Originally Posted by
Leopoldio
It is not actually. Any warg/reaver (this will drop combat, if brains are there) can screw up your make haste spamming slows on everyone. That is why I QQ here.
Every competent group would slow multiple targets, make haste helps to make this less worse. It is one of the most powerful skills captains have in group play if used well.
Originally Posted by
Leopoldio
At least I'm fighting with always screw up make haste. Brand aint helping as well, since it doesnt have antislow buff on some duration.
So far I've used make haste over 30 times vs fighting creeps. I never managed to get away, neither anyone in my grp.
Besides warg/reaver, weaver who dropped combat is running faster then you with a haste (yes, spider speed should be removed, or freeps speed increased).
You don't use make haste to get away..
It's a skill that can be used offensively for your melee dps and defensively for your healers ( higher speed to kite).
The fact that you even use the '30 times' argument makes me wonder if you even have any idea how powerful this skill is, considering you would use this skill to run away rather than using it to improve your group...
Originally Posted by
Leopoldio
Yes Deso, I know about timing
I meant grave wound is useless if you wanna trait make haste immunity set. But then you'll loose any ability to kill 2+ healers (im duoing). Well, maybe some reasonable/range distance slow would help. But my duo have only 20s slow, with 25s CD, which is being resisted whole load of times.
Grave wound is far from useless... The debuff ,with a couple dps buffs, is 95% of the time good enough to burst down a healer with competent dps. I usually stick with the command set because i know that GW is enough if used well.
Fully Wrecked/Stainless
Arkenstone: R14 captain, R11 hunter, random other freeps and creeps