Since when can you parry arrows?
- CountTalabecland
- Posts: 1026
Re: Since when can you parry arrows?
Hey on the brightside, if SW is so bad, maybe all those pugs will put down the bows and pick up a staff as a healer
Brynnoth Goldenbeard (40/80) (IB) -- Rundin Fireheart (40/50) (RP) -- Ungrinn (40/40) (Engi)-- Bramm Bloodaxe (40/83) (Slayer) and a few Empire characters here or there, maybe even an elf.
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- sharpblader
- Posts: 302
Re: Since when can you parry arrows?
Sounds like a l2p issue.Husti wrote: Mon Aug 30, 2021 4:39 am Is that new?
For me that is the final nail in the coffin for SWs.
How are we supposed to fight WEs, Maras, Choppas let alone all these tanks when they all have high parry, dodge, M1 immunity to ranged damage, high armor, high health and maybe even guard? They also have incredible gap closers on top of that. The balance has shifted so much in favor of melees, it's not fun anymore.
A ranged SW should have good chances to win when they see a solo mdps first and is at range. We are far away from that. WEs vanish, Maras, Choppas have pulls, charge, break snare, and knock downs and a lot more to either attack or get out and now they even evade/parry a large portion of the attacks.
Where is my m1 to be immune for 7s to melee while still being able to attack? That is such an IWIN button for mdps in small encounters.
SWs and engis are dead as they can be.
The only time I saw ranged attacks being parried was when they changed throw ability modifier from BS to Str. Don't think this is the case anymore. Do some tests and see if what you claim is repeatable.
Know that If enemy out gears you, there's a high probability you will lose.
Practice by learning to use your cds better. You should know and anticipate when the enemy will use their M1 and other important cds by setting up your buffhead to show them. Here's the list:
viewtopic.php?f=66&t=17466
Just a few pointers:
If mdps is charging at you try to stun them when they don't have m1 up. If you can't stun for whatever reason, flee -> AP pot -> resume strafe kite. You have to be quick here because most melees can either pull you or jump on you when they're at 40-65 feet from you.
Learn the difference between tank snare cleanse and mdps snare cleanse. Mdps remain immune to snares for 10 seconds while tanks can usually cleanse only once every minute (unless using juggernaut tactic). If you time your whirlwind slow and ranged slow correctly, you can kite melee infinitely.
Charge has a weakness. It dispels if the charger uses any other ability.
WEs can't slow you (outside pounce and SS) if you don't show them your back. When they vanish it's usually a good idea to flee AP pot. Dot dmg will not prevent them from re stealthing.
De-taunt at the right time. Choppa turned big and nasty looking? His stun is coming soon or he's gonna do some big dmg. Mara used armor debuff + dmg increase? Enemy mdps has M1 up? Good idea to de-taunt here if you're unable to outrange them.
Efficient cd management will take some time to execute but will take your gameplay to the next level. Unfortunately, it's something we tend to neglect in large scale battles.
Re: Since when can you parry arrows?
Finally an experienced SW shows up and tells it like it is.Thorondir wrote: Mon Aug 30, 2021 10:29 pm First of all, are you sure it was a ranged attack that was parried? Is it possible that it was a parry of your auto attack? If mdps gets into melee range, your auto attack switches to melee from ranged.
Hmmm.... Anecdotally, I just did a pug City yesterday with 7 SWs.Husti wrote: Mon Aug 30, 2021 9:34 pmThat's in general true. However, if certain classes are "unwanted, unwelcome or undesired" in city endgame, like it currently is for SWs and Engis, then these classes are by definition bad in that game mode, because "bad" means "unwanted, unwelcome or undesired". If they are bad in group vs group as well (see ranked) and even bad in 1:1, what's left then? They are overnerfed classes.EuphoricAnguish wrote: Mon Aug 30, 2021 5:41 pm
Just because one class is preferred over another doesn't mean the lesser preferred class is "bad."
People still rolling them a lot because of concept, or lore, or into or because they don't know better.
What do you think happens to these players? They either reroll or leave. There is something wrong with the game when that happens. It's also bad for the population of the server. The population is dropping, that's a fact. When people can't play the classes they like because they are unwanted or just don't perform, then it's bad for everyone in the end. When they are not wanted in city engame - which happens like twice a day - they are not able to progress in gear and give up. Most of them have to queue solo because they can't get a group because they don't have the gear and are seen as weak link. Then they are thrown in pug wbs together with all the other SWs and Engis and WHs that couldn't get a group. It's the worst possible experience you can give to - especially new - players.
In a ranged ST spec, SWs perform pretty badly outside of killing pugs. Outside of BHA spam in a fort, the AOE is also pretty bad too.
Honestly, the class is a mess of changes and nothing works very well together anymore. Glass arrow is an AP sucking, DPS reducing joke. 65 ft Shadow Sting puts the class back to its broken launch state. Even when the RKD was tied to a 2 minute VoN cooldown, at least it could be used on the run.
SW will always be a popular class, however, its place in the current pecking order of DPS certainly doesn't warrant it.
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