I have this problem, an insane cure. happens after using daily, whenever I use atwill canceling the animation with life below 100% I get cures that reach 700k
I have this problem, an insane cure. happens after using daily, whenever I use atwill canceling the animation with life below 100% I get cures that reach 700k
I do not think its related to cancelling animation. I think its related to Primal Instinct daily.
This daily normally should be negating the effect of combat advantage against us and the chance of being critically struck. I think we see that big heal when we were supposed to get critically hit. I do not know how exactly this daily works, I think maybe this daily is just giving us maximum critical avoidance or something like that. I assume on live this was working fine because crit avoidance was countering enemy critical chance. But now critical chance is not countered, and crit avoidance only reduces enemy critical severity. So I think this max crit avoidance from daily makes enemy crit severity negative or reduces it to smallest integer value possible(it can be seen from the example log down below). In the end their critically hit is appearing like its healing us.
This might be the issue here, as i said im not 100% sure, im just speculating.
An example log for this situation:
[Combat (Self)]Critical Hit! Halaster gives 988673664 (-2147483648) Arcane Damage to you with Arcane Blast.
Hello At the start I want to say i appreciate all the work that the dev team devotes to the game. I wanted to talk about a few things with the warlock here, because now is the best time to change, because the class was and is not fully optimized
I will also point out that these are mostly to do with the DPS(hellbringer) class warlock not the Healing(Soulweaver)
One of the class's biggest shortcomings is the constant delay in the animations and the unexpected things these cause. The animations aren't smooth and the long duration of casting makes warlock clunky to play.
At will powers need to cast faster
[Arms of Hadar] needs more damage and could stun enemys for a short time
[Vampiric Embrace] magnitude is to low, for players wishing to stay further away from the enemy this could be an alternative
[Dreadtheft] it shouldn't block other skills. This power could be changed to allow us to use other skills while this is in use, because it blocks everything, to provide an alternative for players who wish to remain in range
[Hellfire Ring] casting is way to long, animation could be more dynamic
[Infernal Spheres] [Blades of Vanquished Armies] If I can suggest a favoured consideration for both of these powers. Infernal Spheres The Infernal Spheres could work like the current blades without the possibility of using them on other players. This power could increase player damage by 5% and deal 3 tic of damage like blades does now with decent damage.
Blades of Vanquished Armies Could be changed to be a more buff/protective skill, On the dps path the power could provide small amounts of temporary hp just like a wizard's shield and add additional damage with a specific value - same as the ranger daily powers but with a significantly reduced value + making blades only attacheable to yourself and not other players
For heal paragon, blue temorary hp could be increased and in addition the power could provide 5%-10% protection of damage and provide small healing over time Casting could even work with the tab mechanic
[Tyrannical Curse] Another suggestion I'd like to make is to change the cost of the Tyrannical Curse to a 50% action point. Reduce the damage dealt by this skill after use and reduce the damage bonus from 15% to 10%. After this change, it would be possible to use this skill twice in less time, which would help the warlock do consistent damage. It would open up a lot of combinations in character building AND possible to use a combination of two daily powers because at this point the only daily power that is in use is just [Tyrannical Curse]
[Soul Puppet] The next thing I would suggest is changing the soul puppet. If this mechanic needs to stay in the game suggesting that soul puppet appeared after 5 seconds of combat without any use of skills this would keep the soul puppet in battle can stack up to 5 stack as is now but in way shorter time. The third lower feat would have to be optimized and be as attractive to choose from as the third up.
[Curse]The base curse skill could have a small amount of damage increase and a damage indicator as the damaged caused does not show on screen.
[Soul Scorch]
This mechanic has a lot of bugs, the animation does not work properly using this skill often causes character movement and animations to glitch and the only option to remove this is use a quick burst of shadowstep. The animation and the end time must be shortened and optimized because it is one of the greatest problems of the warlock. If soul scorch had greater damage after using it, you could completely change the first class feat and add something new there that will be more useful (maybe even transfer [Double Scorch] to class feature) because at this point players must give up dealing increased damage [Double Scorch] on tab mechanic and choose [Power of nine hells] because the lack of stability of the soul puppet causes to be almost unplayable.
The class features could be changed, there are many of them but only a few are playable, I would suggest changing some useless powers and combining them with the encounter powers as with fighter where combining some skills increase dps.
[Dark Prayers][Dust to Dust][Dark One's Blessing][Flames of Empowerment]are completly useless. Dust to dusk provides 5% damage but it cannot be fully utilized because most combinations now require 2 completely different class features. Changing one of them makes the character unable to utilize the build properly.
The mechanics of soul spark have to be improved because the warlock becomes even slower and is not very dynamic. After the changes on the test server there is no longer a mechanic that gives sparks when dealing critical hits.
Thank you for your time. Maybe other players will add something else. Please consider this changes.
TLDR: Tanks need an increase to threat generation: I suggest increasing the base 4x multiplier to an 8x multiplier. Dps currently generate 50-60% of the threat they do on live. Tanks only generate a 25-30% of the threat we do on live.
Barb Sentinel needs improvements. Remove the Sliding Scale damage of Primal Fury or give sentinels a way to empty their block when they want to. Let rage be generated outside of combat (at least for Sentinels) like it did prior to mod 18 or alternatively let Sentinel's start combat with full rage like how paladins start combat with full divinity. Increase the rage generation of powers on the sentinel path. Increase the magnitude of Challenger's Slash so that spending rage on Unstoppable + Challenger's Slash is a viable alternative to spending rage on Primal Fury. Add the ability to stop Unstoppable by pressing Tab again. Decrease the cooldown on Enduring Shout from 29 seconds to 25 seconds.
As we start getting closer to finalizing the combat changes, I wanted to bring up the issue of aggro specifically from the pov of a Barbarian Tank.
It's well known by players that barbarian tanks have the worst threat generation of the three tanks. Interestingly enough, barbarian sentinels actually have the most number of threat multipliers available out of all the tanks.
Paladins have 2 sources of threat multipliers: Oath of Protection (4x multiplier), and Increased Threat (8x multiplier). Fighters have 3 sources of threat multipliers: Path of the Vanguard (4x multiplier), Increased Threat (8x multiplier), and Tide of Iron (1.2x multiplier). Barbarians have 5 sources of threat multipliers: Will of the Sentinel (4x multiplier), Increased Threat (8x multiplier), Sentinel's Slash paired with Frustrating Slash (1.2x multiplier), Threatening Presence (1.2x multiplier), Rage and Rally (1.2x multiplier when Unstoppable is active).
THE PROBLEM So why then does Sentinel have the worst threat generation? Sentinel has only 1 encounter power that has the Increased Threat effect: Primal Fury.
We also have the At-Will Challenger's Slash, however the low magnitude makes it pretty ineffective.
Paladin's also suffer from having a low magnitude Increased Threat at-will.
Primal Fury is our primary threat generating power. Unfortunately, the magnitude of Primal Fury is not always 750. Depending on how much block you have, the magnitude varies. If your block is full, Primal Fury is only 100 magnitude. As your block is used up, that magnitude increases up to 750 when your block is empty. By itself this sliding scale damage mechanic wouldn't be a problem if we had some way to empty and refill our block, however Primal Fury does not have any synergistic power to work along side of. We don't have a way to empty our stamina and so we don't have a good way of controlling the damage of Primal Fury.
My threat generation is at the mercy of the enemy and how hard + fast they can hit me before I lose aggro. In general, only in ToMM and Zariel's Challenge are the enemy attacks strong enough to generate 10 rage per hit. Meaning I can use 1 primal fury once the boss has hit me 4 times. If I don't take any damage, it takes 8 seconds to generate the 40 rage I need to use Primal Fury. This 40 rage is generated using 1xPunishing Charge, 1x Sentinel's Slash,1x IBS, 6x Challenger's Slash. In those first 8 seconds, Zariel or Halaster may have already killed 2-3 party members while I struggle to establish a threat lead. If for any reason I lose aggro, I have almost no chance of getting aggro back until my hard taunt comes off cooldown. Punishing Charge has a cooldown of 17 seconds. In that period Halaster and Zariel, with their current damage output can easily wipeout half of your party.
The main problem of tanking as a Sentinel becomes obvious when playing Zariel's Challenge. To be able to effectively play a sentinel as the main tank, you have to work around how the game is designed. I have to actively keep track of when the boss is about to phase so I can ensure my stamina is drained. Then I have to hold my block up to prevent stamina regen. In addition I need to ensure that my rage is full or mostly full so that I can start of by using Primal Fury. Additionally, I need to have my Action Points full so I can use a high magnitude daily. If all of this setup work is not done properly before the start of phase 2 and 4, there is a very high chance I am not holding aggro. The exception to this is if the dps I am running with are extremely weak. But in that case, the run will end in a failure because we won't be able to pass the dps check.
How I work around the aggro problem: This video is from a Zariel run on the live server. https://youtu.be/ZQVd9ldE19g
If I hadn't drained my stamina before phase 2 started, I would have lost aggro the second the dps activated their artifacts. You may ask: Why don't you just swap in Threatening Presence and IBS to help generate more threat. I can't swap out Mighty Vitality to Threatening Presence and Enduring Shout to IBS because then I can't survive the tank buster. On preview this is actually worse. Because the tank busters can crit.
Here are my stats on the live server:
As you can see, I have every relevant stat capped and have 1.1 million HP that can go up to 1.2 million HP once I swap Threatening Presence to Mighty Vitality.
Here are my stats on the preview server:
Both the live and preview images are fully buffed and in combat. As you can see in the preview server build, I have pretty good defensive stats, but my offensive stats are low. This is fine since the whole point of this combat rework is so that we can't cap out every stat like I did on the live server.
The problem here is that holding aggro is now exceptionally difficult. On live my sentinel has an average enc dps of 60.5k. This is just barely enough to hold aggro against endgame dps. Currently on preview with the above build, I have an average enc dps of 20.2k.
On the dps side of things, on live I have an average enc dps of 500k. On preview my average enc dps is 250k.
---------------------------------------------------------------------------------------------- WAYS TO FIX SENTINEL
So overall with the new combat rework, an endgame dps generates about 50-60% the threat that they do on live. Meanwhile my tank generates about 25-30% of the threat that it generates on live. The easiest way to address this would be to increase the base 4x threat multiplier that all tanks have to an 8x multiplier.
Remove the Sliding Scale damage of Primal Fury and give it a Fixed magnitude. Take the rng out of holding aggro. Fighter's retaliate is a good example of how enemy damage can influence your threat generation. Regardless of how much damage the enemy does to you, by executing the mechanic properly, you always generate a solid 600 magnitude of threat. The Sentinel's sliding damage on Primal Fury is a bad example of how enemies influence your threat generation. Your threat generation capabilities depend entirely on how much the enemy feels like damaging you. This is the primary reason why barbarian Tanks have trouble holding aggro.
The above 2 changes would be sufficient to address the aggro issues of the Sentinel.
If you wanted to do a full rework of the sentinel, here are some of the other changes I would like to see:
FULL SENTINEL REWORK
Rage Prior to Mod 18, Barbarians (both dps and tanks) could generate rage outside of combat. This let us enter combat with a full rage bar. On the tank side, this meant that we didn't need to waste time building rage while trying to establish aggro at the start of the fight. We just had to start the fight by grabbing aggro, using a daily to establish a small threat lead and then take 1 or 2 hits. That was sufficient to then use Primal Fury 1 or 2 times and that was sufficient to create a solid threat lead on the dps. Let rage be generated outside of combat (at least for Sentinels) like it did prior to mod 18 or alternatively let Sentinel's start combat with full rage like how paladins start combat with full divinity.
Unstoppable Using Unstoppable doesn't make you unstoppable; In fact it leaves you worse off than if you hadn't use it at all.
In the current version of the preview server build, Unstoppable increases block from 40% to 60%, increases our attack speed for at-wills and it blocks attacks from all directions. While you are Unstoppable, stamina regeneration is greatly reduced. This makes it useful to take bigger tank buster attacks, but if I am main tanking, Unstoppable sits unused on my tank in any hard content except for when I accidentally use it out of habit from playing as a dps. In general using Unstoppable actually makes us less tanky because if we use Unstoppable and the enemy damages some of our block and then the enemy uses a big hit before Unstoppable has ended, we have less block available to take the hit. Since there is no way to stop Unstoppable without using the Blood Fury feat, I don't use Unstoppable at all. Why would you use the Blood Fury feat which uses 100% of your rage for 1 Primal Fury, when you an cast 2 Primal Fury attacks using just 80% of your rage? Unstoppable needs to be able to be stopped by pressing Tab a second time. Maybe add a 20 rage penalty whenever you stop unstoppable.
Another problem with Unstoppable is that it uses rage, a resource that we need to save to use Primal Fury. The total threat generated by using 2 Primal Fury attacks with 80 rage is significantly more than the threat that is generated by using Unstoppable, 1 Primal Fury and attacking with Challenger's Slash or by using Unstoppable and spamming Challenger's Slash for the next 12 seconds. Doubling the magnitude of Challenger's Slash to 50 should be sufficient to make Unstoppable + Challenger's slash a viable alternative to using rage just on primal fury. Another option is to increase the threat multiplier of Rage and Rally from 1.2x to 2x. There is also a bug with Unstoppable where if you use Primal Fury while Unstoppable is active, even if you run out of rage, Unstoppable will not end until some internal timer runs out. By this I mean that if I start with full rage, I get 12 seconds of Unstoppable. If I use primal fury, I should lose 40 rage and the Unstoppable timer should be reduced by 4.8 seconds.
Group Damage Mitigation Barbarian Sentinel’s bring less to the table when it comes to group utility in the form of damage mitigation. If we use the feat Crushing Advance paired with Savage Advance, we can place a 5% damage debuff on a single enemy. This power is only useful if there is an enemy that you can hit. In the transition from phase 4 to phase 5 of Zariel’s Challenge, there is no enemy that you can hit with Savage Advance and so there is no damage mitigation that you can provide to help your party survive one of the hardest hitting AoE attacks in the game.
Compare that with the Fighter’s Phalanx (20% damage reduction to everyone standing in the area) and Paladin’s Shield of Faith (5% damage reduction) paired with Divine Palisade (10% damage reduction to everyone standing behind the tank). Because these powers can be cast without an enemy target being present, they provide both Fighters and Paladins greater group utility than Barbarians can provide.
Because the theme of barbarian tanks is buffing HP, one possible way to address this discrepancy between tanks would be to add a secondary effect to Battle High which increases allies HP by 15% - 20% for the duration of the effect. Of course with players who have less health, this would be less effective, but compared to having no group utility when there are no targetable enemies, even a small HP buff for the group would be better than nothing.
Enduring Shout Rework the effect of Enduring Shout with a new power that transfers the full amount of stamina to the player’s HP and gives 20% damage reduction for 12 seconds. In other words, for 12 seconds, the player has 0 block, their HP is increased by their maximum stamina (either 40% or 60% while Unstoppable is active), and they get 20% damage mitigation. While this power is active, stamina does not regenerate. Reduce the cooldown from 29 seconds to 25 seconds.
This rework makes Enduring Shout more in-line with the damage mitigation encounter powers the other 2 tanks have. This gives barbarians a damage mitigation buff that is useful beyond taking a single hit, that also allows for the player to use Unstoppable without the risk of losing survivability. Additionally, because during the duration of the effect, the player doesn’t have any block, they can use Primal Fury at max damage. This rework also keeps the power in-line with how barbarians are supposed to tank in D&D, having large health pools.
If Sentinel’s can start combat with a full rage bar, just this rework to Enduring Shout would address both the threat generation issue and the damage mitigation issue.
Will of the Sentinel is missing from the Mechanics section of the Barbarian Sentinel's power tab.
Fighter and Paladin Tanks still have their respective base threat multipliers (Oath of Protection, Path of the Vanguard)
1
damnaciousMember, NW M9 PlaytestPosts: 354Arc User
From my perspective, Enchantments are a way to 'flesh out' a character's stats, and in doing so, provide the means for a versatility, flexibility, and uniqueness of build styles.
With the current proposed system, the Enchantment-specific stats (i.e. the non-Combined Rating) stats, are far too lack-lustre to really make any real difference, as you could almost slot in any Enchantment and the difference is negligible.
What i propose is:
Re-balance Combined Rating and non-Combined Rating on Enchantments I would prefer to see a rework where approximately 50% of the Combined Rating stats on all Enchantments are transferred to the specific non-Combined Rating stats that each individual Enchantment provides. This will greatly encourage, assist and support players to develop greater and more numerous unique and different builds, without unbalancing the system.
Unstoppable (Tab) appears to be giving 50% stamina while the effect is active. When it's not active we have 40% stamina. I was under the impression that all tanks had 60% stamina when their tab effects were active.
This is with Unstoppable (Tab active).
I have 954,757 HP. With Unstoppable active, I blocked 477,379 damage. That is 50% of my total HP.
Unfortunately it doesn't say how much stamina Unstoppable provides anywhere in game. It would be much appreciated if the tool-tip for Unstoppable was updated so that is displays how much increased block Unstoppable provides when it is active. I would also appreciate our Tab mechanic providing the same amount of stamina as the other two tanks
Got one smaller sugestion to add regarding awareness stat coming from mounts. I checked in collections and as far as I can tell, there is only one legendary mount that gives only awareness stat: Beholder Personal Tank. There is Celestial Stag but this one has mixed awareness with accuracy. No other legendary and no other epic mount has awareness and only some blue and green mounts has is.
There are a lot of mounts with critical avoidance stat, so here is the sugestion: change some of those critical avoidance to awareness.
Event known as Hell Pit and now Harvester of Nightmares offer legendary account-reclaimable mount: Golden Warhorse. This mount also has critical avoidance and since it's one-time thing, I would guess it's too much to ask for this mount to have also crit.avoid swapped for awareness (even though Beholder Tank mount is a thing that comes only from campaign with really low drop chance).
- Ioun Stone of the Feywild Doesn't provide statistics
Thank you for your reports!
I reviewed your character and the Ioun Stone of Radiance in your inventory thinks that it's an Ioun Stone of the Feywild. I would recommend contacting CS at the following link for assistance: https://support.arcgames.com/hc/en-us
@cryptic39#8917@noworries#8859 a wizard friend and I theory crafted some ideas for the class that could help them. Listed below are our thoughts:
Make some kind of "arcane buff bar" that increases your damage by up to 15% and recovery speed by up to 100% change arcane empowerment to a daily that fills the bar for 12 seconds and recovery speed is increased to 400% (and possibly increase the damage by an additional 10%?) whenever you use an encounter power, the bar increases by 3% whenever you use an at will power, you consume it by 3% (for each hit of RoF) increase RoF magnitude to 90 to avoid TAB Q E R afk playstyle reduce RoE cooldown to 14 sec, assailing force cooldown to 12 sec whenever you have less than 20% bar, the amount of the thing gained by encounters gets doubled fix the cooldown bug and buff elemental reinforcement to 20% at max
The class is in trouble of being relegated to a useless dps unfortunately (disclaimer I don't main wizard, but I feel for my wizard main friends).
Smolder is currently 40 magnitude over 3 seconds for its damage over time. Our suggestion is the following:
Increase the magnitude to 50/second, stackable up to 5 times and does not overwrite, for a maximum of 250 magnitude/second. This buff alone might make thauma viable.
There needs to be an increase on shard of greater empowerment drops. The price has consistently held at 70k to 80k AD per orange shard, making the price of upgrading from legendary to mythic collar about 8M AD, and for 1% stats and about 0.4% damage increase from the item level. This seems a little bit unreasonable. The drop rate for orange shards should be tripled imo. If the price dropped to 30k AD, it would still cost almost 4M to upgrade for 1% of something, not to mention the gargantuan amount of insignia powder needed for that last upgrade.
fyi... Dreadnought faces direct damage loss in mod 20.
Almost all Dreadnoughts use Bull Charge and Anvil of Doom in Single Target battle. Most use Bull Charge always. These two encounter skills represent about 33% of a Dreadnought's total damage.
The reason they are losing magnitude is because Encounter damage was increased by 33%, but Feats and Feature magnitude was not. Both of these skills, when used, are used with their corresponding Feat/Feature.
fyi... Dreadnought faces direct damage loss in mod 20.
Almost all Dreadnoughts use Bull Charge and Anvil of Doom in Single Target battle. Most use Bull Charge always. These two encounter skills represent about 33% of a Dreadnought's total damage.
The reason they are losing magnitude is because Encounter damage was increased by 33%, but Feats and Feature magnitude was not. Both of these skills, when used, are used with their corresponding Feat/Feature.
@noworries#8859 I brought up the issue of feat/class feature magnitudes being raised on hunter before in a previous thread and was wondering if there are plans to address some of them. It isn't that big of a deal on hunter since we are already in a good spot (thorned roots remained unchanged), but dreadnought could use a look. I think even before these changes, dreadnought needed a small buff, this nerf will hurt them. Perhaps give the feats that zimxero is mentioning above the same buff given to encounters, and then take a look at buffing the encounter magnitudes separately, as they could use a boost anyway.
@cryptic39#8917 Knight's Rebuke and Survivor's Blessing are both under performing compared to Barbarian's Revelry. They provide about 1/3rd the heal per proc of Barbarian's Revelry.
Yeah fighters need another nerf because we are in such a great place, what is that, 3rd worst dps. So because the feat changed, which some of us don’t use, let’s nerf damage because god forbid they actually can do some. So now we HAVE to take a feat to use a power. Yeah less choice! Why not make Seethe even crappier than it is now too. Really help that paragon path just die.
Tooltip says it does 5% of HP up to 24k. ACT shows it never hits for that. I don't know how to read the logs directly. ACT is using the 2nd last number as the damage, and the log does have a 24k as the last number e.g.
Teneborous R11 says it gives the same as R15 except for Item Level and rating. This is a huge nerf since there is no real point in spending millions for tiny HP and damage increase. Especially strange since there is large difference between a Barkshield R13 and R14 (making it's upgrade more whorthwhile).
Who knows if the barkshield is working as intended. Elven battle on live has been 10-12 same stats for a long time, it makes it hard to bother investing into.
Yeah fighters need another nerf because we are in such a great place, what is that, 3rd worst dps. So because the feat changed, which some of us don’t use, let’s nerf damage because god forbid they actually can do some.
So now we HAVE to take a feat to use a power. Yeah less choice! Why not make Seethe even crappier than it is now too. Really help that paragon path just die.
Hi, how are you? So I would like to know if the Wizard could receive any buff in any of the paragons, today he is currently the worst class in the game, as DPS in PVE he is not good in AoE damage or in Single Target damage and in PVP he is one of the easiest classes to kill and has the least damage to kill someone in front of the other classes!
> @jman3l#5579 said: > we were calling for damage buffs xD
Lol
Right! But now to do damage with an encounter, I HAVE to use a feat, which uses up my choices. Why have any other feats? Everyone was saying we need choice and no more cookie cutter meta builds, but this is exactly what this is. Sheesh. And yeah, Wizards still suck and their control abilities are non existent. If we could move away from everything being about dealing damage and remember the buff and control functions that used to be so fun and relevant to game play.
To be fair, that is the case for almost all classes and roles. Off the top of my head I can't think of a single class/role that has a meaningful choice for their feats. You have a choice between picking a bad option and picking an ok option.
Comments
I have this problem, an insane cure. happens after using daily, whenever I use atwill canceling the animation with life below 100% I get cures that reach 700k
https://www.youtube.com/watch?v=AuGbepMe2RQ&ab_channel=ArkamaiMip
This daily normally should be negating the effect of combat advantage against us and the chance of being critically struck. I think we see that big heal when we were supposed to get critically hit. I do not know how exactly this daily works, I think maybe this daily is just giving us maximum critical avoidance or something like that. I assume on live this was working fine because crit avoidance was countering enemy critical chance. But now critical chance is not countered, and crit avoidance only reduces enemy critical severity. So I think this max crit avoidance from daily makes enemy crit severity negative or reduces it to smallest integer value possible(it can be seen from the example log down below). In the end their critically hit is appearing like its healing us.
This might be the issue here, as i said im not 100% sure, im just speculating.
An example log for this situation:
[Combat (Self)]Critical Hit! Halaster gives 988673664 (-2147483648) Arcane Damage to you with Arcane Blast.
At the start I want to say i appreciate all the work that the dev team devotes to the game.
I wanted to talk about a few things with the warlock here, because now is the best time to change, because the class was and is not fully optimized
I will also point out that these are mostly to do with the DPS(hellbringer) class warlock not the Healing(Soulweaver)
One of the class's biggest shortcomings is the constant delay in the animations and the unexpected things these cause.
The animations aren't smooth and the long duration of casting makes warlock clunky to play.
At will powers need to cast faster
[Arms of Hadar] needs more damage and could stun enemys for a short time
[Vampiric Embrace] magnitude is to low, for players wishing to stay further away from the enemy this could be an alternative
[Dreadtheft] it shouldn't block other skills. This power could be changed to allow us to use other skills while this is in use, because it blocks everything,
to provide an alternative for players who wish to remain in range
[Hellfire Ring] casting is way to long, animation could be more dynamic
[Infernal Spheres] [Blades of Vanquished Armies]
If I can suggest a favoured consideration for both of these powers.
Infernal Spheres
The Infernal Spheres could work like the current blades without the possibility of using them on other players.
This power could increase player damage by 5% and deal 3 tic of damage like blades does now with decent damage.
Blades of Vanquished Armies
Could be changed to be a more buff/protective skill,
On the dps path the power could provide small amounts of temporary hp just like a wizard's shield and add additional damage with a specific value -
same as the ranger daily powers but with a significantly reduced value
+ making blades only attacheable to yourself and not other players
For heal paragon, blue temorary hp could be increased and in addition the power
could provide 5%-10% protection of damage and provide small healing over time
Casting could even work with the tab mechanic
[Tyrannical Curse] Another suggestion I'd like to make is to change the cost of the Tyrannical Curse to a 50% action point.
Reduce the damage dealt by this skill after use and reduce the damage bonus from 15% to 10%. After this change, it would
be possible to use this skill twice in less time, which would help the warlock do consistent damage.
It would open up a lot of combinations in character building AND possible to use a combination of two daily powers because at this point the only daily power
that is in use is just [Tyrannical Curse]
[Soul Puppet] The next thing I would suggest is changing the soul puppet. If this mechanic needs to stay in the game suggesting
that soul puppet appeared after 5 seconds of combat without any use of skills
this would keep the soul puppet in battle can stack up to 5 stack as is now but in way shorter time.
The third lower feat would have to be optimized and be as attractive to choose from as the third up.
[Curse]The base curse skill could have a small amount of damage increase and a damage indicator as the damaged caused does not show on screen.
[Soul Scorch]
This mechanic has a lot of bugs, the animation does not work properly using this skill often causes character movement and animations to glitch and the only
option to remove this is use a quick burst of shadowstep. The animation and the end time must be shortened and optimized because
it is one of the greatest problems of the warlock. If soul scorch had greater damage after using it, you could completely change the first class feat and
add something new there that will be more useful (maybe even transfer [Double Scorch] to class feature)
because at this point players must give up dealing increased damage [Double Scorch] on tab mechanic
and choose [Power of nine hells] because the lack of stability of the soul puppet causes to be almost unplayable.
https://streamable.com/0fe05s
The class features could be changed, there are many of them but only a few are playable,
I would suggest changing some useless powers and combining them with the encounter powers as with fighter where combining some skills increase dps.
[Dark Prayers][Dust to Dust][Dark One's Blessing][Flames of Empowerment]are completly useless.
Dust to dusk provides 5% damage but it cannot be fully utilized because most combinations now require 2 completely different class features.
Changing one of them makes the character unable to utilize the build properly.
The mechanics of soul spark have to be improved because the warlock becomes even slower and is not very dynamic.
After the changes on the test server there is no longer a mechanic that gives sparks when dealing critical hits.
Thank you for your time.
Maybe other players will add something else.
Please consider this changes.
Barb Sentinel needs improvements. Remove the Sliding Scale damage of Primal Fury or give sentinels a way to empty their block when they want to. Let rage be generated outside of combat (at least for Sentinels) like it did prior to mod 18 or alternatively let Sentinel's start combat with full rage like how paladins start combat with full divinity. Increase the rage generation of powers on the sentinel path. Increase the magnitude of Challenger's Slash so that spending rage on Unstoppable + Challenger's Slash is a viable alternative to spending rage on Primal Fury. Add the ability to stop Unstoppable by pressing Tab again. Decrease the cooldown on Enduring Shout from 29 seconds to 25 seconds.
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As we start getting closer to finalizing the combat changes, I wanted to bring up the issue of aggro specifically from the pov of a Barbarian Tank.
It's well known by players that barbarian tanks have the worst threat generation of the three tanks. Interestingly enough, barbarian sentinels actually have the most number of threat multipliers available out of all the tanks.
Paladins have 2 sources of threat multipliers: Oath of Protection (4x multiplier), and Increased Threat (8x multiplier).
Fighters have 3 sources of threat multipliers: Path of the Vanguard (4x multiplier), Increased Threat (8x multiplier), and Tide of Iron (1.2x multiplier).
Barbarians have 5 sources of threat multipliers: Will of the Sentinel (4x multiplier), Increased Threat (8x multiplier), Sentinel's Slash paired with Frustrating Slash (1.2x multiplier), Threatening Presence (1.2x multiplier), Rage and Rally (1.2x multiplier when Unstoppable is active).
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THE PROBLEM
So why then does Sentinel have the worst threat generation? Sentinel has only 1 encounter power that has the Increased Threat effect: Primal Fury.
We also have the At-Will Challenger's Slash, however the low magnitude makes it pretty ineffective.
Paladin's also suffer from having a low magnitude Increased Threat at-will.
Primal Fury is our primary threat generating power. Unfortunately, the magnitude of Primal Fury is not always 750. Depending on how much block you have, the magnitude varies. If your block is full, Primal Fury is only 100 magnitude. As your block is used up, that magnitude increases up to 750 when your block is empty. By itself this sliding scale damage mechanic wouldn't be a problem if we had some way to empty and refill our block, however Primal Fury does not have any synergistic power to work along side of. We don't have a way to empty our stamina and so we don't have a good way of controlling the damage of Primal Fury.
My threat generation is at the mercy of the enemy and how hard + fast they can hit me before I lose aggro. In general, only in ToMM and Zariel's Challenge are the enemy attacks strong enough to generate 10 rage per hit. Meaning I can use 1 primal fury once the boss has hit me 4 times. If I don't take any damage, it takes 8 seconds to generate the 40 rage I need to use Primal Fury. This 40 rage is generated using 1xPunishing Charge, 1x Sentinel's Slash,1x IBS, 6x Challenger's Slash. In those first 8 seconds, Zariel or Halaster may have already killed 2-3 party members while I struggle to establish a threat lead. If for any reason I lose aggro, I have almost no chance of getting aggro back until my hard taunt comes off cooldown. Punishing Charge has a cooldown of 17 seconds. In that period Halaster and Zariel, with their current damage output can easily wipeout half of your party.
The main problem of tanking as a Sentinel becomes obvious when playing Zariel's Challenge. To be able to effectively play a sentinel as the main tank, you have to work around how the game is designed. I have to actively keep track of when the boss is about to phase so I can ensure my stamina is drained. Then I have to hold my block up to prevent stamina regen. In addition I need to ensure that my rage is full or mostly full so that I can start of by using Primal Fury. Additionally, I need to have my Action Points full so I can use a high magnitude daily. If all of this setup work is not done properly before the start of phase 2 and 4, there is a very high chance I am not holding aggro. The exception to this is if the dps I am running with are extremely weak. But in that case, the run will end in a failure because we won't be able to pass the dps check.
How I work around the aggro problem: This video is from a Zariel run on the live server.
https://youtu.be/ZQVd9ldE19g
If I hadn't drained my stamina before phase 2 started, I would have lost aggro the second the dps activated their artifacts. You may ask: Why don't you just swap in Threatening Presence and IBS to help generate more threat. I can't swap out Mighty Vitality to Threatening Presence and Enduring Shout to IBS because then I can't survive the tank buster. On preview this is actually worse. Because the tank busters can crit.
Here are my stats on the live server:
As you can see, I have every relevant stat capped and have 1.1 million HP that can go up to 1.2 million HP once I swap Threatening Presence to Mighty Vitality.
Here are my stats on the preview server:
Both the live and preview images are fully buffed and in combat. As you can see in the preview server build, I have pretty good defensive stats, but my offensive stats are low. This is fine since the whole point of this combat rework is so that we can't cap out every stat like I did on the live server.
The problem here is that holding aggro is now exceptionally difficult. On live my sentinel has an average enc dps of 60.5k. This is just barely enough to hold aggro against endgame dps. Currently on preview with the above build, I have an average enc dps of 20.2k.
On the dps side of things, on live I have an average enc dps of 500k. On preview my average enc dps is 250k.
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WAYS TO FIX SENTINEL
So overall with the new combat rework, an endgame dps generates about 50-60% the threat that they do on live. Meanwhile my tank generates about 25-30% of the threat that it generates on live. The easiest way to address this would be to increase the base 4x threat multiplier that all tanks have to an 8x multiplier.
Remove the Sliding Scale damage of Primal Fury and give it a Fixed magnitude. Take the rng out of holding aggro. Fighter's retaliate is a good example of how enemy damage can influence your threat generation. Regardless of how much damage the enemy does to you, by executing the mechanic properly, you always generate a solid 600 magnitude of threat. The Sentinel's sliding damage on Primal Fury is a bad example of how enemies influence your threat generation. Your threat generation capabilities depend entirely on how much the enemy feels like damaging you. This is the primary reason why barbarian Tanks have trouble holding aggro.
The above 2 changes would be sufficient to address the aggro issues of the Sentinel.
If you wanted to do a full rework of the sentinel, here are some of the other changes I would like to see:
FULL SENTINEL REWORK
Rage
Prior to Mod 18, Barbarians (both dps and tanks) could generate rage outside of combat. This let us enter combat with a full rage bar. On the tank side, this meant that we didn't need to waste time building rage while trying to establish aggro at the start of the fight. We just had to start the fight by grabbing aggro, using a daily to establish a small threat lead and then take 1 or 2 hits. That was sufficient to then use Primal Fury 1 or 2 times and that was sufficient to create a solid threat lead on the dps. Let rage be generated outside of combat (at least for Sentinels) like it did prior to mod 18 or alternatively let Sentinel's start combat with full rage like how paladins start combat with full divinity.
Unstoppable
Using Unstoppable doesn't make you unstoppable; In fact it leaves you worse off than if you hadn't use it at all.
In the current version of the preview server build, Unstoppable increases block from 40% to 60%, increases our attack speed for at-wills and it blocks attacks from all directions. While you are Unstoppable, stamina regeneration is greatly reduced. This makes it useful to take bigger tank buster attacks, but if I am main tanking, Unstoppable sits unused on my tank in any hard content except for when I accidentally use it out of habit from playing as a dps. In general using Unstoppable actually makes us less tanky because if we use Unstoppable and the enemy damages some of our block and then the enemy uses a big hit before Unstoppable has ended, we have less block available to take the hit. Since there is no way to stop Unstoppable without using the Blood Fury feat, I don't use Unstoppable at all. Why would you use the Blood Fury feat which uses 100% of your rage for 1 Primal Fury, when you an cast 2 Primal Fury attacks using just 80% of your rage? Unstoppable needs to be able to be stopped by pressing Tab a second time. Maybe add a 20 rage penalty whenever you stop unstoppable.
Another problem with Unstoppable is that it uses rage, a resource that we need to save to use Primal Fury. The total threat generated by using 2 Primal Fury attacks with 80 rage is significantly more than the threat that is generated by using Unstoppable, 1 Primal Fury and attacking with Challenger's Slash or by using Unstoppable and spamming Challenger's Slash for the next 12 seconds. Doubling the magnitude of Challenger's Slash to 50 should be sufficient to make Unstoppable + Challenger's slash a viable alternative to using rage just on primal fury. Another option is to increase the threat multiplier of Rage and Rally from 1.2x to 2x. There is also a bug with Unstoppable where if you use Primal Fury while Unstoppable is active, even if you run out of rage, Unstoppable will not end until some internal timer runs out. By this I mean that if I start with full rage, I get 12 seconds of Unstoppable. If I use primal fury, I should lose 40 rage and the Unstoppable timer should be reduced by 4.8 seconds.
Group Damage Mitigation
Barbarian Sentinel’s bring less to the table when it comes to group utility in the form of damage mitigation. If we use the feat Crushing Advance paired with Savage Advance, we can place a 5% damage debuff on a single enemy. This power is only useful if there is an enemy that you can hit. In the transition from phase 4 to phase 5 of Zariel’s Challenge, there is no enemy that you can hit with Savage Advance and so there is no damage mitigation that you can provide to help your party survive one of the hardest hitting AoE attacks in the game.
Compare that with the Fighter’s Phalanx (20% damage reduction to everyone standing in the area) and Paladin’s Shield of Faith (5% damage reduction) paired with Divine Palisade (10% damage reduction to everyone standing behind the tank). Because these powers can be cast without an enemy target being present, they provide both Fighters and Paladins greater group utility than Barbarians can provide.
Because the theme of barbarian tanks is buffing HP, one possible way to address this discrepancy between tanks would be to add a secondary effect to Battle High which increases allies HP by 15% - 20% for the duration of the effect. Of course with players who have less health, this would be less effective, but compared to having no group utility when there are no targetable enemies, even a small HP buff for the group would be better than nothing.
Enduring Shout
Rework the effect of Enduring Shout with a new power that transfers the full amount of stamina to the player’s HP and gives 20% damage reduction for 12 seconds. In other words, for 12 seconds, the player has 0 block, their HP is increased by their maximum stamina (either 40% or 60% while Unstoppable is active), and they get 20% damage mitigation. While this power is active, stamina does not regenerate. Reduce the cooldown from 29 seconds to 25 seconds.
This rework makes Enduring Shout more in-line with the damage mitigation encounter powers the other 2 tanks have. This gives barbarians a damage mitigation buff that is useful beyond taking a single hit, that also allows for the player to use Unstoppable without the risk of losing survivability. Additionally, because during the duration of the effect, the player doesn’t have any block, they can use Primal Fury at max damage. This rework also keeps the power in-line with how barbarians are supposed to tank in D&D, having large health pools.
If Sentinel’s can start combat with a full rage bar, just this rework to Enduring Shout would address both the threat generation issue and the damage mitigation issue.
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Will of the Sentinel is missing from the Mechanics section of the Barbarian Sentinel's power tab.
Fighter and Paladin Tanks still have their respective base threat multipliers (Oath of Protection, Path of the Vanguard)
With the current proposed system, the Enchantment-specific stats (i.e. the non-Combined Rating) stats, are far too lack-lustre to really make any real difference, as you could almost slot in any Enchantment and the difference is negligible.
What i propose is:
Re-balance Combined Rating and non-Combined Rating on Enchantments
I would prefer to see a rework where approximately 50% of the Combined Rating stats on all Enchantments are transferred to the specific non-Combined Rating stats that each individual Enchantment provides. This will greatly encourage, assist and support players to develop greater and more numerous unique and different builds, without unbalancing the system.
Unstoppable (Tab) appears to be giving 50% stamina while the effect is active. When it's not active we have 40% stamina. I was under the impression that all tanks had 60% stamina when their tab effects were active.
This is with Unstoppable (Tab active).
I have 954,757 HP. With Unstoppable active, I blocked 477,379 damage. That is 50% of my total HP.
Unfortunately it doesn't say how much stamina Unstoppable provides anywhere in game. It would be much appreciated if the tool-tip for Unstoppable was updated so that is displays how much increased block Unstoppable provides when it is active. I would also appreciate our Tab mechanic providing the same amount of stamina as the other two tanks
There are a lot of mounts with critical avoidance stat, so here is the sugestion: change some of those critical avoidance to awareness.
Event known as Hell Pit and now Harvester of Nightmares offer legendary account-reclaimable mount: Golden Warhorse. This mount also has critical avoidance and since it's one-time thing, I would guess it's too much to ask for this mount to have also crit.avoid swapped for awareness (even though Beholder Tank mount is a thing that comes only from campaign with really low drop chance).
Flayed Storyteller's Journal has lower IL than other storyteller's journals.
I reviewed your character and the Ioun Stone of Radiance in your inventory thinks that it's an Ioun Stone of the Feywild. I would recommend contacting CS at the following link for assistance: https://support.arcgames.com/hc/en-us
Make some kind of "arcane buff bar" that increases your damage by up to 15% and recovery speed by up to 100%
change arcane empowerment to a daily that fills the bar for 12 seconds and recovery speed is increased to 400% (and possibly increase the damage by an additional 10%?)
whenever you use an encounter power, the bar increases by 3%
whenever you use an at will power, you consume it by 3% (for each hit of RoF)
increase RoF magnitude to 90 to avoid TAB Q E R afk playstyle
reduce RoE cooldown to 14 sec, assailing force cooldown to 12 sec
whenever you have less than 20% bar, the amount of the thing gained by encounters gets doubled
fix the cooldown bug and buff elemental reinforcement to 20% at max
The class is in trouble of being relegated to a useless dps unfortunately (disclaimer I don't main wizard, but I feel for my wizard main friends).
Smolder is currently 40 magnitude over 3 seconds for its damage over time. Our suggestion is the following:
Increase the magnitude to 50/second, stackable up to 5 times and does not overwrite, for a maximum of 250 magnitude/second. This buff alone might make thauma viable.
Almost all Dreadnoughts use Bull Charge and Anvil of Doom in Single Target battle. Most use Bull Charge always. These two encounter skills represent about 33% of a Dreadnought's total damage.
On preview...
Bull Charge loses 100 magnitude
Anvil of Doom loses 125 magnitude
The reason they are losing magnitude is because Encounter damage was increased by 33%, but Feats and Feature magnitude was not. Both of these skills, when used, are used with their corresponding Feat/Feature.
They provide about 1/3rd the heal per proc of Barbarian's Revelry.
So now we HAVE to take a feat to use a power. Yeah less choice! Why not make Seethe even crappier than it is now too. Really help that paragon path just die.
Tooltip says it does 5% of HP up to 24k. ACT shows it never hits for that. I don't know how to read the logs directly. ACT is using the 2nd last number as the damage, and the log does have a 24k as the last number e.g.
Teneborous
R11 says it gives the same as R15 except for Item Level and rating. This is a huge nerf since there is no real point in spending millions for tiny HP and damage increase. Especially strange since there is large difference between a Barkshield R13 and R14 (making it's upgrade more whorthwhile).
Could anything be done?
> we were calling for damage buffs xD
Lol
Right! But now to do damage with an encounter, I HAVE to use a feat, which uses up my choices. Why have any other feats? Everyone was saying we need choice and no more cookie cutter meta builds, but this is exactly what this is.
Sheesh.
And yeah, Wizards still suck and their control abilities are non existent.
If we could move away from everything being about dealing damage and remember the buff and control functions that used to be so fun and relevant to game play.