u/LesdoleagueYT

Is evasion breaking or saving the game?

As we know game is supposed to be melee, magic, range, + tank, dps, healer. (with ever class having counters)

However, evasion causes cc to miss which is just superior to endurance. Greatsword also just can build hp and more hit chance than other classes.

It is also easier to build range and magic evasion and when considering high focus not giving melee evasion and dagger giving magic and range evasion. It would seem evasion is not meant to counter melee.

So it seem melee + evasion beats range and magic. Magic deal damage to tanks. And range are just less good assassins. GS dagger seems to do it better with less risk and dies less than cbow dagger and infiltrator. Now if all classes have a pocket they all can get kills.

Now the question is with less hit chance in the game we end up see more melee especially if you include tanks. However IF everyone has to build hit chance does that make endurance easier to build and be useful? So if everyone build 5k-6k hit they will have less crit and heavy which should make it possible for endurance players to counter hit builds. The question is endurance doing enough? I have been noticing that endurance does not feel like it does much with how much damage in the game.

So is evasion the best and enabling people to build endurance more easily or is there too much damage and endurance is just dead? I personally as an evasion rav. Feel like my cordi just makes it so I can go full evasion + hit +heavy and still more than enough damage. Daggers give me stealth and smoke screen. I feel like there need to be something to counter the 1300 evasion im getting from the 2 piece set.

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u/LesdoleagueYT — 1 day ago

isnt new archboss staff is terrible in pvp even with buff?

  1. You are giving up a passive to run this spellblade, lib, invo all have better passives to run. This passive works on all skills. So negative stats to all skill to run this ability.
  2. New ability share cooldown of old abilities. Meaning the new ability MUST out damage the old ones but don't. And to even use it the cooldown must be up.

-Lava dust semi garbage since we can use use a longer petrify on staff if we want one that has no conditions attach. Lava dust requires them to sit in it for 4 tics and they pretty much have to be in melee. This is not helping the player 9 times out 10.

-Fire tornado. Replaces an instant cast direct damage ability that can be cast -twice- at 375% plus 10 percent per burning stack making it deal more damage if when cast twice than the tornado at 300 percent each sec for 4 sec AND you can dodge/out run that ability.

-Mag field is 1100 damage very slow projectile that bounces. Bounce is the only reason it is ok. Super easy to see and block 1 projectile weak in evasion meta. The skill it replaces is ice spear that is 110 per ice spear with 8 ice spear and the specializations give it 40 percent damage meaning single target wise it does more damage than mag field and better vs evasion players. So it MUST be used around other targets.

  1. All the skill have conditions for their use and for you take skills off your hot bar. So imagine you dont want to use lava dust but want to use mag storm. Too bad better not use ur blink because IF lava dust is up it will use the stacks and prevent you from using mag field. So better not use ur blink ability if you are trying to build stacks towards mag field.

  2. Del is just better. Gives extra damage to a skill does not require you to give up a passive.

I am on despair. And our spellblade is trying to make use of it but our testing in the guild hall suggests we are getting less damage...It even seem bad in pve since the new passive gives cooldowns when building up stacks. but this changes that. Help would be greatly appreciated if I missed something

(I have an extra is in the title sorry it is bugging me too.

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u/LesdoleagueYT — 10 days ago