Attacking with Lashing Blade and Dazing Strike do break stealth, as does any encounter that isn't Shadow Strike or Bait and Switch.
TRs can use at-wills without instantly breaking stealth. And taking this away from them would absolutely shred whatever is left of the class's PvE capability.
Using at-will attacks, the TR is still playing beat-the-clock with a depleting stealth meter.
I have said over and over again that the stealth mechanics that people are used to from other games (attacking instantly breaks stealth no matter what, movement penalty) do not tie stealth to a meter that depletes when stealth is entered and has to be full for the rogue to enter stealth again (also, taking damage makes it harder for that meter to fill up).
If you want that changed, then you need to rework Neverwinter stealth altogether, and probably rework how the TR is supposed to function as a single-target boss-killer as well, because if the TR can't do much to allow them to attack in safety, then they truly are dead weight in PvE.
pretty much this. pve-wise, we do need to continue attacking in stealth or what's the point in having us over a gwf? we can be tanky with lots of deflect i guess, but mob spam can and will still kill us so it is highly useful that we can keep re-entering stealth to drop aggro on mobs while we keep nuking the boss. if we can't attack during stealth or if the stealth meter drains too quickly, then we aren't really fulfilling our role as the boss killer and the rest of the team may not have had enough time to aggro the mobs we hid from so they come running back to us.
spellplague is one of the few boss fights where a single mob could kill me from behind if i don't notice it quickly enough to dodge the knockback. attacking them is a losing battle as they have lots of hp and respawn quickly so best way to get rid of them is to just stealth or run around the cleric for a bit and wait for the healing aggro to win. but time spent trying to drop aggro is time that a gwf could easily out-dps us on a single target.
also, all other games that have stealth also have tanks that can actually tank everything and game mechanics were not about mob spam into the nexus. i mean, yeah, some bosses do spawn a lot of mobs that will quickly cause a wipe but those tend to easily be cc'ed or spawned right b4 the boss dies.
pvp-wise, perma-stealth is just annoying to fight against. an easier balance would be to give maybe wizards or clerics an encounter with the ability to see or reveal invisible players.
The only PVP currently is all about contesting points. If you can't do it at all then you're useless.
You're interpreting "contesting nodes" a bit too directly, I'm afraid. Yes, contesting nodes is how the game is ultimately played, but there are a lot more ways to "contest" it than just standing on it alone and capping.
Take for instance, standing on the nodes to capping it itself. In the usual cases "fighting on the node" is indeed the answer. However, in some cases it can be more efficient/necessary for some members to step out, block the path to the node and force the enemies to fight outside of the node.
In another instance, it is usually a good idea for anyone to get the opponent's home node as often as possible, but according to the team composition, how the team is currently doing against the opponent's in major fights, the CW, HRs and fighter classes may be required at the center node to become the "anvil". In these cases if a gwf/gf or a cw insists on going to the back node, the only others left at the mid are TRs and HRs facing off against enemy CCs and tanks. A mismatch of a sort which often leads to defeats.
...
You should try to look at it from a more tactical perspective.
Stop making excuses. Be a man. If you know something to be broken, stop using it. Otherwise, you've got no right to be speaking of 'balance.'
I'm no pro, but I've used Steal Time from time to time in pug pvp matches when stealth addicts show up and I've actually had fairly decent luck with it. Like has been said, against really good TRs, it doesn't help (at all, really), but against mediocre TRs that use perma-stealth as a crutch, it can turn shear frustration into a fair fight. It's also fun to tele onto a contested node with 4-5 enemies and ST real quick. Generally though, it's best to avoid it unless a specific situation pops up where it would seem useful.
degraafinationMember, Neverwinter Beta UsersPosts: 0Arc User
edited March 2014
I slot Steal Time and or IT against perma-TRs. It messes with them and possibly breaks their rotation. Although it is an easy dodge, it's not ineffective.
I use icy terrain and stand right in the middle and dodge around it, then cast fanning the flame as soon as they appear. Angry rogue almost guaranteed, and madness in /say chat if they ever manage to execute you.
You're interpreting "contesting nodes" a bit too directly, I'm afraid. Yes, contesting nodes is how the game is ultimately played, but there are a lot more ways to "contest" it than just standing on it alone and capping.
Take for instance, standing on the nodes to capping it itself. In the usual cases "fighting on the node" is indeed the answer. However, in some cases it can be more efficient/necessary for some members to step out, block the path to the node and force the enemies to fight outside of the node.
In another instance, it is usually a good idea for anyone to get the opponent's home node as often as possible, but according to the team composition, how the team is currently doing against the opponent's in major fights, the CW, HRs and fighter classes may be required at the center node to become the "anvil". In these cases if a gwf/gf or a cw insists on going to the back node, the only others left at the mid are TRs and HRs facing off against enemy CCs and tanks. A mismatch of a sort which often leads to defeats.
...
You should try to look at it from a more tactical perspective.
Well this is the problem, exactly.
1 Sentinel GWF or TR to hold 1 and 3, but if they have one more to go 2 and you don't... well.
This makes comps be really restricted and standardized. And since perma stealth TRs aren't supposed to die, you can't even consider 1 or 3 nodes that make points.
OMG I forgot about Lantern. Well ****, with lantern and icy terrain and steal time, I'm gonna be a perma killing machine.
And I'll use this guy's tactic too. Whenever I see a big group of the enemy I'll jump in and use steal time!
As the squishiest class in the game, that's right where you want to be- right next to 5 enemy players. And if anything bad were to happen, I'll just use my 3 dodges and end up halfway across the map like the guy said.
There's no way they can catch me because I'll be using ICY TERRAIN.
Hell I don't even know why I use my mount, I should just use my dodges to get from point to point.
Man this has opened up a whole new universe of PVP for CWs.
Lol'd so ****ing hard.
Solution to these perma TR's: Make bait-and-switch NOT refill stealth. And to compensate that, make the dummy explode or spread poison which does DoT.
Beta player
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
CW's are not ment to be Point holders. Please do not use that argument.
I disagree. I'm a point holder CW with around 31K HP with Tabbed Repel, shard, Shield to absorb some damage and enfeeblement for a little DoT. It does wonders and helps the team winning, I can distract the other team 4v1 at base #2 and survive for around 10~15 seconds before getting completely nuked, this leaves the team decent time to take/control the two other nodes if they know how to play, sometimes I make all the efforts in the world to get most of their team on me, and when I look at the nodes and see them still Red, it discourages me. You're right about the squishies who use single target spells not being meant for point holding, but if you spec your CW right, it can hold a point for most of the game, even better if you're assisted by a DC.
TL;DR: Endurant CW's CAN be point holders if their HP is high enough.
Beta player
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
I slot Steal Time and or IT against perma-TRs. It messes with them and possibly breaks their rotation. Although it is an easy dodge, it's not ineffective.
Thorn Ward on my HR works wonders, btw.
Thorn is a good counter but only 1 problem: Its HR exclusive. As for steal time time....ehh I think that TR is not very good to not catch that slow animation
I disagree. I'm a point holder CW with around 31K HP with Tabbed Repel, shard, Shield to absorb some damage and enfeeblement for a little DoT.
.............
TL;DR: Endurant CW's CAN be point holders if their HP is high enough.
No, no, no, just no.
This is not your job. Your talents are lost each time you have to step on point with a different class other than a DC or less skilled/geared anything else that you can obliterate fast. Also that is NOT high HP, and Repel is more than unreliable. Shield too? OK you just lost 2 slots.
PS: that doesn't mean you shouldn't be able to kill permas and IV senti GWFs tho' just as easy as they can kill you People don't mention HRs often, but there are builds out there that are just as fatal to a CW as a perma. What will you do against a HR that is deflecting/healing almost anything, and perma-CCs you? Well, die, ofc... And since we're there, GFs are not scrubs either. Good GFs will have little issues with a CW, especially on point.
You can scream for help tho' like a little scared kid and 2vs1 the other classes and feel like a true hero. Not.
Never said to take away stealth. Only stated that stealth DPS should be reduced to make it possible for an elite CW to beat an elite TR in a 1vs1 battle.
TRs have impossible to catch and shocking execution.
Reducing damage in stealth doesn't fix perma stealth, and hurts PVE. The point of a perma stealth rogue is not to kill, it's to hold a point. In PVE, we do most of our damage while in stealth, otherwise we'd die very quickly to the hordes of mobs attacking us.
Anyway, if you were to nerf damage in stealth so people don't attack in stealth, or have at will break stealth here's what 1v1 will look like:
TR -Damage - ITC
CW - Control (Yes it's little with tenecity, but 1 sec root IR, 1 sec EF, 1/2 sec chil strike is 2.5 seconds he's not attacking you) - Damage - Range
Results: Everytime the rogue gets in melee range, the CW dodges away and shoots of an encounter. Dead rogue
TR - Damage -ITC
GWF -Prone - Damage - Tank -?Unstoppable
Result: Dead rogue
TR: Damage -ITC
HR - Range -Damage - Roots
Result: Dead rogue
Tr: Damage
DC: Tank - Healing - very low damage
Result: Not sure
You guys seem to forget that the rogue is the only melee class with
1) very low defensive capabilities
2) no spammable gap closers
3) no prones
Fighting a rogue without stealth is like fighting a squishy GWF without sprint, without prones, without threatening rush, and without unstoppable. Sure we have ITC and some knives, but the knives are once per 24 seconds, and the ITC only gives us the defense but not the offense of GWF unstoppable
By the way, suggesting a rogue go into stealth for regen ticks? Really? So you're saying CW's regen doesn't tick when a rogue is hiding in stealth? The point of stealth, like every other tab skill in the game, is to give you an advantage. Sure if you are going to nerf stealth like this, nerf unstoppable, remove HR's 3 extra encounters, remove mastery for CW's, and remove whatever DCs and GFs get too.
TRs can go semi-perma stealth with PotB, ITC and SS which still makes them almost invulnerable. And feated Gloaming Cut also refills stealth.
just l2p man you have no clue what is op in this game and what is cosmetics.to play with gloaming cut is so difficult that only 1 tr use it well in the whole game.its the same with bait you have no dmg what so ever.if u cant deal with those tr just do pve.
infact only tr that is good for pvp is that perma.itc pob build any other build is seriously gimped and not worth nothing in average premade.
just goes to show how much crying is going on here you mention gloaming cut as op lolololololololololol.
just l2p man you have no clue what is op in this game and what is cosmetics.to play with gloaming cut is so difficult that only 1 tr use it well in the whole game.its the same with bait you have no dmg what so ever.if u cant deal with those tr just do pve.
infact only tr that is good for pvp is that perma.itc pob build any other build is seriously gimped and not worth nothing in average premade.
just goes to show how much crying is going on here you mention gloaming cut as op lolololololololololol.
Reading this post is like diving in to the dirt.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
Reducing damage in stealth doesn't fix perma stealth, and hurts PVE. The point of a perma stealth rogue is not to kill, it's to hold a point. In PVE, we do most of our damage while in stealth, otherwise we'd die very quickly to the hordes of mobs attacking us.
Anyway, if you were to nerf damage in stealth so people don't attack in stealth, or have at will break stealth here's what 1v1 will look like:
TR -Damage - ITC
CW - Control (Yes it's little with tenecity, but 1 sec root IR, 1 sec EF, 1/2 sec chil strike is 2.5 seconds he's not attacking you) - Damage - Range
Results: Everytime the rogue gets in melee range, the CW dodges away and shoots of an encounter. Dead rogue
TR - Damage -ITC
GWF -Prone - Damage - Tank -?Unstoppable
Result: Dead rogue
depends highly on the gwf and how well u can kite them during unstoppable and fight back outside of unstoppable. gwf wins usually, but rogue wins sometimes. deft strike can also dodge prones like with guardians if timed right.
Tr: Damage
DC: Tank - Healing - very low damage
Result: Not sure
rogue always wins unless the cleric has help. irony is that i killed cocky rogues on my cleric thinking i was a free kill and forced them to run and die b4 they could escape punishing light. moral: don't let down your guard or u will die.
You guys seem to forget that the rogue is the only melee class with
1) very low defensive capabilities
2) no spammable gap closers
3) no prones
Fighting a rogue without stealth is like fighting a squishy GWF without sprint, without prones, without threatening rush, and without unstoppable. Sure we have ITC and some knives, but the knives are once per 24 seconds, and the ITC only gives us the defense but not the offense of GWF unstoppable
By the way, suggesting a rogue go into stealth for regen ticks? Really? So you're saying CW's regen doesn't tick when a rogue is hiding in stealth? The point of stealth, like every other tab skill in the game, is to give you an advantage. Sure if you are going to nerf stealth like this, nerf unstoppable, remove HR's 3 extra encounters, remove mastery for CW's, and remove whatever DCs and GFs get too.
dps rogues should have no complaints about surviving outside of stealth since they are not built to be tanks, but we can be the most effective tank on the team when healed if we have high deflect. deft strike may not be spammable, but it's not necessary when u can easily keep up with anyone with 2 dodges + teleport + immunity. whisperknives have a prone i think because i remember one doing some epic back-flip that knocked me down.
cloud of steel also gains a charge every 3 seconds. as long as u attack every 10 seconds, u can maintain healing depression on anyone and since most permas use bile then it's even easier since it keeps going long after u stop.
i will give u that ITC is inferior to unstoppable and should not be used to straight up tank gwf's. we still need to kite and u have to be rdy to dodge-roll as soon as it ends.
TRs can go semi-perma stealth with PotB, ITC and SS which still makes them almost invulnerable. And feated Gloaming Cut also refills stealth.
Full perma build in PvP, which is allegedly what everyone's upset about, requires B&S. Without it the Rogue is visible and vulnerable at some point in PvP. SS required a hit to refill stealth and has a short range. Gloaming Cut is slow, difficult to hit with, requires being in melee range (and thus detectable), and only refills 10% stealth per hit. It's very rare that this allows any significant stealth boost in PvP.
If stealth/ITC isn't permanent, where's the problem?
People really should try playing a stealth Rogue before making suggestions on how to fix stealth. It would lead to a much more informed discussion.
Full perma build in PvP, which is allegedly what everyone's upset about, requires B&S. Without it the Rogue is visible and vulnerable at some point in PvP.
Nope I don't think people are truly upset about these guys, who are good only to run around on the nodes to keep them contested and maybe kill some very squishy unsuspecting CWs.
People are bothered by the semiperma fotm TRs, with PotB instead of B&S. This style of gameplay if played right offers little to no window of opportunity to take them down other than fishing for them by instinct with AoEs such as FLS and so on. This TR is lethal too - PotB, 2 damaging at wills, one ranged, and when they finally get AP, then you get SEed, so they can cut fights in half. Yeah they will be visible - but not vulnerable, thanks to ITC or flurry 3rd stage. Pretty much all high end TRs play this.
Nope I don't think people are truly upset about these guys, who are good only to run around on the nodes to keep them contested and maybe kill some very squishy unsuspecting CWs.
People are bothered by the semiperma fotm TRs, with PotB instead of B&S. This style of gameplay if played right offers little to no window of opportunity to take them down other than fishing for them by instinct with AoEs such as FLS and so on. This TR is lethal too - PotB, 2 damaging at wills, one ranged, and when they finally get AP, then you get SEed, so they can cut fights in half. Yeah they will be visible - but not vulnerable, thanks to ITC or flurry 3rd stage. Pretty much all high end TRs play this.
I see them in the PuG matches I play as well. I guess the difference is the wide range of ability, as I can kill some of these guys pretty easily on my HR or Combat TR. High deflect works wonders, as does moving out of the AoE and using ranged attacks. A lot of them only PoB out of stealth as well, since stealth cuts the duration of PoB in half (same overall DPS though as it ticks faster).
They're more problematic on my CW as I don't have the defences to soak up the damage so can only rely on getting the hell out. If one gets to me when I'm out of teleports then it's game over. But that's the same for all opposing classes as a CW nowadays. I spend a lot of time hiding behind walls and/or a friendly meatshield.
just l2p man you have no clue what is op in this game and what is cosmetics.to play with gloaming cut is so difficult that only 1 tr use it well in the whole game.its the same with bait you have no dmg what so ever.if u cant deal with those tr just do pve.
infact only tr that is good for pvp is that perma.itc pob build any other build is seriously gimped and not worth nothing in average premade.
just goes to show how much crying is going on here you mention gloaming cut as op lolololololololololol.
You realize OP just suggested to use Steal Time as a CW to counter perma-TR?
Not sure if OP is joking or what but that is a stupid suggestion.
Don't worry, you'll get your chance to "cry" if Cryptic nerfs TR
They've done it once justifiable, and I'll keep bringing this topic up on the forums until they do it again and take a step closer towards balanced PVP
Comments
pretty much this. pve-wise, we do need to continue attacking in stealth or what's the point in having us over a gwf? we can be tanky with lots of deflect i guess, but mob spam can and will still kill us so it is highly useful that we can keep re-entering stealth to drop aggro on mobs while we keep nuking the boss. if we can't attack during stealth or if the stealth meter drains too quickly, then we aren't really fulfilling our role as the boss killer and the rest of the team may not have had enough time to aggro the mobs we hid from so they come running back to us.
spellplague is one of the few boss fights where a single mob could kill me from behind if i don't notice it quickly enough to dodge the knockback. attacking them is a losing battle as they have lots of hp and respawn quickly so best way to get rid of them is to just stealth or run around the cleric for a bit and wait for the healing aggro to win. but time spent trying to drop aggro is time that a gwf could easily out-dps us on a single target.
also, all other games that have stealth also have tanks that can actually tank everything and game mechanics were not about mob spam into the nexus. i mean, yeah, some bosses do spawn a lot of mobs that will quickly cause a wipe but those tend to easily be cc'ed or spawned right b4 the boss dies.
pvp-wise, perma-stealth is just annoying to fight against. an easier balance would be to give maybe wizards or clerics an encounter with the ability to see or reveal invisible players.
Why not? I was ok at being one before my CONTROL skills started being either non noticeable or nonfunctional in PVP.
The only PVP currently is all about contesting points. If you can't do it at all then you're useless.
You're interpreting "contesting nodes" a bit too directly, I'm afraid. Yes, contesting nodes is how the game is ultimately played, but there are a lot more ways to "contest" it than just standing on it alone and capping.
Take for instance, standing on the nodes to capping it itself. In the usual cases "fighting on the node" is indeed the answer. However, in some cases it can be more efficient/necessary for some members to step out, block the path to the node and force the enemies to fight outside of the node.
In another instance, it is usually a good idea for anyone to get the opponent's home node as often as possible, but according to the team composition, how the team is currently doing against the opponent's in major fights, the CW, HRs and fighter classes may be required at the center node to become the "anvil". In these cases if a gwf/gf or a cw insists on going to the back node, the only others left at the mid are TRs and HRs facing off against enemy CCs and tanks. A mismatch of a sort which often leads to defeats.
...
You should try to look at it from a more tactical perspective.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
I'm no pro, but I've used Steal Time from time to time in pug pvp matches when stealth addicts show up and I've actually had fairly decent luck with it. Like has been said, against really good TRs, it doesn't help (at all, really), but against mediocre TRs that use perma-stealth as a crutch, it can turn shear frustration into a fair fight. It's also fun to tele onto a contested node with 4-5 enemies and ST real quick. Generally though, it's best to avoid it unless a specific situation pops up where it would seem useful.
Thorn Ward on my HR works wonders, btw.
Join Essence of Aggression: PVP-ing Hard Since Beta!
Well this is the problem, exactly.
1 Sentinel GWF or TR to hold 1 and 3, but if they have one more to go 2 and you don't... well.
This makes comps be really restricted and standardized. And since perma stealth TRs aren't supposed to die, you can't even consider 1 or 3 nodes that make points.
Lol'd so ****ing hard.
Solution to these perma TR's: Make bait-and-switch NOT refill stealth. And to compensate that, make the dummy explode or spread poison which does DoT.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
I disagree. I'm a point holder CW with around 31K HP with Tabbed Repel, shard, Shield to absorb some damage and enfeeblement for a little DoT. It does wonders and helps the team winning, I can distract the other team 4v1 at base #2 and survive for around 10~15 seconds before getting completely nuked, this leaves the team decent time to take/control the two other nodes if they know how to play, sometimes I make all the efforts in the world to get most of their team on me, and when I look at the nodes and see them still Red, it discourages me. You're right about the squishies who use single target spells not being meant for point holding, but if you spec your CW right, it can hold a point for most of the game, even better if you're assisted by a DC.
TL;DR: Endurant CW's CAN be point holders if their HP is high enough.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
Thorn is a good counter but only 1 problem: Its HR exclusive. As for steal time time....ehh I think that TR is not very good to not catch that slow animation
This, this and this.
Someone here has a brain
No, no, no, just no.
This is not your job. Your talents are lost each time you have to step on point with a different class other than a DC or less skilled/geared anything else that you can obliterate fast. Also that is NOT high HP, and Repel is more than unreliable. Shield too? OK you just lost 2 slots.
PS: that doesn't mean you shouldn't be able to kill permas and IV senti GWFs tho' just as easy as they can kill you People don't mention HRs often, but there are builds out there that are just as fatal to a CW as a perma. What will you do against a HR that is deflecting/healing almost anything, and perma-CCs you? Well, die, ofc... And since we're there, GFs are not scrubs either. Good GFs will have little issues with a CW, especially on point.
You can scream for help tho' like a little scared kid and 2vs1 the other classes and feel like a true hero. Not.
Reducing damage in stealth doesn't fix perma stealth, and hurts PVE. The point of a perma stealth rogue is not to kill, it's to hold a point. In PVE, we do most of our damage while in stealth, otherwise we'd die very quickly to the hordes of mobs attacking us.
Anyway, if you were to nerf damage in stealth so people don't attack in stealth, or have at will break stealth here's what 1v1 will look like:
TR -Damage - ITC
CW - Control (Yes it's little with tenecity, but 1 sec root IR, 1 sec EF, 1/2 sec chil strike is 2.5 seconds he's not attacking you) - Damage - Range
Results: Everytime the rogue gets in melee range, the CW dodges away and shoots of an encounter. Dead rogue
TR- Damage -ITC
GF -Prone - Damage -Tank
Result: Proned rogue, dead rogue
TR - Damage -ITC
GWF -Prone - Damage - Tank -?Unstoppable
Result: Dead rogue
TR: Damage -ITC
HR - Range -Damage - Roots
Result: Dead rogue
Tr: Damage
DC: Tank - Healing - very low damage
Result: Not sure
You guys seem to forget that the rogue is the only melee class with
1) very low defensive capabilities
2) no spammable gap closers
3) no prones
Fighting a rogue without stealth is like fighting a squishy GWF without sprint, without prones, without threatening rush, and without unstoppable. Sure we have ITC and some knives, but the knives are once per 24 seconds, and the ITC only gives us the defense but not the offense of GWF unstoppable
By the way, suggesting a rogue go into stealth for regen ticks? Really? So you're saying CW's regen doesn't tick when a rogue is hiding in stealth? The point of stealth, like every other tab skill in the game, is to give you an advantage. Sure if you are going to nerf stealth like this, nerf unstoppable, remove HR's 3 extra encounters, remove mastery for CW's, and remove whatever DCs and GFs get too.
TRs can go semi-perma stealth with PotB, ITC and SS which still makes them almost invulnerable. And feated Gloaming Cut also refills stealth.
just l2p man you have no clue what is op in this game and what is cosmetics.to play with gloaming cut is so difficult that only 1 tr use it well in the whole game.its the same with bait you have no dmg what so ever.if u cant deal with those tr just do pve.
infact only tr that is good for pvp is that perma.itc pob build any other build is seriously gimped and not worth nothing in average premade.
just goes to show how much crying is going on here you mention gloaming cut as op lolololololololololol.
Reading this post is like diving in to the dirt.
yeah truth hurts
if any other top pvp player say i wrote something wrong i delete my char.
of course he will have to prove it in 1v1
rogue usually wins unless the wizard has help
deft strike allows u to get past their guard and if timed right, can even dodge a prone. rogue wins most of the time
depends highly on the gwf and how well u can kite them during unstoppable and fight back outside of unstoppable. gwf wins usually, but rogue wins sometimes. deft strike can also dodge prones like with guardians if timed right.
depends on the hunter. some can easily kill me, some can't. normally rogue wins. deft strike breaks roots.
rogue always wins unless the cleric has help. irony is that i killed cocky rogues on my cleric thinking i was a free kill and forced them to run and die b4 they could escape punishing light. moral: don't let down your guard or u will die.
dps rogues should have no complaints about surviving outside of stealth since they are not built to be tanks, but we can be the most effective tank on the team when healed if we have high deflect. deft strike may not be spammable, but it's not necessary when u can easily keep up with anyone with 2 dodges + teleport + immunity. whisperknives have a prone i think because i remember one doing some epic back-flip that knocked me down.
cloud of steel also gains a charge every 3 seconds. as long as u attack every 10 seconds, u can maintain healing depression on anyone and since most permas use bile then it's even easier since it keeps going long after u stop.
i will give u that ITC is inferior to unstoppable and should not be used to straight up tank gwf's. we still need to kite and u have to be rdy to dodge-roll as soon as it ends.
That's an understatement and there's always room for a new low
sure u just reached it smiley
I couldn't match it even if i try, you got a rare gift son, not everywhere you can meet someone whose delusions provide unlimited stand-up material.
If stealth/ITC isn't permanent, where's the problem?
People really should try playing a stealth Rogue before making suggestions on how to fix stealth. It would lead to a much more informed discussion.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
i have a rare gift thats for sure its called the truth it bites u in the *** hehe
Nope I don't think people are truly upset about these guys, who are good only to run around on the nodes to keep them contested and maybe kill some very squishy unsuspecting CWs.
People are bothered by the semiperma fotm TRs, with PotB instead of B&S. This style of gameplay if played right offers little to no window of opportunity to take them down other than fishing for them by instinct with AoEs such as FLS and so on. This TR is lethal too - PotB, 2 damaging at wills, one ranged, and when they finally get AP, then you get SEed, so they can cut fights in half. Yeah they will be visible - but not vulnerable, thanks to ITC or flurry 3rd stage. Pretty much all high end TRs play this.
They're more problematic on my CW as I don't have the defences to soak up the damage so can only rely on getting the hell out. If one gets to me when I'm out of teleports then it's game over. But that's the same for all opposing classes as a CW nowadays. I spend a lot of time hiding behind walls and/or a friendly meatshield.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
You realize OP just suggested to use Steal Time as a CW to counter perma-TR?
Not sure if OP is joking or what but that is a stupid suggestion.
Don't worry, you'll get your chance to "cry" if Cryptic nerfs TR
They've done it once justifiable, and I'll keep bringing this topic up on the forums until they do it again and take a step closer towards balanced PVP