there is something called effective hp, go say to a sw that he has the same effective hp as a gf or dc.
go trying
however is the difference now between a gf and a cleric lets say its 30-35k hp it will stay like that even in mod 6.
i love the changes to armor set because they bring less 1shotting both in pvp and pve introducing a skill factor which know is lacking in every class.
however i think its time for constitution to work on total hp and not just base hp. adjust then the % bonus as you like, it will need a nerf probably.
there is something called effective hp, go say to a sw that he has the same effective hp as a gf or dc.
go trying
however is the difference now between a gf and a cleric lets say its 30-35k hp it will stay like that even in mod 6.
i love the changes to armor set because they bring less 1shotting both in pvp and pve introducing a skill factor which know is lacking in every class.
however i think its time for constitution to work on total hp and not just base hp. adjust then the % bonus as you like, it will need a nerf probably.
Nah, this would also benefit those wo do not need more survivability, such as: TR, HR, CW, DC, SW. The classes that should have higher hp are : GF, OP, GWF. Let's not give DD classes the same amount of hp as tanks, shall we? Since tanks have nowhere near the damage potential as DD classes, while DD classes can get total damage imunity just from dodging/teleporting etc. already along with other damage negating abilities/feats ontop of dodge immunity.
Bug?: Damage dealing classes have more survivability than and equal health as tanks.
Feedback/Suggestion: Either cap TR, HR, CW, SW and DC hp at roughly 50% less than tanks, or give tanks (GF, OP, GWF) 50% more hp than DD classes currently have.
melee class should have more HP and more DR (GF, GWF, OP)
ranged class should have far less HP and less DR (CW, HR, SW)
particular case should be TR and DC... The TR is melee, but should be fragile, maybe more DR but no more HP. DC instead is hard to place as is ranged, but can be the tank of a party. Maybe no DR but for sure more HP.
Life steel is still too powerful, and there are classes (CW as usual) that can reach quite easily 25% chance. The amount of HP given is also too high. It should work like the actual Deflect.. if you deflect you take only 50% of the damage.
Hope they find a way to eliminate the solo kamikaze CW from the game or make it extremely hard to do
0
aulduronMember, NW M9 PlaytestPosts: 1,351Arc User
edited March 2015
Hope they find a way to eliminate the solo kamikaze CW from the game or make it extremely hard to do
What, exactly, is a kamikaze CW? Explain to us how a CW should play, without being a kamikaze?
What, exactly, is a kamikaze CW? Explain to us how a CW should play, without being a kamikaze?
This magic class is called CONTROL Wizard and not Damage Mage or wtf ever.
Once we´ve been in Mod 2 the CW was a support class, a controller class. That was great!
Spamming Singularity and leave the real damaging work to others.
With Mod 3 came the DD-CW. If you read the posts of our CW mates it´s all about damage today... how can I be more op than someone else.
(Check gameplay of CWs today... Singularity is great... but... ops... devs nerfed it... so there´s no point of using it anymore... better split the entire mob group all over the map and deal the most damage instead of supporting the whole team...)
This is kinda missunderstanding the role!
But it aint the players fault... it´s the devs "balancing" of classes.
This understanding of balancing classes leads to a Solo or Singleplayer Role Playing Game.
Be honest... what´s the imagination of a wizard? Is it a tanky berserk or even more a weak geek?
Balancing classes means to find a way balancing weaknesses and strenghts.
CWs should do a supportive cc job: high rec, low survivability, med dmg, low-med crt (cmon... wanna tell me icy terrain hits me critically? - ok ok... I might get a bad cold) and so on - just control the crowds.
Damage dealing classes? ... GWF and mb SW (haven´t played it that far yet).
Long ranged distance classes? ... ONLY the ranged HR.
Mid range classes? ... CWs, DCs, SWs...
Tank Classes? ... GF.
Crit Classes? ... TR and HR.
...
I think it´s really simple to balance the classes to fit into their role (and have a nice solo-game).
...but I don´t think the devs will change their understanding of gameplay and balancing... unless they don´t implement real group-content.
To leave a feedback: Lifesteal - the new lifesteal mechanic sucks hard... and I really don´t understand the idea behind such changes. Do you wanna have the chars have lifesteal or don´t you? If you want to then leave it the old way. If you don´t want to then cancel the lifesteal-stat and leave a skill/feat/enchantment.
If lifesteal has a severity of 100% why do you point it out then?
Crashing down from about 11% lifestealing damage output on live server to a chance of 4-5% of proccing 100% of the dealt damage on preview server is strange, annoying and kinda stupid.
By burning a foe it can proc - giving 20 HP or with an encounter - giving 20k HP... where´s the logic?!
And to go on with the survivability issue... if you want to force the players to use pots more often then give scaled pots to the players! I´d say every single character can get above 40k HP in mod 6. Nice... but... if you are burned down that easy as you are atm and still having the high cd of pots in combat... you´ll be very dead before charging a 2nd pot... even it´s a 10k one.
...or rework the rolling-mechanics for races.
You want a tanky CW? - play an Orc - high survivability but low damage and rec/cd... what ever.
0
aulduronMember, NW M9 PlaytestPosts: 1,351Arc User
Control Wizards primarily focus on controlling the battlefield and dealing damage to a large number of creatures simultaneously. Because of the wizard's role as a controller, they possess more crowd control options than any other class. Their ability to deal high amounts of damage gives them the secondary role of striker. They wield a magical orb and are capable of unleashing torrents of damage on enemy parties. They can only wear cloth armor.
As you can see, CWs are meant to deal huge amounts of damage as both their primary and secondary roles. You seem to be the one misunderstanding the role. Most of a CWs damage comes from control powers. Mosdt of those control powers need to be cast from the middle of a group of mobs.
Singularity is no longer great. It was changed in order to lessen their damage.
This understanding of balancing classes leads to a Solo or Singleplayer Role Playing Game.
This game is meant to be mostly played solo, except for dungeons and skirmishes. CWs aren't the only ones soloing obsolete dungeons we out geared several modules ago.
But one of that answers my question: What is a Kamikaze CW? IRL, a Kamikazes job is to die, but you seem to be complaining that they don't die enough. What is the difference between a CW and a Kamikaze CW?
Now imagine you're a CW and the group walks into a room with a large crowd of tough mobs. How you you supposed to play? Which powers should you use, and where should you position yourself?
This magic class is called CONTROL Wizard and not Damage Mage or wtf ever.
Once we´ve been in Mod 2 the CW was a support class, a controller class. That was great!
Spamming Singularity and leave the real damaging work to others.
CW can do dps too.
Control only means dealing aoe damage!
You are probably refering to that very broken situation where Gwf had bugged deep gash...
This game is meant to be mostly played solo, except for dungeons and skirmishes. CWs aren't the only ones soloing obsolete dungeons we out geared several modules ago.
But one of that answers my question: What is a Kamikaze CW? IRL, a Kamikazes job is to die, but you seem to be complaining that they don't die enough. What is the difference between a CW and a Kamikaze CW?
Now imagine you're a CW and the group walks into a room with a large crowd of tough mobs. How you you supposed to play? Which powers should you use, and where should you position yourself?
Run forward w/o a paladin or GF and you are one-hit. I tried that in l70TOS.
Feedback: HP constitution I feel like investing points in constitution isn't worth it anymore! the HP pool is so high from gear that 10% of base HP means nothing next to the +40k HP we get or more from gear...
Can constitution bonus to HP be reworked into something more useful, such as perhaps accounting for total HP instead of base HP?..
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.
Feedback: HP constitution I feel like investing points in constitution isn't worth it anymore! the HP pool is so high from gear that 10% of base HP means nothing next to the +40k HP we get or more from gear...
Can constitution bonus to HP be reworked into something more useful, such as perhaps accounting for total HP instead of base HP?..
Agreed, SW's especially are loosing the HP edge they once had over the other classes, especially since we no longer have in combat regen, and practically no life steal, the only defense mechanic we SW really have is HP in pvp
Nah, this would also benefit those wo do not need more survivability, such as: TR, HR, CW, DC, SW. The classes that should have higher hp are : GF, OP, GWF. Let's not give DD classes the same amount of hp as tanks, shall we? Since tanks have nowhere near the damage potential as DD classes, while DD classes can get total damage imunity just from dodging/teleporting etc. already along with other damage negating abilities/feats ontop of dodge immunity.
Bug?: Damage dealing classes have more survivability than and equal health as tanks.
Feedback/Suggestion: Either cap TR, HR, CW, SW and DC hp at roughly 50% less than tanks, or give tanks (GF, OP, GWF) 50% more hp than DD classes currently have.
Feedback: I think it is a mistake to not apply the new stats curves to level 1-60. New players will not understand why they will be getting weaker when reaching levels 61 and above. It was a lame excuse that they wanted the gameplay of levels 1-60 to stay as we are used to. Who really cares? A smooth progression would have been way more important.
It is strange that my level 60 GF is killing mobs in WoD faster than my level 70 TR. Also, my up-scaled level 60 GF is likely much more powerful than he will currently be able to become at level 70.
Feedback: I think it is a mistake to not apply the new stats curves to level 1-60. New players will not understand why they will be getting weaker when reaching levels 61 and above. It was a lame excuse that they wanted the gameplay of levels 1-60 to stay as we are used to. Who really cares? A smooth progression would have been way more important.
It is strange that my level 60 GF is killing mobs in WoD faster than my level 70 TR. Also, my up-scaled level 60 GF is likely much more powerful than he will currently be able to become at level 70.
I completely agree with you on this and I cannot stress it enough to the devs to please consider doing this.
I just attempted the Corrupted Bears Heroic encounter in Icewind Pass. I took on three of the bears at one time. The encounter was 1 minute and 37 seconds of frantic dodging and me barely surviving. During that time I dished out 2.24 million damage to the three bears. They hit me for 673k even though I had Shield on tab. Even though I'm running an Oppressor build with Orb of Imposition I had no control whatsoever. The stun from Steal Time was over before my casting animation was. Frozen bears broke free in less than a second. Oh, and despite each bear absorbing ~700k damage none of them were below 2/3 health when I died. Even with 5 of me taking on this Heroic Encounter I doubt I'd be successful. The recommended number of people to take out this HE should be "10 utterly pimped out hardcore players or 30 casual players with ok gear." I don't think less will get the job done.
For fun I took on the Prospector Attack HE as well. Same story. Got beaten like a rented mule. Three level 73 Battle Wights and two level 73 Wight Commanders can make quick work of anyone. I lasted less than a minute.
I just attempted the Corrupted Bears Heroic encounter in Icewind Pass. I took on three of the bears at one time. The encounter was 1 minute and 37 seconds of frantic dodging and me barely surviving. During that time I dished out 2.24 million damage to the three bears. They hit me for 673k even though I had Shield on tab. Even though I'm running an Oppressor build with Orb of Imposition I had no control whatsoever. The stun from Steal Time was over before my casting animation was. Frozen bears broke free in less than a second. Oh, and despite each bear absorbing ~700k damage none of them were below 2/3 health when I died. Even with 5 of me taking on this Heroic Encounter I doubt I'd be successful. The recommended number of people to take out this HE should be "10 utterly pimped out hardcore players or 30 casual players with ok gear." I don't think less will get the job done.
For fun I took on the Prospector Attack HE as well. Same story. Got beaten like a rented mule. Three level 73 Battle Wights and two level 73 Wight Commanders can make quick work of anyone. I lasted less than a minute.
I cannot repeat this above enough. so true. I'm wearing The new PvP set, so ilvl135 gear, and the stats are higher than pretty much anything else I can get at the moment on preview. I have pure vorpal, and pure negation, 1 Orange artifact, 3 epic artifacts, and rest of the gear is pretty much just the ilvl120 stuff we got to test pvp in for a total Ilvl of 2841. that's pretty high I'd assume. I dont even think 5 of me would of been able to clear the corrupted bears, they were harder to make any dent in than even the dragons for ToD would be solo.
"Hey guys! We have been following the feedback and we wanted to let you guys know we are making a change to improve QoL for Control Wizards in PVP with Tenacity.
Control Wizards now ignore 66% of a target's Tenacity for the purposes of calculating control durations on a target.
We wanted CW's to feel better about landing controls on targets, but didn't want to just widespread scale back the control resist people were getting because we wanted other classes to work harder to successfully control a target. "
They still do.Problem is in mod2 there were very few ways to boost your cc duration or to mitigate it.
Today CWs have boosted their CC duration by gear/artifacts ,while the cc resist stat is rare and prety expensive to aquire.
And why only CWs to ignore 66% of tenacity?Why not all classes?
Remind to all GWF/GF prones were deleted from PVP cause CWs "can not fight if we are controlled all the time".
two measures here.
In any case mod2 CWs had 30k hp at best and 30% DR and a petty shield.Now we are talking about 100k+ hp CWs in mod6 with UNMITIGATED shield on tab,150% CC buff through gear and feats,90s tange ,45k storm spell procs,and a new encounter that does 81k damage every 5,7 secs.
CWs ignoring 66% CC Resist must go away.It is a thing of the past.Period.In pve there's no use for it anyway.it is a golden opportunity here with the new stat curve the devs to bring back in line the Lords of our Lands,the CWs.
In case this isn't getting through, here's a parse of me taking on the Prison Warden in Well of Dragons.
That is the Prison Warden's outgoing damage. Basically, he's one-shotting just about everyone who will go up against him. He has attacks where the base damage is over 80,000. Oh, and he's control immune. Oh, and he starts with two Guard Drakes who are also control immune who have non-crit base damage over 25,000. Basically the only way for a CW to beat them is to put shield on tab and run for your life because you cannot get hit and live to tell. Then just hope the cheesy damage over time attacks eventually exhaust his nearly 900,000 health. Not fun. And not doable for 80% of the player base.
"Hey guys! We have been following the feedback and we wanted to let you guys know we are making a change to improve QoL for Control Wizards in PVP with Tenacity.
Control Wizards now ignore 66% of a target's Tenacity for the purposes of calculating control durations on a target.
We wanted CW's to feel better about landing controls on targets, but didn't want to just widespread scale back the control resist people were getting because we wanted other classes to work harder to successfully control a target. "
They still do.Problem is in mod2 there were very few ways to boost your cc duration or to mitigate it.
Today CWs have boosted their CC duration by gear/artifacts ,while the cc resist stat is rare and prety expensive to aquire.
And why only CWs to ignore 66% of tenacity?Why not all classes?
Remind to all GWF/GF prones were deleted from PVP cause CWs "can not fight if we are controlled all the time".
two measures here.
In any case mod2 CWs had 30k hp at best and 30% DR and a petty shield.Now we are talking about 100k+ hp CWs in mod6 with UNMITIGATED shield on tab,150% CC buff through gear and feats,90s tange ,45k storm spell procs,and a new encounter that does 81k damage every 5,7 secs.
CWs ignoring 66% CC Resist must go away.It is a thing of the past.Period.In pve there's no use for it anyway.it is a golden opportunity here with the new stat curve the devs to bring back in line the Lords of our Lands,the CWs.
Wow. Yeah.. Thats kinda ridiculous.. That needs to be channged to be in line with other classes... why should CW get the easy life.
I'm curious at to why Elven Ferocity / Tranquility, Fey thistle, regrowth etc, were all buffed 10x stronger than normal. our hp cap only increased about 3 times more than normal. having the boons is basically a REQUIREMENT for PvP (and some PvE) content now because of the higher damage and lack of healing. I'd recommend making them 5x the mod 5 value for the heal and dps boons, instead of 10x. This way people without the boons will be weaker than someone with, but you wont feel cheated when someone suddenly heals 40k hp from tranq / regrowth
Comments
go trying
however is the difference now between a gf and a cleric lets say its 30-35k hp it will stay like that even in mod 6.
i love the changes to armor set because they bring less 1shotting both in pvp and pve introducing a skill factor which know is lacking in every class.
however i think its time for constitution to work on total hp and not just base hp. adjust then the % bonus as you like, it will need a nerf probably.
Nah, this would also benefit those wo do not need more survivability, such as: TR, HR, CW, DC, SW. The classes that should have higher hp are : GF, OP, GWF. Let's not give DD classes the same amount of hp as tanks, shall we? Since tanks have nowhere near the damage potential as DD classes, while DD classes can get total damage imunity just from dodging/teleporting etc. already along with other damage negating abilities/feats ontop of dodge immunity.
Bug?: Damage dealing classes have more survivability than and equal health as tanks.
Feedback/Suggestion: Either cap TR, HR, CW, SW and DC hp at roughly 50% less than tanks, or give tanks (GF, OP, GWF) 50% more hp than DD classes currently have.
ranged class should have far less HP and less DR (CW, HR, SW)
particular case should be TR and DC... The TR is melee, but should be fragile, maybe more DR but no more HP. DC instead is hard to place as is ranged, but can be the tank of a party. Maybe no DR but for sure more HP.
Life steel is still too powerful, and there are classes (CW as usual) that can reach quite easily 25% chance. The amount of HP given is also too high. It should work like the actual Deflect.. if you deflect you take only 50% of the damage.
Hope they find a way to eliminate the solo kamikaze CW from the game or make it extremely hard to do
What, exactly, is a kamikaze CW? Explain to us how a CW should play, without being a kamikaze?
This magic class is called CONTROL Wizard and not Damage Mage or wtf ever.
Once we´ve been in Mod 2 the CW was a support class, a controller class. That was great!
Spamming Singularity and leave the real damaging work to others.
With Mod 3 came the DD-CW. If you read the posts of our CW mates it´s all about damage today... how can I be more op than someone else.
(Check gameplay of CWs today... Singularity is great... but... ops... devs nerfed it... so there´s no point of using it anymore... better split the entire mob group all over the map and deal the most damage instead of supporting the whole team...)
This is kinda missunderstanding the role!
But it aint the players fault... it´s the devs "balancing" of classes.
This understanding of balancing classes leads to a Solo or Singleplayer Role Playing Game.
Be honest... what´s the imagination of a wizard? Is it a tanky berserk or even more a weak geek?
Balancing classes means to find a way balancing weaknesses and strenghts.
CWs should do a supportive cc job: high rec, low survivability, med dmg, low-med crt (cmon... wanna tell me icy terrain hits me critically? - ok ok... I might get a bad cold) and so on - just control the crowds.
Damage dealing classes? ... GWF and mb SW (haven´t played it that far yet).
Long ranged distance classes? ... ONLY the ranged HR.
Mid range classes? ... CWs, DCs, SWs...
Tank Classes? ... GF.
Crit Classes? ... TR and HR.
...
I think it´s really simple to balance the classes to fit into their role (and have a nice solo-game).
...but I don´t think the devs will change their understanding of gameplay and balancing... unless they don´t implement real group-content.
To leave a feedback:
Lifesteal - the new lifesteal mechanic sucks hard... and I really don´t understand the idea behind such changes. Do you wanna have the chars have lifesteal or don´t you? If you want to then leave it the old way. If you don´t want to then cancel the lifesteal-stat and leave a skill/feat/enchantment.
If lifesteal has a severity of 100% why do you point it out then?
Crashing down from about 11% lifestealing damage output on live server to a chance of 4-5% of proccing 100% of the dealt damage on preview server is strange, annoying and kinda stupid.
By burning a foe it can proc - giving 20 HP or with an encounter - giving 20k HP... where´s the logic?!
And to go on with the survivability issue... if you want to force the players to use pots more often then give scaled pots to the players! I´d say every single character can get above 40k HP in mod 6. Nice... but... if you are burned down that easy as you are atm and still having the high cd of pots in combat... you´ll be very dead before charging a 2nd pot... even it´s a 10k one.
...or rework the rolling-mechanics for races.
You want a tanky CW? - play an Orc - high survivability but low damage and rec/cd... what ever.
As you can see, CWs are meant to deal huge amounts of damage as both their primary and secondary roles. You seem to be the one misunderstanding the role. Most of a CWs damage comes from control powers. Mosdt of those control powers need to be cast from the middle of a group of mobs.
Singularity is no longer great. It was changed in order to lessen their damage.
This game is meant to be mostly played solo, except for dungeons and skirmishes. CWs aren't the only ones soloing obsolete dungeons we out geared several modules ago.
But one of that answers my question: What is a Kamikaze CW? IRL, a Kamikazes job is to die, but you seem to be complaining that they don't die enough. What is the difference between a CW and a Kamikaze CW?
Now imagine you're a CW and the group walks into a room with a large crowd of tough mobs. How you you supposed to play? Which powers should you use, and where should you position yourself?
CW can do dps too.
Control only means dealing aoe damage!
You are probably refering to that very broken situation where Gwf had bugged deep gash...
Run forward w/o a paladin or GF and you are one-hit. I tried that in l70TOS.
which is no different from your current storm spell which for some reason is allowed to crit even being a passive proc while deep gash got "fixed"
You just never stop complaining.
i just make sense, give back deep gash to gwfs
I feel like investing points in constitution isn't worth it anymore! the HP pool is so high from gear that 10% of base HP means nothing next to the +40k HP we get or more from gear...
Can constitution bonus to HP be reworked into something more useful, such as perhaps accounting for total HP instead of base HP?..
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
My Support Warlock/Temptation Thread
Agreed, SW's especially are loosing the HP edge they once had over the other classes, especially since we no longer have in combat regen, and practically no life steal, the only defense mechanic we SW really have is HP in pvp
You guys need to stop throwing SW in there...
I said that SW should have higher hp than CW/hr/TR. Maybe not higher than actual meele fighter specs. but yeah, higher for sure
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
considering Con is one of our main stats i certianly wouldnt see a legit reason to nerf my HP
I cant roll dodge, Deflect and Defense can only get you so far in PvP, in mod 6 my SW will need 140k HP to compete lol
It is strange that my level 60 GF is killing mobs in WoD faster than my level 70 TR. Also, my up-scaled level 60 GF is likely much more powerful than he will currently be able to become at level 70.
That storm spell was some compensation for shard and OF burst damage.
I gladly accept to reverse it for old CW burst dmg!
I completely agree with you on this and I cannot stress it enough to the devs to please consider doing this.
I just attempted the Corrupted Bears Heroic encounter in Icewind Pass. I took on three of the bears at one time. The encounter was 1 minute and 37 seconds of frantic dodging and me barely surviving. During that time I dished out 2.24 million damage to the three bears. They hit me for 673k even though I had Shield on tab. Even though I'm running an Oppressor build with Orb of Imposition I had no control whatsoever. The stun from Steal Time was over before my casting animation was. Frozen bears broke free in less than a second. Oh, and despite each bear absorbing ~700k damage none of them were below 2/3 health when I died. Even with 5 of me taking on this Heroic Encounter I doubt I'd be successful. The recommended number of people to take out this HE should be "10 utterly pimped out hardcore players or 30 casual players with ok gear." I don't think less will get the job done.
For fun I took on the Prospector Attack HE as well. Same story. Got beaten like a rented mule. Three level 73 Battle Wights and two level 73 Wight Commanders can make quick work of anyone. I lasted less than a minute.
I cannot repeat this above enough. so true. I'm wearing The new PvP set, so ilvl135 gear, and the stats are higher than pretty much anything else I can get at the moment on preview. I have pure vorpal, and pure negation, 1 Orange artifact, 3 epic artifacts, and rest of the gear is pretty much just the ilvl120 stuff we got to test pvp in for a total Ilvl of 2841. that's pretty high I'd assume. I dont even think 5 of me would of been able to clear the corrupted bears, they were harder to make any dent in than even the dragons for ToD would be solo.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
http://nw-forum.perfectworld.com/showthread.php?582751-Cryptic-OFFICIAL-Tenacity-Feedback-Thread/page37
"Hey guys! We have been following the feedback and we wanted to let you guys know we are making a change to improve QoL for Control Wizards in PVP with Tenacity.
Control Wizards now ignore 66% of a target's Tenacity for the purposes of calculating control durations on a target.
We wanted CW's to feel better about landing controls on targets, but didn't want to just widespread scale back the control resist people were getting because we wanted other classes to work harder to successfully control a target. "
They still do.Problem is in mod2 there were very few ways to boost your cc duration or to mitigate it.
Today CWs have boosted their CC duration by gear/artifacts ,while the cc resist stat is rare and prety expensive to aquire.
And why only CWs to ignore 66% of tenacity?Why not all classes?
Remind to all GWF/GF prones were deleted from PVP cause CWs "can not fight if we are controlled all the time".
two measures here.
In any case mod2 CWs had 30k hp at best and 30% DR and a petty shield.Now we are talking about 100k+ hp CWs in mod6 with UNMITIGATED shield on tab,150% CC buff through gear and feats,90s tange ,45k storm spell procs,and a new encounter that does 81k damage every 5,7 secs.
CWs ignoring 66% CC Resist must go away.It is a thing of the past.Period.In pve there's no use for it anyway.it is a golden opportunity here with the new stat curve the devs to bring back in line the Lords of our Lands,the CWs.
In case this isn't getting through, here's a parse of me taking on the Prison Warden in Well of Dragons.
That is the Prison Warden's outgoing damage. Basically, he's one-shotting just about everyone who will go up against him. He has attacks where the base damage is over 80,000. Oh, and he's control immune. Oh, and he starts with two Guard Drakes who are also control immune who have non-crit base damage over 25,000. Basically the only way for a CW to beat them is to put shield on tab and run for your life because you cannot get hit and live to tell. Then just hope the cheesy damage over time attacks eventually exhaust his nearly 900,000 health. Not fun. And not doable for 80% of the player base.
Since the patch on Friday these enchantments are broken. They do not drop anything.
Wow. Yeah.. Thats kinda ridiculous.. That needs to be channged to be in line with other classes... why should CW get the easy life.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
I'm curious at to why Elven Ferocity / Tranquility, Fey thistle, regrowth etc, were all buffed 10x stronger than normal. our hp cap only increased about 3 times more than normal. having the boons is basically a REQUIREMENT for PvP (and some PvE) content now because of the higher damage and lack of healing. I'd recommend making them 5x the mod 5 value for the heal and dps boons, instead of 10x. This way people without the boons will be weaker than someone with, but you wont feel cheated when someone suddenly heals 40k hp from tranq / regrowth
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,