I think this should be titled: "WB vs SA" but whatever.
Sneak Attack (SA) is nice in the it's instant and deals respectable damage.
Wrecking Blow (WB) is nice in that it deals high damage with a wind up time, and this is the key point here, it boosts the damage of your next attack by 20%
Combat in the game has 3 different layers:
Skill usage incurs a 1.3-ish second global cooldown (GCD). During this time, you can't use other skills
Light/Heavy attacks can be used during this GCD
Ultimate Attacks are usable whenever you activate them, they ignore the GCD.
WB activates the GCD as soon as you activate it, so after you land the attack, you're able to use another skill.
Spamming WB on it's own isn't going to be great for stamina efficiency in longer fights; however, so it's more efficient to weave medium/heavy attacks after WB to get back some stamina, and also to...
I forget the name of the passive in the Two-Handers skill line (I think it's Follow-Up Strikes), but it increases the damage of your next attack after a heavy attack by 10%. Nothing to scoff at. You get stamina and a damage boost.
So ideally for long fights, you'd open with a heavy attack, 10% boosted WB, 20% boosted heavy attack, 10% boosted WB, you get the drift. Bare in mind, you'd want to keep up your 20% weapon damage boost via Rally or Drain and whatever other boosts you want.
I don't want to math out the comparison of SA and WB, as I've been busting my ass with accounting homework tonight, but there is a solid difference just from the buffs from WB along with the damage per GCD for the ability.
Another thing to note is that all of this is based in a vacuum. The real factor to be completely aware of to compare dps is Time on Target (ToT). You aren't doing your rotation when you are dodging the fire. You aren't standing in the fire, are you? I haven't done much dungeon running in this game, as I'm still sub-30, but player skill with timing WB while dodging fire will have an impact on dps. For some people, SA might be better in that it's pretty much tard-proof to use.
I think this should be titled: "WB vs SA" but whatever.
Sneak Attack (SA) is nice in the it's instant and deals respectable damage.
Wrecking Blow (WB) is nice in that it deals high damage with a wind up time, and this is the key point here, it boosts the damage of your next attack by 20%
Combat in the game has 3 different layers:
Skill usage incurs a 1.3-ish second global cooldown (GCD). During this time, you can't use other skills
Light/Heavy attacks can be used during this GCD
Ultimate Attacks are usable whenever you activate them, they ignore the GCD.
WB activates the GCD as soon as you activate it, so after you land the attack, you're able to use another skill.
Spamming WB on it's own isn't going to be great for stamina efficiency in longer fights; however, so it's more efficient to weave medium/heavy attacks after WB to get back some stamina, and also to...
I forget the name of the passive in the Two-Handers skill line (I think it's Follow-Up Strikes), but it increases the damage of your next attack after a heavy attack by 10%. Nothing to scoff at. You get stamina and a damage boost.
So ideally for long fights, you'd open with a heavy attack, 10% boosted WB, 20% boosted heavy attack, 10% boosted WB, you get the drift. Bare in mind, you'd want to keep up your 20% weapon damage boost via Rally or Drain and whatever other boosts you want.
I don't want to math out the comparison of SA and WB, as I've been busting my ass with accounting homework tonight, but there is a solid difference just from the buffs from WB along with the damage per GCD for the ability.
Another thing to note is that all of this is based in a vacuum. The real factor to be completely aware of to compare dps is Time on Target (ToT). You aren't doing your rotation when you are dodging the fire. You aren't standing in the fire, are you? I haven't done much dungeon running in this game, as I'm still sub-30, but player skill with timing WB while dodging fire will have an impact on dps. For some people, SA might be better in that it's pretty much tard-proof to use.
You have many good points about WB. But what about the extra crit from having SA slotted? And the armor/spell resist it debuff it gives? And again, the fact that you can virtually get 2 SA off in the time it takes for 1 WB?
Calm down i read itleepalmer95 wrote: »I think this should be titled: "WB vs SA" but whatever.
Sneak Attack (SA) is nice in the it's instant and deals respectable damage.
Wrecking Blow (WB) is nice in that it deals high damage with a wind up time, and this is the key point here, it boosts the damage of your next attack by 20%
Combat in the game has 3 different layers:
Skill usage incurs a 1.3-ish second global cooldown (GCD). During this time, you can't use other skills
Light/Heavy attacks can be used during this GCD
Ultimate Attacks are usable whenever you activate them, they ignore the GCD.
WB activates the GCD as soon as you activate it, so after you land the attack, you're able to use another skill.
Spamming WB on it's own isn't going to be great for stamina efficiency in longer fights; however, so it's more efficient to weave medium/heavy attacks after WB to get back some stamina, and also to...
I forget the name of the passive in the Two-Handers skill line (I think it's Follow-Up Strikes), but it increases the damage of your next attack after a heavy attack by 10%. Nothing to scoff at. You get stamina and a damage boost.
So ideally for long fights, you'd open with a heavy attack, 10% boosted WB, 20% boosted heavy attack, 10% boosted WB, you get the drift. Bare in mind, you'd want to keep up your 20% weapon damage boost via Rally or Drain and whatever other boosts you want.
I don't want to math out the comparison of SA and WB, as I've been busting my ass with accounting homework tonight, but there is a solid difference just from the buffs from WB along with the damage per GCD for the ability.
Another thing to note is that all of this is based in a vacuum. The real factor to be completely aware of to compare dps is Time on Target (ToT). You aren't doing your rotation when you are dodging the fire. You aren't standing in the fire, are you? I haven't done much dungeon running in this game, as I'm still sub-30, but player skill with timing WB while dodging fire will have an impact on dps. For some people, SA might be better in that it's pretty much tard-proof to use.
You have many good points about WB. But what about the extra crit from having SA slotted? And the armor/spell resist it debuff it gives? And again, the fact that you can virtually get 2 SA off in the time it takes for 1 WB?
Did you not read the about reply about global cooldown, you can weave a heavy attack into the wb, so much that you can cancel the wb animation ^^ also you'll have enough penetration for most bosses and there are other ways to debuff armor.
Also wb deals more dmg naturally then surprise attack. So the 10% wb + 20% heavy attack pretty much means you'll do more dmg and won't run out of stamina as your regaining it.
Were as Suprise attack spam will drain your resources.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
You have many good points about WB. But what about the extra crit from having SA slotted? And the armor/spell resist it debuff it gives? And again, the fact that you can virtually get 2 SA off in the time it takes for 1 WB?
You have many good points about WB. But what about the extra crit from having SA slotted? And the armor/spell resist it debuff it gives? And again, the fact that you can virtually get 2 SA off in the time it takes for 1 WB?
SA is a Shadow ability, so no crit bonus. Extra health, but no crit. The armor debuff is nice, but in a dungeon group, hopefully your sword and board tank will keep Breach up, and if not, Reaper's Mark is also a great ability. Minor Zerk + Armor/SR lowering. As it's been said before, you won't get off 2 SA's off in the time that it takes to do WB + HA combo. I'm not saying SA is bad and doesn't have a place, it definitely deserves a spot on a skill bar, and it's especially handy on trash and other bursty situations, ie: WB > SA for a quick burst since the GCD will be up by the time WB finishes.
You have many good points about WB. But what about the extra crit from having SA slotted? And the armor/spell resist it debuff it gives? And again, the fact that you can virtually get 2 SA off in the time it takes for 1 WB?
SA is a Shadow ability, so no crit bonus. Extra health, but no crit. The armor debuff is nice, but in a dungeon group, hopefully your sword and board tank will keep Breach up, and if not, Reaper's Mark is also a great ability. Minor Zerk + Armor/SR lowering. As it's been said before, you won't get off 2 SA's off in the time that it takes to do WB + HA combo. I'm not saying SA is bad and doesn't have a place, it definitely deserves a spot on a skill bar, and it's especially handy on trash and other bursty situations, ie: WB > SA for a quick burst since the GCD will be up by the time WB finishes.
GreenSoup2HoT wrote: »