So I normally run Castle Never 4/4 2 man (CW) with a friend, and in Module 3, that was moderately challenging to beat Draco, depending on lag situation and the occasional troll hand/wings.
However in module 4, we are both still Spellstorm Thaumaturges and swapped out Shard of the Endless Avalanche for Icy Terrain (no other changes in rotation) and it simply isn't even fun to play at times.
Mobs are frozen 90% of the time (if not attacked using chilling cloud as well, otherwise 100%), and there is no challenge whatsoever. We ran Icy Terrain instead of Shard for Dracolich in Module 3 some of the time as well and it wasn't nearly as mad as it is in Module 4.
The whole dracolich fight where it used to be all about timed and artful dodges is now just a troll-fest where you can almost carelessly fire off encounters and at wills with dodges more of an afterthought.
In fact, we tried having 1 of us die on entering and the other one could just about solo Dracolich now as Thaumaturge.
Freeze is now simply too powerful, even without the Oppressor feats. If we had both been Oppressor, I could see that this could in some strange way be intended, but we are both full dps builds.
Change your rotation if you don't want to freeze so fast , seriously people you complain about everything .
WTH ?
Before no one used icy terrain , now all CWs will use it and if you'll keep COI in tab , well it's obvious that you'll see a lot of freezing !
Kind of agree with this guy here. The CoI and IT combo has been around for ages...its just no one bothered to use it because shard blew everything up in seconds...
Kind of agree with this guy here. The CoI and IT combo has been around for ages...its just no one bothered to use it because shard blew everything up in seconds...
We used to use icy terrain for draco anyway as per the original post. The difference is that in Module 4, freeze is not broken by damage anymore and generally lasts longer, which is what causes the problem.
We used to use icy terrain for draco anyway as per the original post. The difference is that in Module 4, freeze is not broken by damage anymore and generally lasts longer, which is what causes the problem.
In that case they could just make the freezing changes only apply to oppressor, but not sure if they are able to do that with their setup.
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nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited August 2014
So to test that "solo" hypothesis, CW friend and I (as GF) went to do Castle Never that way.
Took maybe 10 mins longer than with 2 CW overall, but it went extremely smooth.
All I had to do as GF was stay permanently in Block (easy) and have Knights Valor up. Throw Into the Fray whenever it comes off cooldown.
Considering my GF is Conqueror and not Tactician, imaginably it would have been much faster if I was Tactician, giving out AP for KV blocked damage, and higher Into the Fray buffs...
Singularity's not viable anymore like it used to be. It's ok for smaller groups, but that's it. Icy Terrain? Get ready to see it a lot because that's where the crit damage is.
True Neutral
Left the Game due to heavy Damage Control & Missing Spanish Language
Damage is more or less the same, maybe 10% lower, but control went through the roof
No way. You've been doing it wrong, then, because damage went down immensely:
Lost 3% arcane damage from arcane enhancement.
Lost 3% AoE damage from wizard's wrath.
Lost 9% AoE damage from focused wizardry.
Lost 5% damage from mobs below 30% from tempest magic.
Lost 5% ice damage to targets without chill from snap freeze.
Lost 10% damage from frozen power transfer.
And, on top of these changes, base damage for our formerly hardest hitting spell (shard) shot down dramatically, so it hits for less than 60% of for what it used to hit.
Edit: Plus, with bug fixes, we lost 30% from evocation and chilling presence.
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nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited August 2014
Considering all the powers that now deal 24% more damage due to fixed Armpen, Frozen Power Transfer that actually lasts 20 seconds (i.e. perm rather than half the time at 6s), that's a lot of damage gained.
Also, who uses Snap Freeze anyway :P
Losing dmg from Focussed Wizardry (which every non PVP CW should skip in mod4) is made up from gaining dmg from Learned Spellcaster to some extent. Elemental Empowerment is also a lot better than before damage-wise, as is Chilling Cloud, which is the main at will now.
Not to mention EotS and Stormspell now boosting damage a lot more than it did before
No way. You've been doing it wrong, then, because damage went down immensely:
Lost 3% arcane damage from arcane enhancement.
Lost 3% AoE damage from wizard's wrath.
Lost 9% AoE damage from focused wizardry.
Lost 5% damage from mobs below 30% from tempest magic.
Lost 5% ice damage to targets without chill from snap freeze.
Lost 10% damage from frozen power transfer.
And, on top of these changes, base damage for our formerly hardest hitting spell (shard) shot down dramatically, so it hits for less than 60% of for what it used to hit.
Edit: Plus, with bug fixes, we lost 30% from evocation and chilling presence.
you can only choose an enemy and nullifies it in battle with his absurd controls, there is nothing to complain about.
I play CW and while I don't want to be a traitor to my own kind...the changes seem a little "obscene" in pve, and in pvp its become something of a joke, even after just a couple of days. I understand that our damage (in pve) was out of line and the same to a certain extent for GWF but now things have taken a serious turn for the worse in terms of supposed "balance". With the benefit of hindsight (I realise it hasn't been long) I'm not sure that anyone is terribly happy with the outcome of this module and wonder if a less radical approach might have been more favourable. I personally prefer pvp and felt seriously under-powered and not rewarded for using difficult skills to target and hit....now I feel like the skill requirement is minimal to produce ridiculous damage and control. (Apologies for going off-topic)
Considering all the powers that now deal 24% more damage due to fixed Armpen, Frozen Power Transfer that actually lasts 20 seconds (i.e. perm rather than half the time at 6s), that's a lot of damage gained.
Also, who uses Snap Freeze anyway :P
Losing dmg from Focussed Wizardry (which every non PVP CW should skip in mod4) is made up from gaining dmg from Learned Spellcaster to some extent. Elemental Empowerment is also a lot better than before damage-wise, as is Chilling Cloud, which is the main at will now.
Not to mention EotS and Stormspell now boosting damage a lot more than it did before
The 9% loss from focused wizardry is from the feat that used to be there. I did not include the 10% damage loss from actually taking focused wizardry now.
Comments
WTH ?
Before no one used icy terrain , now all CWs will use it and if you'll keep COI in tab , well it's obvious that you'll see a lot of freezing !
Kind of agree with this guy here. The CoI and IT combo has been around for ages...its just no one bothered to use it because shard blew everything up in seconds...
We used to use icy terrain for draco anyway as per the original post. The difference is that in Module 4, freeze is not broken by damage anymore and generally lasts longer, which is what causes the problem.
In that case they could just make the freezing changes only apply to oppressor, but not sure if they are able to do that with their setup.
Took maybe 10 mins longer than with 2 CW overall, but it went extremely smooth.
All I had to do as GF was stay permanently in Block (easy) and have Knights Valor up. Throw Into the Fray whenever it comes off cooldown.
Considering my GF is Conqueror and not Tactician, imaginably it would have been much faster if I was Tactician, giving out AP for KV blocked damage, and higher Into the Fray buffs...
https://www.youtube.com/watch?v=K7WBHriMoc4
No way. You've been doing it wrong, then, because damage went down immensely:
And, on top of these changes, base damage for our formerly hardest hitting spell (shard) shot down dramatically, so it hits for less than 60% of for what it used to hit.
Edit: Plus, with bug fixes, we lost 30% from evocation and chilling presence.
Also, who uses Snap Freeze anyway :P
Losing dmg from Focussed Wizardry (which every non PVP CW should skip in mod4) is made up from gaining dmg from Learned Spellcaster to some extent. Elemental Empowerment is also a lot better than before damage-wise, as is Chilling Cloud, which is the main at will now.
Not to mention EotS and Stormspell now boosting damage a lot more than it did before
you can only choose an enemy and nullifies it in battle with his absurd controls, there is nothing to complain about.
The 9% loss from focused wizardry is from the feat that used to be there. I did not include the 10% damage loss from actually taking focused wizardry now.
just sit back on my CW and win
and whoever thought it was a good idea to change eye of the storm to 100% crit for 6 seconds (lol @ 20 sec cooldown)
yeah, they need to reconsider this guy's responsibilities
#OverbuffCWftw
IT never left my hotbar since I first got that power... but I have to admit it got much better (more damage and more freezing!)