I'll just seen the new TR armor from Mod5. Assuming that it is a PvE armor.
First, HP +3670. Ok, I have never seen any real use for HP in PvE. Most often, dodge are enough, and 3500HP, that's nearly a hit from a trash-mob in dungeons... That's not something that will change your life.
Second, regeneration. Nearly everyone say that life-steal is better for a TR, but every single armor since mod3 get regen instead. Ok, let's admit the devs are not here to make the game easy (even if there is best way to reach this goal than giving wrong stats through armors), but there is still a lack of difference from an armor to an other.
Power : there is a small regression by comparison to T2 and PvP armor.
Crit : there is a small to major regression depending of the T2 or PvP armor you consider.
armor neutralization : strongly depend of the armor, from major improve to major decrease.
Let's say that the 4 parts bonus is original... (even if I miss those good old straight improvements)
And last but not least, as a 2 parts bonus, action points : +150, like the two previous armor... That's original...:rolleyes:
If more powerful than the old ones, the lasts 3 armors are really similar, axed on the same statistics. We were having quite different T2 armor, allowing different build for different game-play, but not since 6 month. Now, when you heard of a new armor, you don't ask "what are it's stats ?" you just look your actual armor to discover it...
Am I the only one wishing for some originality, for a module adding a different armor instead of an improved version of the old one ?
Agreed. Especially as someone with an HR main, it's frustrating (all new gear is defensive and for combat, basically).
Another thing I find frustrating is that the stats are not spread evenly across the gear, but are instead in large clumps here and there. Chest might have HP and armpen, gauntlets have crit, regen and a tiny bit of rec, helm might have deflect and lifesteal, etc. What's wrong with going back to the T1/2/2.5 model sets, where every stats in the set is on every piece?
tankinatorfrMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 107Bounty Hunter
edited October 2014
At least, here, I see an improvement : TR get critical strikes.
Black-ice TR armor was lacking it's critical strike stat... Strange for a TR.
(can't remember for the current draconic one, but at least I know that it is less efficient than a T2 armor).
But anyway, yes, you are right, those big pack of stats are disturbing.
Else they make a set with similar object, of they create non-set items that don't give an armor set bonus but allow more options, as most RPG does.
Armor are defensive, maybe because they think that their new "overcharge enchants" (not sure of the english name, but I think it is something like that...) are enough for the damage-side.
But that's enough now... On the last module, even the weapons are clearly defensive. Don't know for others class (only my main, the TR, had gone through the campaign for now), but the two dagger have a +1800HP bonus... Yeah great. And what about adding damage to an object created to make damages ?
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mojoratMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 90
edited October 2014
I don't know if its typical but in turn I frequently outright die. Not from the golems or boss but the trash on the way in. Sometimes their normal melee critsmore than my full HP. Isn't an red to roll from. Anyho w I for one would welcome HP armor.
Comments
Another thing I find frustrating is that the stats are not spread evenly across the gear, but are instead in large clumps here and there. Chest might have HP and armpen, gauntlets have crit, regen and a tiny bit of rec, helm might have deflect and lifesteal, etc. What's wrong with going back to the T1/2/2.5 model sets, where every stats in the set is on every piece?
Sharra Del'Armgo - SW Trapper Hybrid HR
Ogghra Bar'Ghuzumn - MI Scoundrel TR
Vænna Thrymskjöldr - IV Protector GF
Black-ice TR armor was lacking it's critical strike stat... Strange for a TR.
(can't remember for the current draconic one, but at least I know that it is less efficient than a T2 armor).
But anyway, yes, you are right, those big pack of stats are disturbing.
Else they make a set with similar object, of they create non-set items that don't give an armor set bonus but allow more options, as most RPG does.
Armor are defensive, maybe because they think that their new "overcharge enchants" (not sure of the english name, but I think it is something like that...) are enough for the damage-side.
But that's enough now... On the last module, even the weapons are clearly defensive. Don't know for others class (only my main, the TR, had gone through the campaign for now), but the two dagger have a +1800HP bonus... Yeah great. And what about adding damage to an object created to make damages ?
Sharra Del'Armgo - SW Trapper Hybrid HR
Ogghra Bar'Ghuzumn - MI Scoundrel TR
Vænna Thrymskjöldr - IV Protector GF
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know