Rogue;marksman passive does not function correctly with flurry

The marksman passive(using a bow attack grants 5% increased attack speed. Can stack 5 times. All stacks fall off after if you have not used a bow attack recently.) does not function correctly using the skill “flurry” if you have the “boundless blows” passive allocated. This also applies to the marksman passive nodes which grant “barrage of pain”, a total of 10 nodes.

The marksman passive only activates a single time when using flurry, then expires and does not stack. You can manually stack it by mashing your hotkey 5x really quickly, but then while channeling it will still fall off.

This causes the entire build to lose a massive amount of power when using boundless flurry, since it’s channeling and you’ll be channeling a lot. Using fusillade(procs multishot every 6 arrows) also does not refresh/stack the passive.

You lose a total of

25% attack speed
60% increased crit chance
60% increased critical strike damage multiplier
60 health per hit with arrows

which is a massive amount of power. A total of 10 passive nodes are negated due to this bug.

Please allow channeling spells to count as a “new skill” at regular intervals to refresh the marksman passive (maybe every 0.2 seconds or even every arrow or every x arrows?). Having to manually mash a hotkey 5x just to have it drop off again shortly is horrible game-play and defeats the entire purpose of the channeling node in the first place.

Thank you.

edit: This also applies to other passives, such as adrenaline rush and relentless, since channeling flurry only counts as a single ability use. I have also noticed that “readied arrows” passive from multi-shot interacts weirdly with channeled flurry - it will either proc on the first cast, or never, indicating that it’s treating channeled flurry as a single cast skill, instead of individual hits or multiple casts, as would be required for such nodes to function correctly.

This causes many parts of the build to not function correctly or as expected. As stated earlier, allowing channeling flurry to act as a “new skill” every 0.2 seconds(or even every arrow or every x arrows) would activate all the passives correctly and also proc “readied arrows” regularly while channeling.

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minor correction: Adrenaline Rush does function correctly, as it’s “on hit”, versus “when a skill is used”.

That is another way to fix/update bug/passive, have these passives proc on hitting versus when the skill is casted/used

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I thought it was just me… I feel like a number of the passive skill points I’d been allocating had no noticeable impact or increase while channeling, like it was only crediting the initial cast and not continued, but I didn’t know how to monitor it. I’m new to the game – is there a combat log or anything? I noticed no increased health regen when selecting blood revelry and second wind (after maybe a burst at the beginning) over just my base health regen… it wasn’t until I started putting passive points into Draining Arrows that it started kicking in, which makes sense because they proc “on hit.” I think there’s some type of hidden issue going on that makes Boundless Bows either not get credit for certain skill/passive points, like you said, because it’s only crediting the initial cast of the skill like it’s just firing one arrow or something, and everything beyond that only benefits from anything that is “on hit.”

I mean, if that’s intentional, that’s fine, but there should be a tooltip that clarifies these interactions either in Boundless Bows, or on other abilities, so that I know ahead of time and don’t feel in the dark, second guessing myself and unsure how I should even build or if I’m wasting points.

It’s frustrating that unspecialized Detonating Arrow does like 2x dmg + Aoe compared to my ridiculously fast & upgraded Boundless Bows flurry.

I definitely don’t think it’s intentional; it makes no sense at all for only the initial button press to be considered, because you can still “game” the system by mashing the button. Imo it’s just something that was overlooked with flurry, since flurry isn’t normally a channeled skill and I believe it’s the only channeled rogue skill after you pick that from the tree.

From a gameplay perspective, it feels really, really bad as a result and should be fixed, even if for some insane reason it did turn out to be intentional

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