Swordmaster Paragon Path: Feats: Stunning Flourish: Swordmaster Guardian Fighters now correctly benefit from this feat.
Items and Economy
More updates to Dread Ring item appearances, especially for Hunter Ranger.
User Interface
More art updates for collection background images.
Content and Environment
Dread Ring Lair quests have received an update to no longer require keys and grant a reward box upon completion that contains the rewards expected for the given days they are opened.
Items and Economy
You may no longer refine the Loamweave Enchantment and attempt to rank it up and lose the items used as it only has the one rank.
Dark Forest Lockbox items now properly grant the epic quality items. Any existing versions are upgraded as well.
Localization
Shadowmantle related content and new features now have localization in for all supported languages.
Will this patch let us respec are toon on preview now
Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
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Any plans to fix the model for Hunter Rangers so that they're not always staring at the ground?
The right to command is earned through duty, the privilege of rank is service.
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medievalmissMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 20Arc User
edited December 2013
I would like to know about the model of the Hunter Ranger, as well, specifically the female. My Hunter Ranger's bow is actually situated so it looks like it's attached to her neck and knocking her on the head. It's very annoying! Also, the armor she is currently wearing has a quiver and the bow actually sits on the outside of the quiver instead of between the quiver and the back, as the male's does.
Please fix this!
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dardoveMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited December 2013
Couple of things.
Are we going to see the new Emporium companions with module 2?
I noticed that currently I can no longer select Dazing Strike while Duelist's Flurry is being used. It use to be that you could select it while duelist's flurry while in use and that would queue it up for use after the chain complete. Every other rogue encounter power also behaves like this. Just makes Dazing Strike harder to use for no apparent reason.
Any plans to fix the model for Hunter Rangers so that they're not always staring at the ground?
This bothers me the most. All my friends and my brother said about the same when they first saw the ranger - "why does he look at the ground and wtf with his bow".
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
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matii1509Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited December 2013
What about the Fallen Dragon Weapons? They have same damage as MC weapons. Instance require more GS so should give better reward.
Ranger daily: Thorn Ward still leaving green fountains all over the place.
Rogue Encounter: Dazing Strike now greyes out (no timer, or cool down) while using At-Wills such as Duelist's Flurry and so on, till about a second after I release the mouse button of said At-Will.
Whispering Knife: Movement, this may ba account based I am unsure, but the 15% movement speed reduction is far more than 15%. My Test server Rogue is WK path with 790 Movement, and my live server Rogue has 360 Movement, yet my test Rog moves at roughly 1/2 the speed of my live server Rog.
Whispering Knife: Movement speed addendum Run test. Live server Rog @ 360 Movement = 13 seconds run time from Neverwinter Town Cryer, to the edge of the steps at the end of the alley-way heading S.W. Test server WK Rog @ 790 Movement = 16.5 seconds to run the same distance, and path.
Some things are meant to remain lost.
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guaraguao34Member, Neverwinter Beta UsersPosts: 0Arc User
Ranger daily: Thorn Ward still leaving green fountains all over the place.
Rogue Encounter: Dazing Strike now greyes out (no timer, or cool down) while using At-Wills such as Duelist's Flurry and so on, till about a second after I release the mouse button of said At-Will.
If im not mistaken dazing strike use to interrupt duelist's flurry in mid animation when hit by accident or any other reason, therefore losing dmg (if actually attacking). To me personally it was annoying, if its like that now, that you cant hit it while the animation is active, then thank you.
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dardoveMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
If im not mistaken dazing strike use to interrupt duelist's flurry in mid animation when hit by accident or any other reason, therefore losing dmg (if actually attacking). To me personally it was annoying, if its like that now, that you cant hit it while the animation is active, then thank you.
On live, it works like every other encounter power. If you are in the middle of an attack, it will queue up and actite at the first moment it can. So if in the flurry part of the duelist's flurry it won't trigger until after it completes. If you press it during the first opening shots, it will trigger after the current attack (and therefore before the flurry).
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guaraguao34Member, Neverwinter Beta UsersPosts: 0Arc User
edited December 2013
Was actually playing my tr after my reply, to check on that cuz really wasnt sure. But you are right.
It's not Thorn Ward that did that. It was the Seismic Daily.
Sadly the bug still exist
Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
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Comments
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Yay. Annoying little bug that was.
It is currently still down for maintenance correct?
Please fix this!
Are we going to see the new Emporium companions with module 2?
I noticed that currently I can no longer select Dazing Strike while Duelist's Flurry is being used. It use to be that you could select it while duelist's flurry while in use and that would queue it up for use after the chain complete. Every other rogue encounter power also behaves like this. Just makes Dazing Strike harder to use for no apparent reason.
This bothers me the most. All my friends and my brother said about the same when they first saw the ranger - "why does he look at the ground and wtf with his bow".
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
Rogue Encounter: Dazing Strike now greyes out (no timer, or cool down) while using At-Wills such as Duelist's Flurry and so on, till about a second after I release the mouse button of said At-Will.
Whispering Knife: Movement, this may ba account based I am unsure, but the 15% movement speed reduction is far more than 15%. My Test server Rogue is WK path with 790 Movement, and my live server Rogue has 360 Movement, yet my test Rog moves at roughly 1/2 the speed of my live server Rog.
Whispering Knife: Movement speed addendum Run test. Live server Rog @ 360 Movement = 13 seconds run time from Neverwinter Town Cryer, to the edge of the steps at the end of the alley-way heading S.W. Test server WK Rog @ 790 Movement = 16.5 seconds to run the same distance, and path.
If im not mistaken dazing strike use to interrupt duelist's flurry in mid animation when hit by accident or any other reason, therefore losing dmg (if actually attacking). To me personally it was annoying, if its like that now, that you cant hit it while the animation is active, then thank you.
On live, it works like every other encounter power. If you are in the middle of an attack, it will queue up and actite at the first moment it can. So if in the flurry part of the duelist's flurry it won't trigger until after it completes. If you press it during the first opening shots, it will trigger after the current attack (and therefore before the flurry).
It's not Thorn Ward that did that. It was the Seismic Daily.
Sadly the bug still exist
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