if UA get nerfed, rest of swrd need buff
Isn’t sword auto the strongest of the auto?
Why would UA get a nerf?
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Our autoattack is insane, our skill 2 helps a bit for breakbars, our block is pretty good, and our pull is a decent utility that also is good against breakbars.
Sword is in an excellent spot. That said, I don’t think UA should be nerfed since it’s significantly weaker when there’s multiple enemies in range.
Yeah, UA is fine. It’s on the same level as what other classes get, and we have to pay 15 (!) energy for it. That isn’t cheap when your using your upkeeps correctly.
Why would UA get a nerf?
The smokescale equivalent got nerfed(less evade time, -10% damage), which has caused some people to be afraid of UA getting a similar nerf.
It’s undoubtedly targeted at PvP, so it sure would be nice if they’d just split the skill slightly, but I guess the technology just isn’t there yet.
Smokescale got nerfed because it was providing too much might with boonsharing and bunker Druid was able to just run around while Smokescale was rekting other players with 6-7k Assaults. And in general that pet was used everywhere, being so superior to other pets.
Smoke Assault =/= Unrelenting Assault
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
(edited by Rym.1469)
Sword 2 has to be buffed tho. Fixed projectile, increased projectile speed and reverted back 34% dmg nerf.
Playing Smite since mid s2, f broken gw2.
Sword is very good. You’ll notice it if you go to Central Tyria and enemies die like flies.
‘would of been’ —> wrong
I just want UA to be properly coded. It’s infuriating how it will just fizzle if the target is up against a ledge/wall/“prop” (e.g., a rock or two), or even if there’s just some sort of minor elevation difference, as-in a slight slope. This is a issue with practically all Revenant skills too. Hammer’s CoR won’t hit things down a slope in a whole lot of cases, nor will it travel up one. Phase Smash does not travel down on slopes, it makes you jump out and smash air, before traveling back. Temporal Rift, goes in a straight line, does not want to go down and/or up a slope. Added bonus; TR often spawns on top of things above you and your foe, e.g., a tree branch, completely ignoring the enemy. Frustrating.
Seafarer’s Rest