Talk:Wild Strike

Hmm, I would've expected this skill to also deal gaurenteed critical, since it's like a cousin to Wild Blow. Pity. -PanSola 21:58, 20 April 2006 (CDT)
 * Wild blow is "lose all adrenaline", which hurts most warriors badly. So that's more than fair. 134.130.4.46 15:25, 4 May 2006 (CDT)
 * I would've expected this skill to ignore evasion and blocking, which is really much more important than that. +17 damage is probably better than criting, anyway, I'd have to say (and it would be too cheap if this skill let you keep Critical Defenses going indefinitely). &mdash; 130.58 (talk) ( 16:34, 4 May 2006 (CDT) )

If the description reads accurately, this skill would seem rather pointless against the various defensive stances, as it will fail to "hit" when blocked, evaded or otherwise countered by the stance. Can anyone confirm if this is the case? --Bishop (rap|con) 11:48, 6 May 2006 (CDT)
 * If that is true, it seems that it would only be useful against mantras and other non-blocking/evading stances. Either way, the lead attack would probably also miss.  Also, what does it mean when it says one stance?  Is that just ANet adding words, since you can only have one stance at a time, correct?--theonemephisto
 * You're perfectly correct, it would be hard to land a Lead against a defensive stance, making this doubly useless against those... I don't seem to recall any Leads that are not block/dodge-able. And as for the wording, I actually believe the article is not quoting the game entirely accurately, perhaps someone who has the skill in game can confirm the wording? --Bishop (rap|con) 12:24, 6 May 2006 (CDT)
 * No, the description is accurate, though the numbers aren't. Amusingly, it also says "1" instead of "one" in game.  --68.142.13.105 19:22, 6 May 2006 (CDT)
 * The fact that the skill itself doesn't hit through block/evade is not the end of the world, you just need to bring Way of the Fox (which description is outdated, I'll reactualise it when I get back to GW.) --theeth 12:51, 6 May 2006 (CDT)

Does this skill really hit instantly, as the 0-second activation time in the skill box seems to indicate? All other attack skills that have no explicitly mentioned activation time take 1 second to execute, so this 0-second activation time seems suspect to me. --CoreDumpError 13:21, 20 June 2006 (CDT)

Can't you have distortion which is a stance, with bonetti's defense at the same time? So it would take off the most recent stance.
 * No. You cannot be in more than once stance at the same time.  --68.142.14.84 16:00, 28 June 2006 (CDT)
 * I think it'd be interesting if Four-legged creatures are allowed two stances at a time d-: - 18:19, 28 June 2006 (CDT)

I personally find it works well with "expose defenses" if you want to try it that way however "iron palm" is a spell and a lead attack so it cannot be blocked via defensive stances either and is a perfectly vaiable way to lead into wild strike.

Added Michiko from Kaening Center to Acquistion
Since it comes from him, too...

Ending stances
There ought to be a note about Dancing Daggers and Iron Palm. These are lead attacks with no need for daggers, which means you can end stances without worrying about block/evade.--Life Infusion 14:30, 14 August 2006 (CDT)


 * Wild Strike itself can still be blocked/evaded. The only excuse for this skill is the lack of any other good off-hand attacks. -- [[Image:Bishop_icon2.png]] Bishop [ rap|con ] 14:40, 14 August 2006 (CDT)
 * True Wild Strike can be blocked/evaded, but why say it is the only good offhand. I could understand if you said it has the least recharge. Fox Fangs has the same damage and can't be blocked or evaded. --Life Infusion 18:07, 14 August 2006 (CDT)
 * Cant be blocked now! yay.. Its worthy of its "wild" title.

What it's good for.
There seems to be a lot of discussion about what Wild Strike is actually good for. So... Handy skill, all in all, though the stance-breaking part of it is seldom the biggest draw. &mdash; 130.58 (talk) 12:56, 17 September 2006 (CDT)
 * Good damage for an off-hand.
 * Fast recharge to spam dual attacks faster: this is the only skill that can truly keep up with the recharge on Critical Strike.
 * Anti-kiting. Guy starts running, give chase, whack him with this and he's lost his speed buff.
 * Fast recharge so missing doesn't matter very much: hit with a lead once and you've got about 20 seconds to launch your off-hand. Missing doesn't force you to restart the chain. So you can, if necessary, swing 2-3 times to break a stance. This sucks in PVP but isn't a big deal in PVE, most of the time. Missing a few times with Wild Strike is still better than using Fox Fangs only to have your dual attack miss afterward.


 * Cheap cost, fast recharge, respectable damage. I like it. It has no major bonus, but also no major drawback.--TypoNinja 23:39, 5 February 2007 (CST)