Talk:Jagged Strike

Inconsistency with Bleeding Duration
Look at the above, it says If Jagged Strike hits, your target suffers from Bleeding for 1...13 seconds. But the table says at level 12 it does 12 seconds. I don't know which is correct, so if someone could look into this it would be great.
 * It's fine. Guildwiki uses a minor scale, 0-12, or what you can achieve without runes.  Guildwars skill info does not.  Also, just as a note, please sign.Cyrogenic 17:59, 9 April 2007 (CDT)

Buff
Still sucks.  —ǥrɩɳsɧƿoɲ  〚 ₮ /ḉ〛 23:15, 16 August 2007 (CDT)


 * The only build Jagged is used in is Jagged>Wild>Critical or Death Blossom, they will just use it less than 5 seconds later, so the extra bleeding is completely USELESS!! --Gimmethegepgun 23:18, 16 August 2007 (CDT)
 * Agreed, they've tweaked this skill so much but to no avail, but it's so simple give it what assassin's love! Bonus damage! Even if it's as petty as +1...15 it'll make it much more attractive. 68.204.126.178 01:03, 17 August 2007 (CDT)
 * Plus, the buff to Golden Fox Strike made this even less desirable. One second recharge only matters if there's an off-hand with less than 4 seconds recharge. --24.249.155.42 01:11, 17 August 2007 (CDT)

Totally agree, just at a bit of bonus damage even if it is measly! Why increase bleeding duration? It's not like the bleeding is gonna run out before you pull of another combo with this leading... and what type of assassin switches targets just so he can cause "godly" bleeding on everything? I wouldn't mind if they even gave it back the 4 second recharge in exchange for some type of damage bonus. --Yevaud 09:21, 17 August 2007 (CDT)
 * I would. I am bobo 23:22, 17 August 2007 (CDT)
 * I know this discussion is old, but I reckon the true power of this isn't in the bleeding, but the fact most lead attacks suck while alot of offhands/duals kick ass, this having a 1 sec recharge and a meer 5 energy cost really makes most combos kick ass 124.148.117.236 07:02, 14 October 2007 (UTC)