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  • kolatmasterkolatmaster Member Posts: 3,111 Arc User
    edited November 2014
    adhidensky wrote: »
    yes you thank that the scoundrel warlock is good to play.let me now how is it
    Scoundrel Warlock?!?

    e1O6qWArxNBzO2DIKpYVEWGA_JJVpWgr58SEmPCNX6zjIxdz2x2UpTHtEgEUROrfyH0QQM-39y4QKm9NaEs2edObq6Khx-fxKXcjahUqUg3uf3w1WQ=w500-h281-nc
    va8Ru.gif
  • jakefearjakefear Member Posts: 24 Arc User
    edited December 2014
    can we still post suggestions and bug-finds here for mittens?

    oh well i'm just gonna go.

    1.BoVA, TT and Infernal Spheres interacts with/targets non-hostile objects such like Lightning Jars (killed one of them in the instance for the quest Forged in Fire), catapult signals in GG PvP and dragon fire / poison DoTs on the floor after their attack.

    2. Hellish Rebuke casting to the same target even though my mouse has moved on to another target. Clunky, slow and problematic casting does not allow us to chain cast on multiple targets. I had to cast on one target. sprint or do something else, cast, repeat.


    now, SW is fun and all but there's no real synergy to the skills and the class as whole does not shine. Hopefully the devs will read this and consider some of them for future reworks despite all the "technical limitations" that i see in some of their replies.

    1. Vampiric Embrace. +PvP synergy
    pulls target facing us to the floor. may use codes from undead mobs: Wight Commander.

    2. Soul Puppet.
    When Soul Puppet spawns from Killing Flames, Accursed Souls or Soul Desecration will have an Aura of Fear (slows and/or damages nearby enemies) that dissipates over time. may use codes from Valindra's Soul Puppets in VT.

    3. Pillar of Power. rework. increase circle radius and get a suitable name.
    Sets the floor ablaze and whomever steps on it are (may use code from Jawbone in Death Forge, Dread Ring):
    PvE: receive lowered damage resistance (based on skill rank, forced to run around (daze? may use codes from how mobs / Trolls in Dwarven Valley react when you lure them over fire, does not work on boss or mobs that are immune to fire) and a chance (whatever chance Infernal Spheres has or 100% chance after 3-5 seconds standing on this skill) to ignite with Lesser Curse.
    PvP: -DR and chance to ignite with Lesser Curse only. or whatever Astral Shield is doing, negative the value. *special feature* cancels out Astral Shield if the circle intersects. Vice versa for Astral Shield.

    4. Flames of Phelgethos. refer to 3. +curse synergy.
    makes mobs run around. increases spilling/area damage to 50% and an ambiguous chance to ignite nearby targets with Lesser Curse.

    5. Wraith's Shadow.
    better casting animation. skill synergy only when Soul Puppet is active: will order Soul Puppet to attack affected target, approaching Soul Puppet will also recast Aura of Fear (or just instantly kill the current one and spawn a new one at affected target).

    6. Gates of Hell. rework.
    should've been Belial's Portal Stone all along. If you want something slightly new: Belial's Infernal Stone.

    Summons an Infernal Stone that will generate minor pockets to the Nine Hells beneath nearby enemies within (insert # here) raidius (more useful in PvP) or randomly around the Infernal Stone (for PvE i guess, at least when you use it one boss it won't just generate one pocket) which explodes shortly for (insert number here) damage after 1-2 seconds and knockback (may use codes from Severin in Temple of Tiamat, WoD) or super face-down-eat-dirt-prone (may use codes from Thayan Red Wizard Conjurer, his skill that summons an imp).

    7. Cursed Bite. +TT synergy.
    damage becomes AoE within a reasonable radius around targets afflicted with TT.

    8. Harrowstorm. slight rework.
    instant cast. lasts 6 seconds. increase to 2 ticks per second instead of the current 1 tick per sec. takes 2 seconds to build to full power. so upon casting, the target has a status on them, 1st tick 25% damage of the DoT, 2nd tick 50% damage of the DoT, 3rd tick 75% damage of the DoT, 4th tick 100% damage of the DoT. Every tick also dazes the main target for (0.25?) seconds (serves to interrupt channeling) after 2 seconds the curse synergy will be available.

    Curse Synergy: Applying Warlock's Curse after Harrowstorm has reached full power will end the storm in a blast, slowing and further dazing the main target and nearby enemies (may use codes from TR's smoke bomb or CW's oppressive force).

    9. Blades of Vanquished Armies
    shadowy blades texture please. if you're lazy, give us TR's path of blades. should double the tick rate to 22 ticks over 5 seconds. damage should be near if not same as Dreadtheft.

    10. Shadow Walk. rework to Shadow Affinity. Shadow Sprint should have rank 1 or rank 2 speed of Shadow Walk by default (if rank 3, thank you Devs).
    a. when attacking, 10/20/30% chance to transform your Fire Damage to Necrotic Damage.
    b. Your Necrotic Encounters now deal additional damage +5/10/15%
    c. Shadow Sprint now grants you additional Damage Resistance +5/10/15% on top of the default 30%

    11. Prince of Hell. rework.
    when attacking a target below 30/40/50% health, your Encounters has a chance or 20 second ICD or procs upon Critical (refer to NPNT's mechanics) to
    a. echo damage to the same/nearby targets (may use code from CW's Fabled Illyanbruen set from Malabog Castle & Sharandar).
    b. ignore damage resistance by 3/4/5%

    Ok that's all for now. Feel free to flame.
  • animalustanimalust Member, Neverwinter Beta Users Posts: 573 Bounty Hunter
    edited December 2014
    I have very little to complain about with SW.

    The only thing I dislike is with Hellish Rebuke.

    If I use Hellish Rebuke on Target A, and attempt to put on Target B, more often than not it will re apply hellish Rebuke to Target A.

    Also, if I decide to use my Hand of Blight At Will after using Hellish Rebuke, it seems like it will trigger Hellish Rebuke again (this happens 50% of the time or so)

    Hellish Rebuke: Animation vs Application of the DOT is not correct, if I "See" the ability hit eh target and Move the moment, it will Cancel the DOT all together. Which is not good at all because the only way to effectively use Rebuke on multiple target is to use yur Run ability in between each Application of Rebuke.

    Tyrannical Threat: Im more than happy with the fact that it takes time to cast it, but the time it takes to place each curse is rediculous, it need to take half the time it takes to apply that Curse.


    Ive not tested these personally, but apparently people are saying that the Fabled Illianbruen gear is being exploited as the damage it provides far exceeds the intended usage (aparently)

    also, Flames of Empowerment, I was recently belittled because I don't use it, not know that apparently u get the Damage Benefit even when you are not 100% AP etc.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited December 2014
    Lack of responsiveness in switching targets to place an at-will DoT is not a unique issue to SWs. Same goes for GF marks as well.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • capnstabahocapnstabaho Member Posts: 1 Arc User
    edited December 2014
    I think there is a conflicting identity crisis within the Fury tree.
    The Capstone is what defines Fury, and it is incredibly restrictive in what works with it, thus pigeonholing what we use into necrotic damage to have any meaningful use out of it.
    But the choices we have to get to the Capstone, Murderous Flames and Gatekeepers Empowerment encourage a completely anti-synergistic playstyle.

    Damnation's identity being linked to the Soul Puppet is very straight forward and doesnt really pigeonhole you into what encounters/at wills you use.
    Temptation's identity being linked to healing is also very straight forward and also does not make any oppressive choices for you.
    Fury to me seems like it is conflicted between shadow and flame, where it is working against itself and its Capstone forces you into specific limiting choices or its essentially useless.

    IMO there should be a clearly defined (Hell)fire identity within the Warlock class.
    Flames of Phelgethos / Gates of Hell
    Hellish Rebuke / Eldritch Blast
    Killing Flames / Fiery Blast
    Prince of Hell / Flames of Empowerment

    In which there is should be some sort of path that promotes an identity linked between the (Hell)fire aspects, that encourages a synergy between the feats and capstone.

    Hand of Blight is necrotic, deals more dps (regardless of synergy with capstone), and has more AP gain.
    There is practically no reason to use Eldritch Blast over it. If it was given some sort of synergy (in a feat or capstone), or power placed into it where there was some sort of choice (more damage less AP gain, more AP gain less damage) so there was more diversity in our choices, I would be much happier for example.
  • vasdamasvasdamas Member Posts: 2,461 Arc User
    edited December 2014
    PvP

    We've got no cc break, some tr build dazes us through shift as I've just noticed and then we are basically dead. Dead.
    So my suggestions are:
    - Let us cast dreadtheft with shift pressed
    - remove HD for warlocks in pvp.
  • justiful98justiful98 Member Posts: 8 Arc User
    edited December 2014
    It's me!

    What does this mean? Well, it means I get the job of collecting your feedback on the Scourge Warlock each week, compiling it into one place and sending it upward to be reviewed.

    I promise to be diligent and unbiased in my collecting of feedback, however I would like to put forward a few ways to make this a little easier for me.

    1.) You can make a new thread if you have an issue, however it would make things easier for me if you write it in this thread as well so I can spot it faster.

    2.) You can mail me in game. Please refrain from using tells as a mail would make it simpler to get your point across and give me more time to take that point and note it down. I am @mittensofdoom.

    3.) You can also mail your issue to me using the forum mail.

    Thank you for your time and I am looking forward to working with everybody making the Scourge Warlock the best it can be!
    yes can you help me on my build/feats scourge warlock just to have a good build
  • ainarelainarel Member, NW M9 Playtest Posts: 49 Arc User
    edited December 2014
    vasdamas wrote: »
    PvP

    We've got no cc break, some tr build dazes us through shift as I've just noticed and then we are basically dead. Dead.
    So my suggestions are:
    - Let us cast dreadtheft with shift pressed
    - remove HD for warlocks in pvp.

    True, even while shadowslipping, TRs can daze and kill us like there's nothing simpler in the world. If we take PvP, SWs have the least survivability in these conditions. It has to change, and giving us more chances against a cc effect could be a good start. It's frustrating enough when you can't hit a perma-invisible TR while he slices you up like a steak on his plate, but when it's also dazing to disable us fighting back - and it's not just our class, either - that's just too much. Being the squishier class in PvP while it's all so wonderful in PvE sucks big time.
  • mittensofdoommittensofdoom Member, NW M9 Playtest Posts: 247 Arc User
    edited December 2014
    Hi guys

    I can't play as much as I would like any more so I decided the position of advocate would be better off with someone else. I have let the relevant people know I cannot continue already. It's been fun and I'm not totally quitting the game but I cannot play more than a few hours a week as it stands now.

    Have a nice christmas everybody and see you around :)
  • vasdamasvasdamas Member Posts: 2,461 Arc User
    edited December 2014
    Hi guys

    I can't play as much as I would like any more so I decided the position of advocate would be better off with someone else. I have let the relevant people know I cannot continue already. It's been fun and I'm not totally quitting the game but I cannot play more than a few hours a week as it stands now.

    Have a nice christmas everybody and see you around :)
    Should we elect a new advocate now? :D
  • charononuscharononus Member Posts: 5,715 Arc User
    edited December 2014
    vasdamas wrote: »
    Should we elect a new advocate now? :D

    I was under the impression that the whole thing was abandoned.
  • kolatmasterkolatmaster Member Posts: 3,111 Arc User
    edited December 2014
    Hi guys

    I can't play as much as I would like any more so I decided the position of advocate would be better off with someone else. I have let the relevant people know I cannot continue already. It's been fun and I'm not totally quitting the game but I cannot play more than a few hours a week as it stands now.

    Have a nice christmas everybody and see you around :)
    Thanks for all your hard work... Hope you can play more again soon!
    va8Ru.gif
  • animalustanimalust Member, Neverwinter Beta Users Posts: 573 Bounty Hunter
    edited December 2014
    im pretty sure almost every "class advocate" abandoned post after they realized that:
    Cryptic does not listen to User Complaints
    Cryptic does not test any changes before putting them on the open test server
    Cryptic Doesnt listen to user comments in regards to those Patches working or not working
    Cryptic then releases Patches to the Live server that were proven broken on the Test server
    Further letting us know that Cryptic doesn't care one freaking bit.

    Its getting kind of hard to like this game^^
  • vasdamasvasdamas Member Posts: 2,461 Arc User
    edited December 2014
    animalust wrote: »
    im pretty sure almost every "class advocate" abandoned post after they realized that:
    Cryptic does not listen to User Complaints
    Cryptic does not test any changes before putting them on the open test server
    Cryptic Doesnt listen to user comments in regards to those Patches working or not working
    Cryptic then releases Patches to the Live server that were proven broken on the Test server
    Further letting us know that Cryptic doesn't care one freaking bit.

    Its getting kind of hard to like this game^^
    I think somebody still needs to gather the information about all the broken stuff all ingame classes have. And send some good suggestions over to devs too. Sounds sisyphean work for me though...not sure if many veterans would bother doing that.
  • glartyglarty Member, NW M9 Playtest Posts: 123 Arc User
    edited December 2014
    When holding shift to be in Shadow Slip and your stamina runs out you get bounced back a bit.
    If you get the timing right releasing tab just before your stamina runs out its a smooth transition to running.
    Otherwise you get the bounce and sometimes it has deadly consequences.
    Can it be changed to just end and you continue in a smooth run like releasing tab early.
    This doesn't happen on my GWF when it runs out of stamina.
  • denvalddenvald Member, NW M9 Playtest Posts: 702 Arc User
    edited December 2014
    I've been playing this class since Mod 4 release, and here's my opinion on it's performance in pvp.

    Temptation SW: Soul bonding capstone applies your own life steal as healing to allies. So your LS is halved once on you, and that healing is then shared to the rest, which is then halved once more. This feat suffers from healing depression twice. That means a high GS end game SW having around 20% lifesteal actually shares 6% (not counting that PvP DPS is lower due to tenacity etc). A 20k Killing Flames heals for roughly 1k in pvp. A clerics first tick of healing word does roughly the same job.

    Next up, Encouters and Casting times.
    Most of the warlock spells are too slow casting, the biggest loser in that category being Harrowstorm. Curse Bite, BoVA, soul scorch...So all in all, warlocks get some very slow spells and the rest are medium-slow, there really is no fast casting warlock spell. (Fast casting we compare to chill strike and icy ray here)

    All our encounter powers are either too slow/useless or pathetic for PvP except killing Flame, and even then the medium slow casting time makes it sorta easy to avoid, and the lack of CC this class has prevents us from stunning before using like CWs do. At best, our encounter powers are 'average', the kind of power you wouldn't take on a wizard because they're not good enough.

    Infernal Spheres: Only purpose is to create multiple lesser curses, thats far from useful in pvp, and its not very good for PvE either.

    Vampiric Embrace: Low dmg, halved healing, halved temporary HP. if you can heal yourself 1k with this ability you're lucky. Too bad my regeneration is better than my encounter power.

    Dreadtheft: Situational power, I keep it slotted since mod 5 because PvP teams are made of 2 rogues + 3 randoms vs 2 rogues + 3 randoms. This power follows Rogues while stealthed, the rest the time you're lucky if you can keep firing it for more than 2 seconds, any interupt/stun (which is very common) nerfs this ability pretty hard. It's not a good PvP power because you won't be able to cast it for it's lenght, thus not benefiting from it's damage, and it leaves you vulnerable to whatever's coming at you unless you shift out and otherwise cancel the ability.

    Fiery Bolt: Medium/Average power, not impressive damage, medium-fast casting time. Could use some more features IMO

    Curse Bite: This would be a good power if it's casting time was instantaneous, not a sluggish animation

    Pillar of Power: I can't tell if that's a good power or not, it's not written in the description what % bonus we're getting for casting this. What I do know is it's a slow caster, it's AoE is pretty small and that you dont stand in one spot in PvP so barring this one out too.

    Soul Scorch: This animation is slow, easy to dodge. I don't understand why I would think spamming this ability is cool if I'm burning 6 soul sparks on each cast. The inverted synergy with soul sparks boosting your SW and this consuming them is just going backwards IMO. If it was faster, had a cooldown, and didn't spend sparks I would definitly use it.

    HarrowStorm: Arguably the most useful PvP encounter power.. except that it takes 2 seconds to go off, and if you moved or got stunned/dazed ..or if your target turned invisible you lose your cast (that's alot of your pvp casts). The prone aspect is excellent but it's unreliable because you need 2 clicks to activate the stun AND it's way to slow to cast. a CW has time to stun you twice with entangling force by the time you can knock them with Harrowstorm

    Warlock's Bargain: Aka warlocks tired of living and killing itself. Sacrifices 15% HP to steal life from target. This power is great in PvE. In PvP not so much. With healing depression the HP you sacrifice barely breaks even with how much you stole from your opponent. And if your enemy blocked, dodged, or deflected it? You just took 15% of your hp and sent it to the garbage can. You can't even use this power when your life is low because most the time you end up killing yourself with it

    Wraith Shadow: This power is like break the spirit from DC, except that instead of stunning for 3 seconds in a single click, you need to click once to activate the DoT, then another time to Root (ending the damage) and not to mention that ranged DPS don't care and keep attacking during the time this is only situationally useful against melee classes.

    Blades of Vanquished armies: Pretty blades around you, but since you're a ranged DPS you don't want to get in melee range with your enemies. Either you're 1) fighting a ranged DPS so melee range power are useless or 2) Fighting a melee and trying to keep your distance to reduce incoming damage, aka this power is useless again

    Killing Flame is the only GOOD power warlocks have right now.

    Next on the list, Soulbinders
    The speed at which you lose your soul sparks is overwhelming, you stop combat for a second and you're out, all your buffs and stacks are gone. As a Soulbinder's strength compared to a Hellbringer is the added survival, if you remove our stacks of soul sparks instantly as soon as combat ends that means that 95% of the time there's no benefit to not running an hellbringer in PvP.

    What I suggest is the once combat ends, you lose soul sparks based of a rate of x per second. For example, if you managed to get all your sparks up in combat, once it ends you would lose 1 spark per seconds, or 1 spark per two seconds. That gives you 30seconds/1 minute to re enter combat before it's gone and you have to build up again. I don't mind the aspect of building stacks up, what I don't like is how fast you lose those stacks.

    Or if anything, give Soulbinders the potential to reach 30 stacks quickly via daily uses or some other method. Like a wizard have feats to get instantly 5 stacks of arcane mastery when casting the lightning daily, I don't see why we couldn't get something similar too.

    I'm *****ing alot with encounters but they really are what they are, they're all medium/average powers for PvP. Alot of these powers are simply great for PvE, but in PvP there's really nothing appealing aside from a single power, no wonder every SW has it slotted.
    I mean that's just my opinion you might say oh it's not so bad, but go try to 1v1 a CW and tell how it goes, none of your powers are fast enough to start with the upper hand. The truth is when you face a CW you are OBLIGED to watch him using powers and do quick shift dodges to resist his fast cast entangling force chill strike and icy shards because none of your powers could start the encounter and if you do get hit by entangling force... Game over, you're done. The only moment you can retaliate to a CW is when he's using at wills (even then, some of them freeze you pretty fast with icy ray) and if you get stunned once, on equal skill and gear grounds you're done, it's game over.

    SW in pvp are similar to CWs with little/no stuns, slow casts, slightly more HP to make up the fact they dont have shield (yes even if you consider that it's still 3v3 encounters since CWs get 4). You could be a healer if your soul bonding feat actually did something that is better than what people's regeneration already do, or you can get a permanent soul puppet that will take 1 out of 10 stuns for you, But that's it.

    Based off these things , I consider the SW to be far from competitive in PvP.
    I am the monk, martial skill transcends the battlefield
    It is my my life style, my doctrine and my state of mind,
    You fight well, but without focus and discipline, you will fall.

    More threads by me / Click on it B)
    My Support Warlock/Temptation Thread
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