Well, the problem now it's very hig evade high damage, for PvP builds, that is.
In PvE you need high single target DPS.
In PvP you need balance. It's ok if you can deal strong damage (be it burst or DoT). But there must be a moment when the enemy attacks and you defend.
TR is one sided class right now. You can stay invisible, then attack, then immune or daze, then immune roll and then stealth again and the enemy can't do shlt and that's why if you look at leaderboard, right now TRs have all, even the "normal" ones, 10-1 K/D ratio.
Now if a TR just slots enough HP to survive 1 rotation and soulforged (wonder how it will sinergize with lathander artifacts set. Lol) you will not kill him.
And with current damage, he will kill you.
TRs have too much survivability and this should change. I'm sorry if you guys enjoy the "i'm untouchable 99% of the time, you lucky if you catch me" playstyle, but it's not good for balance, expecially if brought to an extreme like it is now (almost permanent stealth, longer dodges, more dodges, immunity, more daze, more deflect, all combined to form the perfect defense. With lag on your side, it's pretty much a flawless defense in 1v1.
As someone said before, you must either mess up your rotation big time, have some lag spike or get unlucky and being prone-locked by multiple players to die as a TR. Talking about players who know how to use the class in PvP.
Well Pando ,the Tr community before the buffs were keep saying " We hate perma stealth,just we do not have any other option.Give us more damage and less stealth"
Well they lied all the time.When the devs made thier stealth depleting with att will use ,the qq in the thieves den took tsunami dimensions.
With all the damage buffs they took,their stealth meter sould drain faster.It does not.The only thing they miss is the DF /ITC combo.But their encounters got buffed so much,that they do not miss it.
In reality ,and as proved already,the Tr community DID NOT HATED PERMA STEALTH.Instead it liked it.
The proof is that while there are saboteur builds with less stealth,all run exe/perma -semi perma builds.So that goes the bubble of "we hate perma stealth".
They just wanted more damage and to be kings in the place of the kings (HRs).I do understand them though ,they did what was the best for their class.Get buffed while kept their perma stealth mechanics.I respect that.I do not respect that the "eh guys we do not want to be perma but game forces us".this is a lie.
In all the suggestions in preview ,very few TRs advocated for a combat tr playstyle and buffs.Most wanted to keep their cheesy gameplay.
I hit i daze you.i roll away in stealth.You cannot see me i hit again.Game over.
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demonmongerMember, NW M9 PlaytestPosts: 3,350Arc User
Well, the problem now it's very hig evade high damage, for PvP builds, that is.
In PvE you need high single target DPS.
In PvP you need balance. It's ok if you can deal strong damage (be it burst or DoT). But there must be a moment when the enemy attacks and you defend.
TR is one sided class right now. You can stay invisible, then attack, then immune or daze, then immune roll and then stealth again and the enemy can't do shlt and that's why if you look at leaderboard, right now TRs have all, even the "normal" ones, 10-1 K/D ratio.
Now if a TR just slots enough HP to survive 1 rotation and soulforged (wonder how it will sinergize with lathander artifacts set. Lol) you will not kill him.
And with current damage, he will kill you.
TRs have too much survivability and this should change. I'm sorry if you guys enjoy the "i'm untouchable 99% of the time, you lucky if you catch me" playstyle, but it's not good for balance, expecially if brought to an extreme like it is now (almost permanent stealth, longer dodges, more dodges, immunity, more daze, more deflect, all combined to form the perfect defense. With lag on your side, it's pretty much a flawless defense in 1v1.
As someone said before, you must either mess up your rotation big time, have some lag spike or get unlucky and being prone-locked by multiple players to die as a TR. Talking about players who know how to use the class in PvP.
First off TR are not untouchable 99% of the time.
Longer dodges = bonus for you ranged players. If we are in melee range attacking you and are forced to dodge roll away, you will have longer to regain control of the battle. (After I dodged a CW and was put out of range of my attacks, he froze me and ended my life)
More dodges = There is a sweet spot moment before and after dodge where we can be hit (it's not like we have infinate dodge, or a magic shield to prevent damage, or infinate sprint ability, or super walock speed runs)
Immunity = control immunity for only 5 seconds (you complain about this seriously?) We don't have damage immunity for <font color="orange">HAMSTER</font>.
More daze = Only scoundrel has more daze ability, (do we complain about CW's ability to have more freeze ability?)
Lag on your side = Anyone with lag on their side has the upper hand.. (Stop crying about TR and find ways to play better)
I am TR but I am not scoundrel. It is challenging to fight them when I do run across them, but they are by no means immortal.
Have a great day!
[SIGPIC][/SIGPIC]
I hate paying taxes! Why must I pay thousands of dollars in taxes when everything I buy is taxed anyways!
Never used perma stealth, never gonna start.
From personal view: I'm using combat TR (actually always was trying but it was hard), right now I can go something like "Duelist Rogue" or "Swashbuckler Rogue" using stealth only as burst damage (or to hide from unstopable GWF;P).
With more deflect from dex I can stay in combat for longer, with 100% crit I can deal serious damage, with dazing strike having fast cast I can use it in PvP, with more dodges I can survive..... and scoundrel path is just small cherry on the (daze) cake.
My first PvP match this morning was a one sided unbalanced flop. The subsequent games weren't better.
I know this probably seems silly, but as a Field Marshall in Vanilla WoW, Rank 14 in Vanilla Rift, and Rank 287 on GW2, Multiple RR5+ on DAoC etc. etc. I'd like to think I have some PvP experience, at least enough to see when something is broken. My friend had warned me when I started playing since he plays this game a lot to avoid the PvP, but I really had no idea.
Things basically need to change across the board to not scare off new players to the game for PvP matches, because all I see is rage and really long queues atm. Just my 2cents.
TR's are making PvP unplayable at pretty much all levels right now. It's not just TR's though is the thing, the problem stems deep into the combat system and issues with how much damage players do vs other players. Basically, the problem is not necessarily TR's, it's that damage is too high across the board in PvP.
Am I the only one who really, really hates how PotB is designed? It's like I can hit PotB, enter stealth, and the node would be all mine for quite a long time. It takes very little skill to use but does a lot in zoning enemies off the node. It's anti-fun for me and the enemy.
I want this skill redesigned from the ground up. Not only does it whittle away at the enemy's health bar, but it also whittles away at their sanity. And no, don't say that it's damage is <font color="orange">HAMSTER</font> -- it is, yeah, but that's not the problem. The problem is in how the skill is designed.
Thing is... Even before this Mod Sicarius and Dinter were still able to murder you, now they're able to do it faster. You can't be expected to beat the best if you're not the best, that's why they're the best, and you are not (No offense just in general)
I just think pug pvp is composed of undergeared and unskilled players. This is why I am not exactly pleased with pugs like op trying to make general statements about class balance.
As a decently geared PvP TR that started in beta, I can say that TR is extremely boring and unchallenging now. It faces almost no threat against equally geared/skilled members of others classes except a specific HR build or other TRs. Maybe the changes were good for PvE, but PvP is too much now.
I have not played PvP since the mod 4 fiasco so I don't know how it is now.
The changes certainly helped the PvE TR as they are now competitive and useful to a group. My scoundrel has a bit of extra control that is quite welcome, and although it does less boss damage than other strikers it has an overall increase in damage that is noticeable.
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ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
My scoundrel has a bit of extra control that is quite welcome, and although it does less boss damage than other strikers.
Hate to break the cheer, but my destroyer is a pure striker and underperforming dramatically against my scroundrel aside from a boss with a massive health pool. 1500 more power(not including the avatar bonus), more ArP, same crit chance, same weapon enchant.
The damage increase isn't noticeable, it's gone overboard.
Against control immune targets, Scoudrel can't be better ( in terms of damages numbers ) than a pure striker, in same conditions, equivalent gear, equivalent team buffs/debuffs, equivalent pets active bonus and artifacts effects.
SoD was the only real problem... Other than that I like the idea of TRs actually putting up with a good fight.
this is essetially how I feel and what I've been saying to people ingame. It feels good fighting rogues where not every rogue in faerun is perma stealth. Its simply just an option now, like it used to be.
From all the complaints I hear now, its come down to "the pure striker class is doing more damage than me, boo hoo".
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ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
Against control immune targets, Scoudrel can't be better ( in terms of damages numbers ) than a pure striker, in same conditions, equivalent gear, equivalent team buffs/debuffs, equivalent pets active bonus and artifacts effects.
There's not even many CC enemies in the game anyway so it matters little. Plus you can just round those up and do huge AoE damage to make up for or use 1 of many single target powers to cover one issue.
And what exactly is your excuse that my scoundrel should even be able to out-DPS a destroyer in any scenario?
Previous to this change, the TR was the most single target focused class and was originally the go to boss striker. Over time boosts in other classes and nerfs to the TR altered that to where the TR was no longer the best single target striker, although that was the best thing the TR did. Now we have this change and it appears that the TR is becoming more of an AE striker with some single target focus. So basically, originally, a TR should have been able to out-DPS a destroyer in single target damage, but not AE.
0
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
Maybe deal more spike damage but NOT through an entire fight.
No the entire fight, that was how they were designed and they didn't really have a lot of spike damage previously. The GWF %health damage bonus was actually stolen from the TR if you don't remember.
Not just perma stealth, but super easy perma stealth that can utilize the entire tool kit of the TR and is completely free to build and play in any way desired. With it's classes primary stat being a total waste on it and with it not having to concern itself at all with critical chance it is such an obviously odd duck that I am surprised that it was never reconsidered.
I don't see a problem with TR now. I don't see any problem with DC either. PVP is in a pretty good place right now. Let's hang on to the new changes for a while and see if something new happens...
There's not even many CC enemies in the game anyway so it matters little. Plus you can just round those up and do huge AoE damage to make up for or use 1 of many single target powers to cover one issue.
And what exactly is your excuse that my scoundrel should even be able to out-DPS a destroyer in any scenario?
Actually there's a fair number of CC immune mobs in the Mod 4 and Mod 5 content. Not too mention Dragons, which somewhat limits the chances of getting a Great Success (although I now have a rotation that woks here).
TR is a striker, just like your GWF. Why shouldn't they be doing similar DPS?
Not just perma stealth, but super easy perma stealth that can utilize the entire tool kit of the TR and is completely free to build and play in any way desired. With it's classes primary stat being a total waste on it and with it not having to concern itself at all with critical chance it is such an obviously odd duck that I am surprised that it was never reconsidered.
This. Sab was obviously broken from the first patch and reported as such. All they did was reduce the DPS of GC. We wouldn't be getting half as much QQ if they had properly addressed the easy perma of Sab.
The thing though regardless of GWF being a striker, they will always be also defender, mitigating damage regardless of how you're specced. (through deflects, unstoppable and sprinting and large HP pools) They can take damage better and dish it out equally. Only aspects of either part can be enhanced.
Rogue is just pure striker, who can get a bit more tanky for fighting up close like a GWF, but that has to be specialized. By default a rogue no matter the spec should be doing comparable or more damage than a GWF. Because by GWF's nature they are striker/defender hybrid.
Let's take a breath.
With module 4, the perma stealth build, for pvpv, had the purpose to "Disturb" the enemy action. You go on their base and try to litteraly stay alive as much as possible. In the case of a 1vs1 with the permastealth.... only an idiot couldn't have kill the tr.
Obviously if the tr had a pvp gear etc etc the tr vould probably win.
In Module 5 the PermaStealth is (my opinion) less useless than before. To achieve a decent permastealth you need an high level of Int and recovery and so, a low level of damage power. If you aren't able to kill a permastealth tr, you are simply not so good for pvp. There are more on ten ways to contrast the permastealth.
Second the scoundrel path. Is a path for a support role, based on stun. Want to nerf it? No problem, maybe only the mage have to do some control.
The dps path? I can hear them, the tr deal to much damage, the kill me with lashing blade etc etc etc
It's natural that one of the most offensive skill of the game can insta-kill (not always) a mage or a cleric.
If you perform a lashing blade on a tank or on a gwf you don't kill them, maybe you can burn half of their HP.
If you want to do some pvp, use the pvp gear and build. Don't cry just because you go naked and shotted.
The tr are assassin! You know the meaning of this word?????
We can't use stealth because is to op
We can't use stun based path because is to op
We can't use dps skill becaue they're to strong(are you kidding me?)
If the situation persist the next week we will have a Tr without knife, puking rainbow and dressed up like Willy Wonka.
Let's take a breath.
With module 4, the perma stealth build, for pvpv, had the purpose to "Disturb" the enemy action. You go on their base and try to litteraly stay alive as much as possible. In the case of a 1vs1 with the permastealth.... only an idiot couldn't have kill the tr.
Obviously if the tr had a pvp gear etc etc the tr vould probably win.
In Module 5 the PermaStealth is (my opinion) less useless than before. To achieve a decent permastealth you need an high level of Int and recovery and so, a low level of damage power. If you aren't able to kill a permastealth tr, you are simply not so good for pvp. There are more on ten ways to contrast the permastealth.
Second the scoundrel path. Is a path for a support role, based on stun. Want to nerf it? No problem, maybe only the mage have to do some control.
The dps path? I can hear them, the tr deal to much damage, the kill me with lashing blade etc etc etc
It's natural that one of the most offensive skill of the game can insta-kill (not always) a mage or a cleric.
If you perform a lashing blade on a tank or on a gwf you don't kill them, maybe you can burn half of their HP.
If you want to do some pvp, use the pvp gear and build. Don't cry just because you go naked and shotted.
The tr are assassin! You know the meaning of this word?????
We can't use stealth because is to op
We can't use stun based path because is to op
We can't use dps skill becaue they're to strong(are you kidding me?)
If the situation persist the next week we will have a Tr without knife, puking rainbow and dressed up like Willy Wonka.
Yep lets take a breath shall we....
Last night matches tr gs 14 other team about average 15 tr 19-1
Tr 16 gs other team 3 18gs 1 13 and one 19 tr 12-0
Tr 12 !! gs other team 2 17gs 1 20 1 15 and one 14 tr 15-2
and so it goes on and on and on.
Look at the leaderboard with the bis made playing against eachother and see the kills compared to the death when it come to Trs it the same pattern.
But all is swell and dandy its how it suppose to be its a striker class after all what we expect something that can kill and actually be killed comon its a rogue it should be able to escape everthing after it killed mm well anything .....
starting to have matches where other teams can actually suppress me with teamwork
the wizards seem to be adapting to scoundrels pretty well. yeah i can kill them pretty quick when i catch them, but they have finally started to understand to not let a rogue into melee range of them. i figured all it would take for them to adapt was to stop thinking our class could be left alone for last.
guardians seem to be doing better as well and are doing everything they can to keep me stunned/proned for 5 consecutive seconds. they may lack dps but anyone else on their team can kill me if i can't get out quick enough.
gwf's never really had a problem since they are the least affected by dazes. hit them once with dazing strike, then i am on the run from their unstoppable + intimidation. i can beat them in melee if i use courage breaker, but otherwise it's a hit and run thing.
rogue vs rogue becomes a fight of attrition/surprise/flanking tactics. takes a while to catch a sab, but still doabable as long as i can critical them. executioners never really did much damage to me even with the previous shadow of demise that stacked but deflect/daze is a hard counter to executioners. never ran into another scoundrel so i am guessing my path is rare by default.
never ran into another scoundrel so i am guessing my path is rare by default.
If PvE is anything to go by most TRs are running Exe and Sab. I don't think I've seen another Scoundrel in WoD for instance. Not surprised that most PvP TRs would roll Sab as this is easy perma mode with increased DPS.
They need to adjust Sab so that it has the in-and-out of stealth gameplay it was intended to have. Trouble is that's difficult to do without another major rework - this time of Heroic feats and stat balance.
Comments
In PvE you need high single target DPS.
In PvP you need balance. It's ok if you can deal strong damage (be it burst or DoT). But there must be a moment when the enemy attacks and you defend.
TR is one sided class right now. You can stay invisible, then attack, then immune or daze, then immune roll and then stealth again and the enemy can't do shlt and that's why if you look at leaderboard, right now TRs have all, even the "normal" ones, 10-1 K/D ratio.
Now if a TR just slots enough HP to survive 1 rotation and soulforged (wonder how it will sinergize with lathander artifacts set. Lol) you will not kill him.
And with current damage, he will kill you.
TRs have too much survivability and this should change. I'm sorry if you guys enjoy the "i'm untouchable 99% of the time, you lucky if you catch me" playstyle, but it's not good for balance, expecially if brought to an extreme like it is now (almost permanent stealth, longer dodges, more dodges, immunity, more daze, more deflect, all combined to form the perfect defense. With lag on your side, it's pretty much a flawless defense in 1v1.
As someone said before, you must either mess up your rotation big time, have some lag spike or get unlucky and being prone-locked by multiple players to die as a TR. Talking about players who know how to use the class in PvP.
Well they lied all the time.When the devs made thier stealth depleting with att will use ,the qq in the thieves den took tsunami dimensions.
With all the damage buffs they took,their stealth meter sould drain faster.It does not.The only thing they miss is the DF /ITC combo.But their encounters got buffed so much,that they do not miss it.
In reality ,and as proved already,the Tr community DID NOT HATED PERMA STEALTH.Instead it liked it.
The proof is that while there are saboteur builds with less stealth,all run exe/perma -semi perma builds.So that goes the bubble of "we hate perma stealth".
They just wanted more damage and to be kings in the place of the kings (HRs).I do understand them though ,they did what was the best for their class.Get buffed while kept their perma stealth mechanics.I respect that.I do not respect that the "eh guys we do not want to be perma but game forces us".this is a lie.
In all the suggestions in preview ,very few TRs advocated for a combat tr playstyle and buffs.Most wanted to keep their cheesy gameplay.
I hit i daze you.i roll away in stealth.You cannot see me i hit again.Game over.
First off TR are not untouchable 99% of the time.
Longer dodges = bonus for you ranged players. If we are in melee range attacking you and are forced to dodge roll away, you will have longer to regain control of the battle. (After I dodged a CW and was put out of range of my attacks, he froze me and ended my life)
More dodges = There is a sweet spot moment before and after dodge where we can be hit (it's not like we have infinate dodge, or a magic shield to prevent damage, or infinate sprint ability, or super walock speed runs)
Immunity = control immunity for only 5 seconds (you complain about this seriously?) We don't have damage immunity for <font color="orange">HAMSTER</font>.
More daze = Only scoundrel has more daze ability, (do we complain about CW's ability to have more freeze ability?)
Lag on your side = Anyone with lag on their side has the upper hand.. (Stop crying about TR and find ways to play better)
I am TR but I am not scoundrel. It is challenging to fight them when I do run across them, but they are by no means immortal.
Have a great day!
From personal view: I'm using combat TR (actually always was trying but it was hard), right now I can go something like "Duelist Rogue" or "Swashbuckler Rogue" using stealth only as burst damage (or to hide from unstopable GWF;P).
With more deflect from dex I can stay in combat for longer, with 100% crit I can deal serious damage, with dazing strike having fast cast I can use it in PvP, with more dodges I can survive..... and scoundrel path is just small cherry on the (daze) cake.
I know this probably seems silly, but as a Field Marshall in Vanilla WoW, Rank 14 in Vanilla Rift, and Rank 287 on GW2, Multiple RR5+ on DAoC etc. etc. I'd like to think I have some PvP experience, at least enough to see when something is broken. My friend had warned me when I started playing since he plays this game a lot to avoid the PvP, but I really had no idea.
Things basically need to change across the board to not scare off new players to the game for PvP matches, because all I see is rage and really long queues atm. Just my 2cents.
TR's are making PvP unplayable at pretty much all levels right now. It's not just TR's though is the thing, the problem stems deep into the combat system and issues with how much damage players do vs other players. Basically, the problem is not necessarily TR's, it's that damage is too high across the board in PvP.
I want this skill redesigned from the ground up. Not only does it whittle away at the enemy's health bar, but it also whittles away at their sanity. And no, don't say that it's damage is <font color="orange">HAMSTER</font> -- it is, yeah, but that's not the problem. The problem is in how the skill is designed.
I just think pug pvp is composed of undergeared and unskilled players. This is why I am not exactly pleased with pugs like op trying to make general statements about class balance.
The changes certainly helped the PvE TR as they are now competitive and useful to a group. My scoundrel has a bit of extra control that is quite welcome, and although it does less boss damage than other strikers it has an overall increase in damage that is noticeable.
Hate to break the cheer, but my destroyer is a pure striker and underperforming dramatically against my scroundrel aside from a boss with a massive health pool. 1500 more power(not including the avatar bonus), more ArP, same crit chance, same weapon enchant.
The damage increase isn't noticeable, it's gone overboard.
A control immune boss ?
Your definition of "underperforming" ?
Against control immune targets, Scoudrel can't be better ( in terms of damages numbers ) than a pure striker, in same conditions, equivalent gear, equivalent team buffs/debuffs, equivalent pets active bonus and artifacts effects.
this is essetially how I feel and what I've been saying to people ingame. It feels good fighting rogues where not every rogue in faerun is perma stealth. Its simply just an option now, like it used to be.
From all the complaints I hear now, its come down to "the pure striker class is doing more damage than me, boo hoo".
There's not even many CC enemies in the game anyway so it matters little. Plus you can just round those up and do huge AoE damage to make up for or use 1 of many single target powers to cover one issue.
And what exactly is your excuse that my scoundrel should even be able to out-DPS a destroyer in any scenario?
Maybe deal more spike damage but NOT through an entire fight.
No the entire fight, that was how they were designed and they didn't really have a lot of spike damage previously. The GWF %health damage bonus was actually stolen from the TR if you don't remember.
TR is a striker, just like your GWF. Why shouldn't they be doing similar DPS?
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Rogue is just pure striker, who can get a bit more tanky for fighting up close like a GWF, but that has to be specialized. By default a rogue no matter the spec should be doing comparable or more damage than a GWF. Because by GWF's nature they are striker/defender hybrid.
(( not accounting the bugs))
With module 4, the perma stealth build, for pvpv, had the purpose to "Disturb" the enemy action. You go on their base and try to litteraly stay alive as much as possible. In the case of a 1vs1 with the permastealth.... only an idiot couldn't have kill the tr.
Obviously if the tr had a pvp gear etc etc the tr vould probably win.
In Module 5 the PermaStealth is (my opinion) less useless than before. To achieve a decent permastealth you need an high level of Int and recovery and so, a low level of damage power. If you aren't able to kill a permastealth tr, you are simply not so good for pvp. There are more on ten ways to contrast the permastealth.
Second the scoundrel path. Is a path for a support role, based on stun. Want to nerf it? No problem, maybe only the mage have to do some control.
The dps path? I can hear them, the tr deal to much damage, the kill me with lashing blade etc etc etc
It's natural that one of the most offensive skill of the game can insta-kill (not always) a mage or a cleric.
If you perform a lashing blade on a tank or on a gwf you don't kill them, maybe you can burn half of their HP.
If you want to do some pvp, use the pvp gear and build. Don't cry just because you go naked and shotted.
The tr are assassin! You know the meaning of this word?????
We can't use stealth because is to op
We can't use stun based path because is to op
We can't use dps skill becaue they're to strong(are you kidding me?)
If the situation persist the next week we will have a Tr without knife, puking rainbow and dressed up like Willy Wonka.
Yep lets take a breath shall we....
Last night matches tr gs 14 other team about average 15 tr 19-1
Tr 16 gs other team 3 18gs 1 13 and one 19 tr 12-0
Tr 12 !! gs other team 2 17gs 1 20 1 15 and one 14 tr 15-2
and so it goes on and on and on.
Look at the leaderboard with the bis made playing against eachother and see the kills compared to the death when it come to Trs it the same pattern.
But all is swell and dandy its how it suppose to be its a striker class after all what we expect something that can kill and actually be killed comon its a rogue it should be able to escape everthing after it killed mm well anything .....
the wizards seem to be adapting to scoundrels pretty well. yeah i can kill them pretty quick when i catch them, but they have finally started to understand to not let a rogue into melee range of them. i figured all it would take for them to adapt was to stop thinking our class could be left alone for last.
guardians seem to be doing better as well and are doing everything they can to keep me stunned/proned for 5 consecutive seconds. they may lack dps but anyone else on their team can kill me if i can't get out quick enough.
gwf's never really had a problem since they are the least affected by dazes. hit them once with dazing strike, then i am on the run from their unstoppable + intimidation. i can beat them in melee if i use courage breaker, but otherwise it's a hit and run thing.
rogue vs rogue becomes a fight of attrition/surprise/flanking tactics. takes a while to catch a sab, but still doabable as long as i can critical them. executioners never really did much damage to me even with the previous shadow of demise that stacked but deflect/daze is a hard counter to executioners. never ran into another scoundrel so i am guessing my path is rare by default.
haven't run into a decent cleric yet so idk
That score is linked to the 2 days of Shadow of Demise (bug....) so doesn't count.
They need to adjust Sab so that it has the in-and-out of stealth gameplay it was intended to have. Trouble is that's difficult to do without another major rework - this time of Heroic feats and stat balance.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder