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Whisperknife Builds

zekehubriszekehubris Member, NW M9 Playtest Posts: 79 Arc User
edited March 2014 in The Thieves' Den
I'm curious, this paragon path has been out for a while now, what builds have people tried out with it? What worked? What didn't? Can you do a good perma stealth with it?
Post edited by zekehubris on
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  • regnilo01regnilo01 Member Posts: 13 Arc User
    edited January 2014
    you kinda can do a good perma stealth with it.
  • mjytreszmjytresz Member Posts: 500 Arc User
    edited January 2014
    I don't usually post on the forums but I'll throw in a few of my observations about some of the skills and the playstyle I use while leveling a new Whisperknife Rogue just for testing:

    First off, Rogue is, currently, the only melee range class that isn't fully tanked out. GF's have shield and naturally tanky base stats. GWF's have Determination and a threatening stunlock rotation. HR doesn't even have to go melee since their ranged skills are ridiculously overtuned. So, Rogue is the squishiest of all the melee-range classes but have a naturally high crit potential. From what I notice, Rogues have 2 major problems in PvP: Sticking and Chasing.

    Sticking is, IMO, the hardest for a Rogue. You Lashing Blade a CW from Stealth and chunk him for a good amount of health. Now what? He dashes away. CW can dash 3 times and has the CC to keep you at bay. Rogue can only dash 2 times and Deft Strike has a hefty cooldown. Solution? Vengeance's Pursuit! Except no. The first part of the skill has a moderately long animation. It's long enough that someone's going to CC you in the middle of it, even less so if you skill the interrupt feat for it. The Second part has a range similar to Deft Strike but the damage is almost low enough to be exclusively used for a gap closer.

    For Chasing, VP almost serves the same purpose but I can't remember the last time a CW was running away from me and didn't try to use some form of CC to widen the gap or gain the upper hand. VP will get you caught with your pants down. Disheartening Strike and Hateful Knives fill the gap here. However, DH's animation is also relatively long and HK is a daily, they're not always up when you need them.

    Really, unless you're ridiculously overgeared, perma-stealth Rogue is the best way to maximize your life-span between deaths in BG. I find dead rogues do minimal DPS. Since you're the only melee-range class that isn't fully tanked out and your gap-closing/sticking/chasing skills have moderately long animations, stealth is the best mechanic to overcome that.


    tl;dr Whisperknife is only moderately better than Master Infiltrator for PvP. Go Perma-Stealth and it doesn't matter.
    Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?

    Go Cryptic!
    PS - I quit.
  • spicenspicen Member Posts: 248 Bounty Hunter
    edited January 2014
    mjytresz wrote: »
    I don't usually post on the forums but I'll throw in a few of my observations about some of the skills and the playstyle I use while leveling a new Whisperknife Rogue just for testing:

    First off, Rogue is, currently, the only melee range class that isn't fully tanked out. GF's have shield and naturally tanky base stats. GWF's have Determination and a threatening stunlock rotation. HR doesn't even have to go melee since their ranged skills are ridiculously overtuned. So, Rogue is the squishiest of all the melee-range classes but have a naturally high crit potential. From what I notice, Rogues have 2 major problems in PvP: Sticking and Chasing.

    Sticking is, IMO, the hardest for a Rogue. You Lashing Blade a CW from Stealth and chunk him for a good amount of health. Now what? He dashes away. CW can dash 3 times and has the CC to keep you at bay. Rogue can only dash 2 times and Deft Strike has a hefty cooldown. Solution? Vengeance's Pursuit! Except no. The first part of the skill has a moderately long animation. It's long enough that someone's going to CC you in the middle of it, even less so if you skill the interrupt feat for it. The Second part has a range similar to Deft Strike but the damage is almost low enough to be exclusively used for a gap closer.

    For Chasing, VP almost serves the same purpose but I can't remember the last time a CW was running away from me and didn't try to use some form of CC to widen the gap or gain the upper hand. VP will get you caught with your pants down. Disheartening Strike and Hateful Knives fill the gap here. However, DH's animation is also relatively long and HK is a daily, they're not always up when you need them.

    Really, unless you're ridiculously overgeared, perma-stealth Rogue is the best way to maximize your life-span between deaths in BG. I find dead rogues do minimal DPS. Since you're the only melee-range class that isn't fully tanked out and your gap-closing/sticking/chasing skills have moderately long animations, stealth is the best mechanic to overcome that.


    tl;dr Whisperknife is only moderately better than Master Infiltrator for PvP. Go Perma-Stealth and it doesn't matter.

    Moderately better? Oh come on get your facts straight before spouting nonsense. Check any top-tier tr who does premades and stuff, they all are pretty much master infiltrators. Why you ask? Because it has been proven to be most effective way in domination pvp. TRs shine at node holding with high stealth uptime, ITC, high hp and regen. Second best after senti gwfs tbh.
  • mjytreszmjytresz Member Posts: 500 Arc User
    edited January 2014
    spicen wrote: »
    Moderately better? Oh come on get your facts straight before spouting nonsense. Check any top-tier tr who does premades and stuff, they all are pretty much master infiltrators. Why you ask? Because it has been proven to be most effective way in domination pvp. TRs shine at node holding with high stealth uptime, ITC, high hp and regen. Second best after senti gwfs tbh.

    Like I said, these are just my observations. I don't participate in premade BGs. I don't run with a guild to do everything with me no matter where I go. I join pugs and see how it goes. Just from experience with a lot of other games, there's not much you can't get to work in a premade group setting.

    Sorry that I'm not a 20k TR with perfect enchants and a 5-star guild behind me.
    Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?

    Go Cryptic!
    PS - I quit.
  • spicenspicen Member Posts: 248 Bounty Hunter
    edited January 2014
    wwwe
    mjytresz wrote: »
    Like I said, these are just my observations. I don't participate in premade BGs. I don't run with a guild to do everything with me no matter where I go. I join pugs and see how it goes. Just from experience with a lot of other games, there's not much you can't get to work in a premade group setting.

    Sorry that I'm not a 20k TR with perfect enchants and a 5-star guild behind me.

    If you mean hp with 20k then lol. If you mean 20k gs then you can pretty much steamroll anything
  • revovlerjesus1revovlerjesus1 Member Posts: 481 Arc User
    edited January 2014
    We TRs rely on ITC in pvp, without it were getting proned and then dead. Ive seen theese wispknifs in pvp and they do poor dmg, and when u caought them off stealth they are doomed for sure.
  • kweassakweassa Member Posts: 2,390 Arc User
    edited January 2014
    spicen wrote: »
    Moderately better? Oh come on get your facts straight before spouting nonsense. Check any top-tier tr who does premades and stuff, they all are pretty much master infiltrators. Why you ask? Because it has been proven to be most effective way in domination pvp. TRs shine at node holding with high stealth uptime, ITC, high hp and regen. Second best after senti gwfs tbh.

    You need to consider the fact that those "top level" "premade/rank game quality" people are typically maybe less than 5% of the entire PvP population at any given game. Usually, in any MMOG, around 10% play hardcore PvP, another 10% play both PvP and PvE, and about 80% never play PvP at all. If it comes to Neverwinter, the tyranny of the Astral Diamonds (:p) push probably most people into playing PvP at least a few times a dayl, but they are largely the folk who feel uncomfortable and are exposed to brutal punishment through the 4-match daily requirement for 4,000 ADs. These are usually the "all GS and no PvP sense at all" folk.

    When we speak of what is viable or not, we need to loosen up a bit and try and think about the days when we were all average at some point of our PvP lives (which, in my case, I'm still probably below average :D ). You remember the days when we used to suck? When we didn't have that much gear at all? The days when we were frantically looking at these boards, trying to obtain information. Those days when we didn't feel so confident about 1vs1 fights, and the days when we used to look at GWFs as indomitable freaks of nature (I think they still are.. haha).

    Well, that's the state the absolute majority of players are in. When something works against these level of people, it can be said that it works well in most cases. We should really consider this as a fact when we speak of PvP balance or performance, because PvPers have too much a tendency to look above their heads, rather than below their feet.
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • mjytreszmjytresz Member Posts: 500 Arc User
    edited January 2014
    spicen wrote: »
    wwwe

    If you mean hp with 20k then lol. If you mean 20k gs then you can pretty much steamroll anything

    I meant sarcasm but it seems a basic grasp of reality isn't the only thing that's beyond you.
    Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?

    Go Cryptic!
    PS - I quit.
  • kweassakweassa Member Posts: 2,390 Arc User
    edited January 2014
    mjytresz wrote: »
    First off, Rogue is, currently, the only melee range class that isn't fully tanked out. GF's have shield and naturally tanky base stats. GWF's have Determination and a threatening stunlock rotation. HR doesn't even have to go melee since their ranged skills are ridiculously overtuned. So, Rogue is the squishiest of all the melee-range classes but have a naturally high crit potential. From what I notice, Rogues have 2 major problems in PvP: Sticking and Chasing.

    With no disrespect, it is not much of a problem, really. I can understand why Master Infiltrators have trouble with sticking/chasing, but as for Whisperknives, literally, "No one escapes a Whisperknife". The background explanation of the Whisperknife path heavily implies some sort of vengeance-driven tracker/avenger/vigilante, and the tenacious nature of the power Vengeance's Pursuit, fits in perfectly with the concept.

    Sticking is, IMO, the hardest for a Rogue. You Lashing Blade a CW from Stealth and chunk him for a good amount of health. Now what? He dashes away. CW can dash 3 times and has the CC to keep you at bay. Rogue can only dash 2 times and Deft Strike has a hefty cooldown. Solution? Vengeance's Pursuit! Except no. The first part of the skill has a moderately long animation. It's long enough that someone's going to CC you in the middle of it, even less so if you skill the interrupt feat for it. The Second part has a range similar to Deft Strike but the damage is almost low enough to be exclusively used for a gap closer.

    It simply depends on experience of timing it right. You close in for the first attack and open up the alpha-strike. The enemy dashes away. However, you can't dash and attack simultaneously. It is when the enemy 'shifts' away, is when you activate VP. It doesn't matter whether the knife hits or not. The enemy is still 'tagged' once VP is activated.

    So you are stunned. Big deal. Wait it out and then teleport in. Even if the enemy runs straight away after the CC, VP still tracks him. Its range is incredibly long, its actually even longer than the 80' range on stealthed Deft Strike. I've never seen the official figures, but I'm guessing its around 100~120' maximum.

    For Chasing, VP almost serves the same purpose but I can't remember the last time a CW was running away from me and didn't try to use some form of CC to widen the gap or gain the upper hand. VP will get you caught with your pants down. Disheartening Strike and Hateful Knives fill the gap here. However, DH's animation is also relatively long and HK is a daily, they're not always up when you need them.

    Active use of stealth comes in handy. For one thing, if someone wants to CC you to widen the gap, you go into stealth, and stun with the VP to regain the upperhand. A supplementary use of the power Shadow Strike can go a long way to even things out.

    Besides, having trouble in 'sticking', conversely, means the enemy is moving. If he is moving, he is not attacking. Every moment he moves around, is every moment he spends not attacking. With Disheartening Strike bleeding him dry, the longer he runs and tries to shake you, the more the 'scale' tips in your favor.


    Really, unless you're ridiculously overgeared, perma-stealth Rogue is the best way to maximize your life-span between deaths in BG. I find dead rogues do minimal DPS. Since you're the only melee-range class that isn't fully tanked out and your gap-closing/sticking/chasing skills have moderately long animations, stealth is the best mechanic to overcome that.

    I agree with stealth is the best mechanic. Its essential for BOTH MIs and WKs. But its use can be different, and the WK rogues have a different role from MI rogues. The melee-WK roles also differe from ranged-WK roles as well.

    In the end it comes down to preference, and determination, methinks. :)
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • spicenspicen Member Posts: 248 Bounty Hunter
    edited January 2014
    mjytresz wrote: »
    I meant sarcasm but it seems a basic grasp of reality isn't the only thing that's beyond you.

    This might have something to do with that i was drunk last night when i've written the quoted comment. Didn't even remember that one. :D Yeah I see quite a few new 60s rolling with the encounters and spec you described. But pvp t2 gear is easy to get, regen rings are easy to get so if you want to be even the slightest competetive in pvp, you can easily get gear for it. So you don't need a guild like you described, you don't need to do premades like you said. I don't know how you made such observations that whisperknife is better for pvp. I also doubt it will be ever better for pve(and with pve I mean dungeons), it might be better for solo playing and permastealth but for regular tr who's job is dmg MI has been proven to be better for even those newly started not so geared.
  • kweassakweassa Member Posts: 2,390 Arc User
    edited January 2014
    spicen wrote: »
    I don't know how you made such observations that whisperknife is better for pvp. I also doubt it will be ever better for pve(and with pve I mean dungeons), it might be better for solo playing and permastealth but for regular tr who's job is dmg MI has been proven to be better for even those newly started not so geared.

    I honestly think WK has as much potential.

    Without a doubt, MI + heavy dependancy on stealth really IS the more stable build. I doubt anyone can dispute that as a fact. It's an easy build and easy tactic to play with. Do not be mistaken in thinking that this is an insult -- a build that is easy to learn and play with, means it is that much universal, effective, and suits many players despite different skill/gear levels.

    However, one thing I've noticed wit all those MI builds, is that:

    (1) They don't do as much damage as you might expect, in reality
    (2) They are slow to react and limited in movement
    (3) Too much reliant on stealth, and too much emphasis on preservation
    (4) Their role is much too limited in combat


    Compared to that, a WK build is much more unstable, difficult to master, has distinct weaknesses you need to learn to cover meticulously. But I honestly think I am contributing a helluva lot more to my team's win after I went WK/VP, than when I used MI/stealth/knifethrower builds.

    Its a pity that these type of contributions do not show up as numbers in the scoreboard... anyone I've saved multiple times from death, all those enemy team formations I've managed to smash, enemy rogues in stealth I've tracked, harassed, and chased away from our node, clerics I've helped bring down with debuff stacks... non of these are outright glamorous as kills, but I think every single one of them played a crucial role in games I've been in.


    MI and WK is different. Different roles, different possibilities. No reason to limit the TR's role to just 'damage'. Its just one of many possible roles.
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • caexarcaexar Member Posts: 355 Arc User
    edited January 2014
    You know I'm not certain where people are getting the whole WK can't do as much damage as the MI from really. I've played both paragons in various configs on my TR and I can say without a doubt the WK does more damage than the MI by a significant amount. Hell you don't even have to really play one but just instead look at the features each has to offer and with a little creativity(I know its hard for some) the WK comes out on top in pve and PvP. The MI offers survivability, the WK offers damage potential at the cost of some survivability.
    Threat level 60 Guardian Fighter
    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
  • ximaeximae Member Posts: 534 Bounty Hunter
    edited January 2014
    It would look like wk would not loose damage over mi as u can get the exact same dps feats... but in reality, for pve, its the class features that would make it get behind...the loss of skillfull infiltrators 3% crit chance and invisible infiltrators 15% damage boost when casting a daily is bad for dps and then sum up the loss of dps uptime from not having itc and just facetanking the red.

    I sincerely doubt a wk can match a mi using a build similar to esteenas in pve damage
  • warzdakwarzdak Member, Neverwinter Beta Users Posts: 1 Arc User
    edited January 2014
    I've been fooling around with a Whisperknife build since it was released. Whisperknife is no joke, Kweassa is doing a fantastic job testing and letting you guys know what he finds. I just wish I had the gear to compete, no guild and no time to grind out the gear makes it simply a waste of time for me. Gear>skill, sadly. WK has potential, huge potential... once one of these guys with the gear starts testing it out, you'll see. I haven't come across a very well geared Whisperknife yet.

    Only downfall that Whisperknife has(For me and my <font color="orange">HAMSTER</font> gear) is the CC, if a class with a ton of CC is on you, it's a hard fight to win.

    Warzdak Stormforge - 60 GF
    Shazrak Stormforge - 60 DC
    Shadazar - 60 TR

    ExGM of Maven, proud member of PRX. Currently guildless in Neverwinter.
  • caexarcaexar Member Posts: 355 Arc User
    edited January 2014
    Disheartening strike can be feated to grant a 5% damage boost to all subsequent attacks on top of the 15~ 25k a single usage of it will damage, and you gain AP from every single damage tick it doss on each target. Dagger threat increases the damage of disheartening, impact shot, blitz, and whirlwind of blades by 15%. Razor action does burst aoe damage every time a daily is used which also benefits from the 15% boost from dagger threat as well.
    WK gains ap faster and can have higher damage boosts active longer than MI can.
    Threat level 60 Guardian Fighter
    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
  • ximaeximae Member Posts: 534 Bounty Hunter
    edited January 2014
    caexar wrote: »
    Disheartening strike can be feated to grant a 5% damage boost to all subsequent attacks on top of the 15~ 25k a single usage of it will damage, and you gain AP from every single damage tick it doss on each target. Dagger threat increases the damage of disheartening, impact shot, blitz, and whirlwind of blades by 15%. Razor action does burst aoe damage every time a daily is used which also benefits from the 15% boost from dagger threat as well.
    WK gains ap faster and can have higher damage boosts active longer than MI can.

    ok u take t2 saboteur...So what are u going to drop, brutal backstab, critical team work or deadly momentum?... besides loosing underhanded tactics.

    i would not trade any of those 2 class features over more crit chance when using a p. vorpal... and sincerely id rather have 15% damage boost for the next 6 seconds than a 15% damage boost on whirlwind of blades ( the only skill u mentioned i use regularly on serious dungeon running).

    My mind is pretty made up on that, and id need some serious proof to change it.
  • spicenspicen Member Posts: 248 Bounty Hunter
    edited January 2014
    kweassa wrote: »
    I honestly think WK has as much potential.

    Without a doubt, MI + heavy dependancy on stealth really IS the more stable build. I doubt anyone can dispute that as a fact. It's an easy build and easy tactic to play with. Do not be mistaken in thinking that this is an insult -- a build that is easy to learn and play with, means it is that much universal, effective, and suits many players despite different skill/gear levels.

    However, one thing I've noticed wit all those MI builds, is that:

    (1) They don't do as much damage as you might expect, in reality
    (2) They are slow to react and limited in movement
    (3) Too much reliant on stealth, and too much emphasis on preservation
    (4) Their role is much too limited in combat


    Compared to that, a WK build is much more unstable, difficult to master, has distinct weaknesses you need to learn to cover meticulously. But I honestly think I am contributing a helluva lot more to my team's win after I went WK/VP, than when I used MI/stealth/knifethrower builds.

    Its a pity that these type of contributions do not show up as numbers in the scoreboard... anyone I've saved multiple times from death, all those enemy team formations I've managed to smash, enemy rogues in stealth I've tracked, harassed, and chased away from our node, clerics I've helped bring down with debuff stacks... non of these are outright glamorous as kills, but I think every single one of them played a crucial role in games I've been in.


    MI and WK is different. Different roles, different possibilities. No reason to limit the TR's role to just 'damage'. Its just one of many possible roles.

    We are limited to damagedealer role in pve, no other reason to take a tr to a dungeon than to kill bosses fast. In pvp, our role is backcapping and holding a point against even 5 enemies as long as possible. Which requires great survivability and which WK has none except stealth. Once a WK gets proned he's pretty much done for. And as anyone who plays pvp knows that prones are the king of CC in pvp and we only have 1 prone which a daily and only if you chose whisperknife. ITC is just too important for both pve and pvp. Dead dps is poor dps. And in pvp, it's pretty much mandatory to counter all the prones and all the other cc. Just the joining date of your account is enough to prove that you haven't been around for long enough to know the specifics to meta-builds for pve and pvp. Get to learn your class before trying educate others with nonsense. No offense intended.
  • shadow5930shadow5930 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 502 Bounty Hunter
    edited January 2014
    ... uhhh....

    ITC isn't needed to do good in PVP. I don't use ITC. Never did. It's a crutch imho, for those who can't do the rogue thing. High alpha, run, hide, reopen. A surgeon's knife to remove/cripple key people in the fight, instead of a loltank that can ignore you 'cause I R IMMUNE!!!

    It's been proven that WK can put out same numbers as MI. The TR's role is not always to back cap, as a change in paragon path means a change in role. Watching any of the videos would show that too, as she/he does an amazing job of crippling the team as well as constantly confusing them with the movement. I do much the same on an HR combat style, Marauder's rush/escape allows that in and out style and having something to do both at range and close is a nice thing.

    Maybe it's because they're new (which may not be the case, could only be a recent account creation for the forum, not the game) that they can have a fresh look on the TR and turn the meta on it's ear?
  • spicenspicen Member Posts: 248 Bounty Hunter
    edited January 2014
    shadow5930 wrote: »
    ... uhhh....

    ITC isn't needed to do good in PVP. I don't use ITC. Never did. It's a crutch imho, for those who can't do the rogue thing. High alpha, run, hide, reopen. A surgeon's knife to remove/cripple key people in the fight, instead of a loltank that can ignore you 'cause I R IMMUNE!!!

    It's been proven that WK can put out same numbers as MI. The TR's role is not always to back cap, as a change in paragon path means a change in role. Watching any of the videos would show that too, as she/he does an amazing job of crippling the team as well as constantly confusing them with the movement. I do much the same on an HR combat style, Marauder's rush/escape allows that in and out style and having something to do both at range and close is a nice thing.

    Maybe it's because they're new (which may not be the case, could only be a recent account creation for the forum, not the game) that they can have a fresh look on the TR and turn the meta on it's ear?

    Ok, let me put it this way. Why do every single top TR still use MI even though everyone tested WK on preview? (Yes, even I tested it.) Yes, WR is a different style to play tr, but it is not on par with MI. Compare only those paragon paths. VP for ITC? Hateful Knives for Shocking Execution? Disheartening Strike for Gloaming Cut(here I have to say, I don't like either of them but if choosing between them I would choose DS.) Class features can't even be compared. Actually, believe what you believe. I'm done arguing over such thing. I don't care if anyone wants to go WK. I will stay MI and i doubt any WK I will ever face will actually beat me in pvp. (As I'm pvp specced some might beat me in pve with dmg because I don't have vorpal for example but I perform well enough still for groups to want me.)
  • shadow5930shadow5930 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 502 Bounty Hunter
    edited January 2014
    spicen wrote: »
    Ok, let me put it this way. Why do every single top TR still use MI even though everyone tested WK on preview? (Yes, even I tested it.) Yes, WR is a different style to play tr, but it is not on par with MI. Compare only those paragon paths. VP for ITC? Hateful Knives for Shocking Execution? Disheartening Strike for Gloaming Cut(here I have to say, I don't like either of them but if choosing between them I would choose DS.) Class features can't even be compared. Actually, believe what you believe. I'm done arguing over such thing. I don't care if anyone wants to go WK. I will stay MI and i doubt any WK I will ever face will actually beat me in pvp. (As I'm pvp specced some might beat me in pve with dmg because I don't have vorpal for example but I perform well enough still for groups to want me.)

    Easy answer? They already know how to be top TR with MI. :)

    When you have new tools, it takes time to learn them, adapt, learn the cool downs, learn the hidden cool downs, learn the nifty tricks that aren't in the skill descs. Look at what TR has evolved into from the executioner "I pop LB you fall down" builds that it started with? It takes people dedicating time to actively try the new thing, to learn all the in's and out's and get it to the point where they can play at the level of the top end currents.

    That's the best part about getting the new path. They didn't take *away* anything from the old path. They just made a new way for people to play. You see it how you do. She/he has obviously found something that works. Is it 'uberleetbestest4evar' right now? Of course not.. the testing has only begun, it hasn't had almost a year's refinement. :)

    I do thank you, however, for keeping it civil. It's refreshing to not be called newb just because I support the tester in their testing. :)
  • nwnghostnwnghost Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited January 2014
    A bit of a tangent. Why not go Scoundrel with Whisperknife? It would IMO make a lot more sense than Executioner:
    http://nwcalc.com/tr?b=cn4:13ydj4:13ydj4,13j3ifc:150u00:15uu51:100000&h=0&p=wkn

    (feat only build)

    Already high AP gain from DS coupled with Action Rush = Lots of Daily spam = more bonus damage from features.
    I see a lot more synergy in a Scoundrel +2 Saboteur build than in an Executioner for WK, especially the way the Paragon Feats were exchanged.
  • spicenspicen Member Posts: 248 Bounty Hunter
    edited January 2014
    shadow5930 wrote: »
    Easy answer? They already know how to be top TR with MI. :)

    When you have new tools, it takes time to learn them, adapt, learn the cool downs, learn the hidden cool downs, learn the nifty tricks that aren't in the skill descs. Look at what TR has evolved into from the executioner "I pop LB you fall down" builds that it started with? It takes people dedicating time to actively try the new thing, to learn all the in's and out's and get it to the point where they can play at the level of the top end currents.

    That's the best part about getting the new path. They didn't take *away* anything from the old path. They just made a new way for people to play. You see it how you do. She/he has obviously found something that works. Is it 'uberleetbestest4evar' right now? Of course not.. the testing has only begun, it hasn't had almost a year's refinement. :)

    I do thank you, however, for keeping it civil. It's refreshing to not be called newb just because I support the tester in their testing. :)

    Even if we give WK a year or more, it will still perform poorly compared to MI, atleast in pvp. The feedback thread when it was on preview says enough about WK and nothing will change if they don't buff the path. Yes, currently VP doesn't have a cooldown at all (which it should have, but as of now its not WAI) but even with that it's still not on par with ITC, the first version of VP didn't even have the ability to break free from CC. And well, I don't claim that MI is perfect, I think we could see much nicer paths in the future.
  • shadow5930shadow5930 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 502 Bounty Hunter
    edited January 2014
    spicen wrote: »
    Even if we give WK a year or more, it will still perform poorly compared to MI, atleast in pvp. The feedback thread when it was on preview says enough about WK and nothing will change if they don't buff the path. Yes, currently VP doesn't have a cooldown at all (which it should have, but as of now its not WAI) but even with that it's still not on par with ITC, the first version of VP didn't even have the ability to break free from CC. And well, I don't claim that MI is perfect, I think we could see much nicer paths in the future.

    I fully agree! There is so much that both MI and WK can get to make them better. My point is that a year from now, the MI will have had 2 years of people tuning to the top end possible and WK will have a year. It'll be getting to the point MI is at now. Thus why I say it should be given a chance. on the test server, they were testing if it worked to start with and didn't have the true ability to give it full runs to figure out the specifics. :)
  • yogokouyogokou Member, Neverwinter Beta Users Posts: 0 Arc User
    edited January 2014
    MI had a full tree behind it when it came out. WK has 6 new powers (3 passives) and 3 new feats. There is no comparison in the learning curve.

    EDIT: forgot to mention, the main reason people changed their styles with MI was the continuous nerfs.
  • shadow5930shadow5930 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 502 Bounty Hunter
    edited January 2014
    That's a very narrow point of view, imho. I try new things to try new thing. The best part of something new? It surprises people who expect the same cookie cutter TR.
  • bananachefbananachef Member Posts: 0 Arc User
    edited January 2014
    Disheartening Strike reduces their damage to you by 15%
    Vengeance Pursuit reduces their damage to everyone by 9%
    (I'm assuming the base value is the same as the level bonuses)

    Not sure if these stack to 24% reduction but you can have both of these up basically all the time, with DS potentially on multiple targets.
    2 GWFS, 3 TRs, 2 GFs, 1 HR, 1 CW
  • kweassakweassa Member Posts: 2,390 Arc User
    edited January 2014
    spicen wrote: »
    Even if we give WK a year or more, it will still perform poorly compared to MI, atleast in pvp. The feedback thread when it was on preview says enough about WK and nothing will change if they don't buff the path. Yes, currently VP doesn't have a cooldown at all (which it should have, but as of now its not WAI) but even with that it's still not on par with ITC, the first version of VP didn't even have the ability to break free from CC. And well, I don't claim that MI is perfect, I think we could see much nicer paths in the future.

    People perform poorly with Whisperknife builds because they expect to do with it the same job a MI build does. But really, new path, new powers, new builds = "new role" -- its pretty obvious. Just take your mention of VP and ITC as an example. You are comparing the two on grounds that both are CC breakers. Well, its not. The CC breaker trait of VP just doesn't work. No, its a totally different power for totally different purposes. Its a power that allows you fight like Marvel's Nightcrawler™ , not like how ITC allows you to dodge/deflect/CC immunity everything like Spiderman™.

    Different powers, different implications, different roles. There's no reason to limit the TR's role to solo node-assaults.

    PvP builds and roles are very sensitive about its efficiency, and therefore people are fairly conservative when it comes to new possibilities. They'd rather stick to a method that is proven over time, than rather jump to given possibilities and really experiment thoroughly with it --- since that process of experimentation inevitably concerns lot of resources put into repeated respecs, and a often long, painful, gruelling test-period where you meet countless failures.

    I am not trying to boast about my efforts with WK, but just as a general reminder, it takes people with courage to try something new and try seek out hidden "treasures" about new powers and builds. Sure, I was also pretty much disappointed at VP when I first tried it. Pitiful damage gap-closer, but slow activation and often glitch. Is this it? Is this all a Paragon power gives you? That's what I thought, until I really tried to make it work in PvP. Now, as a result, I've found hidden qualities never before mentioned in this forum. Nobody else really looked into that deep, people simply gave up VP as being useless in PvP. Well, I beg to differ. I've experienced what it can do.

    It takes an open mind to see something clearly without bias. I would like to ask fellow rogue players to do so. MI has its role. WK has another. Many of us just has not discovered what it is, yet.
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • mjytreszmjytresz Member Posts: 500 Arc User
    edited January 2014
    spicen wrote: »
    Ok, let me put it this way. Why do every single top TR still use MI even though everyone tested WK on preview? (Yes, even I tested it.) Yes, WR is a different style to play tr, but it is not on par with MI. Compare only those paragon paths. VP for ITC? Hateful Knives for Shocking Execution? Disheartening Strike for Gloaming Cut(here I have to say, I don't like either of them but if choosing between them I would choose DS.) Class features can't even be compared. Actually, believe what you believe. I'm done arguing over such thing. I don't care if anyone wants to go WK. I will stay MI and i doubt any WK I will ever face will actually beat me in pvp. (As I'm pvp specced some might beat me in pve with dmg because I don't have vorpal for example but I perform well enough still for groups to want me.)

    Let me put it this way: Why does everyone on these forums immediately run to the "Why do these guys with 50k GS and perfect equips choose this path when they queue with their premade team of guildies"?

    Fact of the matter is, a lot of players in this game know how broken PvP is. A lot of players don't even bother with PvP aside from dailies and leveling. Out of the ones who elect to participate in PvP after 60, 90%+ of the TRs aren't the people you're talking about. They're not geared the same or queueing with a premade.

    So, please, stop leaning on your crutch and come up with something inventive. It's no wonder most of the people I see in Dom lately are all a bunch of meatheads repeating the same garbage all day. They're too busy staring at the sun to see what's right in front of them.
    Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?

    Go Cryptic!
    PS - I quit.
  • ximaeximae Member Posts: 534 Bounty Hunter
    edited January 2014
    Btw abit off topic from kweassas build but im having some good times whith my 20 int perma wk in pvp now that im getting a bit more the hang of it, and he is pretty undergeared (r6s lesser vorp). Basically just staying at mid range un targeteable with good regen and draining their life away and just not engaging fighters directly in melee to stay out of ccs... if i have to concede a stalemate in the back tower i will, as long as i keep a good gwf/gf or several people busy with me im golden.

    My build is:

    tenacious, sneak attack for class features

    at wills: cloud of steel and disheartening strike

    encounters: shadow strike, path of the blade and bait and switch.
  • ximaeximae Member Posts: 534 Bounty Hunter
    edited January 2014
    Any executioner wk around here noticed the following thing?

    Critical overrun seems bugged with disheartening strike, im not sure if ds doesnt get the benefit from it or just doesnt remove the buff once its used.

    Lets say u proc critical overrun with cos ( u get the buff icon) when u crit with a follow up ds the buff doesnt go away (or gets used) until the buff expires or u crit with something else.
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