Seems Holy Avenger is best for fast-ticking At-Will attacks such as RoF, DF, and the DC's Punishing Light, to make sure that the 20% chance to proc HA is achieved in the soonest possible time.
For AoE/Threat Hold purposes, seems Lightning now has a competitor, which is Bilethorn. Hopefully Bilethorn doesn't have any target caps.
Terror is crazy. Hands down, almost everyone is shocked. And lastly, IMO Vorpal doesn't really need any further buffs but oh well...
Yeah HA will be better for fast attacks unless you can maintain the HA buff with slower attacks, who knows.
Lightning got a pretty big buff too... 100% chance to chain, and it chains 3 times? thats insane.
Terror is crazy but will be an 8% debuff in PVE and it wont stack, so I would think about that when building a party.
I agree Vorpal doesnt need a buff TOO much, however I think in the range of 20% defense/Power debuff seems fair just to make it also worth using, without its buffs Terror will be BIS. With a defense debuff Vorpal will also be good in parties.
I can see something like:
(tank) GF/OP- Terror
OP/DC (healer) - HA
GWF/TR/CW - Vorpal/Bile/Lightning
Still not sure about GPF, this would be a further debuff but only really benefits faster attackers.
Also, what I'm imagining to be possibly overpowered would be Transcendent Soulforged, Vorpal, + Lathanander Artifact Set with a high HP, high crit Devotion OP build.
Would be a terrifying sight if you see one holding the node in PVP.
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onecoolscatcatMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 575Arc User
Seems Holy Avenger is best for fast-ticking At-Will attacks such as RoF, DF, and the DC's Punishing Light, to make sure that the 20% chance to proc HA is achieved in the soonest possible time.
Nah, 60 sec cooldown ruins any possible use HA could conceivably have.
Does anyone have a screenshot of Transcendent Soulforged's in-game text? Much thanks in advance! These reworks are probably some of the best things that Mod 6 will bring.
Wooow And I actually hoped that enchantment is killed, giving a room to other options.
Somebody post the rest pictures of armor/weapon enchantments please.
Terror's are going to be a disaster in PVP. CWs, TRs and Trapper's are going to have fun with them. New meaning to perma CC'd to death.
PSA: You don't need to grind Spinward Rise for your Elemental artifact main hand if you have some AD lying around. You can craft it via the Tyranny of Dragon's campaign screen.
I think id like to see tenebrous capped at 3% and the added ranks add something else in value. The current rate of HP and tenebrous we will be going back to pre-mod 1 when it was all about who had tenebrous.
Id honestly even much more in favor of tenebrous reworked to be:
Everytime you attack your foe deal % weapon damage as necrotic.
This could then be 5% and with 7 offensive slots would be only 35% weapon damage each hit which at BEST will ramge around 700-1000 damage each hit. This could then be stavked with say terror which also adds 25% For 60% weapon damage as necro damage.
Maybe thats not strong enough but do the math...
80,000 * .o5 *7= 28,000 damage..... Every (on average in pvp) 12-14 seconds.
Considering an offensive slot only now gives 1.5% dmg as radient... Seems a little OP....
So either:
1) capped at 3% and given other bonuses
2) use weapon damage % instead of % of HP
Did anyone had a chance to see a trascendent NEGATION?
with this change it looks lik negation is a very good alternative to soulforged. It can be very interesting for GF Op or DC.
even if they buff Tranquil, it will still be less valid than a radiant.. a rank 12 tranquil can give.. what 1200 hp.. u got 6 defense slot. This give you 7200 Hp (estimated) in 12-14 sec... 7200 hp healed instead of 14400 hp..
Did anyone had a chance to see a trascendent NEGATION?
with this change it looks lik negation is a very good alternative to soulforged. It can be very interesting for GF Op or DC.
please post a screen so we can compare.
working on it now will post a screenshot of it once i get it
Looks like most of enchants are not finished yet. Some have same tool-tips or like soul-forged Pure lvl 11 heals more then Transcendent lvl 12. I hope they will fix all this.
Does anymoby tried Lightning enchantment ? Tooltip does not says if it still gives 20% bonus damage.
Perfect: Armor Enhancement Slot: When receiving damage each hit stacks a 3% increase to your damage resistance for 9 seconds. This effect can stack a maximum of 10 times.
Pure: Armor Enhancement Slot: When receiving damage each hit stacks a 3% increase to your damage resistance and a 1% increase to incoming healing for 9 seconds. This effect can stack a maximum of 10 times.
Transcendent: Armor Enhancement Slot: When receiving damage each hit stacks a 3% increase to your damage resistance, a 1% increase to incoming healing and a 1% increase too recovery for 9 seconds. This effect can stack a maximum of 10 times.
Soulforged and lathanders set, especially with the new soulforged is going to be tough to beat.
Also if people are going to have super high Arp and terror enchants no amount of DR is going to really help.
Perfect: Armor Enhancement Slot: When receiving damage each hit stacks a 3% increase to your damage resistance for 9 seconds. This effect can stack a maximum of 10 times.
Pure: Armor Enhancement Slot: When receiving damage each hit stacks a 3% increase to your damage resistance and a 1% increase to incoming healing for 9 seconds. This effect can stack a maximum of 10 times.
Transcendent: Armor Enhancement Slot: When receiving damage each hit stacks a 3% increase to your damage resistance, a 1% increase to incoming healing and a 1% increase too recovery for 9 seconds. This effect can stack a maximum of 10 times.
Soulforged and lathanders set, especially with the new soulforged is going to be tough to beat.
Also if people are going to have super high Arp and terror enchants no amount of DR is going to really help.
Thats what Ive been saying, why bother playing any sort of melee tank/fighter when everyone and their grannies will ignore your best stat i.e DR ?
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
if this is how negation works.. it is sad. it would me much more nice and interesting to have the 10 staks and after the last one start the 9 seconds duration.. but if each stack is separately calculated it is not that useful.
Negation needs internal cooldown or you'll see cloth wearing casters reaching DR caps and laughing in the faces of melee "tanks".
Cryptic, you people have something against heavy armor wearing fighters and a hardon for wizards? Whats the deal there
Agreed on both statements. CWs will be able to reach a barrier of DR hardly penetrable by fighters while being able to nulify fighters' DR easily with their powers (oh and since terror is a new bis...). Cryptic does have an a possession by wizards, CW has always been a class to dominate this game alone. Combine shield, Negation some DR and it will be just frustrating.
In other games I played its commonly knowed as *AGE OF CASTERS* when this happens.
Strangly enough the devs in most games seams to sooner or later arrive to this stage when casters take over the game.
Fair enough CWs been the top dog in this game since beta more or less (even if not in pvp but the total domination in pve has been more then enough to give them the titel *top dog*) but when you erase the differance between being able to recive damage between the classes and keep giving the caster more and more and more of dps and cc toward non casters (tr BIG exeption in pvp) this is what happens = AGE OF CASTERS.
And now it finaly looks like they take the step where casters actully will be able to get rid of the tanks all together as they simple will be able to tank better themself. Dc sure tanks better then any tank already and even does more damage funny enough, now its time for cw and sw to step up and leave the *MIGHTY* tanks in the pup drinking beer and telling tales about the good old times when tanks was needed.....
In other games I played its commonly knowed as *AGE OF CASTERS* when this happens.
Strangly enough the devs in most games seams to sooner or later arrive to this stage when casters take over the game.
Fair enough CWs been the top dog in this game since beta more or less (even if not in pvp but the total domination in pve has been more then enough to give them the titel *top dog*) but when you erase the differance between being able to recive damage between the classes and keep giving the caster more and more and more of dps and cc toward non casters (tr BIG exeption in pvp) this is what happens = AGE OF CASTERS.
And now it finaly looks like they take the step where casters actully will be able to get rid of the tanks all together as they simple will be able to tank better themself. Dc sure tanks better then any tank already and even does more damage funny enough, now its time for cw and sw to step up and leave the *MIGHTY* tanks in the pup drinking beer and telling tales about the good old times when tanks was needed.....
In pnp, high level magic users were always more powerfull than fighters. Imagine a battle between a wizard and a fighter in any fantasy setting, who will win?
Therefore its only natural that computer games lean in this direction.
Comments
Yeah HA will be better for fast attacks unless you can maintain the HA buff with slower attacks, who knows.
Lightning got a pretty big buff too... 100% chance to chain, and it chains 3 times? thats insane.
Terror is crazy but will be an 8% debuff in PVE and it wont stack, so I would think about that when building a party.
I agree Vorpal doesnt need a buff TOO much, however I think in the range of 20% defense/Power debuff seems fair just to make it also worth using, without its buffs Terror will be BIS. With a defense debuff Vorpal will also be good in parties.
I can see something like:
(tank) GF/OP- Terror
OP/DC (healer) - HA
GWF/TR/CW - Vorpal/Bile/Lightning
Still not sure about GPF, this would be a further debuff but only really benefits faster attackers.
Also, what I'm imagining to be possibly overpowered would be Transcendent Soulforged, Vorpal, + Lathanander Artifact Set with a high HP, high crit Devotion OP build.
Would be a terrifying sight if you see one holding the node in PVP.
Nah, 60 sec cooldown ruins any possible use HA could conceivably have.
This stone you need?
Wooow And I actually hoped that enchantment is killed, giving a room to other options.
Somebody post the rest pictures of armor/weapon enchantments please.
WTB Class Reroll please
10m for perfect terror? Oh my god, this world gone mad
Oh yeah.
Radiants 12 with rank 12 tenebrous and fury SW's curse.
WTB Class Reroll please
Id honestly even much more in favor of tenebrous reworked to be:
Everytime you attack your foe deal % weapon damage as necrotic.
This could then be 5% and with 7 offensive slots would be only 35% weapon damage each hit which at BEST will ramge around 700-1000 damage each hit. This could then be stavked with say terror which also adds 25% For 60% weapon damage as necro damage.
Maybe thats not strong enough but do the math...
80,000 * .o5 *7= 28,000 damage..... Every (on average in pvp) 12-14 seconds.
Considering an offensive slot only now gives 1.5% dmg as radient... Seems a little OP....
So either:
1) capped at 3% and given other bonuses
2) use weapon damage % instead of % of HP
with this change it looks lik negation is a very good alternative to soulforged. It can be very interesting for GF Op or DC.
please post a screen so we can compare.
WTB Class Reroll please
So it's only good for PVP. ggboi
you must be a "control wizard"
working on it now will post a screenshot of it once i get it
GREAT- thx a lot
if possible, please provide also some testing
WTB Class Reroll please
Does anymoby tried Lightning enchantment ? Tooltip does not says if it still gives 20% bonus damage.
Pure: Armor Enhancement Slot: When receiving damage each hit stacks a 3% increase to your damage resistance and a 1% increase to incoming healing for 9 seconds. This effect can stack a maximum of 10 times.
Transcendent: Armor Enhancement Slot: When receiving damage each hit stacks a 3% increase to your damage resistance, a 1% increase to incoming healing and a 1% increase too recovery for 9 seconds. This effect can stack a maximum of 10 times.
Also if people are going to have super high Arp and terror enchants no amount of DR is going to really help.
Does this thing have an internal cooldown ?
Thats what Ive been saying, why bother playing any sort of melee tank/fighter when everyone and their grannies will ignore your best stat i.e DR ?
Merrily, merrily, merrily, merrily, Life is but a dream.
Cryptic, you people have something against heavy armor wearing fighters and a hardon for wizards? Whats the deal there
Merrily, merrily, merrily, merrily, Life is but a dream.
WTB Class Reroll please
Strangly enough the devs in most games seams to sooner or later arrive to this stage when casters take over the game.
Fair enough CWs been the top dog in this game since beta more or less (even if not in pvp but the total domination in pve has been more then enough to give them the titel *top dog*) but when you erase the differance between being able to recive damage between the classes and keep giving the caster more and more and more of dps and cc toward non casters (tr BIG exeption in pvp) this is what happens = AGE OF CASTERS.
And now it finaly looks like they take the step where casters actully will be able to get rid of the tanks all together as they simple will be able to tank better themself. Dc sure tanks better then any tank already and even does more damage funny enough, now its time for cw and sw to step up and leave the *MIGHTY* tanks in the pup drinking beer and telling tales about the good old times when tanks was needed.....
Therefore its only natural that computer games lean in this direction.