It's slightly less than Rapid Strike with a five-target cap. Not nearly as bad as Electric Shot, but still completely worthless. Don't waste your points
0
howitzer001Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 65Arc User
It's slightly less than Rapid Strike with a five-target cap. Not nearly as bad as Electric Shot, but still completely worthless. Don't waste your points
Clear the Ground currently is only-but-very useful to Melee builds it has high synergy with master of Combat and Bladestorm/Twin Bladestorm. I use the ability religiously with a full combat spec and it does amazing close quarters AOE damage when used in conjunction with RoA, etc.
Don't believe the naysayers.
Split shot only hits 5 targets, too, but you don't see people calling it "completely worthless". You have to factor in that you can swing Clear the Ground 2-3 times for a full cycle before you can complete the 2nd split shot cycle.
Each damage per swing is less when using CtG, however, the procs from all your melee feats, companion actives, and class feats turn your "so-so" At-Will into a very good ability. Electric shot is just a fast way to pull multiple targets to you before going right back to melee.
Don't confuse split strike with split shot, Split Shot does hit a lot more then 5 targets, as it is a ranged at-will, split strike isn't the best for melee builds, but it is worth to slot it, just for Split Shot.
Don't confuse split strike with split shot, Split Shot does hit a lot more then 5 targets, as it is a ranged at-will, split strike isn't the best for melee builds, but it is worth to slot it, just for Split Shot.
Don't confuse split shot with other skills. Split shot has a 5 target cap
Yup, this is clearly visible when you line up a spawn of 6 zombie rotters, 5 of which are one-shot to death and the 6th is unharmed. Every. Single. Time.
Clear the Ground currently is only-but-very useful to Melee builds it has high synergy with master of Combat and Bladestorm/Twin Bladestorm. I use the ability religiously with a full combat spec and it does amazing close quarters AOE damage when used in conjunction with RoA, etc.
Don't believe the naysayers.
Split shot only hits 5 targets, too, but you don't see people calling it "completely worthless". You have to factor in that you can swing Clear the Ground 2-3 times for a full cycle before you can complete the 2nd split shot cycle.
Each damage per swing is less when using CtG, however, the procs from all your melee feats, companion actives, and class feats turn your "so-so" At-Will into a very good ability. Electric shot is just a fast way to pull multiple targets to you before going right back to melee.
I think that's the first time I've ever been called a naysayer O_o
Okay your point about combat built rangers is valid and I'm not going to argue against that. However you need to keep in mind that most rangers are ranged build, some are hybrid, and a select few opt for melee. In the case of hybrid and ranged rangers, my target audience here and admittedly I should have clarified this fact, Clear the Ground is all but useless as you lack the important Master of Combat feat to make it viable. On its own Clear the Ground is little more that a glorified Rapid Strike with a little bit of AoE; flashy and pretty, but overall ineffective unless you dump everything you have into it.
Now Split Shot is completely different from CtG. Even at half charge Split Shot is hitting for over triple your CtG, and at full charge it's nearly five times the damage. So you get three shots to my two; that's fine, I'm dealing six times the damage you do in the same time. This is why nobody harps on Split Shot except for the fact that it pulls wicked threat. Now obviously with a combat build this will skew slightly when adding Master of Combat to the mix, but the majority of rangers will get little to no use from CtG while Split Shot will likely never leave their bar.
I'm not even going to try to defend Electric Shot. You said it yourself, it's good for drawing monsters. That's really about it =/
If you are a combat/hybrid HR with master of combat feat, it is decent for dungeons. It hits fast so that it proc master of combat, bladestorm, and bilethorn (if used) very frequently. Moreover, it generates very little threat unlike split shot.
Have the gear and skills, but lack the friends to play with? Come and apply for Essence of Aggression. We have been here and strong since beta. (Immature, rude, and arrogant people will not be accepted)
0
rougedrogueMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 25
edited February 2014
I want this at-will to be viable, I really do. It just...isn't. And yes, I do run a combat spec.:p
Clear the Ground seems legitimate enough for Combat Spec, although I'm of the opinion that Combat HR that use Clear the Ground might want to invest in an enchantment other than Vorpal. Perhaps Lightening or PF. The speed of the attacks and it's huge AoE make it ideal for procing lots of different effects.
That, and you can jump and move freely while casting Clear the Ground with a bit of practice. It slows the attacks by a bit but keeps you fairly mobile if you need it.
For Archery it's not a great idea, but I've had some success with it as Combat and Nature spec just because I wanted to try each spec for at least a week to get an idea of where they stand in comparison. Archery and Combat seem to do about the same DPS when both are played by really decent players, with Nature being behind both with a big bump in personal and group survival. (I'm of the opinion that the 35-40% added mitigation can be useful in heavy CW groups, but of course not needed with pro's. Groups not taking DC's into Draco should be a clue on that one.)
Basically Clear the Ground does a bit less damage than other melee at-will's but attacks much, much, much faster than the rest so it suits a speed-attack build very well where lots of small hits add up for pretty decent AoE. The more targets that are being hit, and the more they are clustered, the more damage it does. I mainly use it to proc Grand Warden's damage on Rain of Arrows very quickly, as RoA will eat the proc instantly each time it goes off. It might seem odd to use melee to drive a ranged attack's damage, but that's HR for you.
MoF/Thaum CWSS/Thaum CWIV/Protector GFSW/Combat HRSM/Destroyer GWFWK/Executioner TRDO/Faithful DC
Comments
Clear the Ground currently is only-but-very useful to Melee builds it has high synergy with master of Combat and Bladestorm/Twin Bladestorm. I use the ability religiously with a full combat spec and it does amazing close quarters AOE damage when used in conjunction with RoA, etc.
Don't believe the naysayers.
Split shot only hits 5 targets, too, but you don't see people calling it "completely worthless". You have to factor in that you can swing Clear the Ground 2-3 times for a full cycle before you can complete the 2nd split shot cycle.
Each damage per swing is less when using CtG, however, the procs from all your melee feats, companion actives, and class feats turn your "so-so" At-Will into a very good ability. Electric shot is just a fast way to pull multiple targets to you before going right back to melee.
www.fusion-guild.org
Sir Howitzer - GF | Howitzer - HR
Don't confuse split shot with other skills. Split shot has a 5 target cap
Gloom level 60 Control Wizard
Dusk level 60 Trickster Rogue
Dawn level 60 Devoted Cleric
Eclipse level 60 Hunter Ranger
Wrath level 60 Great Weapon Fighter
Jinx level 60 Scourge Warlock
Yup, this is clearly visible when you line up a spawn of 6 zombie rotters, 5 of which are one-shot to death and the 6th is unharmed. Every. Single. Time.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
I think that's the first time I've ever been called a naysayer O_o
Okay your point about combat built rangers is valid and I'm not going to argue against that. However you need to keep in mind that most rangers are ranged build, some are hybrid, and a select few opt for melee. In the case of hybrid and ranged rangers, my target audience here and admittedly I should have clarified this fact, Clear the Ground is all but useless as you lack the important Master of Combat feat to make it viable. On its own Clear the Ground is little more that a glorified Rapid Strike with a little bit of AoE; flashy and pretty, but overall ineffective unless you dump everything you have into it.
Now Split Shot is completely different from CtG. Even at half charge Split Shot is hitting for over triple your CtG, and at full charge it's nearly five times the damage. So you get three shots to my two; that's fine, I'm dealing six times the damage you do in the same time. This is why nobody harps on Split Shot except for the fact that it pulls wicked threat. Now obviously with a combat build this will skew slightly when adding Master of Combat to the mix, but the majority of rangers will get little to no use from CtG while Split Shot will likely never leave their bar.
I'm not even going to try to defend Electric Shot. You said it yourself, it's good for drawing monsters. That's really about it =/
If you are a combat/hybrid HR with master of combat feat, it is decent for dungeons. It hits fast so that it proc master of combat, bladestorm, and bilethorn (if used) very frequently. Moreover, it generates very little threat unlike split shot.
Else, do not bother.
Have the gear and skills, but lack the friends to play with? Come and apply for Essence of Aggression. We have been here and strong since beta. (Immature, rude, and arrogant people will not be accepted)
That, and you can jump and move freely while casting Clear the Ground with a bit of practice. It slows the attacks by a bit but keeps you fairly mobile if you need it.
For Archery it's not a great idea, but I've had some success with it as Combat and Nature spec just because I wanted to try each spec for at least a week to get an idea of where they stand in comparison. Archery and Combat seem to do about the same DPS when both are played by really decent players, with Nature being behind both with a big bump in personal and group survival. (I'm of the opinion that the 35-40% added mitigation can be useful in heavy CW groups, but of course not needed with pro's. Groups not taking DC's into Draco should be a clue on that one.)
Basically Clear the Ground does a bit less damage than other melee at-will's but attacks much, much, much faster than the rest so it suits a speed-attack build very well where lots of small hits add up for pretty decent AoE. The more targets that are being hit, and the more they are clustered, the more damage it does. I mainly use it to proc Grand Warden's damage on Rain of Arrows very quickly, as RoA will eat the proc instantly each time it goes off. It might seem odd to use melee to drive a ranged attack's damage, but that's HR for you.