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Weaver. "Bolstered elements" works incorrectly for "Twist of Faith"


Vaeo.4097

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Description of "Bolstered elements" is: "Gain stability when activating a stance."And it works exactly as described with every stance except "Twist of Faith". "Twist of Faith" applies stability not "when activating" but after animation of skill end.

What's the difference you wonder? Difference is for Dragon Hunter traps and Guardian hammer's "Ring of Warding". Especially traps. You can't escape it with "Twist of Faith" (because you will be just knocked down and insta dead). To escape "Dragon's Maw" weaver must spend "Twist of Faith" and 2 dodges (or 1 dodge and "Riptide") because first dodge will end exactly on "Test of Faith" . Too much effort and cooldowns should be spent by weaver. While DH spends no resources on this burst: he has enough damage/blocks/heal to wait for traps cooldown.

If "Twist of Faith" will apply stability on activation it will be much better.

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@"Pterikdactyl.7630" said:The negative side to this would be that your Stab won't last as long after the evade frame. Whether that's better than having it instantly apply depends on the situation.

Exactly. There's a lot more situations where you need stab after evade. There's only a few CC skills in game that cant be evaded, that would require stability to negate. It's just not worth changing.

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@steki.1478 said:

@"Pterikdactyl.7630" said:The negative side to this would be that your Stab won't last as long after the evade frame. Whether that's better than having it instantly apply depends on the situation.

Exactly. There's a lot more situations where you need stab after evade. There's only a few CC skills in game that cant be evaded, that would require stability to negate. It's just not worth changing.

I can't agree here. 3 or 4 sec of stability after evade is not actually a difference for survivability."Dragon's Maw" and "Ring of Warding" are used to setup heavy burst. Escaping them fast to avoid burst damage is much more important.

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@Vaeo.4097 said:

@"Pterikdactyl.7630" said:The negative side to this would be that your Stab won't last as long after the evade frame. Whether that's better than having it instantly apply depends on the situation.

Exactly. There's a lot more situations where you need stab after evade. There's only a few CC skills in game that cant be evaded, that would require stability to negate. It's just not worth changing.

I can't agree here. 3 or 4 sec of stability after evade is not actually a difference for survivability."Dragon's Maw" and "Ring of Warding" are used to setup heavy burst. Escaping them fast to avoid burst damage is much more important.

I disagree. Those extra seconds can make a very big difference in survivability. You are correct in those situations, but those are two skills for two specific matchups (Core Guardian and Dragonhunter) that are some of the very few counters to evades that exist in this game. You have other options to avoid damage in those situations. I'm not saying that your opinion is wrong, but you can't write off the extra duration of stability just because it doesn't have value in those specific settings. Twist of Fate is already a very strong skill.

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