E.A.D.
Outrunning my own Dark Path
E.A.D.
They buffed it once before. It’s not really surprising you can catch up with it given you’re completely specced into sprint to the point of nerfdom.
Its so slow – it’s worthless on anyone running away.
Unless the person is right next to you and you want to chill them, then it’s going to fail..
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)
its more of a gap closer than anything. If they’re running away, you’ve let your conditions clean out of them. keep them locked down if that’s the issue.
dark path is useful if you hit it as you exit DS mode, and you start chaining control conditions like chill and cripple before it lands. I usually do chill, so by the time it lands it extends my chill.
I can only really use dark path to catch those annoying lb rangers (since they are oblivious as heck) who just plink away at you from the corner of your screen while you fight someone of importance.
Makonne – Hybrid Regen Ranger
This skill should work like lunatic inquition skill #4. A teleport, but hugely telegraphed.
It’s the combination of the slow projectile and slow cast time together that make it feel so sluggish – a bane running through the entire class that makes it less fun to play than it could be.
But if the cast time were sped up it could be used a lot more creatively in the middle of a combat to move around, while still not being anything close to a top mobility skill.
Here is my suggestion for the skill. have it function like Ride the Lightning only make it 10% slower and make it so rather then stopping at anyone in front of you, have you bleed and chill everyone to your target as you pass through them like a ghost. Make it cause only 1 bleed to each person you pass through and 2 seconds of chill to them, then have it deal 2 stacks of bleed to your target and the full 5 seconds of chill. Reduce its cast time to 1/4 a second and we are good to go.
They should have left it like it was before when you just had to cast it within range of the target and it hits even if they run out of range after.
[Trillmatic][SPCA][xmas]
They should change it to a Mark that teleports you to whomever triggered it. Avoids the whole slow projectile getting blocked and outran shenanigans; plus it still requires an enemy to set it off.
I love casting it as I know a thief is going to go invis. As the projectile is slow, it follows them.
The main problem I see, if it’s a chase them down move. And anyone setup for speed, out runs it, is that they are odiously going to run out of it’s range. It also go’s on full CD when it fails to hit.
While were on projectiles…
Can’t shoot our feet. (Meaning we can’t get out of roots)
Still shoots over some objects in WvW like oil.