I always felt like I am forced into Shiro and
Hmm well… a skillshot attack that takes careful aiming and situational awareness gets nerfed, meanwhile a DH trap can do 15k+ without having to aim it at all.
Go figure. I’ve long since given up on trying to understand their logic.
Man imagen my feels my 2 main and favorite chars in this game are Reaper Necro and Revenant…..
i swear to god they trolling me to leave the game…..
-Total War: Warhammer
-Guild Wars 2
Hmm well… a skillshot attack that can hit 3 targets, is stacked with a 1 Sec Evade and 9 Knockbacks that takes careful aiming and situational awareness gets its ridiculous damage nerfed, meanwhile a DH trap can do 15k+ without having to aim it at all.
Go figure. I’ve long since given up on trying to understand their logic.
Fixed it for you.
The thing is, you need to line it up in order to snag someone with it. That’s the only way to do the maximum damage with it. If you’re fighting an opponent who has a brain, you’ll just clip them with 1 or 2 hits, which does laughable damage. You’ll only deal maximum damage if you catch them dead-center, which take a good degree of skill.
Can you SS a trap hitting you for 15k. Nope?
Can you SS a trap hitting you for 15k. Nope?
All of em together if you don’t have any kind of stunbreak? Yes I can.
So burning 4 utility slots is comparable to a single weapon skill? And assuming you waltzed in knowing what would happen? Ouch.
So burning 4 utility slots is comparable to a single weapon skill? And assuming you waltzed in knowing what would happen? Ouch.
When it oneshots people trying to decap a node I’d say… Yes! lol
The staff #1 orbs are pretty easy to collect, just move left and right. Their healing and scalling is pretty low though for the little extra effort.
Staff #2 always had the problem of being a two-part skill and functions more like a damage skill with added daze+weakness rather than a reliable interrupt. Having just the second part would make it more useful at it’s job.
Or, not to waste the animation, make the daze first skill and upon successful interrupt, gain access to second part. I’d suggest a higher damage attack that leaves the foe(s) with a charge of debuff that heals the target of his/hers/theirs next attack. Leaves counterplay (you can heal other enemy first to avoid healing primary target) and changes gameplay.
Staff #4 is quite underwhelming in numbers, but has a rare condi cleanse. Lower cd & higher energy cost or something extra could make it more interesting.
Staff #5 is fine.
[SALT]Natchniony – Necromancer, EU.
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(edited by Rym.1469)
The staff #1 orbs are pretty easy to collect, just move left and right. Their healing and scalling is pretty low though for the little extra effort.
Staff #2 always had the problem of being a two-part skill and functions more like a damage skill with added daze+weakness rather than a reliable interrupt. Having just the second part would make it more useful at it’s job.
Or, not to waste the animation, make the daze first skill and upon successful interrupt, gain access to second part. I’d suggest a higher damage attack that leaves the foe(s) with a charge of debuff that heals the target of his/hers/theirs next attack. Leaves counterplay (you can heal other enemy first to avoid healing primary target) and changes gameplay.
Staff #4 is quite underwhelming in numbers, but has a rare condi cleanse. Lower cd & higher energy cost or something extra could make it more interesting.
Staff #5 is fine.
And WHAT exactly did you want to say by your post ?
Yes shiro for pvp, especially spvp, but wvw depending on the number of ppl on your team, the higher the less shiro needed.