I'm curious about how WK TRs will perform in PvP, build around DH (Disheartening Strike) in mod6?
Because currently on live server any high GS opponent speccd on PvP will just regen the DH DoT away, which makes the whole WK spec nearly useless and forces you to go MI for more survivability.
With the new regen changes in mod6 it should become more viable again in PvP.
Anyone tested it on Preview already? (Would do it by myself, but PC is dead atm)
Would you go for executioner or saboteur to max it out?
And enchantment would probably be vorpal!
katbozejziemiMember, NW M9 PlaytestPosts: 856Arc User
edited March 2015
WK, viable? In case you didn't notice, all powers got a 4th rank which makes the MI paragon powers and features even better while the WK ones remain as HAMSTER as they were before.
While I like the scoundrel, with the new changes I am seeing the saboteur as a far superior precision/single target dazer. If they reduce the daze of shadow strike (and maybe if they make it so that it doesn't fire the scoundrel capstone -- but only when it is dazing and not when it wasn't) then it might be different. With these changes on pts the sab can effectively daze better than the scoundrel. Now if you need short/random interrupts on multiple targets the scoundrel is still superior in this regard.
I also agree that they need to fix VP so that it actually works. Nothing more annoying then to see it in the ready state for an escape but greyed out and giving the "unable to use" message when you try to use it under a control effect. I also dislike how it seems so finicky at times and will spend itself and not activate because a target has a foot outside of visual and such.
Personally if it were me I'd still take sabo route with it, especially since scoundrel got nerfed for PvP.
Although, I did not hear about the DS damage being halved in PvP. With that, I wouldn't chose it over MI. Keep in mind that overload enchants will be available on PvP stealth gear next mod too.
I'd say it'd be a nice option if the damage wasn't halved and it still certainly will be more viable in more advanced PvP without regen, but it would just be incredibly more difficult to manage compared to what you would be capable of with sabo MI survivability with being able to prioritize DF. If you are up for the challenge and can play it right though, it will be very lethal.
Comments
which is kind of a good thing...TRs already have way too many useful tools on their belt
MI is still leaps better than WK though
don't kid yourself
Whatever helps you sleep at night.
I also agree that they need to fix VP so that it actually works. Nothing more annoying then to see it in the ready state for an escape but greyed out and giving the "unable to use" message when you try to use it under a control effect. I also dislike how it seems so finicky at times and will spend itself and not activate because a target has a foot outside of visual and such.
Although, I did not hear about the DS damage being halved in PvP. With that, I wouldn't chose it over MI. Keep in mind that overload enchants will be available on PvP stealth gear next mod too.
I'd say it'd be a nice option if the damage wasn't halved and it still certainly will be more viable in more advanced PvP without regen, but it would just be incredibly more difficult to manage compared to what you would be capable of with sabo MI survivability with being able to prioritize DF. If you are up for the challenge and can play it right though, it will be very lethal.