Indeed, the piercing damage version would be the most broken in NWO history!
We tryied it with 2 Renegades, all we had to do were slotting plaguefire and spam icy terrain. The whole enemy team (20k+ GS... doesn't matter because of PB) was down in split seconds. There was never a real chance it hits live.
The new Abyss of Chaos is only viable if you abuse it with Lightning Enchantment...Otherwise as ironzerg stated it's crappy feat, not more or less.
Uhm...... I've been using Perfect Lightning since module 1... and don't plan to change.
So I'm an abuser now, yikes.
Beta player
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
0
ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
edited March 2015
The old Abyss would've been broken. The new one is fine.
And Ayroux, I know you desperately want to see Storm Spell, Shield and Severe Reaction nerfed in PvP so your TR has an easier time against CW's, but I don't think those are on the table right now, and I would hardly expect them to try to rebalance them 7 days before this mod is set to go live.
Spell Twisting reduce the primary artifact's cooldown.
Also it doesn't work on spell mastery with Shield and Icy rays. Except if you put them first on regular slot and then switch.
It doesn't work at all with the Shard of Endless Avalanch (mastery or not).
Bug : Imprisonment
Can't put it in Spell Mastery.
Now i'll speak as a CW who wants to be fair with other classes.
Feedback: Storm Spell
I agree with the need of reducing Storm Spell damage.
25% would be good since it is really too broken at the moment.
But since this is the biggest CW's dps source, i suggest to rise the base damage of single target spells (except Disintegrate ^^').
I also like the idea to create a feat which would give it a buff like Ayroux suggested.
Feedback : Shield
In pvp, even with it, you're squishy enough to be taken down fast especially in mod 6 so nothing to change. A good thing would be to make the shield break CC if released instead of making it add control resist. It would force CW to lose his DR increase to dodge the one shot.
And to be in order with DC and TR, the CW need a rework of his stamina use.
At the moment, you can dodge at minimum 50% stamina and each dodge uses 25%. If each used 33% stamina with no other restriction, the CW would be more able to move and would require an even more faster gameplay.
To finish, i would like to ask to rework the currently useless spells (Shard, Imprisonment, Singularity, Maelstrom, Arcane Power field and Frost Wave).
I like a lot of them but i don't play any because they aren't powerfull enough to replace other spells like Oppressive or Storm Spell, etc.
I don't have specific solutions but i know lots of people have so... Listen to them !^^
(You can say the same thing about feats no one cares about like Battlewise or Lightning Teleport,...)
The old Abyss would've been broken. The new one is fine.
And Ayroux, I know you desperately want to see Storm Spell, Shield and Severe Reaction nerfed in PvP so your TR has an easier time against CW's, but I don't think those are on the table right now, and I would hardly expect them to try to rebalance them 7 days before this mod is set to go live.
With the amount of talk about CW's I'm pretty sure he's not the only one who see's them as overperforming.
ayrouxs' changes that are suggested have good reason behind them.
The Thauma feat means that stormspell can still be powerful when specced for damage, so its a bit of extra damage for a Control speced mage, and a more powerful source of damage for a damage specced mage.
The break on CC for shield gets rid of the concern that even broken shield is a strong DR boost over other classes, while adding the utility of being able to break out of stuns to escape once shield breaks, less facetank, more teleport and ranged spells.
The change to the stamina gain just tones it back so you still can gain stamina when needed, only every X seconds. this means you can dodge away when needed, but not get enough stamina to endlessly kite a melee class
What's wrong with his suggestions? it might be close to release but that doesnt change the fact that balance is going to be needed mod 6, they will be still gathering feedback and making changes during the module.
With the amount of talk about CW's I'm pretty sure he's not the only one who see's them as overperforming.
.
i think its just the usual nerf CW crowd. in relation to pvp no ones tested jack so we'll see. my guess is cws will be way down the list with the order being hr, tr, dps dc, gf, cw, gwf, sw. (dont care about o.paly as theyll take too long to gear bis
i think its just the usual nerf CW crowd. in relation to pvp no ones tested jack so we'll see. my guess is cws will be way down the list with the order being hr, tr, dps dc, gf, cw, gwf, sw. (dont care about o.paly as theyll take too long to gear bis
Maybe so. But I still think the suggestions hold merit and wouldnt break the class, but change enough that people wouldn't complain and would instead turn their hatred towards the new HR and to DPS clerics.
What's wrong with his suggestions? it might be close to release but that doesnt change the fact that balance is going to be needed mod 6, they will be still gathering feedback and making changes during the module.
Nothing is wrong with his suggestions. It's just that this is the "Wizard Cap Raise" thread, specific to the Module 6 changes. I'm sure once Module 6 launches and the devs get some breathing room, another round of balances changes will be started.
But that's neither here nor there. Once Module 6 is launched and this build is off the preview server, this thread is going to be locked and a new feedback thread to address new changes will be created. It doesn't matter if you change the font text to blue. That doesn't automatically make it relevant feedback. At this point it's just noise in this thread.
Maybe so. But I still think the suggestions hold merit and wouldnt break the class, but change enough that people wouldn't complain and would instead turn their hatred towards the new HR and to DPS clerics.
This would translate for me to, 'maybe the changes are not something we should do for balancing reasons, but to make them shut up. Give them something so they will pick a new target'.
As I said some time in this and in other threads. CW is OP bc I say so does not work. Lvl 70 CW is OP compared to ... in PvP and/or PvE, because we did some testing with compareable chars (with real data concerning gear/ companions etc) would work. I have not seen it here or in another thread.
PS. The fact, that a BIS lvl 60 CW does double the dmg than a scaled up lvl 60 17k SW in single target on test dummies proves nothing.
This would translate for me to, 'maybe the changes are not something we should do for balancing reasons, but to make them shut up. Give them something so they will pick a new target'.
As I said some time in this and in other threads. CW is OP bc I say so does not work. Lvl 70 CW is OP compared to ... in PvP and/or PvE, because we did some testing with compareable chars (with real data concerning gear/ companions etc) would work. I have not seen it here or in another thread.
PS. The fact, that a BIS lvl 60 CW does double the dmg than a scaled up lvl 60 17k SW in single target on test dummies proves nothing.
if I recall correctly
That test you are referring was a 17k scaled up cw and a 17k scaled up sw. so I dont see where you got BiS from.
also I feel the changes have merit for balance..
Question: Icy Veins How is supposed to work the freezing at 6 stacks of Chill?
Actually, it seem only Icy Terrain and Ray of Frost are able to freeze mob that have stack of chill added by Icy Veins.
Can we have confirmation of the list of power that can freeze target and power that only adding chill?
Power that add chill are :
Chilling Cloud - third strike + artifact effect
Ray of Frost - can freeze at 6 stacks
Icy Ray
Ice Storm
Ice Knife
Chill Strike
Conduit of Ice on tab
Icy Terrain - can freeze at 6 stacks
Sudden Storm with Chilling Control feat
Icy Veins feat
Maelstrom of Chaos with Unrestrained Chaos feat
Feedback: oppressor freezing ability and shatter strike.
Oppressor is all about freezing foe to keep them controled and dealing damage.
problem 1: if the ability to built chill have been increased greatly by Icy Veins, the freezing capability is still uneffective. Only Ray of Frost can freeze at range and only one target, and Icy Terrain can freeze a lot of mob but only at melee range. It lead to suicidal mage jumping at melee range to drop IT just to freeze every things. It's very deadly with lag and casting delai, and it don't promote wisier gameplay. propostion 1: add the ability for Chilling Cloud third strike and/or Chill Strike on tab to freeze at 6 stacks of chill
Problem 2: Shatter Strike damage is really low and it's not procing every time. Compared to Encounter on frozen target with Chilling Presence, Smolder with Swath of Destruction or Storm Spell, Shatter Strike are ridiculous. 6k at max. And it depend on a proc With mod6 control resist, it just don't have time to proc at all. Proposition 2: increase damage to 450%/500% with the same 5% of max HP (for pvp purpose) and change the damage part to deal damage when frozen but keep the stun part random on damage.
if I recall correctly
That test you are referring was a 17k scaled up cw and a 17k scaled up sw. so I dont see where you got BiS from.
also I feel the changes have merit for balance..
First tests yes. Many ppl said, that they are not valid, so a BIS lvl 70 CW did the same ACT tests and he had double the dmg of the scaled lvl 60 SW. The answer to this was basicly, 'you see, I told you so, BIS lvl 70 CW does double the dps of a scaled lvl 60 17k SW, CW is OP'.
What balance are you talking about? You have extensive gametime on preview with CWs and other classes with similar gear and diffenrent specs. PvP, solo PvE and PvE dungeons? In hours of testing you concluded, that CW needs to get toned down for balance? Plz elaborate.
To finish, i would like to ask to rework the currently useless spells (Shard, Imprisonment, Singularity, Maelstrom, Arcane Power field and Frost Wave).
I like a lot of them but i don't play any because they aren't powerfull enough to replace other spells like Oppressive or Storm Spell, etc.
I don't have specific solutions but i know lots of people have so... Listen to them !^^
(You can say the same thing about feats no one cares about like Battlewise or Lightning Teleport,...)
yes i agree,
shard of avalanchemust not disappear when you are under CC, and when you put this spell in mastery slot it would be great if you were able to throw 2 shards of avalanche, or decrease the cooldown, or better being immune to cc between the time your shard is there
imprisonment, to be usefull need to be able to affect several foes, and a shorter cooldown
singularity, need to remove the cap of targets and ignore immunity of CC
Maelstom of chaos, this spell has a really high potential, but need to be rework too, as said another user, it would be really cool if it worked as malabog maelstrom does. when to target is catch, maelstrom makes an area around you which deal massive dammage, and same bump as now. Different ranks can ad more time of effect.
steal time: this spell has a really high potential too, in mastery slot it gives combat advantage to the group if a lot of targets are affected. But the time to cast is very very long, it like you steal yourself your time. please increase the duration of control and decrease the time of casting.
in mod 6 if you want the CW being a good controller he needs to kyte a lot, cause mobs are most violent as before and our spells generate a lot of agro, weak as we are, even with the shield on tab, we take a lot of dammage, so we have to kyte well. So i purpose a new thing for Steal time: in mastery slot, you have a first click to activate and a targeting area does appear, you can select a safe place and click a second time to teleport at the place targeted. (same mechanic as icy terrain in tab but the spell is thrown on your first position)
This power would be a very fun spell, very usefull. it make the same area effect as now (dammage and cc) with the buffing effect, but it make you in a new safe position to control your enemies.
this few things would make the cw thinking about mastery slot, and can give another choice as now in pvp (the shield is not too much OP it is just the only effective option to not die very fast)
The Control wizard, do not control than intended, please dev throw an eye on my suggest
thank's for reading and sorry english is not my native language
best regards
shard of avalanchemust not disappear when you are under CC, and when you put this spell in mastery slot it would be great if you were able to throw 2 shards of avalanche, or decrease the cooldown, or better being immune to cc between the time your shard is there
imprisonment, to be usefull need to be able to affect several foes, and a shorter cooldown
singularity, need to remove the cap of targets and ignore immunity of CC
Maelstom of chaos, this spell has a really high potential, but need to be rework too, as said another user, it would be really cool if it worked as malabog maelstrom does. when to target is catch, maelstrom makes an area around you which deal massive dammage, and same bump as now. Different ranks can ad more time of effect.
steal time: this spell has a really high potential too, in mastery slot it gives combat advantage to the group if a lot of targets are affected. But the time to cast is very very long, it like you steal yourself your time. please increase the duration of control and decrease the time of casting.
in mod 6 if you want the CW being a good controller he needs to kyte a lot, cause mobs are most violent as before and our spells generate a lot of agro, weak as we are, even with the shield on tab, we take a lot of dammage, so we have to kyte well. So i purpose a new thing for Steal time: in mastery slot, you have a first click to activate and a targeting area does appear, you can select a safe place and click a second time to teleport at the place targeted. (same mechanic as icy terrain in tab but the spell is thrown on your first position)
This power would be a very fun spell, very usefull. it make the same area effect as now (dammage and cc) with the buffing effect, but it make you in a new safe position to control your enemies.
this few things would make the cw thinking about mastery slot, and can give another choice as now in pvp (the shield is not too much OP it is just the only effective option to not die very fast)
The Control wizard, do not control than intended, please dev throw an eye on my suggest
thank's for reading and sorry english is not my native language
best regards
some encounters like steal time should stay as they are .timing positioning and and........decrease casting speed to steal time will make the class funny.
The problem of Storm Spell is not its damage btw., it's that it's available to all builds where it should only be that effective for Thaum/DPS builds. Also MoFs are currently not viable whatsoever because they lack the class feature.
I think Thaum/Spellstorm should be DPS king, MoF/Renegade the best utility and Oppressor best control with a secondary focus depending on the paragon path. Spellstorm for DPS and MoF for utility.
Feedback: Eye of the Storm Thie class features has fallen down the ladder considerably with the new stat curves. In BiS gear CWs will easily hit 70% Crit, which means the upgrade to 100% every 20 seconds will be even worse.
And then you need all three CW to actually do something as one CW. Yeah, no. The situation is already divided pretty much as it is.
True Neutral
Left the Game due to heavy Damage Control & Missing Spanish Language
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mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
edited April 2015
​​ ORB of imposition feat glacial movement is not bugged it works as should it be.IT doesnt says that increase the control duration by 20% but says the effectiveness per rank.
what does that mean ? i will explain.
rank 1 the the 20% of the 5 is 1% more control time
rank 2 the 20% of the 5 % is 1% more control time
rank 3 the 20% of the 5% is 1% more control time
rank 4 the 20% of the 5 % is 1% more control time.
so with that feat you have 6 % per rank.
also i noticed something weird entagling force duration is more than the freeze duration.so the freeze duration got nerf is bugged i dont know?( entagling was on encounter slot)
​​ ORB of imposition feat glacial movement is not bugged it works as should it be.IT doesnt says that increase the control duration by 20% but says the effectiveness per rank.
what does that mean ? i will explain.
rank 1 the the 20% of the 5 is 1% more control time
rank 2 the 20% of the 5 % is 1% more control time
rank 3 the 20% of the 5% is 1% more control time
rank 4 the 20% of the 5 % is 1% more control time.
so with that feat you have 6 % per rank.
also i noticed something weird entagling force duration is more than the freeze duration.so the freeze duration got nerf is bugged i dont know?( entagling was on encounter slot)
Bug: Orb of Imposition and Glacial Movement
This is not at all how Orb of Imposition and Glacial Movement work according to the testing I have performed. And even if it does work this way it would still be bugged. Developers explicitly stated in the lead-up to Module 4 that the goal was to have Orb of Imposition do 25/50/75% increase in control durations (here and here). After those posts they decided to make Orb of Imposition buffing control durations 25/50/75% exclusive to the Oppressor Tree by making that part of Glacial Movement.
If Glacial Movement is not buffing Orb of Imposition up to 25/50/75% then it is not working as intended and is bugged. Which it is.
Feedback and possible Bug: Smolder/Rimefire Damage look very low when compared to Storm Spell. Even more, damage don't change from 60 to 70, or with stuff.
SpellStorm mage do a lot more damage than Master of Flame mage.
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mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
edited April 2015
well i was wrong sorry. if the decide to change to what they posted in your link the 75% more (100% with rank 4) with closed eyes i will chose that tree for pvp for pve for anything.:)
not really when all have access to icy veins without lose something something important.
That's why it needs to be moved, a tier , up the oppressor paragon path,so that it won't be accessible by all, anymore. Icy Veins is a powerful control tool,that should be available only to the oppressor path,which is afterall the "hardcore" controller.Ofcourse the new renegade and thaumaturge feats should also be moved up a tier as well.
It's BUGS bunny i tell you.
0
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
That's why it needs to be moved, a tier , up the oppressor paragon path,so that it won't be accessible by all, anymore. Icy Veins is a powerful control tool,that should be available only to the oppressor path,which is afterall the "hardcore" controller.Ofcourse the new renegade and thaumaturge feats should also be moved up a tier as well.
lock them to the tree is the best solution because if you move them you have to bring other feats to their place.
lock them to the tree is the best solution because if you move them you have to bring other feats to their place.
Yes,but in the case of icy veins and frigid winds,moving them up a tier doesn't kill balance because the next feats, cold infussion and glacial movement, aren't as strong. You could even exchange them for alacrity or controlled momentum.
Comments
Uhm...... I've been using Perfect Lightning since module 1... and don't plan to change.
So I'm an abuser now, yikes.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
And Ayroux, I know you desperately want to see Storm Spell, Shield and Severe Reaction nerfed in PvP so your TR has an easier time against CW's, but I don't think those are on the table right now, and I would hardly expect them to try to rebalance them 7 days before this mod is set to go live.
Spell Twisting reduce the primary artifact's cooldown.
Also it doesn't work on spell mastery with Shield and Icy rays. Except if you put them first on regular slot and then switch.
It doesn't work at all with the Shard of Endless Avalanch (mastery or not).
Bug : Imprisonment
Can't put it in Spell Mastery.
Now i'll speak as a CW who wants to be fair with other classes.
Feedback: Storm Spell
I agree with the need of reducing Storm Spell damage.
25% would be good since it is really too broken at the moment.
But since this is the biggest CW's dps source, i suggest to rise the base damage of single target spells (except Disintegrate ^^').
I also like the idea to create a feat which would give it a buff like Ayroux suggested.
Feedback : Shield
In pvp, even with it, you're squishy enough to be taken down fast especially in mod 6 so nothing to change. A good thing would be to make the shield break CC if released instead of making it add control resist. It would force CW to lose his DR increase to dodge the one shot.
And to be in order with DC and TR, the CW need a rework of his stamina use.
At the moment, you can dodge at minimum 50% stamina and each dodge uses 25%. If each used 33% stamina with no other restriction, the CW would be more able to move and would require an even more faster gameplay.
To finish, i would like to ask to rework the currently useless spells (Shard, Imprisonment, Singularity, Maelstrom, Arcane Power field and Frost Wave).
I like a lot of them but i don't play any because they aren't powerfull enough to replace other spells like Oppressive or Storm Spell, etc.
I don't have specific solutions but i know lots of people have so... Listen to them !^^
(You can say the same thing about feats no one cares about like Battlewise or Lightning Teleport,...)
With the amount of talk about CW's I'm pretty sure he's not the only one who see's them as overperforming.
ayrouxs' changes that are suggested have good reason behind them.
The Thauma feat means that stormspell can still be powerful when specced for damage, so its a bit of extra damage for a Control speced mage, and a more powerful source of damage for a damage specced mage.
The break on CC for shield gets rid of the concern that even broken shield is a strong DR boost over other classes, while adding the utility of being able to break out of stuns to escape once shield breaks, less facetank, more teleport and ranged spells.
The change to the stamina gain just tones it back so you still can gain stamina when needed, only every X seconds. this means you can dodge away when needed, but not get enough stamina to endlessly kite a melee class
What's wrong with his suggestions? it might be close to release but that doesnt change the fact that balance is going to be needed mod 6, they will be still gathering feedback and making changes during the module.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
i think its just the usual nerf CW crowd. in relation to pvp no ones tested jack so we'll see. my guess is cws will be way down the list with the order being hr, tr, dps dc, gf, cw, gwf, sw. (dont care about o.paly as theyll take too long to gear bis
Maybe so. But I still think the suggestions hold merit and wouldnt break the class, but change enough that people wouldn't complain and would instead turn their hatred towards the new HR and to DPS clerics.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
Nothing is wrong with his suggestions. It's just that this is the "Wizard Cap Raise" thread, specific to the Module 6 changes. I'm sure once Module 6 launches and the devs get some breathing room, another round of balances changes will be started.
But that's neither here nor there. Once Module 6 is launched and this build is off the preview server, this thread is going to be locked and a new feedback thread to address new changes will be created. It doesn't matter if you change the font text to blue. That doesn't automatically make it relevant feedback. At this point it's just noise in this thread.
This would translate for me to, 'maybe the changes are not something we should do for balancing reasons, but to make them shut up. Give them something so they will pick a new target'.
As I said some time in this and in other threads. CW is OP bc I say so does not work. Lvl 70 CW is OP compared to ... in PvP and/or PvE, because we did some testing with compareable chars (with real data concerning gear/ companions etc) would work. I have not seen it here or in another thread.
PS. The fact, that a BIS lvl 60 CW does double the dmg than a scaled up lvl 60 17k SW in single target on test dummies proves nothing.
if I recall correctly
That test you are referring was a 17k scaled up cw and a 17k scaled up sw. so I dont see where you got BiS from.
also I feel the changes have merit for balance..
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
How is supposed to work the freezing at 6 stacks of Chill?
Actually, it seem only Icy Terrain and Ray of Frost are able to freeze mob that have stack of chill added by Icy Veins.
Can we have confirmation of the list of power that can freeze target and power that only adding chill?
Power that add chill are :
Chilling Cloud - third strike + artifact effect
Ray of Frost - can freeze at 6 stacks
Icy Ray
Ice Storm
Ice Knife
Chill Strike
Conduit of Ice on tab
Icy Terrain - can freeze at 6 stacks
Sudden Storm with Chilling Control feat
Icy Veins feat
Maelstrom of Chaos with Unrestrained Chaos feat
Feedback: oppressor freezing ability and shatter strike.
Oppressor is all about freezing foe to keep them controled and dealing damage.
problem 1: if the ability to built chill have been increased greatly by Icy Veins, the freezing capability is still uneffective. Only Ray of Frost can freeze at range and only one target, and Icy Terrain can freeze a lot of mob but only at melee range. It lead to suicidal mage jumping at melee range to drop IT just to freeze every things. It's very deadly with lag and casting delai, and it don't promote wisier gameplay.
propostion 1: add the ability for Chilling Cloud third strike and/or Chill Strike on tab to freeze at 6 stacks of chill
Problem 2: Shatter Strike damage is really low and it's not procing every time. Compared to Encounter on frozen target with Chilling Presence, Smolder with Swath of Destruction or Storm Spell, Shatter Strike are ridiculous. 6k at max. And it depend on a proc With mod6 control resist, it just don't have time to proc at all.
Proposition 2: increase damage to 450%/500% with the same 5% of max HP (for pvp purpose) and change the damage part to deal damage when frozen but keep the stun part random on damage.
First tests yes. Many ppl said, that they are not valid, so a BIS lvl 70 CW did the same ACT tests and he had double the dmg of the scaled lvl 60 SW. The answer to this was basicly, 'you see, I told you so, BIS lvl 70 CW does double the dps of a scaled lvl 60 17k SW, CW is OP'.
What balance are you talking about? You have extensive gametime on preview with CWs and other classes with similar gear and diffenrent specs. PvP, solo PvE and PvE dungeons? In hours of testing you concluded, that CW needs to get toned down for balance? Plz elaborate.
Best way to prevent it : don't take that crappy feat.
yes i agree,
shard of avalanche must not disappear when you are under CC, and when you put this spell in mastery slot it would be great if you were able to throw 2 shards of avalanche, or decrease the cooldown, or better being immune to cc between the time your shard is there
imprisonment, to be usefull need to be able to affect several foes, and a shorter cooldown
singularity, need to remove the cap of targets and ignore immunity of CC
Maelstom of chaos, this spell has a really high potential, but need to be rework too, as said another user, it would be really cool if it worked as malabog maelstrom does. when to target is catch, maelstrom makes an area around you which deal massive dammage, and same bump as now. Different ranks can ad more time of effect.
steal time: this spell has a really high potential too, in mastery slot it gives combat advantage to the group if a lot of targets are affected. But the time to cast is very very long, it like you steal yourself your time.
please increase the duration of control and decrease the time of casting.
in mod 6 if you want the CW being a good controller he needs to kyte a lot, cause mobs are most violent as before and our spells generate a lot of agro, weak as we are, even with the shield on tab, we take a lot of dammage, so we have to kyte well.
So i purpose a new thing for Steal time: in mastery slot, you have a first click to activate and a targeting area does appear, you can select a safe place and click a second time to teleport at the place targeted. (same mechanic as icy terrain in tab but the spell is thrown on your first position)
This power would be a very fun spell, very usefull. it make the same area effect as now (dammage and cc) with the buffing effect, but it make you in a new safe position to control your enemies.
this few things would make the cw thinking about mastery slot, and can give another choice as now in pvp (the shield is not too much OP it is just the only effective option to not die very fast)
The Control wizard, do not control than intended, please dev throw an eye on my suggest
thank's for reading and sorry english is not my native language
best regards
some encounters like steal time should stay as they are .timing positioning and and........decrease casting speed to steal time will make the class funny.
And then you need all three CW to actually do something as one CW. Yeah, no. The situation is already divided pretty much as it is.
not really when all have access to icy veins without lose something something important.
what does that mean ? i will explain.
rank 1 the the 20% of the 5 is 1% more control time
rank 2 the 20% of the 5 % is 1% more control time
rank 3 the 20% of the 5% is 1% more control time
rank 4 the 20% of the 5 % is 1% more control time.
so with that feat you have 6 % per rank.
also i noticed something weird entagling force duration is more than the freeze duration.so the freeze duration got nerf is bugged i dont know?( entagling was on encounter slot)
Bug: Orb of Imposition and Glacial Movement
This is not at all how Orb of Imposition and Glacial Movement work according to the testing I have performed. And even if it does work this way it would still be bugged. Developers explicitly stated in the lead-up to Module 4 that the goal was to have Orb of Imposition do 25/50/75% increase in control durations (here and here). After those posts they decided to make Orb of Imposition buffing control durations 25/50/75% exclusive to the Oppressor Tree by making that part of Glacial Movement.
If Glacial Movement is not buffing Orb of Imposition up to 25/50/75% then it is not working as intended and is bugged. Which it is.
Damage look very low when compared to Storm Spell. Even more, damage don't change from 60 to 70, or with stuff.
SpellStorm mage do a lot more damage than Master of Flame mage.
That's why it needs to be moved, a tier , up the oppressor paragon path,so that it won't be accessible by all, anymore. Icy Veins is a powerful control tool,that should be available only to the oppressor path,which is afterall the "hardcore" controller.Ofcourse the new renegade and thaumaturge feats should also be moved up a tier as well.
lock them to the tree is the best solution because if you move them you have to bring other feats to their place.
Yes,but in the case of icy veins and frigid winds,moving them up a tier doesn't kill balance because the next feats, cold infussion and glacial movement, aren't as strong. You could even exchange them for alacrity or controlled momentum.