matiagronxMember, NW M9 PlaytestPosts: 251Arc User
edited March 2015
The PVE content all grinded with pleasure for so long it became boring. The PVE content that created and kept the game running so far, the new PVE content that all are eager to play when it comes out till they are bored. Grind is part of MMOs or else they would not exist unless they charged you 50$ per month so you get new content next month. Everyone suddenly is entitled to condemn PVE cause he plays it 24/7, please show some reason before speaking about PVE. The only thing you could possibly condemn is the poor foundry and its huge but doomed potential for free, high quality PVE content designed by authors who love DnD which wouldnt cost players real money.
sorry, but i already saw too much better, more challenging, creative dungeons with boss-fights in other games to defend any of these uninspired trashmob-bashing static fights in neverwinter
if that is the beloved "crown" of mmo rpg you know until now i really feal pitty for you...
Is really funny to see new-CW-players coming here and crying out loud about "L2P" issues or "that the class is good" instead of "God"... surely, most of them have come from LoL...
Too bad they can't just repel you out of this thread hahaha Instead they just spamm you with stupid requests for "reliable data" when somebody already provided that. Here is what will happen next mod: All the **** gets released, including Disintegration that hits for 45k with 5 seconds CD, people will start running 4-5 CWs dungeons again but now it will be like "Nuke CW lfg CN/eLoL" or "full CC CW looking for a party for CN". With occasional requests for temptation SW/DC healer for very biased CW parties where you will be called a "pet" or "zero heal" on daily basis. People will remember this thread and nothing is gonna be done about the situation since devs only care to work on the next modules instead of the current ones.
Too bad they can't just repel you out of this thread hahaha Instead they just spamm you with stupid requests for "reliable data" when somebody already provided that. Here is what will happen next mod: All the **** gets released, including Disintegration that hits for 45k with 5 seconds CD, people will start running 4-5 CWs dungeons again but now it will be like "Nuke CW lfg CN/eLoL" or "full CC CW looking for a party for CN". With occasional requests for temptation SW/DC healer for very biased CW parties where you will be called a "pet" or "zero heal" on daily basis. People will remember this thread and nothing is gonna be done about the situation since devs only care to work on the next modules instead of the current ones.
Too bad they can't just repel you out of this thread hahaha Instead they just spamm you with stupid requests for "reliable data" when somebody already provided that. Here is what will happen next mod: All the **** gets released, including Disintegration that hits for 45k with 5 seconds CD, people will start running 4-5 CWs dungeons again but now it will be like "Nuke CW lfg CN/eLoL" or "full CC CW looking for a party for CN". With occasional requests for temptation SW/DC healer for very biased CW parties where you will be called a "pet" or "zero heal" on daily basis. People will remember this thread and nothing is gonna be done about the situation since devs only care to work on the next modules instead of the current ones.
Roll a CW.
See, reliable data is data that agrees with their theory. It's the same in science XD
Too bad they can't just repel you out of this thread hahaha Instead they just spamm you with stupid requests for "reliable data" when somebody already provided that. Here is what will happen next mod: All the **** gets released, including Disintegration that hits for 45k with 5 seconds CD, people will start running 4-5 CWs dungeons again but now it will be like "Nuke CW lfg CN/eLoL" or "full CC CW looking for a party for CN". With occasional requests for temptation SW/DC healer for very biased CW parties where you will be called a "pet" or "zero heal" on daily basis. People will remember this thread and nothing is gonna be done about the situation since devs only care to work on the next modules instead of the current ones.
Roll a CW.
If they want to alienate all people but CW/TR players thats fine. I like the game but enough is enough. On the bright side there are plenty of promising titles coming up on the mmorpg horizon
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
See, reliable data is data that agrees with their theory. It's the same in science XD
In 1790 peoople laughed at those who was trying to prove that stones fall from the cosmos, however in 1805 noone was questioning meteorites theory already. In our case, I am sure that 60% CW posters here are biased and know what people are complaining about and still choose to lie. Like 30% started playing not so long ago and probably should actually go l2p if they get outperformed since they often don't even take gear into consideration (I actually did bother many times to look for the handles ingame lol) and 10% are just forum warriors following the crowd, barking at something they don't see.
Today somebody told me something though. Devs do not care of class current state and they also don't care fixing bugs in the current module even when they acknowledge there are. As well as they don't care about most class unbalance in upcomming module. I mean, they probably write down some good thoughts but it's very unlikely we will see any of it comming true in m6 unless it's too obvious. As for CWs, they are never going to change as well for my disrespect for anyone maining it. There are many answers why wouldn't this happen but I simply accept one since I am tired of bothering - too many hamsters main this class.
Well if they want to alienate all people but CW/TR players thats fine. I like the game but enough is enough. On the bright side there are plenty of promising titles coming up on the mmorpg horizon.
Well, maybe in some m10 or further we will have the so long desired nerf hammer smash uppon CWs but that day most the classes may go instinct except for those that have just started playing and extraordinary stubborn ones xD
In 1790 peoople laughed at those who was trying to prove that stones fall from the cosmos, however in 1805 noone was questioning meteorites theory already. In our case, I am sure that 60% CW posters here are biased and know what people are complaining about and still choose to lie. Like 30% started playing not so long ago and probably should actually go l2p if they get outperformed since they often don't even take gear into consideration (I actually did bother many times to look for the handles ingame lol) and 10% are just forum warriors following the crowd, barking at something they don't see.
Today somebody told me something though. Devs do not care of class current state and they also don't care fixing bugs in the current module even when they acknowledge there are. As well as they don't care about most class unbalance in upcomming module. I mean, they probably write down some good thoughts but it's very unlikely we will see any of it comming true in m6 unless it's too obvious. As for CWs, they are never going to change as well for my disrespect for anyone maining it. There are many answers why wouldn't this happen but I simply accept one since I am tired of bothering - too many hamsters main this class.
Spot on.
The extremely irritating thing is that hey chose to nerf SW anyway - if they'd at least leave **** the same, people wouldn't be half as angry.
That said, I don't believe that we'll see balance by m10 - if anything it'll get worse. Here's why. The more OP CWs become, the more people will whine at them should they nerf anything, and the more chance fixing it will have to hurt their earnings. With SWs, if they even removed the class outright by say, Mod 7, I doubt, given how Mod 6 looks that there'll be many people left to complain about it. It's the same reason why, say, some games that start off working fine in Linux break after time with some patch and devs don't care (I remember WoT had this problem, went away after a couple patches again) because it's simply not a significant segment of the customer base.
Any of you guys remember this list of HAMSTER that got changed from you guys whining? Roll this back and maybe you wont see so much SS damage. The PVPers got all this changed so this is what you deserve. Ask for your broken **** classes to be fixed instead of nerfing ours.
Control Wizard
Arcane Singularity: Activation time increased to 2 seconds (up from 1 second) and can affect up to 8 targets (down from 15).
Chill Strike: This power has had its recharge time increased to 15 seconds (up from 13 seconds) and now takes 1.2 seconds to fire (up from 1 second).
Chilling Cloud: The final strike of Chilling Cloud now takes 1 second to fire (down from 1.2).
Conduit of Ice: This power has had its damage reduced by roughly 33%, recharge time reduced to 13 seconds (down from 18 seconds) and now takes 1.5 seconds to fire (up from .98 seconds).
Entangling Force: This power has had its total base damage reduced by about 10% overall, now takes 1.2 seconds to fire (up from 1 second) and the damage over time component now ticks every .5 seconds (down from every .65 seconds).
Ice Knife: This power now takes 1.2 seconds to fire (up from .93 seconds).
Icy Terrain: This power now ticks every 1 second (down from every 1.3 seconds).
Magic Missile: The first two strikes are now chained together about 40% slower. The third strike of Magic Missile now takes 1.4 seconds to fire (up from 1.2).
Oppressive Force: This power has had its overall damage reduced by roughly 9%.
Ray of Enfeeblement: This power has had its recharge time increased to 18 seconds (up from 14), now takes 1.5 seconds to fire (up from .9 seconds) allies no longer benefit from the resistance reduction part of this power.
Repel: This power can no longer have it's push effect deflected. Damage can still be deflected normally.
Repel: The spell mastery version of this power will ignore control immune targets for the purposes of target selection."
Shard of the Endless Avalanche: This power has had its base impact damage reduced by roughly 33% and its explosion damage reduced by roughly 60%.
Steal Time: This power has had its damage increased by roughly 65% and its recharge time reduced to 18 seconds (down from 22 seconds).
Heroic Feats
Arcane Enhancement: This feat now grants 1/2/3% (Down from 2/4/6%)
Blighting Power: This feat now grants 2/4/6% (Down from 3/6/9%)
Focused Wizardry: This feat has been reworked it now has the following effect: Single target Powers deal 2/4/6% more damage.
Wizard's Wrath: This feat now grants 1/2/3% (down from 2/4/6%)
Oppressor Feats
Alacrity: This feat has been reworked i now has the following effect: When you deal+H186 damage to foes affected by Chill you have a chance to reduce the cooldown on Icy Terrain and Entangling Force by .5/1/1.5/2/2.5 second(s).
Bitter Cold: This feat has been reworked i now has the following effect: Targets take 1/2/3/4/5% more damage for 6 seconds after being affected by Chill. This effect does not stack.
Chilling Control (Paragon: Spellstorm): This feat has been reworked i now has the following effect: Sudden Storm now applies 1/2/3/4/5 stacks of Chill to targets hit by the primary strike.
Cold Infusion: This feat has been reworked i now has the following effect: Foes deal 1/2/3/4/5% less damage for 10 seconds after being affected by Chill. This effect does not stack.
Controlled Momentum: This feat has been reworked i now has the following effect: After using a Control power nearby allies deal 1/2/3/4/5% more damage for 6 seconds. This effect does not stack.
Glacial Movement: Ray of Frost has a 10/20/30/40/50% (up from 5/10/15/20/25%) chance to apply an additional stack of Chill.
Shatter Strike: This feat has been reworked i now has the following effect: When you freeze a target they are afflicted by Shattered for 10 seconds. Shattered foes have a chance when taking damage to be stunned for 5 seconds (1 second on players) and take up to 5% of their Max HP in damage (max 300% weapon damage). This effect consumes Shatter. Additionally, your control powers deal 100% of your weapon damage against control immune targets and Chill lasts 2.5 seconds longer.
Twisting Immolation (Paragon: Master of Flame): This feat now dazes targets for .8/1.6/2.4/3.2/4 seconds (up from .2/.4/.6/.8/1 second(s)).
Renegade Feats
Arcane Burst (Paragon: Master of Flame): Each target hit by Scorching Burst has a 6/12/18/24/30% (up from 4/8/12/16/20%) chance to add a stack of Arcane Mastery.
Chaotic Fury - You gain gain 10% additional Power and Lifesteal for 10 seconds.
Chaotic Growth - Heal yourself for 200% weapon damage every second for 10 seconds.
Chaotic Nexus - You gain 5% additional Armor Penetration and Critical Chance for 10 seconds.
Chaos Magic: This feat has been reworked i now has the following effect: Dealing Damage to targets has a chance to apply Chaos Magic to yourself. When you are affected by Chaos Magic you cannot be affected by a new Chaos Magic. You will be affected by Chaotic Growth, Chaotic Nexus, or Chaotic Fury.
Chilling Advantage: This feat now grants 1/2/3/4/5% chance to Crit to all Encounter Powers (rather than Cold Powers).
Energy Recovery: Now grants 1/2/3/4/5% (up from .15/.3/.45/.6/.75%) of your HP as Temp HP and .2/.4/.6/.8/1% (up from .15/.3/.45/.6/.75%) Temp HP for each additional target hit.
Nightmare Wizardry: This feat now has a 1/2/3/4/5% chance (down from 4/8/12/16/20%) to grant you and allies combat advantage for 12 seconds (up from 4).
Phantasmal Destruction: When you deal Combat Advantage damage you have a 25% chance (down from 100%) to grant 3/6/9/12/15% Critical Severity for 6 seconds.
Reapers Touch: This feat now grants 2/4/6/8/10% (down from 3/6/9/12/15%) bonus damage.
Unrestrained Chaos (Paragon: Storm): This feat now has a chance to apply 6 stacks of Chill (up from 1) to a nearby target or to grant you full stacks of Arcane Mastery (up from 1) every second for 1/2/3/4/5. Maelstrom will not freeze foes.
Thaumaturge Feats
Assailing Force: This feat has been reworked i now has the following effect: Dealing damage to foes has a chance to grant you Assailant. When you have Assailant your next encounter power deals 10% of the target's max HP as unresistable damage (max 500% weapon damage). This will only affect one target when used in an AoE.
Destructive Wizardry (Paragon: Storm): This feat now grants 1/2/3/4/5% (down from 2/4/5/8/10%) bonus damage. This feat no longer requires you strike at least 2 targets, but now requires you charge Storm Pillar fully. This feat now lasts 20 seconds (up from 6).
Drifting Embers (Paragon: Master of Flame): This feat now has a 8/16/24/32/40% (up from 5/10/15/20/25%) chance to spread Smoulder to targets.
Elemental Empowerment: This feat has been reworked i now has the following effect: Dealing Cold damage has a 3/6/9/12/15% chance to apply Creeping Frost. Creeping Frost deals 85% of your weapon damage as cold damage every 3 seconds for 18 seconds. Dealing Arcane damage has a 3/6/9/12/15% chance to apply Warped Magics. Warped Magics deals 50% of your weapon damage as Arcane damage every 3 seconds for 18 seconds. Warped Magics ignores half of a target's resistance. These effects do not stack.
Far Spell: Now affects all Single Target powers rather than just Magic Missile and Chill Strike.
Frozen Power Transfer: This bonus now stacks up to a maximum of 3 stacks and is refreshed when you gain a new stack. Players will gain one stack for each target hit with the final strike of Chilling Cloud. This bonus now lasts 20 seconds (up from 8).
Malevolent Surge: This feat now grants 1/2/3/4/5% (down from 2/4/6/8/10%) and no longer stacks. This feat now lasts 15 seconds (up from 4).
Snap Freeze: This feat now grants 2/4/6/8/10% (down from 3/6/9/12/15) bonus damage to your Cold At Wills and Encounters against foes who are not Chilled.
Tempest Magic: This feat now grants 1.5/3/4.5/6/7.5% (down from 2/4/6/8/10%) bonus damage while targets are below 30% HP.
Transcended Master: Shard of Endless Avalanche now gains 2/4/6/8/10% (down from 3/6/9/12/15%) bonus damage. Icy Rays now gains 2/4/5/8/10% bonus damage when cast on the same target twice and a .5/1/1.5/2/2.5 second(s) shorter cooldown when used on two different targets.
Any of you guys remember this list of HAMSTER that got changed from you guys whining? Roll this back and maybe you wont see so much SS damage. The PVPers got all this changed so this is what you deserve. Ask for your broken **** classes to be fixed instead of nerfing ours.
SW playerbase was consistently asking for this for months.
Instead of a fix, the class got nerfed.
See blamecharles's wall of cry. However, it's funny how even after all those nerf CW's still overperform all existing classes (except TR in PvP). Storm Spell's damage should be toned down, it's the minimum, the smallest thing you can do to bring them more in line.
P.S. Got hit by 15k(22k) Storm spell from 18k CW with greater vorpal and 6k power just a few minutes ago. Right after, got double 11k(17k) SS proc from another almost equally geared CW. Combine this with Shield and undodgeable CC. Then I ran epic SoT and a CW singlehandedly cleared first mob pack in 6 seconds. Absolutely balanced.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
incoming i will use chilling presence which gives 80% damage bonus....BALANCE
With 25 CHA and feated Chilling Presence (Chilling Advantage for +10% crit chance) you can have 25% crit chance WITHOUT building crit at all. DA BALANCE
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
Comments
if that is the beloved "crown" of mmo rpg you know until now i really feal pitty for you...
Roll a CW.
WTB Class Reroll please
+1 sad truth and dont forget to roll a Tr for pvp
WTB Class Reroll please
Because SWs and GWFs aren't in a position worse than that of Mod 6 CWs...
Go Cryptic!
PS - I quit.
See, reliable data is data that agrees with their theory. It's the same in science XD
If they want to alienate all people but CW/TR players thats fine. I like the game but enough is enough. On the bright side there are plenty of promising titles coming up on the mmorpg horizon
Merrily, merrily, merrily, merrily, Life is but a dream.
Today somebody told me something though. Devs do not care of class current state and they also don't care fixing bugs in the current module even when they acknowledge there are. As well as they don't care about most class unbalance in upcomming module. I mean, they probably write down some good thoughts but it's very unlikely we will see any of it comming true in m6 unless it's too obvious. As for CWs, they are never going to change as well for my disrespect for anyone maining it. There are many answers why wouldn't this happen but I simply accept one since I am tired of bothering - too many hamsters main this class.
WTB Class Reroll please
WTB Class Reroll please
favorits?
Spot on.
The extremely irritating thing is that hey chose to nerf SW anyway - if they'd at least leave **** the same, people wouldn't be half as angry.
That said, I don't believe that we'll see balance by m10 - if anything it'll get worse. Here's why. The more OP CWs become, the more people will whine at them should they nerf anything, and the more chance fixing it will have to hurt their earnings. With SWs, if they even removed the class outright by say, Mod 7, I doubt, given how Mod 6 looks that there'll be many people left to complain about it. It's the same reason why, say, some games that start off working fine in Linux break after time with some patch and devs don't care (I remember WoT had this problem, went away after a couple patches again) because it's simply not a significant segment of the customer base.
Control Wizard
Arcane Singularity: Activation time increased to 2 seconds (up from 1 second) and can affect up to 8 targets (down from 15).
Chill Strike: This power has had its recharge time increased to 15 seconds (up from 13 seconds) and now takes 1.2 seconds to fire (up from 1 second).
Chilling Cloud: The final strike of Chilling Cloud now takes 1 second to fire (down from 1.2).
Conduit of Ice: This power has had its damage reduced by roughly 33%, recharge time reduced to 13 seconds (down from 18 seconds) and now takes 1.5 seconds to fire (up from .98 seconds).
Entangling Force: This power has had its total base damage reduced by about 10% overall, now takes 1.2 seconds to fire (up from 1 second) and the damage over time component now ticks every .5 seconds (down from every .65 seconds).
Ice Knife: This power now takes 1.2 seconds to fire (up from .93 seconds).
Icy Terrain: This power now ticks every 1 second (down from every 1.3 seconds).
Magic Missile: The first two strikes are now chained together about 40% slower. The third strike of Magic Missile now takes 1.4 seconds to fire (up from 1.2).
Oppressive Force: This power has had its overall damage reduced by roughly 9%.
Ray of Enfeeblement: This power has had its recharge time increased to 18 seconds (up from 14), now takes 1.5 seconds to fire (up from .9 seconds) allies no longer benefit from the resistance reduction part of this power.
Repel: This power can no longer have it's push effect deflected. Damage can still be deflected normally.
Repel: The spell mastery version of this power will ignore control immune targets for the purposes of target selection."
Shard of the Endless Avalanche: This power has had its base impact damage reduced by roughly 33% and its explosion damage reduced by roughly 60%.
Steal Time: This power has had its damage increased by roughly 65% and its recharge time reduced to 18 seconds (down from 22 seconds).
Heroic Feats
Arcane Enhancement: This feat now grants 1/2/3% (Down from 2/4/6%)
Blighting Power: This feat now grants 2/4/6% (Down from 3/6/9%)
Focused Wizardry: This feat has been reworked it now has the following effect: Single target Powers deal 2/4/6% more damage.
Wizard's Wrath: This feat now grants 1/2/3% (down from 2/4/6%)
Oppressor Feats
Alacrity: This feat has been reworked i now has the following effect: When you deal+H186 damage to foes affected by Chill you have a chance to reduce the cooldown on Icy Terrain and Entangling Force by .5/1/1.5/2/2.5 second(s).
Bitter Cold: This feat has been reworked i now has the following effect: Targets take 1/2/3/4/5% more damage for 6 seconds after being affected by Chill. This effect does not stack.
Chilling Control (Paragon: Spellstorm): This feat has been reworked i now has the following effect: Sudden Storm now applies 1/2/3/4/5 stacks of Chill to targets hit by the primary strike.
Cold Infusion: This feat has been reworked i now has the following effect: Foes deal 1/2/3/4/5% less damage for 10 seconds after being affected by Chill. This effect does not stack.
Controlled Momentum: This feat has been reworked i now has the following effect: After using a Control power nearby allies deal 1/2/3/4/5% more damage for 6 seconds. This effect does not stack.
Glacial Movement: Ray of Frost has a 10/20/30/40/50% (up from 5/10/15/20/25%) chance to apply an additional stack of Chill.
Shatter Strike: This feat has been reworked i now has the following effect: When you freeze a target they are afflicted by Shattered for 10 seconds. Shattered foes have a chance when taking damage to be stunned for 5 seconds (1 second on players) and take up to 5% of their Max HP in damage (max 300% weapon damage). This effect consumes Shatter. Additionally, your control powers deal 100% of your weapon damage against control immune targets and Chill lasts 2.5 seconds longer.
Twisting Immolation (Paragon: Master of Flame): This feat now dazes targets for .8/1.6/2.4/3.2/4 seconds (up from .2/.4/.6/.8/1 second(s)).
Renegade Feats
Arcane Burst (Paragon: Master of Flame): Each target hit by Scorching Burst has a 6/12/18/24/30% (up from 4/8/12/16/20%) chance to add a stack of Arcane Mastery.
Chaotic Fury - You gain gain 10% additional Power and Lifesteal for 10 seconds.
Chaotic Growth - Heal yourself for 200% weapon damage every second for 10 seconds.
Chaotic Nexus - You gain 5% additional Armor Penetration and Critical Chance for 10 seconds.
Chaos Magic: This feat has been reworked i now has the following effect: Dealing Damage to targets has a chance to apply Chaos Magic to yourself. When you are affected by Chaos Magic you cannot be affected by a new Chaos Magic. You will be affected by Chaotic Growth, Chaotic Nexus, or Chaotic Fury.
Chilling Advantage: This feat now grants 1/2/3/4/5% chance to Crit to all Encounter Powers (rather than Cold Powers).
Energy Recovery: Now grants 1/2/3/4/5% (up from .15/.3/.45/.6/.75%) of your HP as Temp HP and .2/.4/.6/.8/1% (up from .15/.3/.45/.6/.75%) Temp HP for each additional target hit.
Nightmare Wizardry: This feat now has a 1/2/3/4/5% chance (down from 4/8/12/16/20%) to grant you and allies combat advantage for 12 seconds (up from 4).
Phantasmal Destruction: When you deal Combat Advantage damage you have a 25% chance (down from 100%) to grant 3/6/9/12/15% Critical Severity for 6 seconds.
Reapers Touch: This feat now grants 2/4/6/8/10% (down from 3/6/9/12/15%) bonus damage.
Unrestrained Chaos (Paragon: Storm): This feat now has a chance to apply 6 stacks of Chill (up from 1) to a nearby target or to grant you full stacks of Arcane Mastery (up from 1) every second for 1/2/3/4/5. Maelstrom will not freeze foes.
Thaumaturge Feats
Assailing Force: This feat has been reworked i now has the following effect: Dealing damage to foes has a chance to grant you Assailant. When you have Assailant your next encounter power deals 10% of the target's max HP as unresistable damage (max 500% weapon damage). This will only affect one target when used in an AoE.
Destructive Wizardry (Paragon: Storm): This feat now grants 1/2/3/4/5% (down from 2/4/5/8/10%) bonus damage. This feat no longer requires you strike at least 2 targets, but now requires you charge Storm Pillar fully. This feat now lasts 20 seconds (up from 6).
Drifting Embers (Paragon: Master of Flame): This feat now has a 8/16/24/32/40% (up from 5/10/15/20/25%) chance to spread Smoulder to targets.
Elemental Empowerment: This feat has been reworked i now has the following effect: Dealing Cold damage has a 3/6/9/12/15% chance to apply Creeping Frost. Creeping Frost deals 85% of your weapon damage as cold damage every 3 seconds for 18 seconds. Dealing Arcane damage has a 3/6/9/12/15% chance to apply Warped Magics. Warped Magics deals 50% of your weapon damage as Arcane damage every 3 seconds for 18 seconds. Warped Magics ignores half of a target's resistance. These effects do not stack.
Far Spell: Now affects all Single Target powers rather than just Magic Missile and Chill Strike.
Frozen Power Transfer: This bonus now stacks up to a maximum of 3 stacks and is refreshed when you gain a new stack. Players will gain one stack for each target hit with the final strike of Chilling Cloud. This bonus now lasts 20 seconds (up from 8).
Malevolent Surge: This feat now grants 1/2/3/4/5% (down from 2/4/6/8/10%) and no longer stacks. This feat now lasts 15 seconds (up from 4).
Snap Freeze: This feat now grants 2/4/6/8/10% (down from 3/6/9/12/15) bonus damage to your Cold At Wills and Encounters against foes who are not Chilled.
Tempest Magic: This feat now grants 1.5/3/4.5/6/7.5% (down from 2/4/6/8/10%) bonus damage while targets are below 30% HP.
Transcended Master: Shard of Endless Avalanche now gains 2/4/6/8/10% (down from 3/6/9/12/15%) bonus damage. Icy Rays now gains 2/4/5/8/10% bonus damage when cast on the same target twice and a .5/1/1.5/2/2.5 second(s) shorter cooldown when used on two different targets.
SW playerbase was consistently asking for this for months.
Instead of a fix, the class got nerfed.
What nerfs.
WTB Class Reroll please
See blamecharles's wall of cry. However, it's funny how even after all those nerf CW's still overperform all existing classes (except TR in PvP). Storm Spell's damage should be toned down, it's the minimum, the smallest thing you can do to bring them more in line.
P.S. Got hit by 15k(22k) Storm spell from 18k CW with greater vorpal and 6k power just a few minutes ago. Right after, got double 11k(17k) SS proc from another almost equally geared CW. Combine this with Shield and undodgeable CC. Then I ran epic SoT and a CW singlehandedly cleared first mob pack in 6 seconds. Absolutely balanced.
mods pls delete these threads, nothing but whinging and personal attacks, and have zero to do with preview.
SS got a 4th level, thus more damage.
And it seems that we'll still be able to reach high crit chance due to +2 possible CHA and new stuff.
without thinking strange things, eye of the storm
incoming i will use chilling presence which gives 80% damage bonus....BALANCE
right.. in mod6 CW stealth better than TR, tank better than GF, heal better than DC...
^^^^^^^^ you
again mods pls delete nothing but personal attacks and flaming
With 25 CHA and feated Chilling Presence (Chilling Advantage for +10% crit chance) you can have 25% crit chance WITHOUT building crit at all. DA BALANCE
Yeah, tha'ts why i stopped playing mine honestly, as though the MC set bonus wasn't a blast though right.