Showing Posts For Blacshades.4579:
Some folks are are over-thinking this.
Killshot warrior was generally Tpvp fail (except low end or funz).
Anet wants to bring build diversity (see many forum posts and development blogs)
Killshot warrior is now way worse than before
They made a mistake. (A large and obvious one.) But it is still a great game. Eventually they will learn to make small changes often – instead of big many big changes far apart (It’s called League of Legends and other serious pvp games.) Then all will be well.
End obvious
Ah bleeding shot is the first skill. This helps things make more sense (though adozu has a point about the bleeds). Thanks.
Won’t the furry just drain away because you are not in combat, so you won’t have a full 3 bars even if you shoot right away?
Tell me if i’m crazy. (I am, but i’m asking anyway
)
I feel like rifle warriors get almost no high level play. Primary because kill-shot is so easy do dodge. I know there is a minor rifle boost planed, with bleeding shot (skill 4?) doing 20% more damage but that seems very small.
Now, if I understand the upcoming changes correctly, you can not carry any adrenaline over to a new fight. So now, you can not even start a fight with kill-shot. The sniper build, can not really snipe? You have to reveal location, build adrenaline then killshot (which will usually be dodged).
Was rifle op and I did not get the memo? I figured with all the talk about opening up more diverse builds the rifle would be high on the “help em out” list.
Just noticed. In Team/Solo Spvp if you unequipp the vampire rune and re-equip it DURING the 9 second game start time, it generally works for the round.
I was messing around with this “Hidden Thief” thing. It seems to be made worse if you have the Mug trait. Yes I know if you are already stealthed mug will break it. But now if you steal while un-stealthed the mug seems to auto break it 60% of the time.