Played SW Archer and Trapper. I can honestly say I have racked up massive AoE damage in both specs. The only differences: archer relies on staying far away whereas trapper (my style) relies on roots, serpent, and master trapper for permanent CDs and maxed powers. I find SW trapper is actually quite deadly, as SW is far…
damnacious, It's been a pleasure. Of all the class advocates I have contributed under, you have given the most time and best work. I applaud you for your dedication to the task and the integrity of this class. You will be missed as our CA, but I hope to still see you here, contributing and sharing with the best. To our…
Nub? Hah. It's no fault of GWF. GWF is a liminal class. It lies somewhere between TR and GF in terms of melee role - it doesn't have enough damage to compensate for its relative lack of defense and vice versa (kinda how HR is unless you really munchkin it or play mod4 combat path). I still hold that doubling over the GF…
Hmm... Well, with this build.* Split Shot to pull * Thorn ward in the space in front of me * Rain of Arrows on me * Split the Sky on me Rain of arrows really is your damage/lifesteal power. Whenever I'm soloing, I usually just drop it on myself to cover whoever is closing. The only mobs I really had a hard time beating…
I'm with Gabriel (except on the eLoL - haven't bothered to unlock those yet). I've found that trapper can excel at AoE DoTs. Single-target takes a bit more work, but it's feasible nonetheless.
I find that the trick to using RoA is not to make it your first shot. Open with StS and TW. Then, after the GF has pulled, drop RoA on top of the GF. If you're playing with a CW/DC/SW who's blasting errbody across the room, I'm sorry. I've got nothing for that, but to shout at the CW for being a selfish DPS pig.
I use CB mainly for the debuffs and its closing ability. SE, I haven't tried in a while, but the new changes make it more usable. So, it depends on whether you want to go with boss management/debuff or killing it faster.
PvE MI Sco here. SF and CoS for me. DF hits still too slowly for my liking. So, I'll stick to something that still hits reliably and that now debuffs DR, too.
Personally, I prefer MI to WK. I run MI scoundrel and, to my feel, it hits faster than WK. Also, I couldn't quite get a feel for WK anyways (rogues have always been melee for me, so I work around that basis). There are pros and cons to both (DHS and VP for WK, ITC and Skilled Infiltrator for MI), but it all depends on the…
yeah. I don't know why we can't just get a flat 5% for deflect and LS. it'd have been nice, too if they put some dr debuff in the sco tree, but they didn't, so it's the hybrid life for me
I second mauve's stealth refill idea. also, Bug: Smokebomb There is a short (~1 sec) delay between activation animation/sound effects and daze/damage Please fix this, it slows down the scoundrel gameplay
Just theorycrafting, but thorn ward should help - it auto targets through stealth (or it did, anyways). From there, you can follow the ticks. Of course, a good TR will just stay out of the red dot, but it's a start. If you're a trapper, you might be able to catch them while they're visible (definitely vs scoundrel -…
Hmm. in Mod4, I'm using dazing/deft/WR as a scoundrel with courage breaker when it's up. The hard part is keeping track of the red dots, but dodging back out, CoS, then CB or deft in to resume DPS seems to work pretty well for me.
Agreed. Also, all of the HR drow sets have very narrow stat selections. It wouldn't hurt to spread out from 4 stats to 5 for the archer's and naturalist's sets (Especially as neither is really optimal for the specific trees)
Yeah, most encounters end stealth (unless specified). At-wills are being changed to drain stealth (need to drop from 15 to 10%) I would guess dailies would end stealth, but I rarely cast them from stealth.
What I also noticed is that each tick doesn't register as an individual attack, so if it crits, all ticks crit. If not, then not. It's completely opposite to DF and PotB.
Oh yeah. I know a TR isn't a CW. I know this even from playing both in P&P. I just like that TRs in the middling-range GS (I'm sitting at 14.7k), non-permas (I'm a utilitarian wrt stealth), and MIs actually have some viable options to solo HEs when no-one's around, because we all know those IWD HEs hit like trucks.
So, just an observation on the new smokebomb: Kweassa, Rayrdan, and K9madrush all like it and all agree on it. Either hell just froze over or it was actually a good change.
Aight, so: Feedback* Smoke Bomb - Damage added is just about right - slightly less than SF, but enough that, when dodging away, significant damage is still rolling in. Unfortunately, I had a few misfires with the power. Any time I hit SB then either rolled away or proceeded to use other attacks, I got the sound effect…
That's the page I was using. I just went with the PvE sets for now. There are 5 4-piece sets and 10 different 2/2 combinations, each with 2 different permutations. Mod 3, 4, & 5 sets aren't going to be on the list as the gear doesn't homogenise the stats, making for a painful number of permutations, despite only 28…
Yeah, it used to be that Constricting shot was a series of microstuns/disrupts (pre-mod 4). That, aside from disruptive shot was HR's biggest tool vs CW cc. Now, it's disruptive shot, maybe boar charge, and speccing for melee. Melee is able to proc heals off deflects, stack deflects, and stack life steal. If trapper did…