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Buffing the Shadow Warrior/What change would you like to see?

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Dabbart
Posts: 2251

Re: Buffing the Shadow Warrior/What change would you like to see?

Post#21 » Sun Feb 12, 2017 10:24 pm

@aquilon what point? Str only affects the parry via WS. So your "point" on not having enough str to bypass parry is ridiculous. Str doesn't affect parry from RR, equipment, tactics, dual wield, etc.

You can get plenty of STR. Super easily without breaking your build to be 100%melee based... so what's your point?
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Mystriss
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Re: Buffing the Shadow Warrior/What change would you like to see?

Post#22 » Mon Feb 13, 2017 6:03 am

First off I must say I've not played RoR SW much, been busy with modding my rig and writing a novel to get serious about it yet - hopefully I'll be back in game soon. That said, my input on the suggestions in here for what its worth:

Whirling pin self punt was the most rediculious thing to give us SW frankly, they never should have done that, it made zero sense in lore, nor in game play needs (basically they caved to crying scout stance primaries who didn't dance or move around.) If I had been less intrigued by melee combat (and a good fight) I would/could have been near untouchable; some of our skirmish SW in fact were. As an assaulter looking for a rush I didn't use it "properly," but even with my primary melee play-style it made it way to easy to defeat a single combatant... way to easy.

As far as the suggestion of bringing back minimum range goes I'd be a bit peeved. Minimum range makes assault primary pretty much nonviable and it's a huge dis-service to the 'spirit' of the SW's "jack-of-all-trades, master of none" status in Warhammer Lore. Frankly the AP disaster of playing assault primary and lack of toughness and gear for such a build makes it plenty hard to play, it doesn't need the additional handicap of min range shackles. If you're playing scout primary, it's pretty nasty due to the ability timers; you can get around it via dancing, sure, but if the SW's in RoR aren't dancing now, they will very likely rage quit over min range. I mean 99% of the whole "Shadow Warrior's suck" myth was due to minimum range, that's why it was gotten rid of in patch v1.3.6

Taking the stance requirement off Lileath's Arrow and Takedown is a seriously bad idea. You don't want to know what I could do with LA and TD in assault stance...

"allowing the assault SW the ability to go dual-wield - at the cost of having SIGNIFICANTLY weakened bow attacks/a 1minute CD (or so) on being able to swap to the bow" -- Personally, I completely reject this suggestion as that would wreck assaulter's who rely on DOT's from both bow and sword in order to do any significant damage, the damage on the bow is already nerfed by swapping BAL to STR is it not? As far as the 1m CD thing I think that would absolutely trash primary skirmish and scout who only use assault as an 'emergency' stance.


Random ramblings about builds and stats:

Not sure how it translates to RoR because I've been extremely lazy playing on RoR - been too busy modding my computer and writing a novel to get into it yet - but I found WS to be very important if you were serious about melee, more important than cranking STR over the low to mid 800s for sure.

When live went down I was running 832STR and 653WS (RR82ish) - 18point Assault/11point Skirmish I'd guess (maybe a bit less spent in Assault for dropping Swift Strikes.)

A bit dated here, but back when I was in the low RR60's on live I did an extensive series playing with Assault stance; I ran 996STR and 538WS - all the details of that (with training, stats, and videos) here: http://sexybootsrule.com/melee/index.html (Though I'd have to change some of the stuff I'd written and suggested during patch v1.3.3. A later patch neutered our damage and Lilath's Arrow came into being the answer to get through defenses. ie LA zerg buster; skirmish primary/low assault secondary - https://youtu.be/ZLoFdtgPgeQ )

By far my favorite all around build in the 60-80RR range was a Skirmish/Assault split which I ran from around RR74 until RR78 under patch v1.3.6 - gave me LA bomb for zerg and decent skirmish and assault single target. Best example video https://www.youtube.com/watch?v=vcluZXg ... F&index=26 but that build is in my Growing Up Sexy Boots videos 7.3 (RR73) through 7.8 (RR78), at RR79 I got bored and went primary assault/low skirmish secondary.

My Memories of SW life

Patch 1.3.6 was the hay day for SW's of all stances. RR80+ our damage was absolutely crap-holed by negligible penetration and there just wasn't anywhere else to get more WS or even crit into the build (gear or otherwise) - it seriously killed SW moral (some other classes too.) I lost my entire guild over it (all SW guild) For Scout players it was basically the end of the game. If you compare my deeps and scout playing at RR72 in patch v1.3.6 damage video https://youtu.be/5Ws4pfDITMI (which was my answer to SW's QQing that they couldn't do any damage without VoN & SA) to the beginning of this one https://youtu.be/sHDthjzXnss?list=PLBB0DF08233043B6F you can see just how devastating it was for scout deeps (and that was after months of retooling trying to make scout work.) Contrary to basically every game in the world, achieving RR80 was a very sad day for the vast majority of Sexy Boot's. :( Patch 1.4.4 attempted to fix that absolute disaster, but recovery was negligible for all but pro SW's (even some of the pros; I convinced some of my guildies to come back and they basically said 'too little, too late' :*( ) Sexy Boots are just tough to balance because nerfing Scout FA bombers trashes the other stances, buffing Skirmish and/or Assault damage makes Scout OP. It's just a very tricky class for devs to deal with...

Full List of Shadow Warrior Patches if anyone's interested:
Spoiler:
1.0.0 9/26/2008
1.0.1 10/2/2008
1.0.2 10/9/2008
1.0.3 10/15/2008
1.0.4 10/29/2008
1.0.4b 11/11/2008
1.0.5 11/18/2008

1.0.6 12/2/2008
* Point Blank: This ability will now correctly ignore Knockback and Knockdown immunity, as well as not trigger it.

* All Shadow Warriors have undergone significant changes and will need to reallocate their Career Mastery Points as a result.

* All stance abilities will now persist through death.

* Acid Arrow: The damage of this ability has increased. In addition, the buff icon for this ability will now display actual armor debuffed, instead of percent.

* Assault Stance: While in Assault Stance, all +Ballistic Skill on items is considered to be Strength as well. Additionally, the Assault Stance tooltip also now states that the stance grants Strength equal to your Ballistic Skill from items.

* Broadhead Arrow: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Draw Blood: The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other Damage over Time abilities.

* Eye Shot: The damage of this ability has increased.

* Fell the Weak: The damage of this ability has increased.

* Festering Arrow: The damage of this ability has increased. In addition, the hotkey for this ability will no longer light up when in Assault Stance.

* Flame Arrow: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Flanking Shot: The damage of this ability has increased.

* Glass Arrow: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Hunter's Fervor: The radius for this ability has been increased to match similar group-based effects.

* Rapid Fire: The damage of this ability has increased.

* Shadow Sting: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Skirmish Stance: The buff granted to the Shadow Warrior when in Skirmish Stance will now allow ranged auto-attack to fire while moving.

* Spiral-Fletched Arrow: The damage of this ability has increased.

* Takedown: The damage of this ability has increased.

* Throat Shot: The damage of this ability has increased.

* Vengeance of the Nagarythe: The cooldown for this ability has been reduced to 2 minutes. This ability can now be trained at rank 10.

* Whirling Pin: The cost of this ability has been decreased, the cooldown has been increased, and the ability can now be trained at rank 12.

1.1.0a 12/11/2008
~ Kobs/BG release

Hot Fix 12/17/2008
* CC Immunities added to Point Blank

* CC Immunities added to Instill Fear

* CC Immunities added to Vision of Torment

1.1.0d 12/19/2008
1.1.1 2/3/2009
1.1.2 2/22/2009

1.2.0 3/3/2009
~ Slayer/Choppa release

* Concealment: This ability's tooltip will now show the correct duration of the effect.

* Hail of Doom: This ability will now correctly do damage for the entire time that it channels.

* Centuries of Training: The damage done by this ability has been increased. The damage done will now be Spirit damage, affected by the target's resists, which will not be increased by stats and cannot critically hit.

* Assault Stance: The Strength and Weapon Skill bonuses from Assault Stance will now stack with other Strength and Weapon Skill bonuses.

* Install Fear: The tool tip will now correctly list the radius of this ability.

* Outrider Patrol: This ability's tooltip will now show the amount of damage done.

* Split Arrows: You can now hit keep doors with Spiral-Fletched Arrow while this Tactic is slotted.

* Steady Aim: This ability's tooltip has been updated to better reflect what this ability affects.

* Takedown: This will now work correctly when the target has Root immunity (Freedom).

* The bonuses from Scout, Assault, and Skirmish Stance will now stack with other bonuses.

* Eye Shot: This ability can now be used while moving.

* Fell the Weak: The build time for this ability has been reduced to 0 seconds, but the cost has been increased.

* Smoldering Arrow: The amount of damage added to Flame Arrow by this tactic has been increased.

* The Invader Set belts for the Squig Herder and Shadow Warrior featured a smaller than intended Range bonus. The value of this bonus has been increased to +120.

Hot Fix 3/5/2009
* Takedown: This ability will now reduce the targets run speed by the correct amount.

Hot Fix 3/11/2009
* Keen Arrowheads: This Tactic will once again extend the duration of Takedown's snare.

1.2.1 4/16/2009
~ Introduction of Medallions to purchase armour

* Enchanted Arrow: The damage for Flame Arrow and Festering Arrow will now be correct when this Tactic is slotted.

1.3.0 6/16/2009
~ LotD released

Hot Fix 6/22/2009
* Bullseye: This Tactic will once again function correctly. Note that the tactic will need to be un-slotted, then re-slotted to begin working again.

Hot Fix 6/23/2009
* Enchanted Arrows: Fixed a bug that prevented Flame Arrow and Festering Arrow from bypassing resistances.

1.3.0b 7/22/2009
* The following abilities have had their radius reduced: Distracting Rebounds, Hunter's Fervor, Instill fear, Outrider Patrol, Penetrating Arrow, Rain of Steel, Whirling Pin, and Whirling Rage.

* Barrage: This ability's cost and damage have been reduced, and its build time removed. The ability will now hit all players in a line in front of the player.

* Flame Arrow: This ability's cost and damage have been reduced, and its build time removed.

* Glass Arrow: This ability's cooldown has been reduced, and its damage-over-time component removed. This ability is now a target-area-of-effect direct damage.

* Lileath's Arrow: This ability's radius, width, and damage have been reduced.

* Smoldering Arrows: This ability's bonus damage to Flame Arrow has been reduced.

* Split Arrows: This ability's radius has been reduced. Spiral Fletched Arrows will now do 30% less damage when this Tactic is slotted.

* Sweeping Slash: Reduced the ability's radius and damage, and increased the cost.

* Bullseye: This Tactic will now correctly proc.

* Keen Arrowheads: The duration of the snare on the ability "Takedown" will now upgrade properly with this Tactic slotted.

1.3.1 8/18/2009
* Bullseye: Fixed a bug in which some abilities would not trigger the effects of this Tactic.

* Leading Shots: Fixed a bug in which some abilities would not trigger the effects of this Tactic.

* Takedown: Snare can now be removed by abilities that remove snare. Additionally, this ability will now do damage when the target is immune to snares.

Hot Fix 8/26/2009
* Bullseye: Fixed an issue which prevents this Tactic from working properly.

1.3.2 10/15/2009
~ New User Journey Introduced

* Due to the nature of the changes in this update, all Shadow Warriors have had their Mastery and Renown abilities refunded.

* Enchanted Arrows: This Tactic is now available seven steps into the Path of the Scout.

* Exploit Weakness: The stun on this ability has been converted into a knockdown.

* Instill Fear: This Morale ability will now deal point-blank area-of-effect damage and stagger the affected targets.

* Leading Shots: This Tactic is now available at Rank 37.

* No Quarter: This Tactic has been redesigned, and now decreases the build time and increases the Action Point cost of Eagle Eye. It is now available three steps into the Path of the Scout.

* Opportunistic Strike: This ability's damage has been increased, and the disarm duration has been reduced.

* Throat Shot: The duration of this ability's silence effect has been reduced.

* Blood Soaked War: This Tactic will now work properly when multiple targets are killed.

* Leading Shot: This Tactic will now work correctly with ranged attacks.

* Takedown: The animation for this ability will now play correctly.

1.3.3 12/2/2009
~ Underdog System Introduced

* Fixed numerous tooltip related issues.

* Flame Arrow: Fixed an issue that prevented the Area-of-Effect portion of this ability from going through the proper defense checks.

* Glass Arrow: Fixed an issue that prevented the Area-of-Effect portion of this ability from going through the proper defense checks.

1.3.4 2/2/2010
~ Emblems for weapons introduced

* Flanking Shot: The build time has been removed from this ability.

* Fixed issues with various tooltip descriptions.

* Acid Arrow: The debuff from this ability is now classified as an Ailment.

* Enchanted Arrows: Fixed an issue in which this tactic would not reduce resistances properly for Flame Arrow and Festering Arrow

* Flame Arrow: Fixed an issue in which this ability would deal the incorrect amount of damage with the tactic "Enchanted Arrows" slotted.

1.3.5 5/18/2010
* Swift Strikes: Fixed an issue in which this ability would not always play the hit effect and sound.

* Barrage: Fixed an issue that prevented the arrow animation of this ability from being seen by the player.

* Assault Stance: The armor buff from this ability will now always be exactly equal to the player's total armor from items. This fixes an issue in which the player's armor value would be increased by 100% after armor debuffs were calculated.

1.3.6 8/16/2010
* Expert Skirmisher: This Archetype Tactic has been redesigned and will now reduce cast times when under 20 feet from your target.

* Due to the nature of the changes in this update, all Shadow Warriors have had their Mastery and Renown training refunded.

* Minimum range has been removed from all abilities.

* Assault Stance: When in this Stance, the Shadow Warrior will now also gain Melee Power equal to their Ranged Power from items, and Melee Critical chance equal to their Ranged Critical chance from items.

* Charge Forth: This Tactic has been renamed to Powerful Draw, and will now increase the range of Skirmish abilities.

* No Respite: This Tactic is now available at seven points into the Path of Assault and will now increase damage when under 45 feet from your target.

* Sinister Assault: This Tactic is now available at three points into the Path of Assault.

* Broadhead Arrow: Fixed an issue with this ability where it was unable to be defended against.

* Draw Blood: Fixed an issue with this ability where it was unable to be defended against.

* Shadow Sting: Fixed an issue with this ability where it was unable to be defended against.

** Unconfirmed by Mythic patch notes, but it is said that armor debuff procs from weapons (Hallowed Memories, etc) no longer stack with Acid Arrow.

1.4 11/18/2010
~ oRvR changes introduced
~ Playable Skaven introduced
~ RR100 introduced
~ RR81-100 stat scaling introduced

* Due to the nature of the changes in this update, all Careers have had their Mastery and Renown training refunded.

* All Passive Renown abilities are now available to purchase from the start. Each Renown ability can have up to 5 levels of effectiveness. Each level requires the previous level to be purchased.

* New Active Renown abilities are now available along with "Resolute Defense." Each Renown ability can have up to 3 levels of effectiveness. Each level requires the previous level to be purchased and the initial purchase requires Renown Rank 20.

* Players that have purchased the Progression Pack will find that their Renown gain has been boosted for Renown Ranks 0-80.

* Players will gain a +1 Bonus to All Mastery Levels at level 84, 88, 92, 96, and 100.

* Fixed an issue where applying a Damage-over-time ability immediately after using a Detaunt ability on your target would not correctly remove the Detaunt Ability.

1.4.2 4/19/2011
* Distracting Shot: This ability can no longer be activated while under the effects of a silence.

1.4.3 6/21/2011
* Due to the nature of the changes in this update, the Shadow Warrior Career has had their Mastery and Renown training refunded.

* Bullseye: This tactic is now available at rank 35.

* Instinctive Aim: This tactic is now available at rank 33. The tactic increases Strength, Ballistic Skill, and Weapon Skill; while reducing Toughness.

1.4.4
* Whirling Pin will now snare targets in a Point-Blank Area of Effect and knock the Shadow Warrior directly back. The knock back requires that you hit a target with the snare. This ability will cost 0 Action Points. You will not be able to fire it without enemies around.

* Fixed an issue in which Festering Arrow and Brutal Assault were not correctly processing damage. You'll see a slight increase in base damage, but not damage gained from stat.

* Vengeance of Nagarythe will no longer interact with abilities. The cooldown will be 30s and provide a 25% boost to damage dealt for 10s.

* Fell the Weak will gain a base damage increase.

* Flanking Shot will no longer interact with Vengeance of Nagarythe. The chance to deal critical damage with this ability will scale based on your target's health. For example; if your target is at 14% health, your chance to deal critical damage will be increased by 86%.

* Takedown will no longer interact with Vengeance of Nagarythe. This means it will no longer knock down targets.

* Glass Arrow received a complete redesign. It will now deal damage to a single target and reduce the range of their abilities. It will reduce the range to 75% of the intended range(including their positive modifiers). For clarification, range is the distance in which the ability will fire on the target and is not to be confused with radius.

* Eye Shot will knock down the target for 3s and the cool down is 20s. Initiative buff stays the same. No Keen Arrows interaction to increase the Knock down duration. Right now it is going to remain Skirmish only.
As a note I've got close to 80 Shadow Warrior videos in every build up on my YouTube channel from WAR live if anyone wants to watch an (mostly assault spec) SW be suicidal :P - https://www.youtube.com/channel/UCbWtlz ... TKuOxAxw4A

I might recommend my Booties playlist for new SW players, I was attempting to play a SW "like you really should" with stance dancing and using all the classes abilities - Alas they shut the server down before I got into tier 2, but it's still a decent showing. Also note that series was done with minimum range on SW's.

TIP for stance dancing because I agree it's 100% needed if you're going to get serious about playing Sexy Boot's: I've always used only two keybinds for stance switching, by putting the stances on your action bars they swap with your dance. (IE when you're in scout, your action bar has skirmish and assault on it, in Assault your action bar has skirmish and scout on it, this prevents accidentally putting yourself stanceless and conserves your keybinding requirements for dancing.) Also note, dancing via point n click is near impossible heh Secondary note, L2Strafe probably the single most important change I made to improve my play style.
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lastalien
Posts: 456

Re: Buffing the Shadow Warrior/What change would you like to see?

Post#23 » Mon Feb 13, 2017 6:21 am

All right SW play always at least 2 stances (Scout/As, Scirm/As, As/Scirm). It is interesting to recall all of the patches.
The local administration bombed by the SW and RDD in general, so the changes are mainly negative.
Petitbras (SW), Threeend (BW), Arrgoor (SL), Popovich (KoTBs), Semenich (Eng), Ancle (WP), Lastalien (WL), Alienessa (AM)

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Elftwin95
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Re: Buffing the Shadow Warrior/What change would you like to see?

Post#24 » Mon Feb 13, 2017 7:35 am

Thank you Mystriss for showing me that information, I will have to try out your stance theory, what keybinds do you use? What is L2strife by the way?
Eldoir Duskoath SW 40/71 Shadowmaster of the Eternal Host

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roadkillrobin
Posts: 2773

Re: Buffing the Shadow Warrior/What change would you like to see?

Post#25 » Mon Feb 13, 2017 10:15 am

Imo SW (and SH) needs some kinda bonus for switching between melee and ranged.They were both designed to be hybrid archetypes and they should be as effective as mdps as they are as rdps if they spec like that. Imo, the problem is the limitation of tactic slots. I think Assault Stance/Squig Armor should have its own seperate tactic bar that switches automaticly when the stance is activated nomather if you're in combat or not.
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saupreusse
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Posts: 2483

Re: Buffing the Shadow Warrior/What change would you like to see?

Post#26 » Mon Feb 13, 2017 10:43 am

The tactics are the biggest problem imo. Take all the (more or less neccessary) tactics for melee and congratulations! You just crippled your rdps to an extend where it just cant compete with any other rdps in a competitive environment. Sw will never be a 100% melee so you need dmg output both on your ranged but also on your melee skills and right now you can only choose between one of these two (maybe its just our low lvl equipment but on live this somewhat worked a bit better). Also i still couldnt find out why i would stay in scout. besides a dull festerbomb every 2 minutes it hits like a wet noodle.
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Bozzax
Posts: 2624

Re: Buffing the Shadow Warrior/What change would you like to see?

Post#27 » Mon Feb 13, 2017 10:58 am

Mebbe stance switching that change archetype should be allowed linked 2nd tactic sets?
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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OgiWanBG
Posts: 85

Re: Buffing the Shadow Warrior/What change would you like to see?

Post#28 » Mon Feb 13, 2017 12:05 pm

Isn't it possible to make bows 2H weapons ?
I would adjust/slight increase the dmg of SFA or make SW's Skirmish stance not so WS dependent.
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peterthepan3
Posts: 6509

Re: Buffing the Shadow Warrior/What change would you like to see?

Post#29 » Mon Feb 13, 2017 12:14 pm

Mystriss wrote: Whirling pin self punt was the most rediculious thing to give us SW frankly, they never should have done that, it made zero sense in lore, nor in game play needs (basically they caved to crying scout stance primaries who didn't dance or move around.) If I had been less intrigued by melee combat (and a good fight) I would/could have been near untouchable; some of our skirmish SW in fact were. As an assaulter looking for a rush I didn't use it "properly," but even with my primary melee play-style it made it way to easy to defeat a single combatant... way to easy.
If you are playing a melee SW, you lack any escape tools. The movement a melee train is on a WE/WH, they can self punt; a DPS DOK/WP can aoe punt; a Choppa/SL/WL/Mara can charge away. A melee sw? Disarm/KD (potentially wasting CC) and hope for the best. Whirling Pin is a welcome addition to melee SW/SH.

Defeating a single combatant (solo roaming/1v1) has no bearing on balancing a class around group play.

As far as the suggestion of bringing back minimum range goes I'd be a bit peeved. Minimum range makes assault primary pretty much nonviable and it's a huge dis-service to the 'spirit' of the SW's "jack-of-all-trades, master of none" status in Warhammer Lore. Frankly the AP disaster of playing assault primary and lack of toughness and gear for such a build makes it plenty hard to play, it doesn't need the additional handicap of min range shackles. If you're playing scout primary, it's pretty nasty due to the ability timers; you can get around it via dancing, sure, but if the SW's in RoR aren't dancing now, they will very likely rage quit over min range. I mean 99% of the whole "Shadow Warrior's suck" myth was due to minimum range, that's why it was gotten rid of in patch v1.3.6
Not sure anyone proposed bringing back the minimal range thing. I agree with you on that.

"allowing the assault SW the ability to go dual-wield - at the cost of having SIGNIFICANTLY weakened bow attacks/a 1minute CD (or so) on being able to swap to the bow" -- Personally, I completely reject this suggestion as that would wreck assaulter's who rely on DOT's from both bow and sword in order to do any significant damage, the damage on the bow is already nerfed by swapping BAL to STR is it not? As far as the 1m CD thing I think that would absolutely trash primary skirmish and scout who only use assault as an 'emergency' stance.
Note: the X second CD (30/60/whatever) would ONLY pertain to those SWs who had invested in the tactic. Given that, as per what I proposed, said tactic would be moved really high up in the Assault tree and, thus, only really be taken by dedicated melee SWs, it would have no bearing on Skirmish/Scout and the CD would remain the same for them. In retrospect, the ranged damage is already gimped somewhat while in Assault stance (as you said), but I just thought that if we are to make the melee SW viable in melee range, then at the very least it ought to have a CD on its stance-swapping potential (ONLY those Assault SWs who have the tactic)

The idea of the SW being a jack of all trades is nice and all, but does't really translate well into competitive group play. Noone is saying that the SW shouldn't be utilising their stance-dance mechanic (same with Marauder), but if Assault SW is to be made viable (as it stands now, it is gimmicky and only useful for M2+Whispering Winds bouts/solo killing - lacks survivability, too, as you said, especially with the ws/str tactic), the other specs must not benefit.
sau wrote:The tactics are the biggest problem imo. Take all the (more or less neccessary) tactics for melee and congratulations! You just crippled your rdps to an extend where it just cant compete with any other rdps in a competitive environment.
But isn't that the idea of going melee? You give up a lot of your ranged potency/utility (leading shots, for example), to get dual-wield, access to some new inherent buffs, and the aesthetic appeal? You'll never be AS good as a MDPS, but there's no reason why you can't function as one - allthewhile bringing ranged potential, should you need to use it. I mean if we want Assault to be viable, then there must be restrictions on its synergy with other specs (moreso than Scout and/or Skirmish synergy, given the archetypal difference between Scout/Skirm and Assault)
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lastalien
Posts: 456

Re: Buffing the Shadow Warrior/What change would you like to see?

Post#30 » Mon Feb 13, 2017 12:28 pm

Main problem for Assault SW is AP. Developers need to solve this problem for a successful change Assault stance. This may be a decrease in the number of AP on mele skills, or other way for change - full transfer of Range Critical chance to mele.
I think it's a good idea - to recycle detaunt - aoe detaunt w/o additional AoE tactics for assault stance.
Petitbras (SW), Threeend (BW), Arrgoor (SL), Popovich (KoTBs), Semenich (Eng), Ancle (WP), Lastalien (WL), Alienessa (AM)

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