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Mod 7 - Could Combat HR be viable again?

rversantrversant Member Posts: 896 Arc User
edited October 2015 in The Wilds
Since lifesteal got tanked and the recent modules. It's been a bit of a unwritten law that Trapper HR is the best HR. But with the huge amounts of lifesteal possible, and all this new snazzy stuff like Armor pen mounts, Rank 12's , Trans enchants, Could Combat HR be worth playing again. I always found it really fun.

I mean with guild boon + Defense slots + feats, I could hit 35-40% lifesteal pretty easily and with the stacks from the t5 feat that'd jump to 50-55%. Thats a lot of lifesteal, Combat hr also always did pretty good damage, and while not as spammy as Trapper is it was pretty damn fun.

What do people think? could combat HR make a comeback?
On that note. If you have high crit from azure / brutals, could it be worth using Skirmishers gambit for the extra severity. Losing 10% crit is a lot. but if you already have high crit couldnt the 50% severity potentially be a dps increase? what would be the breakpoint?
People are way too negative, Why cant we just all get along.


Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,

Comments

  • kweassakweassa Member Posts: 2,390 Arc User
    I believe the more appropriate question would be, "would the HR ITSELF be viable again, once after all the bullchi* mechanics are fixed?"

    IMO, doubtful. It's been pretty much proven over time that once the abnormal/overpowered/broken krap are (eventually) balanced, the path/build itself becomes obsolete, and then requires some other form of abnormal/overpowered/broken krap to become viable again.

    The base design of the HR, IMO, is a failure. Base damage, power utilities and effects, survival... all lackluster in the 'default' form. Think about it. Think about all the past incarnations of FotM builds and you immediately notices that each of those relied on some broken chit to make up for how lacking and useless the HR is in its default design.

    So, unless the HR gets some other form of broken overpowered krap, the Combat and Archery paths have no real chance in the current form, unless they only utilize certain aspects of the path and basically come up with a makeshift Trapper-ish build. When we consider if these paths can be reasonably viable while still maintaining its intended build design -- for instance, the Archery relying on range attack oriented, mid-long distance fighting -- it is highly unlikely.

    Of course, if something blatantly overpowered makes it to the game, that only means it will eventually be removed again. Hence, at this point, the only way to fix stuff for HRs to bring some variety and a rise in the general QOL, the only option would be to redesign it top to bottom -- at least the 3 paths feats need another change, because this isn't working.
    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.'
  • rversantrversant Member Posts: 896 Arc User
    edited October 2015
    kweassa said:

    I believe the more appropriate question would be, "would the HR ITSELF be viable again, once after all the bullchi* mechanics are fixed?"

    IMO, doubtful. It's been pretty much proven over time that once the abnormal/overpowered/broken krap are (eventually) balanced, the path/build itself becomes obsolete, and then requires some other form of abnormal/overpowered/broken krap to become viable again.

    The base design of the HR, IMO, is a failure. Base damage, power utilities and effects, survival... all lackluster in the 'default' form. Think about it. Think about all the past incarnations of FotM builds and you immediately notices that each of those relied on some broken chit to make up for how lacking and useless the HR is in its default design.

    So, unless the HR gets some other form of broken overpowered krap, the Combat and Archery paths have no real chance in the current form, unless they only utilize certain aspects of the path and basically come up with a makeshift Trapper-ish build. When we consider if these paths can be reasonably viable while still maintaining its intended build design -- for instance, the Archery relying on range attack oriented, mid-long distance fighting -- it is highly unlikely.

    Of course, if something blatantly overpowered makes it to the game, that only means it will eventually be removed again. Hence, at this point, the only way to fix stuff for HRs to bring some variety and a rise in the general QOL, the only option would be to redesign it top to bottom -- at least the 3 paths feats need another change, because this isn't working.

    Very true. when Combat HR was popular it was largely due to the interaction of Red glyphs with flurry / aimed strike and the other dot skills. also I tested a combat build on preview and while I was fine in terms of survivability my DPS lacked severely compared too trapper's relatively easy rotation. With the "bugged" Bull charge on top. I found it just frustrating.

    I also feel a rebalance is needed for all 3 HR trees. But We probably wont get that for quite some time. Archer should be the King of DPS for HR, but have lower survivability, with the focus being "kill it before it gets too you". Combat should be a bruiser. with moderate dps and good survivability through heals and lifesteal and deflecting hits. and trapper should be the lowest DPS of the 3 specs, but have High control and buff potential.


    People are way too negative, Why cant we just all get along.


    Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
  • glubtalglubtal Member Posts: 58 Arc User
    PvP: You'll be annoying to kill at best, but still simply dont deal out fast enough dmg to make a difference.
    PvE: Well, in groups you have a real tank to soak up dmg, its still your dmg that counts as a ...dmg class :), so no...
    For soloing PvE: The only path it could be mildly fun I guess, and still, a trapper would just be faster grinds...
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    Wild Medicine is stuck in the dark ages, using base HP, not max. LS is mostly useless due to healing depression.

    Perfectly viable for solo, doable for party pve, but very lackluster and underperforms compared to archery/trappers.
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    PvE-wise my Combat HR's damage isn't great but it's getting there. I'm hoping for the devs to reduce AD sinks soon so I can make the necessary changes for PvE as she used to be my PvP toon. Also I have been wearing the Elemental Burning PvP set, which will change when I get the PvE set from double seals event this weekend. I did a few eToS runs this week and I wasn't far off from some of the classes in damage, although GWF's blew me out of the water, as expected. I'll be getting way more Power, ArP and Crit as the expense of Recovery and Deflection. That will definitely help my damage output.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • kweassakweassa Member Posts: 2,390 Arc User
    attero30 said:
    Which one? The class? Or the amount of equipment you've bought off the market?

    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.'
  • valynstarfirevalynstarfire Member, NW M9 Playtest Posts: 100 Arc User
    *SSSHHHH* I've done some math, and the penalty to crit chance doesn't add up. I don't seem to have a 10% crit chance penalty, only 2%. so 2% for 50% severity. :)

    I don't have an overpowered or optimized Combat HR. My enchants are all rank 7's, I have Loyal Master's gear for my Ioun Stone. My Resistance Ignored is at 60% my power damage is at 36%, and Crit Chance at 21%. Lifesteal chance is sitting at 22%. I have the Seldarine Artifact Equipment set, Greater Feytouched, and (Regular) Negation. If something doesn't drop me in one hit, I am at full health withing 2 seconds usually, without drinking a potion.

    I am happy with my HR, wish I could do more damage, but I am doing what I can to get there.
  • rayrdanrayrdan Member Posts: 5,410 Arc User

    *SSSHHHH* I've done some math, and the penalty to crit chance doesn't add up. I don't seem to have a 10% crit chance penalty, only 2%. so 2% for 50% severity. :)

    I don't have an overpowered or optimized Combat HR. My enchants are all rank 7's, I have Loyal Master's gear for my Ioun Stone. My Resistance Ignored is at 60% my power damage is at 36%, and Crit Chance at 21%. Lifesteal chance is sitting at 22%. I have the Seldarine Artifact Equipment set, Greater Feytouched, and (Regular) Negation. If something doesn't drop me in one hit, I am at full health withing 2 seconds usually, without drinking a potion.

    I am happy with my HR, wish I could do more damage, but I am doing what I can to get there.

    i can assure you the crit penalty is working
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User

    *SSSHHHH* I've done some math, and the penalty to crit chance doesn't add up. I don't seem to have a 10% crit chance penalty, only 2%. so 2% for 50% severity. :)

    I don't have an overpowered or optimized Combat HR. My enchants are all rank 7's, I have Loyal Master's gear for my Ioun Stone. My Resistance Ignored is at 60% my power damage is at 36%, and Crit Chance at 21%. Lifesteal chance is sitting at 22%. I have the Seldarine Artifact Equipment set, Greater Feytouched, and (Regular) Negation. If something doesn't drop me in one hit, I am at full health withing 2 seconds usually, without drinking a potion.

    I am happy with my HR, wish I could do more damage, but I am doing what I can to get there.

    What PP are you? I'm still PF but want to switch back to SW again. I feel so inadequate when facing packs of mobs - the only AoE I have is RoA/RoS and Cordon/Plant Growth. I'll miss Slasher's mark, Hunter's Teamwork and CA for sure but I think I'll do more damage overall with CtG and TBS.

    That 22% Lifesteal might be overkill. The Lifesteal we get from the 2 Combat feats alone give 20% if we get all stacks up. My Lifesteal is 16% on character sheet, which is more than enough to keep me up.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
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