After running all T2s and Castle Never, my biggest complaint
is that Duelist Flurry locks you into an attack in which you
cannot break it off.
Considering that AOEs by mobs is WAY TO MUCH in this game,
many times you cannot dodge out of a cone or AOE attack
when you have 1 second to do it.
In mass mob packs, 50% of the time is trying to stay out of the
AOE while at the same time trying to setup Duelist Flurry.
Anyone else feel that AOE is way to frequent in trash pulls? Most
the battles seem completely melee unfriendly.
Post edited by archomental on
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Comments
stardrinkrerMember, Neverwinter Beta UsersPosts: 23Arc User
edited May 2013
DF does have a bit of a wind-up, but you can manage it with a bit of experience. Considering just how much damage DF does compared to the other at-wills, it's almost always worth using as long as the enemy doesn't die too quickly.
There are things like Impossible to Catch that let you manage aoe better and Bait and Switch which let you take advantage of the damage.
But in general, I do agree that things are overly punishing for melee, which seems to be a common trend for MMOs in general and shows that there hasn't been deeper thought applied to the combat design.
Plus some knockdown/knockback AOEs don't knock you down/back when you're in the middle of 3rd animation. I eat those sometimes when I'm at full health+pot up so I can do moar damage.
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geohinMember, Neverwinter Beta UsersPosts: 26Arc User
edited May 2013
I've actually noticed that during the 3rd swing of DF you can sometimes avoid an AoE attack even if you are standing right on it, as long as you have begun that 3rd swing animation.
Rd87, are you telling me that you can always dodge at any point during a Flurry? If so, I
not arguing, just stating that for sure 50% of the time I pound roll and it wont work
at certain points during the rotation of DF.
You can run stealth + ItC. You lose 1 attack, but you gain immunity for those 4~ seconds. Even without stealth you are taking 75% less damage thanks to rogue's high severity.
DF seems to make me immune to all CC during the third hit, as well as make me drag behind moving enemies and occasionally intercept add's in their dodge animations.
Sometimes it chews through several clustered add's, sometimes it does not.
Sometimes the third attack locks onto an enemy behind me, sometimes it does not.
Sometimes it gets me stuck in a ceiling or wall, sometimes it does not.
DF is why I have Deft Strike on my bar at all, by the way. You can't get rid of it, just in case you glitch into something.
MoF/Thaum CWSS/Thaum CWIV/Protector GFSW/Combat HRSM/Destroyer GWFWK/Executioner TRDO/Faithful DC
Stupid thing is that if i use shift+a,d,s,w i can fail, but if i use aa,dd,ss,ww i dodge every time - that is my experience. Yesterday i was 5 times in row in Spellplague and i checked this on last Boss (dps-ed him all the time and dodge his 1hit AoE every time).
Problem could be AoE stun from big trash mobs, but that is not cose u cant dodge - it is because of possible delay. Anyway dodging away from trash mobs is stupid cose u loose dps - all trash mobs with AoE have casting time and u should enter stealth, do DF combo and cast dazing strike while in stealth - u will stop mob cast every time and u will not loose dps... It is easy when u get used to it ...
And yes, u can dodge while doing third part of DF combo whenever u want but u should do this only on Bosses
Impossible to Catch has become my new favorite thing. Running a non-damage ability on a rogue feels wrong but just saying screw it and ignoring a massive boss AoE while continuing to stack bleeds feels very right.
Still, why dodge when you get a five second damage/cc immunity from Impossible to Catch?
Fire Dots in Kurrundax, those massive Jaws (i believe they are called sth like that) in Spellplague with their hard hitting aoes, several Stuff in CN and lot more of stuff.
Knowing meanwhile most castimes of the mobs and can dodge them just in time while mostly doing a full DF = more DPS imo (ofc if ItC is up it comes first for extra dmg while eating the hit and for some rather good extra AP).
OT:
Never really had issues with dodge while 3rd DF hit, only thing that sometimes happen are small position resets which can cause problems.
Comments
There are things like Impossible to Catch that let you manage aoe better and Bait and Switch which let you take advantage of the damage.
But in general, I do agree that things are overly punishing for melee, which seems to be a common trend for MMOs in general and shows that there hasn't been deeper thought applied to the combat design.
Has anyone else noticed this?
not arguing, just stating that for sure 50% of the time I pound roll and it wont work
at certain points during the rotation of DF.
Sometimes it chews through several clustered add's, sometimes it does not.
Sometimes the third attack locks onto an enemy behind me, sometimes it does not.
Sometimes it gets me stuck in a ceiling or wall, sometimes it does not.
DF is why I have Deft Strike on my bar at all, by the way. You can't get rid of it, just in case you glitch into something.
Stupid thing is that if i use shift+a,d,s,w i can fail, but if i use aa,dd,ss,ww i dodge every time - that is my experience. Yesterday i was 5 times in row in Spellplague and i checked this on last Boss (dps-ed him all the time and dodge his 1hit AoE every time).
Problem could be AoE stun from big trash mobs, but that is not cose u cant dodge - it is because of possible delay. Anyway dodging away from trash mobs is stupid cose u loose dps - all trash mobs with AoE have casting time and u should enter stealth, do DF combo and cast dazing strike while in stealth - u will stop mob cast every time and u will not loose dps... It is easy when u get used to it ...
And yes, u can dodge while doing third part of DF combo whenever u want but u should do this only on Bosses
Or into a wall. Or a ceiling. Or a rock.
It has it's issues.
Still, why dodge when you get a five second damage/cc immunity from Impossible to Catch?
I like to dodge easy stuff and save ITC for oh**** moments myself. Plus if it's on cooldown it's a good habit to be able to dodge incoming damage.
Fire Dots in Kurrundax, those massive Jaws (i believe they are called sth like that) in Spellplague with their hard hitting aoes, several Stuff in CN and lot more of stuff.
Knowing meanwhile most castimes of the mobs and can dodge them just in time while mostly doing a full DF = more DPS imo (ofc if ItC is up it comes first for extra dmg while eating the hit and for some rather good extra AP).
OT:
Never really had issues with dodge while 3rd DF hit, only thing that sometimes happen are small position resets which can cause problems.