I have noticed that there are not many current WK guides on this forum. Does anyone have a current one? Or should I wait for the upcoming details for the next Module? Also, will there be a respec token when Mod6 is released?
Although, it is true that if you're going to play a Saboteuer or an Executioner, then the MI is more efficient and easier to handle with. If you're wanting a Scoundrel, then WKs have quite the upperhand -- but the irony being here that MI Scoundrels, in turn, are generally the bane of all WKs, almost to a predatory relationship.
In a nutshell, WK is all about 'technical' -- if you want flashy moves, combos, clever tactics and such, then WK is right for you... so yes, I'd say I "have a current one".
chestnut13Member, NW M9 PlaytestPosts: 176Arc User
edited January 2015
WK is quite viable .... however, it is not as strong as an MI. It requires a different playstyle and strategy. You will find yourself more suited to a support role and hacking it out on 2 than would have been typical in past mods. Having said that, if you are careful and meticulous in your play, you can hold nodes adequately. In my opinion WK is a much more balanced overall spec for a TR ... you can kill and you can die ... lack of a decent control break gives you an achiles heel that needs protecting.
As an example, I played a pug PVP match yesterday in which, miraculously, both sides were well matched and all were over 17K GS. It seesawed back and forth and we won by about 50 pts. As is usual for this mod, the TRs controlled much of the match flow ... I finished with 17 kills, 7 deaths, and 47 assists. The MI on my team had 23 kills, 0 deaths, and 24 assists.
It is definitely a viable spec and do not let anyone tell you otherwise. You may, or may not, like the playstyle. My recommendation would be to glean as much from the forum as you can and build your own spec. You will learn more about playing a TR from what you wish you had done after the fact! Respecs are not that expensive and you will get a free one next mod if I am reading notes correctly.
Having said that, I would spec the sab or scoundrel tree and focus on ranged buffs and equipment. If you spec sab, don't worry so much about critical and push your power earlier than you would normally. You have no ITC so stealth, range, and deflection abilities are important to stay alive. I also find it critical to take all feats and boons that buff your stamina gain as having 4 dodge rolls is my biggest way to stay alive when exposed. Play around with it and have fun. If you don't like it, spec back to MI and at the very least, you will have learned some new moves and strategies that may help you in a fight later.
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ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
edited January 2015
Honestly feel WK is only viable as a scoundrel. Gloaming cut allows you to make the most out of Exe/Sab.
WK/Saboteurs are LETHAL if played right. But that also puts them into a totally ill-designed tree that I believe will be tweaked eventually. How soon is the real issue.
I believe that once the problems with Sabs are addressed and SoD is fixed for Executioners, Whisperknives will be on par.
They'll never be equal as long as one can remain in stealth and deliver auto-crits for much longer.
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demonmongerMember, NW M9 PlaytestPosts: 3,350Arc User
edited January 2015
Pause people...
WK will own in mod 6 pvp due to disheartening strike and the revemp to regeneration.
Now everyone you hit will take full tick damage no matter what. (unless they use waters of elzad)
So one knife per person is all you will need.
That's sick.
[SIGPIC][/SIGPIC]
I hate paying taxes! Why must I pay thousands of dollars in taxes when everything I buy is taxed anyways!
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ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
Thought this was a PVE game. Why do 100% of discussions revolve around PVP only?
I was WK executioner for a long time, it's very good. Dagger Threat and Advantageous Position are very good passives, Adv Pos helped me to be in CA 100% uptime. DT and Blitz also sinergies very well. Disheartening is good too, but a little slow, I only used it on bosses. Hateful Knifes hits as hard as Shocking, even better with Dagger threat. DT also buffs Whirlwind of Blades. Stealth, Whirlwind, Blitz combo is very hard trash clearing move.
I think WK is just as good as MI in pve terms. You lose tactics - Invisible infiltrator combo, but thats compensated with Dagger threat. GC hits harder than DS, but I mainly use Duelist's F, so no loss there. AP refill from Shocking under 30% is nice, but hardly mandatory, no really loss with HK, I think HK hits even harder than SE.
I never use ITC for bosses, with 3-4 dodges it's just a waste for slot. I dont use VP either, so no difference there. But for beginners, ITC could be too good to pass on, it helps survibility in lower gear levels.
Maybe needs some different strategy, but I like WK in pve.
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lastfenrirMember, Neverwinter Beta UsersPosts: 9Arc User
edited January 2015
Thanks everyone for your input! WK was what I picked when Kweassa made a build and put up a few videos a while back. After a few months I stopped playing Neverwinter all together. Now that I'm back I've read the changes to WK and I guess the devs really don't know how to completely make WK viable whatsoever. I guess I will wait for Module 6 and see what actual/confirmed changes there will be. Especially, learning the changes with the feats. However, I still prefer the old feats for the WK building around mainly on Scroundrel and Executioner. Does anyone feel like the current feats does not encourage WKs to some extent? I can still try going Scoundrel and Executioner (just for the interrupt in Excectioner)? Or is it Scoundrel/Saboteur?
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Thought this was a PVE game. Why do 100% of discussions revolve around PVP only?
Primarily because for a large part of Neverwinter's existence, you could throw together any old build and wear garbage bags and probably still be at least kinda, sorta ok in PvE. When people talk about whether or not something is "viable", it has usually been a relevant question to PvP.
Of course, to one person viable means "I can work with this" and to another anything that doesn't dominate 100% of the time isn't viable to them at all.
I haven't PvPed in a long time. I have a WK Scoundrel (dip into Sab) that I absolutely love, and no motivation at all to change him. Is he viable in PvP? No idea. But he's really fun to play with.
Thanks everyone for your input! WK was what I picked when Kweassa made a build and put up a few videos a while back. After a few months I stopped playing Neverwinter all together. Now that I'm back I've read the changes to WK and I guess the devs really don't know how to completely make WK viable whatsoever. I guess I will wait for Module 6 and see what actual/confirmed changes there will be. Especially, learning the changes with the feats. However, I still prefer the old feats for the WK building around mainly on Scroundrel and Executioner. Does anyone feel like the current feats does not encourage WKs to some extent? I can still try going Scoundrel and Executioner (just for the interrupt in Excectioner)? Or is it Scoundrel/Saboteur?
Exec/Sab is the better option should have at lease 40 percent recharge speed so your VP and SS is less than 8 seconds. The only downs on WK is you just point and shoot kill players a little boring but you will work your HAMSTER out to a 20k gs up players. 19k below you will owned them.
Exec/Sab is the better option should have at lease 40 percent recharge speed so your VP and SS is less than 8 seconds. The only downs on WK is you just point and shoot kill players a little boring but you will work your HAMSTER out to a 20k gs up players. 19k below you will owned them.
WKs are simply more fun, IMO. The whole style of combat once VP is involved starts feeling more technical and flexible than compared to MIs which feel way too "patternized".
In general MIs run set patterns which are simple and effective and easy to adapt and reproduce, hence its ideal as a simple FotM material which any normal/average level player can try to copy/follow, and still obtain certain results despite their not-too-inspiring level of skill.
Of course, that's not a bad thing. It actually means the path is that effective and strong. But the way MIs rely on a repetitive pattern which currently other class players can hardly find a direct counter to, just makes it that less attractive if your preferences tend to lead you to exotic or different stuff. Add to the fact that for some reason there is ALWAYS some kind of a broken/bad-designed OP stuff, or some bug exploit involving MIs... kind of makes it meh...
I mean, take for example the MI Exec style that is the current FotM fad among the average-grade TR players. Most of these guys aren't to impressive in terms of skill, so naturally they find it easier to play with this style than the MI Sabo style which is a teeney bit more complex. So this basic pattern goes:
(1) stealth, open up with LB
(2) dodge, dodge, dodge
(3) shadow strike, restealth
(4) throw a few CoS, stealth gone
(5) dodge, dodge, dodge
(6) ITC, natural restealth
(7) open up with LB
(8) dodge, dodge, dodge
(9) smokebomb, natural restealth
(10) APcloak = full AP, Bloodbath
(11) return to (1), repeat
Now, those look like a lot of steps, but in truth it's just 1~2 same patterns. Stealth, attack, lay down either SB or ITC as defenses and restealth, repeat this 2~3 times until AP cloak gets you BB.. rinse and repeat. MI Execs simply all use this exact same pattern, from the greenest of newbies to the highest levels of veterans, and despite looking so simple, it's actually quite difficult to break -- probably impossible for the average PvE players queuing for daily quests. Add to the fact that this pattern is bugged, due to broken Exec feats, and generates much too high damage than it should be doing... and at the same time it holds a "1-shot" level of strong, powerful daily SE, since its a MI.
...but then, this pattern itself is so effective in most areas, it hardly leads the TR player to do anything else.
WK is unstable. It's gotten a lot stronger than its first implementation and I do think it is now viable as a path both for PvE and PvP, but one would be deluding himself if he said that WK is powerful as MI -- which, it is not. Unless the current form of ITC stands, no TR variation can beat the usefulness of ITC. So MIs are still more powerful, and WKs are that much more unstable than MIs. But IMO, as a WK, I think that instability is what makes it fun. Lot of pre-planning and execution required, as well as precision -- since without ITC there can be no mistakes. It also takes a lot of improvision and quick thinking when things do go wrong. A lot of small, technical stuff to be discovered as well.
Its a fun path to play. It doesn't do node holding as well as the MI, nor can it simply remove powerful enemies one-by-one with a darn OP daily everytime the AP fills up, but in most other parts of combat its satisfactory.
Comments
mi will always be king
Although, it is true that if you're going to play a Saboteuer or an Executioner, then the MI is more efficient and easier to handle with. If you're wanting a Scoundrel, then WKs have quite the upperhand -- but the irony being here that MI Scoundrels, in turn, are generally the bane of all WKs, almost to a predatory relationship.
In a nutshell, WK is all about 'technical' -- if you want flashy moves, combos, clever tactics and such, then WK is right for you... so yes, I'd say I "have a current one".
As for the respec token... I doubt it.
Altough, my WK Executioner needs a respec.
~ Adam | Trickster Rogue | Master Infiltrator Saboteur
~ Essence | Hunter Ranger | Pathfinder Trapper
~ Veyl | Scourge Warlock | Soulbinder Fury
~ Abel | Trickster Rogue | Master Infiltrator Executioner
Waiting for DRUID and MONK!
As an example, I played a pug PVP match yesterday in which, miraculously, both sides were well matched and all were over 17K GS. It seesawed back and forth and we won by about 50 pts. As is usual for this mod, the TRs controlled much of the match flow ... I finished with 17 kills, 7 deaths, and 47 assists. The MI on my team had 23 kills, 0 deaths, and 24 assists.
It is definitely a viable spec and do not let anyone tell you otherwise. You may, or may not, like the playstyle. My recommendation would be to glean as much from the forum as you can and build your own spec. You will learn more about playing a TR from what you wish you had done after the fact! Respecs are not that expensive and you will get a free one next mod if I am reading notes correctly.
Having said that, I would spec the sab or scoundrel tree and focus on ranged buffs and equipment. If you spec sab, don't worry so much about critical and push your power earlier than you would normally. You have no ITC so stealth, range, and deflection abilities are important to stay alive. I also find it critical to take all feats and boons that buff your stamina gain as having 4 dodge rolls is my biggest way to stay alive when exposed. Play around with it and have fun. If you don't like it, spec back to MI and at the very least, you will have learned some new moves and strategies that may help you in a fight later.
They'll never be equal as long as one can remain in stealth and deliver auto-crits for much longer.
WK will own in mod 6 pvp due to disheartening strike and the revemp to regeneration.
Now everyone you hit will take full tick damage no matter what. (unless they use waters of elzad)
So one knife per person is all you will need.
That's sick.
Thought this was a PVE game. Why do 100% of discussions revolve around PVP only?
I was WK executioner for a long time, it's very good. Dagger Threat and Advantageous Position are very good passives, Adv Pos helped me to be in CA 100% uptime. DT and Blitz also sinergies very well. Disheartening is good too, but a little slow, I only used it on bosses. Hateful Knifes hits as hard as Shocking, even better with Dagger threat. DT also buffs Whirlwind of Blades. Stealth, Whirlwind, Blitz combo is very hard trash clearing move.
I think WK is just as good as MI in pve terms. You lose tactics - Invisible infiltrator combo, but thats compensated with Dagger threat. GC hits harder than DS, but I mainly use Duelist's F, so no loss there. AP refill from Shocking under 30% is nice, but hardly mandatory, no really loss with HK, I think HK hits even harder than SE.
I never use ITC for bosses, with 3-4 dodges it's just a waste for slot. I dont use VP either, so no difference there. But for beginners, ITC could be too good to pass on, it helps survibility in lower gear levels.
Maybe needs some different strategy, but I like WK in pve.
Primarily because for a large part of Neverwinter's existence, you could throw together any old build and wear garbage bags and probably still be at least kinda, sorta ok in PvE. When people talk about whether or not something is "viable", it has usually been a relevant question to PvP.
Of course, to one person viable means "I can work with this" and to another anything that doesn't dominate 100% of the time isn't viable to them at all.
I haven't PvPed in a long time. I have a WK Scoundrel (dip into Sab) that I absolutely love, and no motivation at all to change him. Is he viable in PvP? No idea. But he's really fun to play with.
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Exec/Sab is the better option should have at lease 40 percent recharge speed so your VP and SS is less than 8 seconds. The only downs on WK is you just point and shoot kill players a little boring but you will work your HAMSTER out to a 20k gs up players. 19k below you will owned them.
WKs are simply more fun, IMO. The whole style of combat once VP is involved starts feeling more technical and flexible than compared to MIs which feel way too "patternized".
In general MIs run set patterns which are simple and effective and easy to adapt and reproduce, hence its ideal as a simple FotM material which any normal/average level player can try to copy/follow, and still obtain certain results despite their not-too-inspiring level of skill.
Of course, that's not a bad thing. It actually means the path is that effective and strong. But the way MIs rely on a repetitive pattern which currently other class players can hardly find a direct counter to, just makes it that less attractive if your preferences tend to lead you to exotic or different stuff. Add to the fact that for some reason there is ALWAYS some kind of a broken/bad-designed OP stuff, or some bug exploit involving MIs... kind of makes it meh...
I mean, take for example the MI Exec style that is the current FotM fad among the average-grade TR players. Most of these guys aren't to impressive in terms of skill, so naturally they find it easier to play with this style than the MI Sabo style which is a teeney bit more complex. So this basic pattern goes:
Now, those look like a lot of steps, but in truth it's just 1~2 same patterns. Stealth, attack, lay down either SB or ITC as defenses and restealth, repeat this 2~3 times until AP cloak gets you BB.. rinse and repeat. MI Execs simply all use this exact same pattern, from the greenest of newbies to the highest levels of veterans, and despite looking so simple, it's actually quite difficult to break -- probably impossible for the average PvE players queuing for daily quests. Add to the fact that this pattern is bugged, due to broken Exec feats, and generates much too high damage than it should be doing... and at the same time it holds a "1-shot" level of strong, powerful daily SE, since its a MI.
...but then, this pattern itself is so effective in most areas, it hardly leads the TR player to do anything else.
WK is unstable. It's gotten a lot stronger than its first implementation and I do think it is now viable as a path both for PvE and PvP, but one would be deluding himself if he said that WK is powerful as MI -- which, it is not. Unless the current form of ITC stands, no TR variation can beat the usefulness of ITC. So MIs are still more powerful, and WKs are that much more unstable than MIs. But IMO, as a WK, I think that instability is what makes it fun. Lot of pre-planning and execution required, as well as precision -- since without ITC there can be no mistakes. It also takes a lot of improvision and quick thinking when things do go wrong. A lot of small, technical stuff to be discovered as well.
Its a fun path to play. It doesn't do node holding as well as the MI, nor can it simply remove powerful enemies one-by-one with a darn OP daily everytime the AP fills up, but in most other parts of combat its satisfactory.