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Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
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Fierce Wit Trip - Is this design intended?

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?
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…
Blown past falling sands…
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Comments
I only use it for pve.
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
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
But doesn't the knockback and trip count as the same cc
discord.gg/lod
Blown past falling sands…
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.
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