Re: Swift Blade now blade wall with more power consumption?
Originally Posted by Celestrus
Are you kidding me, Turbine? What is your problem? Is hard just fix a trait bug? I WILL REPORT THIS BUG FOR THE REST OF MY LIFE!
They've fixed it and un-fixed it about a half dozen times since RoI first came out (SS/SB issues have been noted since at least U5 and possibly U4 itself). Basically there has got to be something fundamentally wrong with the way they initially implemented the skill change upon trait slotting because they've had to fix it (and have re-broken it) so many times already. The official word was No ETA and I suspect if we want this to finally go away its gonna take some time.
"We can deny our heritage and our history, but we cannot escape responsibility for the result...but we cannot defend freedom abroad by deserting it at home. " - E R Murrow
Re: Swift Blade now blade wall with more power consumption?
Here's the tl;dr version
SB was working like the SoA version of BW, granting one pip regardless if it made contact with target or not
Nerfed to post-SoA version of BW to not auto-grant pip anymore upon activation
>stealth nerf
This is why no word has been mentioned
"Because I'm sane, and I know I am because I'm constantly thinking 'don't be crazy' to myself. Crazy people don't do that because crazy people don't worry about becoming crazy"
Huzzah! Every time they break Swift Blade I get some sort of substantial DPS increase somewhere else and it makes me eager to parse with my "correct" build. Can't wait to slot this again now that I have crystals in my axe.
Huzzah! Every time they break Swift Blade I get some sort of substantial DPS increase somewhere else and it makes me eager to parse with my "correct" build. Can't wait to slot this again now that I have crystals in my axe.
How does Swift Blade give you a superior parse? I used to never Trait even when it wasn't broken, but wouldn't the extra power requirement make it unusuable in solo parses? Besides, unless you are hitting multiple dummies, you are not going to get anything but marginally more Fervour than traiting Blood Lust.
I run a hell of a lot of Foundry, quite often with the same group of players, so I get pretty consistent numbers on the trash pulls. In target-rich environments, Swift Blade does more damage than Wild Attack, even when dual wielding, and the insane pip-flow (you get 1 pip automatically and 1 per crit, so up to 4 at once) makes it incredibly easy to keep all of your AoE's on cooldown when you've got it traited. During the time the trait worked a few months back, I was consistently parsing about 500 DPS or more higher with this trait equipped than without it in my Foundry trash testing.
Edit: aside from the obvious applications in 3 and 6-man content, I find the trait incredibly useful in Orthanc. All trash, F&F (T1), Acid boss and Saruman are all very AoE friendly fights.
It's still broken... one in a good way (old SB bug)... the other sucks.
You no longer receive any of the + aoe dmg benefits... so the aoe dmg legacy on your weapon and/or battle acuity no longer increase its damage... this might actually start functioning 'as intended' before I die... here's hoping.
I'm Handi-capbale! FERVOUR: "Increases your Melee damage by something approaching 20%... the math is complicated so we can't be exact. Rest assured that we will not err in your favor though!" Hakon_Stormbrow TEAM F