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KhittyKhat.2601

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Everything posted by KhittyKhat.2601

  1. True Shot 50% move is a long time coming. Next please do the same with Zealot's Defense SW 3 at least when traited with Willbender. The rooting kills the mobility of WB.
  2. Hammer is inferior in sPvP due to it's clunkiness and predictive animations. H4 is almost never landed besides yeeting downs off points H5's rooting kills the flow of WB's motion and it's not very good if not timed with JI H3 does decent damage now but it's still a line and easily dodged by walking to the side, it can hit reliably if it's point blank Auto Attack is too slow so if you were to have Symbolic Avenger traited, you'll not be able to get symbol hits regularly. Overall Hammer can be a good team fight weapon due to its utilities but against everything else it's not the most reliable. GS has better potential due to GS3's movement/heal/targeting, faster startups, reliable GS5 interrupts or damage over time, & Symbol synergy with it's traitline.
  3. Valkyrie Amulet was useable even before this buff but now it's for sure the best one to use when traited. Hammer still is much inferior to GS because GS has a CC (GS5) that's much easier to land than H4/H5. GS3 also has extra mobility+healing with it doing pretty decent damage when critical hit.
  4. I like Flash Combo as an extra blink/shadow step when SW2 and JI is on cool down to chase targets through walls in sPvP or to disengage by running towards a further target. But the skill alone is horrible, it does lackluster damage, the radius is too tiny (99% of the time you won't get all hits in), and if you don't get all hits in you don't get Repose to disengage. Repose is also conflicting in it's design where Flash Combo is assumed to bring you in from a distance to dish out major damage then Repose away and reposition. Even in PvE Repose doesn't have a great effect since mobs know where to track you after you Repose. The skill needs a major rework, either buff damage and/or make all hits connect for a guaranteed Repose, and Repose should be instant like JI for better synergy.
  5. I've just played some Unranked matches and learned that you'll need to use dual SW + GS so your mobility to disengage are F1, F2, GS3, SW5, F3 with increasing cooldowns. Using Restorative Virtues trait, the Alacrity somewhat reduces the cooldown for everything so you can rotate out when pressured. The idea is to run in for group battles, dish damage with GS2, SW2, SW3 then retreat. Seems to work so far in Unranked play but haven't tested in Ranked enough times, only 2 matches. In any case it is still very restrictive against classes that have many CCs (e.g. Necro) or are quick themselves (Engineers, even Mechanists) who can chase you down even with this setup. We can only hope the next balance patch improves things.
  6. Even a Harbinger is a more efficient "will bender" with skills like Vital Draw on top of their Fears and other CCs
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