Since i am not at home workin atm
i was not able to test the new Paragon, would like to hear/see some first impressions on the new Path we got to choose, how it plays, does it do enough dmg compared to the build before it and ofc is it PVP/PVE compatible, is it worth rolling new char or reseting to the Whisperknife?
Tnx cant wait to come home to test it
gl and hf ppl
Comments
I have no more words to describe it.
Tnx again gl and hf esteena
It is a very, very different style of gameplay. Some of it looks great on paper, but appears as though parts of it have been intentionally crippled to avoid more QQ'ing. For example, the very powerful looking at-will is considerably slower than Gloaming Cut. So you can use a melee attack like Sly Flourish after charging to the enemy, or you can take a shot before the enemy is on top of you and you're still trying to get through the 2nd attack animation.
For many players I expect losing ItC will be the deal breaker. Given that there is now an easily available artifact that breaks through stealth, it's a potentially game-breaking change.
I think the best we got with new path was that at-will. It can do over double the damage of gloaming cut with just 1 hit, and targets can be at full health. Other than that the new path is utterly pathetic, encounter and class features aren't not much of use, the daily seems ok but I would choose shocking execution anyday over it. I'm seriously considering ditching my TR and starting to lvl up my senti-gwf since those just gained huge buffs to damage and defense.
However, dont chain this at-will on the same opponent. If you know how to use the Weapon Master's Strike with a secondary at-will, you get the idea.
Preview testing shows the animation duration of TR at wills from fastest to slowest as follows:
Clouds of Steel > Sly Flourish > Gloaming Cut > Dish Strike > Flurry (all 3 parts)
Clouds of Steel > Sly Flourish > Flurry (only useless 1st part) > Gloaming Cut > Dish Strike
My rogue has a high armor pen score, and a perfect terror on my weapons and on one crit disheartening strike I racked up over 10k damage alone from that attack.
The new daily isn't as good as shocking execution it seems, but the new class feature Dagger Threat increases all ranged dagger attacks damage by 15% at close range which makes Impact Shot even more HAMSTER.
The new encounter ability is a great setup ability which adds a tactical element to a rogue's fight style. It's a target mark on first click, then a teleport to mark AoE attack for decent damage on second.
The Whisperknife won't have as much crit% potential as the Infiltrator currently does, but it is brutal in the hands of a tactically minded player.
If you like being the classic ninja type, then it's not for you. If you like the chess game that can be what is known as battle, you may want to give it a shot. All in all it's not bad by any means, it's just different.
Gloom level 60 Control Wizard
Dusk level 60 Trickster Rogue
Dawn level 60 Devoted Cleric
Eclipse level 60 Hunter Ranger
Wrath level 60 Great Weapon Fighter
Jinx level 60 Scourge Warlock
you got it wrong - if u want a ranged ranger roll whisperknife
tested full ranged tr on lvl 39 running few quests and Wraith Eidolon, was the easiest wraith ive ever done. was awesome, at-will dish + cloud, encounters bait and switch, impact and blitz, easy to keep out of range with stealth just kite everything around til they die
has decent burst(for lvling) with dish+ cloud +4x impact, but lacks sustained dmg, has only dish for that. but stacking recovery this build should be fun in pvp as the new perma stealth cause f.. lantern:D
Whisperknife is a lot more tactical than Master Infiltrator. Lately I've been feeling like I'm just doing the same ol' repetition, nothing new, nothing different, pretty much getting bored (under Master Infiltrator). While I may come to the same ending with Whisperknife since it's still new, having that little change it quite pleasant.
Now, a lot of people are thinking of Whisperknife as a "ranged TR" - it's not. Yes, it has more ranged abilities, but when you put it all together, you're still dishing out damage melee...ish... The two best things about Whisperknife is the new At-Will and Encounter.
(At-Will) Disheartening Strike -- "Throws a mid-range dagger at target's face that reduces their damage towards you."
-- Replaces "Gloaming Cut" from the Master Infiltrator path.
-- Takes ~1 seconds to execute (nowhere near the speed of Cloud of Steel but a lot quicker than Gloaming
-- Range is the distance as Cloud of Steel.
-- This will damage the enemy and every second for 5 seconds will deal the same amount of damage. Scoring a good critical hit with this can take a fair bit of hp away. I can normally get anywhere between a 5k and 8k crit, resulting in 30k - 48k damage over 6 seconds.
(Encounter) Vengeance's Pursuit -- "Slashes target, then gains a follow-up power that throws a dagger at the slashed target and roots them. While stealth, throw daggers at a target to gain a follow-up power to dash towards target and perform a powerful slash attack."
-- Replaces Impossible to Catch
-- Has 2 actions. An initial action and an follow up action.
-- Initial Action
---- Throws a dagger at an enemy "marking" the enemy as pursuit.
---- Enemy is marked being under pursuit for 5 seconds.
---- An enemy under pursuit will deal up to 10% reduced damage to yourself and allies.
---- The Executioner Feat, Determined Pursuit can give the dagger throw a 20%/40%/60%/80%/100% chance to interrupt the target.
-- Follow-up action
---- You break free of any controlled effects
---- If used in stealth, you deal AoE damage to your enemy (or dish out 3 strong hits).
---- If used outside of stealth, you teleport to your enemy, stunning your enemy for 1 second.
---- The Executioner Feat, Determined Pursuit will briefly slow your enemy by 8%/16%/24%/32%/40%
---- Range on teleport is unknown, i have yet to find a range where it won't work *as long as you have a sight on the enemy*
The great thing I love about Vengeance's Pursuit is that you can use it to mark an enemy (will not remove stealth upon using initial attack) and use another encounter (like shadow strike) or run a bit away as a distraction then use the follow up and either run away (and toss a Disheartening Strike at him while in stealth) or enter stealth and use Lashing Blade to pull off a nice damage burst or Dazing Strike to stun them.
As for the daily, it's pretty strong and a viable replacement to Shocking Execution, easily dishing out 15-20k (without a vorp enchantment; upwards to 30k with) and deals damage to enemies near by and with a feat, you can gain stealth back (up to 25%) from using the daily and each time you attack the enemy you used it on, gain a little bit of stealth back for a while.
All in all, I don't see Whisperknife as "only a ranged tr". Yes, it has more ranged options but it's not really setup to be ranged. It's more like a tactical mix of range and melee. It's fun to play but it does have decent learning curve to it coming from a MI path...
Creator and maintainer of TR's Epic Gear Comparison Spreadsheet
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honestly i couldnt know how the situation is right now, coz i tried it prior to the whisperknife buff and ranger nerf.
You they're bad now, wait until they can take 20k + HP off of you from ranged at wills alone without ever breaking stealth or getting close enough to be detected by the lantern(which wasn't working in PvP as of last week BTW)
I can hear the moaning already.
Gloom level 60 Control Wizard
Dusk level 60 Trickster Rogue
Dawn level 60 Devoted Cleric
Eclipse level 60 Hunter Ranger
Wrath level 60 Great Weapon Fighter
Jinx level 60 Scourge Warlock