The only class that stands a somewhat good chance of winning a control wizard that is as geared as the same control wizard is their overpowered contender, HR
can you formulate it in other way, i will help you: you are the only GF, GWF player that is not able to construct your class and that not skilled enough to not have a better or a 50/50 match again CW and that think that competing again one of the top actual CW pvp player (with the actual CW in live it really something) should end up with always your victory
can you formulate it in other way, i will help you: you are the only GF, GWF player that is not able to construct your class and that not skilled enough to not have a better or a 50/50 match again CW and that think that competing again one of the top actual CW pvp player (with the actual CW in live it really something) should end up with always your victory
You assumption is incorrect, i am a gf and i do beat control wizards on live, yes and i also beat cw on the test shard because i build a daily before the fight and then use my DC artifact to use villains menace back to back. if i dont kill the control wizard within that time period as in the deflection and their shield and dmg not resistance and a lot of my crit, if i do crit. I can win them. But after my daily wears off i cant frozen, and then repelled. and then while icy terrain is on the ground also helping to build their frost stacks, i get frozen again, mind you these aren't the shorter length cc from live, these are long CC. I cant block the frost stacks so i must attack and interrupt them but if though i do i will be forced to get into icy terrain and then i prone the control wizard with bull charge and i get frozen also. he stands up and uses entangling force on me because i am unfrozen and then he pops oppressive force and mind you while all of this is happening assailant force is ticking away at my health.
It has some factor to do with skills but the problem is that as a gf you cannot guard frost stacks and now that the cc is so long, once you are caught you are dead. it is a very easy fight for a control wizard. You seem angry but i know how good i am. i pay attention to everything and dont let the control wizard even dodge my attacks. the only way to win is to get a huge burst on the control wizard with villains menace but that doesnt happen often because of shield and i crit for 3k as conqueror.
Listen you can lie and try to say i suck but i know i dont. I have found out that i can never kill a control wizard with just one daily. i did to build and use 2 dailies back to back for cc immunity.
AND WITH ALL THESE HAPPENING SEVERE REACTION IS PUNTING ME BACK MAILES AWAY.
You assumption is incorrect, i am a gf and i do beat control wizards on live, yes and i also beat cw on the test shard because i build a daily before the fight and then use my DC artifact to use villains menace back to back. if i dont kill the control wizard within that time period as in the deflection and their shield and dmg not resistance and a lot of my crit, if i do crit. I can win them. But after my daily wears off i cant frozen, and then repelled. and then while icy terrain is on the ground also helping to build their frost stacks, i get frozen again, mind you these aren't the shorter length cc from live, these are long CC. I cant block the frost stacks so i must attack and interrupt them but if though i do i will be forced to get into icy terrain and then i prone the control wizard with bull charge and i get frozen also. he stands up and uses entangling force on me because i am unfrozen and then he pops oppressive force and mind you while all of this is happening assailant force is ticking away at my health.
It has some factor to do with skills but the problem is that as a gf you cannot guard frost stacks and now that the cc is so long, once you are caught you are dead. it is a very easy fight for a control wizard. You seem angry but i know how good i am. i pay attention to everything and dont let the control wizard even dodge my attacks. the only way to win is to get a huge burst on the control wizard with villains menace but that doesnt happen often because of shield and i crit for 3k as conqueror.
Listen you can lie and try to say i suck but i know i dont. I have found out that i can never kill a control wizard with just one daily. i did to build and use 2 dailies back to back for cc immunity.
AND WITH ALL THESE HAPPENING SEVERE REACTION IS PUNTING ME BACK MAILES AWAY.
the main reason you are actually able to completly beat CW while having more difficult in test server as nothing to do with change neither assaillant. the main reason is the corrected bug about armor pen that is not apply for most of wizard spell on live . that why wizard have actually so much problem in live and why simply counting of damage resist to fight wizard to nullify damage from wizard. That mean you have to rethink your GF or GWF and stop counting exlusivly on DR to win and have easy fight, you have to rethink your build, you have to understand how CW power work, and you have also to rethink your campaign gift. i already find at least one way with GF to destroy some CW build (i really mean destroy with really big winning chance). But you have to find and also what you want to do with your build
if you not get it 1000 80% DR on live with let say 25% armor pen from CW = 1000*(1-0.8) =200
same in test with armor pen working: 1000*(1-0.8+0.25)=450.
When you see some players are worrying about fighting with CW, that means the change to CW is in the right direction!
Finally, Control Wizard's title is starting to mean something. Good job, GC!
yup and the last change not implement yet on test server are not big change and will more give to renegade than the two other. Once the bug corrected on alacrity(opressor way t4) it will give really 3 differents kind of playing with the non damage full control opressor, the over time damage thauma and the one shot crit debuf renegade and each will be strong against some build but more vulnerable agains other kind of build
When are the latest changes to CW's going to the preview shard? As it stands now, my renegade is dead and a thaum does half the damage my renegade does on live. Both are unacceptable. I am eager to test the changes and decide whether to continue investing any more time into my Wizard. Update please.
When are the latest changes to CW's going to the preview shard? As it stands now, my renegade is dead and a thaum does half the damage my renegade does on live. Both are unacceptable. I am eager to test the changes and decide whether to continue investing any more time into my Wizard. Update please.
This update is primarily to test some performance and stability changes in a more live and busy environment. There is still currently a planned update for later this week that will have other gameplay and polish fixes.
So probably tonight or tomorrow .
0
ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
edited August 2014
Hopefully soon, because they're a pretty substantial change to everything.
They should have good cc, but they shouldnt be tanky, hit hard, and have good cc.
yup and they aren't, if we want good cc we have to take oppressor and control feat that not do damage, tanky sorry but we are not tanky not at all shield only give a little more def but mean 1 spell blocked, hit hard mean using spell that hit hard and are poor or no control spell and imply to build or the actual thauma with over time spell that will be good against melee or the future renegade that will be better against ranged with one shot high crit spell. you are simply actually doing a melting pot of the 3 tree available in CW and simply apply a reasonning that we can take all the 3 tree at once
Yeah in module 4 you are probably going to have to think about using Thaumaturge for damage or Oppressor for control , there are a couple of changes coming this week hopefully that might increase Renegade DPS quite a lot but Shard is not going to be adjusted anymore unfortunately.
I've heard new EotS will help Renegades. Can someone explain to me how?
I imagine it will just increase their damage output but I agree that it probably won't be enough to make you choose Renegade over Thaum , did they add a patch last night with the EotS and Storm spell changes or didn't it go up yet? I wouldn't mind trying the changes out just to see.
Gcrush mentioned that the reason this encounter was nerfed is due to the fact that shard outperformed several encounters in many situations on Live and is essentially BiS or always a better option than slotting a single target encounter at times when single target powers should be better. With the nerf, the encounter has been taken to a complete opposite end of the spectrum, an extreme low, where shard is never a better option in place of another single target or aoe encounter.
Actually not that much.
SotEA is currently the only encounter power that provides AoE prone for an amazing time. On PvP if you use it on tab you can provide the same damage as any other power on single target, such as Chill Strike.
In my opinion the problem with this power right now is that using it on tab makes you feel like it's just "another power" and not "The Power in the Mastery". It feels unworthy to use on PvP because the CD is too long and consumes too much of our tab mechanic potential, while if you use it in a normal slot it's terrible to be managed on PvP and consumes too much time to be finalized on PvE for such a low reward.
In my opinion, I don't feel like this power lacks on damage if you use it properly, the problem is that it takes too much time to do so and if you're unlucky it can be useless due to Control Immunity.
My suggestion is to make this power on normal encounter slots be like the Mastery version, and in the Mastery slot... idk.
We all have our opinions on the planned changes, but I'd suggest we test them first, parse some combats against different classes + PvE.
My surface impression of it: The powerful EotS should be Renegade-specific and accessible through feats. As it looks now, it's obvious that MoF is behind. But then again, Smolder procs Assailant. Is it worth choosing MoF over Spellstorm? Probably not. Is the crit boost from the new EotS worth choosing Renegade over Thaum? Probably not. With Magic Missile and RoF dealing the same damage, who would willingly choose Renegade over Thaum?
My surface impression of it: The powerful EotS should be Renegade-specific and accessible through feats. As it looks now, it's obvious that MoF is behind. But then again, Smolder procs Assailant. Is it worth choosing MoF over Spellstorm? Probably not. Is the crit boost from the new EotS worth choosing Renegade over Thaum? Probably not. With Magic Missile and RoF dealing the same damage, who would willingly choose Renegade over Thaum?
I'm not an expert of MoF but, doesn't the damage debuff of Swath of Destruction benefit all your party?
If yes, if the 15% debuff of it was increased through a Renegade feat it would be incredibly useful in a group.
The real killer for MoF is the recent buff to Eye of the Storm. It's pretty difficult to justify giving up 6 seconds of 100% crit chance at the start of every combat. Combine it with the necessity of running Orb of Imposition and I don't think anyone will be running MoF in PvP any more. Which is a real shame as I love that paragon.
Yeah, but it should never be about nerfing one paragon to balance the other (or nerfing one class to balance another).
MoF just needs to be more viable by adding more options to add smoulder if we can't slot Critical Conflagration.
FtF is the easiest option for this as it doesn't currently add smolder unless assigned to TAB. On live it's a nuke ability off TAB, and a nuke + smolder add on TAB; but on test it's not a nuke at all (with the 33% damage reduction and 22 second cool-down increase); so basically it is a smolder add on TAB and that's it; and off TAB its a waste of an encounter slot all together. But there are much more viable options for the TAB encounter now, which means that slotting FtF all together is a waste of time (because it doesn't nuke or add smolder if not slotted into TAB). If it got reverted back to live, + added smolder off TAB, we would still be less DPS then spell storm.
SB is fine for PvE, but for PvP it's not viable as a skill as we need to use RoF. So basically there isn't much point being a MoF in PvP anymore as we have to cripple ourselves in one way or another.
Examples that i've used (using Thaum):
TAB: FtF
Encounters: Shield, CoI, Choke
Features: CC and SoD
I found that my survivability here was lacking. Shield off TAB isn't a great option, and choke without the new improved orb of imposition is pretty weak. Basically all you do here is smolder, coi and hope that assailing kills them. This is probably the most viable MoF option at this stage.
TAB: Shield
Encounters: FtF, CoI, Choke
Features: CC and SoD
I found here my survivability went up with shield on TAB. I had to rely on critical hits to add smolder here (via CC), but that's a gamble. Again, choke without orb doesn't give enough control and my damage was pretty weak, and i relied on assailing again.
TAB: Shield
Encounters: FtF, CoI, Choke
Features: SoD and Orb
Survivability was still constant with the last. Control went up because of the slotted Orb, which was fantastic. No way to add smolder though with this set-up though, so no point.
TAB: Shield
Encounters: FtF, CoI, Choke
Features: CC and Orb
Survivability was still constant with the last. Control went up because of the slotted Orb, which was fantastic. Smolder adding was again though critical hits, so a gamble, but smolder was a waste of time now (doesn't get the 45% increase or 15% debuff via SoD).
Basically we HAVE to slot CC and SoD. Which leaves us without any control, which all these updates are pretty much about. We don't have the burst damage of a spell storm, even with the new EoTS because storm spell is so good (it's probably a better DoT then smolder is LOL); and now we have to choose between smolder adding ability, or control. So what's the point of being a MoF then?
tldr; need to have ftf add smolder off TAB so MoF have better options for class features and/or revert back to live damage/cool-down.
ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
edited August 2014
You won't have to change very much at all. Most of the feats for a Thaumaturge are going to stay the same, and you'll probably just have to swap around a couple powers.
Just wanted to share some of my thoughts. I have to say, I'm feeling a little frustrated. Not that I blame the devs or anyone. They have a tough job to do and also seem to be understaffed.
That said, I think I am going to take a break from the CW for a while and maybe see what is in store for Mod 5 and check out some new builds. I'm a pve player and I was just getting the hang of how to properly play the class and run T2's. I wanted to get some Vizier pieces before Mod 4 hit but unfortunately the chests have been bugged for the last month. Add to that having to respec and maybe learn a new play style... it is kind of killing my enthusiasm.
Maybe I'll feel differently after testing this week.
Can I offer you a couple of suggestions? Copy your wizard over to preview and play there for a few days trying out different specs. Full respecs and race respecs are free on preview. If you chose to do this look me in game Houndaeer@cayapp or just @cayapp, I am pretty much always around. I am always up for running any thing.
Here is the link to copy a character over. Once you have copied it over start your NWO client. Let it start patching then stop it. Go to your directory for Perfectworld, find where it has playtest folder and copy over every thing from the folder named live. Then restart your client and it will only download what files have changed. This will save you from having to download everything again.
Unless you are truly just burnt out then by all means take a break, lord knows I take mini breaks all the time and then decide I need to take a break from drinking so back to play...LOL
Please, remove the skill of cw "Orb of Imposition" that to have 75% of control.
That's nonsense is too much control, it in pvp dont work for other class.
You can not change something for an exorbitant amount
Switch to a smaller amount, 5 in 5% max 25% of control
Revise these exorbitant changes of the classes, this will bring an uneven game !!
I play with cw and I find it very disproportion
Best regards.
Feedback : Orb of Imposition
It is easy for people to forget that Control resistance,immunity and tenacity,that eliminates Control powers,abound in this game. So while before we had the Nerf Cw damage cries , now we have the Nerf Control cries. When taking under consideration all of the above it's obvious that without Orb of imposition slotted, Cws have little to average control. I'd recommend buffing it to 100 % max effectiveness,instead of 75% which is now,or making it add Control resistance penetration.
MoF just needs to be more viable by adding more options to add smoulder if we can't slot Critical Conflagration.
FtF is the easiest option for this as it doesn't currently add smolder unless assigned to TAB.
Feedback : Fanning The Flames / Drifting Embers
FtF can add tons of smolder when used in conjunction with Drifting Embers feat and a Plaguefire or Flaming Enchant. Each tick of Plague gives a 40% chance ,per second,of Drifting Embers spreading Smolder to all nearby enemies. That guarantees immediate smolder distribution. I add smolder instantly to almost every crowd i come upon,by targeting a single enemy. So FtF doesn't have to be slotted to be effective. I find this combo both pleasing and effective,especially with the increased chance of adding smolder ( 40% from 25% which is on live). Not only that,but that way i have my Mastery slot left free for another Encounter.
It is easy for people to forget that Control resistance,immunity and tenacity,that eliminates Control powers,abound in this game. So while before we had the Nerf Cw damage cries , now we have the Nerf Control cries. When taking under consideration all of the above it's obvious that without Orb of imposition slotted, Cws have little to average control. I'd recommend buffing it to 100 % max effectiveness,instead of 75% which is now,or making it add Control resistance penetration.
WOW wow what? omg did this guy just say tenacity works on orb of imposition? dude steel grace doesn't even work on it. only a itc and unstoppable, but that doesnt matter because assailant force hits through that anyway. Orb of imposition should not exist, if it doesn then you dmg should be nerfed my about 40%.You say that control is control wizards only defense but that isn't through anymore. Your offense is your defensive, your shield is your defense, you dodges are your ****ing defensive, you controls just give me a wtf moment. you guys needed a buff to your controls because of tenacity but now you need a nerf because of all the other buffs you got for pvp.
WOW wow what? omg did this guy just say tenacity works on orb of imposition? dude steel grace doesn't even work on it. only a itc and unstoppable, but that doesnt matter because assailant force hits through that anyway. Orb of imposition should not exist, if it doesn then you dmg should be nerfed my about 40%.You say that control is control wizards only defense but that isn't through anymore. Your offense is your defensive, your shield is your defense, you dodges are your ****ing defensive, you controls just give me a wtf moment. you guys needed a buff to your controls because of tenacity but now you need a nerf because of all the other buffs you got for pvp.
There is nothing ,for other players resistance, to work on. Orb only increases the duration of Control powers while tenacity reduces it. The sum result of Increased control(Orb) minus Control Decrease(Tenacity) equals the final control time.Resistance doesn't work on Orb of Imposition because Orb doesn't apply itself directly to other players but to the duration of Control powers. If it had a penetration feature ,then it would. You can't have the Masters of Control(Cws), without Both Control and Damage. Also Control is not only for PvP but PVE as well.
There is nothing ,for other players resistance, to work on. Orb only increases the duration of Control powers while tenacity reduces it. The sum result of Increased control(Orb) minus Control Decrease(Tenacity) equals the final control time.Resistance doesn't work on Orb of Imposition because Orb doesn't apply itself directly to other players but to the duration of Control powers. If it had a penetration feature ,then it would. You can't have the Masters of Control(Cws), without Both Control and Damage. Also Control is not only for PvP but PVE as well.
you are right but i am talking only about pvp. your controls are to strong and it is to devastation with all the combinations you got. mostly assailant force. your controls last to long now because of all the other buffs you got. If your control duration is nerfed then nothing else needs to be nerfed, but if you keep your control duration then sometime else will need to be toned down because every thing you have is extreme.
Boosting Storm Spell proc frequency and damage so significantly was a mistake. Here is a parse of me doing the Heroic Encounter Undead Invasion solo in Dwarven Valley. It took 5 minutes, 13 seconds. I cleared it with no trouble whatsoever. My DPS was 37,587 which is about the same as what I can do on live. 43.7% of that damage was from Storm Spell (the picture shows 41,035 DPS and 40% damage from storm spell, but that includes my healing from lifesteal as "damage").
so they done nothing mof will be still useless spellstorm broken op and we will again have 4x or 3xcw in team as min for dungeons cw was to good on dps even before last Storm Spell and eye changes but now is just broken again
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can you formulate it in other way, i will help you: you are the only GF, GWF player that is not able to construct your class and that not skilled enough to not have a better or a 50/50 match again CW and that think that competing again one of the top actual CW pvp player (with the actual CW in live it really something) should end up with always your victory
You assumption is incorrect, i am a gf and i do beat control wizards on live, yes and i also beat cw on the test shard because i build a daily before the fight and then use my DC artifact to use villains menace back to back. if i dont kill the control wizard within that time period as in the deflection and their shield and dmg not resistance and a lot of my crit, if i do crit. I can win them. But after my daily wears off i cant frozen, and then repelled. and then while icy terrain is on the ground also helping to build their frost stacks, i get frozen again, mind you these aren't the shorter length cc from live, these are long CC. I cant block the frost stacks so i must attack and interrupt them but if though i do i will be forced to get into icy terrain and then i prone the control wizard with bull charge and i get frozen also. he stands up and uses entangling force on me because i am unfrozen and then he pops oppressive force and mind you while all of this is happening assailant force is ticking away at my health.
It has some factor to do with skills but the problem is that as a gf you cannot guard frost stacks and now that the cc is so long, once you are caught you are dead. it is a very easy fight for a control wizard. You seem angry but i know how good i am. i pay attention to everything and dont let the control wizard even dodge my attacks. the only way to win is to get a huge burst on the control wizard with villains menace but that doesnt happen often because of shield and i crit for 3k as conqueror.
Listen you can lie and try to say i suck but i know i dont. I have found out that i can never kill a control wizard with just one daily. i did to build and use 2 dailies back to back for cc immunity.
AND WITH ALL THESE HAPPENING SEVERE REACTION IS PUNTING ME BACK MAILES AWAY.
the main reason you are actually able to completly beat CW while having more difficult in test server as nothing to do with change neither assaillant. the main reason is the corrected bug about armor pen that is not apply for most of wizard spell on live . that why wizard have actually so much problem in live and why simply counting of damage resist to fight wizard to nullify damage from wizard. That mean you have to rethink your GF or GWF and stop counting exlusivly on DR to win and have easy fight, you have to rethink your build, you have to understand how CW power work, and you have also to rethink your campaign gift. i already find at least one way with GF to destroy some CW build (i really mean destroy with really big winning chance). But you have to find and also what you want to do with your build
if you not get it 1000 80% DR on live with let say 25% armor pen from CW = 1000*(1-0.8) =200
same in test with armor pen working: 1000*(1-0.8+0.25)=450.
Amor pen actually bug on most of distant feat
yup and the last change not implement yet on test server are not big change and will more give to renegade than the two other. Once the bug corrected on alacrity(opressor way t4) it will give really 3 differents kind of playing with the non damage full control opressor, the over time damage thauma and the one shot crit debuf renegade and each will be strong against some build but more vulnerable agains other kind of build
Taken from Tuesdays patch notes -
So probably tonight or tomorrow .
yup and they aren't, if we want good cc we have to take oppressor and control feat that not do damage, tanky sorry but we are not tanky not at all shield only give a little more def but mean 1 spell blocked, hit hard mean using spell that hit hard and are poor or no control spell and imply to build or the actual thauma with over time spell that will be good against melee or the future renegade that will be better against ranged with one shot high crit spell. you are simply actually doing a melting pot of the 3 tree available in CW and simply apply a reasonning that we can take all the 3 tree at once
Yeah in module 4 you are probably going to have to think about using Thaumaturge for damage or Oppressor for control , there are a couple of changes coming this week hopefully that might increase Renegade DPS quite a lot but Shard is not going to be adjusted anymore unfortunately.
I imagine it will just increase their damage output but I agree that it probably won't be enough to make you choose Renegade over Thaum , did they add a patch last night with the EotS and Storm spell changes or didn't it go up yet? I wouldn't mind trying the changes out just to see.
Not up yet.
Actually not that much.
SotEA is currently the only encounter power that provides AoE prone for an amazing time. On PvP if you use it on tab you can provide the same damage as any other power on single target, such as Chill Strike.
In my opinion the problem with this power right now is that using it on tab makes you feel like it's just "another power" and not "The Power in the Mastery". It feels unworthy to use on PvP because the CD is too long and consumes too much of our tab mechanic potential, while if you use it in a normal slot it's terrible to be managed on PvP and consumes too much time to be finalized on PvE for such a low reward.
In my opinion, I don't feel like this power lacks on damage if you use it properly, the problem is that it takes too much time to do so and if you're unlucky it can be useless due to Control Immunity.
My suggestion is to make this power on normal encounter slots be like the Mastery version, and in the Mastery slot... idk.
My surface impression of it: The powerful EotS should be Renegade-specific and accessible through feats. As it looks now, it's obvious that MoF is behind. But then again, Smolder procs Assailant. Is it worth choosing MoF over Spellstorm? Probably not. Is the crit boost from the new EotS worth choosing Renegade over Thaum? Probably not. With Magic Missile and RoF dealing the same damage, who would willingly choose Renegade over Thaum?
I'm not an expert of MoF but, doesn't the damage debuff of Swath of Destruction benefit all your party?
If yes, if the 15% debuff of it was increased through a Renegade feat it would be incredibly useful in a group.
Yeah, but it should never be about nerfing one paragon to balance the other (or nerfing one class to balance another).
MoF just needs to be more viable by adding more options to add smoulder if we can't slot Critical Conflagration.
FtF is the easiest option for this as it doesn't currently add smolder unless assigned to TAB. On live it's a nuke ability off TAB, and a nuke + smolder add on TAB; but on test it's not a nuke at all (with the 33% damage reduction and 22 second cool-down increase); so basically it is a smolder add on TAB and that's it; and off TAB its a waste of an encounter slot all together. But there are much more viable options for the TAB encounter now, which means that slotting FtF all together is a waste of time (because it doesn't nuke or add smolder if not slotted into TAB). If it got reverted back to live, + added smolder off TAB, we would still be less DPS then spell storm.
SB is fine for PvE, but for PvP it's not viable as a skill as we need to use RoF. So basically there isn't much point being a MoF in PvP anymore as we have to cripple ourselves in one way or another.
Examples that i've used (using Thaum):
TAB: FtF
Encounters: Shield, CoI, Choke
Features: CC and SoD
I found that my survivability here was lacking. Shield off TAB isn't a great option, and choke without the new improved orb of imposition is pretty weak. Basically all you do here is smolder, coi and hope that assailing kills them. This is probably the most viable MoF option at this stage.
TAB: Shield
Encounters: FtF, CoI, Choke
Features: CC and SoD
I found here my survivability went up with shield on TAB. I had to rely on critical hits to add smolder here (via CC), but that's a gamble. Again, choke without orb doesn't give enough control and my damage was pretty weak, and i relied on assailing again.
TAB: Shield
Encounters: FtF, CoI, Choke
Features: SoD and Orb
Survivability was still constant with the last. Control went up because of the slotted Orb, which was fantastic. No way to add smolder though with this set-up though, so no point.
TAB: Shield
Encounters: FtF, CoI, Choke
Features: CC and Orb
Survivability was still constant with the last. Control went up because of the slotted Orb, which was fantastic. Smolder adding was again though critical hits, so a gamble, but smolder was a waste of time now (doesn't get the 45% increase or 15% debuff via SoD).
Basically we HAVE to slot CC and SoD. Which leaves us without any control, which all these updates are pretty much about. We don't have the burst damage of a spell storm, even with the new EoTS because storm spell is so good (it's probably a better DoT then smolder is LOL); and now we have to choose between smolder adding ability, or control. So what's the point of being a MoF then?
tldr; need to have ftf add smolder off TAB so MoF have better options for class features and/or revert back to live damage/cool-down.
Can I offer you a couple of suggestions? Copy your wizard over to preview and play there for a few days trying out different specs. Full respecs and race respecs are free on preview. If you chose to do this look me in game Houndaeer@cayapp or just @cayapp, I am pretty much always around. I am always up for running any thing.
Here is the link to copy a character over. Once you have copied it over start your NWO client. Let it start patching then stop it. Go to your directory for Perfectworld, find where it has playtest folder and copy over every thing from the folder named live. Then restart your client and it will only download what files have changed. This will save you from having to download everything again.
http://nw.perfectworld.com/preview
Unless you are truly just burnt out then by all means take a break, lord knows I take mini breaks all the time and then decide I need to take a break from drinking so back to play...LOL
Feedback : Orb of Imposition
It is easy for people to forget that Control resistance,immunity and tenacity,that eliminates Control powers,abound in this game. So while before we had the Nerf Cw damage cries , now we have the Nerf Control cries. When taking under consideration all of the above it's obvious that without Orb of imposition slotted, Cws have little to average control. I'd recommend buffing it to 100 % max effectiveness,instead of 75% which is now,or making it add Control resistance penetration.
Feedback : Fanning The Flames / Drifting Embers
FtF can add tons of smolder when used in conjunction with Drifting Embers feat and a Plaguefire or Flaming Enchant. Each tick of Plague gives a 40% chance ,per second,of Drifting Embers spreading Smolder to all nearby enemies. That guarantees immediate smolder distribution. I add smolder instantly to almost every crowd i come upon,by targeting a single enemy. So FtF doesn't have to be slotted to be effective. I find this combo both pleasing and effective,especially with the increased chance of adding smolder ( 40% from 25% which is on live). Not only that,but that way i have my Mastery slot left free for another Encounter.
WOW wow what? omg did this guy just say tenacity works on orb of imposition? dude steel grace doesn't even work on it. only a itc and unstoppable, but that doesnt matter because assailant force hits through that anyway. Orb of imposition should not exist, if it doesn then you dmg should be nerfed my about 40%. You say that control is control wizards only defense but that isn't through anymore. Your offense is your defensive, your shield is your defense, you dodges are your ****ing defensive, you controls just give me a wtf moment. you guys needed a buff to your controls because of tenacity but now you need a nerf because of all the other buffs you got for pvp.
There is nothing ,for other players resistance, to work on. Orb only increases the duration of Control powers while tenacity reduces it. The sum result of Increased control(Orb) minus Control Decrease(Tenacity) equals the final control time.Resistance doesn't work on Orb of Imposition because Orb doesn't apply itself directly to other players but to the duration of Control powers. If it had a penetration feature ,then it would. You can't have the Masters of Control(Cws), without Both Control and Damage. Also Control is not only for PvP but PVE as well.
you are right but i am talking only about pvp. your controls are to strong and it is to devastation with all the combinations you got. mostly assailant force. your controls last to long now because of all the other buffs you got. If your control duration is nerfed then nothing else needs to be nerfed, but if you keep your control duration then sometime else will need to be toned down because every thing you have is extreme.
so they done nothing mof will be still useless spellstorm broken op and we will again have 4x or 3xcw in team as min for dungeons cw was to good on dps even before last Storm Spell and eye changes but now is just broken again