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Fierce Wit Trip - Is this design intended?

SmileGurneySmileGurney Member, Alpha Two
edited March 12 in Bard Archetype
I'm surprised this hasn't been brought up before.

Fierce Wit allows you to trip targets which are affected by 2 or more movement impairing debuffs. It sounds great on paper, only. Overlapping of Snared and Chilled debuffs on the top of each other is supposed to trigger the combined Snare/Chilled Immunity, and it does most of the time.

Despite that I occasionally would triggered the trip after applying Chilled and Snared in quick succession o mobs when solo grinding. Only...I shouldn't?

All this makes me question the usability of the Fierce Wit's Trip effect, as you cannot reliably trigger it alone. I'm not sure what counts as movement impairing effects, but I would imagine the list includes: Chilled, Snared, Frozen and Rooted. In which case Trip can be triggered by Fierce Wit only if the target is...already unable to move. Not much of a benefit there.

Also Fierce Wit can apply burn also, that diminishes the value of that passive as well, as burn doesn't play well with Mesmerising Dance Incap effect. Just one of those Incap anti-synergies with damage over second effects.

Am I missing something here?
My lungs taste the air of Time,
Blown past falling sands…

Comments

  • CalibixCalibix Member, Alpha Two
    Nope. The trip is unreliable and not well thought out. The burn damage is minimal and potentially breaks CC.

    I only use it for pve.
  • MilosAoCMilosAoC Member, Alpha Two
    edited March 18
    IMO its one of the strongest tools u have as bard.
    Im not sure what counts as movement impairing either, but what i do know is that you can consistently trip people if you do get of the stage into discordance into wit, or mesmer into get of the stage into wit.

    I use this as my main combo in pvp.

    Chilled just does not seem to count as movement impairing, but snared and staggered do
  • SpifSpif Member, Alpha Two
    Each stack of snare counts as a movement impairing debuff. Same as each stack of shocked counts for lullaby

    Get off the Stage works great for 2-stars. You can even use the Mock->trip to keep them from flying back from GotS if you're using a melee weapon
  • yianni_LoDyianni_LoD Member, Alpha Two
    It seems like the reason it works with only get off the stage is because there's more than one stack of snare from it. Which I'm sure it was intended to work

    But doesn't the knockback and trip count as the same cc
  • SmileGurneySmileGurney Member, Alpha Two
    yianni_LoD wrote: »
    It seems like the reason it works with only get off the stage is because there's more than one stack of snare from it. Which I'm sure it was intended to work

    But doesn't the knockback and trip count as the same cc
    if you mean the corresponding CC immunity, that would be Trip and Stun, similarly as Snare and Chill. Somehow I feel some of those interactions aren't fully intended, and others are simply buggy.
    My lungs taste the air of Time,
    Blown past falling sands…
  • zenezene Member, Alpha Two
    It's intended to be movement impairing, so I'd imagine the goal is any move impairing movement -- including those ones you mentioned. We must also consider that the goal is to create diminishing returns on status effects, so in Steven's ideal world, it wouldn't be as simple as getting the same stack the same every time.

    I do agree that clarification on "movement impairing" should be made, I don't think we will see such polishing until after secondary archetypes are added though.
    Bard-Only Player / Music Composition Major / International Business Minor
    https://twitch.tv/ZeneRocks STREAMING ASHES LATE NIGHT ON THE WEEKENDS! Stop by and chat :smile:
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