No change for CW at all ? or maybe later ?
The change for Furious Immolation is a little strange. Making it able to Crit is great but I think reducing it damage by 30% is a little big. I know that the overall result will be a little buff in damage. But will it be enough to make it useful ?
The situation on daily is a little awkward actually as most of the time it resume in casting Singularity because it have the most lengthy control duration for nearly the same damage that other daily. It could have been good if SpellStrom/MoF daily was more DPS/less control option of Oppressive Force/Singularity.
The same can be done with some other power.
Icy Ray do globally the same that Chill Strike but for 1 more key stroke and maybe less damage. And I think it's bugged on Mastery as it damage don't seem to increase. Why not making it pure single target when on tab ?
Chill effect. I found that the only way to add chill at distance on multiple target are to use Ice Storm or Chill Strike on tab, and Icy terrain is a near target's spell. So it reduce the overall bonus of playing with "dps when chill" feat. Chill isn't a powerful control effect as it's difficult to stack quickly on more than one target. Why not adding a "chance to add chill" to Conduit of Ice when outside of tab slot?
Oppressor path is really PvP centred but it lack some power or debuff to make it as powerful as Thaum path. The path offer a good control control through chill/frozen effects. But it only offer a damage debuff when the other to can put easily Mitigation debuff and have some good PvP buff feat.
Renegade path have a last feat depending on an At-will power. It's on Encounter for the other 2. Why not having put the buff/debuff on an encounter instead ?
I try to make it constructive as it's related to gameplay, not number. So please don't troll.
And there's still the great CW bug list :
http://nw-forum.perfectworld.com/showthread.php?606781-Control-Wizard-bug-list
Comments
- Increase the shield to make it comparable to a GWF or GF. (perhaps the simplest change)
AND/OR
- Add invisibility. Its a standard mage spell after all.
AND/OR
- Add mirror images. It is a standard DnD mage defensive spell.
- Dualspec
- Better rewarding foundry and foundry pvp maps
- Custom PvP leagues with leaderboards instead of the current 'matchmaking'.
- Armory
- make jumping cost stamina (to reduce hopping in pvp)
I mean, that's what I'm hearing anyway given that every viable alternate class and build is basically neutered in this patch.
Everything except my CW is clipped out of PvE content the second this goes live.
I'm slowly realizing that the buff/nerf cycle in this game costs people real cash.
a g r e e d
Power is being changed to work differently in Module 3 than it does now. It may result in certain skills becoming significantly more powerful than they are now. That could be why things like Furious, Split Shot and Knight Captain are seeing such dramatic nerfs.
Yeah the nerfs are really bad, especially considering I'm leveling a HR and a GWF right now. At this point I have 0 desire to continue.
not really.
I don't think that Power change is concerned here because it impact all Power. We should have a lot of +/- x% buff/nerf, but there's none. Why? From what I see, they change how Power influence power damage/heal. In short, they change the formula so all Power is concerned. And they balance them with new internal number or something like this.
In fact, I don't really care about the 30%. It's more the felling around Furious Immolation and Maelstrom of Chaos. The do equivalent damage (if not less), they have less control and on a fewer number of target. Why should we use them ?
I think there's other power that need role clarification to make them more wanted in rotation.