i dont want sets to be op but if they are made for buffing then they should buff atleast half as good as 2 best buffing sets in game and 15% bonus to something would alow them to do this at least i cant see someone taking in group ppl for haveing this sets atm since buffs they provide are way to weak to even notice them
That's why a buff should never be a buff that replaces multiple thousand points of a stat.
15% ArP (Or, what people will most likely assume, Resistance Ignored) would be overpowered to the Nth degree. However, 10 or 15% Crit Severity? Should work out.
Same with CA Damage. 10 or 15% there might work out, since it is situational and not guaranteed. Someone sitting at 79' and plinking away won't get that boost either.
The DC Bonus right now actually looks quite interesting, as long as it scales and is activated properly, not just with effects explicitely designated as 'Cleric Heal'. The baseline Stats and 4/4 Bonus make it look like a 'made useful' Miracle Healer (MH 4/4 doesn't always proc on the target that would need it, but can proc on a nearly topped off groupmember).
GF Bonus of 5% DR is actually 'fine' when it stays additive.
The Recharge Bonus on the CW set could be raised a bit, it also increases damage, since the whole team can now cycle their skills faster. Maybe to 5 or 10% 'Recharge Only', and the HR Set giving the counterpart in AP Gain? Together, they would technically give the effect of a plain 'Recovery' Statbonus Aura.
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
The DC Bonus right now actually looks quite interesting, as long as it scales and is activated properly, not just with effects explicitely designated as 'Cleric Heal'. The baseline Stats and 4/4 Bonus make it look like a 'made useful' Miracle Healer (MH 4/4 doesn't always proc on the target that would need it, but can proc on a nearly topped off groupmember).
Indeed. In fact, I will probably wantr to replace my MH set with this one - only thing is that I use MH only maybe like 5% of the time (BI set another 5%), but 90% of the time I am using the HP set ... and as I have said multiple times - DCs really need a decent buffing/debuffing set as an upgrade for HP. I'm hoping to see that in module 6.
Hoping for improvements...
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mircalla83Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 36
Indeed. In fact, I will probably wantr to replace my MH set with this one - only thing is that I use MH only maybe like 5% of the time (BI set another 5%), but 90% of the time I am using the HP set ... and as I have said multiple times - DCs really need a decent buffing/debuffing set as an upgrade for HP. I'm hoping to see that in module 6.
Actually, it is my opinion that the current 'Best in Slot' sets could need a knock downwards - and every other existing set then brought up to the same.
Lets say, DC, HP (I have a Cleric on which I farmed MD for weeks, for that <insert profanity> Helmet)? Move it to 1 (maybe longer duration?) stack of 20%, and put the other 10% onto Divine Glow, for example. 5% additionally on Yellow Glow, another 5 on Blue Glow, for a combined (when Blue cast) 10%. This improves the Debuffing for every Cleric, and cuts the set a bit back. Then, bring the other 4/4 Bonuses up at the same time.
HV? Not sure what to do with THAT one.....I know that one sideeffect of it is 'Lower enemy Defense Rating and give it to the Wizard'. But as far as I know, NPCs do not HAVE Defense Rating, they have a flat on Damage Resistance.
Royal Guard (HR, I am using that myself, by the way)? ICD of 1 Second onto the 4/4 Proc (the same with its T1 Counterpart, Glade Stalker), this would eliminate the massive 'back to back' procs (or rather, 3-5 procs in 2 seconds).
AoW? Oh boy, most ridiculous Setbonus ever - and technically one can't even defend THAT one with 'the whole group benefits' (this 'Can't defend it' also goes for RG, by the way). A bit annoying to get running, but as long as you can whack something with an encounter every 10 seconds, free most ridiculous Setbonus ever. And oh boy, when you then also consider that Destroyers get another 25% Recovery pushed to power....that's 10% Damageboost, individual, and that isn't even factoring the higher frequency of encounters in.
Comments
That's why a buff should never be a buff that replaces multiple thousand points of a stat.
15% ArP (Or, what people will most likely assume, Resistance Ignored) would be overpowered to the Nth degree. However, 10 or 15% Crit Severity? Should work out.
Same with CA Damage. 10 or 15% there might work out, since it is situational and not guaranteed. Someone sitting at 79' and plinking away won't get that boost either.
The DC Bonus right now actually looks quite interesting, as long as it scales and is activated properly, not just with effects explicitely designated as 'Cleric Heal'. The baseline Stats and 4/4 Bonus make it look like a 'made useful' Miracle Healer (MH 4/4 doesn't always proc on the target that would need it, but can proc on a nearly topped off groupmember).
GF Bonus of 5% DR is actually 'fine' when it stays additive.
The Recharge Bonus on the CW set could be raised a bit, it also increases damage, since the whole team can now cycle their skills faster. Maybe to 5 or 10% 'Recharge Only', and the HR Set giving the counterpart in AP Gain? Together, they would technically give the effect of a plain 'Recovery' Statbonus Aura.
Indeed. In fact, I will probably wantr to replace my MH set with this one - only thing is that I use MH only maybe like 5% of the time (BI set another 5%), but 90% of the time I am using the HP set ... and as I have said multiple times - DCs really need a decent buffing/debuffing set as an upgrade for HP. I'm hoping to see that in module 6.
Actually, it is my opinion that the current 'Best in Slot' sets could need a knock downwards - and every other existing set then brought up to the same.
Lets say, DC, HP (I have a Cleric on which I farmed MD for weeks, for that <insert profanity> Helmet)? Move it to 1 (maybe longer duration?) stack of 20%, and put the other 10% onto Divine Glow, for example. 5% additionally on Yellow Glow, another 5 on Blue Glow, for a combined (when Blue cast) 10%. This improves the Debuffing for every Cleric, and cuts the set a bit back. Then, bring the other 4/4 Bonuses up at the same time.
HV? Not sure what to do with THAT one.....I know that one sideeffect of it is 'Lower enemy Defense Rating and give it to the Wizard'. But as far as I know, NPCs do not HAVE Defense Rating, they have a flat on Damage Resistance.
Royal Guard (HR, I am using that myself, by the way)? ICD of 1 Second onto the 4/4 Proc (the same with its T1 Counterpart, Glade Stalker), this would eliminate the massive 'back to back' procs (or rather, 3-5 procs in 2 seconds).
AoW? Oh boy, most ridiculous Setbonus ever - and technically one can't even defend THAT one with 'the whole group benefits' (this 'Can't defend it' also goes for RG, by the way). A bit annoying to get running, but as long as you can whack something with an encounter every 10 seconds, free most ridiculous Setbonus ever. And oh boy, when you then also consider that Destroyers get another 25% Recovery pushed to power....that's 10% Damageboost, individual, and that isn't even factoring the higher frequency of encounters in.