Noticed the same. Perhaps fix will be pushed live with next patch.Repulsion wrote: Mon Sep 14, 2026 4:18 pmThanks for submitting the bug report but sadly it's not yet resolved, happens nearly all the time on my end.rorswar wrote: Sun Sep 06, 2026 8:09 pm Shadow Step lost target when it completed its teleport. I filed a bug report for that a while back and it should be resolved now:
https://bugs.returnofreckoning.com/view.php?id=25677
SW builds after patch ? :)
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Re: SW builds after patch ? :)
Re: SW builds after patch ? :)
scryTome Builder - Shadow Warrior
I'm enjoying SC with that build right now, close range Skirmisher with no respite from assault x)
no powerful draw and i go fs3/full crit
Really solid and fun build to play
I'm enjoying SC with that build right now, close range Skirmisher with no respite from assault x)
no powerful draw and i go fs3/full crit
Really solid and fun build to play
- Paxsanarion
- Posts: 421
Re: SW builds after patch ? :)
Thank you for sharing your build! I just may give this a try once I am better geared and leveled. I have been playing Scout / Skirm thus far and simply staying a max range in RvR.Lescargo wrote: Tue Sep 15, 2026 10:12 am scryTome Builder - Shadow Warrior
I'm enjoying SC with that build right now, close range Skirmisher with no respite from assault x)
no powerful draw and i go fs3/full crit
Really solid and fun build to play![]()
Re: SW builds after patch ? :)
np, you may lack a bit of dps if you have no big gear, and fighting close range may be scary. but that build has nice utility and as you are close range, you can setup heal debuff fast on. Also barrage as a nice morale drain under vengeful. you have capped init debuff with eye shot. lot of the skills are insta or can cast while moving so it's mobile and fun to play.Paxsanarion wrote: Tue Sep 15, 2026 12:13 pmThank you for sharing your build! I just may give this a try once I am better geared and leveled. I have been playing Scout / Skirm thus far and simply staying a max range in RvR.Lescargo wrote: Tue Sep 15, 2026 10:12 am scryTome Builder - Shadow Warrior
I'm enjoying SC with that build right now, close range Skirmisher with no respite from assault x)
no powerful draw and i go fs3/full crit
Really solid and fun build to play![]()
Re: SW builds after patch ? :)
Sounds like you are relying on destro being blind.Lescargo wrote: Tue Sep 15, 2026 10:12 am scryTome Builder - Shadow Warrior
I'm enjoying SC with that build right now, close range Skirmisher with no respite from assault x)
no powerful draw and i go fs3/full crit
Really solid and fun build to play![]()
Re: SW builds after patch ? :)
it's more i'm relying on random mates to make their defensive job ?Avernus wrote: Wed Sep 16, 2026 2:32 pmSounds like you are relying on destro being blind.Lescargo wrote: Tue Sep 15, 2026 10:12 am scryTome Builder - Shadow Warrior
I'm enjoying SC with that build right now, close range Skirmisher with no respite from assault x)
no powerful draw and i go fs3/full crit
Really solid and fun build to play![]()
In any way, If the others aren't doing their jobs, it doesn't matter whether you're Assault or Scout or Skirmish.. you're going to lose the match.
Scout is more impactful, true, and certainly safer, but I find it less fun to play; sitting there like a turret and running the same rotation gets boring.
Assault is tricky to play in scenarios for various reasons: the DPS is often lower, fights are head-on, and it's hard to survive in the enemy's second line and backline without getting focused down.
You have to successfully land backstabs to deal damage, and since that requires a "glass" build to make real damages, you can get blown up instantly if you aren't protected.
even if you're doing good with detaunt etc.
That said, it's still viable if you have a good team; really, anything is viable if you're well-supported.
The advantage of skirmish builds is the highly mobile playstyle; you're close to the action but not right in the thick of it, and you can keep dealing damage while moving.
This allows for more impact in close-quarters fights, situations where Assaults would struggle to push without taking heavy damage, or where backline Scouts might struggle to target the enemy backline due to line-of-sight issues (like the entry and exit points of Reikland Factory, for example).
Skirmish is better at applying pressure in the cluster. dumping morale, applying healing debuffs to the second line, and so on.
In any case, I feel like the SW generally underperforms a bit in terms of DPS; I imagine the next patch will address that.
Engineers and Maguses will probably get a slight nerf, and SWs a buff, I'd guess.
Re: SW builds after patch ? :)
What job exactly? As a skirmish you aren't a priority target to guard and even then the tank can't be around all the time without sacrificing his utility/damage (unless he is your WB guard bot ofc...).Lescargo wrote: Wed Sep 16, 2026 6:40 pmit's more i'm relying on random mates to make their defensive job ?Spoiler:
In any way, If the others aren't doing their jobs, it doesn't matter whether you're Assault or Scout or Skirmish.. you're going to lose the match.
Scout is more impactful, true, and certainly safer, but I find it less fun to play; sitting there like a turret and running the same rotation gets boring.
Assault is tricky to play in scenarios for various reasons: the DPS is often lower, fights are head-on, and it's hard to survive in the enemy's second line and backline without getting focused down.
You have to successfully land backstabs to deal damage, and since that requires a "glass" build to make real damages, you can get blown up instantly if you aren't protected.
even if you're doing good with detaunt etc.
That said, it's still viable if you have a good team; really, anything is viable if you're well-supported.
The advantage of skirmish builds is the highly mobile playstyle; you're close to the action but not right in the thick of it, and you can keep dealing damage while moving.
This allows for more impact in close-quarters fights, situations where Assaults would struggle to push without taking heavy damage, or where backline Scouts might struggle to target the enemy backline due to line-of-sight issues (like the entry and exit points of Reikland Factory, for example).
Skirmish is better at applying pressure in the cluster. dumping morale, applying healing debuffs to the second line, and so on.
In any case, I feel like the SW generally underperforms a bit in terms of DPS; I imagine the next patch will address that.
Engineers and Maguses will probably get a slight nerf, and SWs a buff, I'd guess.
The healer will be focused on healing melee/staying alive.
Thus, you are playing one of the most squishiest class (if not the squishiest) at range where you are available to enemy's rdps pressure while returning almost none in return while being 1 pull/stagger/whatever from being blasted into oblivion (sometimes at the time CC ends you'll be dead).
What can you offer in return? ST damage which allows you to compete against good and geared offtanks(!), healing debuff, AoE (usually it's useless fluff numbers), morale bombing.
Is this worth anything, aside from playing in WB? I don't think so.
Re: SW builds after patch ? :)
I get better overall damage and a better ability to refresh my burst windows with this spec compared to Scout—or, worse, Assault.Avernus wrote: Thu Sep 17, 2026 8:29 amWhat job exactly? As a skirmish you aren't a priority target to guard and even then the tank can't be around all the time without sacrificing his utility/damage (unless he is your WB guard bot ofc...).Lescargo wrote: Wed Sep 16, 2026 6:40 pmit's more i'm relying on random mates to make their defensive job ?Spoiler:
In any way, If the others aren't doing their jobs, it doesn't matter whether you're Assault or Scout or Skirmish.. you're going to lose the match.
Scout is more impactful, true, and certainly safer, but I find it less fun to play; sitting there like a turret and running the same rotation gets boring.
Assault is tricky to play in scenarios for various reasons: the DPS is often lower, fights are head-on, and it's hard to survive in the enemy's second line and backline without getting focused down.
You have to successfully land backstabs to deal damage, and since that requires a "glass" build to make real damages, you can get blown up instantly if you aren't protected.
even if you're doing good with detaunt etc.
That said, it's still viable if you have a good team; really, anything is viable if you're well-supported.
The advantage of skirmish builds is the highly mobile playstyle; you're close to the action but not right in the thick of it, and you can keep dealing damage while moving.
This allows for more impact in close-quarters fights, situations where Assaults would struggle to push without taking heavy damage, or where backline Scouts might struggle to target the enemy backline due to line-of-sight issues (like the entry and exit points of Reikland Factory, for example).
Skirmish is better at applying pressure in the cluster. dumping morale, applying healing debuffs to the second line, and so on.
In any case, I feel like the SW generally underperforms a bit in terms of DPS; I imagine the next patch will address that.
Engineers and Maguses will probably get a slight nerf, and SWs a buff, I'd guess.
The healer will be focused on healing melee/staying alive.
Thus, you are playing one of the most squishiest class (if not the squishiest) at range where you are available to enemy's rdps pressure while returning almost none in return while being 1 pull/stagger/whatever from being blasted into oblivion (sometimes at the time CC ends you'll be dead).
What can you offer in return? ST damage which allows you to compete against good and geared offtanks(!), healing debuff, AoE (usually it's useless fluff numbers), morale bombing.
Is this worth anything, aside from playing in WB? I don't think so.
Admittedly, Scout with Festering Arrow does allow for more significant ST pressure—I won't deny that—but while it works in certain situations, it can quickly become suboptimal if line-of-sight is tricky, or if—unluckily—Acid Arrow or Festering Arrow gets dodged or blocked, throwing off the entire rotation.
Plus, you often have to get closer to land the healing debuff (essential for taking down a target). Not to mention that in good Destruction groups during scenarios, tanks are quick to switch Guard; setting up a powerful rotation that can easily end up being mitigated by Guard isn't practical at all.
At best, it's good for sniping backline healers and forcing them to focus on self-healing—thereby reducing the healing output reaching the front line for your own melee DPS. But the terrain doesn't always allow for that. I believe a Skirmish build—which admittedly deals less overall ST damage but provides better general pressure—is usually better for helping your team advance.
It’s better to have a smaller burst that can be refreshed quickly and works in most situations (thanks to mobility and instant casts) than a massive burst that only works half the time.
Actually, I perform quite well regarding ST burst with my current gear, even though I’m not yet fully BiS; with Bullseye proccing and the SC bow, I’m at 70% crit. I haven't checked my exact armor penetration stat, but I have 500 Weapon Skill (softcapped BS ofc) plus % armor pen from my gear, along with the Keen Arrow tactic (which grants 15% on Lileath).
I plan to get the 4-piece Triumphant set to gain the Toughness debuff and Weapon Skill buff. That helps even more with ST pressure.
Honestly, it works really well; I could make a video to prove it if need be.
Anyway, beyond any technical debate, the most important thing for me is that—in my opinion—it’s the most fun build to play. I've tested all post patch ofc.
And too bad if it doesn't appeal to those who want more "optimized" scenario setups; let's be clear: I solo queue, I don't owe anyone anything, and I do what I want. When I see how little effort people put into scenarios—like a Swordmaster I saw recently who was chain-solo-queuing, never guarding anyone, and then insulting me when I politely pointed it out via private message...
That’s just one example among many, but it’s crystal clear that no one has any right to tell me what to do. hell no.
Re: SW builds after patch ? :)
What FA? It's now just devs fantasy.Lescargo wrote: Thu Sep 17, 2026 4:59 pmI get better overall damage and a better ability to refresh my burst windows with this spec compared to Scout—or, worse, Assault.Spoiler:
Admittedly, Scout with Festering Arrow does allow for more significant ST pressure—I won't deny that—but while it works in certain situations, it can quickly become suboptimal if line-of-sight is tricky, or if—unluckily—Acid Arrow or Festering Arrow gets dodged or blocked, throwing off the entire rotation.
Plus, you often have to get closer to land the healing debuff (essential for taking down a target). Not to mention that in good Destruction groups during scenarios, tanks are quick to switch Guard; setting up a powerful rotation that can easily end up being mitigated by Guard isn't practical at all.
At best, it's good for sniping backline healers and forcing them to focus on self-healing—thereby reducing the healing output reaching the front line for your own melee DPS. But the terrain doesn't always allow for that. I believe a Skirmish build—which admittedly deals less overall ST damage but provides better general pressure—is usually better for helping your team advance.
It’s better to have a smaller burst that can be refreshed quickly and works in most situations (thanks to mobility and instant casts) than a massive burst that only works half the time.
Actually, I perform quite well regarding ST burst with my current gear, even though I’m not yet fully BiS; with Bullseye proccing and the SC bow, I’m at 70% crit. I haven't checked my exact armor penetration stat, but I have 500 Weapon Skill (softcapped BS ofc) plus % armor pen from my gear, along with the Keen Arrow tactic (which grants 15% on Lileath).
I plan to get the 4-piece Triumphant set to gain the Toughness debuff and Weapon Skill buff. That helps even more with ST pressure.
Honestly, it works really well; I could make a video to prove it if need be.
Anyway, beyond any technical debate, the most important thing for me is that—in my opinion—it’s the most fun build to play. I've tested all post patch ofc.
And too bad if it doesn't appeal to those who want more "optimized" scenario setups; let's be clear: I solo queue, I don't owe anyone anything, and I do what I want. When I see how little effort people put into scenarios—like a Swordmaster I saw recently who was chain-solo-queuing, never guarding anyone, and then insulting me when I politely pointed it out via private message...
That’s just one example among many, but it’s crystal clear that no one has any right to tell me what to do. hell no.
In reality you just slap your debuffs+hd from max range (yay, +range tactic...still worse than it was though) and then spam EE.
Still, if you are having fun playing like that - why not?
Re: SW builds after patch ? :)
You have reliable dps and burst by just spamming EE ? post patch ?Avernus wrote: Thu Sep 17, 2026 6:30 pmWhat FA? It's now just devs fantasy.Lescargo wrote: Thu Sep 17, 2026 4:59 pmI get better overall damage and a better ability to refresh my burst windows with this spec compared to Scout—or, worse, Assault.Spoiler:
Admittedly, Scout with Festering Arrow does allow for more significant ST pressure—I won't deny that—but while it works in certain situations, it can quickly become suboptimal if line-of-sight is tricky, or if—unluckily—Acid Arrow or Festering Arrow gets dodged or blocked, throwing off the entire rotation.
Plus, you often have to get closer to land the healing debuff (essential for taking down a target). Not to mention that in good Destruction groups during scenarios, tanks are quick to switch Guard; setting up a powerful rotation that can easily end up being mitigated by Guard isn't practical at all.
At best, it's good for sniping backline healers and forcing them to focus on self-healing—thereby reducing the healing output reaching the front line for your own melee DPS. But the terrain doesn't always allow for that. I believe a Skirmish build—which admittedly deals less overall ST damage but provides better general pressure—is usually better for helping your team advance.
It’s better to have a smaller burst that can be refreshed quickly and works in most situations (thanks to mobility and instant casts) than a massive burst that only works half the time.
Actually, I perform quite well regarding ST burst with my current gear, even though I’m not yet fully BiS; with Bullseye proccing and the SC bow, I’m at 70% crit. I haven't checked my exact armor penetration stat, but I have 500 Weapon Skill (softcapped BS ofc) plus % armor pen from my gear, along with the Keen Arrow tactic (which grants 15% on Lileath).
I plan to get the 4-piece Triumphant set to gain the Toughness debuff and Weapon Skill buff. That helps even more with ST pressure.
Honestly, it works really well; I could make a video to prove it if need be.
Anyway, beyond any technical debate, the most important thing for me is that—in my opinion—it’s the most fun build to play. I've tested all post patch ofc.
And too bad if it doesn't appeal to those who want more "optimized" scenario setups; let's be clear: I solo queue, I don't owe anyone anything, and I do what I want. When I see how little effort people put into scenarios—like a Swordmaster I saw recently who was chain-solo-queuing, never guarding anyone, and then insulting me when I politely pointed it out via private message...
That’s just one example among many, but it’s crystal clear that no one has any right to tell me what to do. hell no.
In reality you just slap your debuffs+hd from max range (yay, +range tactic...still worse than it was though) and then spam EE.
Still, if you are having fun playing like that - why not?
I tested this way and was from my perspective, meh, worse than FA builds.. at least FA brings bypass armor with corporeal dmg and that debuff by acid arrow under tactic. Combination of smoldering arrow with flame arrow under corp debuff + FA is melting targets when it's setup.
But again, you need to land acid arrow and FA for it. Now that being said, they just released next patch notes, and next FA should be able to cast on the move.
To me it reshuffling the cards, because main reason FA rotation is lame to setup was because you need to be static for it.
edit :
Here the crit FA build : scryTome Builder - Shadow Warrior
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