Showing Posts For Xentch.6459:
Engineer is credit to team!
Necessary change, but they really need to give engineers better options for combo finishers before removing stuff like this. It certainly wasn’t game breaking in any way.
It’s a trait design for those using multiple skills. Instead of fishing 20 points into Critical Strikes for signet cooldown reduction, 10 into Shadow Arts for Deception cooldown reduction, AND 10 into Acrobatics for Trap recharge reduction, you can use this trait and get a nice bonus to all 3. As it only costs 20 points to get this trait it uniquely supports very diverse build and slot skill choices.
Let’s avoid drama-queen posts like this. No one who understands this ability thinks it’s a nerf.
It’s an AoE blind that stealths nearby allies and yourself. What more do you want it to do?
“How well does Dagger/Pistol perform? I know the 3 skill is a blind, and 4 is a very very short daze, but I’m not sure how well it’ll hold up whenever I end up fighting more than 1 mob at a time.”
D/P and S/P are amazing PVE combos. S/P is great for tanking multiple mobs and D/P is great for veterans and the like. Blind really helps mitigate the damage you take.
p/s is nice thanks to magnetic inversion – easy access to a blast finisher means area might (bomb kit) or area weakness (grenade kit) on demand. Both are crazy good depending on the situation.