Since the last post of this matter is rather old, I’ll make a new one.
Things I’ve noticed that aren’t optimal:
Autoattack:
- Second and third attacks prevent dodges and movement
- Second and third attacks prevent proper use of other skills
- Constantly jumping into the hitbox of enemies -> enemy gets pushed away
- Cleaving is almost impossible to do
- Second attack doesn’t cleave -> DPS loss while cleaving
- Attackchain is hard to handle on a weapon that isn’t even on par with weapons of other classes and for a class that has to handle a flawed pet -> I don’t like the high skillcap
- Has the only leaps ingame that aren’t leapfinisher
Hornet Sting + Monachr’s Leap
- Casttime way too long for an reactive skill -> Not usable to react to the enemy
- Damage increase neglectable -> Not worth to include into a damagerotation
- Direction of the evade backwards is hard to anticipate against moving targets
- Uptime of Monarch’s Leap is way too short -> You’re forced to jump back to the enemy almost immediately if you want to close the distance again
- Hard to utilize to gain ground
Serpent’s Strike
- Evade time doesn’t match the animation time
- Hard to anticipate against moving targets
- Could use a bit more damage
Summary:
The most problems are caused by the autoattack chain. The jumps are most of the time a hindrance and no help. They need to be removed. Furthermore, the second autoattack has to cleave like the other autoattacks.
Hornet Sting and Monarch’s Leap are one of a kind. I can’t get behind the purpose of those skills. The activation time is too long to be used reactively, the evasion backwards doesn’t help in most cases and the uptime of Monarch’s Leap is way too small. You could only use this skill advantageously if you want to disengage.
Serpent’s Strike is a pretty good skill but I don’t like the repositioning since you hardly gain any advantage through it. I also don’t like the animation time, since it leaves you vulnerable, same as Counterattack.
Suggestion:
So how to fix those flaws? I’ll post my ideas I had awhile ago:
Sword AA: Remove the leaps.
This is the only way I can think of to not hinder the player from moving/evading as he pleases.
Hornet Sting, Monarch’s Leap: 2 forward leaps (430, 300 units) and a third leap if an enemy got hit during the first two leaps (600 units). CD: 20 secs. Uptime: 10 seconds for the second leap, another 10 seconds for the third leap (if triggered). The target will be crippled.
The first two leaps are taken from the current AA, while the third leap, if an enemy has been struck during the first two leaps, offers additional mobility to keep up with the target. Ambient creatures can be used to trigger the third leap to gain more distance.
Serpent’s Strike: Evade in the direction you are currently running (200 units? A little bit shorter than a normal dodge) and leap towards your target (100 units further than the evade) immediately afterwards. If you haven’t targeted anyone, you’ll just evade backwards.
If you strafe right the skill will almost be the same as now. However it will be more versatile, since you can use it in any direction. It can also be used to gain distance by dodging forward, followed by a jump forward.
Anticipated impact:
The sword would be as sticky as it is now, but it would be way easier to control.
The smoother activation times should also help the weapon to feel less clunky.
(edited by HHR LostProphet.4801)