Meh, I had already adapted to CW's before today. That's the problem when players roll FoTM builds, you can learn counters quickly. Played 5 matches today, won 3. All pugs. The only thing I noticed was that there were a lot less CW which is to be expected. So grats to all you easymoders who basically exploited your Dom Champ titles.
Still got melted down with 0 control when there were 2 on one team, other than that, can't say I noticed a difference. Even before today's patch I could one rotation them after getting out of lock.
One thing I did notice is they were doing HAMSTER for dmg, so now they can enjoy racking up assists instead of acting like cocky bunny hopping tanks.
As far as the block goes, I'm an offensive player, rarely use the board, so I can't comment on the fix.
Cw aren't going to stop pvp just because of this slight change, the only reason you didn't see as much cw is purely down to coincidence, I was on my cw earlier and we went up against a team with 3 cw, so it's not like they are all going to hide because of one small change of immunity from chill for 3 seconds. 3 seconds immune from freeze? OK i'll just kite or dodge for a couple of secs then start reapplying, or entangle and icy ray you. It's a small change, nothing significant.
Good CWs can still cause havoc. Bad CWs are shattered like fine china.
I always get the latter CWs in my team.
PSA: You don't need to grind Spinward Rise for your Elemental artifact main hand if you have some AD lying around. You can craft it via the Tyranny of Dragon's campaign screen.
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lvl99looterMember, NW M9 PlaytestPosts: 682Arc User
Fixes like this were expected. CWs have still beast damage and better defense compared to module 3 thanks to improved teleport and shield. They got their weapons and good ones i see them going 20-0 or 20-1 in pugs. The ones from top pages melt enemies in seconds. Just not on tanks anymore, which is just balanced. They have shield and reaction and their cc fully back to defend themselves better. Just they need to learn their role. Nuke from behind, if focused rely on shield and dodge and still deal damage to the enemy. Enemy team must prevent you and warlocks from nuking people undisturbed.
Now cws just need more proactive, less passive DPS to make the class fun again.
More proactive as opposed to waddle around with shield up and kv up, pop supremacy of steel, have dragon runes pop maybe bullsrush or maybe waddle more instead. yeah k
More proactive as opposed to waddle around with shield up and kv up, pop supremacy of steel, have dragon runes pop maybe bullsrush or maybe waddle more instead. yeah k
More proactive as opposed to waddle around with shield up and kv up, pop supremacy of steel, have dragon runes pop maybe bullsrush or maybe waddle more instead. yeah k
Then please, suggest how we(GFs) can become more mobile... Every other class can basically be WAY more mobile than a GF has for a long time... Tell me how many "zerged" dungeons have a GF in the lead...
I hear "learn to play" all the time, but it seems to me that it should be defined as "my class is balanced, except when others beat it, then THAT class is OP"...
I hear "learn to play" all the time, but it seems to me that it should be defined as "my class is balanced, except when others beat it, then THAT class is OP"...
I've noticed that GFs have a predominate instinct to waddle around while using their lock-on on the same person to keep their shield facing them. This provides an easy come back to the blocking. Control wizards have a unique dodge in that they disappear for a split second before popping back up a sizable distance away. So the best method i've found is to wait till he shield locks me and then pop around behind him so that when he swivels to catch up he'll lock on a different player. The trick is to flip around and throw down a cc b4 he can react. Their lock-on makes them a little more vulnerable to clever movement tricks then, say, the SW or the GWF and their reaction time tends to be a little slower than most because they're not use to needing to react in the first place.
Comments
Time will tell... The big change is that stacking multiple CWs in PvP will be a lot less effective against us. That alone makes me happy.
of course cw's are now another free kill for most once again.
Still got melted down with 0 control when there were 2 on one team, other than that, can't say I noticed a difference. Even before today's patch I could one rotation them after getting out of lock.
One thing I did notice is they were doing HAMSTER for dmg, so now they can enjoy racking up assists instead of acting like cocky bunny hopping tanks.
As far as the block goes, I'm an offensive player, rarely use the board, so I can't comment on the fix.
You realize that Ray of Frost was the main attack for all CWs but a few Renegades for all the time Neverwinter was runnnig?
I always get the latter CWs in my team.
I agree with you.
Now cws just need more proactive, less passive DPS to make the class fun again.
HEY! I have waddled from day one!
Then please, suggest how we(GFs) can become more mobile... Every other class can basically be WAY more mobile than a GF has for a long time... Tell me how many "zerged" dungeons have a GF in the lead...
+1 to this.
CRAZY MIKE - 14.6k PvE CW
Backbone - 16.7k PvP HR
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