Re: Shadow Sting; The controversy
Posted: Mon Dec 28, 2015 8:05 am
Is there a reason why the least powerful order class is being nerfed? Time and Time again? Why is the SH being allowed to be the only viable ranged class in the game?
Warhammer Online
https://returnofreckoning.com/forum/
Are you purposely leaving out the range buff SH's get with pet?Torquemadra wrote:Rotten arrow - 65ftdrmordread wrote:obviously you never played a SH.magter3001 wrote:Most incoming heal debuffs in the game require 9 points... I doubt this makes SWs gimp all of a sudden. Take note that SWs do good damage and have a 3s range knockdown. If you're talking about group play, they bring more than what SH can bring. :/
They have all of the above SW abilities AND a 110 foot range compared to sw 85 foot AND continious burst damage from spike squig that is way too OP.
So .... tell me again why SW needs a nerf?
EDIT: WE heal debuff is 6 pt as are others as well, not 9
Shadow sting - 65ft
Which abilities run at 110 for sh and 85 for sw?
Also bringing in mdps hel debuffs... why dont we bring up the WLs which requires 14?
drmordread wrote:obviously you never played a SH.magter3001 wrote:Most incoming heal debuffs in the game require 9 points... I doubt this makes SWs gimp all of a sudden. Take note that SWs do good damage and have a 3s range knockdown. If you're talking about group play, they bring more than what SH can bring. :/
They have all of the above SW abilities AND a 110 foot range compared to sw 85 foot AND continious burst damage from spike squig that is way too OP.
So .... tell me again why SW needs a nerf?
EDIT: WE heal debuff is 6 pt as are others as well, not 9
Love how destro seem to positively forget all the abilities of the pets and not even counting the additional damage they do and how they can follow a target while the SH takes a nap.istvar wrote:drmordread wrote:obviously you never played a SH.magter3001 wrote:Most incoming heal debuffs in the game require 9 points... I doubt this makes SWs gimp all of a sudden. Take note that SWs do good damage and have a 3s range knockdown. If you're talking about group play, they bring more than what SH can bring. :/
They have all of the above SW abilities AND a 110 foot range compared to sw 85 foot AND continious burst damage from spike squig that is way too OP.
So .... tell me again why SW needs a nerf?
EDIT: WE heal debuff is 6 pt as are others as well, not 9
how about 15% crit tactic and ranged knockdown....where's the squigs version of that?
u realise that just putting a knight and SW into one grp grants your whole grp more crit than you can get off gear and max renown points on destro side, right???
-15% crit is a tactic and takes up a tactic slot. When used it gimps the SW and makes them practically useless as dps.istvar wrote:so having to rely on a buggy pet is worth more than 15% crit chance for your grp and a ranged knockdown in your books???
Silver, please, we all know that u like to troll people and cry a river about mobile classes like SW and AM.SilverWF wrote:If SH in T3 is stronger than your SW - you are doing something wrong, then.
Thy to ask JIZ for advice - maybe, he will help you.
You all? Who?daniilpb wrote:Silver, please, we all know that u like to troll people and cry a river about mobile classes like SW and AM.SilverWF wrote:If SH in T3 is stronger than your SW - you are doing something wrong, then.
Thy to ask JIZ for advice - maybe, he will help you.
So please, don`t.