SW.
Balance Phase III will fix it
![]()
Clearly broken, to be able to kill 4 unguarded pug melee in 10 sec with 3 people. And then we take in consideration gcd and it's 3,5 sec before you can start over, which means less than 2 kills every WW.
1) Why don't they have any defenses that work?
2) the SW are always getting a crit and these unguarded pugs are just standing around waiting to die?
3) You don't think a coordinated 3 man should have a good chance at killing 4 uncoordinated and apparently stupid mdps who don't attack, don't move and don't stack any defenses?
Jeez.
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