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Official Feedback Thread: Scourge Warlock changes

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  • ftrydaftryda Member Posts: 187 Arc User
    So I hate to post the same thing twice, but no one even so much as bashed me for this suggestion... with pvp being a hot topic I think it's worth posting again

    Darkness 4th tier Temptation feat rework

    Enemies marked with Warlocks Curse receive 20/40/60/80/100% less healing from all sources. This is half as effective against player targets.

    I think this goes well with Warlocks emphasis on DoT and the longer the fight the better. Granted this depends on the added survivability updates being enough to last.
    4000 iL Scourge Warlock
    Well Endowed (Xbox)
  • amenaramenar Member, NW_CrypticDev Posts: 90 Arc User

    Well of Dragons and Icewind Dale are both subject to an undocumented buff given to level 73 or greater monsters, where they simply take 25% less damage from all sources.

    This was changed some time ago, but has never been patch-noted.

    This is the problem. I fixed it.

    Critters that get high level disparity from you (which starts at 3 levels apart) get a special form of damage resistance, and this was hitting Creeping Death in addition to it hitting the original damage. Creeping Death will no longer get double penalized by this.
  • malabogpigfeedermalabogpigfeeder Member Posts: 97 Arc User
    edited July 2016
    I can only read blue and red unfortunatly, so i'm going to give my opinion, nobody here gives a HAMSTER about it, but nobody can stop me from it, nobody here minds in being organized and making devs work easier so im pulling the sugestions you guys gave in hope they will go forth.


    Feedback: Artifact class features.
    Artifact class features dark one's blessings and snuff out are really weak now, dont forget them.

    We know that, the devs know that, everybody knows that.


    Feedback. Power : Dark spiral aura
    Decrease cast time.

    Feedback: Power: flames of phlegethos

    Increase flames of phlegethos damage and radius.

    The coolest way obviously, increasing the skull size ^^, but seriously this power is only compensating when there are very close amount of mobs and even so they will easly spread making acoursed souls and gates of hell (and situationally TT) much superior.

    Yes, to both, you got it righ, claps....yeeey


    Feedback: Feat: Battlewise
    Decrease threath from damage 6% and 12% threath from healing.
    Still useless, still nobody going for it.

    Mantain DR granted by the spheres for a while after they are consumed..
    Yes, it's being removed too fast and heal barelly takes place if the SW it's at full hp when a enemy is getting near.

    OK, rewrote the sadowsip feedback, was almost sleeping when last wrote it:
    Shadowslip is woking in a way very hard to control, the imuntity canot be reactivated with little shifts. After thinking about the cons and pros of the last sugestion i gave about changing it, here's my final sugestion.

    Feedback: Power: shadowslip

    1. Activating shadowslip will consume 30% of your stamina, during the next 3 seconds you mitigate 30% of all damage sources, have 30% increased control resistance and gain a 20% increase in your move speed, this effect can only be triggered once every 6 seconds.
    2. Shadowslip now has a base 40% DR unchanged by time.
    3. And what probably is too much but definitivelly would be the best: rework all powers so they all can be activated from shadowslip, appart from DT that would cancel shadowslip.


    Asociated to this:

    Feedback: Feat: Eldricht momentum

    Eldritch momentum grants 5% stamina on all ranks, eldricht momentum has a cooldown of 2/1,7/1,4/1,1/0,8 seconds.

    Ok the first idea makes sence, if i have full stamina and my purpose it's just locomotion it works, damage reduction is fine, control resistance is also something SW's could use in many situations, but TR's hit for over 140k with SE so it's not right there.

    About the second idea i would say where you took it from, but this is a public forum, makes sence stop the infinite stamina process from WB-WB or WB-Aura of vengeance but this is dont they way.




    macjae said:

    I've tested a bit, and I like the overall direction so far, but there's a lot that still needs to be improved to get SWs into a good spot.

    Pillar of Power has been nicely upgraded, but the damage boost doesn't feel like it's significant enough.

    It's more than enough, pilar of power can affect target enemies and players at the same time, now if you mean it's situational, yeah, what were you expecting "a pillar that boosts you while you're on it", of course it's situational.
    macjae said:


    Gates of Hell is still not really competitive compared with Tyrannical Curse. Gates of Hell is still not really competitive compared with Tyrannical Curse.

    Gates of hell is perfectly competitive or whatever you wanna call it, TT deals damage by spread and has advantage in bosses, instead murdering the boss and all mobs around focus on the boss and arange someone to deal with the adds, Gates of hell is for a straight BAM!!! in a group of mobs, not for that. I call this: "tatics", you cant even compare them.
    macjae said:


    Prince of Hell doesn't look very tempting still.

    It was good the way ir was, the devs just solved to give more benefits to p2w.
    macjae said:


    The effect of Wraith's Shadow is visually hard to distinguish, and the power still feels weak.

    WEAK?? HAHA, not really try again, the main problem is that slow cast and cant be activated while shadowsliping.
    :
    macjae said:


    Arms of Hadar are hard to aim and don't feel like they do much, and the cooldown mechanic is a bit clunky.

    The timer has mostly one job, make sure it's not reliable as control full time, range was widelly increased and a bit damage, compation to other aoe's like fiery bolt it's more than good.
    macjae said:


    Vampiric Embrace doesn't feel like it does enough compared with other powers.


    A crit can stack a lot of temp hp, now compare that to blades of vanquished armies for example and mind the cast time. It's not bad, not anything special either, maybe if instead temp HP that are affected by almost no protection it would be a shield, then that would work.
    macjae said:


    The balance between the feat paths isn't quite there yet; Fury seems to be at too great a damage advantage compared with the other paths, Damnation could use some additional boosts for the puppet, and Temptation in general could use some decent buffs.


    Temptation is being reworked calm your bumbum down and the damage between fury and damnation is just right

    I would appreciate you to not read my signature, now that you did, dont do it again.
  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    PvP and DoT do not mix, which is a big reason why SWs are so offensively weak in PvP. GFs had a fit when part of Anvil of Doom had a DoT added to it--it provides your opponent the opportunity to heal, mitigate further damage, run away, be saved, do more damage to you, etc.

    It's also why I think it would be awesome for Creeping Death to accumulate all stacks within a timeframe and then hit once for a percentage of the total accumulated damage (think Shadow of Demise)--even if it could only proc every X seconds, as long as the Creeping Death coefficient is commensurately adjusted.
  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    @amenar is Creeping Death being mitigated more than once in PvP?:

    Shield layers?
    "Incoming damage reduced x%"
    "Enemies within x feet deal x% less damage"
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    @fernuu
    I do not know what it will look like in PVE in mod 10, atm I am more concerned about PVP , fearing the next 5 mods will look the same as before because there is no places for a DOT class, having low survival tools and low selfbuffs compared to other classes.
    I also hope if we get another NCL, there will be more than a hand full of BIS warlocks who take part.

    I pretty much hope Hellbringer get´s the needed boost and won´t stay in the dark for another 2 years.

    Apart from that I can´t tell how much TT or IS will exactly lose. I also don´t want to rely on one single power/daily.
  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    edited July 2016
    The problem with TT that messes up my mind is it's too hard now to use on mega parties speed runs, we have to choose a target only and many times that target is gone, some other dps made it disapear, but DC range buffs is likelly to lower with it's balance since DC can achieve crazy boost so a bit less speed is expected to come to dungeon, to much my pleasure =D, i just hope rewards get scalled even if just by a bit too. .

  • candinho2candinho2 Member Posts: 550 Arc User
    After fiery bolt boost it has 11k base damage, it feels a little weak.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    candinho2 said:

    After fiery bolt boost it has 11k base damage, it feels a little weak.

    Certainly feels betting than on live now that it has the buff + the CD benefit. Still, my DC hits harder with chains....
  • nap1985nap1985 Member Posts: 77 Arc User
    Anyone know if they ever plan on fixing the issue with Killing Flames cooldown times? Ranking it up ADDS a second to the cooldown, rather than subtracts. Is this just a tooptip error, or is it actually doing the exact opposite of what they intended it to do? Either way, apparently been this way for a few mods...seriously now, fix it!
  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    nap1985 said:

    Anyone know if they ever plan on fixing the issue with Killing Flames cooldown times? Ranking it up ADDS a second to the cooldown, rather than subtracts. Is this just a tooptip error, or is it actually doing the exact opposite of what they intended it to do? Either way, apparently been this way for a few mods...seriously now, fix it!

    It's fixed.....did you check preview?


  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited July 2016
    I´d like to bring up again an old disussion about Soulsparks, not a vital issue, i know.
    To underline what I talk of I will give an example.

    A GWF gains determination by hitting mobs. A warlock gains sparks by hitting mobs. A GWF loses determination slowly , counting downwards normally he keeps his bar up till he meets the next mobgroup and pushes shift to go unstoppable.
    A warlock looses all his sparks at once the moment he leaves combat and has to refill his sparks from zero.
    This also affects PVP , where it is ten times harder to stack sparks to 30.
    So a TR heads up to the warlock, pushes some buttons hits warlock with SE+first strike, pops Sigil of devoted, drops smokebomb, casts kneebreaker and finishes with the second SE :(((
    ...if that warlock survived and stacks soulsparks, he just leaves combat turning into shadow and waits few seconds, returns and starts again--> warlock left with zero defense from offhandfeat borrowed time + healing done by sparks and TR at full offensive power having first strike activated to try the final punch again.

    Maybe there is a way to give soulsparks a similar mechanic like determination in terms of fading away slower?
    Maybe it´s possible to stop sparks from healing, being out of combat, to prevent them to be too powerfull.
    Dust to Dust may also work that way getting your AP not refilled at once but slower, talking about a time frame of 10 to 15 seconds from fading sparks.
    I think that way warlocks can stay alive a bit longer, especially against stealthed classes and "ambusher" and the loss for DtD in PVE is not that big, you also get some benefit having some SS in the belt hitting the next mobgroup, maybe it´s win-win?
    Post edited by schietindebux on
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited July 2016
    @amenar
    testing dreadtheft in WoD I never managed to get more than 3 buffs from that encounter no matter how manny mobs I pull, formerly it used to be 5 stacks a 12%DR, no matter if one or ten targets were hit, wich was a good deal in PVP btw. and is not to cover by using Bova.
    That buff runs out in one splittsecond after the encounter ends and it also runs out the moment your targets deminish... that debuff seems to have not any kind timer any more and loses stacks at once even havnig that encounter active.
    Tbh I would like to see the old mechanic stacking by hitting a cursed target, working with WB and WC and LC...I also suggest to improve that buff not vanishing in combat the moment you dare to hit 1-2 targets missing mob 4-5 for 1 second. This will not help anyone in PVP either, getting focussed by 5 player and being forced to hit all of them at once to get any benefit from DT-buff.

    I think it is enough "nerf", loosing that buff immidiately when your spell ends, maybe shorten the inner timer, or prevent that buff from losing stacks that easily, and please fix that encounter to get up to 5 stacks, not only 3 please.
    For example make it work like shield warriors wrath from GF, wich stacks but never is downgraded infight and vanishes after short time in case you stop blocking, this time frame can be shortened or the stacks can vanish at once, the moment DT ends, to prevent the class from stackking too much defense by DT/BoVa/Infernal spheres.
    Or just downgrade the buff from 5 to 3 but keep something of the old mechanic -->"stacking up to 3 no matter how many targets are involved and staying active"
    And what about that "slowing effect"? seems to be gone also?

    Thanks you do a great job

    @fernuu my offhand feature borrowed time works on preview pretty good atm, maybe fixed
    Post edited by schietindebux on
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  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    edited July 2016
    etelgrin said:

    @fernuu borrowed time is display bug, im quite certain you will be able to see the increase on preview in Well of Dragons but not in Trade of Blades. I reported it ages ago, it's on my yt channel.


    FEEDBACK: GATES OF HELL.
    I've seen what's changed and I have to say that this daily has powerful damage but the knockdown/prone effect is radiculously weak, it's even far weaker than prone from golden swift lion.
    FEEDBACK: ARMS OF HADAR
    Damage is super low, control is easy to dodge and the prone/stun duration is almost non existent.
    FEEDBACK: Infernal Spheres
    You should be able to use encounter once again after the initial activation/summoning of the spheres to fire them off or decide to keep them for boosting DR, similarly to CW shield. Otherwise whole implementation is useless cause 1. you don't need heals at the begining of the combat where the spheres will fire off all at once at random target(s) 2. When this happens you don't gain DR which is always cause after casting spheres imediately hits something.
    FEEDBACK: Soul Bonding
    The healing created by this power should not be affected by PvP healing depression, it's already depressed by target resistance/tenacity in pvp case as well and it's hindered everytime you use AoE power making the heals very small. This power should also affect warlock himself or while healing give him extra defensive capabilities.
    FEEDBACK: Vampiric Embrace
    However I look at this power I feel its terribly underperforming and weak. Even for nearly non existent "healing SWs" Temptations, the healing from Warlock Bargain is far better, in fact it's burst heal which Vampiric Embrace is not even coming close to. This power should be considered as healing power to proc Maze Engine - Engine Inspiration boon to make it slightly more viable. The temporary hit points it creates is wasted mechanic I suggest instead it give a party buff of some sort.
    FEEDBACK: Flames of Pelegetheos
    Damage is super low.
    GENERAL FEEDBACK:
    The damage of infernal spheres, arms of hadar, flames of pelegetheos overal is weaker than simply throwing at will - Hand of Blight.
    All Warlock created DoTs are weaker than GF Knee Breaker encounter power (ex. Freya).


    Somethings from short yesterday tests, sadly on dummies and mobs cause there was nobody available to check it with me on preview in DV.


    Flames of Empowerment Artifact offhand class feature still says that you will gain additional 3% more damage when you have more than 80% AP.
    Gatekeeper's Empowerment doesn't seem to increase damage done by Hellish Rebuke by 25%.
    Pillar of Power doesn't seem to increase neither damage nor DR increasement in DR isn't listed in the power tooltip.
    No Pity No Mercy I remember that combat advantage damage created by this feature used to be displayed as ticks from coming attacks, I doubt that this power works at rank 4, and I don't feel this power is even working at rank 3 at all.

    I agree with most of what you said but i think giving the abillity to fire at will infernal speres will simply make it a always slot in pvp, instead something like: when you cast they enter in cooldown of x seconds, you have the power to fire them as you wish, after those x seconds if you did not fire them they will dissipate ( and with this make the cooldown on the tray a lighter shadow for us to have notion how long we have till we cant use them and the normal cooldown color after the cast.)

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  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User
    edited July 2016



    I agree with most of what you said but i think giving the abillity to fire at will infernal speres will simply make it a always slot in pvp, instead something like: when you cast they enter in cooldown of x seconds, you have the power to fire them as you wish, after those x seconds if you did not fire them they will dissipate ( and with this make the cooldown on the tray a lighter shadow for us to have notion how long we have till we cant use them and the normal cooldown color after the cast.)

    Some time ago when this warlock balancing stuff started, I suggested to add feature to this encounter, that when u summon spheres, they stay in stand by mode, thats mean they stay still no matter if enemy is near, and provide its DR or any other benefits.
    Hit Encounters button once again, and they moves to combat mode = they seek enemies, and use all current Infernal spheres combat mechanics..
    So in other words, warlock could exploit this power when he want, either in combats start or waiting right moment to use them.
    macjae said:

    Just tested this on Preview, and it looks like the damage immunity from initial shadow slip also extends to Shocking Execution: SWs can now dodge that.

    However, with the mechanics as they are, a TR can make you waste that dodge by animation canceling, then using it again -- and then the reduced DR doesn't apply against it at all.

    It's still a massive improvement, but SWs will still be getting killed by Shocking Execution in PvP by TRs who understands this.

    There are really two ways to change that, either make the shadow slip DR work like CW Shield, on a separate mitigation layer, or do something with Shocking Execution.

    I hope u are not trying push Shift mechanic to counter TR's Shocking Execution only?
    ========================================================================
    “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
    Gustave Le Bon.

    ==================================================
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  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    @bloodyspamer more so to provide a SW defense mechanism against splat-heavy PvE content.
  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    @macjae any feedback on the 60% Creeping Death coefficient being mitigated in PvP?
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  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited July 2016
    Did anyone run some dungeons so far, testing SB-fury against other striker like GWF or controller like CW on a same IL?
    ...and how do I get text cloured in blue or red?
  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User
    edited July 2016
    macjae said:


    Obviously not. SWs need good shift mechanics under any circumstances, both for PvE and PvP. I'm just pointing out a circumstance where it's still not going to work to give SWs any effective defense.

    d4rkh0rs3 said:

    more so to provide a SW defense mechanism against splat-heavy PvE content.

    I hope so, because everytime I read line about pvp and dodge = shocking execution. Which from outside looking player look like only TR's shocking execution is threat for SW, which is not. :)

    And speaking about problem in pvp, I think Pvp need add extra feature to balance pvp.
    I played game Linage 2 which is highly focused pvp game. There anytime player can come and kill u on spot. :) And current TR Shocking execution problem remind me same problem as lineage 2 had some time ago.. There Rogues powers had lethal strike ability. Which mean with 1 strike it can kill enemy, regardless how many HP u have. Which as u probably understand same as current TR in NWO.


    So what game developers did, They introduced Combat points(CP) which works only in pvp, and have no effect in pve..
    And here I wrote same feature, but little bit adjusted to fit our game.

    Suggestion: pvp mechanic: combat points
    Combat Points (CP) offer a new dynamic to PvP situations by adding an extra layer of protection when attacked by another player. CP acts as a buffer that must be depleted before damage will affect the player's hit points.

    If a player is damaged by another player (including companion, soul puppet), CP is consumed first with no effect on Hit Points (HP). If the CP is not enough to consume all the damage, HP begins to be consumed.

    Like HP, CP is also gradually recovered as time passes. The CP total varies by class and level, recovers over time, and acts as a buffer that must be depleted before damage will affect the player's hit points.

    Player can restore CP in combat only via Potions which can be obtained via npc in Protectors enclave/Stronghold or via zen market.
    CP potions restoration effect = 1/3 of current HP potions restoration capacity.
    Note: CP can't be restored by buffs/heal encounters.



    In same time small TR's shocking execution adjustment is required.
    Since TR is assassin who is specialist for single target elimination we should keep them strong dmg power. .

    Current Shocking execution: by NWO wiki.
    You leap up and strike with a vicious attack that deals Piercing Damage. Piercing Damage cannot be deflected and ignores armor.
    If you hit a target who is below 20% Hit Points, your Action Points instantly refill. If this effect triggers, the next use of this power will cost Action Points regardless of your target's health.

    Enemy players killed by this power in PvP cannot be revived by other players.



    Suggestion: TR's shocking execution rework
    Remove piercing damage from this power.
    Slightly boost power dmg.
    Add chance lethal strike. ~30%
    Lethal strike feature- When player land Lethal strike, it ignores CP points and hit directly to HP pool and takes away by 85%. or it.
    Lethal strike dmg counts from 100% players HP amount.

    If target had 60% of his max(full) HP, he dies on spot. Can't be revived.
    Clarification: lethal strike dmg counts as percentage from over all HP amount.
    In pve, Lethal strike boost outgoing dmg by 30%.

    Such combo readjustment would benefits all classes not only warlock itself. For example if warlock or DC or CW got struck with Lethal strike, and have some CP remained, he get chance to run away.

    Its not perfect, still require adjustments and recalculations. :)
    Post edited by hadestemplar#9918 on
    ========================================================================
    “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
    Gustave Le Bon.

    ==================================================
  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    edited July 2016



    I agree with most of what you said but i think giving the abillity to fire at will infernal speres will simply make it a always slot in pvp, instead something like: when you cast they enter in cooldown of x seconds, you have the power to fire them as you wish, after those x seconds if you did not fire them they will dissipate ( and with this make the cooldown on the tray a lighter shadow for us to have notion how long we have till we cant use them and the normal cooldown color after the cast.)

    Some time ago when this warlock balancing stuff started, I suggested to add feature to this encounter, that when u summon spheres, they stay in stand by mode, thats mean they stay still no matter if enemy is near, and provide its DR or any other benefits.
    Hit Encounters button once again, and they moves to combat mode = they seek enemies, and use all current Infernal spheres combat mechanics..
    So in other words, warlock could exploit this power when he want, either in combats start or waiting right moment to use them.

    Good point, so in adition to what me and @etelgrin said, the cooldown would apply only on entering combat and if you used it meanwhile combat obviously.

    Did anyone run some dungeons so far, testing SB-fury against other striker like GWF or controller like CW on a same IL?
    ...and how do I get text cloured in blue or red?

    Fernuu did but it was a CW mof so...not sure if you're interested in that.

    Use: 1font color=red2"the text you want to write"1/color2
    replace:
    1 = <
    2 = >

    remove the brakets, blue is dark blue, cyan will use light blue.

  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    @bloodyspamer @treesclimber and/or you may lose spheres if damaged, similar to CW shield.

    @treesclimber as far as "go-to" encounter powers in PvP are concerned, there really is not a lot of diversity across the board for the majority of classes when it comes to this. Pretty much all classes have a go-to/never-leaves-your-bar encounter in PvP.
  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    d4rkh0rs3 said:

    @bloodyspamer @treesclimber and/or you may lose spheres if damaged, similar to CW shield.



    @treesclimber as far as "go-to" encounter powers in PvP are concerned, there really is not a lot of diversity across the board for the majority of classes when it comes to this. Pretty much all classes have a go-to/never-leaves-your-bar encounter in PvP.

    More or less i was playing on previewin IWD pvp, messing with powers and as PoP was a mess against CW's it was pretty good against GWF so it's a lot dependent on the enemy you face, the HG, WB must have doesnt really apply all the time.

  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    Yeah, I can see Pillar of Power being borderline useless in PvP against the majority of classes as they have ways to knock you out of the circle... That and you lose your third encounter slot on an already weak DPS class.

    Hadar's Grasp took a massive hit with the LoL set fix. It's even worse when your opponent has an Elven Battle enchant.

    What would be neat is if Warlock's Bargain and/or Infernal Spheres generated a soul spark on *each tick*, regardless of whether or not they crit. THAT would be a meaningful upgrade for Soulbinders in both PvE and PvP arenas.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    d4rkh0rs3 said:

    @bloodyspamer @treesclimber and/or you may lose spheres if damaged, similar to CW shield.



    @treesclimber as far as "go-to" encounter powers in PvP are concerned, there really is not a lot of diversity across the board for the majority of classes when it comes to this. Pretty much all classes have a go-to/never-leaves-your-bar encounter in PvP.

    I say make spheres a semi-high DPS defensive power that's a little opposite of the CW shield.

    The spheres no longer auto attack, unless you reactivate on the power. You gain a large defensive buff, but each time you get struck a sphere launches itself or explodes up close for some DPS and perhaps a debuff on the target.

  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User
    edited July 2016
    ghoulz66 said:



    I say make spheres a semi-high DPS defensive power that's a little opposite of the CW shield.

    The spheres no longer auto attack, unless you reactivate on the power. You gain a large defensive buff, but each time you get struck a sphere launches itself or explodes up close for some DPS and perhaps a debuff on the target.

    Hmm, than by your idea we could go that IS would work as Barkshield Enchantment mechanic..
    So it would work like, warlock summon Spheres, they remain in passive mode, and work as Barkshield Enchantment, so with every x dmg received, sphere is consumed. When all spheres are consumed warlock unleash aoe dmg around him with ~30% of encounter power dmg when it would be in attack mode..

    or explode and push away all enemies away from warlock. :) (cw shield offensive effect)
    Or something similar :)

    Plus we should add that this encounter can't stay in passive mode for long time.. So it would not be used as shield only..

    Anyways, more like we have some proper ideas and solution for this power.. Now remain others, and list is kinda long..
    Anyone want to suggest other encounter?? :smiley:
    ========================================================================
    “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
    Gustave Le Bon.

    ==================================================
This discussion has been closed.