This part I am optimistic about. Even when a new class has significant overlap in it's role with an existing class (DC/Tempt SW, Fury SW/other DPS classes) the devs seem to have a history of giving it unique mechanics and playstyle.
I sure hope they release several dungeons rather than just the usual one per module. If not there might not be much to do at 70 but sit around PE and look at each other.
Hmm I don't play STO but I've heard alot of complaining about their level cap increase. I've heard that gaining the levels is super grind-y and boring, and that the new ships are a debacle Perhaps those who play STO could shed some light on this.
Selling gear (armor sets, weapons, jewelry) in the cash shop is a truly terrible idea. This is a gamebreaking way of monetizing a F2P game. What should happen is that the drop rate gets adjusted so that the gloves become realistically available in game. I've run countless IWD HEs since Mod 3 dropped, and I have yet to see…
Except the 5-player que they are about to implement won't solve this. At least now we can use the timer to decide if we want to participate in a zerg run or a tactics run, and these timer-based groups have a tiny modicum of organization. I didn't start seeing success in Tiamat until I used the timer system. With the…
I have no plans to get the last 2 boons. Just too much grind. The supposed drop rate increases we saw on ToD items was so small as to be utterly meaningless. If the drop rate increase of the books in Mod5 follows suit then I will still not be going for either the last 2 Mod 4 boons or the Mod 5 ones. If the drop rate…
I noticed the same thing. I spent a couple hours right after the patch farming Dread Ring and Sharandar for enchants. I did get a peridot from the coffer, but I opened quite a number of skill nodes and chests and got very few enchants, a far lower number than I am accustomed to. Many skill nodes dropped zero enchants.
That depends. I'm already past diminishing returns on recovery, so the bonus on all those other sets does very little for me except inflating my GS. Corrupt does the same damage as dread legion, a tiny bit less than the other sets, but the stats, for me, are more favorable on corrupt than any of the other sets mentioned.
While true in many cases, this is not strictly true. In fights like Fulminorax, Valindra, and Hrimner, CWs do use single target spells and it is important to do so. Also, while casting times are more critical in PvP, as demonstrated by a poster above, longer activations times can also be problematic in PvE as well.
It probably will be. But I'm not sure I want to invest heavily in the class then ride the subsequent rollercoaster of changes. Also, with the game economy being what it is now, the thought of gearing up a new toon to the extent I have geared up my CW is not necessarily appealing. On the other hand, if it becomes the only…
You may be right, and I hope you are. The last round of nerfs for the GWF also ended up overall not being a nerf at all, with the compensating buffs. It seems like they start from an extreme position and gradually negotiate back from it. On the other hand, the changes proposed for CWs are far more sweeping than for those…
Depending on how the changes finally make it to live, I may very well re-spec to MoF. I think the only reason MoF escaped much of this nerfing is that it is still a small minority of what is being played, with spellstorm thaum of course being the norm, therefore taking the brunt of the hit. I fear that if the majority of…
Aulderon I strongly agree with everything you've pointed out here regarding the CW. If some folks would read these things it might clear up a lot of misconceptions. Since the beginning of PnP D&D wizards have been what many here would consider "OP". It is what has always been intended for the class and nothing has changed.…
I agree with most everything akemnos, kvet, and beckylunatic have shared but I'll throw in my own two cents. - Higher weapon damage is pretty much always better (especially when we are talking about that much better). - Both vorpal and PF are very good, but in general vorpal on an HR will be better for pve and PF might…
Between the huge threat and the squishyness if you don't move as an HR you're dead. Devs need to reduce the threat. The player side solution is to run back to your team with the adds when they come after you.
The tremendous threat HRs generate is a problem that needs to be fixed. If only I could get that kind of threat with my GWF! Having said that, when playing my HR and the adds swarm me, I run back to the group with them.
This is the most plausible explanation I've heard. This is a huge issue with my HR (the dodging and still getting hit - not the rubber banding). Oddly, I don't experience it as much with my GWF, though it does happen occasionally.