Ninja Leglolas in 1.3.6
August 10, 2010 3 Comments
It’s alway been surprising to me that the shadow warrior class didn’t have a bigger following given it’s immediate visual references to popular pop-internet-culture memes. Namely, the fantasy fan-boi hardon for the theatrical adaptation of Legolas, and the ever popular Ninja. The appearance of the class is a clever blend of bows, swords, and masks that make the career appear to be a deadly assassin and get the adolescent juices of every young boy firing in over drive faster than Angelina Jolie in Gia. I think it’s always been a bit of a testament to the lackluster state of the career that it remained near the bottom of the barrel of population despite its immediate “pick me!” appearance. Maybe this is why almost everyone you know has a Shadow Warrior alt left languishing in tier 2 or 3, but never seemed to take it any further.
However, there are a lot of things coming with the new patch that I believe are culminating in a very substantial step towards the class being competitive. Maybe not desired, or a first choice, but competitive, and I mean this for both single target assist trains and bomb groups. The class is seeing an overall slight boots in damage thanks to the recent change of including the melee weapon into the calculation for ability damage. With a 70.0 DPS sword, Shadow Warriors will see about a +36 DPS universal to all physical attacks (sorry, not for you Festerbomb). This, in it’s own right, isn’t a game changer, but it’s a rectifier for a long-inequitable situation. It’s also one of the many small changes we’re seeing.
The class is also waving adieu to minimum ranges, the damage increasing tactic is being lowered BUT the situationaly negative aspect is being removed, a range increaser for the mid-range attacks, and a tactic that gives a situational cast-time increaser. The career is becoming more dynamic and varied in its play. I can easily switch between short and long range without seeing a detriment to any of them. I can apply all my debuffs when that Choppa is standing right on top of me, and I can hit you with my fast, low-damage mobile attacks from 100′ away. The play of the class is being opened up to actually play more in line with its intent, of being effective at multiple ranges.
That said, I think the career is still going to lack the consistent killing power/utility that lets the other RDPS’s (Sorc, BW, SH) be so deadly. In future iterations of the game, I hope to have the lethality of the class placed somewhere other than a once-a-minute trick pony.