Any fight where dodging is actually important turns into a frustrating mess when you play GWF.
On my Cleric I can avoid every red attack ever, and I hear they are not even the best dodgers.
But Sprint is the most unreliable dodge I've ever had the displeasure of dealing with.
A large portion of the time, you will be clearly out of the red area and still take damage and get hit.
This actually happens more often than not.
I've realized that releasing shift will make the server update your position and makes Sprint actually work, but that's not how it should work.
My character is CLEARLY OUT OF THE WARNING ZONE, I SHOULD BE SAFE. I shouldn't have to remind the server that I have moved by imputing an extra command. Not when it's something as delicate and often important as a dodge.
u have to remember that theres a slight delay between what u see and what server sees cause of latency, depending on where u are it can be big enough difference, and on not even terrain the red zones are a bit bugged
but you shouldnt evade red zones as gwf, gwf uses their titanium balls to ignore red zones and absorb them for even more awesomness
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dante123plMember, NW M9 PlaytestPosts: 282Arc User
u have to remember that theres a slight delay between what u see and what server sees cause of latency, depending on where u are it can be big enough difference, and on not even terrain the red zones are a bit bugged
but you shouldnt evade red zones as gwf, gwf uses their titanium balls to ignore red zones and absorb them for even more awesomness
I use Sprint to close gaps faster then other classes can, and to do small shifts out of red circles/cones when I need to. Other wise taking damage isn't a terrible thing as it triggers Unstoppable...
Is Sprint perfect? No. Though I would agree it fits our class well... Dodging HAMSTER? Eff that.
Slap on a pamper. Stand in a red circle. Take it like a man. :cool:
That's all well and good, except for the enemies that heal a ton when they hit players, or the ones that summon adds when they hit players.
If the enemies heal when they hit you, Sprint out of the AoE lifesteal cone/circle. Recognize the animation before it goes active, you do have time to get out...
The ones that summon adds, those additional adds are general significantly weaker then the boss add. So just keep kicking butt on the main add, and kill the other adds with your AoE attacks lime Weapon Master Strike or Wicked Strike.
A large portion of the time, you will be clearly out of the red area and still take damage and get hit.
This actually happens more often than not.
I've realized that releasing shift will make the server update your position and makes Sprint actually work, but that's not how it should work.
My character is CLEARLY OUT OF THE WARNING ZONE, I SHOULD BE SAFE. I shouldn't have to remind the server that I have moved by imputing an extra command. Not when it's something as delicate and often important as a dodge.
Yes, the netcode in this game is awful. The engine wasn't made for game with so much fast movement.
Sprint for GWF is a tricky thing. It's helpful to know what it's best used for.
Sprint is used in the following ways:
- to run across PE faster than HAMSTER horses.
- to get to the next mob before the GF does.
- to run away from frustrated CW's in PvP.
- to get back to the target your CW, DC or GF friend just *helpfully* pushed away from you.
Sprint is NOT used for:
- getting out of AOEs or avoiding attacks. Why would you try to avoid more determination?
- getting away from mobs altogether. We just go unstoppable and slowly kill them.
- jumping any distance whatsoever. That's what the one point in 'Mighty Leap' is for, duh.
It's all fun and games, but a lot of truth is said in jest.
"Every adventurer has two things in common: they don't like dying, and they love getting paid. The rest is just semantics." Brecken, famed mercenary of Baldur's Gate
It's called Punishing Charge, and it even hurts enemies when you do it!
Mighty Leap, too.
"Every adventurer has two things in common: they don't like dying, and they love getting paid. The rest is just semantics." Brecken, famed mercenary of Baldur's Gate
GWF Sprint is one of our most valuable skills and I wouldn't trade it for any other dodge. If it really doesn't fit in with your play style than as others have pointed out perhaps mighty leap and punishing charge may be worth considering for your particular type of gameplay.
I mean no disrespect, but when I see the thread title "GWF Sprint is terrible" it instantly makes me cringe and think here's another one who doesn't really know how to play the class and would rather post something on the forums then take the time to work it all out. Perhaps this is not the case, and again I mean no disrespect.
If you have rolled a GWF I commend you. The next step is to hold in there despite the current situation (underpowered) and learn the trade (so to speak) so that when in Module 2 we get some love back, you have the potential to excel.
There are many good and even great GWFs out there and I am humbled to be considered part of that group who keep pushing their class to it's limits and make the most adapting to every patch and pushing every angle and skill. When one of these enters a random pug it is amazing how quick all the negative preconceptions of a GWF change to friend invite requests.
Unfortunately these forums whilst being an essential source of information for GWFs old and new, sometimes through random posts and rants do the class a disservice. Thankfully though, this is counter-balanced by many great posts and valuable gems of information.
Why would you bother dodging 90% of the things tossed out there as a GWF? Most good GWF's can eat a full draco ray and prefer doing so to fill up their determination. The only time I'd need to avoid something would probably be hands (Unless i already popped unstoppable) and totemist daze HAMSTER. Since i hate being proned by hands, and totemist daze is freaking stupid...
Any fight where dodging is actually important turns into a frustrating mess when you play GWF.
On my Cleric I can avoid every red attack ever, and I hear they are not even the best dodgers.
But Sprint is the most unreliable dodge I've ever had the displeasure of dealing with.
A large portion of the time, you will be clearly out of the red area and still take damage and get hit.
This actually happens more often than not.
I've realized that releasing shift will make the server update your position and makes Sprint actually work, but that's not how it should work.
My character is CLEARLY OUT OF THE WARNING ZONE, I SHOULD BE SAFE. I shouldn't have to remind the server that I have moved by imputing an extra command. Not when it's something as delicate and often important as a dodge.
Yes the sprint is terrible, but what isn't with this class? The single-target damage is terrible, you can't even down one add in a dungeon. Mass damage is terrible because of target number cap (and of terrible DPS ofc), defense is terrible unless you're the P2W type of gwf (Soulforged tenessed sentinel), you cannot stand the damage you're supposed to take to get your unstoppable. The control is terrible, even trash mobs can avoid your attacks as the animations are so low.
But sprint, yes. You get dry of stamina very quickly. Run to get out a red circle. Run to get out another red circle. Comes a third red circle, you're dead, no stamina left.
The mechanism of course is terrible. CW teleport? As easy as a baby smile, double hit your forward key. Now as a gwf it's quite another story, you have to find the shift key, then another finger on the forward key. BUT you also have to wait for the animation of your current attack to end. But also, most red circles are bugged and deceiptive. Just take the zombie hulk, it hist WAY beyond its red circle.
Yes, the gwf sprint is actually terrible. Why the gwfs do not spam the entire forum days and night about this sprint, is only because as a whole their class is terrible.
But sprint, yes. You get dry of stamina very quickly. Run to get out a red circle. Run to get out another red circle. Comes a third red circle, you're dead, no stamina left.
Take this as me being straight up. Not picking. Not insulting. Just being real.
You are doing something, probably many things, terribly wrong with your GWF.
"Every adventurer has two things in common: they don't like dying, and they love getting paid. The rest is just semantics." Brecken, famed mercenary of Baldur's Gate
I disagree with a number of the things you stated below... As I've shown with my previous statements on the Forums, and my GWFs Guides for PvE. We can agree to disagree though, no worries there!
Yes the sprint is terrible, but what isn't with this class? The single-target damage is terrible, you can't even down one add in a dungeon. Mass damage is terrible because of target number cap (and of terrible DPS ofc), defense is terrible unless you're the P2W type of gwf (Soulforged tenessed sentinel), you cannot stand the damage you're supposed to take to get your unstoppable. The control is terrible, even trash mobs can avoid your attacks as the animations are so low.
But sprint, yes. You get dry of stamina very quickly. Run to get out a red circle. Run to get out another red circle. Comes a third red circle, you're dead, no stamina left.
The mechanism of course is terrible. CW teleport? As easy as a baby smile, double hit your forward key. Now as a gwf it's quite another story, you have to find the shift key, then another finger on the forward key. BUT you also have to wait for the animation of your current attack to end. But also, most red circles are bugged and deceiptive. Just take the zombie hulk, it hist WAY beyond its red circle.
Yes, the gwf sprint is actually terrible. Why the gwfs do not spam the entire forum days and night about this sprint, is only because as a whole their class is terrible.
"Mass damage is terrible because of target number cap "
I agree, module 1 gave us a limitation and forgot to make it our specialty. Module 2 seems to have revised it, which strikes me as a "evil came to good" (think rogue is single expert and therefore it is required).
"defense is terrible unless you're the P2W type of gwf"
1-Well, I'm a "destroyer f2p", and most of the situations described by you solve with a good roar / tract in defense. Every one knows your play style / needs.
2-there are constant complaints that here and for that reason were prioritized. Among them, damage control, utility and threat.
All these requirements have been met (if satisfactorily, only time will tell). But defense is not in the list of our problems, incidentally, is the nature of many of the nerfs have suffered (and still suffer).
GWF Sprint is one of our most valuable skills and I wouldn't trade it for any other dodge. If it really doesn't fit in with your play style than as others have pointed out perhaps mighty leap and punishing charge may be worth considering for your particular type of gameplay.
On the other hand, if someone prefer to dodge on GWF, is forced to waste one skill slot for Mighty Leap/Punishing Charge compare to CW/TR/DC. And i mean if u are dps GWF, ML and PC i a waste of slot skill. Plus compare to CW which can change TAB skill as well, using ML/PC you are two steps behind him.
Dont get me wrong, i like our Sprint skill but i feel like there should be an option to chose/change it, depends on field situation.
Please enlighten us with their stats: what is their HP, DEF, deflect and so on ?
It'll be different for most GWF's, I rather not share my own stats here, if you want to see what I have, I'd rather have you inspecc me in game.
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pandapaulMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 424Bounty Hunter
edited November 2013
Sprint is a very interesting skill and depending on your build as a GWF also depends on how to use sprint...
A sent spec doesn't need to use it so much to dodge red circles as they can take a fair bit of damage and build determination.. They use it to initiate adds.. To try and draw the Agro before the rest of the group burns or pushes..
Destroyer on the other hand it's crucial to use sprint as a dodge so to speak.. We can't take the big hits so much so avoiding the red is more important.. Plus we build determination with dps so that's not as important. The key here as well isn't too burn all your stamina.. Know your dungeons well and know when the stamina is and isn't needed.. Once your run dungeons enough you will learn the adds different skills and rotations.. And this vastly helps in using sprint correctly..
Now I kind of understand why people would say sprint sucks.. That's because you are watching the other classes dodge all attacks with a simple dodge attack.. It looks like an easy option.. And for them it's more needed.. They can't take a decent hit.. But as a GWF u don't want to dodge all damage. Just the right damage.. And the more you learn where to use sprint the more effective it becomes... Yes it is different.. But it's very good once you know what to do with it
but wait, dont gwf's have skills to knock back/down or otherwise interrupt/stun an enemy's attacks?
Not really. The animations are very long. Take Down will come after the foe's hit. Yoar is suppodedly multi-target but the two foes do really have to stand side by side. Some dailies do interrupt, but it is not realistic to count on dailies to fight the average semi-elite foe. gwf daily is not as CW daily, it does not fill every 10th second.
Comments
but you shouldnt evade red zones as gwf, gwf uses their titanium balls to ignore red zones and absorb them for even more awesomness
nothing more to add
Is Sprint perfect? No. Though I would agree it fits our class well... Dodging HAMSTER? Eff that.
Slap on a pamper. Stand in a red circle. Take it like a man. :cool:
The ones that summon adds, those additional adds are general significantly weaker then the boss add. So just keep kicking butt on the main add, and kill the other adds with your AoE attacks lime Weapon Master Strike or Wicked Strike.
/endthread
It's called Punishing Charge, and it even hurts enemies when you do it!
Sprint is used in the following ways:
- to run across PE faster than HAMSTER horses.
- to get to the next mob before the GF does.
- to run away from frustrated CW's in PvP.
- to get back to the target your CW, DC or GF friend just *helpfully* pushed away from you.
Sprint is NOT used for:
- getting out of AOEs or avoiding attacks. Why would you try to avoid more determination?
- getting away from mobs altogether. We just go unstoppable and slowly kill them.
- jumping any distance whatsoever. That's what the one point in 'Mighty Leap' is for, duh.
It's all fun and games, but a lot of truth is said in jest.
"D*mn wizards," said Morik the Rogue.
Learn what a GWF and GF really are: The History of Fighters
Mighty Leap, too.
"D*mn wizards," said Morik the Rogue.
Learn what a GWF and GF really are: The History of Fighters
I mean no disrespect, but when I see the thread title "GWF Sprint is terrible" it instantly makes me cringe and think here's another one who doesn't really know how to play the class and would rather post something on the forums then take the time to work it all out. Perhaps this is not the case, and again I mean no disrespect.
If you have rolled a GWF I commend you. The next step is to hold in there despite the current situation (underpowered) and learn the trade (so to speak) so that when in Module 2 we get some love back, you have the potential to excel.
There are many good and even great GWFs out there and I am humbled to be considered part of that group who keep pushing their class to it's limits and make the most adapting to every patch and pushing every angle and skill. When one of these enters a random pug it is amazing how quick all the negative preconceptions of a GWF change to friend invite requests.
Unfortunately these forums whilst being an essential source of information for GWFs old and new, sometimes through random posts and rants do the class a disservice. Thankfully though, this is counter-balanced by many great posts and valuable gems of information.
Yes the sprint is terrible, but what isn't with this class? The single-target damage is terrible, you can't even down one add in a dungeon. Mass damage is terrible because of target number cap (and of terrible DPS ofc), defense is terrible unless you're the P2W type of gwf (Soulforged tenessed sentinel), you cannot stand the damage you're supposed to take to get your unstoppable. The control is terrible, even trash mobs can avoid your attacks as the animations are so low.
But sprint, yes. You get dry of stamina very quickly. Run to get out a red circle. Run to get out another red circle. Comes a third red circle, you're dead, no stamina left.
The mechanism of course is terrible. CW teleport? As easy as a baby smile, double hit your forward key. Now as a gwf it's quite another story, you have to find the shift key, then another finger on the forward key. BUT you also have to wait for the animation of your current attack to end. But also, most red circles are bugged and deceiptive. Just take the zombie hulk, it hist WAY beyond its red circle.
Yes, the gwf sprint is actually terrible. Why the gwfs do not spam the entire forum days and night about this sprint, is only because as a whole their class is terrible.
Please enlighten us with their stats: what is their HP, DEF, deflect and so on ?
Take this as me being straight up. Not picking. Not insulting. Just being real.
You are doing something, probably many things, terribly wrong with your GWF.
"D*mn wizards," said Morik the Rogue.
Learn what a GWF and GF really are: The History of Fighters
I agree, module 1 gave us a limitation and forgot to make it our specialty. Module 2 seems to have revised it, which strikes me as a "evil came to good" (think rogue is single expert and therefore it is required).
"defense is terrible unless you're the P2W type of gwf"
1-Well, I'm a "destroyer f2p", and most of the situations described by you solve with a good roar / tract in defense. Every one knows your play style / needs.
2-there are constant complaints that here and for that reason were prioritized. Among them, damage control, utility and threat.
All these requirements have been met (if satisfactorily, only time will tell). But defense is not in the list of our problems, incidentally, is the nature of many of the nerfs have suffered (and still suffer).
On the other hand, if someone prefer to dodge on GWF, is forced to waste one skill slot for Mighty Leap/Punishing Charge compare to CW/TR/DC. And i mean if u are dps GWF, ML and PC i a waste of slot skill. Plus compare to CW which can change TAB skill as well, using ML/PC you are two steps behind him.
Dont get me wrong, i like our Sprint skill but i feel like there should be an option to chose/change it, depends on field situation.
"Does this look infected to you?"
It'll be different for most GWF's, I rather not share my own stats here, if you want to see what I have, I'd rather have you inspecc me in game.
A sent spec doesn't need to use it so much to dodge red circles as they can take a fair bit of damage and build determination.. They use it to initiate adds.. To try and draw the Agro before the rest of the group burns or pushes..
Destroyer on the other hand it's crucial to use sprint as a dodge so to speak.. We can't take the big hits so much so avoiding the red is more important.. Plus we build determination with dps so that's not as important. The key here as well isn't too burn all your stamina.. Know your dungeons well and know when the stamina is and isn't needed.. Once your run dungeons enough you will learn the adds different skills and rotations.. And this vastly helps in using sprint correctly..
Now I kind of understand why people would say sprint sucks.. That's because you are watching the other classes dodge all attacks with a simple dodge attack.. It looks like an easy option.. And for them it's more needed.. They can't take a decent hit.. But as a GWF u don't want to dodge all damage. Just the right damage.. And the more you learn where to use sprint the more effective it becomes... Yes it is different.. But it's very good once you know what to do with it