[SW] 15pt Path of Scout Ability
Posted: Sat May 05, 2018 8:24 pm
Identify the issue
Low effectiveness and usefulness of Scout stance in most cases especially compared to other stationary range dps classes such as BW and Engineer.
Explain why it is an issue
The class using this stance does not have much to offer to the group: nor reliable damage, nor good utility. It is pointless to bring Scout SW to small-scale group play or WB environment. It happens mostly because of problems of the build such as AP management, high cast times and typical rdps problems such as LOS and utility etc. Mostly, this type of Shadow Warrior has to rely on Festering Arrow that hits hard but there are not many opportunities to follow with other damaging skills to finish the target or support your group through assisting.
Propose a viable solution to the problem:
New 15 pt ability in Path of The Scout:
Shadow Walker.
Requires Scout stance. (You must be in Scout stance to activate the ability, you can change stance after that and effect of the ability will persist)
Insta Cast. 10 seconds duration. 20 seconds cooldown.
You become a Shadow Walker. You start to absorb shadows around you filling your arrows with the power of darkness. Your next 12 range attacks (both abilities and AAs) to each deal an additional 300 (scales with mastery points (1 point tree = 10 damage) (450 damage at 15 points))* spirit damage to your target (0.5 second ICD).
* - Witchbrew damage scales almost by the same rules.
Background.
Source: Shadow Warriors Warscroll.
Logically, this is not possible to double the amount of attacks because it would mirror the Unshakable Focus, so, I decided to try to save the main idea.
Source: Mordheim Warbands.
As you can see, I merged both concepts into something related to extra damage and the power of shadows. Also it will synergize with AM/SM abilities which is also gameplay- and lore-friendly decision.
Getting this ability may result in loss of such important skills like Heal Debuff (clearly, you won't be able to take extra range tactic so no chance to rely on dots' damage) or any other skills of Scout Tree. Also long cast times of Scout skills should prevent huge damage spikes.
Hopefully, it would slightly increase the burst potential of Scout tree by providing some follow-up damage to every attack. It would also open a possibility to apply some constant pressure on the target which is welcome in group play.
Low effectiveness and usefulness of Scout stance in most cases especially compared to other stationary range dps classes such as BW and Engineer.
Explain why it is an issue
The class using this stance does not have much to offer to the group: nor reliable damage, nor good utility. It is pointless to bring Scout SW to small-scale group play or WB environment. It happens mostly because of problems of the build such as AP management, high cast times and typical rdps problems such as LOS and utility etc. Mostly, this type of Shadow Warrior has to rely on Festering Arrow that hits hard but there are not many opportunities to follow with other damaging skills to finish the target or support your group through assisting.
Propose a viable solution to the problem:
New 15 pt ability in Path of The Scout:
Shadow Walker.
Requires Scout stance. (You must be in Scout stance to activate the ability, you can change stance after that and effect of the ability will persist)
Insta Cast. 10 seconds duration. 20 seconds cooldown.
You become a Shadow Walker. You start to absorb shadows around you filling your arrows with the power of darkness. Your next 12 range attacks (both abilities and AAs) to each deal an additional 300 (scales with mastery points (1 point tree = 10 damage) (450 damage at 15 points))* spirit damage to your target (0.5 second ICD).
* - Witchbrew damage scales almost by the same rules.
Background.
Source: Shadow Warriors Warscroll.
Logically, this is not possible to double the amount of attacks because it would mirror the Unshakable Focus, so, I decided to try to save the main idea.
Source: Mordheim Warbands.
As you can see, I merged both concepts into something related to extra damage and the power of shadows. Also it will synergize with AM/SM abilities which is also gameplay- and lore-friendly decision.
Getting this ability may result in loss of such important skills like Heal Debuff (clearly, you won't be able to take extra range tactic so no chance to rely on dots' damage) or any other skills of Scout Tree. Also long cast times of Scout skills should prevent huge damage spikes.
Hopefully, it would slightly increase the burst potential of Scout tree by providing some follow-up damage to every attack. It would also open a possibility to apply some constant pressure on the target which is welcome in group play.