I’d rather see natural healing getting buffed back to providing regen to the ranger and pet, and then swapping either of those traits with 2 handed training instead.
I rely on resounding timbre and the GS cooldown reduction for mobility on a lot of my builds, putting them in the same tier would be rough.
So this means that if your pet has 25 stacks of might, even if all of the stacks have say 1s duration, then they become 10s of 25 stacks of might on the Ranger? Ok, I guess so.
You need the might when you can actually do something with it so I doubt you will actually wait with your heal until your pet has 1 sec left just to run around with 25 stacks.
You do it when you can actually make use out of them and don’t think using the heal like that will kill you. Do you really play ranger in pvp? I alwas read your comments and they imply that you have no clue how actual matches work.
Lel ok? I don’t know why you feel the need to slander me when I just asked a mechanic question. I never said anything about waiting to heal until there was 1s left, I just asked whether the 1s stacks would be increased to 10s on the Ranger. Thanks for the laugh.
Yeah I’d like to see that clarified as well. He said duration doesn’t matter and then he said it will last for 10 seconds after using WHaO to transfer boons.
I take that to mean if we have 1 second of might or 15 seconds, the transfered might will always be 10 seconds.
Are the other boons getting similar treatment? Maybe not 10 seconds for boons like protection and quickness but maybe something like 5 or 6?I think this is how it already works for the other boons, but it’s capped at around 2-3 seconds. As much as I would like to see those increased, I worry if increasing protection duration would be OP? I believe most skills in this game that grant protection typically cap out at around 4s.
I’d be fine with 4 seconds as long as it’s affected by boon duration.
A ranger running traps is also sacrificing his condi cleanse since he isn’t able to use his survival skills. .
SO IS A THIEF (to a degree). Have you played the ‘ghost thief’ build at all?
i played ghost thief and never had probs with conditions even if i stepped into a necros staff 4 that just gave me back my ’op condi burst ’.
now to thief traps again the ONLY TRAP THAT DEALSS DMG does immobilze yes and u have 1 trap that knocks ..now thief can -to get more cc- use trip wire but thats just cc no condi preassure (apart from 5 vuln stacks + 5 might through the trait )
and ur compariosn of brun vs some bleed stacks (most ppl move out of caltrops very fast) + cc? that immob is a condition. if u have enough condi remove to remove rangers condis u also have enough to get rid of the thief ones. im sure most ghost thieves would like a burn trap instead of that immob+caltrop on dogge.
n yes ur right i dont play ranger and use that build editor. but i fought against both builds and IMO a ghost thief has alot lower condi preassure compared to ranger.
as already metioned a few times as the thief traps had direct dmg nobody used em , so just re-adding that wont be a good fix.
i still see more trapper rangers around then ghost thieves ..altho the poor rangers get revealed – so it cant be a too bad build.
It is a bad build but it’s easy and bursty so people play it.
I agree trapper ranger applies more condi pressure but it is also a lot riskier than trapper thief. Even with direct damage added to some of the thief traps they would still have the safer build.
A ranger running traps is also sacrificing his condi cleanse since he isn’t able to use his survival skills. .
SO IS A THIEF (to a degree). Have you played the ‘ghost thief’ build at all?
Yes I have. Losing 1 condi every 3 seconds while avoiding every player targeted condi skill is not a sacrifice.
A thief’s main job is to decap, super speed + teleports makes for some pretty fast rotations.
For which shadowstep is better for mobility other than shadow trap…
While they still won’t be able to 1v1 a few classes they will make short work of the signet necros who rely on transfers to remove their condi’s. For +1’ing a fight, you won’t burst someone as fast as zerk or marauder but you will bring a crap ton of cc and load them up with condi damage, that will be enough to take out most people.
The needle trap does 1 stack of poison and 3 stacks of bleed – admittedly 10s – but it’s not that powerful without the buffs of food/guard stacks/condi stacks (totally 1k damage over 10s as a base). A power thief’s auto attack in a mele is more damaging, and also applies poison. The food for duration and extra condi damage and guard stacks do a LOT for this damage. Obviously building carrion will help, but you’ll be glassy… a few hits and you’ll go down (stealth or not).
The reason dire works so well is that you can have about 24k health.
Dire really isn’t necessary with this build since stealth should prevent you from taking a lot of direct damage. A thief will get by just fine with carrion.
Most of my thief kills come whilst they’re in stealth… they pop out in downed state. So stealth isn’t that amazing at damage mitigation.
I can see this being about on the same level as burn guardian. Not very effective against organized teams but ridiculously strong in unranked.
I can’t.. .burn guardian can do huge damage in a short time due to burn being very powerful. A trap thief requires 10s to do lots of damage… and that’s without any buffs.
Now I don’t know the full strength as i’m not in pvp – but i can look it up for the traps. I really do think you’re comparing what happens in wvw as if that’s how it’ll be in pvp. It won’t…
Whether celestial will give a nice mix between condi and being able to still do some nice spike damage though is another matter. But to direct damage spike they won’t be invisible.
It’s a lot easier to avoid direct damage with a condi build because you apply the condi’s and move off. This is especially easy if you can remain in stealth while doing it since they won’t be able to see what to avoid, and in PvP you are fighting over a point so it’s not like they can run away unless they are willing to give up the point.
I wasn’t comparing a burn guard’s and condi thief’s burst damage, I was saying it would be roughly as effective. Not great against organized teams, but against players in unranked, most of which yolo queued and aren’t on voice coms, it will be a ridiculously strong build.
= make traps work the same way across all professions. The same reason they took ground targeted traps away from rangers.
so u want to compare em traps..
the damaging ranger traps do have lower cd then the thief ones also they can apply in total : 6 stacks bleeding + 3 stacks poison + 3 stacks burning
while the thief will do 3 stacks bleeding +1 stack poison or if u cound the needle trap twice coz also on heal then it is its 6 stacks bleeding + 2 stacks poison ..
still missing 1 stack poison and 3 stacks burning ah and lower cd. if u make thief trapps apply more condition and lower their cd to the ranger ones..then u can also add em direct dmg.
The ranger trap that applies bleeding has a longer cooldown than the thief traps that apply condi’s and it’s the only one with a cc that they can’t just dodgeroll out of.
and here i thought u r main ranger.
needle trap 30s cd – 24 if traited.
spike trap 25s cd – 20 if traited.Not only does a rangers traps reveal him but his pet never get stealth so there is no way for the ranger to disengage without being seen.
a thief doesnt need traps to escape unseen so its not a valid argument to nerf the rune / traps.
Ranger can’t stealth and dodge roll over his opponent to add a bunch of bleeds. Ranger gets burning, thief gets a lot more bleeds and cc.
yes ranger doesnt apply conditions per dogge but can apply alot more condition preassure with his weapons + pet also he can use sigils that apply conditions on weapon swap like doom or geomancy coz the only thing he losses when he gets revealed is that he is being seen. the thief will loose his condition cleanse , his heal (as he uses skill #6 offensivly for 2nd needle trap) if we speak about a thief that also gets revealed lets say p/d trapper thief .. he also wont use geomancy / doom that easy as he needs stealth for sneak attack.
dont get me wrong i want them traps to reveal the thief like u. but in return i want a thief to do same condi preassure other condi builds can like rangers engis , mesmers or nekros.
I do main a ranger, you clearly don’t play one and are going off the incorrect cooldown that is shown on the build editor. Nice try though.
A ranger running traps is also sacrificing his condi cleanse since he isn’t able to use his survival skills. EB is completely worthless now that condi’s are so bursty. If you live long enough for them to transfer to your pet it instantly kills them pet and you are left without your profession mechanic or a way to remove condi’s.
A ranger also sacrifices his options for removing immobilize which is a death sentence in WvW. A thief still has withdraw and teleports that allow him to ignore immobilize.
The reason thief traps don’t offer the same condi damage as ranger traps is because they provide much better CC and utility.
So this means that if your pet has 25 stacks of might, even if all of the stacks have say 1s duration, then they become 10s of 25 stacks of might on the Ranger? Ok, I guess so.
You need the might when you can actually do something with it so I doubt you will actually wait with your heal until your pet has 1 sec left just to run around with 25 stacks.
You do it when you can actually make use out of them and don’t think using the heal like that will kill you. Do you really play ranger in pvp? I alwas read your comments and they imply that you have no clue how actual matches work.
Lel ok? I don’t know why you feel the need to slander me when I just asked a mechanic question. I never said anything about waiting to heal until there was 1s left, I just asked whether the 1s stacks would be increased to 10s on the Ranger. Thanks for the laugh.
Yeah I’d like to see that clarified as well. He said duration doesn’t matter and then he said it will last for 10 seconds after using WHaO to transfer boons.
I take that to mean if we have 1 second of might or 15 seconds, the transfered might will always be 10 seconds.
Are the other boons getting similar treatment? Maybe not 10 seconds for boons like protection and quickness but maybe something like 5 or 6?
I love how this still comes up. What I love even more is that some people believe the broken functionality of the sword to be a “feature”.
You’re all aware that at one point, this was a bug we were told would be fixed, right?
Immediately after release, it was noticed that the “leap” animation in the AA made it impossible to dodge. We actually provided video proof that this was the case, and were informed it was a bug and would be addressed.
Like every other ranger bug, it persisted for ages, and now has become so entrenched that it’s no longer a bug, but a feature.
Stockholm syndrome.
People simply amaze me.
I mostly agree with this. I also find it funny that most of the sword lovers are wvw, not spvp players *scratches head *.
I think it’s more the people that like dueling, which is where the sword really shines. I used to use it for roaming but I don’t run into solo roamers nearly as much as I used to and it doesn’t do nearly as well as GS in 1vX’s.
Solo Roaming is more like playing a game of frogger, can you dodge all the zergs/big groups.
I don’t dodge them, I pick off the fat kids that can’t keep up with the group. If the whole zerg turns to chase me I hunter’s shot to stealth and double swoop away with quickdraw. It’s very rare that they can catch me before I break combat to WP or make it to a tower/keep/invuln spot.
I love how this still comes up. What I love even more is that some people believe the broken functionality of the sword to be a “feature”.
You’re all aware that at one point, this was a bug we were told would be fixed, right?
Immediately after release, it was noticed that the “leap” animation in the AA made it impossible to dodge. We actually provided video proof that this was the case, and were informed it was a bug and would be addressed.
Like every other ranger bug, it persisted for ages, and now has become so entrenched that it’s no longer a bug, but a feature.
Stockholm syndrome.
People simply amaze me.
I mostly agree with this. I also find it funny that most of the sword lovers are wvw, not spvp players *scratches head *.
I think it’s more the people that like dueling, which is where the sword really shines. I used to use it for roaming but I don’t run into solo roamers nearly as much as I used to and it doesn’t do nearly as well as GS in 1vX’s.
= make traps work the same way across all professions. The same reason they took ground targeted traps away from rangers.
so u want to compare em traps..
the damaging ranger traps do have lower cd then the thief ones also they can apply in total : 6 stacks bleeding + 3 stacks poison + 3 stacks burning
while the thief will do 3 stacks bleeding +1 stack poison or if u cound the needle trap twice coz also on heal then it is its 6 stacks bleeding + 2 stacks poison ..
still missing 1 stack poison and 3 stacks burning ah and lower cd. if u make thief trapps apply more condition and lower their cd to the ranger ones..then u can also add em direct dmg.
The ranger trap that applies bleeding has a longer cooldown than the thief traps that apply condi’s and it’s the only one with a cc that they can’t just dodgeroll out of.
Not only does a rangers traps reveal him but his pet never get stealth so there is no way for the ranger to disengage without being seen.
Ranger can’t stealth and dodge roll over his opponent to add a bunch of bleeds. Ranger gets burning, thief gets a lot more bleeds and cc.
It’s always been very clear that they don’t care about balance in WvW, but now trap runes are being added to PvP. Shouldn’t be too long before they address this bullkitten build.
Without food buffs, condi stacks, guard stacks and dire gear – the trapper build may not be as strong as you think.
Add to that you can neither cap nor decap from stealth either, so that means you cannot protect a point and need to whittle down an opponent (without being able to prior trap) to contest/decap a point.
It may not be quite as bad as you think.
A thief’s main job is to decap, super speed + teleports makes for some pretty fast rotations. While they still won’t be able to 1v1 a few classes they will make short work of the signet necros who rely on transfers to remove their condi’s. For +1’ing a fight, you won’t burst someone as fast as zerk or marauder but you will bring a crap ton of cc and load them up with condi damage, that will be enough to take out most people.
Dire really isn’t necessary with this build since stealth should prevent you from taking a lot of direct damage. A thief will get by just fine with carrion.
I can see this being about on the same level as burn guardian. Not very effective against organized teams but ridiculously strong in unranked.
LOL at rangers not having cleanse options on traps. Do you people not know what Healing Spring does?
Yes, it gets you killed.
I remember healing spring, that was the one where I could immediately put a water field directly under me while moving and use swoop to proc a leap finisher….. whatever happened to that?
You still running that crappy condi build and wondering why you are losing?
Also, if you could get Roy to issue a public apology for capping the might in the first place, then I’d be REALLY impressed ;P
‘Nerfing it to a safe place’ is a pretty reasonable normal response to keep something from destabilizing the live game while you work on it. It seems like the plan was genuinely to get back to it all along, so, Roy’s fine.
I agree that nerfing something to a safe place while working on it is a reasonable response, but they constantly leave brokenly op builds in the game without doing this. That’s a big part of why people were so upset.
Saying you have mastered this weapon but don’t want to deal with the workaround is conformation you haven’t mastered this weapon.
Take the training wheels off.
Bullkitten. I’ve mastered it and still can’t stand the weapon. I use it because I occasionally run builds where I need a mainhand melee weapon, but if we had another mainhand melee weapon I would never touch the sword again.
I love how this still comes up. What I love even more is that some people believe the broken functionality of the sword to be a “feature”.
You’re all aware that at one point, this was a bug we were told would be fixed, right?
Immediately after release, it was noticed that the “leap” animation in the AA made it impossible to dodge. We actually provided video proof that this was the case, and were informed it was a bug and would be addressed.
Like every other ranger bug, it persisted for ages, and now has become so entrenched that it’s no longer a bug, but a feature.
Stockholm syndrome.
People simply amaze me.
My point exactly. And for the fact that people are suggesting an Exploit to be used as an solution to fixing this broken mechanic, just shows how low some people really are. Smh.
What exploit?
If I remember correctly, during the betas the kick acted as a knockback and the leap was there to keep you hitting the target.
They removed the knockback because CC’ing your target with the auto was too powerful but left the self inflicted CC that the leaps cause because they didn’t have the time to fix it right then but they will fix it ”soon”
I don’t care what day of the week it is on, just glad it’s during NA primetime.
It’s always been very clear that they don’t care about balance in WvW, but now trap runes are being added to PvP. Shouldn’t be too long before they address this bullkitten build.
I just moved my main account off T3 and the skill delay was a big part of the reason why.
Sure am glad to hear WvW is running so smoothly and that this is why I will now be missing every reset.It’s not running smoothly at all,been lagging my kitten off for the most prt of the evening in eb tonight.I doubt they meant that with what they said.
yeah but by picking such a kittenty reset time there will be less people playing so the game won’t lag as much.
Just try these changes before QQ, im sure ANET doing it for some good reasons ,if all fails then we all make mass complains .
A lot of us can’t try it because we have responsibilities that prevent us from sitting around playing video games in the middle of the day, that’s the kittening problem.
Its always the middle of the day for some people, night for some, afternoon for others.
Yeah but who is this convenient for? This is like 2-5 am for ocx/sea players, it’s the morning/midday for na players. The only one it kind of works for is euro players but they have their own servers.
Why pick a time that inconveniences the most amount of players? Is this their fix for server lag and queue times?
Just try these changes before QQ, im sure ANET doing it for some good reasons ,if all fails then we all make mass complains .
A lot of us can’t try it because we have responsibilities that prevent us from sitting around playing video games in the middle of the day, that’s the kittening problem.
I just moved my main account off T3 and the skill delay was a big part of the reason why.
Sure am glad to hear WvW is running so smoothly and that this is why I will now be missing every reset.
The change to saturday was mildly annoying but I could deal with that. The change from prime time to the middle of the day is just awful. I’m not going to tell my daughter that our saturdays are now shot because I’m playing a video game.
Hey all,
As we hurtle toward launch most of my time is locked into Druid and Scrapper changes.
After much tribulation I was able to make a change to WHAO to remove the static boon stack application on Might and Stability stacks being copied; this was actually a fairly difficult change to implement as we don’t really have support for copying boons with preset durations.
This’ll go in with the 23rd.
That’s something.
Any talk about extending the other boons so we are getting more than 2 seconds of protection?
why dont they just make it so laying a trap gives a short reveal?
Not damage, but putting the trap down so you at least see where it is.
because thieves aren’t the only class using traps.
= nerf thieves only because we all want to keep our cool stuff.
= make traps work the same way across all professions. The same reason they took ground targeted traps away from rangers.
What the hell does janky mean?
Borked, kittened up, broken, wonky, weird, clunky, uneven, awkward, random, kittenty, crap, etc.
Isn’t that what they are now? Why is it okay for them to be “janky” in a manner that makes them miss a moving target, but it’s not okay for them to be “janky” in a manner that lets their attacks land?
Straw poll strongly indicates Friday is preferred.
What will anet do
Are you sure that its Saturday that ppl are going after or the earlier reset time during Saturday?
So i think its a numbers game not every one can play Friday night but a lot more ppl can play Saturday. Changes is scary but every thing will change in time you cant think things will stay the same forever.
Yeah the earlier reset time is what is killing this change for me. I almost never miss a reset but I’ve got a kid and a life outside of the game, I can’t waste the bulk of my Saturday on this crap.
why dont they just make it so laying a trap gives a short reveal?
Not damage, but putting the trap down so you at least see where it is.
because thieves aren’t the only class using traps.
What the hell does janky mean?
The straw poll seems in favor of keeping it as it is.
Well I didn’t see the day I wanted so I didn’t vote.
same.
It’s funny to me that the op is getting so bent out of shape about this change, but isn’t willing to include the days of the week that don’t work best for him.
Being “lazy” by actively countering an ability with positioning and gameplay hmm, funny.
No the thief is being lazy for placing his black powder in a position where his opponent can easily reach it and counter it.
Puck they may not have access to a reveal skill but they do to Stealth Disruptor, which was put in so all classes have access to reveal, there’s also pressuring the Black Powder field, there are ways to counter this hell even if your run condi cleanse the thief will have alot harder time to kill you, but people don’t want to do this, they say it’s an inconvenience and that there are better options for utilities or traits and items to use, well if you are dying to trapper thief that easy those aren’t better options for you.
yes it’s a gimmicky build yes it has counters to it, yes Anet knew what they were doing before making the changes to thief traps, actually use the advice to counter it and it won’t be an issue, but I hope it brings attention to The state of the thief and get Anet to redesign the class so it gets fixed so gimmicky builds like this don’t pop up.
Stealth traps have something like a 4 second activation time. If you are actively fighting someone and they squat in place for 4 seconds you should either have them killed in that time, or have the sense to realize they just set a trap and you shouldn’t step on it.
I made a trapper thief. It’s really dumb, but also very funny.
Mind you, if more people learned to step into the black powder circles, I would expect a decrease in the ambient thief QQ levels.
Like I said before, when I played it I used C&D to remain perma invis about 90% of the time. The only time I would use blackpowder was when I was forced to disengage off of massive groups that were AoE’ing the crap out of an area, and I would just get behind something or far enough away that they couldn’t interrupt my leaps.
Stepping into the black powder only works if you are doing it directly in front of them. If you are doing that you are being lazy and careless, which is what happens when you play such a brain dead easy build.
Trapper runes have LITTLE to do with this. The bulk of stealth comes off d/p . Setting a trap using runes gives at most 4 seconds stealth.
That is NOT permanent. If a thief sets a trap 3 seconds later he is revealed unless he traits SA where he revealed after 4 seconds.
This whether the trap triggered or not.I get longer stealth on my mesmer using decoy as my zerker lays on far more damage then a trap ever will.
This issue has little to nothing to do with trappers runes. It is using trap in conjunction with d/p and using HS in a smoke field.
In short this another anti-stealth argument. Use reveal skills.
We aren’t all engi’s with Lock On.
I main a ranger, I need to be able to see the person to put reveal on them and these thieves can remain in stealth the entire fight. Every other profession doesn’t have a reveal skill.
This might be the most ridiculous argument I have seen on the forums… How the hell is anyone defending this?
Frost trap should remove a boon or 2 per pulse. Would actually make it worthwhile in the current pvp boon spam.
That’s a really good idea. I still like the idea of it freezing a person in a block of ice with the first pulse though. Right now they can just walk out of it and it’s less useful than the snow owl or axe 3.
Yeah the training golem, even the moving one, don’t move like a player does. I can kite a cat around all day without getting hit but the birds attack animations actually let them land their attack. It’s also a thousand times easier to land the taunt with birds since they wait until they are right on the person before it goes off.
I’ve only found cats to work well against player in the water or when using Sic ’Em.
I think they know that things like this will blow over sooner or later. They’ve done it multiple times; shortbow attack rate, shortbow range, pet damage nerf, quickness nerf, a bunch of undocumented damage nerfs.
When HoT hits next week, this thread will most likely be buried deep down in the ranger forum, and will soon be forgotten…
Not by me. For me this mess was the final straw that kept me from buying HoT. I don’t see the point in paying them money while we remain in such a bad state.
On my condi build I honestly found companion’s might to be lackluster but I take it because it’s the only thing worth taking there if you’re going to take Beastly Warden. The blind is kinda useless (also the tooltip says attribute adjust +253 and i have no idea what that means?).
Sharpened edges could be good in a precision built but in a build with low crit it is pretty useless in my experience… especially given that you can take trapper’s expertise and spike trap which is a good combination.
Also random question but how do the bleeds work now? if my pet applies some and has X condi dmg and I apply some at X condi dmg, how is the damage of the bleed stack calculated?
The blind is pretty fantastic with hawk or eagle but I have a hard time giving up resounding timbre.
“We’re listening”
Well, at least they didn’t say “We will fix everything to your satisfaction.”
It took 24 hours to break it, it’s been over 2 weeks and they haven’t tried anything to fix it. That is unacceptable.
I took what you said out of context. Didn’t realise you were referring to the PvP pet issue. I totally agree with you. To say to Rangers that they are only worth patching when they have bugs in their advantage and leave them without pets for so long, its just terrible. Not only that, but they already have the fix, but it will not be included until the 23rd… Lame. If they could hotfix WHaO, they should hotfix pets.
More than anything I don’t accept the way it was handled and the way it is now being ignored.
I don’t accept that mesmers are perma stacking the same buffs on zergs and for some reason that doesn’t rate a nerf.
And if anet is suddenly focused on 1v1 potential why aren’t they dealing with the trap thieves that can kill you while never leaving stealth?
I don’t know about Mesmers because I can’t play as you most likely know, but those thief traps MUST reveal on trigger or do damage for the same effect, its utterly absurd that they have been allowed to continue like this for so long. Anyone could see that was going to end up being a massive troll and seriously OP.
Your a good theory crafter, take a look at these.
https://wiki.guildwars2.com/wiki/Signet_of_Inspiration
https://wiki.guildwars2.com/wiki/Illusionary_Inspiration
Why would they make ranger traps reveal and thief traps not? I play both classes so im not advocating that thief traps are unfair but if they dont reveal one class why would the reveal another? Doesnt make a whole lot of sense.
At this point I’ve given up trying to figure out what goes through their heads.
Ranger traps reveal you, thief traps don’t.
I’m sure you will be able to kill some people running longbow/shortbow but any decent player will get into melee range and destroy you.
More than anything I don’t accept the way it was handled and the way it is now being ignored.
I don’t accept that mesmers are perma stacking the same buffs on zergs and for some reason that doesn’t rate a nerf.
And if anet is suddenly focused on 1v1 potential why aren’t they dealing with the trap thieves that can kill you while never leaving stealth?
Dead player tags been changed from red to grey – major improvement
It was – we partied hard when that change came.
Red keep has also been altered about a year ago, the Vista is now in the keep and not on the Lion statue anymore.
Yeah because people were using that spot to leap in.
Bug fixes, changes made for other game modes, and repairing broken spots in the map really shouldn’t count as ”changes to WvW”
If you have been around the game long enough then you well know that devs don’t compare across professions like this.
There is a good reason too. For instance, the warrior has to be in melee range of you to hit with sword. As a ranger, you can be 900 units away. That in itself makes the two things non-comparable really.
ele scepter is also 900 range and applies 3 bleeds per auto attack
“We’re listening”
Well, at least they didn’t say “We will fix everything to your satisfaction.”
It took 24 hours to break it, it’s been over 2 weeks and they haven’t tried anything to fix it. That is unacceptable.
I’ve made the suggestion before that the passive remains the same, but the active is a ground targeted teleport and a stun break. It would make the signet way more useful, it’s something we desperately need for PvP, but it wouldn’t be spammable because using it makes you sacrifice your movement speed.
Have they finally fixed natural healing? Either way you might want to try it out with wilting strike instead, if you swap 1 of the birds to hawk you can pretty much keep up perma weakness.
“We’re listening”