Many have stated that the CW is not very strong in the CC area. So I thought I would add a suggestion on how to make it more controlling.
Abstract
Here are some suggestions to change the CW. And the general idea is not to make it more dmg, or more AoE, or ony of that sort. I am fine with being in the lower echelon of dmg at the end of a dungeon, same with amount of mobs killed. You could add a counter there for amount of stuns delivered, just so CW gets their area of expertise recognized. But if you want damage, or kills, or any such action, there is the TR to fill that need. My suggestions are to enhance the control aspects.
I understand that these changes will alter A LOT of how the classes work. But perhaps there they can get inspired.Assumptions: Since I only got to play during one sitting, there are many things I might have missed about the game, since there where so many things I was trying to figure out. One of them was mob ranking. For this write-up, I will assume that there are 3 levels of
HAMSTER mobs, and a special level reserved to mini-bosses, and final bosses. They will work under different rules for each set-up, that will be explained later. The regular mobs ranking is as follows. Soldier, Colonel, Captain.
I loved the TAB slot change to skills.
But I would like an additional slot like that: Lower cool-down slot acquired at lvl 30. This slot will be called "Faster" in the text, and the regular Tab skill will be called "Enhanced".
Naturally balancing, or exploits are not considered since for that to be a factor beyond lucky-guess, the effects have to be tested and compared with other classes. This is more ment as a direction, and not set in stone.
Chill master.
Skill setup.
Primary at will:
Ray of frost.
Faster:
Icy Terrain (lower CD to 4 seconds, meaning that you can always use IT should you be forced to move)
Enhanced:
Conduit of ice. Adding a chill-effect and increasing AoE (as it is now, basically)
Regular 1:
Ray of enfeeblement as it is
Regular 2: Either
push or grip for additional control
Summary: This setup is about CC through slowing and immobilizing the enemy through application of chill-effects. The challenge here is deciding what mob requires attention, and to make a choice between affecting many, or few. It is intended for mages who are not very good at moving around and positioning, but better at thoughtful judgment, as far as that is possible in NW
.
I did not see a clear indication of what chill level was applied. Now, I might simply just have missed it. But here is a suggestion which I think would make it apparent. I also did not notice if chill did anything to a mob besides increasing dmg when under the effect of conduit of ice. But again, it could be simply that I missed it. The suggestion is that this works against mobs the same level as the caster.
Visual
Chill 1 = Blue tone to the mob
Chill 2 = Frozen feet, or shoes of ice to be more precise
Chill 3 = Frozen legs, Pants of ice
Chill 4 = Frozen torso, Shirt of Ice
Chill 5 = Frozen head, you get the point
Chill 6 = Frozen arms
Additional effects of Chill
Chill 1, only additional dmg from conduit of ice
Chill 2, lose 10% movement speed.
Chill 3, lose 20% movement speed.
Chill 4, lose 60% movement speed.
Chill 5, Immovable can only attack what is in range.
Chill 6, cannot attack.
Chill-effect from
ray of frost take 1 second of continuous application to add 1 chill to the stack. If you keep it on a mob for 0.99 seconds, you do not apply an effect. Or 2 chill/second
Chill-Effect of
Terrain of Ice adds 0.5 chill per second
Chill-effect of
Conduit of ice adds 0.5 chill per second
Ice Knife Daily add 4 chill to 1 target.
The mobs
loose chill according to:
Soldier
Chill 6 is 1:1. Not applying chill will after 1 second lower the chill effect to Chill 5.
Chill 5 will lose 0.5 chill/second
Chill 4 lose 0.33/second
Chill 3 lose 0.25/second
chill 2 lose 0.20/second
Chill 1 lose 0.16/second
This means that without the use of other skills, ray of frost can keep 1 soldier on chill 6, two on chill 5, 3 on chill 4, 4 on chill 3, etc. If you apply Conduit and terrain, you can keep 2 soldiers on C6, 3 on C5, etc. 4 on C4
Colonel
Chill 6 lose 2C/s
Chill 5 lose 1 c/s
Chill 4 lose 0.5/second
Chill 3 lose 0.33/second
chill 2 lose 0.25/second
Chill 1 lose 0.20/second
Captain
Chill 6 lose 3C/s (ie cannot be chilled to C6 unless 2 chill CW are working in tandem)
Chill 5 lose 2 c/s
Chill 4 lose 1/s
Chill 3 lose 0.5/s
chill 2 lose 0.33/s
Chill 1 lose 0.25/s
Bosses need their movement. Thus the effect is like this on Special mobs
Chill 1, only additional dmg from conduit of ice
Chill 2, only additional dmg from conduit of ice
Chill 3, only additional dmg from conduit of ice
Chill 5, 10% slower attacks
Chill 6, 30% slower attacks
Special loss
Chill 6 lose 4c/s (ie cannot be chilled to C6 unless 2 chill CW are working in tandem)
Chill 5 lose 3c/s (ie cannot be chilled to C6 unless 2 chill CW are working in tandem)
Chill 4 lose 2c/s
Chill 3 lose 0.1c/s
chill 2 lose 0.5c/s
Chill 1 lose 0.33c/s
End boss loss
Chill 6 lose 5c/s (ie cannot be chilled to C6 unless use of ice knife daily)
Chill 5 lose 4c/s (ie cannot be chilled to C6 unless 2 chill CW are working in tandem)
Chill 4 lose 3c/s (ie cannot be chilled to C6 unless 2 chill CW are working in tandem)
Chill 3 lose 0.2c/s
chill 2 lose 0.1c/s
Chill 1 lose 0.5c/s
Now, the question is what do items do? And critting? Should it only be about dmg? Or perhaps a crit will turn the loose effect of the mob to 0 for 1 second? Visual could be some ice-spikes protruding from all areas affected.
I also have a suggestion in the works for a arcana wizard that is more for the movable player. Focusing more on fire and forget type spells. And as soon as I have put that together (2h to 2 days of work
) I will post it in this thread. Thank you for adding constructive criticism.
Comments
C3 or higher chill should be solid slow. Noticable.
Icy Terrain's immobilization effect seems around .5 second. 1 to 1.5 seconds would be useful to move out of the way.