Hey there, I’m a rapier main and have been running the bleed tree in rapier for almost 45 PvP tracks now. I find the play style to be really fun however, from a PvP standpoint I feel like tondo is far too slow for an ability on the rapier tree. The main reason for this is that in order to run this skill with good damage in PvP you need at least 250 int plus 150 dex in order for the rapier to hit hard enough for the bleed stacks to be damaging when they burst. This means that you have less then ideal con in most situations. The skill can be cancelled with evade but the initial startup of the skill is not fast enough. A little more fluidity would go a long way , and make it more viable as a skill for PvP overall. What does everyone else think? I personally feel like it could receive some of the same treatment incinerate has in terms of its animation.
@Talon I have many thoughts on the rapier bleed tree and share all of Soulx93s concerns.
Rapier is supposed to be fast, but Tondo is one of the largest wind-up skills in the game which makes it very dodgeable. It should be fast and it’s add on nodes should enhance the bleed damage and duration. (You guys killed rapier bleed build harder than it was already dead with the desert sunrise.)
Suggestions i’ve made in other threads:
Give us 10% bleed on Flourish since you took it’s stagger. Keep finish at 150% bleed pop…
Bump Tondo up to 15% bleed at the Proper Spacing Node or increase it’s duration 20% (It’s already a very low cooldown, it doesn’t need 10-50% CD reduction)… Heck change the Keen Tondo perk into Bloody Tondo (15-25% bleed armor / weapon)
Change Light Edge to 2 - 5% bleeds on mid swipes instead of extra damage.
Remove the upcoming bleed from flurry final node (that’s stupid). Make Flurry final hit pop bleeds at 100% damage after it’s intitial 4 hits extend them by 1 sec each.
This would give rapier multiple ways to configure their bleed tree to stack bleeds and pop them and hopefully bring the rapier back as an actual weapon instead of just the escape stick players have used it for over the past 2 years.
Bump ![]()
this and many more needs to be made in Blood tree:
-bring back stagger on Flourish, because hitting Finish is almost impossible to hit an enemy with most telegraphic ability
-make Flurry deal more and fixed damage like hatchet’s Raging Torrent
-review Tondo’s upgrades, I would love to see last upgrade buff damage on entire Tondo, not just last 1 meter of ability
That’d be a nice change, right now Tondo feels awkward to use. Moving the bleed application to the beginning of the animation would help too.
seems devs do not track forum at all?
https://forums.newworld.com/t/blood-line-silent-nerf-since-brimstone/813286/30
https://forums.newworld.com/t/rapier-bleed-feedback-some-bug-report-suggestions/738141/34
Hey there, I am a rapier specialist (i tank end game content with rapier combo’s), and i wanted to let you know that you can animation cancel tondo with evade.
yeah no sh*t, but problem lies in more than just tondo startup and recovery animations, entire Blood tree feels underwhelming
oh also get rid of the dmg boost on tondo bleed, from thrust dmg rings.
and lower the consumption dmg, when using a blood letting ring.
since this Boosts the Consumption Dmg.
and remove this illegal ring. thrust dmg + keen awareness.
I agree but I think it needs to be sped up in general , both the animation itself and recovery times would actually make the bleed tree a lot more viable as stacking the bleeds would become a lot easier on PvP targets
what is the point of named items if similar items can be dropped or crafted?
u cant craft that combination
exactly, so why it should change to something that can be crafted?
Honestly it does “feel” that way, but its not. Its insanely powerful.
I think the problem is the way that bleeds and dot in general deal damage in the game. I suggested a while back we get more focus on dot oriented gameplay, and thankfully the designers listened.
Rapier is inanely strong, and on ptr its getting more bleeds. The problem i think is that we can really build for nasty rot damage with bleeds in pvp.
I have been thinking the solution is that dot effects should not be impacted by things like mitigation or conditioning. If bleeds did full damage to any target all the time it’d be very good. For example if we build a keenly jagged tondo + flurry + finish build, we should see people rot in pvp but because of mitigation we dont.
For this reason i think we should have dots not be impacted by mitigaiton mechanics. WE already have counters to them anyways like invigorate (reduced bleed, poison, etc) and other similar type perks.
Lastly i would say that instead of having flourish remove the dot, it should consume all of the dots and stack them together. IT should work and interact with keenly jagged.
yeah, it is, but it’s so hard to pull off a good blood combo… i guess you can do reliable damage with Evade with omnievade perk, but Flurry seems like a lackluster, thus blood tree seems not so appealing IMO
Flurry is a complicated ability for pvp, I am not sure how i feel about it. I kind of think maybe making it castable while moving at a lower speed might be a good test option. The stagger was removed which would of been my other intuitive idea but it was swapped for a bleed which imo was probably good. Maybe having tondo do a massive slow for a very short duration instead of the crit would be the move. It would enable flurry to get off in pvp.
feels like you never used flurry in pvp…
