■ Cloud of Steel
- Recharge time increased 4 secs per charge in combat, lowered to 2 seconds per charge out of combat
■ Sly Flourish
- 20% more advancing distance per attack
■ Blood Bath
- Total immunity from attacks during duration of attack
■ Deft Strike
- Duration of slow increased to 8 seconds
- Recharge time decreased to 10 seconds
■ Bait 'n Switch
- Refills 50% of the stealth bar when used from stealth
- +10% increase per rank
■ Duelist's Flurry
- Total activation time lowered to 2.5 seconds for all 3 attacks
- 20% more advancing distance per attack
- Attacks 1&2 takes 0.5 seconds per each for activation
- Attacks 3 lasts 1.5 seconds, total five attacks (0.3 sec per activation)
- Attack 3 does same total damage as before (= higher damage/bleed damage per tick)
- Attack 3 retains CC immunity
- Attack 3 increases deflect chance, not guarantees a 100% deflect
- Attack 3 increases deflection chance by 35% during its 1.5 second duration
■ Blitz
- Base damage increased by 20%
- Recharge time decreased to 10 seconds
- Duration of slow increased to 8 seconds
■ Path of the Blade
- Power function changed to a self-buff
- Recharge of the power is set to 25 seconds
- When this power is activated, each attack will have 100% chance to activate an extra attack for the next 3 secs.
- Each extra attack deals 30% of the original attack's damage
- +1 second duration per rank
- When activated from stealth, doubles the damage percentage of the original att
■ Shadow Strike
- Base recharge increased to 20 seconds
- -1 second recharge time per rank
■ Smoke Bomb
- Effect applies immediately
- Weapon Enchantment works with the power (1 tick per 1 second)
3. Powers: Master Infiltrator
■ Impossible to Catch
- Duration increased to 5 seconds base
- +1 sec increase per rank
- Recharge time increased to base 27 seconds
■ Infiltrator's Action
- Power function changed
- Decreases all recharge time of encounter powers by 5%
- +5% increase in effect per rank
■ Gloaming Cut
- Lunge attack activates immediately without the "drawback" animation
■ Shocking Execution
- Effect cannot be interrupted (CC immunity while effect)
- Power activation reduced by 40%
- Range reduced from 30' to 15'
- Effect now can be dodged
4. Powers: Whisperknife
■ Disheartening Strike
- Activation time decreased by 20%
■ Vengeance's Pursuit
- CC breaking function deleted
- When "mark" is in effect, 10% increased CC resistance from CC powers originating from the marked target
- Duration of slow increased to 8 seconds
- Teleport attack activation time reduced by 20%
- Recharge time reduced to 3 seconds
- Stun duration from stealthed activation increased to 1.5 seconds
■ Razor Action
- Each knives flinged will do 20% (total) damage of the Daily Power that activated it
- +5% damage per rank
....just wishful thiniking. Literally.
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.'
■ Impossible to Catch
- Duration increased to 5 seconds base
- +1 sec increase per rank
- Recharge time increased to base 27 seconds
we kinda need that to melee. i rather not wait 20 seconds on a cooldown just to jump into an aoe spam and not die. then again, we r only wanted for bosses but still......i rather help on the way.
There are a lot of bosses and elites where ITC is required to actually keep attacking them. I'd rather PVE rogues not be gimped further to balance PVP.
"We have always been at war with Dread Vault" ~ Little Brother
All I want is TR to drop stealth when damaging a target! Forcing TRs to use an opening move instead of trolling people throwing blades in stealth until your 30% hp...
Shieldbash60 GF ~ Iron Vanguard19.0k Overpowered60 CW~ Thaumaturge14.5k ==========================================
~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
I would rather not touch Duellist's flurry's immunity and ITC duration. In pve the duration and cooldown of ITC is just enough to synch with duellists flurry immunity to allow a TR to always stay on a boss while ignoring most red aoes. Take those immunity away and TRs wil be forced to stay away from bosses. With the current situation, TRs are almost useless in trash clearing. With the immunity taken away, TRs will be forced to break away the third hit from flurry to even survive. It would be like do two hits on boss, run away, throw daggers, run back to boss, repeat.
Comments
Overpowered 60 CW ~ Thaumaturge 14.5k
==========================================
~ GF Buffs were great we are much better, please fix the bugs now... Thank you!