Flashing Blade
is not ment to do damage but an excuse to guardian mobility.
But is a cool skill unless:
-teleports you under the map
-Teleports you inside a garrison while the target is entering castle
-Teleports you into a non selected mob/ enemy, this is mostly anoying in wvw.
who cares about damage if is a suicide skill? :P
- when you try to teleport with flash blade, and your teleported into the same place becouse target is highter or lower than your position (stairs as exemple).
:and sorry about the bad english.
(edited by Aeolus.3615)
I guess it’s similar to Thieves “Headshot” skill which isn’t intended to do damage and so only does 84 damage…
It’s supposed to be a short cooldown mobility/control skill, which it does pretty well (10 second cooldown, 3 second blind, 600 movement and a teleport rather than a Leap so it’s unaffected by movement impairing effects such as Cripple, Chill or Immobilise)
There’s two kinds of people… The quick and the dead”
While I understand and know full well that it is “not meant to do damage, but is a form of mobility”, not meant to do damage is different than possibly having the wrong damage values according to trend analysis. Mistakes shouldn’t be given a pass because “it’s ok”.
Would having the correct damage values change Guardian combat drastically? No, but I still think it should be addressed and fixed.
As far as the thief skill head shot, it is still in line and not drastically behind the other skills associated with the pistol.
Vital Shot 134, Body Shot 168, Unload 101, Head Shot 84, Black Powder 84
(edited by CMF.5461)
The problem is, the leap the Greatsword does the same blind and does damage. And the shadow step fails so hard and so often, that it’s hard not to compare the two unfavorably – even if Flashing Blade has a slightly lower cooldown.
It’s a gap closer and a great one which is not only spammable but also blinds. any other class would blindly take this skill if it was offered to them, lucky guardians :]
http://wiki.guildwars2.com/wiki/Sword
Taking into account ranger and thief that have a “disengage” and then an engage, but that is their fight mechanic, they want to move away to avoid damage.
Warrior – Savage Leap: 8s, 252 dmg
Ranger – Hornet Sting -> Monarch’s Leap: 8s, 235 dmg on evade and 336 dmg on leap
Thief – Infiltrator’s Strike -> Shadow Return: infil strike uses initiative so no cooldown, 252 dmg on infil strike not on return
Mesmer – Illusionary Leap -> Swap: 12s, 1 dmg on clone leap then mind slash for 202
Guardian – Flashing Blade: 10s, 67 dmg
Ranger and mesmer also have traits that reduce cooldown on sword attacks all lower than guardian. I think other classes are doing fine on gap closer, and that’s just sword, lucky them.
(edited by CMF.5461)
they could make flashing blade an insta cast like judges intervention will make the skill 100x better
you forgot teleports you into way more trouble than you can handle. I’m sorry but even guardians can’t face a huge mob.
Anet actually explains this. guardians are meant to go in a battle and stay their, that’s the reason for their sustain as to “ranger” is mainly a ranged, class.. GS is kinda really bad and having an option to disengage go back to their bows seem logical.
also, it is a gap closer which making it easy to reach the target you’re already fighting or new one. the skill in no form forces you to teleport to an undesired situation like a group of mobs unless you, select the foe in the middle of the mob and then click the skill ( Exept if you have auto targetting, which shouldn’t be on once you know the basics of the game)
FB used to deal regular attack damage in beta and it was way too strong. Had to be nerfed.
If that’s the case Gunglai, then I’ll have to take your word for it. I really can’t see how OP it could have been, maybe it was just the skill level of players in beta is not where it is now. Still, I wasn’t there so case closed..for now
(edited by CMF.5461)