Starting a thread about the Whisperknife and the Scoundrel tree, in hopes of both advertising/recommending both the WK paragon and the Scoundrel path. Both of are currently the 'minor' choices in Live as well as Preview servers, but with the recent changes I believe it is more and more becoming a very fun way to play in both PvP and PvE.
Currently, the Scoundrel is showing the following unique traits:
Pros
■ It has superbly efficient CCs
■ It is the BEST in gaining the combat initiative
■ It is especially effective against classes that do not have inherent CC-break abilitiesCons
■ It has the lowest damage of the 3 paths
Empirically, it seems the Scoundrel is especially effective in fighting CWs, DPS DCs. It is also a lot easier to manage combat against HRs (although still the HR outclasses any TR)... I've been noticing this is because the HR does not have any immunities, and the repetition of small but tactical CCs would often force it to lose initiative. This is similar to how HRs are weak against CCs when they fight against GWFs or CWs, but unlike the
"one big, massive CC-burst routine" doctrine the GWFs and CWs emply, the scoundrel would be more of
"repeated, small but tactical CC routine".
In terms of combat support, it is supremely efficient and will guarantee it will just simply mess up any opponent that is being focused by the team. The"tanky" classes, you may not be able to fight and win alone. However, if you have a strong DPS partner with you, you can make sure that you can disrupt that particularly difficult tank so much, that he won't be able to last in a 2v1 or 3v1 scenario -- unlike how sometimes DCs or GWFs can easily withstand a 2v1 currently.
I've especially taken notice of how the scoundrel path works out with BOTH MIs and WKs. Truthfully speaking,
the WK scoundrel is almost everything I've ever wanted with the TRs as it is with version2 in preview. After all this time, the VP-centered build is alive again, and better than ever.
Here are some combat testing videos vs. HRs
※ Disclaimer: The combat testings shown in this thread is a result of friendly testings.
Of the two one of the HRs is an old-time player who've just returned from the game and is using old equipment and not much used to the current trends. The other is using PvE grade gear. I have no doubt if the conditions were equal I'd probably have been hard pressed.
I would make it clear that
I have no fantasies about how a TR might easily defeat a HR. As is with many, my opinion is also that the HR is currently the best and most powerful PvP class, and fighting one on par with yourself in both skill and gear level is an uphill battle.
The video shown here, is to simply showcase how a WK scoundrel might fight, in hopes that the watchers notice the mobile and agile
"in-and-out" style I've been constantly being trying to develop with WKs... and just what the reality is when it comes to the
"masterful CCs" aspect of the scoundrel path we've been promised by the developers. As you may observe, the fight style may become quite interesting and fun to play now, very different from both the Sab and the Execs.
Please watch with an open mind. Many thanks to the HRs who have cooperated and participated in the testings.
vs HR(1)
http://youtu.be/77EqTWpEQ5Y
vs HR(2)
http://youtu.be/vpzVQHT-LrA
vs HR(3)
http://youtu.be/_P86pNYWqa0
vs HR(4)
http://youtu.be/Prabvg-daWY
I would appreciate it if fellow TRs give it more time, and more actively join in with the testing, with an open mind, to expand and tweak the upcoming changes, instead of keep being too negative and refusing to move on from what the TR was.
Please give it a chance. Thanks.
Comments
Ultimately though, this does look like a really fun build for someone looking to do something out of convention that would require more involvement than standard stealth builds translated over to next mod. When fighting good HRs on preview with MI, I was pretty hopeless until I could pull off Bloodbath/PoTB while stealthed as sabo, but then it was just hiding till that point and a no skill win with that combo. If I were going to come back to the game, I probably would go with a build similar to this WK just for the challenge and to have more involved gameplay.
Hopefully the dodge gets fixed soon for more accurate testing, but it looks good.
Ultimately, I actually don't think the WK/Scoundrel would be a good 1vs1 material. But rather I'm thinking the "combat support" role in taking down previously "unkillable" (or rather, too tough/tanky/self-healing to take down alone) type of classes would be its ultimate mission.
If you've noticed, when you think about just the amount of one-sided attacks I could inflict on those HRs, the overall damage is actually very low... and both HR players weren't exactly the BiS/top-of-the-game types -- and even still the few attacks they land on me would deal more damage to me than I've dealt to them with 2~3 attacks.
What I do notice, is that when the constant harassment happens to HRs, who were always weak to CCs, I don't think even the BiS level players would be able to withstand the 2v1 or 3v1 scenarios as they currently can. Every turn, every move a daze is incoming in 5~10 second intervals.. and if there are other teammates already engaging the HR... I think it's going to have a very difficult time surviving that 3v1 when you can't dodge, you can't activate defensive buffs or use escape encounters.
I'll keep on testing and tweaking to provide more information to our TR players. Thank you.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
vs BiS CW: http://youtu.be/EtU0FBOX1Ws
This one's against a CW, 44k HP, 20k GS, 3 Legendary artifacts, a Legendary weapon and a belt. In the previously duel he quite easily dispatched of another TR who was much better than me both in skill and gear level. I was surprised to find that I had the fight basically going very easy, until the moment ay 00:23 where I used VP and not seeing any hit effects momentarily confused me. But I managed to regroup, and had the match until the final mistake -- activated Lurker's, instead of Hateful Knives.
The CW was kind and I kinda felt he was humoring me, and I'd probably have lost if he was sincere, but still, it was a good experience. It seems most definately, WK/Scoundrels have non-CC immunity classes at their sights, while quite weak against tough melees and other TRs.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
Build is pesky
- Raedon
That's marketing for ya *winks*
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
Aside from 1 shot build, or a support build (like this one), I haven't seen anything to suggest otherwise. While they would be effective, ultimately it seems stealth would still be the most effective node holding aspect of the game, especially for v2+ situations. Who really knows though, I don't even play the game anymore tbh. I hardly even PvP-ed since people started using glyphs, so I am outdated to have opinions here anymore. Maybe if I start playing again seriously at some point I will post again, but I seriously doubt I am ever coming back. Especially now that I see this absolute BS about off-hand artifact weapons. The game will always be changing too much or too fast or implementing too steep sinks or having too grindy content for me to ever keep up or have the motivation to keep up anymore. Especially now that im in classes full time again. There are a few games coming up in the near future I have my eyes on, but I reverted back to an older enjoyable classic to fit my PvP needs for now while I wait, and it seems they are very interested in improving PvP in the future.
I wish you guys the best. I hope some of you guys here can break through the top tier conformists someday and make them conform to you. I know you will given enough time and once you get fully geared. Bye everyone
That is sad to hear
But I've also experienced burnouts with games, and usually it took me a few months to cool off, mind my business elsewhere, until the interest is piqued and the fire lights up again.
Have a good break away from NW, and please do return after you've been fully recharged. Cya godly.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
They wouldn't. The changes to Dazing Strike with its excellent activation speed and superb cone from stealth, is absolutely the best thing that's happened to the TR when it comes to changes in powers. This AoE/cone daze brings up the survivability to TRs hugely. I can take on the tougher 3~5 man HE mobs, around 3~4 of them at a time, with DS and smokebomb, keeping up constant attacks to generate AP and fire off Dailies every 90~120s.
It's finally a reliable CC for the TRs both in PvP/PvE and those who tried it absolutely love it.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
I tryed myself this build but it just not suits me its kinda weak on 2v1 situations
Pleased to meet you Night.
Truthfully speaking, yes, the WK/Scoundrel is not a node-holder build. I'd like to define it's core function as a controller, and it's prime objective in PvP would be serious harassment and neutralization. If we can keep the DC dazed and confused so often, that's going to effect the whole team. If we target the CW/SW, then we neuter their team's ranged DPC/CC. If there's one of those cocky, superstrong GF/GWFs charging your lines, then you make sure the GF is dazed as often as possible and brings his shield down, and every time a GWf Unstoppable is finished, he'll spend that time being beaten up by our team.
...
(ps) In a 2v1, you always target the weaker. It's quite possible if it's a ranged/melee combo... then you usually lure the melee away from the ranged, and then use VP to teleport back to the ranged guy, and hit and run...if its TWO or more melees...
...then yeah. That's the part where WK is not so good. Weaknesses.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
I'm wanting to test run WK as scoundrel (been running purely MI on PTS). What are the pros and cons of it?
Sharra Del'Armgo - SW Trapper Hybrid HR
Ogghra Bar'Ghuzumn - MI Scoundrel TR
Vænna Thrymskjöldr - IV Protector GF
To provide my opinion:
Pros of the Scoundrel
quick repetition of short but tactical CCs
extremely opportunistic hit-and-run style
very flexible so it can be 'customized' and 'fine-tuned' to your liking: * need more damage? Use LB as your main encounter * want to maximize your single-target control + reasonable damage? Use Dazing Strike * want mass AoE control? Use an AoE encounter(like Blitz or stealthed Dazing Strike) with PotB ...all choices are viable.
deadly against classes without CC breakers
Pros of the WK/Scoundrel
every pros of the Scoundrel, are now applied from range
relative safety of ranged + Scoundrel CCs -- extremely versatile, WK mobility is a huge asset
one of the BEST classes in gaining
combat initiative -- all things considered, the WK/Scoundrel will always be able to act firstreasonably capable of flushing out enemy TRs in a TR vs. TR situation
powerful DoT - DHS - is now a reliable damage source
overall, gains a significant efficiency boost against classes previously considered difficult to stand up to with a TR -- CWs, HRs, etc..
Cons of the Scoundrel
relatively lower damage than Saboteuer or Executioner
loses efficiency against classes with CC breakers/immunities
timing of CCs (both Concussive Strikes and Skull Cracker) become crucial -- a mixed up rotation that wastes CC opportunities will quickly result in failure in combat
only offense feats are combatworthy -- defensive feats are largely lackluster
Cons of the WK/Scoundrel
naturally weaker against tough/high defense opponents, such as GFs or GWFs or DCs
lack of ITC means precise and flawless execution of combat planning -- any failures mean death. A successful execution of your plan will make the enemy seem like your playthings, almost making you feel invincible. However a small mistake could cascade down towards mass failures which make each CC attempts more and more difficult. You don't get second or third chances with a WK
as ironic as it seems,
other Scoundrels are the bane of its existencea single Skull Cracker proc on yourself coming from another Scoundrel is enough to decisively shift the entire game against you
all of the above points to one fact:
MI/melee Scoundrels are natural born predators of WK/ranged ScoundrelsThe DEATH SCENARIO for a Whisperknife
This is the worst-case, insta-death scenario when a WiSco(Whisperknife Scoundrel) meets a MiSco(MI Scoundrel)
Conditions
■ Misco has stealth ready
■ Misco has Skull Cracker ready
■ Misco has Deft Strike ready
■ Misco has Shadow Strike
■ Misco successfully lands a Deft Strike on the Wisco while out of stealth
※ follow the below sequences and imagine the carnage
Deft Strike: 5s of 80% slow. Skull Cracker procs.
You can't move away, you can't dodge4 x CoS shots to the backside: the moment DeftStrike lands, 4 CoS shots extend the daze by +2s within 2s.
The MiSco now has around full 4s of daze to exploit(slightly shorter depending on Tenacity level)while the the last CoS shot is being thrown, the MiSco enters stealth
2 x GC: two GC stabbed to the backside of the Wisco. These GCs receive a total of
50% damage increase from Low Blows+SkullCracker on TOP of the all the rest of the normal bonuses. Usually this by itself is enough to kill most WiScos under 40k HPWisco still alive? Misco throws Shadow Strike (even if he has much stealth left) --
another 4s daze extension. Slow and daze is about to expire -- slow expires but daze continues. The MiSco is a MI with 45% speed boost when in stealth, the WiSco is dazed, out of stealth, has no movement speed bonuses when out of stealth. A final GC to the backside of the dazed and running WiSco, and the game's set.Usually, if the MiSco pulls off this combo successfully, the fight ends in around 10 seconds. Got nothing to do with skill. In terms of game mechanics the MiSco has everything you need to kill a WisCo -- or rather, Whisperknives in general.
If the above conditions are met, and the Misco knows it, then it is literally (and poetically) "the inescapable clutches of death. This is not some skill level or play level we're talking about. This is mechanic-wise. It's not something you can escape with clever skill or anything. Once the sequence begins, a Whisperknife is just dead.
The way it is built, a MI/melee Scoundrel is just walking, breathing natural born killer to all Whisperknives, be they Sco, Sab or Exec, and the only thing that can save the WK in that situation is one of the following:
■ humongous GS difference in favor of the WK (like.. 8k vs 18k level of difference)
■ by pure chance, incredibly lucky streaks of deflections
■ the WK discovers the Misco early, and successfully lands a VP(mark) before Deft Strike lands
■ use of Oghma's Token of Free Movement
The best way for a WK to defend itself from this death scenario, is to never let a situation happen where you'd be hit by Deft Strike from a Misco -- not even once.
If you want to kill Whisperknives, play a MI/melee Scoundrel.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
By now, getting extremely annoyed of people who keep repeating that the new TR's a joke, and it's too weak, and blablabla among a zillion more complaints and whines about how they want their old "DF spam from stealth" back.
Series of PvE videos to show you don't frickin' need the stupid, archaic, outdated, and brainless DF spam from stealth to do well in PvE.
Honestly, at this point all I'm thinking is perhaps some people don't want their egoes hurt when they find out they can't do jackshi* in PvE without being able to endlessly spam DF smack in front of mobs that don't move, don't fight back, don't do anything, because it can't see you... Yeah, That must be it.
Anyhow, enjoy what the Scoundrel can do.
1. AoE Damage Showcase: http://youtu.be/0GOwTKHPaZs
2. Fast AP gain + Superb Life Steal: http://youtu.be/do36-IYbYIU
3. Well of Dragons: Thwarting Sacrifces: http://youtu.be/-L_lbn4JakI
4. Well of Dragons: Thwarting the Hoarders: http://youtu.be/ryiPbg-bZL0
5. Well of Dragons: Thwarting Cult Patrols: http://youtu.be/Mt_B4krxQLg
Ice Wind Dale, WK/ranged Scoundrel
■ Merchant in Distress: http://youtu.be/IwZTLUYr4Yc
■ Marauding Barbarians: http://youtu.be/DStv2_qq7cM
■ Yeti Rampage: http://youtu.be/heJ0RYiBuO0
■ Captured Prospectors: http://youtu.be/XlwEyOJ1GoA
Ice Wind Dale, MI/melee Scoundrel
■ Ancestral Ceremonies (Pt.1: Phase1): http://youtu.be/8KFylMgMAAQ
■ Ancestral Ceremonies (Pt.2: Boss): http://youtu.be/FcJo25-sQAs
■ Marauding Barbarians: http://youtu.be/-ecVjB7VtzM
■ Merchant in Distress: http://youtu.be/GoAsIRBaHWc
■ The Totem of Auril: http://youtu.be/GsoMf7y6kRo
■ Use of AoEs: http://youtu.be/5OLAfaFxf_k
"Weak" my <font color="orange">HAMSTER</font>.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
By now, getting extremely annoyed of people who keep repeating that the new TR's a joke, and it's too weak, and blablabla among a zillion more complaints and whines about how they want their old "DF spam from stealth" back.
Series of PvE videos to show you don't frickin' need the stupid, archaic, outdated, and brainless DF spam from stealth to do well in PvE.
Honestly, at this point all I'm thinking is perhaps some people don't want their egoes hurt when they find out they can't do jackshi* in PvE without being able to endlessly spam DF smack in front of mobs that don't move, don't fight back, don't do anything, because it can't see you... Yeah, That must be it.
Anyhow, enjoy what the Scoundrel can do.
1. AoE Damage Showcase: http://youtu.be/0GOwTKHPaZs
2. Fast AP gain + Superb Life Steal: http://youtu.be/do36-IYbYIU
3. Well of Dragons: Thwarting Sacrifces: http://youtu.be/-L_lbn4JakI
4. Well of Dragons: Thwarting the Hoarders: http://youtu.be/ryiPbg-bZL0
5. Well of Dragons: Thwarting Cult Patrols: http://youtu.be/Mt_B4krxQLg
Ice Wind Dale, WK/ranged Scoundrel
■ Merchant in Distress: http://youtu.be/IwZTLUYr4Yc
■ Marauding Barbarians: http://youtu.be/DStv2_qq7cM
■ Yeti Rampage: http://youtu.be/heJ0RYiBuO0
■ Captured Prospectors: http://youtu.be/XlwEyOJ1GoA
Ice Wind Dale, MI/melee Scoundrel
■ Ancestral Ceremonies (Pt.1: Phase1): http://youtu.be/8KFylMgMAAQ
■ Ancestral Ceremonies (Pt.2: Boss): http://youtu.be/FcJo25-sQAs
■ Marauding Barbarians: http://youtu.be/-ecVjB7VtzM
■ Merchant in Distress: http://youtu.be/GoAsIRBaHWc
■ The Totem of Auril: http://youtu.be/GsoMf7y6kRo
■ Use of AoEs: http://youtu.be/5OLAfaFxf_k
"Weak" my <font color="orange">HAMSTER</font>.
(ps) need tips, explanation, walk-through, don't hesitate to ask.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
PvE Videos of, using Tenacious Concealment
The use of the Tenacious Concealment class feature, along with the off-hand artifact weapon power augmentation, provides a total immunity to stealth meter, against incoming hits.
The result, is a bit slower, but reasonably reliable restealth option that guarantees you a stealth, despite numerous attacks from enemies.
Ofcourse, this isn't as powerful as Shadow Strike, which you can use anytime. There are limitations but honestly, one's an encounter power, the other's a natural stealth regeneration.
Observe the results:
■ IWD/Merchant in Distress... without SS: http://youtu.be/c0oxFn5f4pg
■ IWD/Captured Prospectors... without SS: http://youtu.be/gL0IhYiqQeU
※ made a boo-boo, and had to use one healing potion
■ IWD/Corrupted Wolves... without SS: http://youtu.be/iRicddZpQX0
※ Features showcase of how melee mobs are putty at your hands
※ Fighting 16 corrupted wolves all at once, from 01:54 of the film
※ Took about exactly 5mins, so that would be 3.2 wolves killed per minute, I guess
Like I said, restealth issues are over -- if you can accept the small bit of a trade-off where you give up one class feature for TenCon. Honestly, both in PvP and PvE, its totally worth it.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
I think it'd be possible to run that setup as MI scoundrel, too. (Question of swapping tactics for skillful, but hey) The only difference would be CoS instead of DHS.
I'd like to see a few solo scoundrel targets - 1v1 vs boss or large targets. I would think setup would change a bit to dazing, WR, and deft, but I'd have to run a few to check.
Sharra Del'Armgo - SW Trapper Hybrid HR
Ogghra Bar'Ghuzumn - MI Scoundrel TR
Vænna Thrymskjöldr - IV Protector GF
My only worry is that we're doing the same as other classes but slower, do you have an idea on how much would other classes take to to those?
I'll give preview another test today to see the new at wills and the new dodge.
BTW is that weapon offset artifact too hard to get? I'm also worried that it's going to be an option just for "lucky" enough people to get it as a random drop with a 0.00001% only by getting a "great success" (which is hard for me on live) in a HE.
no great success involved. you just need to end the tiamat encounter and open the final chest.
dunno the drop rates tho
While sometimes you can let people get under your skin, I have to say overall I am a fan of your work. My current live TR is WK due to you and Pandora. I'm excited to see how the WK can grow in the new stuff as well.
With the updates to VP, I've actually been contemplating a mobile type of TR. VP, Deft, SS or dazing. Something that literally doesn't focus on any one character and make them all wonder where you're going to be at. VP mark 1 person, deft to another, hit them twice, just as the daze fades, VP tranport to the mark to hit them, kick them around some and then stealth or hit the dazing strike to throw them both into chaos. DhS from the shadows which is a major tick of damage with the 100% crit and possible to get 90% severity. None of the tools I mentioned have a high cool down so you can start zagging around the area again.
This is mostly PVP obviously, but it does work in PVE as well, each teleport makes mobs lose focus, disrupting attacks. Even with the further range on dodges, it doesn't matter as 2/3 of the encounters is defined for getting back to something fast.
Anyways, my 10k TR isn't into IWD yet.. 4 more days. I was hoping to get your thoughts on that sort of set up and if my fantasy style vision would actually hold up to in play... if you're willing to test it?
Thanks!
vs BiS GWF/sentinel: http://youtu.be/-wr9hUm_vYQ
■ Overview
This one is a fight against one of the more well-renowned BiS level GWFs in game. Reviewing the film, it was a very equal fight IMO -- while I dictated the fight under my terms most of the time, the GWF had its incredible resilience and burst capacity going for him. It meant one single mistake would result in serious problems. Luckily, I was able to manage it well enough, and I'd dare say slowly but surely the fight was going my way.
Unfortunately, I've made one mistake along the way... the failed "Supercombo" at 1:46 of the film -- using the combination of Skull Cracker effect, Hateful Knives damage + prone, and a finisher Encounter power -- it's a true-combo in the fact that it cannot be escaped during the middle. It deals around 30k damage to even 60k HP GFs... (should have just used it earlier, instead of try and move to better position...)
That and some hard-to-understand circumstances abruptly ended the fight with my loss. Technically my SF didn't proc, but Papa thought it did and declared a win, which I don't have any objections with. No problems there. I'd probably have lost anyway.
What I was a bit puzzled about, was during 02:20 and the following 4 seconds, some things happened. I must confess I don't know much about the GWF classes as I've never used them, my experiences is limited fighting them, usually at a very disadvantaged position in the previous modules. If somebody does know what happened, please tell me. I'm scratching my head here..:D
Observe the moments 02:19~ 02:20 of the film. Papa goes into Unstoppable. I didn't see any intimidation powers activating, but suddenly a 9k damage comes in. I'm wondering just what exactly it was. Is there some technique to cancel the intimidation power animation (but still retain its activation) by using Unstoppable at the same time?
Then, in 02:23 of the film, I see intimidation power activating, but I clearly thought it was a safe distance. But then the 20k hit comes in. Seeing how my VP throw action lagged... could it be this was due to net latency? The distance seems way too far for inti to hit... I'm a bit puzzled.
Overall, Papa showed what great GWFs can do, and it was another insightful experience. However, despite the loss, I was also greatly satisfied at the calibre of how my TR could operate at.
■ Technical Pointers
1. New Dodge = AWESOME!!
I'm also greatly satisfied and pleased with the dodge changes. I'm running a high-stamina regen build currently, and for me it takes about 4 seconds to regenerate stamina for 1 dodge. In the film, you can truly see what "mobility" means for TRs.
※ The trade-off is that I sacrifice regen for it. Seeing how the "creed" of WK/Scoundrels, is "to control, to dictate, to never lose initiative of a fight", I'm thinking it might be possible to finally let go of the old regen=pvp concept, at least for WK builds. I'll have to test a lot more though.
2. CoS Changes = AWESOME!!
Also, when seeing the film one might also notice that CoS is actually way better for me to use now. The potential benefit of having infinite charges, at least for my style, greatly outweighs the loss in damage. You don't use CoS for big damage. CoS is for supplementary damage, harassment, and for slows(with the ToGD artifact weapon) You probably also see me using CoS from stealth -- its because in those conditions I was confident I could get away with stealth ending early.
As a matter of fact, WKs/Scoundrels -- although in short bursts -- can actually choose to fire off EVEN HIGHER DAMAGE CoS than before (!!!) No bullshi*. All true. I've find out the technique by studying more possibilities with Scoundrels. It lasts for only 6 seconds, but try remembering how long the old CoS lasted. In other words, I can fire off a 8 shots of CoS that greatly outdamages the 8 charges of the old CoS. Anyone interested, and I'll also make a video of it. Anything to help fellow TRs.
3. VP WORKS!
Watch 00:36 where the VP I've planted really did get me out of a CC in a very quick way. VP now really works.
4. Tenacious Concealment + Offhand-artifact = MUST!!
Just counting all the stray hits happened in the fight, if all of those hits damaged my stealth, my game would have been over really quick. Now, I dare say TenCon + Offhand-artifact, is a must. It trumps every other class feature in its usefulness. If you want to PvP, you need this. No exceptions.
Overall, WK? Scoundrels? Totally viable. TRs? Totally works, at least in PvP. So please, fellow TRs, don't listen to people with too much negativity. Don't give up. What the developers have given to us TRs -- it's a blessing. You gotta realize that.
Thanks again to Papa and all the wonderful players of EoA who've played with me today.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
Thank you for your kind words.
If you're seeking mobility for your TR -- look at the video I've posted above. mod5 is a REBIRTH for Whisperknives. If possible, I'm going to slice and dice every single bit of my WK/Scoundrel playstyle and tactics, and make videos of the techniques I use. There is so much to be discovered with WK/Scoundrel. It's plain amazing.
It's ofcourse, got weaknesses. Some of which I notice is:
■ very poor vs. DCs (enough damage to overcome regen of fighting classes, but not enough to take down healers)
■ 50:50 vs GF/GWFs, but needs precision gameplay (one mistake, and its over)
■ average/slightly disadvantaged vs. MI TRs (ITC adds a whole new varaible to your fight, which often goes wild)
■ death.. when meeting MI Scoundrel TRs (they're just natural predators for WK/Scoundrels. Exceptionally difficult)
Overall, my view on mod5 PvP is that there are no absolutes. Many powerful builds now have their "natural predators", and these predators are in turn, also prey for others, so I don't think there is an absolute king of PvP.
Please enjoy. Thank you.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
I'm guessing the GWF could probably do 16 wolves a lot faster. Perhaps a HR too? Not really sure though.
In the preview, they sell it for free at the Wonderous Bazaar!
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
It s not like you miss the gear.
rayrdan, for the longest time I can remember, fighting a GWF was always like that.
As a matter of fact, fighting any "heavy melee" class with a fast, technical, "light melee" class was always like that in any game I remember playing! The big guy's got the the defense, HP pool, mega-damage, the smaller guy's got the speed, agility, and tactical flexibility... Honestly, I don't see a particular problem with this.
(ps) I still don't understand what, or how it hit me that finished the fight instantly though. Did it look like net-latency issue to you? Anyone who knows what the source of the 9k hit is, or how I got hit with inti from that range in the last hit, please let me know!
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'