Reasonable enough, even though I personally would spec differently as 72ft really isn't enough assisting on a BW or two for example.lastalien wrote:72f heal debuff is enough most time (SC, RVR) with scout 10% distance bufflefze wrote:
I appreciate that you don't just theorize. But one big question I have for you is, why do you value 20% crit over a HUGE boost to kiting and a 50% healdebuff? I just can't see any logic to why it would perform better in practice, outside of shooting at pugs from a keep wall, and is this what the spec should be balanced around? Personally I would take PD+healdebuff over 35% reduced ap cost or bullseye any time. And with the other choices available it's not even a big sacrifice.
Clever recover>Replenishing strikes most of the time. Situational, but the dodge these days is pretty crazy. Anyways, with either of the three tactics, proper supports with various ap tactics, auras, runes or whatever+pots the difference between the choices is limited. In addition Hunter's fervor accounts for something. But again, if the balance of the spec is purely based on shooting pugs as a solo or duo I can see the tactic having SOME use, but I don't believe this should be the case.
What I forgot to mention in the last post though, is that I also think that NQ should be worked on with ap costs in mind. If anything, it should reduce the cost of eagle eye by a reasonable amount. Either this or the base cost of eagle eye should be lowered by whatever amount NQ increases it by, 40 ap per cast is plenty. Now I don't remember the exact changes to the tactic off the top of my head, but the ap cost is pretty significant without group support.
http://www.ror.builders/career/shadow-w ... ,3952,3951
20% crit more then PD for scout EE spec![]()
CR > RS when use lilith, for direct skill - RS better. But GT better then both.
But this also is an issue with a range buff, now that I think about it you definetly won't need to take PD if the range is increased by an additional 50ish%. If you want the range increase to apply to any available skirmish skills aswell, I'm gonna say I'm definetly against anything increasing range. I gave a few examples earlier, and this would pretty much enable a scout to spec for everything available at the same time. I don't think this should happen, and believe eagle eye spam and hard hitting festers should be kept separate, and especially if ap issues are fixed in addition to increasing range it would be broken.
At RR70 several issues arise though, it's simply impossible to find a balanced solution the second that one last mastery point is introduced. At RR60 2 sec resist bypassing fester can't really be combined with eagle eye spam and healdebuff with changes discussed, but at RR70 you can take everything. So a new proposal should probably be made, but one solution I can think of is to introduce a cooldown to eagle eye as a drawback to any changed tactic or enchanted arrow. To keep Guerilla training, if anyone decides it's worth keeping afterall, a change could look like this: NQ switched with Guerilla training in the tree, additionally decreases cast time of FA. Enchanted arrow keeps current functionality, but slotting it gives eagle eye a x second cooldown. Ap costs of eagle eye can also be tweaked if needed in combination to this. Anyways, I much prefer any change in the whole thread really, over a range buff, especially if it just lets scout spec everything in the tree and use everything from 150ft, in addition to healdebuff range getting buffed.