Quote Originally Posted by ManaKing View Post
DRG is interesting because they can equip enough store TP with /SAM to make a 3-Hit Build. WS > Auto Attack > Jump > High Jump > WS. Any additional attacks in there and you do it with fewer jumps.

Use Spirit or Soul Jump, same thing but faster.

Use a Ryunohige's Aftermath, WS all day.

People just need to start gearing them and building better macro sets. I agree Mythic or GTFO is really steep, but that's the reality of it because Piercing is usually a liability instead of a boon.
Can I please get the set you recommend for a 3-hit build? I would LOVE to see it. I assume you cap haste in said 3-hit build and can pull it off without a sTP polearm right?

Quote Originally Posted by Ophannus View Post
^They won't do that simply because that's what makes Spirit and Soul Jump unique. If they made Jump and High Jump better for split timer purposes, I'd rather them increase their TP gain slightly to make up for the interruption of attack speed.(Assuming 60 minutes of jumps, activating each jump exactly when they're up you're looking at something like 2-3minutes of pure JA delay per hour, that 2-3min of JA delay means that's 2-3min of 0 damage idleness.)

If anything I'd rather them give us traits that enhance our Jump damage/tp gain, something like each tier adds 10 base damage and either a Store TP+ to the Jump, or Jump TP Bonus. I'd really rather them not introduce more "Jump TP Bonus" gear because we don't have the inventory to carry that crap around, and that would also reduce damage of our jumps since we'd rather be jumping in Double/Triple/Quad Attack Gear or Crit Damage Bonus gear than Jump TP bonus gear--unless they make a compound item that beats everything else for that slot in terms of Jump damage AND has a Jump TP Bonus attribute(maybe for neo-Ares gear).

The most parsimonious way to go though is to give us Traits like Shield Mastery/Dual Wield that just improve Jump base damage/TP gain.

+++ Could come up with badass names for the traits:

Skydiver
Airtime
High Time
Killer Air
Air Hike
Spring Heel
High Dive
While your idea of increasing the tp does sound nice, the problem is it's not really going to be beneficial to overall damage. If you're on a 5hit and your jump gets 1.5 hits worth of TP, that just means you have an overflow on your WS. Now I get you said 1.5 on Jump and 1.5 on High Jump so that means 3x TP if you use both back to back, but their timers don't line up for that to happen so you'll still end up with that overflow. I know the overflow does help your WS (More Crit on Drakes and higher fTP on Stardiver) but still. The reason Spirit/Soul jump are so useful still is that they give such a big increase in TP, being 2 and 3 times your base TP, which will actually add into a TP phase to effectively WS back to back even in a capped haste zerg situation, which lets be honest, any content that matters these days is a capped haste zerg.