I dont like the warlock anymore. I loved playing it prior to this mod but with the changes attempting to turn it into a viable healing class its just awful. I understand that clerics healing is meant to be superior since that is their primary role but in all honesty the warlocks healing abilities feel clumsy and chunky and hard to use, as it is right now I would not be playing warlock come mod 16.
As I don't know if this is a SW problem with the changes pushed this week I'll post this here too.
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I do have no idea what has changed inside the level 70 dungeons or with the SW but with this new patch I do have many more stats because companion stats have been corrected, but instead of cleaning dungeons more easily I almost do no damage.
Before this week patch I could do Shores of Tuern with the level 80 Soulweaver SW , now I do almost no damage and I could not even reach the boss.
Stats inside the dungeon.
Weapon inside the dungeon
Output damage
Stats outside the dungeon
Weapon outside the dungeon
the SW weapon nerf inside the dungeon is absolutely extreme.
This is the damage inside Lair of the Mad Mage, first pool of two giants, with a Soulweaver.
Previously I could kill them, now it's almost impossible.
Anyway for some reason now neither damage now Hallowstorm seem to heal at all, not sure if due to the heavy damage decrease of because healing has been heavily toned down.
So yes, new Fiery Bold single target is doing almost double damage as Killing Flames, which was supposed to be our best hard hitting single target encounter.
As it can be seen, right now this week we do have a Soulweaver that is neither healing nor damaging, and a Hellbringer that does very low damage compared to other DPS classes, as per the damage reports they are releasing.
The saddest thing is that the companion is doing half our damage as Hellbringer
As you can see, Creeping Death is not working either.
Dear @schietindebux : I tried the augment only shortly because i was missing a companion for tanking (HB build). My impression was that my personal damage was noticeable bigger than with non-augment. Did not do much testing on this but it felt as if the bondings were on all the time plus that one selectable companion effect where it says "you gain blahblah when your companion is near you". Just wanted to point on this, maybe one or another likes to give it a try.
A thing i like to ask about soulscorch: Is my impression correct that this one shines more as an aoe than a single target up to the last patch? Seemed to me that the DOT from it was applied to near mobs the same way as to the main target.
And can someone confirm that tryrannical curse does not work as intended? Not sure about it because usually the cast on any target just killed it at once or made so much damage that it died short after. Anyway it felt to me that the damage bonding did not work.
And btw i did not use Curse Bite usually. I personally like the movement advantage from Shadow Walk and the defense and crit buff feels nice to me too. NPNM for nearly constant combat advantage for me, the puppet and my companion(?). And for rotation: Killing Flames (LC on target), Fiery Bolt (full damage AoE) and when mobs arrive Hellfire Ring giving all that nice LC again. No curse consum for me and i need no ACC.
I just recognized that Augments and companions also are active 24/7 actually and spend a permabuff , not sure what kind of buff that is. Defenese, as an example get´s buffed for about 11k up to 24k in my case from a legend companion at 3k defense with 3xr14, not a 195% but a >300% buff, augments put a HP buff on top.
@nisckis you are doing less damage on the heal spec because you lost Dust to Dust and the damage was likely tweaked.
As to Killing Flames vs Fiery Bolt, stop thinking in terms of how the class was, that’s irrelevant. That said, KF should probably be 500-1000 given it’s variable nature.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
@obsidiancran3 yes, we lost Dust to Dust as Soulweaver, but that's not the problem, the problem is that this week, with all the changes summed up, I have been unable to solo Shores of Tuern, which I could solo without dying up to the boss door in preview with previous week patch.
Same way, last week I could go and reach first boss from Lair of the Mad Mage. This week I could not even pass the third pool of enemies.
Anyway, I do have hopes in next week patch because I hope it a dungeon problem/bug.
PS: tomorrow I'll try do to some more testing outside dungeons in the level 80 zone.
PPS: I do hope they solve the runic event bug soon, being downscale to level 73 against enemies of level 79 is an awful nightmare. This bug makes I can't finish the campaign
I read about dungeons being not correctly adjusted. Bugs needed fixes at first on warlock side. Anyway switching Fiery Bolt into a 700mag encounter with 8.4 CD looks like a band aid solution to close a gap vs other striker classes. Why having a single target encounter with 250-500 with higher CD, dealing half the damage ? But I take what I get. Maybe just push our daily on the same level as others, so I can deal >30% of all damage with a daily on a boss... Classes balanced and ready to start into mod 16 About dailies, did anyone also recognize that dailies have an obviuosly pretty high impact on the damageoutput (single) of classes in general (warlock excludet) ?
@noworries#8859 Topic "Pillar of Power" would it be possible to make this a universal power so that both the Hellbringer and Soulweaver can use it? I like the change you did for Mod. 16 for this encounter to be used for Soulweaver. But very much miss the way it worked in Mod.15 for Hellbringer. So if you could make it possible to allow the Hellbringer to have the Mod.15 Pillar of Power as it was and keep it the way it is for Mod 16 for the Soulweaver, that would be a great improvement from my point of view. Thank you.
> @nisckis said: > I just saw a barbie soloing Shores of Tuern without enchants, boons, companions nor damaging artifacts... Going to bed to cry a river
Hmm I can still get to the boss pretty reliably, but the dungeon is harder than it was last week. (I’ll try clearing the boss later.)
It’s worth noting that they are working on increasing the difficulty of the dungeon and so we should see that become harder regardless of the changes to other classes.
Keep in mind that last week we were easily outperforming Barbies and they had their stats bumped to improve their performance, so if they are now too strong expect them to be wound back again.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
I am surely missing something on the big picture, but just checking skills magnitude makes me feel warlock everything but overpowered in the current state: Encounters Cleric: FF 800+200x burning stack (divinity based) Paladin: smite 1600 (AoE, divinity based) Guardian: anvil 1600 (CD is comparable to KF's one) Warlock: FB 700 Barbarian: Frenzy 1300 - Axestorm 1000 - IBS 700 Pun. Charge 700 Dailies Paladin: DJ 3000 Fighter: Mow Down 3000 Warlock: Brood 2200 Barbarian: Crescendo 2500 I don't have the competencies needed to talk about rogue/hunter/wizard, I know they were hitting pretty strong before patch, but any further info added would be help. I am aware too that things will dramatically change week by week and any dev has free method choice if starting low to buff later or visa-versa; but we are talking about 1:2+ differencies on some cases and I strongly believe that giving closer values with each patch could help us giving a better feed-back about overall balancing.
About sparkweaver: I don't know if is part of the plan, but I believe that each of "versatile" classes should have a primary spec, based on its own main role in D&D. That said, I am fine warlock providing less heals overall than cleric when both plays on heal spec: that's actually making sparkweaver more interesting to people like me that likes challenges, surely more than (no-skill-needed) temptlock is in mod15, but the 1:2,5 ratio showed on prev pic is surely too much challenging! Fixing no-crit HS could help but not enough to make the gap reasonable. On the other side, primary support one (guardian/cleric) should perform slightly worser on dps spec, as they still have heals/shield.
About Fiery bolt I can confirm what i stated on my previous post: it is a lose-lose change as we have 1 less AoE pick and 1 less single target encounter, as KF is getting useless.
3
espasbadfistMember, NW M9 PlaytestPosts: 39Arc User
@noworries#8859 I still can't comprehend the whole thing with Fiery Bolt and Killing Flames. I can understand that KF is a measure to summon a soul puppet but from the damaging effect on single target we now have KF and the probably lightly better KF (FB). For me it would make far more sense to emphasize on the AoE effect of Fiery Bolt again. What about making FB AoE again, reduce its current damage to 1/2 or 1/3 but remove the curse synergie and allow it to spread Lesser Curse instead. For rotations incorperating Curse Bite this would make much more sense imho.
For builds that emphasize on the soul puppet i think that it should stay as it is that Soul Desecration and Risky Investment are available at the same time - making them mutual exclusive would be pure nonsense i think. Currently getting Soul Investiture stacks seems to be incredible hard and i would like to know if anyone ever managed to get full 5 stacks. Currently on life you get a stack if a target cursed with a Warlocks Curse dies - why not extend Warlocks Curse with exactly this feature? So if you select feats Warlocks Curse, Soul Desecration and Risky Investment you get the chance to build up some real nice buffs.
If you could agree to the aforementioned it would probably make sense to adjust the power of Creeping Death and Executioners gift too. Probably the effects of those feats must be at least doubled, maybe brought to even 30% to compete with the Soul Puppet build i lined out.
@espasbadfist the most Soul Investiture I have got is 3, with quite some luck with Killing Flames in the correct moment and using the Daily that spawns a puppet. Hadar's grasp is still not invoking any puppet
OK, today I have changed the way I'm testing, instead of testing SW inside a dungeon (which we should not have been doing, because dungeons were not supposed to be solo because the level down scaling, but we were doing )
This is the first test, Soulweaver SW level 80 doing all Acquisitions Incorporated missions, which took an unknown amount of time because the timer went wonka.
- No damage artifact was used because they do too much damage. - Augment companion was used because normal ones do too much damage. Note: I don't know if they are officially WAI or bugged so I'll suppose they are bugged. - I didn't use too many dailies except for "bosses" and some enemies that didn't want to die.
Whole character run statistics.
Whole outgoing damage statistics.
Whole incoming healing statistics.
Personal feeling about the run, it took quite some more time that currently in live, which was logical as Soulweaver is a Healer path, mostly because: - There are a few enemies (not bosses) that don't want to die, maybe just because they have "too much" HP. It was easier to kill both bosses from "rescue the nobleman" that some of the soldiers. - Harrowstorm does not crit at all. - Harrowstorm only applies curses on first tick so curses are not reapplied with every tick. I would expect curses to be reapplied with every tick. - Not really sure if something was changed but now it seems like Hallowstorm don't stack so casting many of them over the same enemies feels like they do nothing. - Pillar of power doesn't apply curses. I would expect it to apply curses with every tick.
So in conclusion, Soulweaver was fine for doing Acquisitions Incorporated missions, I'll do more testing with other campaigns too.
I have finished doing SW Hellbringer Acquisitions Incorporated missions.
With Hellbringer it took 47 minutes to complete, way way longer than live server and sadly longer that Soulweaver.
- No damage artifact was used because they do too much damage. - Augment companion was used because normal ones do too much damage. - With Hellbringer I have had to use many more dailies that with Soulweaver because many times Arms of Hadar simply fails to hit any enemies in front of you.
Whole character run statistics.
Whole outgoing damage statistics.
Whole incoming healing statistics, just for completeness as this is a DPS path, not a Healer one.
Personal feeling about the run, it took much more time that currently in live, and even more time that playing Soulweaver, mostly because: - There are a few enemies (not bosses) that don't want to die, maybe just because they have "too much" HP. It was easier to kill both bosses from "rescue the nobleman" that some of the soldiers. - Arms of Hadar fails to hit even enemies that are in front of you, so you have to reposition, wait 2 seconds and then use it again so it hits the enemies and it applies the curses. - Arms of Hadar has a cumulative cooldown of 2.1 seconds, so its cooldown goes 2.1, 4.2, 6.3 and so on - Hellfire Ring only applies curses on first tick so curses are not reapplied with every tick. I would expect curses to be reapplied with every tick. - Hellfire Ring has a massive cooldown of 21.2 seconds - Creeping Death does a negligible amount of damage and as it is spread across 5 seconds it is even more negligible. Its damage should be raised and made it instantaneous instead of spread over 5 seconds. - Hellish Rebuke does very low damage even with No Pity No Mercy active, and Hellish Rebuke +12% damage active in the weapon. - Soul Scorch does very low damage, because this currently its only purpose is using Soul Spark Recovery feat so our cooldowns are lowered with each use of Soul Scorch.
So in conclusion, Hellbringer is not recommended for doing Acquisitions Incorporated missions, I'll do more testing with other campaigns too, although it's not looking any good for daily and campaign missions.
About Prince of Hell, maybe something like "all your damaging powers apply lesser curse" or something like "all enemies within 25 feet are automatically cursed because your hellish presence". Probably this would mean that we would need something else for the current one that makes at-will to apply curses. Doing something like this would also mean that it should be in both paths, Hellbringer and Soulweaver.
As for SW shift, I would change it on par with other classes shift so SW vanishes into another plain "dodging" the damage, and changed so you don't need to move for it to work.
I’ve been playing as a SW for more than 4 years on the RU-server and I’m really terrified of what I’ve seen on preview.
Ok, feedback.
I believe it is necessary to alter tab completely. Here are several reasons.
Firstly: Adding the 4th additional "almost" encounter skill will never replace +20% of damage from the removed Warlock’s Curse. While taking the 80th lvl on preview, I didn’t use tab at all. There is no need for it anymore. One can just use basic encounter skills (without any pets and artifacts) and take 80 lvl easily.
Secondly: Adding Soul Scorch into tab will cause a great amount of problems. For example, optimizing and balancing its damage, as well as adding special feats, will be needed. But what for? For Hellbringer to become a full-fledged DD? I don't think so.
Thirdly: Illogical integration. Soul Scorch has always been a part of the Soulbinder’s mechanics. The Soulbinder is a healer, the Hellbringer is a DD. There aren’t any reasons for adding useless and impractical mechanics to the Hellbringer paragon. Speaking objectively, Soul Scorch is useless and impractical either in pve or in pvp content at this point.
Warlock’s Curse in tab is one of the most important and essential parts of warlock’s mechanics, that we’ve had for all these years. Ok, I do understand that it is necessary to alter many things in warlock, but the replacement of a Curse in tab is an extremely bad idea.
Several strikes with Soul Scorch will never replace the direct buff to damage from a Curse. Cursing the target was cool, it was dynamic. On the other hand, what we have now isn’t interesting or practical.
Other moments may give concern, still we can understand, accept and survive them, but removing Warlock’s Curse from tab is too much.
If you want to retain Soul Scorch in tab, let players have options. For example - if I take one feat, Warlock’s Curse is added into tab. And if I take another feat, Soul Scorch is added into tab. This can solve many problems and there will be less displeased players who are annoyed with such serious changes.
Taking time out from trying the leveling process on the Warlock for this week. Reached level 44, can't beat the last boss in Pirate's Skyhold for love nor money.
I have to agree with the other folks in this thread. Fiery Bolt is the power that Killing Flames really should be. Please leave FB as an AoE and remove the curse synergy so that it spreads Lesser Curse. As for KF, I'd settle for 500 - 750 magnitude at the moment. Although having looked at some other class encounters, more doesn't seem too unreasonable.
Once again, I will say that Dust to Dust on Hellbringer paragon is good. Thank you for that. It just makes sense that a damage boost would appear on the damage paragon
Not exactly sure what else I can comment on for this weeks patch as no information was given in terms of what else was changed/fixed.
I can quite happily live without Pillar of Power on HB paragon. I like the added manoeuvrability, rather than just sitting in my green puddle soaking up hits. Although I don't like spending most of my combat time prancing about doing the cooldown dance. Seems it's gone from one extreme to the other.
Only note I'd add to this is Brood's initial hit is the 2200, but then we have the broodlings with 200 Magnitude after the initial strike. (though I would definitely not be against increasing Brood or the other dailies' Magnitudes. Right now none of the other dailies seem to hold a candle to Brood) The Encounter lineup really begs the question of what in the nine hells did warlocks do to get shafted with a 250-500 max strength Killing Flames as our highest Magnitude Encounter on Preview launch (Hellfire Ring might have had more all combined, I forgot)
About Prince of Hell, maybe something like "all your damaging powers apply lesser curse" or something like "all enemies within 25 feet are automatically cursed because your hellish presence". (…)
As bamf as it sounds to walk into a group and my mere presence curses the lot of them, please no. Not with Lesser Curse applying a DoT. It would mean that just riding around areas with this Power slotted you will get put in-combat every time you ride just a bit to close to the mobs. Including lower level areas where you (used to at least) could ride through and the enemies ignore you since you were 30-someodd levels higher than them.
Warlock: Don't want to let you down but I am hell bound. - Imagine Dragons Cleric: You can be an angel of mercy or give in to hate. - Shinedown Wizard: The more the dark consumes me, I pretend I'm burning bright. - Shinedown Barbarian: Am I beautiful... as I tear you to pieces? - In This Moment
> As bamf as it sounds to walk into a group and my mere presence curses the lot of them, please no. Not with Lesser Curse applying a DoT. It would mean that just riding around areas with this Power slotted you will get put in-combat every time you ride just a bit to close to the mobs. Including lower level areas where you (used to at least) could ride through and the enemies ignore you since you were 30-someodd levels higher than them.
Agreed. LC being dropped on all in range could be chaos.
Plus, now that Prince of Hell is on Soulweaver, wouldn't a power boost to nearby allies be better? Or something that improves allies survivability?
1
espasbadfistMember, NW M9 PlaytestPosts: 39Arc User
Has anyone already thought about the fact that the class features and i think some mount insignia bonuses will have diminishing impact on a build because they increase ratings by number and not by percent? With the better gear all these will have less and less influence on the absolute outcome. Probably it is a great thing if you level up and you get say 2500 ArPen double it up from 2500 to 5000, but if you have already say 26000 those additional 2500 will play nearly no role anymore. Am i right on this or am i missing some basic understanding of the new mechanics?
- crossing all my fingers and toes that fiery bolt doesn't become killing flames 1b.
I have to say, for a console player reading this thread it's a bit like watching that old British show Beat the Crusher: the one where people had to watch their cars head for total destruction in a car crusher - that feeling of total helplessness as you watch something terrible happening that you can't do anything about.
Got my hands over my eyes at this point and peeking through the fingers.
@nisckis you sure the 70 levels are not scaled as well?
All content is scaled now, its arguably one of the main problems with Mod16, even doing the Basement in AI gets you scaled down to match the content.
@obsidiancran3 if you mean in the campaign missions I start from the assumption that enemies are of their level an players are the ones up/downscaled to match their level. For example, Basement Investigation enemies (the hourly mission) are level 20 so I assume that they are pure level 20 and we are downscaled to level 20.
The funny thing about the downscaling is the fact the weapon damage is scaled to absolute value so it doesn't matter how amazing is your weapon, all of them will have the same downscaled damage.
Very old level 70 weapon in green quality
Even older level 60 weapon in green quality
Yes, they all have the same damage ¯\_(ツ)_/¯
Ironically dragon bone and mulhorand are not prepared for level 80, so they can't be used to fully level a character from zero to hero.
Comments
I dont like the warlock anymore. I loved playing it prior to this mod but with the changes attempting to turn it into a viable healing class its just awful. I understand that clerics healing is meant to be superior since that is their primary role but in all honesty the warlocks healing abilities feel clumsy and chunky and hard to use, as it is right now I would not be playing warlock come mod 16.
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I do have no idea what has changed inside the level 70 dungeons or with the SW but with this new patch I do have many more stats because companion stats have been corrected, but instead of cleaning dungeons more easily I almost do no damage.
Before this week patch I could do Shores of Tuern with the level 80 Soulweaver SW , now I do almost no damage and I could not even reach the boss.
Stats inside the dungeon.
Weapon inside the dungeon
Output damage
Stats outside the dungeon
Weapon outside the dungeon
the SW weapon nerf inside the dungeon is absolutely extreme.
Also, there needs to be more ways to summon a Soul Puppet to maintain 5 stacks of Soul Investiture.
Previously I could kill them, now it's almost impossible.
Anyway for some reason now neither damage now Hallowstorm seem to heal at all, not sure if due to the heavy damage decrease of because healing has been heavily toned down.
Current patch Fiery Bolt single target
Damage at first three pool with Hellbringer
So yes, new Fiery Bold single target is doing almost double damage as Killing Flames, which was supposed to be our best hard hitting single target encounter.
As it can be seen, right now this week we do have a Soulweaver that is neither healing nor damaging, and a Hellbringer that does very low damage compared to other DPS classes, as per the damage reports they are releasing.
The saddest thing is that the companion is doing half our damage as Hellbringer
As you can see, Creeping Death is not working either.
Defenese, as an example get´s buffed for about 11k up to 24k in my case from a legend companion at 3k defense with 3xr14, not a 195% but a >300% buff, augments put a HP buff on top.
Lesser curse does NOT crit either.
As to Killing Flames vs Fiery Bolt, stop thinking in terms of how the class was, that’s irrelevant. That said, KF should probably be 500-1000 given it’s variable nature.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
Same way, last week I could go and reach first boss from Lair of the Mad Mage. This week I could not even pass the third pool of enemies.
Anyway, I do have hopes in next week patch because I hope it a dungeon problem/bug.
PS: tomorrow I'll try do to some more testing outside dungeons in the level 80 zone.
PPS: I do hope they solve the runic event bug soon, being downscale to level 73 against enemies of level 79 is an awful nightmare. This bug makes I can't finish the campaign
Bugs needed fixes at first on warlock side.
Anyway switching Fiery Bolt into a 700mag encounter with 8.4 CD looks like a band aid solution to close a gap vs other striker classes.
Why having a single target encounter with 250-500 with higher CD, dealing half the damage ? But I take what I get.
Maybe just push our daily on the same level as others, so I can deal >30% of all damage with a daily on a boss...
Classes balanced and ready to start into mod 16
About dailies, did anyone also recognize that dailies have an obviuosly pretty high impact on the damageoutput (single) of classes in general (warlock excludet) ?
> I just saw a barbie soloing Shores of Tuern without enchants, boons, companions nor damaging artifacts... Going to bed to cry a river
Hmm I can still get to the boss pretty reliably, but the dungeon is harder than it was last week. (I’ll try clearing the boss later.)
It’s worth noting that they are working on increasing the difficulty of the dungeon and so we should see that become harder regardless of the changes to other classes.
Keep in mind that last week we were easily outperforming Barbies and they had their stats bumped to improve their performance, so if they are now too strong expect them to be wound back again.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
Encounters
Cleric: FF 800+200x burning stack (divinity based)
Paladin: smite 1600 (AoE, divinity based)
Guardian: anvil 1600 (CD is comparable to KF's one)
Warlock: FB 700
Barbarian: Frenzy 1300 - Axestorm 1000 - IBS 700 Pun. Charge 700
Dailies
Paladin: DJ 3000
Fighter: Mow Down 3000
Warlock: Brood 2200
Barbarian: Crescendo 2500
I don't have the competencies needed to talk about rogue/hunter/wizard, I know they were hitting pretty strong before patch, but any further info added would be help.
I am aware too that things will dramatically change week by week and any dev has free method choice if starting low to buff later or visa-versa; but we are talking about 1:2+ differencies on some cases and I strongly believe that giving closer values with each patch could help us giving a better feed-back about overall balancing.
About sparkweaver: I don't know if is part of the plan, but I believe that each of "versatile" classes should have a primary spec, based on its own main role in D&D.
That said, I am fine warlock providing less heals overall than cleric when both plays on heal spec: that's actually making sparkweaver more interesting to people like me that likes challenges, surely more than (no-skill-needed) temptlock is in mod15, but the 1:2,5 ratio showed on prev pic is surely too much challenging! Fixing no-crit HS could help but not enough to make the gap reasonable. On the other side, primary support one (guardian/cleric) should perform slightly worser on dps spec, as they still have heals/shield.
About Fiery bolt I can confirm what i stated on my previous post: it is a lose-lose change as we have 1 less AoE pick and 1 less single target encounter, as KF is getting useless.
@noworries#8859 I still can't comprehend the whole thing with Fiery Bolt and Killing Flames. I can understand that KF is a measure to summon a soul puppet but from the damaging effect on single target we now have KF and the probably lightly better KF (FB). For me it would make far more sense to emphasize on the AoE effect of Fiery Bolt again. What about making FB AoE again, reduce its current damage to 1/2 or 1/3 but remove the curse synergie and allow it to spread Lesser Curse instead. For rotations incorperating Curse Bite this would make much more sense imho.
For builds that emphasize on the soul puppet i think that it should stay as it is that Soul Desecration and Risky Investment are available at the same time - making them mutual exclusive would be pure nonsense i think. Currently getting Soul Investiture stacks seems to be incredible hard and i would like to know if anyone ever managed to get full 5 stacks. Currently on life you get a stack if a target cursed with a Warlocks Curse dies - why not extend Warlocks Curse with exactly this feature? So if you select feats Warlocks Curse, Soul Desecration and Risky Investment you get the chance to build up some real nice buffs.
If you could agree to the aforementioned it would probably make sense to adjust the power of Creeping Death and Executioners gift too. Probably the effects of those feats must be at least doubled, maybe brought to even 30% to compete with the Soul Puppet build i lined out.
This is the first test, Soulweaver SW level 80 doing all Acquisitions Incorporated missions, which took an unknown amount of time because the timer went wonka.
- No damage artifact was used because they do too much damage.
- Augment companion was used because normal ones do too much damage.
Note: I don't know if they are officially WAI or bugged so I'll suppose they are bugged.
- I didn't use too many dailies except for "bosses" and some enemies that didn't want to die.
Whole character run statistics.
Whole outgoing damage statistics.
Whole incoming healing statistics.
Personal feeling about the run, it took quite some more time that currently in live, which was logical as Soulweaver is a Healer path, mostly because:
- There are a few enemies (not bosses) that don't want to die, maybe just because they have "too much" HP. It was easier to kill both bosses from "rescue the nobleman" that some of the soldiers.
- Harrowstorm does not crit at all.
- Harrowstorm only applies curses on first tick so curses are not reapplied with every tick. I would expect curses to be reapplied with every tick.
- Not really sure if something was changed but now it seems like Hallowstorm don't stack so casting many of them over the same enemies feels like they do nothing.
- Pillar of power doesn't apply curses. I would expect it to apply curses with every tick.
So in conclusion, Soulweaver was fine for doing Acquisitions Incorporated missions, I'll do more testing with other campaigns too.
With Hellbringer it took 47 minutes to complete, way way longer than live server and sadly longer that Soulweaver.
- No damage artifact was used because they do too much damage.
- Augment companion was used because normal ones do too much damage.
- With Hellbringer I have had to use many more dailies that with Soulweaver because many times Arms of Hadar simply fails to hit any enemies in front of you.
Whole character run statistics.
Whole outgoing damage statistics.
Whole incoming healing statistics, just for completeness as this is a DPS path, not a Healer one.
Personal feeling about the run, it took much more time that currently in live, and even more time that playing Soulweaver, mostly because:
- There are a few enemies (not bosses) that don't want to die, maybe just because they have "too much" HP. It was easier to kill both bosses from "rescue the nobleman" that some of the soldiers.
- Arms of Hadar fails to hit even enemies that are in front of you, so you have to reposition, wait 2 seconds and then use it again so it hits the enemies and it applies the curses.
- Arms of Hadar has a cumulative cooldown of 2.1 seconds, so its cooldown goes 2.1, 4.2, 6.3 and so on
- Hellfire Ring only applies curses on first tick so curses are not reapplied with every tick. I would expect curses to be reapplied with every tick.
- Hellfire Ring has a massive cooldown of 21.2 seconds
- Creeping Death does a negligible amount of damage and as it is spread across 5 seconds it is even more negligible. Its damage should be raised and made it instantaneous instead of spread over 5 seconds.
- Hellish Rebuke does very low damage even with No Pity No Mercy active, and Hellish Rebuke +12% damage active in the weapon.
- Soul Scorch does very low damage, because this currently its only purpose is using Soul Spark Recovery feat so our cooldowns are lowered with each use of Soul Scorch.
So in conclusion, Hellbringer is not recommended for doing Acquisitions Incorporated missions, I'll do more testing with other campaigns too, although it's not looking any good for daily and campaign missions.
Doing something like this would also mean that it should be in both paths, Hellbringer and Soulweaver.
As for SW shift, I would change it on par with other classes shift so SW vanishes into another plain "dodging" the damage, and changed so you don't need to move for it to work.
I’ve been playing as a SW for more than 4 years on the RU-server and I’m really terrified of what I’ve seen on preview.
Ok, feedback.
I believe it is necessary to alter tab completely. Here are several reasons.
Firstly: Adding the 4th additional "almost" encounter skill will never replace +20% of damage from the removed Warlock’s Curse. While taking the 80th lvl on preview, I didn’t use tab at all. There is no need for it anymore. One can just use basic encounter skills (without any pets and artifacts) and take 80 lvl easily.
Secondly: Adding Soul Scorch into tab will cause a great amount of problems. For example, optimizing and balancing its damage, as well as adding special feats, will be needed. But what for? For Hellbringer to become a full-fledged DD? I don't think so.
Thirdly: Illogical integration. Soul Scorch has always been a part of the Soulbinder’s mechanics. The Soulbinder is a healer, the Hellbringer is a DD. There aren’t any reasons for adding useless and impractical mechanics to the Hellbringer paragon.
Speaking objectively, Soul Scorch is useless and impractical either in pve or in pvp content at this point.
Warlock’s Curse in tab is one of the most important and essential parts of warlock’s mechanics, that we’ve had for all these years. Ok, I do understand that it is necessary to alter many things in warlock, but the replacement of a Curse in tab is an extremely bad idea.
Several strikes with Soul Scorch will never replace the direct buff to damage from a Curse. Cursing the target was cool, it was dynamic. On the other hand, what we have now isn’t interesting or practical.
Other moments may give concern, still we can understand, accept and survive them, but removing Warlock’s Curse from tab is too much.
If you want to retain Soul Scorch in tab, let players have options. For example - if I take one feat, Warlock’s Curse is added into tab. And if I take another feat, Soul Scorch is added into tab. This can solve many problems and there will be less displeased players who are annoyed with such serious changes.
All content is scaled now, its arguably one of the main problems with Mod16, even doing the Basement in AI gets you scaled down to match the content.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
I have to agree with the other folks in this thread. Fiery Bolt is the power that Killing Flames really should be. Please leave FB as an AoE and remove the curse synergy so that it spreads Lesser Curse. As for KF, I'd settle for 500 - 750 magnitude at the moment. Although having looked at some other class encounters, more doesn't seem too unreasonable.
Once again, I will say that Dust to Dust on Hellbringer paragon is good. Thank you for that. It just makes sense that a damage boost would appear on the damage paragon
Not exactly sure what else I can comment on for this weeks patch as no information was given in terms of what else was changed/fixed.
I can quite happily live without Pillar of Power on HB paragon. I like the added manoeuvrability, rather than just sitting in my green puddle soaking up hits. Although I don't like spending most of my combat time prancing about doing the cooldown dance. Seems it's gone from one extreme to the other.
The Encounter lineup really begs the question of what in the nine hells did warlocks do to get shafted with a 250-500 max strength Killing Flames as our highest Magnitude Encounter on Preview launch (Hellfire Ring might have had more all combined, I forgot) As bamf as it sounds to walk into a group and my mere presence curses the lot of them, please no. Not with Lesser Curse applying a DoT. It would mean that just riding around areas with this Power slotted you will get put in-combat every time you ride just a bit to close to the mobs. Including lower level areas where you (used to at least) could ride through and the enemies ignore you since you were 30-someodd levels higher than them.
Cleric: You can be an angel of mercy or give in to hate. - Shinedown
Wizard: The more the dark consumes me, I pretend I'm burning bright. - Shinedown
Barbarian: Am I beautiful... as I tear you to pieces? - In This Moment
Agreed. LC being dropped on all in range could be chaos.
Plus, now that Prince of Hell is on Soulweaver, wouldn't a power boost to nearby allies be better? Or something that improves allies survivability?
I have to say, for a console player reading this thread it's a bit like watching that old British show Beat the Crusher: the one where people had to watch their cars head for total destruction in a car crusher - that feeling of total helplessness as you watch something terrible happening that you can't do anything about.
Got my hands over my eyes at this point and peeking through the fingers.
Devs mention fiery bolt goes to single target.
Everyone protests.
Devs do it anyway.
Yep, makes sense.
The funny thing about the downscaling is the fact the weapon damage is scaled to absolute value so it doesn't matter how amazing is your weapon, all of them will have the same downscaled damage.
Very old level 70 weapon in green quality
Even older level 60 weapon in green quality
Yes, they all have the same damage ¯\_(ツ)_/¯
Ironically dragon bone and mulhorand are not prepared for level 80, so they can't be used to fully level a character from zero to hero.