So the bug resulted in a nerf. For those who missed mod 5 to better understand the difference, SoD dealt 15%-30% of my damage output at that time. ACT now shows it's in the range 5%-15%. TRs do not shine in PvE since mod 2. In mod 5 it happened for a while thanks to SoD mainly. Even with the tooltip change, SoD is…
So the bug resulted in a nerf. For those who missed mod 5 to better understand the difference, SoD dealt 15%-30% of my damage output at that time. ACT now shows it's in the range 5%-15%. TRs do not shine in PvE since mod 2. In mod 5 it happened for a while thanks to SoD mainly. Even with the tooltip change, SoD is…
SoD is bugged, but in terms of being underperforming! It does not activate on at wills, dailies and multiple targets! More details here: forum.arcgames.com/neverwinter/discussion/1205646/shadow-of-demise-trickster-rogue-executioner-final-feat#latest
In mod 5 SoD had multiple targets and was activated: - when using dailies - when using at wills - when using encounters (except smoke bomb, which is more like an applied DoT effect) There was also a bug, in certain cases a wrong double proc happened. When the bug was corrected (beginning of mod 6 I believe), SoD stopped…
It does not even proc on every encounter (not on smoke bomb at least). SoD used to be a significant part of PvE dps output in mod5, this bug is greatly reducing Executioner performance. Any acknowledgement would be much appreciated.
It does not even proc on every encounter (not on smoke bomb at least). SoD used to be a significant part of PvE dps output in mod5, this bug is greatly reducing Executioner performance. Any acknowledgement would be much appreciated.
Feedback - MI Executioner - Stealth: I totally agree with stealth depletion with at-wills, but now stealth should recharge more steadily (suggestion: faster recharge when in combat advantage) - Shadow Strike: this encounter is now almost mandatory, dmg is very low and spending power points on it should give more benefits…
Dodge distance should not be changed. More distance means more time to reposition in melee after rolling away from a red circle. In turn, this means less time on target, less damage output and combat effectiveness. Please either leave dodge distance unchanged or give a relevant movement speed buff for the following 2…
Feedback (MI - Executioner) As a first impression, I do like the general direction of the changes. I think we'll be more useful (and wanted!) in dungeons. The burst damage is fun and is important cause we immediately contribute to the fight (the encounter used to finish before we could contribute enough!). The AoE…