Showing Posts For Overgear.1237:
It’s also ridiculous when other classes get abilities to remove a bunch of conditions in one go. Even warriors get a trait that Dodging removes the movement impair conditions.
Lightning reflexes really should break immobolize and maybe even cure cripple.
Onoz did have a nice suggestion. Even if Pounce had less than a 430 range, that combo is still a preferable alternative to what we have now.
Also just because a weapon immobilizes you for 1 second and makes you unable to dodge or use the two dodges on the weapon immediately doesn’t make it a ‘High skill ceiling’ weapon. It functionally is wrong when most other weapons do it.
I made this thread, then after posting it an exact same thread was posted so I put my reply there. I thought deleting the OP would delete the thread but I guess not.
Put your replies into this topic instead
https://forum-en.gw2archive.eu/forum/professions/ranger/1H-Sword-and-Responsiveness/first#post54792
Got ninja’d while making a similar topic, so I’ll post it here.
I use 1 hand sword and dagger all the time because it is a fun set to use with useful skills however it does feel like it is a bit bad compared to pretty much any other weapon.
1. Auto attack has two leaps in it. This is the biggest problem with the weapon as a whole because it stops you kiting an enemy with it. You can get about 5 degrees around an enemy before you’re locked into two leaps and sometimes snapped back to where you started the first hit.
Secondly, these leaps are unable to be cancelled easily, if at all. From any other weapon I’ve played with, dodging will cancel the animation and make you roll. During the leaps, you can’t roll out of the way, or even move, and end up taking damage from an attack you could’ve avoided with any other weapon. Then the times you do roll out of an AoE and the attack chain is on the 2nd/3rd hit, you’ll immediately leap back into it.
I imagined that the sword had two evasion skills on it because of this auto attack but you cannot cancel the chain by using either of the evasion skills which quashed that theory.
2.Hornet Sting is a little slow. To be honest, this is a probably a problem with trying to queue it during/after the 1 chain. However I notice that the skill puts a sword stab in before leaping out. Couldn’t you immediately leap out leaving a 1sec duration swarm of bees (like Frenzy (speargun skill 3)). It’d certainly make it more useful as a dodge skill considering it isn’t a damage skill at all.
3.Serpent strike rolls sideways instead of around the enemy. I’ve been watching this skill on many surfaces but I cannot nail down what causes the skill to roll to the right and entirely miss the enemy. Sometimes it works and it’s beautiful to use but missing is a bit annoying. This skill messing up is why I prefer to use the Dagger to poison instead.
Those are my concerns with the weapon itself. The concept is good and certainly more interesting to use than others, especially with two dodges on it but in practice it is a little lacklustre.
Eles are worse, Mesmers are worse if you can work out which the real one is. Warriors are about the same.
In PvP you should be able to be finished quickly, in PVE lick wounds is a lifesaver.
Axe and Warhorn
Sword and Dagger.
10 in power, 30 in condition damage+toughness, 30 Beastmastery.
In PVE I use sylvari hound for the regen and it attacks quickly. Other pet is a Devourer, the one that gives Vuln on its F2.
Also Anet, please change the sound effect for the pets regen. It just sounds like someone nasally breathing.