geezereur wrote: Tue Jun 16, 2020 12:55 am
Manatikik wrote: Tue Jun 16, 2020 12:39 am
Helba wrote: Tue Jun 16, 2020 12:27 am
Could you elaborate on the "3x stacked, 3x the damage" statement? because i simply dont understand it. Both the DoT's (Yer bleeding and broadhead arrow) ticks 6 times (over 15secs) if applied again to the same target by the same person within the 15 secs, the timer refreshes but doesnt stack. So I honestly dont understand what you mean here.
Please inform yourself before you go posting on the forums . BHA stacks up to 3x... Read patch notes.
waste 3 gcd to stack the dot it sucks
Knowthyself wrote: ↑Mon Jun 15, 2020 8:22 am
As I have already mentioned above glass arrow is the only improvement on ranged SW. Let me explain you the reasons :
Broadhead arrow change : Stackable 3 times - good dps when stacked but being cleansable just turns it to a complete waste of AP most of the time. Can be turned into aoe (let's do not forget that it has 20ft radious) with a tactic but it forces you to be in 65ft of your target(remember you are in light armor) and easy rp for the melee train (doesn't matter if you are guarded or not) + in a large scale fight what you have as a target from short range distance is only tanks (imagine a keep attack or defese or zerg vs zerg situation) and you get blocked and dodged enough before you can apply the second stack. So not really worth to being forced into 65ft.
Guerilla Training - Speed boost is good and if you are a stance dancer(I like to play it that way) the ap reduction somehow helps you to deal with glass arrow AP incrase.. but is it worth to a tactic slot when you have to already spend two of your tactic slots to cap ballistic and reach a considerable WS amount ?
Powerful Draw - %25 armor penetration sounds good on the tooltip but have you tried checking the difference it makes ? I did and it made me laugh.
Flame arrow : Still hits like a cotton ball after being correctly placed to skirmish tree in terms of dmg calculation and meh 65ft..
What do you lose further : Ranged KD on the move, Snare from 100ft, an insta ability in your rotation which actually not only had a considerable dmg amount but also range decrease on your target. Most of your insta cast abilities that you could have used to finish your target before like glass arrow, flanking show, flame arrow, take down.. are all limited to 65ft now. You only have rapid fire and most of the time you are limited in just stacking broadhead arrow and firing rapid fire.
So the only positive change is the glass arrow. Yes maybe it requires tunning down a little but the disadvantages I listed above for not one but different play styles should have looked into first.
With all that said, let me clear that I mainly play my rr84 SH and have a 70 SW as an alternative for when game gets bor'ng on destro side. It wouldn't make me happy to see these changes on SH at all albeit a similar ability to the mentioned "OP" glass arrow.
I wrote :YES THIS. People don't realize it takes 7.5 seconds. YES 7.5 seconds for the first tick of the Broadhead x3 to get its first damage tick. 3 GCD (1.5 sec each) and then another 3 seconds to get the first dmg tick. By this point in oRVR that **** is usually cleansed off and you have to reapply. You pretty much dump all your AP trying to get Broadhead x3 on someone while in close range for 7.5 seconds without any dmg. Pretty wack
but noooo SW so OP.
I dread the SH buff, more mSH topping dmg charts in city please. Christ.
(Copied from another thread with the same subject really.)