So now rogues are building to be stealth the entire time, as well as during actual combat. Working as intended? Also, porting up the length of very high walls. Well done.
Post edited by leshil40 on
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malkavierMember, Neverwinter Beta UsersPosts: 0Arc User
edited June 2013
Deft Strike will port you to any target you use it on that's within range, no matter the axis. Yes, one of the more popular builds now focuses on Int + Recovery + PvP Gear set bonus + Stealth feats + Lurker's Assault to stay in Stealth basically permanently. Working as intended.
How Cryptic trolls the entire NWO playerbase: 9200 GS listed for CN, implying anyone who needs more has no skill.
Yeah, and rogues who actually do focus on intelligence and recovery have crappy damage. It's a fair trade-off in my opinion. But yeah, let's just nerf everything to the ground.
That's a much better idea.
A rich rogue nowadays is fit company for any gentleman; and the world, my dear, hath not such a contempt for roguery as you imagine. - John HAMSTER
stealth is ok but to stay stealth even when youre attacking it makes the stealth OP
tr should be slightly visible when attacking (high damage cant see + cant run from the attacker = OP)
You don't need to sacrifice stats to achieve perm stealth, you do need to sacrifice 2 encounter slots for SS and bait and switch though.
Or at least that's my experience on my Str rogue with 1100 recovery.
When we talk about "Perma-Stealth", that means your rogue can stay in stealth 100% of the time (as long as theres a target to use Shadow Strike) and not be seen.
The reason why you would need INT is because you wont have enough recovery to have a high enough Recharge Speed to complete the Perma-Stealth rotation, alternating between "Bait and Switch" and "Shadow Strike" while one is on cool down the other should be ready in time to refill stealth before stealth runs out, in doing so you'll need 30% recharge speed.
Without it, kevinf08's rogues perma stealth rotation would have to be...
1. In Stealth
2. Shadow Strike
3. Bait and Switch
4. Shadow Strike
(Bait and Switch wont be ready in time for the next Stealth refill) "Use Lurker's Assault"
5. Shadow Strike
6. Bait and Switch
7. Shadow Strike
(Bait and Switch wont be ready in time for the next Stealth refill)
However, with the 30% recovery. You would do a different rotation
1. In Stealth
2. Bait and Switch
3. Shadow Strike
4. Bait and Switch
5. Shadow Strike
x. continue rotation endlessly, no need for Lurker's Assault
Without 30% recharge speed and if you'd try this rotation, you'll just stop after the first Shadow Strike (that is why you'd use Shadow Strike first if you don't have enough recharge speed)
*By focusing on INT and Recovery, you wont see a single high amount of damage, the damage comes from accumulated attacks, with Poisons, Nimble Blade Procs, Greater Tene Procs (if you have any), and Bonus damage from continued attacks from CoS, that is what makes the damage.
I think my best KDR was 28 kills and 0 deaths in a single match, the build isn't about one shotting an enemy then running away because TR's are squishy. It's about focusing on those who are squishy, targeting CW's and TR's, killing runners, as well as holding the enemies capture point, keeping it contested while 3-4 enemies try to find you (doing so makes capturing middle point a lot easier for your team), with the build you can 1v1 and 1v2 with no problems that's why the enemy team would have to send 3+ or the whole team to take you out.
I've been doing some testing. If you use Gloaming Cut + Sneaky Stabber (10% Stealth Refill every hit), you don't need INT or Recovery as long as your attacking and dodge rolling to refill stealth.
That being said, I think I'm going to test things with CON and "Maximum Health" gear, should be able to get a rogue up to 33K health, then use 6 Greater Tene's for 1K damage procs. Additionally, with the Gloaming Cut + Sneaky Stabber you should still be able to do a perma-stealth rotation. But with all this speculations and theorycrafting, it's better to just test it myself. (Will be re-rolling a 3rd Rogue to 60 lol, base stat with 14 CON, @60 the TR will have 20 CON for 20% increase health)
stealth is ok but to stay stealth even when youre attacking it makes the stealth OP
tr should be slightly visible when attacking (high damage cant see + cant run from the attacker = OP)
But that's just wrong. The class is built around using at-wills in stealth. There are so many feats tied around increasing damage while in stealth. It's the entire point of the class.
A rich rogue nowadays is fit company for any gentleman; and the world, my dear, hath not such a contempt for roguery as you imagine. - John HAMSTER
So now rogues are building to be stealth the entire time, as well as during actual combat. Working as intended? Also, porting up the length of very high walls. Well done.
TR's stealth has always been a battle stealth.
A TR simply cannot maintain stealth out of combat. (No target for shadow strike)
& since they'll be blowing their stealth bar & cooldowns if they do so.
I've been doing some testing. If you use Gloaming Cut + Sneaky Stabber (10% Stealth Refill every hit), you don't need INT or Recovery as long as your attacking and dodge rolling to refill stealth.
That's pretty much what I was referring to when i said in my earlier post that you don't need Int
Haven't popped into this thread for a bit to have a read or I would have replied earlier. I tried out a build with gloaming cut with the free respec, but have since changed back. Seemed like I was able to keep 100% stealth most of the time with the pvp gear on. i didn't play it much though so made alot of mistakes like getting hit by aoe or in melee, missing shadow strikes cuz target left range etc.
It did work fairly well though, cuz you can use CoS to take a good chunk of health then 1 or 2 gloamings will get you the kill.
Also I did have to use dodge roll to keep stealth occasionally, but I think that just may be because I was inexperienced with the build.
Either way, I personally don't see an issue with perm stealth builds, but I do personally believe that rogues do too much damage at range while stealthed with CoS.
stealth is ok but to stay stealth even when youre attacking it makes the stealth OP
tr should be slightly visible when attacking (high damage cant see + cant run from the attacker = OP)
I have an IDEA!!!!!
They could implement a 'feat' called 'spot' or 'listen' that gives players a % chance to see enemies in stealth.....
Just change your tactics and stealth trs are not a big deal. You have to play defensively. You cannot zerg murder them like a cw or another, non stealth-build, tr. I normally just stealth myself and try to find them. If your at a domination point use it to give you clues about his location. If the point is in contest you know he is somewhere on the circle, for example. Also running away is an opinion, unless losing that point is going to cost your team the match, just run away get a more advantageous position. Wait for his stealth to fall off or wait for a teammate to join you.
stealth is ok but to stay stealth even when youre attacking it makes the stealth OP
tr should be slightly visible when attacking (high damage cant see + cant run from the attacker = OP)
It's not high damage. They give up a lot to go perma. My pure dps build can kill much faster (2-3 shot anyone) than they can. But they are built for survivability....and that's the point.
Comments
That's a much better idea.
Then they may nerf it.
tr should be slightly visible when attacking (high damage cant see + cant run from the attacker = OP)
Pretty much this.
You don't need to sacrifice stats to achieve perm stealth, you do need to sacrifice 2 encounter slots for SS and bait and switch though.
Or at least that's my experience on my Str rogue with 1100 recovery.
When we talk about "Perma-Stealth", that means your rogue can stay in stealth 100% of the time (as long as theres a target to use Shadow Strike) and not be seen.
The reason why you would need INT is because you wont have enough recovery to have a high enough Recharge Speed to complete the Perma-Stealth rotation, alternating between "Bait and Switch" and "Shadow Strike" while one is on cool down the other should be ready in time to refill stealth before stealth runs out, in doing so you'll need 30% recharge speed.
Without it, kevinf08's rogues perma stealth rotation would have to be...
2. Shadow Strike
3. Bait and Switch
4. Shadow Strike
"Use Lurker's Assault"
6. Bait and Switch
7. Shadow Strike
However, with the 30% recovery. You would do a different rotation
2. Bait and Switch
3. Shadow Strike
4. Bait and Switch
5. Shadow Strike
Without 30% recharge speed and if you'd try this rotation, you'll just stop after the first Shadow Strike (that is why you'd use Shadow Strike first if you don't have enough recharge speed)
*By focusing on INT and Recovery, you wont see a single high amount of damage, the damage comes from accumulated attacks, with Poisons, Nimble Blade Procs, Greater Tene Procs (if you have any), and Bonus damage from continued attacks from CoS, that is what makes the damage.
I think my best KDR was 28 kills and 0 deaths in a single match, the build isn't about one shotting an enemy then running away because TR's are squishy. It's about focusing on those who are squishy, targeting CW's and TR's, killing runners, as well as holding the enemies capture point, keeping it contested while 3-4 enemies try to find you (doing so makes capturing middle point a lot easier for your team), with the build you can 1v1 and 1v2 with no problems that's why the enemy team would have to send 3+ or the whole team to take you out.
*my 2 cents*
Perma-Stealth PvP Montage video #1: http://www.youtube.com/watch?v=XylOlYBCGP0
That being said, I think I'm going to test things with CON and "Maximum Health" gear, should be able to get a rogue up to 33K health, then use 6 Greater Tene's for 1K damage procs. Additionally, with the Gloaming Cut + Sneaky Stabber you should still be able to do a perma-stealth rotation. But with all this speculations and theorycrafting, it's better to just test it myself. (Will be re-rolling a 3rd Rogue to 60 lol, base stat with 14 CON, @60 the TR will have 20 CON for 20% increase health)
But that's just wrong. The class is built around using at-wills in stealth. There are so many feats tied around increasing damage while in stealth. It's the entire point of the class.
TR's stealth has always been a battle stealth.
A TR simply cannot maintain stealth out of combat. (No target for shadow strike)
& since they'll be blowing their stealth bar & cooldowns if they do so.
That's pretty much what I was referring to when i said in my earlier post that you don't need Int
Haven't popped into this thread for a bit to have a read or I would have replied earlier. I tried out a build with gloaming cut with the free respec, but have since changed back. Seemed like I was able to keep 100% stealth most of the time with the pvp gear on. i didn't play it much though so made alot of mistakes like getting hit by aoe or in melee, missing shadow strikes cuz target left range etc.
It did work fairly well though, cuz you can use CoS to take a good chunk of health then 1 or 2 gloamings will get you the kill.
Also I did have to use dodge roll to keep stealth occasionally, but I think that just may be because I was inexperienced with the build.
Either way, I personally don't see an issue with perm stealth builds, but I do personally believe that rogues do too much damage at range while stealthed with CoS.
I have an IDEA!!!!!
They could implement a 'feat' called 'spot' or 'listen' that gives players a % chance to see enemies in stealth.....
Yes, and let's also add a 'feat' called 'go away' which automatically gives control wizards attacks a maximum range of 20m.
As long as we're completely crippling the mechanics of the classes.
hmm...how long do you wait for stealth to fall off from a perma-stealth build?
Send a TR or CW after him.
Stealth will fail in about 2 seconds.
If they take any damage, their stealth bar will be depleted & screw up their perma stealth rotation.
It's not high damage. They give up a lot to go perma. My pure dps build can kill much faster (2-3 shot anyone) than they can. But they are built for survivability....and that's the point.
Not true. We have a feat that reduces stealth loss from damage almost completely.