admittedly i stopped playing a while ago but i remember this dungeon as the most challenging t1. i had success with several pugs but many more failures. the general strategy was: have someone tank the boss -> GF or GWF ar ebest at that, TR can do it but is generally more useful elsewhere deal with hellfire magus ASAP ->…
"Why not simply: "If you die (or suicide) in a dungeon, you end up at the last campfire you touched, instead of the nearest one." it still allows running through a thousand mobs and letting yourself die as you reach the desired campfire
i once posted a very good solution (imho) to most dungeon skipping but got totally ignored... they only had to make it so campfires in dungeons are only activated by: -A interacting with them (with F) -B being out of combat during A 50% or more of content skipping solved.
if you're still leveling just go for whatever gives you higher stats which is generally pretty easy to see, +100 power or +100 crit or +100 armorpen are roughly the same thing if you only need to go from level X to level X+5. the problem comes when you're at level cap and start hitting diminishing return on stats but by…
i remember that fight as a real mess since... ever, but since then rogues got their damage cut by 60% and gwf by 50% or more as well. no wonder a dps race against a healing spambot got much harder.
i'm pretty sure repel gets affected by game physics more than you could guess at first. i once had an enemy hit almost at the same time by a divinity channeled sunburst and repel nearly fly the entire lenght of hotenow map, i think we lost that one out of laughter-disable.
still won't work on every rogue, more stealth-focused ones can slot a class feature that reduces the stealth loss from damage by 90%, they'll lose on other useful features of course but makes your encounter even less reliable.
you only need to contest a point to deny your opponent income, capturing isn't always necessary so long as the rest of the points are yours or at least 1/1 and your team is ahead. also you can come back to a point before it's capped even when you die in favorable situations.
it's not a problem with the class it's how the game is designed. gear matters in pvp, if you're looking for a standardized gear game then you're looking in the wrong place. if your gear isn't up to the task... gear up and they'll be much much less immortal. remember you don't need to kill your opponent to "win" a match…
except every class can kill any other with comparable gear and good spec. as many have said the fact that "you" can't doesn't mean it cannot be done. i have killed good sentinel GWF on my cleric for crying out loud but my cleric is specced specifically to do pvp. if your CW can't kill a sentinel GWF 1v1 it means either or…
the one time my group decided to clear all the adds it took us 30 minutes... they eventually stop spawning but it takes forever. the trick to having them despawn is that a dwarf npc keeps on fighting after you wipe, wait for that one to die and the adds will despawn (it takes a while for him to go down however if not many…
the thing with tenebrous on a tr (or any other class really) is that it allows you to spec, gear and play in a totally different way than non-tene rogues. a non-tene rogue has to focus on crit, arpen, and power + high damage encounter powers and run a high damage spec. or play a stealth-focused spec and deal much less…
i can answer from the tr perspective... the problem with gwf (and gf) is that i need time to kill one while if they catch me i'm it's run or die (and running from a gwf isn't exactly simple unless stealth is up). look at it this way: the tr has all the tools to lead the fight: stealth, range, rolls, ItC, they -will- be…
take a look at games like gw2: every player in pvp has access to every single best piece of equipment the very moment they step into the pvp area. you know what? it gets old very very fast. "unbalanced" pvp is just more fun to some. if you want perfect balance pvp look for another game. (ps: no i don't run around with full…
i'm pretty sure the change in deflection severity from 75% to 25% was purely to "make things more clear" and doesn't change what TR deflection does. or am i missing the point of the piture?
my usual reaction to frontline surge is knowing it's coming and pop ItC. it takes prediction but it generally gets you a few free hits while the GF is screaming OMGHAX in his mind. problem is the TR can roll through most GF attacks with a bit of prediction, pop itc, play from range and so on but as soon as you make a…
don't get me wrong, i love ItC and it's a staple to me in pvp, however in this specific setup i'd give it up for shadow strike... can't really give up on the other 2 encounter powers or you won't have enough to actually hit the opponent.
i'd probably not use the +10% power when using ItC feat (because +10% power for 5 seconds is pretty bad imho, different story if it was +10% damage) and skill for something else instaed, before the nerf i'd say +20%AP gain while stealthed now maybe dazzling blades? or speed swindle i'm not sure. other than that yeah it's…