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Great Weapon Fighter - Dodging

digidagdigidag Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 60
edited March 2013 in General Discussion (PC)
I've been tinkering with a Great Weapon fighter this weekend, and I must say.. I hate their dodge. It's lame, there's no impact or flair to it and it just looks and functions sub-par compared to the other classes. Why? You could've done so much with it! Why is it just this lame charge ability that drains Stamina before you get out of range of an Ogre properly?

Maybe it's too late into development to change this, and maybe it's just me that's bothered by it. But would it not be much more awesome if the dodge would be your character utilizing that giant sword to hurl themselves out of harms way? They could slam the blade into the ground and propel themselves out of harms way. Or perhaps use it with some leverage to get a bit of speed to jump quickly. Compared to such ideas, running very fast just doesn't seem very appealing.
Post edited by digidag on

Comments

  • bigglefroo6bigglefroo6 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 41
    edited March 2013
    I agree, the sprint dodge ability is very underwhelming. I would much prefer it to be like the TR, DC and CW, where it uses half the stamina bar and zooms you in whatever direction you hold.
  • ladyshaie1ladyshaie1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 109 Bounty Hunter
    edited March 2013
    Make sure you also post this in the Class thread & make a bug report on it if you have not already. I haven't rolled one, but I did roll a Cleric to play with my husband's GWF; he takes a lot of damage & I pull agro just by breathing apparently. he engaged a group & I ran over to loot an item for a quest but before I could grab it they were attacking me. The only thing I can think of is that the last little bit of healing from a HoT I had put on him before he engaged them ticked off & that's what drew the agro to me. Also, he is absolutely unable to draw them off, even if I do nothing at all. (and yes, I'm headed over to the class forum to mention this :D )
  • kaiserschmarrnkaiserschmarrn Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 390
    edited March 2013
    It's because most people use it wrong and hold the shift key. You should only tap it once for a burst of speed in any direction, it's a different mechanic, but works fine once you get the hang of it.
  • digidagdigidag Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 60
    edited March 2013
    I started using it as such, but still found it boring and lacking compared to the other classes, mind you. Might be personal preference though, but I am not going anywhere near the class with the current dodge mechanic. (Yes, I'm that squeemish about it. :P)
  • kaiserschmarrnkaiserschmarrn Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 390
    edited March 2013
    digidag wrote: »
    I started using it as such, but still found it boring and lacking compared to the other classes, mind you. Might be personal preference though, but I am not going anywhere near the class with the current dodge mechanic. (Yes, I'm that squeemish about it. :P)

    Yes it's not as useful as the dodge roll or teleport. So just because it "works" does not mean that they shouldn't think about a better dodge mechanic for the GWF. But for a frontline fighter in metal armor there are only so many options before it becomes cheesy.
  • thatsmrbunnythatsmrbunny Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 64
    edited March 2013
    Given that your first encounter is essentially a dodge, I found the combination of this and sprint very powerful. Sprint give great control over a room full of mobs.
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