Hi all, I'm a new player to neverwinter, and I understand mod 6 is bringing more changes than just higher gear, but several stats are being reworked, like lifesteal, and I'm wondering how I should gear my HR with mod 6 in mind. I'm a PvE/PvP person, and I really like archery, don't really want to melee.
On an different note, is HR a good class for mod 6? I understand SW got hit pretty badly.
Hi all, I'm a new player to neverwinter, and I understand mod 6 is bringing more changes than just higher gear, but several stats are being reworked, like lifesteal, and I'm wondering how I should gear my HR with mod 6 in mind. I'm a PvE/PvP person, and I really like archery, don't really want to melee.
On an different note, is HR a good class for mod 6? I understand SW got hit pretty badly.
i really dont understand how people can like archery...
whats fun with archery? the main hr feature you can imagine to use as archery is aimed shot and its still not viable.
combat will be heavily bugged in mod 6.
trapper is the most fun
i really dont understand how people can like archery...
whats fun with archery? the main hr feature you can imagine to use as archery is aimed shot and its still not viable.
combat will be heavily bugged in mod 6.
trapper is the most fun
Because when I think of a character holding a bow and arrow, I don't think "yeah use your blades to kill your foe in melee range". I wanted to play an archer character which kills enemies from range.
Because when I think of a character holding a bow and arrow, I don't think "yeah use your blades to kill your foe in melee range". I wanted to play an archer character which kills enemies from range.
Trapper is 50% ranged and 50% melee almost all the time!
Additionally you can use your bow more often if you reset your CDs with melee encounter. So more use out of bow and arrow
To be honest I'm not really interested in using the blades at all. They are just a stat stick to me. When I am questing with my HR, I pretty much always stay in ranged stance.
well , personaly after testing all the 3 trees on preview , im happy that HR class became that versatille , thanks to the new skills and feats .
I won't choose for you but here what i can say :
Archery : max range dps (i guess you already know it , it's even better now )
Combat : super tanky with a lot of life steal and now a very good melee dps with the new skill (tones of bleeding )
Trapper : a bit of both range and melle dps + control .
i really dont understand how people can like archery...
whats fun with archery? the main hr feature you can imagine to use as archery is aimed shot and its still not viable.
[...]
ACT keeps telling me Split the Sky is the main feature of my archer.
Especially in GG PvP... ...them dumb kill-kill-kilkillkillkkilll-TRs die like flies due to it, just because they're so target focussed that they never care to look up...
[well, not really like flies, you know how it is for an Archer in PvP...]
[...]combat will be heavily bugged in mod 6.
trapper is the most fun
The latter I agree with you, I just reactivated my HR some four weeks ago, she's been off since Mod 3 HR nerf, and thought "Let's see if we can get stuff done until Mod 6... ...then: free respec..."
Basically, with those ten extra points it looks like you can have the best of both worlds: Extended duration of StS, +25% ranged crit severity and Trapper capstone, so I'll probably go there and see how it works out...
To be honest I'm not really interested in using the blades at all. They are just a stat stick to me. When I am questing with my HR, I pretty much always stay in ranged stance.
Problem solved then , stay in archery , with module 6 it will be better than it is now
well of course its one like staying in one stance is ok but its not how who really create the class wanted you to play it...which doesnt mean anything but whatever.
we got instances, we should use instances.
indeed instance swapping helps maximazing dps and control.
the same encounters are built to change instance. So are incredible awful melee, others incredible awful archery so if you want the best you have to swap. However everyone has its tastes...full archery for me is just as boring as full melee. Without trapper i probably would stop playing months ago
Thanks for the replies, I'm going archery. If i wanted blades I would play my TR I want to be an archer sometimes too. Correct me if I'm wrong but archers do mad DPS in PvE right?
As of Mod 5 they either do mad damage against one target - if and when they can take their time to aim. Or they do rather puny damage to each of many, many mobs across half the battlefield, which then sums up to crazy numbers in the paingiver chart. :^) Also sums up to getting all the aggro from half the battlefield more often than not, so practice dodging. But they're quite adept at that - four dodges like the TR, just not over that great a distance... ...solo fights can become fairly epic fairly often.
...some of that might change in Mod 6.
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
edited March 2015
Archery became a bit boring after Mod 3 but my main HR still rolls as SW Archer. Pretty one-dimensional, though, with Rain of Arrows, Split the Sky and Thorn Ward the only real options we have, but what good options they are. Combined with the class feature Twin-Blade Storm, StS still does good AoE damage, despite the recent change/fix/nerf. Rain of Arrows is probably our highest damage encounter as ranged and TW remains pretty effective even after undergoing the same change as StS.
Having said that I still miss playing the hybrid archer/melee, which was buckets of fun. What I don't like about Trapper is that you are changing stances too often due to Aspect of the Serpent - doesn't feel as fluid as the old hybrid build to me.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Thanks for the replies, I'm going archery. If i wanted blades I would play my TR I want to be an archer sometimes too. Correct me if I'm wrong but archers do mad DPS in PvE right?
The only ones doing mad dps in PvE, I have seen, swap stances quite often. Not useing melee is like a DC who does not want to be bothered with this divinity thingy.
For mad dps, roll a SW. For some reason most of them are just a waste of a party slot, but some of them do crazy dmg. They are not the AoE kings, but with big mobs their dps is insane. With proper buffs/debuffs I have seen them kill the scorpions in ELOL in seconds, really with ONE TT they where dead, resulting in +2 milion dmg for the SW with one daily and a few encounters.
TT will get nefed, but without major changes a good SW will stay DD number one.
Chars: CW, DC, GF, GWF, HR and TR.
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
The only ones doing mad dps in PvE, I have seen, swap stances quite often. Not useing melee is like a DC who does not want to be bothered with this divinity thingy.
As an Archer there is no need for me to swap to melee stance whatsoever. Fox Shift will not do more damage or provide better utility than Rain of Arrows, Split the Sky or Thorn Ward, which are the best three encounters for Archery by miles. There is no benefit to switching to melee stance for me at all.
With proper buffs/debuffs I have seen them kill the scorpions in ELOL in seconds, really with ONE TT they where dead, resulting in +2 milion dmg for the SW with one daily and a few encounters.
TT will get nefed, but without major changes a good SW will stay DD number one.
What is this TT you speak of?
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
SW daily. Counts as curse. The thing when the curse icon over the target gets twice the size and horns, and the target starts shooting out purple magic-missile-like damage parcels... Cast it on the boss, and each time you hit him everyone around will get hit, too. Or, even better, cast on boss and robust brute next to him and wathc pingponging damage generation.
Archery became a bit boring after Mod 3 but my main HR still rolls as SW Archer. Pretty one-dimensional, though, with Rain of Arrows, Split the Sky and Thorn Ward the only real options we have, but what good options they are. Combined with the class feature Twin-Blade Storm, StS still does good AoE damage, despite the recent change/fix/nerf. Rain of Arrows is probably our highest damage encounter as ranged and TW remains pretty effective even after undergoing the same change as StS.
Having said that I still miss playing the hybrid archer/melee, which was buckets of fun. What I don't like about Trapper is that you are changing stances too often due to Aspect of the Serpent - doesn't feel as fluid as the old hybrid build to me.
Well thanks to mod 6, we got a new skill call cauldron of arrow which is a must have skill to go along with RoA. Its basicaly like those chain circle that DC place them on ground with the exception it pull anything that step into it to the centre of the circle and root them there for few sec. It has 3 charges so u can spam them and the damage is awesome too. 9k-11k dmg (on tool tip) if u have 8k on ur power stat. The radius is some what same as the DC chain. So no more worries about RoA not hitting mob or some gf/gwf knocking them away from RoA. u can just pull them back to the spot u want
And yea, u can throw thorn ward and sts away for cauldron of arrow and longstrider shot. Long strider shot is a new skill that buff ur damage and move speed by 60% if u hit a mob more than 40ft away which is kinda cool.
The only ones doing mad dps in PvE, I have seen, swap stances quite often. Not useing melee is like a DC who does not want to be bothered with this divinity thingy.
For mad dps, roll a SW. For some reason most of them are just a waste of a party slot, but some of them do crazy dmg. They are not the AoE kings, but with big mobs their dps is insane. With proper buffs/debuffs I have seen them kill the scorpions in ELOL in seconds, really with ONE TT they where dead, resulting in +2 milion dmg for the SW with one daily and a few encounters.
TT will get nefed, but without major changes a good SW will stay DD number one.
This is interesting, I was advised by my guild not to make a SW due to life steal rework with mod 6, is SW going to be viable mod 6?
This is interesting, I was advised by my guild not to make a SW due to life steal rework with mod 6, is SW going to be viable mod 6?
...you might get a better, more qualified (not to doubt that of ppl here, but the SW geeks & gurus might not roam The Wilds) answer to this in either the SW class forum or the preview server forum...
I won't comment, as I don't have the slack time to play much on preview - alt-o-holic, so much stuff still to be done pre-Mod 6-release...
Sadly, combat is probably going to be lackluster in mod 6. The nerf to lifesteal is harsh and the new feats added to melee aren't very exciting. I played melee and swapped to trapper a couple months ago. I had a ton of fun as combat but with where the devs are pushing HR's, trappers are in the spotlight. I am going to admit, I am having a ton of fun as trapper. It reminds me of combat on steroids with the royal guard set. Both mix of melee and ranged.
I never liked archery. Always ended up in a kiting fest, but that is a personal preference. If you have someone that is able to tank and hold aggro for you, then it becomes more viable. Otherwise it's kill or be killed. Better kill the target(s) before they can reach you. With mod 6, if you use crushing roots (daze feature) with an encounter that applies strong roots and the new cordon of arrows, then life as archery might be easier (speculation). I never bothered testing archery in mod 6 preview.
Comments
regards
i really dont understand how people can like archery...
whats fun with archery? the main hr feature you can imagine to use as archery is aimed shot and its still not viable.
combat will be heavily bugged in mod 6.
trapper is the most fun
Because when I think of a character holding a bow and arrow, I don't think "yeah use your blades to kill your foe in melee range". I wanted to play an archer character which kills enemies from range.
because dont you use the bow a lot as trapper?
To be honest I'm not really interested in using the blades at all. They are just a stat stick to me. When I am questing with my HR, I pretty much always stay in ranged stance.
I won't choose for you but here what i can say :
Archery : max range dps (i guess you already know it , it's even better now )
Combat : super tanky with a lot of life steal and now a very good melee dps with the new skill (tones of bleeding )
Trapper : a bit of both range and melle dps + control .
good luck choosing
ACT keeps telling me Split the Sky is the main feature of my archer.
Especially in GG PvP... ...them dumb kill-kill-kilkillkillkkilll-TRs die like flies due to it, just because they're so target focussed that they never care to look up...
[well, not really like flies, you know how it is for an Archer in PvP...]
The latter I agree with you, I just reactivated my HR some four weeks ago, she's been off since Mod 3 HR nerf, and thought "Let's see if we can get stuff done until Mod 6... ...then: free respec..."
Basically, with those ten extra points it looks like you can have the best of both worlds: Extended duration of StS, +25% ranged crit severity and Trapper capstone, so I'll probably go there and see how it works out...
Problem solved then , stay in archery , with module 6 it will be better than it is now
we got instances, we should use instances.
indeed instance swapping helps maximazing dps and control.
the same encounters are built to change instance. So are incredible awful melee, others incredible awful archery so if you want the best you have to swap. However everyone has its tastes...full archery for me is just as boring as full melee. Without trapper i probably would stop playing months ago
...some of that might change in Mod 6.
Having said that I still miss playing the hybrid archer/melee, which was buckets of fun. What I don't like about Trapper is that you are changing stances too often due to Aspect of the Serpent - doesn't feel as fluid as the old hybrid build to me.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
The only ones doing mad dps in PvE, I have seen, swap stances quite often. Not useing melee is like a DC who does not want to be bothered with this divinity thingy.
For mad dps, roll a SW. For some reason most of them are just a waste of a party slot, but some of them do crazy dmg. They are not the AoE kings, but with big mobs their dps is insane. With proper buffs/debuffs I have seen them kill the scorpions in ELOL in seconds, really with ONE TT they where dead, resulting in +2 milion dmg for the SW with one daily and a few encounters.
TT will get nefed, but without major changes a good SW will stay DD number one.
As an Archer there is no need for me to swap to melee stance whatsoever. Fox Shift will not do more damage or provide better utility than Rain of Arrows, Split the Sky or Thorn Ward, which are the best three encounters for Archery by miles. There is no benefit to switching to melee stance for me at all.
What is this TT you speak of?
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
SW daily. Counts as curse. The thing when the curse icon over the target gets twice the size and horns, and the target starts shooting out purple magic-missile-like damage parcels... Cast it on the boss, and each time you hit him everyone around will get hit, too. Or, even better, cast on boss and robust brute next to him and wathc pingponging damage generation.
Well thanks to mod 6, we got a new skill call cauldron of arrow which is a must have skill to go along with RoA. Its basicaly like those chain circle that DC place them on ground with the exception it pull anything that step into it to the centre of the circle and root them there for few sec. It has 3 charges so u can spam them and the damage is awesome too. 9k-11k dmg (on tool tip) if u have 8k on ur power stat. The radius is some what same as the DC chain. So no more worries about RoA not hitting mob or some gf/gwf knocking them away from RoA. u can just pull them back to the spot u want
And yea, u can throw thorn ward and sts away for cauldron of arrow and longstrider shot. Long strider shot is a new skill that buff ur damage and move speed by 60% if u hit a mob more than 40ft away which is kinda cool.
...you might get a better, more qualified (not to doubt that of ppl here, but the SW geeks & gurus might not roam The Wilds) answer to this in either the SW class forum or the preview server forum...
I won't comment, as I don't have the slack time to play much on preview - alt-o-holic, so much stuff still to be done pre-Mod 6-release...
I never liked archery. Always ended up in a kiting fest, but that is a personal preference. If you have someone that is able to tank and hold aggro for you, then it becomes more viable. Otherwise it's kill or be killed. Better kill the target(s) before they can reach you. With mod 6, if you use crushing roots (daze feature) with an encounter that applies strong roots and the new cordon of arrows, then life as archery might be easier (speculation). I never bothered testing archery in mod 6 preview.