Vamp4 doesn't let you "vanish like NB", it's after full 2 gcds wasted on sprint. It is okay-ish at getting into the fight, it's absolutely horrible at getting out.
Pot is ok, but it's just one attempt at invis in 45 seconds (which can be broken by some random AoE hit), and red pot as unstoppable makes much more sense than escape tool.
Vamp4 doesn't let you "vanish like NB", it's after full 2 gcds wasted on sprint. It is okay-ish at getting into the fight, it's absolutely horrible at getting out.
Pot is ok, but it's just one attempt at invis in 45 seconds (which can be broken by some random AoE hit), and red pot as unstoppable makes much more sense than escape tool.
This would be true if any source of damage reset the timer on the vamp sprint passive, but only things that actually break cloak reset the timer. I.e dots, status effect procs, etc. Things like direct damage ranged and melee abilities or light attacks do not reset the timer. In reality, these heavy attack gankers are usually hitting you from 20+ meters away, and they can begin sprinting away far quicker than you can locate and approach them. Not to mention that they're usually in corrosive and will take no damage if you do manage to pressure them instantly, and they have coag on their bar for easy 10-15k burst heals. There are several on PC/NA that use 3 swift/celerity aswell, and still consistently hit me with 29-32k heavy attacks while I have 3.3k+ crit resist (normal resists don't matter because of corrosive).
The vamp sprint passive shouldn't even be in the game to begin with. It is a terrible mechanic that just encourages people to run away from fights. Wish they'd replace it with some sort of useful combat related passive.
ShadowProc wrote: »Vamp4 doesn't let you "vanish like NB", it's after full 2 gcds wasted on sprint. It is okay-ish at getting into the fight, it's absolutely horrible at getting out.
Pot is ok, but it's just one attempt at invis in 45 seconds (which can be broken by some random AoE hit), and red pot as unstoppable makes much more sense than escape tool.
This would be true if any source of damage reset the timer on the vamp sprint passive, but only things that actually break cloak reset the timer. I.e dots, status effect procs, etc. Things like direct damage ranged and melee abilities or light attacks do not reset the timer. In reality, these heavy attack gankers are usually hitting you from 20+ meters away, and they can begin sprinting away far quicker than you can locate and approach them. Not to mention that they're usually in corrosive and will take no damage if you do manage to pressure them instantly, and they have coag on their bar for easy 10-15k burst heals. There are several on PC/NA that use 3 swift/celerity aswell, and still consistently hit me with 29-32k heavy attacks while I have 3.3k+ crit resist (normal resists don't matter because of corrosive).
The vamp sprint passive shouldn't even be in the game to begin with. It is a terrible mechanic that just encourages people to run away from fights. Wish they'd replace it with some sort of useful combat related passive.
Like I get how frustrating it can be. Happens to me. But they also melt in one hit most of time. I don’t see anything wrong if some one wants to go all glass.
Some people like to gank. Some like to 1vx. Some like to ball group. Some like to tower hump. And some don’t know what they want.
Everyone should be able to play how they want. Shouldn’t balance around a particular playstyle because something actually kills you.
I watch your stream and you are constantly outnumbered solo and you die like once an hour if that.
This would be true if any source of damage reset the timer on the vamp sprint passive, but only things that actually break cloak reset the timer. I.e dots, status effect procs, etc.
Vamp4 doesn't let you "vanish like NB", it's after full 2 gcds wasted on sprint. It is okay-ish at getting into the fight, it's absolutely horrible at getting out.
Pot is ok, but it's just one attempt at invis in 45 seconds (which can be broken by some random AoE hit), and red pot as unstoppable makes much more sense than escape tool.
Vamp4 doesn't let you "vanish like NB", it's after full 2 gcds wasted on sprint. It is okay-ish at getting into the fight, it's absolutely horrible at getting out.
Pot is ok, but it's just one attempt at invis in 45 seconds (which can be broken by some random AoE hit), and red pot as unstoppable makes much more sense than escape tool.
This would be true if any source of damage reset the timer on the vamp sprint passive, but only things that actually break cloak reset the timer. I.e dots, status effect procs, etc. Things like direct damage ranged and melee abilities or light attacks do not reset the timer. In reality, these heavy attack gankers are usually hitting you from 20+ meters away, and they can begin sprinting away far quicker than you can locate and approach them. Not to mention that they're usually in corrosive and will take no damage if you do manage to pressure them instantly, and they have coag on their bar for easy 10-15k burst heals. There are several on PC/NA that use 3 swift/celerity aswell, and still consistently hit me with 29-32k heavy attacks while I have 3.3k+ crit resist (normal resists don't matter because of corrosive).
The vamp sprint passive shouldn't even be in the game to begin with. It is a terrible mechanic that just encourages people to run away from fights. Wish they'd replace it with some sort of useful combat related passive.