he had clear opening with daily at 16 sec
after that he could made the kill
problem is people didnt learn to concentrate coz to easy modz before
That is a fraction of a second and savage advance can be dodged (TRs usually roll away as soon as you get close enough to see them).
But, even if you concentrate, have daily up and manage to react in that fraction of a second: why exactly the GWF must rely on a fraction of a second with daily up to have a chance, while the TR has basically free play engaging/ disengagin at will and then landing a huge nuke (bloodbath)?
Also: in that video Nanners is kind enough to stay on node. In 99% of the fights, TRs get in-out of node, always way out of range. On-node fight is a thing of the past for TRs. Now they go for the easy route and kite from miles away.
For example, in a fight like that a TR would get away and do not kite on-node, to eventually finish the GWF and get the node. The "opening" you talk about is a gift from Nanners cause he purposely decided to fight on node all the time.
Even if he nailed the daily, also, look at here:
Roll away into stealth, back to kiting then bloodbath kill.
Or soulforged, roll into stealth back to kiting, and Bloodbath kill.
I can tell you cause i am usually focused (need to be as an instigator PvP GWF) and if latency does not fk me, i catch every small chance to get the TR. But it's not quite fair that i must nail a 0.1 chance while the enemy has easy mode attack/ defense.
And, apart of that, TRs are not "that" squishy, can usually stand a rotation or SF back and then spam roll going back into safety of stealth, avoiding death. In the past they got less rolls, shorter rolls (harder to get away) and way less damage. Now it's easy as a pie to kite, get away and get back for a fast kill when your CDs are over/ daily is up.
There is not a real chance there and if Nanners wanted, he could have been out of sight all the time.
Don't you understand that the 21k gs GWF- full potions, with 51% DR, 21% tenacity, 40+ % deflection chance and 48k hp was dead in 20 seconds?? THIS IS JUST SICK!
PS. Do you know why Jeb was using Avalanche os steel? To survive a few seconds longer becouse after few minutes of match he was dead 20 times, with no chance to catch TR.
Don't you understand that the 21k gs GWF- full potions, with 51% DR, 21% tenacity, 40+ % deflection chance and 48k hp was dead in 20 seconds?? THIS IS JUST SICK!
worst thing about it is the tr (apart from the dc) has the most capabilities of staying alive against a 2v1 and keeping both people occupied
Alright, so after thinking for a while, I think that perhaps I have a middle ground which doesn't change the TR far too much, but makes things a bit fairer for our non-TR friends.
I actually like the idea of no stealth if you're on node. I think that there need to be caveats, though:
TR can still BE in stealth (for crit/encounter purposes), but is visible.
TR is only visible to enemies who are also on the node (ranged classes can't just stand off the node and snipe at the TR while TR is capping)
This only applies on nodes which are held by the enemy
I'm unsure if the last point is necessary, but it does let TRs fulfill a role even though their node-stopping potential is largely nerfed by this suggestion: it keeps their ability to defend nodes in stealth. This repositions the TR to the job of node defense while the rest of the team moves as a unit to capture nodes, and is generally less annoying (and stops the TR from having an inflated score since they won't be capping points: lots of people seem more concerned that TRs are beating their score than the fact that the TRs are actually doing well).
I also like the idea of TRs who are invading playing the in-and-out poking style of node capture. Sending a person after the TR will require them to go off the node if they can't 1v1, but the TR can still use the area outside of the node to recharge and regroup in stealth or to make quick jabs moving in and out of stealth by stepping on and off the node until the enemy is dead and the TR can resume capturing.
And the only-visible-to-people-on-the-node part is because TR's SHOULD counter squishy ranged classes, not the other way around. This also allows the TR to reposition in stealth while the enemy is coming, which I do all the time to catch the enemy by surprise when they've just respawned and are coming for my blood.
Hopefully these changes would remove a lot of the frustration of playing against a TR while still keeping them relevant and fun in PvP. And, obviously, the changes don't touch PvE at all.
The first and most important thing they need to fix with TR is the same thing they need to fix with ALL twitch mechanics ( Dodge, Shift, Guard ).
That is, this derpy moment of immunity even after the animation, which causes dodge spamming to result in 95% immunity. I dunno when this happened as I just started playing again but I can assure you it did not happen in 2013. There used to be a lot more skill in this game. When to dodge and how often used to require some thought, it's really quite disappointing how much it's been dumbed down.
Guard is not nearly as responsive as it used to be, shift dodges CC and not damage or vise versa, fox doesn't even dodge CC for some reason. The core mechanics that hold this game up in PvP are just broken.
This game actually functioned more accurately in beta.
worst thing about it is the tr (apart from the dc) has the most capabilities of staying alive against a 2v1 and keeping both people occupied
Far more potential I'd say, than a DC. The moment a good CW comes to the node, it won't actually take that long to clear a DC 2v1. More importantly, a TR can actually clear a node 1v2, unlike the DC (unless the DC is versus some pretty bad players).
No class should have that much survivability combined with that much damage potential. There has to be a better balance.
Again, I think the class is fine other than stealth on node. There should be no on-node stealth. It makes for an easy win in a game of node-control. It isn't about dying too much or not being able to beat a class or anything, it is all about what teams characters can stand on the nodes the longest. Being totally invisible on-node is an advantage unmatched by any power of any class, ever, in neverwinter pvp.
So the 1 shot hit from a 12k tr to a 20k cw with 2200 def it's normal?come on it's ridicules
he had clear opening with daily at 16 sec
after that he could made the kill
problem is people didnt learn to concentrate coz to easy modz before
Had a clear opening for daily -- is that a joke or are you just clueless to how little chanse you have to hit a moving Tr with daily without him avoiding it if the Tr knows what he/she is doing.
if you
The discussion is backward all together its not about how skilled you are its about how skilled the Tr are as you fight on his/her terms.
The only way you can beat a Tr is if he/she makes enough misstakes.
As long as you dont outgear the Tr by miles and the Tr is bad enough to make some serious misstakes you dont win simple as that.
Tr can as long as they are right played avoid anything that would be lethal to them while you have no chase whatsoever but pure luck to avoid his/her attacks.
The Tr dictate where when and how the fight will take place and all you can do is to follow his/her dance.
When the Trs say its a question of l2p issue its a pure lie unless the Tr SHOOSES to stay in a small area and fight until he dies and even then only a few well geared with extream burst can handle them.
If you have the MEANS to kill a player (to whish i can safely say most Trs have now) and can go invisible you WILL dictate when to attack while your opponents only can REACT to what is happening.
And as long as the Trs has the MEANS to avoid attacks after their own attack you can simple not win by your own skill only by the misstakes of the Tr.
IT IS NOT A L2P ISSUE FOR OTHERS ITS A L2P ISSUE FOR THE TrS TO KILL OTHERS.....
And once the master that well seeing 100++++ -1 kill ratios is the result.
So plzzzzzz stop trying to say to others its a l2p thingy its not because we dont dictate the fight the trs does...
Alright, so after thinking for a while, I think that perhaps I have a middle ground which doesn't change the TR far too much, but makes things a bit fairer for our non-TR friends.
I actually like the idea of no stealth if you're on node. I think that there need to be caveats, though:
TR can still BE in stealth (for crit/encounter purposes), but is visible.
TR is only visible to enemies who are also on the node (ranged classes can't just stand off the node and snipe at the TR while TR is capping)
This only applies on nodes which are held by the enemy
I'm unsure if the last point is necessary, but it does let TRs fulfill a role even though their node-stopping potential is largely nerfed by this suggestion: it keeps their ability to defend nodes in stealth. This repositions the TR to the job of node defense while the rest of the team moves as a unit to capture nodes, and is generally less annoying (and stops the TR from having an inflated score since they won't be capping points: lots of people seem more concerned that TRs are beating their score than the fact that the TRs are actually doing well).
I also like the idea of TRs who are invading playing the in-and-out poking style of node capture. Sending a person after the TR will require them to go off the node if they can't 1v1, but the TR can still use the area outside of the node to recharge and regroup in stealth or to make quick jabs moving in and out of stealth by stepping on and off the node until the enemy is dead and the TR can resume capturing.
And the only-visible-to-people-on-the-node part is because TR's SHOULD counter squishy ranged classes, not the other way around. This also allows the TR to reposition in stealth while the enemy is coming, which I do all the time to catch the enemy by surprise when they've just respawned and are coming for my blood.
Hopefully these changes would remove a lot of the frustration of playing against a TR while still keeping them relevant and fun in PvP. And, obviously, the changes don't touch PvE at all.
I think this is fair. I do not want to see the class nerfed. In a game of node capture, the class is simply optimized before you even take gear or build or anything else into question. Some severe limitation of on node stealth brings parity back to the class for domination.
So the 1 shot hit from a 12k tr to a 20k cw with 2200 def it's normal?come on it's ridicules
What makes the one shot from the cw reasonable is that it is a squishy class that has issues holding a node to begin with. Oh, and you can actually see/counter the cw.
It's much worse off node. Being on node limits the range of the TR's movements and provides a limited search area. It's much harder to kill a TR if he can just run anywhere (like in open world) than if he's confined to a node. This is why some TRs with high kill/death ratios have actually been pretty bad in premade games; they run off node to avoid dying, bleeding points in the process, sacrificing their team's chances of winning for egotistical reasons.
I know kills/deaths are most important to a lot of people but I am thinking purely of pvp, the game of domination. Winning and losing being the only relevant thing where it is concerned imo.
[Combat (Self)] Critical Hit! Queven The Eternal deals 42817 (45104) Physical Damage to you with Shocking Execution.
50+DR 35 Defl one shooted no debuffs on from a lvl 19k Tr 2 k gs lower then me but sure Tr are fine and dandy ......
Oh yea this is the GWF who was rage msging me, LOL! kindly ask him what was he wearing when i did that to him and how many people was around him when that happened. Hahaha this guy is amusing raging all 30minutes sending me private msgs! People are just clueless what is happening, how players understand the game and make it effective for themto make situations to their advantage.
This thread is not helpful at all, all i read are nerf this nerf that couple of players raging and insisting that its all about the class and not their playstyle. Some people here i faced in PVP and i can tell you their gear are NOT for PVP. Admin kindly close this thread, Thank you
That is not the way to fix things. I'm sorry that someone in this game would even mention such drastic measures. If you have problems fighting sabo TR I suggest you move. Don't stand there trying to hit thin air, waiting for contact, the perma wins in that case. Hunt him down, keep moving, keep dodging.
Also, I never pay attention to where my mouse cursor is for spotting TRs in stealth, if I get close to them, I can see them
I think one of the first rules in pvp IS to keep moving, and dodging as much as stamina allows. Even if I am standing by myself on a end node, capping it, I am moving all over the place because I know that stopping that cap is the job of an insta-gibb TR who WILL come at you from absolute invisibility, stunlock and kill you in a rotation, maybe two. The only thing you can do is to try and make yourself not easily targeted but that is a horrible counter/defense.
This thread is not helpful at all, all i read are nerf this nerf that couple of players raging and insisting that its all about the class and not their playstyle. Some people here i faced in PVP and i can tell you their gear are NOT for PVP. Admin kindly close this thread, Thank you
I've worn full purified with both pvp rings on a DC. A 14k TR is still able to hit me for upwards of 29k on a lashing blade.
Alright, so after thinking for a while, I think that perhaps I have a middle ground which doesn't change the TR far too much, but makes things a bit fairer for our non-TR friends.
I actually like the idea of no stealth if you're on node. I think that there need to be caveats, though:
TR can still BE in stealth (for crit/encounter purposes), but is visible.
TR is only visible to enemies who are also on the node (ranged classes can't just stand off the node and snipe at the TR while TR is capping)
This only applies on nodes which are held by the enemy
I'm unsure if the last point is necessary, but it does let TRs fulfill a role even though their node-stopping potential is largely nerfed by this suggestion: it keeps their ability to defend nodes in stealth. This repositions the TR to the job of node defense while the rest of the team moves as a unit to capture nodes, and is generally less annoying (and stops the TR from having an inflated score since they won't be capping points: lots of people seem more concerned that TRs are beating their score than the fact that the TRs are actually doing well).
I also like the idea of TRs who are invading playing the in-and-out poking style of node capture. Sending a person after the TR will require them to go off the node if they can't 1v1, but the TR can still use the area outside of the node to recharge and regroup in stealth or to make quick jabs moving in and out of stealth by stepping on and off the node until the enemy is dead and the TR can resume capturing.
And the only-visible-to-people-on-the-node part is because TR's SHOULD counter squishy ranged classes, not the other way around. This also allows the TR to reposition in stealth while the enemy is coming, which I do all the time to catch the enemy by surprise when they've just respawned and are coming for my blood.
Hopefully these changes would remove a lot of the frustration of playing against a TR while still keeping them relevant and fun in PvP. And, obviously, the changes don't touch PvE at all.
Without stealth, all players will just stay inside nodes, and TR will be useless in clashes.. without stealth SoD wont be activated, crit wont be activated and we can just wait for the enemy to leave the node while our team is losing and we cant help recapturing.
Im a TR and i dont have problem killing other TR's, and so does my friends... the problem is not the class its what you do and what you wear in PVP.
yea I only have 43 k hp and 50+ DR as a sentinel gwf with 18 Tena I agree I should gear up more am only 21 kgs its all about what you wear.
[Combat (Self)] Critical Hit! Skrytochujca deals 39298 Physical Damage to you with Shocking Execution.
Finishing with 19-0 before my team gave up halfway into the game but Tr are just fine sure .....
You guys are all talking about nerfing TR's, after this everyone gonna say nerf the HR next.. this is endless, people will always gonna find something to cry about if its not in their favor, cause this kind of people are lazy to learn how their toon works. TR can 1hit? yes might be true, but CW's can 1hit as well and they can control also, GWF can also do 1hit with intimidation and its AOE, HR can move godlike and its hard to catch them and they can kill players in a flash, DC's are so hard to kill right now even you are ganging up on them, GF's nothing to say much, SW's can hit and run you so fast and you cant even retaliate cause they are so fast to exit. So all this are fine but TR's are not? C'mon guys, i am a TR and i got almost 20k GS and all item that can be legendary i got it, and i got CW's who can 1 hit me and GWFs who can kill me so fast i dont even know what happened, but you dont see me raging and complaning about it cause i LEARNED to counter it.
Now if the devs still wanna listen to these people and gonna make us TR's be seen while on nodes, change the node from just standing there and can be activated by pressing F, and they can only see TR's if the node is on their side and make the node smaller so TR's can go around it easily. Cause if not as soon as we stepped on that node classes can hold/control us and boom we are dead.
Talking about nerf, CW's should lose their +30% crit chance, They are caster, they can control, they are range why do they need a 30% passive boost in crit chance? And their single target spells need nerfing cause those can 1hit pretty hard specially ice knife, they can already control and yes they can 1hit you. GWF's Intimidation feat is too strong as well, i see people around a GWF and use that "Come and Get it" skill and three or sometimes all of them are dead. DC's are too tanky you can put five people on a well equip DC and it will survive you until you guys give up, HR's too mobile got stealth and its range i cannot think of a fix right now, GF's this class need buff!
im talking about high gs class here, if you dont know what we are saying your probably low gs
Well im quite well equipped and i know that TR's can do that with full tenacity GF + that HP. But what i know is GF needs a damage buff, but please stop sayin TR can 1 hit you, maybe in situations like you got 2 or 3 guys on you then a TR came to execute you or maybe someone debuff you, but 1 v 1 it is imposible trust me.
Comments
That is a fraction of a second and savage advance can be dodged (TRs usually roll away as soon as you get close enough to see them).
But, even if you concentrate, have daily up and manage to react in that fraction of a second: why exactly the GWF must rely on a fraction of a second with daily up to have a chance, while the TR has basically free play engaging/ disengagin at will and then landing a huge nuke (bloodbath)?
Also: in that video Nanners is kind enough to stay on node. In 99% of the fights, TRs get in-out of node, always way out of range. On-node fight is a thing of the past for TRs. Now they go for the easy route and kite from miles away.
For example, in a fight like that a TR would get away and do not kite on-node, to eventually finish the GWF and get the node. The "opening" you talk about is a gift from Nanners cause he purposely decided to fight on node all the time.
Even if he nailed the daily, also, look at here:
https://www.youtube.com/watch?v=4sLcbLeVGYI
@ 0:55
Roll away into stealth, back to kiting then bloodbath kill.
Or soulforged, roll into stealth back to kiting, and Bloodbath kill.
I can tell you cause i am usually focused (need to be as an instigator PvP GWF) and if latency does not fk me, i catch every small chance to get the TR. But it's not quite fair that i must nail a 0.1 chance while the enemy has easy mode attack/ defense.
And, apart of that, TRs are not "that" squishy, can usually stand a rotation or SF back and then spam roll going back into safety of stealth, avoiding death. In the past they got less rolls, shorter rolls (harder to get away) and way less damage. Now it's easy as a pie to kite, get away and get back for a fast kill when your CDs are over/ daily is up.
There is not a real chance there and if Nanners wanted, he could have been out of sight all the time.
PS. Do you know why Jeb was using Avalanche os steel? To survive a few seconds longer becouse after few minutes of match he was dead 20 times, with no chance to catch TR.
worst thing about it is the tr (apart from the dc) has the most capabilities of staying alive against a 2v1 and keeping both people occupied
I actually like the idea of no stealth if you're on node. I think that there need to be caveats, though:
TR can still BE in stealth (for crit/encounter purposes), but is visible.
TR is only visible to enemies who are also on the node (ranged classes can't just stand off the node and snipe at the TR while TR is capping)
This only applies on nodes which are held by the enemy
I'm unsure if the last point is necessary, but it does let TRs fulfill a role even though their node-stopping potential is largely nerfed by this suggestion: it keeps their ability to defend nodes in stealth. This repositions the TR to the job of node defense while the rest of the team moves as a unit to capture nodes, and is generally less annoying (and stops the TR from having an inflated score since they won't be capping points: lots of people seem more concerned that TRs are beating their score than the fact that the TRs are actually doing well).
I also like the idea of TRs who are invading playing the in-and-out poking style of node capture. Sending a person after the TR will require them to go off the node if they can't 1v1, but the TR can still use the area outside of the node to recharge and regroup in stealth or to make quick jabs moving in and out of stealth by stepping on and off the node until the enemy is dead and the TR can resume capturing.
And the only-visible-to-people-on-the-node part is because TR's SHOULD counter squishy ranged classes, not the other way around. This also allows the TR to reposition in stealth while the enemy is coming, which I do all the time to catch the enemy by surprise when they've just respawned and are coming for my blood.
Hopefully these changes would remove a lot of the frustration of playing against a TR while still keeping them relevant and fun in PvP. And, obviously, the changes don't touch PvE at all.
( Dodge, Shift, Guard ).
That is, this derpy moment of immunity even after the animation, which causes dodge spamming to result in 95% immunity. I dunno when this happened as I just started playing again but I can assure you it did not happen in 2013. There used to be a lot more skill in this game. When to dodge and how often used to require some thought, it's really quite disappointing how much it's been dumbed down.
Guard is not nearly as responsive as it used to be, shift dodges CC and not damage or vise versa, fox doesn't even dodge CC for some reason. The core mechanics that hold this game up in PvP are just broken.
This game actually functioned more accurately in beta.
Far more potential I'd say, than a DC. The moment a good CW comes to the node, it won't actually take that long to clear a DC 2v1. More importantly, a TR can actually clear a node 1v2, unlike the DC (unless the DC is versus some pretty bad players).
No class should have that much survivability combined with that much damage potential. There has to be a better balance.
So the 1 shot hit from a 12k tr to a 20k cw with 2200 def it's normal?come on it's ridicules
Had a clear opening for daily -- is that a joke or are you just clueless to how little chanse you have to hit a moving Tr with daily without him avoiding it if the Tr knows what he/she is doing.
if you
The discussion is backward all together its not about how skilled you are its about how skilled the Tr are as you fight on his/her terms.
The only way you can beat a Tr is if he/she makes enough misstakes.
As long as you dont outgear the Tr by miles and the Tr is bad enough to make some serious misstakes you dont win simple as that.
Tr can as long as they are right played avoid anything that would be lethal to them while you have no chase whatsoever but pure luck to avoid his/her attacks.
The Tr dictate where when and how the fight will take place and all you can do is to follow his/her dance.
When the Trs say its a question of l2p issue its a pure lie unless the Tr SHOOSES to stay in a small area and fight until he dies and even then only a few well geared with extream burst can handle them.
If you have the MEANS to kill a player (to whish i can safely say most Trs have now) and can go invisible you WILL dictate when to attack while your opponents only can REACT to what is happening.
And as long as the Trs has the MEANS to avoid attacks after their own attack you can simple not win by your own skill only by the misstakes of the Tr.
IT IS NOT A L2P ISSUE FOR OTHERS ITS A L2P ISSUE FOR THE TrS TO KILL OTHERS.....
And once the master that well seeing 100++++ -1 kill ratios is the result.
So plzzzzzz stop trying to say to others its a l2p thingy its not because we dont dictate the fight the trs does...
"[Combat (Self)] arrow deals 1232 (1462) Physical Damage to you with Rapid Strike.
[Combat (Self)] arrow deals 35 (42) Radiant Damage to you with Holy Avenger.
[Combat (Self)] arrow deals 493 Physical Damage to you with Piercing Blade.
[Combat (Self)] arrow deals 315 (963) Physical Damage to you with Aimed Strike.
[Combat (Self)] arrow deals 126 Physical Damage to you with Piercing Blade.
[Combat (Self)] Critical Hit! Mz. deals 28918 (38411) Physical Damage to you with Lashing Blade.
[Combat (Self)] Critical Hit! Xavkas deals 9600 (15567) Physical Damage to you with Gloaming Cut.
[Combat (Self)] arrow gives 0 Hit Points to you with Kill."
Lashing blade 38k TR: 14k gs
Gloaming cut 15k TR: 16,6k gs.
Nough said.
Edit:i am Gf i have 51k hp,49% dr+15% hidden from feat=57,5 % real DR.Nice balance.
I think this is fair. I do not want to see the class nerfed. In a game of node capture, the class is simply optimized before you even take gear or build or anything else into question. Some severe limitation of on node stealth brings parity back to the class for domination.
What makes the one shot from the cw reasonable is that it is a squishy class that has issues holding a node to begin with. Oh, and you can actually see/counter the cw.
50+DR 35 Defl one shot no debuffs on from a lvl 19k Tr 2 k gs lower then me but sure Tr are fine and dandy ......
I know kills/deaths are most important to a lot of people but I am thinking purely of pvp, the game of domination. Winning and losing being the only relevant thing where it is concerned imo.
Oh yea this is the GWF who was rage msging me, LOL! kindly ask him what was he wearing when i did that to him and how many people was around him when that happened. Hahaha this guy is amusing raging all 30minutes sending me private msgs! People are just clueless what is happening, how players understand the game and make it effective for themto make situations to their advantage.
I think one of the first rules in pvp IS to keep moving, and dodging as much as stamina allows. Even if I am standing by myself on a end node, capping it, I am moving all over the place because I know that stopping that cap is the job of an insta-gibb TR who WILL come at you from absolute invisibility, stunlock and kill you in a rotation, maybe two. The only thing you can do is to try and make yourself not easily targeted but that is a horrible counter/defense.
I've worn full purified with both pvp rings on a DC. A 14k TR is still able to hit me for upwards of 29k on a lashing blade.
This is not balanced.
Without stealth, all players will just stay inside nodes, and TR will be useless in clashes.. without stealth SoD wont be activated, crit wont be activated and we can just wait for the enemy to leave the node while our team is losing and we cant help recapturing.
yea I only have 43 k hp and 50+ DR as a sentinel gwf with 18 Tena I agree I should gear up more am only 21 kgs its all about what you wear.
[Combat (Self)] Critical Hit! Skrytochujca deals 39298 Physical Damage to you with Shocking Execution.
Finishing with 19-0 before my team gave up halfway into the game but Tr are just fine sure .....
Now if the devs still wanna listen to these people and gonna make us TR's be seen while on nodes, change the node from just standing there and can be activated by pressing F, and they can only see TR's if the node is on their side and make the node smaller so TR's can go around it easily. Cause if not as soon as we stepped on that node classes can hold/control us and boom we are dead.
Talking about nerf, CW's should lose their +30% crit chance, They are caster, they can control, they are range why do they need a 30% passive boost in crit chance? And their single target spells need nerfing cause those can 1hit pretty hard specially ice knife, they can already control and yes they can 1hit you. GWF's Intimidation feat is too strong as well, i see people around a GWF and use that "Come and Get it" skill and three or sometimes all of them are dead. DC's are too tanky you can put five people on a well equip DC and it will survive you until you guys give up, HR's too mobile got stealth and its range i cannot think of a fix right now, GF's this class need buff!
im talking about high gs class here, if you dont know what we are saying your probably low gs
Well im quite well equipped and i know that TR's can do that with full tenacity GF + that HP. But what i know is GF needs a damage buff, but please stop sayin TR can 1 hit you, maybe in situations like you got 2 or 3 guys on you then a TR came to execute you or maybe someone debuff you, but 1 v 1 it is imposible trust me.
Great Weapon Fighter: Because when is today not a good day to die?
PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com