Post by jamerance on Sept 18, 2016 20:33:49 GMT -8
SEEKER S VENGEANCE
Explains how the looping portion of the feat Swiftness of the Fox can cause the range encounters to refresh faster than can be executed in conjunction with Gushing Wound.
Quotes taken from the official wiki.
Swiftness of the Fox
The range encounter power that dots frequently:
Gushing Wound
If we go by what the description says you apply a bleed that lasts 20 seconds. Based on the rough testing and the gentleman's video I have a theory on how this 'loop' activates:
The Gushing Wound as an encounter power strikes a single target with a bleed effect, the initial strike is the first tick of the bleed and the timer starts from there. If an ally strikes the target the entirety of the bleed effect and its damage is applied on the target and ends the effect.
If there is no one else to proc the effect the bleed ticks again, causing Swiftness of the Fox to activate because it is an encounter power and not a separate feat like Thorned Roots.
Thorned Roots
The engine believes you are activating Gushing Wound, a melee encounter, for every tick of the bleed and thus reducing your ranged encounter powers to near chain-gun speed!
Before the nerf bats are whipped out I would like to point out the flaws of this synergy again in case it was missed in the video and explanation.
The hunter/huntress has to be alone in battle, this includes the companion. An augmented solo hunter ranger would be the most likely candidate to use this flaw. If you've soloed as a HR you realize how sudden death comes when out of stamina or caught outside the immune frame during a large attack. The only mobs that can withstand the full 20 seconds to execute this are boss level and taking them on solo is best left to the over geared and / or insane.
The Longstrider shot produces less damage potential over Binding Arrow and Constricting Arrow. Swiftness of the Fox is deep in the trapper build so the capstone of rooting and adding damage via those roots is lost using Longstrider's shot. So far only Strong Grasping Roots apply Thorned Roots for the extra damage the build relies on.
Gushing Wound has a long animation and can miss if the mob moves out of range. There is no guarantee that the bleed effect applied, just a sound like a watermelon being stabbed that indicates you may have connected. The encounter will enter cooldown regardless of hit or miss, this was addressed in the Mod10 patch notes. The encounter can crit, but I have not seen it crit when applied. Unless stunned the mob will try to hit you during this animation. I use another encounter power that has a immune frame effect quickly to get out of the way. If timed poorly I cancel the Gushing Wound animation and then have to wait on its cooldown or a full rotation.
I considered and tried on some tougher enemies to not use Fox Shift or Marauder's Escape and place both root inducing shots to max out the damage. Between the animations I noticed Constricting Arrow forces you to step forward. With high control and crit capping you can 'stun lock' a mob to death without fear of being hit. If less than this ideal you are left with shifting away and possibly being hit with a knockdown. We know what happens to Rangers knocked off their feet. The current shift is not far enough to go more than four rapid fired constricting shots before you are in melee range of the stun locked target. This is not ideal for a dragon flight where the dragon is immune to crowd control. (Most of the time)
I hope that explains how my little dragon tickler was able to accidentally slay a dragon sitting at 1%. It seems the combined dots and Thorned Roots damage was enough to kill it while I was walking away...
I am terribly sorry.
Explains how the looping portion of the feat Swiftness of the Fox can cause the range encounters to refresh faster than can be executed in conjunction with Gushing Wound.
Quotes taken from the official wiki.
Swiftness of the Fox
Your Melee encounter powers shorten the cooldown of your Ranged encounter powers by 3/6/9/12/15%. Your Ranged encounter powers shorten the cooldown of your Melee encounter powers by 3/6/9/12/15%
The range encounter power that dots frequently:
Gushing Wound
You slice a target, causing them to bleed over 20 seconds. Allies who strike this target cause the bleed to advance, ticking immediately.
The Gushing Wound as an encounter power strikes a single target with a bleed effect, the initial strike is the first tick of the bleed and the timer starts from there. If an ally strikes the target the entirety of the bleed effect and its damage is applied on the target and ends the effect.
If there is no one else to proc the effect the bleed ticks again, causing Swiftness of the Fox to activate because it is an encounter power and not a separate feat like Thorned Roots.
Thorned Roots
Your Strong Grasping Roots are upgraded to Thorned Roots. Thorned Roots deal 40/80/120/160/200% of your weapon damage every second. 250% of your weapon damage is dealt immediately to control immune targets.
The engine believes you are activating Gushing Wound, a melee encounter, for every tick of the bleed and thus reducing your ranged encounter powers to near chain-gun speed!
Before the nerf bats are whipped out I would like to point out the flaws of this synergy again in case it was missed in the video and explanation.
The hunter/huntress has to be alone in battle, this includes the companion. An augmented solo hunter ranger would be the most likely candidate to use this flaw. If you've soloed as a HR you realize how sudden death comes when out of stamina or caught outside the immune frame during a large attack. The only mobs that can withstand the full 20 seconds to execute this are boss level and taking them on solo is best left to the over geared and / or insane.
The Longstrider shot produces less damage potential over Binding Arrow and Constricting Arrow. Swiftness of the Fox is deep in the trapper build so the capstone of rooting and adding damage via those roots is lost using Longstrider's shot. So far only Strong Grasping Roots apply Thorned Roots for the extra damage the build relies on.
Gushing Wound has a long animation and can miss if the mob moves out of range. There is no guarantee that the bleed effect applied, just a sound like a watermelon being stabbed that indicates you may have connected. The encounter will enter cooldown regardless of hit or miss, this was addressed in the Mod10 patch notes. The encounter can crit, but I have not seen it crit when applied. Unless stunned the mob will try to hit you during this animation. I use another encounter power that has a immune frame effect quickly to get out of the way. If timed poorly I cancel the Gushing Wound animation and then have to wait on its cooldown or a full rotation.
I considered and tried on some tougher enemies to not use Fox Shift or Marauder's Escape and place both root inducing shots to max out the damage. Between the animations I noticed Constricting Arrow forces you to step forward. With high control and crit capping you can 'stun lock' a mob to death without fear of being hit. If less than this ideal you are left with shifting away and possibly being hit with a knockdown. We know what happens to Rangers knocked off their feet. The current shift is not far enough to go more than four rapid fired constricting shots before you are in melee range of the stun locked target. This is not ideal for a dragon flight where the dragon is immune to crowd control. (Most of the time)
I hope that explains how my little dragon tickler was able to accidentally slay a dragon sitting at 1%. It seems the combined dots and Thorned Roots damage was enough to kill it while I was walking away...
I am terribly sorry.