According to the tooltip it says "As a follow up power, you may re-activate this to break free of control effects"...
Well I have tested it extensively... It most times does not break free from a cleric's chains, It does not break free from most HR root's and constrict, It does not break free from a CW's entangling force or ice roots, it does not break free period of any slow effects nor does it break free obviously from any prone effect.... Being said what CC's exactly does Vengeance's Pursuit Allow a TR to break free of? Or is it broken?
I noticed this as well. For me when I've tried it in similar scenarios, it was never breaking CC. Maybe it is because no one actually uses this TR path that this has gone unnoticed?, but yeah, this definitely needs some attention, unless we are both somehow using the skill wrong to break CC. It is pretty clear though, use the power once, then re-activate it to break CC. No idea why I can never break CC activating it the second time. This would be a huge step in making the build more viable.
I'd definitely post this in the bug report section so they know it is an issue if others say the same.
Not sure why, but it may probably have something to do with it being tagged as an at-will. In Preview, one of the patch notes list that the power is no longer tagged as an at-will but oddly enough it still doesn't have a CD associated with it. I'm hoping the devs decided to retain this mechanic.
But nonetheless, it'd be worth checking out the preview shard to see if it's breaking CC now.
Hmmm, I never tried it with stealth. But isn't this kinda pointless. You are safer inside stealth and need that cc breaker when out of stealth.
Exactly. Pointless.
What's more problematic is that it is only the 2nd VP(teleport) part that breaks you out of CCs, and only when you are under stealth. Therefore, you need to mark someone beforehand. If you go into stealth and somehow become unlucky and get CCd in that state, you still can't do anything because you can't activate VP(mark) portion of the power in the first place.
From my experience, the CC-breaker part of VP is generally much too unreliable and circumstantial to be considered anything worthwhile. It does have limited uses, for instance when you are snared by HRs and their god-forbidden annoying Grasping Roots... since this form of CC does not disable you, but literally just pulls you into one spot, you can mark, enter stealth, and then break away. But then again, this is also pointless, since as long as you can activate VP(mark) in the first place, you can literally move anywhere you want whether you break out from CC or not, since VP is essentailly a gap-closing teleport. Come to think of it, I haven't even bothered to check whether VP truly breaks you free from Grasping Roots or not.. since you can hardly tell the difference. The HR lands shots, moves away, you mark, teleport to him, he tries to grasp you again, moves away, you just mark and follow.. so yeah, at this point I'm not sure if it really breaks you free or not.
In this sense, VP vs. ITC is no contest. VP is not a CC breaker in any practical way, and whatever way it is supposed to work can simply be ignored. The real potential of this power lies with the fact that it is a gap-closer at hand, and a gap closer with a CC funtion at that, as well as a stealth tracker, and the power that allows nothing to escape a WK hands if he/she wishes it so.
For MI builds, ITC provides an absolute protection against every form of CC (except for the bugged Grasping Roots). For WKs, you have to rely on your planning and exit strategies, situational awareness and etc to protect yourself against CCs. Luckily, the VP-DazingStrike pattern I've developed does wonders in allowing you high points of survival. It still can't compare to what ITC does, but it does raise your odds of safe escape and survival by a lot.
Stop making excuses. Be a man. If you know something to be broken, stop using it. Otherwise, you've got no right to be speaking of 'balance.'
Comments
I'd definitely post this in the bug report section so they know it is an issue if others say the same.
But nonetheless, it'd be worth checking out the preview shard to see if it's breaking CC now.
The catch is, you break from CC only when in stealth.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
Hmmm, I never tried it with stealth. But isn't this kinda pointless. You are safer inside stealth and need that cc breaker when out of stealth.
Exactly. Pointless.
What's more problematic is that it is only the 2nd VP(teleport) part that breaks you out of CCs, and only when you are under stealth. Therefore, you need to mark someone beforehand. If you go into stealth and somehow become unlucky and get CCd in that state, you still can't do anything because you can't activate VP(mark) portion of the power in the first place.
From my experience, the CC-breaker part of VP is generally much too unreliable and circumstantial to be considered anything worthwhile. It does have limited uses, for instance when you are snared by HRs and their god-forbidden annoying Grasping Roots... since this form of CC does not disable you, but literally just pulls you into one spot, you can mark, enter stealth, and then break away. But then again, this is also pointless, since as long as you can activate VP(mark) in the first place, you can literally move anywhere you want whether you break out from CC or not, since VP is essentailly a gap-closing teleport. Come to think of it, I haven't even bothered to check whether VP truly breaks you free from Grasping Roots or not.. since you can hardly tell the difference. The HR lands shots, moves away, you mark, teleport to him, he tries to grasp you again, moves away, you just mark and follow.. so yeah, at this point I'm not sure if it really breaks you free or not.
In this sense, VP vs. ITC is no contest. VP is not a CC breaker in any practical way, and whatever way it is supposed to work can simply be ignored. The real potential of this power lies with the fact that it is a gap-closer at hand, and a gap closer with a CC funtion at that, as well as a stealth tracker, and the power that allows nothing to escape a WK hands if he/she wishes it so.
For MI builds, ITC provides an absolute protection against every form of CC (except for the bugged Grasping Roots). For WKs, you have to rely on your planning and exit strategies, situational awareness and etc to protect yourself against CCs. Luckily, the VP-DazingStrike pattern I've developed does wonders in allowing you high points of survival. It still can't compare to what ITC does, but it does raise your odds of safe escape and survival by a lot.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'