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81

Wednesday, April 17th 2013, 6:01pm

Quoted from "FarmerTom;598279"

welll u missing 3 levels :P i can hit 1.2 crits np... not arguing by no means or showin epeen off whatev... but i also have 116k pa unbuffed atm for w/wrd. idk if thats same class combo u talkin about or another one just contributing:P is there a way to really know if they r workin? l idfk


Well I am Lvl 77, I just haven't updated signature in a while. And yes, I'm pretty undergeared but the point is without Sapping I hit lower than I do when there is Sapping. Meaning it does work.
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82

Wednesday, April 17th 2013, 6:06pm

I don't beleive anyone said that a scout of any sorts is going to keep up with a w/wd or even w/m..

But in the end game they can still do decent damage... and I know scouts that can out dps mages and such in kbnh... and keep up with the rest of the other mele dps..just b/c scouts on your server are garbage doesn't mean all scouts are garbage ;).. or your mele dps are jsut thattt good haha.
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83

Wednesday, April 17th 2013, 6:14pm

Quoted from "dreamweaver537;596756"

s/wd does very well in kbnh. although it's dps depends largely on chance with procs and crits, depending on your luck you can beat even w/m's in burns and it's sustain is not too bad (i guess that is what make s/wd so fun...the gambling/luck factor where a double CC snipe crit easily puts you on top on scrut at the end of a burn)....other scout dps classes cannot compare in kbnh or i guess in any high lvl instance. (lvl 80 weps will nerf scouts in relations to other classes =(



^^
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84

Wednesday, April 17th 2013, 6:14pm

Quoted from "mikkehboii;598289"

Well I am Lvl 77, I just haven't updated signature in a while. And yes, I'm pretty undergeared but the point is without Sapping I hit lower than I do when there is Sapping. Meaning it does work.


im just pickin on ya man is all. :P
Misguidedknight 72S/72K/70R Retired
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85

Wednesday, April 17th 2013, 8:21pm

Quoted from "gigilomann;598290"

I don't beleive anyone said that a scout of any sorts is going to keep up with a w/wd or even w/m..

But in the end game they can still do decent damage... and I know scouts that can out dps mages and such in kbnh... and keep up with the rest of the other mele dps..just b/c scouts on your server are garbage doesn't mean all scouts are garbage ;).. or your mele dps are jsut thattt good haha.


Considering the rogues on Palenque get outdamaged by a mage/scout... X.x.
Besides scout/warden scouts are pretty garbage, the difference is Palenques rogues are garbage too, so they look not so bad.
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86

Wednesday, April 17th 2013, 8:36pm

Quoted from "Borella;598326"

Considering the rogues on Palenque get outdamaged by a mage/scout... X.x.
Besides scout/warden scouts are pretty garbage, the difference is Palenques rogues are garbage too, so they look not so bad.

Sadly, for the most part, this is true.

87

Thursday, April 18th 2013, 3:21am

Quoted from "aardvark3;598006"

Don't waste time about PvP if 1 in a 100 ever does PvP it is a miracle the PvP servers are empty because no one does it, read all the threads about no one in the PvP servers. Siege is a beta mess with a small but loyal following but the game is PvE and fixing a skill because of PvP or Siege is just the tail wagging the dog. Not to mention a total waste of the time the programmer could be using to fix something that actually matters.


Hmm, this reminds me about another nerf (much harsher than this S/Wd one) about a fun little priest class that used to exist...
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88

Thursday, April 18th 2013, 5:35am

As a S/Wd i personally think we are fine dps wise when it comes to PVE. i understand its hard for other players because they don't want to put in the time and effort to figure out the best ways to dps. im not the best dps in the group by any means but im not the worst either. that being said, s/w is still decent dps and thats about it when it comes to scouts and pve. i will say this, Charged chop helped the scrut alot for s/wd's and just this simple 1 sec. cast time really screws the skill and it will hardly ever be used anymore. if its pvp thats the problem then simply remove the knockdown i don't even care about that but please for the love of god remove that dang cast time.

89

Thursday, April 18th 2013, 7:05pm

Sapping is fun, for everyone.

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90

Thursday, April 18th 2013, 10:06pm

Quoted from "TheTymos;598381"

As a S/Wd i personally think we are fine dps wise when it comes to PVE. i understand its hard for other players because they don't want to put in the time and effort to figure out the best ways to dps. im not the best dps in the group by any means but im not the worst either. that being said, s/w is still decent dps and thats about it when it comes to scouts and pve. i will say this, Charged chop helped the scrut alot for s/wd's and just this simple 1 sec. cast time really screws the skill and it will hardly ever be used anymore. if its pvp thats the problem then simply remove the knockdown i don't even care about that but please for the love of god remove that dang cast time.


The matter is, that since S/wd is mainly a DPS scout, with almost no support, unlike most other scouts, it should be closer to par DPS wise with other dps classes.

There's many issues with scout, everyone can agree on it. S/wd, not so many issues, but it's also the most DPS based scout class combo in the game. It's only real support skill is Wind attack, which is a passive buff that randomly comes up on bosses/mobs, and it's also quite rare TBH. Seeing as how it is triggered off your combo shot, and that's a 6s delay if it doesn't go off. And it tends to go off only about 2 out of 5 times.
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91

Thursday, April 18th 2013, 10:39pm

Quoted from "Mamn00n;598439"

The matter is, that since S/wd is mainly a DPS scout, with almost no support, unlike most other scouts, it should be closer to par DPS wise with other dps classes.

There's many issues with scout, everyone can agree on it. S/wd, not so many issues, but it's also the most DPS based scout class combo in the game. It's only real support skill is Wind attack, which is a passive buff that randomly comes up on bosses/mobs, and it's also quite rare TBH. Seeing as how it is triggered off your combo shot, and that's a 6s delay if it doesn't go off. And it tends to go off only about 2 out of 5 times.


Do you even play anymore? Thought you left after they told you that shot and combo shot couldn't be spammed anymore.

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92

Thursday, April 18th 2013, 10:40pm

Quoted from "Magicblender;598443"

Do you even play anymore? Thought you left after they told you that shot and combo shot couldn't be spammed anymore.


If you're going to post on this thread, make it constructive.
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93

Friday, April 19th 2013, 2:26am

TBH the only thing i care about seeing is the cast time taken off Charged chop, i wouldn't care if they dropped the dps 200% and removed the knockdown completely, of course some of the suggestions made about how to fix the scouts would be nice to see but that's the only one i really care about. charged chop is almost as non-existent as snipe now...

94

Friday, April 19th 2013, 3:09am

Just curious as to why the 1 sec cast makes s/wd dps so much worse in pve. I get that you cant jump around while doing it, but how different is 1 sec cast vs instant cast +GCD.

Cast skills shouldn't trigger GCD right, so isnt it just cast time vs GCD time for the difference?
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KilledbyBorella February 15, 2012

Mamn00n

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95

Friday, April 19th 2013, 3:22am

Quoted from "Quaffy2;598467"

Just curious as to why the 1 sec cast makes s/wd dps so much worse in pve. I get that you cant jump around while doing it, but how different is 1 sec cast vs instant cast +GCD.

Cast skills shouldn't trigger GCD right, so isnt it just cast time vs GCD time for the difference?


Actually, before charged chop didn't trigger GCD.

And yes, they made cast skills trigger GCD IF your not fast enough. There is a way around GCD on skills like comboshot and snipe, but it doesn't always work.
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96

Friday, April 19th 2013, 3:27am

Any spell with a cast time can be interrupted. It also allows a melee character to close with you before the spell hits. If a melee character closes with a scout the scout dies. It also allows spell casting mobs to hit you before charged chop gets to them so it doesn't interrupt their spells. It turns a usable spell into something worthless.

97

Friday, April 19th 2013, 3:29am

thats just it, with that cast time you can't move and use the skill, don't get me wrong the knockdown helped out alot but that is the main skill s/wd's use im sure i will find away around not using it eventually but when you get into a rhythm and you use it alot you find yourself trying to move around and use it only to realize its not working and your dead... i guess it just really screws up the rotation that i have used for a while now not to mention charged chop is the s/wd's hardest hitting skill (excluding snipe). my personal opinion is people complained that it hit too hard and the added knockdown made it virtually impossible to kill a well geared s/wd, do i disagree? absolutely not, s/wd's are in my opinion one of the strongest class combos in siege... or was depending on how dependent each specific person was on their charged chop. i think if their going to keep this cast time on charged chop then they need to put a cd on low blow. make hide and vanish share a cd, put a casting time on magma blade and earth groaning wind blade or whatever the m/wd's elite skill is called. once again this is just my personal opinion, if your going to balance pvp classes you should balance it for all classes not a few.

98

Friday, April 19th 2013, 6:22am

s/wrd charged chop 15 sec cool down, 1 sec cast time 2 sec knockdown effect, 200 range

well in siege charged chop used to be on top of my scrut for damage done, and after this change, it can hardly be used in pvp anymore, and alot less useful in pve too.

a scout is suppose to be ranged on the move, with low pdef physical attack even, no idea why they changed the skill , probably cause of pvp zzz lame

200 range to cast a 1 sec skill, usually dead before you can even cast it, then you cant even cast while on the move.

well this change does bother me alot for pvp, but if they are going to change it, atleast let it be where we can cast on the move, cause any scout not on the move is a dead scout, unless heavily stated with pdef.

rogues can hide and cast combo throw on the move, r/wrd can instantly spam charged chop so can other warden or warden secondary class,

yes ranged charged chop was a bit powerful, but that was due to the knockdown effect of 3 seconds, why not just remove the knockdown effect and leave the instant cast skill, or just let us be able to cast on the move.

not many even play scouts anymore, and they keep nerfing the weak while the over power goes unchanged..

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99

Friday, April 19th 2013, 7:17am

Just another random nerf, like they did to Wardens. Nobody ever complained about Wardens either, and 1 day RW came and nerfed their Pdef and broke half their tanking skills.

I don't think the Knockdown on CC was really an issue, because its not like 99% of the people actually lived through the damage to be knocked down anyway... lol
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100

Friday, April 19th 2013, 4:44pm

I may just be a noob scout, but didn't s/wdn CC originally have a cast time?


also, am I the only scout that uses neck strike/joint blow?