Today I’d like to talk a little bit about the Trickster Rogue in Module 13, because it’s one of the classes that received some tweaks in Neverwinter’s Lost City of Omu. It wasn’t a full balancing pass, but enough that we can discuss the current standing in the meta and PVP. Next to a few important bug fixes, stealth capabilities got enhanced, and some powers now deal slightly more damage. So what changed for the little stabbers along the Sword Coast?
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The Trickster Rogue in PVE
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In PVE, the TR’s performance is far better than the reputation. As shown by Galactic Underwear in the video, Trickster Rogues are more than capable of carrying DPS in an endgame party right now. But then again: All “bis” DPS are when accompanied by OP/DC/DC/GF. The meta basically consists of four support toons plus whatever. The fifth slot barely moves the needle, at least not significantly. If you’re going for record runs, it might matter whether you complete the Tomb in under 15 or 20 minutes. But in the everyday farming, most parties are very much satisfied with sub-30 runs, and that can be done within a multitude of compositions. So the fact that the DPS slot is not the most important one to fill right now certainly opens up possibilities for Rogues.
Most people probably still agree that the TR needs some help in PVE. It’s not so much the endgame viability as the fact that other classes are a tad easier to play, and are more powerful on lower item levels. It however certainly feels like the sum of small fixes indeed improved the situation for the class a little bit. Especially the fixed/changed Shadow of Demise is very powerful and that skills now correctly proc all enchantments and other stuff helps a ton as well.
One thing the devs definitely have to address going forward is build diversity. In PVE there’s pretty much still only one viable one. Whisperknife is an afterthought at this point and you can’t really feat into anything else than Executioner as well. While only having one build is no TR exclusive issue, it would still be nice to have some options here. Other classes like Control Wizards and Scourge Warlocks can at least easily grow into a support role when they have trouble finding groups as DPS. Rogues are much more limited.
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The Trickster Rogue in PVP
In PVP in the meantime, the devs continue to struggle to really balance our little stabbers as well. Right now the reworked Shadow of Demise is so overpowered that it hardly makes sense to enter the arena with another class. That’s talking “bis” competition level, but the situation seems to be pretty bad nonetheless. It probably also doesn’t help that perma builds are getting more popular as well with the stealth upgrades. While the conception of Shadow of Demise obviously simply doesn’t work for PVP right now, it’s not so easy with stealth. It’s a really interesting and unique ability that should have some situational use especially in player vs. player combat. But so far I feel like the devs never have figured out how to utilize stealth in a reasonable way.
In the upcoming full balancing pass, it’s going to be pretty interesting how the devs are going to deal with TRs. The class needs more roles in PVE and a better approach in PVP as well. Especially Whisperknife requires a full revival. The concept of a “ranged” Rogues never really worked and the Paragon only had five minutes of glory, if at all. It’s especially annoying since the class has great tools to play around with. Stealth, Control, and Damage should be equally accessible without making it possible to combine them to an annoying powerhouse.
Overall I think the state of TRs has improved slightly, but there’s much uncertainty with a bigger balancing pass still on the horizon. What’s your take on Trickster Rogues in Module 13? Share your thoughts in the comments below or visit the corresponding thread on our message board!
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