[BW] Improving the Single Target capability.
Posted: Fri Apr 13, 2018 6:53 pm
Identify an issue:
Underperforming of Single Target BWs due to not so recent changes has been known to majority of us. As the game is balanced around group vs group play then well, this class is in it's laughable state. Outside of RvR bombing and targeting solo players, BW is negated in every single aspect.
Explain why it's an issue:
High disrupt rates, drastically decreased damage calculations through guard, ease of cleanse of crucial dots/debuffs nullifies every BW when facing groups. Class has access to one or two basic rotations, and afterwards lacks the "fuel" to keep the damage going through. Before, class was admired by straight upfront damage, whilst the rest of the group provided the crucial utilities that BW lacks, like reliable heal debuff, cc, stat decreasers.
Currently, it's out of the role - as high damage has huge trouble passing through. Combining that with no followup tools after rotation makes the class extinct in ST regard. Additionally, incineration tree on it's own without the dot tree addition is weak, thus forcing only one build as ST dps.
Propose a viable solution to the problem:
In order to increase viability of incineration tree and commitment to it I propose to change the dead skill and tactic duo, which is:
- Burning iron - deal x corp damage while removing 50ap from target. 1s cast, 20s cd.
Its damage tooltip is way too low, lower then seer. Even if you are running the ignition tactic (that reduces target corp resist), damage is still less then average, combining that with absurdly high cooldown, makes this skill dead in my eyes.
- Draining burn - Tactic, that increases Burnings iron tooltip up on par with Seer, whilst restoring 50ap to yourself.
Well, that's lacking, a true dead tactic. There's no justification to run it. Cooldown stays the same, a slight damage increase each 20s is not worth it.
Now, the new changes I propose:
Solution 1:
- Burning iron is now an Ailment, that lasts 15s, has a 30s cd. It's now a DoT (damage portion stays), that in its base form cause target to lose 10% disrupt chance.
- Draining burn - The tactic now says: Burning Iron while casted adds 15% disrupt strikethrough to you. Disrupt strikethrough affects only incineration tree.
Now the addition of the tactic twists things a bit. It improves the ability to hit with somewhat stationary and long casting spells of Incineration tree.
Counterplays: It can be disrupted (most often that will happen), cleansed, losing LoS (when you see that significant debuff on you). With a 30s cooldown that is still leaves a small uptime of it, additionally when regarding those simple counterplays.
Solution 2:
Burning iron is now a 15 point ability in incineration tree. It is now a self buff that lasts 15s, 30s cd, can be shattered that says:
Each time an enemy disrupts your direct damaging skill from incineration tree, his disrupt chance will be decreased by 3%, and your disrupt strikethrough by 5%. Effect can be stacked up to 3 times for a total decrease of 10% disrupt chance, and increase of disrupt strikethrough by 15%. Effect cannot be cleansed. Disrupt strikethrough affects only incineration tree
The burning head M4 is swapped into Immolation tree, and Wall of Fire M4 from there is now a core M4. Placing burning head as core moral, or into conflagration tree would be too dangerous to the overall RvR and AoE balance.
By placing it up to 15 point, it closes a lot of choices, even for a 70rr player. You can't have everything, or majority of skills that one wants. You need to invest into it and change your playstyle.
In order for it to work it requires a disrupt from direct damaging skill of incineration tree. That is still a big drawback, especially when skills are either hard casted, or have significant enough cooldowns - FBB 13s, Nova 10s.
Flashfire helps, but it isn't up permanently. In order to get flashfire procs you need to "search" for disrupts that you need at this moment, so by spamming fluff AoE skills like detonate, one tick of RoF, Choking Smoke. By doing so you're not the dps that pressurizes the enemy, but plays a small minigame of "lets proc that as often as I can while not killing people".
Also there's huge drawback by doing so, staying in 80ft range, stationary, leaves the BW to all kind of typical shenanigans, of mara doing two steps forward and pulling, snaring from SH, getting nuked by other rdps, staggered by zealot or magus etc etc.
One that could potentially rise the stacks fast is fireball barrage, it strikes 3 times. When lucky (or unlucky I'd say), it may provide stacks quick. But, as written above, 80ft range makes you super vulnerable.
First version of the proposal had a few more tweaks, but after discussion it was too much. Thanks for reading.
Underperforming of Single Target BWs due to not so recent changes has been known to majority of us. As the game is balanced around group vs group play then well, this class is in it's laughable state. Outside of RvR bombing and targeting solo players, BW is negated in every single aspect.
Explain why it's an issue:
High disrupt rates, drastically decreased damage calculations through guard, ease of cleanse of crucial dots/debuffs nullifies every BW when facing groups. Class has access to one or two basic rotations, and afterwards lacks the "fuel" to keep the damage going through. Before, class was admired by straight upfront damage, whilst the rest of the group provided the crucial utilities that BW lacks, like reliable heal debuff, cc, stat decreasers.
Currently, it's out of the role - as high damage has huge trouble passing through. Combining that with no followup tools after rotation makes the class extinct in ST regard. Additionally, incineration tree on it's own without the dot tree addition is weak, thus forcing only one build as ST dps.
Propose a viable solution to the problem:
In order to increase viability of incineration tree and commitment to it I propose to change the dead skill and tactic duo, which is:
- Burning iron - deal x corp damage while removing 50ap from target. 1s cast, 20s cd.
Its damage tooltip is way too low, lower then seer. Even if you are running the ignition tactic (that reduces target corp resist), damage is still less then average, combining that with absurdly high cooldown, makes this skill dead in my eyes.
- Draining burn - Tactic, that increases Burnings iron tooltip up on par with Seer, whilst restoring 50ap to yourself.
Well, that's lacking, a true dead tactic. There's no justification to run it. Cooldown stays the same, a slight damage increase each 20s is not worth it.
Now, the new changes I propose:
Solution 1:
- Burning iron is now an Ailment, that lasts 15s, has a 30s cd. It's now a DoT (damage portion stays), that in its base form cause target to lose 10% disrupt chance.
- Draining burn - The tactic now says: Burning Iron while casted adds 15% disrupt strikethrough to you. Disrupt strikethrough affects only incineration tree.
Now the addition of the tactic twists things a bit. It improves the ability to hit with somewhat stationary and long casting spells of Incineration tree.
Counterplays: It can be disrupted (most often that will happen), cleansed, losing LoS (when you see that significant debuff on you). With a 30s cooldown that is still leaves a small uptime of it, additionally when regarding those simple counterplays.
Solution 2:
Burning iron is now a 15 point ability in incineration tree. It is now a self buff that lasts 15s, 30s cd, can be shattered that says:
Each time an enemy disrupts your direct damaging skill from incineration tree, his disrupt chance will be decreased by 3%, and your disrupt strikethrough by 5%. Effect can be stacked up to 3 times for a total decrease of 10% disrupt chance, and increase of disrupt strikethrough by 15%. Effect cannot be cleansed. Disrupt strikethrough affects only incineration tree
The burning head M4 is swapped into Immolation tree, and Wall of Fire M4 from there is now a core M4. Placing burning head as core moral, or into conflagration tree would be too dangerous to the overall RvR and AoE balance.
By placing it up to 15 point, it closes a lot of choices, even for a 70rr player. You can't have everything, or majority of skills that one wants. You need to invest into it and change your playstyle.
In order for it to work it requires a disrupt from direct damaging skill of incineration tree. That is still a big drawback, especially when skills are either hard casted, or have significant enough cooldowns - FBB 13s, Nova 10s.
Flashfire helps, but it isn't up permanently. In order to get flashfire procs you need to "search" for disrupts that you need at this moment, so by spamming fluff AoE skills like detonate, one tick of RoF, Choking Smoke. By doing so you're not the dps that pressurizes the enemy, but plays a small minigame of "lets proc that as often as I can while not killing people".
Also there's huge drawback by doing so, staying in 80ft range, stationary, leaves the BW to all kind of typical shenanigans, of mara doing two steps forward and pulling, snaring from SH, getting nuked by other rdps, staggered by zealot or magus etc etc.
One that could potentially rise the stacks fast is fireball barrage, it strikes 3 times. When lucky (or unlucky I'd say), it may provide stacks quick. But, as written above, 80ft range makes you super vulnerable.
First version of the proposal had a few more tweaks, but after discussion it was too much. Thanks for reading.