The bleed lasts for 10 seconds, It takes about 2.5 to charge up. So you essentially have 7.5 seconds to do everything else between casts of flurry. Wicked reminder has about a 5 second timer....so it is reasonably easy to maintain if you're using impossible to catch (like you said you were).
I'm a big fan of the way this build is setup. I'm a newer 60. Should shoot for 2400 Armor Pen, 2900 Recovery, how much Critical rating should I shoot for?
You shouldn't shoot for 2900 recovery. Did I not change it to say that?....and it says how much crit in the same place you got those numbers.
After this recovery may be better than power to a certain point, but definitely less than 2900. After 2900, recovery loses value at a rate of ~3% per 200.
I assumed from that 2900 is the stopping point
If you have a 25% vorpal enchant, you are aiming for ~3500 crit rating.
If you have a 12% vorpal enchant, you are aiming for ~2750 crit rating.
If you have no vorpal enchant, you are aiming for about 2000 crit rating.
^Ah sorry not sure how I missed this part, but what about the recovery?
I haven't really played any dungeons since the nerfs so I can't really speak on how we are in comparison to other classes. I do definately feel that we were not so overpowered that such a big nerf to executioner was necessary though.
My thoughts on the rogue changes are basically that the team failed to accomplish anything good at all for overall balance or the rogue class. We needed something to make scoundrel competitive and different, as well as maybe making other classes be less far behind on single target damage. The only thing they really accomplished was fixing a bug that in turn was a major dps nerf.
Nimble blades is worth 3.5% dps at most, but it does not apply to the bleed at all (this would be hard to prove but I am pretty confident that this is a fact based on how other things interact with the bleed) so it's actually at most 1.5-2% dps. Deadly Momentum is more along the lines if 7-8% damage buff. 5% crit is worth about the same as deadly momentum, maybe more.
So did anyone test to be sure that only one bonus is counted per rogue from critical teamwork? If only one is counted then yes, it would be worthwhile to drop those points for something else when playing with 2 rogues.
The crit caps I post are just the points where power becomes better than crit. With more crit severity crit rating scales better.
so, some1 or even u mentioned that per rank of vorpal u have to put 750crit+ in ur gear. does this rule of thumb even apply here as well? so with greater vorpal ~4250 crit? what would u personaly do in this situation ?
I did not calculate past the 25% vorpal, but that same rule should apply yes. The number may be lower than 750 since crit DR starts around 2000 (meaning that crit scaling is inherently worse as you get more of it, even counting in a larger vorpal). If you can find the post where I got the 750 number you can probably follow the math to get a more exact answer.
so, some1 or even u mentioned that per rank of vorpal u have to put 750crit+ in ur gear. does this rule of thumb even apply here as well? so with greater vorpal ~4250 crit? what would u personaly do in this situation ?
might be % based? it gives you crit - but if you reach amount "xx" via dex/class/whatsoever you have to reconsider.
Stop telling people that % crit means anything in terms of DR. It does not. Crit rating DR increases with Crit rating and Crit rating only. You can have dexterity to the moon and all the free crit you want from feats and this will not change.
If I remember right the basic idea behind the 750 crit rating was that this was an average that I noticed when I calculated how much the value of crit rating increases in terms of power as you add 12 and 25% crit severity from vorpal enchants. It's basically just an average pulled off a spreadsheet.
but i you have a goal - say 50% crit - and you reach a certain amount of it via dex you have to put less into crit enchantment/items to reach that amount. so say he got 50% crit via dex + xxxx crit (via enchants/items) and stays under your rating for crit - why go up to xxxx crit if you only aim for 50% (EXAMPLE)
edit: or am i wrong and its worth it to have 3500 crit (example: normal vorp) even if you are over a certain amount and you can put other enchants in your items?
Because aiming for a percentage has nothing to do with optimizing your dps. More crit % is always better dps as long as you are under your crit rating cap. The crit rating cap is saying that up to that amount crit rating is better than other stats.
Or maybe in terms that you seem to think in: If you want to have 50% crit, and you get 50% crit just from dex, that does not mean crit rating is suddenly not better than power or recovery. Crit rating will still give you more dps up until the cap.
Sol do you feel Executioner needs slightly rebuffed back up or will it stay as is?
For dungeons I no longer use SE... it's useless when my backstab does more damage 90% of the time. Switched to Courage breaker and Whirling blades as CB is REALLY useful on bosses and Whirling blades consistently more damage. hell on a single target even Bloodbath does more damage consistently now.
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fimconteMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
For dungeons I no longer use SE... it's useless when my backstab does more damage 90% of the time. Switched to Courage breaker and Whirling blades as CB is REALLY useful on bosses and Whirling blades consistently more damage. hell on a single target even Bloodbath does more damage consistently now.
There's no reason to use anything other than Lurker's imho.
Fans Glory to the Gladiators,
Gods Glory to the Heroes.
I've noticed you edited your page on 06-17-2013 which is most recently. Did that include the feats graphic?
Feats
You should drop the Devestating shroud feats (the ones that buff shocking execution) and take either the 1% AP on kill, or 10% threat reduction feat, depending on your needs. I will update the graphic later on.
Be a Leet D00D, can't think of something smart? Always blame the economy.
nvm. posted a thread dealing with that issue -> check out forums.
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psupirateMember, Neverwinter Beta UsersPosts: 10Arc User
edited June 2013
Great guide.
It's just crazy to me that a half-orc rogue is far more ideal than a halfling rogue. The racials just seem all out of wack.
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discountbobMember, Neverwinter Beta UsersPosts: 17Arc User
edited June 2013
Well, it was similar in other iterations of D&D...sort of. The half-orc had the most damage potential, but would have to suffer with lower reflex/initiative/detection/etc. rolls. In this game, though, that's all more standardized. So you kind of get around the negatives (other than the looks).
Comments
You can also see a better formatted version of the guide here.
You can also see a better formatted version of the guide here.
I assumed from that 2900 is the stopping point
^Ah sorry not sure how I missed this part, but what about the recovery?
You can also see a better formatted version of the guide here.
You can also see a better formatted version of the guide here.
You can also see a better formatted version of the guide here.
My thoughts on the rogue changes are basically that the team failed to accomplish anything good at all for overall balance or the rogue class. We needed something to make scoundrel competitive and different, as well as maybe making other classes be less far behind on single target damage. The only thing they really accomplished was fixing a bug that in turn was a major dps nerf.
You can also see a better formatted version of the guide here.
http://reyva.com/resources/neverwinter-powers-feat-simulator.9/#crCYLGjMwe4SwITINoderp6S3kcG0aLwDfOsDqMZozUtI7En9bPPGuepQe3wOa4du3GIdMH38 (without 2nd rogue or with a second rogue who has NOT feated crit. teamwork)
http://reyva.com/resources/neverwinter-powers-feat-simulator.9/#crv8grbw4Jnc1zILkB97O60TxUIvB1HGW47BMZ59k84sD2gv3xb3dODNSbVj4dHambyTTzWla (with a 2nd rogue who has feated crit. teamwork)
So did anyone test to be sure that only one bonus is counted per rogue from critical teamwork? If only one is counted then yes, it would be worthwhile to drop those points for something else when playing with 2 rogues.
You can also see a better formatted version of the guide here.
so, some1 or even u mentioned that per rank of vorpal u have to put 750crit+ in ur gear. does this rule of thumb even apply here as well? so with greater vorpal ~4250 crit? what would u personaly do in this situation ?
You can also see a better formatted version of the guide here.
might be % based? it gives you crit - but if you reach amount "xx" via dex/class/whatsoever you have to reconsider.
If I remember right the basic idea behind the 750 crit rating was that this was an average that I noticed when I calculated how much the value of crit rating increases in terms of power as you add 12 and 25% crit severity from vorpal enchants. It's basically just an average pulled off a spreadsheet.
You can also see a better formatted version of the guide here.
but i you have a goal - say 50% crit - and you reach a certain amount of it via dex you have to put less into crit enchantment/items to reach that amount. so say he got 50% crit via dex + xxxx crit (via enchants/items) and stays under your rating for crit - why go up to xxxx crit if you only aim for 50% (EXAMPLE)
edit: or am i wrong and its worth it to have 3500 crit (example: normal vorp) even if you are over a certain amount and you can put other enchants in your items?
Or maybe in terms that you seem to think in: If you want to have 50% crit, and you get 50% crit just from dex, that does not mean crit rating is suddenly not better than power or recovery. Crit rating will still give you more dps up until the cap.
You can also see a better formatted version of the guide here.
I'm wondering if different ranks of Critical Teamwork will stack. Say, 4/5 and 5/5 will stack but 5/5 and 5/5 won't.
Just wondering.
never tried it - shouldn't work - but hey its neverwinter
For dungeons I no longer use SE... it's useless when my backstab does more damage 90% of the time. Switched to Courage breaker and Whirling blades as CB is REALLY useful on bosses and Whirling blades consistently more damage. hell on a single target even Bloodbath does more damage consistently now.
There's no reason to use anything other than Lurker's imho.
Gods Glory to the Heroes.
TR:Anirul Corrino@Fimconte
GF:Irulan Corrino@Fimconte
Pretty much. Although I made a neat debuffer rogue build and messed around with it. But it does <font color="orange">HAMSTER</font> dmg lol
Feats
You should drop the Devestating shroud feats (the ones that buff shocking execution) and take either the 1% AP on kill, or 10% threat reduction feat, depending on your needs. I will update the graphic later on.
nvm. posted a thread dealing with that issue -> check out forums.
It's just crazy to me that a half-orc rogue is far more ideal than a halfling rogue. The racials just seem all out of wack.