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  • yoadoadyoadoad Member Posts: 182 Bounty Hunter
    edited September 2014
    I think Shadow Strike needs an increased range, maybe to the range of could of steel. When you're not on stealth and 1v1 with an opponent, Shadow Strike is very difficult to pull off.
  • zalathorm1zalathorm1 Member, Neverwinter Beta Users Posts: 30 Arc User
    edited September 2014
    Everyone has focused on
    1. Damage
    2. CC

    No one has focused on
    3. Survivability and tools to make melee range as a squishy striker viable. Ideas here please?

    My suggestion was to have 2s of invuln upon entering stealth, with a cooldown.
  • edited September 2014
    This content has been removed.
  • mxtimemxtime Member Posts: 316 Bounty Hunter
    edited September 2014
    reiwulf wrote: »
    some "insane damage" was exactly why we were nerfed in the first place, I don't see how that would fix anything. We would just get nerfed again like it already happened.
    Damage in PVE needs to be much higher, but in PVP you can't buff it too much or we'll just get it nerfed like it always has happened.

    before people didnt know how to play had 20k hp and didnt understand
    that glass canon tr has 4 sec stealth and after hes dead
    if they didnt nerf tr perma would be way stronger then glass canon ever was
    infact perma was always the strongest build even before the nerf
    no one ever played glass canon tr in premades on top lvl
    todays pvp players would counter that 3 sec stealth glass canon so easy
  • burnedpixelburnedpixel Member Posts: 14 Arc User
    edited September 2014
    Mechanics
    TAB - Stealth: Rogues have access to multiple skills that fills some of their Stealth meter. When In Stealth, the rogue become invisible to enemy players and avoid aggro from hostile NPCs. While stealthed, the rogue is not targettable, but can still be damaged by Area of Effect powers, and attacking from stealth will break the deception. Full Stealth meter can make you invisible for 5 seconds. The rogue can use this ability as long as he has any remaining Stealth meter (e.g. if his stealth meter is in half, the rogue can ender stealth for 2.5sec). The rogue fills % of his Stealth meter when dealing damage.
    (The idea is leaving and entering stealth many times in a combat, always searching the back of opponents for dealing “sneak attack” damage.)

    Sneak Attack: If the rogue strikes a target from behind, she also deals double Combat Advantage damage.

    Some Powers
    Cloud of Steel
    You seem to move with impossible speed, hurling a barrage of blades at your target. Every blade has a chance to slow the target by 2% to a maximum of 10%

    Duelist’s flurry
    Strike with two slashes followed by a flurry of attacks. Attacks from the flurry deal Sneak Attack damage.

    Dazing Strike
    Dazing strike lets you land a painful blow that leaves the enemy Dazed for several seconds.
    Stealthed: Increase the Daze duration by % second(s).

    Path of the Blade
    Summon an upheaval of blades around you, dealing damage to nearby creatures for the next several seconds. The closer an enemy is to you the more damage will take.

    Deft Strike
    Dash behind a creature and strikes if it is an enemy. It slows the enemy by % for several seconds.
    Stealthed: The target cannot Dodge/Sprint for several seconds

    Shadow Strike
    You launch a dagger that trails a shadow path. Target hit by the dagger will also trail a shadow path for several seconds. While you are on this path you gain % Movement Speed and increased deflect chance. You also refill % of your Stealth meter.
    Stealthed: When on the trail you deflect all attacks and have % CC resistance.

    Smoke Bomb
    Creates a cloud of thick smoke around you for several seconds. Enemies are dazed while inside the area of the smoke, and they are slowed by %.
    Stealthed: Enemies outside of the smoke cannot target you and they deal reduced damage to your allies inside the smoke.

    Bait and Switch
    You make a dodge jumping backwards, dropping a decoy in your place. Any enemies that are near the decoy will attack it instead of you. You also refill % of your Stealth meter.
    If the decoy is not destroyed, you can activate this power again to teleport you back in the decoy making it explode dazing nearby enemies.

    Lurker’s Assault
    Covers yourself with a dark smoke and you break free from any control effect, removes all negative status problems and you become Stealthed. For the duration of this power you do not reveal yourself while attacking.

    New ones
    Deft Palm
    You conceal a dagger. When an opponent comes in Melee range you damage the target and slow him for several seconds
    Stealthed: Affected targets also deals % less damage to you and they take a Bleed condition.

    Cruel Pursuit
    You throw a dagger in an enemy to mark him. You deal more damage based in how close enemy is, and enemy deals less damage to you based on how far he is from you.

    Uncanny Dodge
    When stealth ends you gain a bonus to AC and you deflect attacks for several seconds.

    Crimson Edge (Instead for First Strike)
    Whenever you deal Sneak Attack damage you also add 1 Bleed condition.
    ("Bleed condition" is supposed to applied on the enemy, dealing damage over time for some seconds.

    Evasion
    After making a dodge the first atack or cc attempt made on you is negated.


    ----
    Just some food for thoughts. :)
  • psylencesbpsylencesb Member Posts: 8 Arc User
    edited September 2014
    I must first apologize, i've played D&D 3rd edition a tiny bit but nothing/ not enough to call up skill mechanics to mind, (personally i didn't like the edition).And i have never played any edition after that. But i did play a hybrid 1st/2nd edition campaign for 11 odd years (tabletop of course) as a rogue, and EQ1 for about 7 years, rogue being one of the main classes i played.

    MY question is this: since when have we (rogues) ever been able to attack and stay in stealth/invis. I cannot reacall ever being able to do that in ANY game ever. An attack ALWAYS took any class, any monster, ANYTHING (except a god... maybe) out of invis / stealth.
    Want to cure every other class' gripe against us .... make us mortal again. if they can see you when you attack, you will start picking and choosing your attacks CAREFULLY. BUT on that same note if that is to be done then stealth should be a skill able to be called upon at anytime for as long as the character is awake, and the backstab's better be freakin worth the trouble. And as always; sudden movements will reveal a shimmer; and attacks reveal completely.

    just my 2 cents(before taxes)

    ohh and "Pandora", im pretty certain that was my ex-guildy who said that in zone chat in your sig.......:) please keep up the good work :)
  • hylight978hylight978 Member Posts: 3 Arc User
    edited September 2014
    I'v read so many threads about TRs and only one mentions how we should be able to go into/out of stealth when we choose..meaning,we can hit tab to go into stealth,and hit it again to get out of it and not have to waist it after our target is dead.I completely hate having to depend on perm stealth in pvp but its the only way to survive as a TR.Someone said that us having the high dmg is what cause the nerf in the 1st place.thats true but that doesnt mean that nerf was the correct thing to do and is why the TR needs to be reworked.We r supposed to be the class that can take out that annoying tank surviving against 4 teammates for what seems to be for ever.A CW can take out most players from very long range in about 3 sec.why cant we as TRs do what we were meant to and take out our targets instantly if we manage to reach them safely and sacrifice our stealth?I say just undo all the nerfs and tell the crybabies to suck it up.like i said,why can a tank have that insane deffence but we cant have insane damage to counter it?-plz give us our dmg back atleast and allow us to controll our stealth with tab..give us our damage,allow us to controll our stealth with tab and give smoke bomb burst damage with a DoT
  • hylight978hylight978 Member Posts: 3 Arc User
    edited September 2014
    Bait and Switch: Will not refill the entire stealth bar anymore. Will create a dummy THAT MOVES AND ATTACKS OPPONENTS (Deals 0 damage, attacks just for trickery and illusion).

    I absolutely love this idea!This would be the only trick our "trickster rogue"class has that actualy tricks
  • twilightwatchmantwilightwatchman Member Posts: 2,007 Arc User
    edited September 2014
    It doesnt make any sense, at all. The PP is called WHISPER knife, not TRUCK knife.
    I suggest you read the Paragon description for an explanation of the name. It has nothing whatsoever to do with damage capability or style.
    Jenna Sunsoul - Justice Tankadin
    Aelar Hawkwind - Archer
    Karrin Feywinter - Mistress of Flame
    Errin Duskwalker - Executioner
    Darquess - Soulbinder
  • crusherbeastcrusherbeast Member Posts: 426 Arc User
    edited September 2014
    hylight978 wrote: »
    Bait and Switch: Will not refill the entire stealth bar anymore. Will create a dummy THAT MOVES AND ATTACKS OPPONENTS (Deals 0 damage, attacks just for trickery and illusion).

    I absolutely love this idea!This would be the only trick our "trickster rogue"class has that actualy tricks

    Well i have better idea based on it. When you use bair not in stealth then illusion will attack enemy as you do. When used from stealth it refills stealth and also does same things as not from stealth.
    Tairev-TR(All kind of killing tools)
    Asha-DC(Faithful-Anointed Champion)
    Vilgefortz-CW(Thaumaturge-balance)
  • hylight978hylight978 Member Posts: 3 Arc User
    edited September 2014
    Well i have better idea based on it. When you use bair not in stealth then illusion will attack enemy as you do. When used from stealth it refills stealth and also does same things as not from stealth.

    great idea as well
  • zalathorm1zalathorm1 Member, Neverwinter Beta Users Posts: 30 Arc User
    edited September 2014
    Mechanics
    TAB - Stealth: Rogues have access to multiple skills that fills some of their Stealth meter. When In Stealth, the rogue become invisible to enemy players and avoid aggro from hostile NPCs. While stealthed, the rogue is not targettable, but can still be damaged by Area of Effect powers, and attacking from stealth will break the deception. Full Stealth meter can make you invisible for 5 seconds. The rogue can use this ability as long as he has any remaining Stealth meter (e.g. if his stealth meter is in half, the rogue can ender stealth for 2.5sec). The rogue fills % of his Stealth meter when dealing damage.
    (The idea is leaving and entering stealth many times in a combat, always searching the back of opponents for dealing “sneak attack” damage.)

    Sneak Attack: If the rogue strikes a target from behind, she also deals double Combat Advantage damage.

    Some Powers
    Cloud of Steel
    You seem to move with impossible speed, hurling a barrage of blades at your target. Every blade has a chance to slow the target by 2% to a maximum of 10%

    Duelist’s flurry
    Strike with two slashes followed by a flurry of attacks. Attacks from the flurry deal Sneak Attack damage.

    Dazing Strike
    Dazing strike lets you land a painful blow that leaves the enemy Dazed for several seconds.
    Stealthed: Increase the Daze duration by % second(s).

    Path of the Blade
    Summon an upheaval of blades around you, dealing damage to nearby creatures for the next several seconds. The closer an enemy is to you the more damage will take.

    Deft Strike
    Dash behind a creature and strikes if it is an enemy. It slows the enemy by % for several seconds.
    Stealthed: The target cannot Dodge/Sprint for several seconds

    Shadow Strike
    You launch a dagger that trails a shadow path. Target hit by the dagger will also trail a shadow path for several seconds. While you are on this path you gain % Movement Speed and increased deflect chance. You also refill % of your Stealth meter.
    Stealthed: When on the trail you deflect all attacks and have % CC resistance.

    Smoke Bomb
    Creates a cloud of thick smoke around you for several seconds. Enemies are dazed while inside the area of the smoke, and they are slowed by %.
    Stealthed: Enemies outside of the smoke cannot target you and they deal reduced damage to your allies inside the smoke.

    Bait and Switch
    You make a dodge jumping backwards, dropping a decoy in your place. Any enemies that are near the decoy will attack it instead of you. You also refill % of your Stealth meter.
    If the decoy is not destroyed, you can activate this power again to teleport you back in the decoy making it explode dazing nearby enemies.

    Lurker’s Assault
    Covers yourself with a dark smoke and you break free from any control effect, removes all negative status problems and you become Stealthed. For the duration of this power you do not reveal yourself while attacking.

    New ones
    Deft Palm
    You conceal a dagger. When an opponent comes in Melee range you damage the target and slow him for several seconds
    Stealthed: Affected targets also deals % less damage to you and they take a Bleed condition.

    Cruel Pursuit
    You throw a dagger in an enemy to mark him. You deal more damage based in how close enemy is, and enemy deals less damage to you based on how far he is from you.

    Uncanny Dodge
    When stealth ends you gain a bonus to AC and you deflect attacks for several seconds.

    Crimson Edge (Instead for First Strike)
    Whenever you deal Sneak Attack damage you also add 1 Bleed condition.
    ("Bleed condition" is supposed to applied on the enemy, dealing damage over time for some seconds.

    Evasion
    After making a dodge the first atack or cc attempt made on you is negated.


    ----
    Just some food for thoughts. :)

    This is good.... I really like all the slows and CC. While none of the abilities need like 100% slow, when you have multiple different abilities all slowing by a small %, it'll be more like comboing to keep someone slowed, rather than a one button press.

    I still want to see some ways that rogues STAY ALIVE IN MELEE RANGE for pve.
  • varenvarvarenvar Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 1 Arc User
    edited September 2014
    just need to understand :
    I play each of close combat class.
    why is my rogue the only one that need to stack giant amounts of intelligence and/or recovery to be efficient in pvp (so long Cd on combat skills : especialy lashing blade : 17 sec... with 20 intel and 2700 recovery it's 15.1, woaah...)
    Why is it the only one that doesn't have armor reduction with one of his caracteristic and has to stack large amount of armor penetration (GWF : constitution, GF, dexterity, HR : strength..)
    it's boring .
    Why are W.Armor debuff vanishing so fast, you always have to use it every 3 sec to keep the debuf, it breaks your stealth and make you loose the 25% critical bonus. it's already painful to stay near a boss, always have to dodge.
    Why is the Execution so useless, i'm happy to have a 10% critical bonus for 6 sec if i use that deadly 4k damages attack.
    Is it possible to trade lashing blade for fox cunning, i pay 10 000 zen for that teleport/2 strike/bypass armor 12 k/dodge/almost invisible strike.
    Why isn't dazing strike Cd lowered to 3 sec when i miss, i trade it for my GWF takedown.
    DF two 1st strike should be slower, blind players can still be striked by the 3rd.
    And so many things..:mad:
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