Is this enchantment and the life steal stat added up together. Well what i am trying to ask is i have 10% life steal atm will adding a perfect Lifedrinker enchantment make it 18.8% life steal or is it a separate heal altogether
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ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
edited December 2013
It is a separate heal based off your weapon damage
I know this is a bit off topic but i have to ask. WTF!? are rogues supposed to do when the new patch comes out and you have no way to buff yourself against your enemies. Without lifesteal im screwed! I cant pop potions fast enough to stand up against an epic mob. my life steal and regen stats keep me in the game. without them i cant even make is through an encounter in shandar. I tried... Any thoughts?
I know this is a bit off topic but i have to ask. WTF!? are rogues supposed to do when the new patch comes out and you have no way to buff yourself against your enemies. Without lifesteal im screwed! I cant pop potions fast enough to stand up against an epic mob. my life steal and regen stats keep me in the game. without them i cant even make is through an encounter in shandar. I tried... Any thoughts?
Play smarter. They give us stealth, CC, escape powers and etc. for a reason.
Play smarter. They give us stealth, CC, escape powers and etc. for a reason.
Guess you won't be able to play like a Tank with Super DPS any longer.
Sadly, I believe this will affect GF's far more negatively than it will help them to be needed.
Sure, they will be more necessary in group game, as long as there is a competent DC there to keep the heals rolling. However, for the solo PvE GF, this will suck.
I know this is a bit off topic but i have to ask. WTF!? are rogues supposed to do when the new patch comes out and you have no way to buff yourself against your enemies. [...]
Any thoughts?
TRs have a significantlly higher base deflect severity - 75% vs. 50% for everybody else.
So I'll pump deflect up as a first try, to mitigate as many hits taken as possible...
...also Cloak of Lathander / Seldarine suddenly look somewhat attractive.
Guess you won't be able to play like a Tank with Super DPS any longer.
Sadly, I believe this will affect GF's far more negatively than it will help them to be needed.
Sure, they will be more necessary in group game, as long as there is a competent DC there to keep the heals rolling. However, for the solo PvE GF, this will suck.
Single-player oriented material, such as dailies and stuff, are still fairly easy to play -- at least in preview. The only real impact this would have is the multiplayer content such as dungeons or skirmishes, and as far as this thing goes, its a good change. A significant rise in the difficulty -- especially difficulty in regards to survival, makes party variation and team play all the more important.
Yes, in a sense its a change that is obviously directed towards restoring the (so-called) RPG trinity values of old, but I've never agreed to this weird 'modern trend' of treating it as some sort of evil to be avoided. The old 'trinity' method of 'heals, deals, and meatshields' is in essence a tried, tested, and solid method of portraying different roles and specializations within a RPG and it lies at the very foundation of the spirit of D&D itself.
Rather, this so-called 'modern-trend' of 'multi-role classes', is IMO simply another name given to the (in classic TRPG-jargon) munchkin builds which don't need any cooperation, don't need any help from others, and simply becomes the mary-sue of the story arc. At least in terms of PvE, you gotta admit that up to now, there isn't any real need for cooperation or team play at all.
I've often mentioned this, but in essence the PvE endgame we have is nothing but 5 people fighting individually, which just happen to be on the same map. There's no role diversion, there's no need for real cooperation, no consideration over which buffs can help out the team, etc etc.. in many cases you don't even need support builds at all (which essentially makes obsolete every class/any player who've built a real 'team build' and makes them totally useless).
The negative impact this would have, is ultimately, people will now need to "find tanks and heals first", like most of us who've been playing MMOGs have been used to for the past decade. The positive impact this would have, is that PvE could actucally become more fun, and diverse builds/classes/roles might finally be appreciated.
Of course, it still remains to be seen, but I consider it a step in the right direction.
It is a separate heal based off your weapon damage
I checked the enchant on preview and it seems to be different in mod 6
apparently now it adds extra damage 5% wd for lesses and life steal chance (1% for lesser)
If you got high crit, crits with vorpal will give you more HP than the lifedrinker itself. That's why this enchantment sucks.
If and when you got high crit, and high lifesteal from gear, crits with vorpal will give you more HP than the lifedrinker itself.
If either rather sucks - e.g. because you have to up ArPen with your offense slots, or a class where gear with these options is rare, lifedrinker is an OK option. In the all-too-common "endgame BiS" logic this is often overlooked. Also, vorp is ofc better for those classes where 100% crit chance skills do exist (CW, TR).
But with the upcoming statistical distributon, it's by no means certain that that crit from stealth really gives you health leech. So Lifedrinker might become an attractive option. as it'll flatten and elevate the inbound health curve. Also the effect of the Level 73 hits is something that might kindle interest in a more reliable and constant health replenishment.
Or, to word it the other way 'round: Lifedrinker is OK, even nice for certain intermediate chars. For BiS "25k" GS where all stats are at min-max optimum and often quite a bit into the DimRet zone, its effect - with a constant leech percentage as we have it now - is outperformed by Vorpal. We will have to do the math again, though, when the final true numbers for Mod 6 are known, but probably this will stay the same.
Ya enjoy the fact that this mod is forcing everyone to have to fight in groups, completely taking away solo play or choice to play solo, and depending on some dc or paly to heal, great destruction of a once very good game good job. Those who are new and or not as good a player as some will be left to fend for themselves as others wont party them and you will have those who form private groups, and from experience with this before, it will be the same in guilds, the better players will not party with others and members will get left behind. This has always beena fend for yourself game and for them to think they can just poof change it completely , to me is a huge mistake. I see many will quit and new players just get frustrated with the amount of time needed to get to where existing players are. The removal of life steal and regen etc is not only going to affect the tr, but the cw as well big time as a cw rely's on life steal being as poorly shielded as they are. Anyhow good luck can't wait to see just how messed up it all is, like the paly being able to one shot cw's right through shield an all. The removal of rank 5's droping, no bonus stats on the what was drow set which had bonuses , to the now no bonus elemental set. Bosses one shoting people yup should be pretty funny.
Comments
Play smarter. They give us stealth, CC, escape powers and etc. for a reason.
Guess you won't be able to play like a Tank with Super DPS any longer.
Sadly, I believe this will affect GF's far more negatively than it will help them to be needed.
Sure, they will be more necessary in group game, as long as there is a competent DC there to keep the heals rolling. However, for the solo PvE GF, this will suck.
AKA Cyber Troll and Euben Hadd
TRs have a significantlly higher base deflect severity - 75% vs. 50% for everybody else.
So I'll pump deflect up as a first try, to mitigate as many hits taken as possible...
...also Cloak of Lathander / Seldarine suddenly look somewhat attractive.
Single-player oriented material, such as dailies and stuff, are still fairly easy to play -- at least in preview. The only real impact this would have is the multiplayer content such as dungeons or skirmishes, and as far as this thing goes, its a good change. A significant rise in the difficulty -- especially difficulty in regards to survival, makes party variation and team play all the more important.
Yes, in a sense its a change that is obviously directed towards restoring the (so-called) RPG trinity values of old, but I've never agreed to this weird 'modern trend' of treating it as some sort of evil to be avoided. The old 'trinity' method of 'heals, deals, and meatshields' is in essence a tried, tested, and solid method of portraying different roles and specializations within a RPG and it lies at the very foundation of the spirit of D&D itself.
Rather, this so-called 'modern-trend' of 'multi-role classes', is IMO simply another name given to the (in classic TRPG-jargon) munchkin builds which don't need any cooperation, don't need any help from others, and simply becomes the mary-sue of the story arc. At least in terms of PvE, you gotta admit that up to now, there isn't any real need for cooperation or team play at all.
I've often mentioned this, but in essence the PvE endgame we have is nothing but 5 people fighting individually, which just happen to be on the same map. There's no role diversion, there's no need for real cooperation, no consideration over which buffs can help out the team, etc etc.. in many cases you don't even need support builds at all (which essentially makes obsolete every class/any player who've built a real 'team build' and makes them totally useless).
The negative impact this would have, is ultimately, people will now need to "find tanks and heals first", like most of us who've been playing MMOGs have been used to for the past decade. The positive impact this would have, is that PvE could actucally become more fun, and diverse builds/classes/roles might finally be appreciated.
Of course, it still remains to be seen, but I consider it a step in the right direction.
I checked the enchant on preview and it seems to be different in mod 6
apparently now it adds extra damage 5% wd for lesses and life steal chance (1% for lesser)
WTB Class Reroll please
again, crits won't give health unless lifesteal procs at the same time in mod 6, unless lifesteal always procs on crit, which I haven't noticed
If and when you got high crit, and high lifesteal from gear, crits with vorpal will give you more HP than the lifedrinker itself.
If either rather sucks - e.g. because you have to up ArPen with your offense slots, or a class where gear with these options is rare, lifedrinker is an OK option. In the all-too-common "endgame BiS" logic this is often overlooked. Also, vorp is ofc better for those classes where 100% crit chance skills do exist (CW, TR).
But with the upcoming statistical distributon, it's by no means certain that that crit from stealth really gives you health leech. So Lifedrinker might become an attractive option. as it'll flatten and elevate the inbound health curve. Also the effect of the Level 73 hits is something that might kindle interest in a more reliable and constant health replenishment.
Or, to word it the other way 'round: Lifedrinker is OK, even nice for certain intermediate chars. For BiS "25k" GS where all stats are at min-max optimum and often quite a bit into the DimRet zone, its effect - with a constant leech percentage as we have it now - is outperformed by Vorpal. We will have to do the math again, though, when the final true numbers for Mod 6 are known, but probably this will stay the same.