I'll bite. Explain to me very simply why you think that One feature should be able to do 40% of a classes DPS. Until then, I'm going to say what I've said before, it needs to be changed so that other builds are more viable than “slot storm spell and face tank”. Furthermore, you keep deflecting to “Cw's” being OP, when the issue is 2 powers, Shield and Storm Spell, one of which is only avaible to a certain paragon.
Okay let's start here.
Please explain, clearly and with adequate justification, why 40% of damage coming from Storm Spell is too high. Would 39% be okay? 38%? What, in your view, would be an acceptable percentage of damage originating from Storm Spell for each of the three SS CW feat paths?
Because all I have heard so far is "OMG 40% NERF NERF NERF".
And I find it ironic that you suggest an OP class feature, Chilling Presence, that ought to be substituted for what you regard as another OP class feature, Storm Spell. You think 40% of damage from Storm Spell is over-the-top, but 72% damage boost to frozen targets is totally okay? For the feat path that specializes in freezing targets? Huh.
3:52, start the fight. 3:58 gf is dead. life time, 6 secs
4:16, one cw die, life time, 24 secs.
he back to the fight in 5:03. all the party still alive.
so, gf life time in party 6 secs. like time to a single cw. 24 secs w/o 5 members and DONT NEED a gf to survive, even if enemies hit sho much hard.
what devs will do about? overbuff gfs? overnerf the monsters or FIX CWS?
I watched this video too and it is a terrible example of team play, to be honest. The CWs in this video are acting like Mod 5 glass cannons, and clearly haven't adapted to the Mod 6 changes. So the CWs are just trying to nuke everything instead of actually, you know, controlling the mobs. So naturally the GF gets flanked all the time, because the mobs are scattered all over the place, and the GF dies quickly. The CWs also pull too many mobs and don't use the terrain to their advantage (they kill the mob in front of the spike pit instead of very easily pushing them into the pit).
Once everyone learns that the new dungeons will require new tactics (or, actually, old Mod 0/Mod 1 tactics) then things will get a little easier I think.
points man, this cws act like a m5 glass cannon and KILL THE ENEMIES AND SURVIVE MORE THAN A CAUTIOUS GF!
why the behaviour should change? charity to the poor gf? to have BALANCE in this game, cws should help gfs because, w/o defenders, CWS die.
that is the point! this massive damage help to that, the utility help to that, dodge help to that, shield help to that. over the top, cw is a range/big radius class and the best controller of the game. that and only that is correct (ignoring opressive force, the most terrible daily for a mixed party... but strong)
gfs is a primary defender/secundary leader. he just can help in the leader thing thanks to the general changes. cws still do what should do and MORE than should do. that is, the qualitative difference between a defender and a controller is far, far higher now.
of course all that <font color="orange">HAMSTER</font> is wrong.
Please explain, clearly and with adequate justification, why 40% of damage coming from Storm Spell is too high. Would 39% be okay? 38%? What, in your view, would be an acceptable percentage of damage originating from Storm Spell for each of the three SS CW feat paths?
Because all I have heard so far is "OMG 40% NERF NERF NERF".
And I find it ironic that you suggest an OP class feature, Chilling Presence, that ought to be substituted for what you regard as another OP class feature, Storm Spell. You think 40% of damage from Storm Spell is over-the-top, but 72% damage boost to frozen targets is totally okay? For the feat path that specializes in freezing targets? Huh.
You have issues answering a basic question don't you. All you do is deflect and argue, therefore I'm done replying to you.
Please explain, clearly and with adequate justification, why 40% of damage coming from Storm Spell is too high. Would 39% be okay? 38%? What, in your view, would be an acceptable percentage of damage originating from Storm Spell for each of the three SS CW feat paths?
Because all I have heard so far is "OMG 40% NERF NERF NERF".
And I find it ironic that you suggest an OP class feature, Chilling Presence, that ought to be substituted for what you regard as another OP class feature, Storm Spell. You think 40% of damage from Storm Spell is over-the-top, but 72% damage boost to frozen targets is totally okay? For the feat path that specializes in freezing targets? Huh.
I dont think the problem is even storm spell when it comes too damage even though its a very high scaling compared to other "on attack/crit" features like Steel blitz. I think its more so the synergy it gets with Eye of the Storm. You could leave Stormspell entirely alone, and change EotS to a flat damage boost instead of 100% crit. and it'd be far less seen as super broken. a change too EotS to instead buff encounter damage by x% rather than 100% crit would make a world of difference while still having a high dps that comes from your actual powers. However I'm sure other changes would be needed to make MoF as viable as SS mage is.
I dont mind much that wizards can do huge damage when FEATED/Slotted skills for it, even though I can see that a class feature doing that much damage shows poor balance / scaling of their damage skills, and this is just there to compensate for this. (although a lot of Wizards I've seen slot a lot of control powers anyway because of how much damage SS can add) I just think its silly that they are able to facetank better than a Melee fighter.
I feel that Slintashs' problem with Stormspell's damage is that the uptime of its damage is to consistant. you can stack fairly high amounts of crit, and with Eots you can have 100% for 4 secs every 20 (which allows for pretty much a full rotation anyway) Chilling presence relies on them being frozen. which requires a skill first to freeze, then some damage while frozen (less than 4 seconds definitely) so even though its much higher damage, its less often. Then again I can't speak for him, so I dont know.
zekethesinnerMember, NW M9 PlaytestPosts: 805Arc User
edited March 2015
Why steel defense? whos idea was that? Totaly wasted potential of fighter recovery here (with hits liek that and guarded assult it would be 50k hp return on evry shielded hit at lest).
With hits liek that, and ap gain from shielding, u would never run out of Fighter Recovery In fight, which bring us to another gf problem, only 1 viable rotation of skills.
And... vorpal?
About cws, since we have 4 (!) of them here, its hard to guess which is doing what, but they r going into each other way imo. I would say more cw then worse in this case, mobs spreaded all around, atking from all directions, it should not be like this. 1 mod6 cw' would be enought to cover this mess. And then, where is support?
no, no, no... AC should change in the first point. the diference between have 19 ac/29 ac/and 34ac should be the diference between die in one hit, in 3 or in 10
but what the video show is: all the attempts to bring more difficult to the game or roles only make cws, qualitative superior than other classes.
this is not a theorical view. is the reality. is just look the video.
0
zekethesinnerMember, NW M9 PlaytestPosts: 805Arc User
edited March 2015
Well i totaly agree that AC should have at least 1% per point, if not more like 1% DR nad 0.5% Deflect.
The Problem is not the shield it self,
But Shield + Teleport, both at same time are a high survival tool!,
and do not forget CWs are RANGED class, To be a Ranged class or Hybrid (like TR) give you already a high advantage it self.,
People always ignore THIS.
Do not compare a Range vs melee (Gwf/GF) class!
(same as SW, They are Ranged! Do Not compare to gwf sprint)
A Ranged Class with that massiv high DMG No need more or higher survivability tools than a melee Class.
<::::::[]==0 GwF 0==[]::::::> ● Still waiting for the promised Improvement ●
1% dr per ac point dont help. in the end, will be a buff to cws.
would require that, rather than having attacks that cause 6 digits of damage , you have damage types that cause damage percentage to be reduced by ac
then the monster x instead to cause 120k damage, causes 120% hp target, but the high ac - between 29 and 34% - is able to mitigate some of this damage AND THIS MITIGATED DAMAGE WILL BE REDUCT BY DR.
more sophisticated calculations need to be done (hp size need have some value and you can not simple made gfs/gwfs/some dc paragon imortal), but THIS NEED BE DONE.
instead to devs reduct the cws perfomance in half, he reduct the defenders qualities to zero. dont make sense
yea Imma let you finnish but beyonce has 60% damage reduction... no thats not right
but seriously at level 70 a GWF will have nowhere near 40% DR I have a full set of the burning duelest and full rank 10s, 4 extra def slots from JC rings and neck (counting the 2 on my stone) for a total of 7000 def and my DR is 28% (yes its the same for both DPS and sent tank builds) so no if a GWF has a base 40% at lev 70 report him for hacking
10,000 FIRST attacks and due to ARP, only 15% DR remains. Thus damage turns to 8,500. THEN Tenacity kicks in for another 25% OF that number = (8,500 * .75) = 6,375 FINAL damage to the GWF. So his "Effective DR" is really only about 36-37%
Target 2: CW, 20% DR, 25% tenacity and Shield FULLY broken (doesnt even need to be on Tab).
10,000 + 25% ARP which mitigates ALL his DR = 10,000 full damage THEN diminished by tenacity = 7,500 damage (10,000 * .75) But THEN gets another 25% mitigation from shield for (7,500 *.75) = 5,625 FINAL damage to the CW.So his "Effective DR" is really about 43-44%
So which is better? The CW
wrong again bob.
You are refering to 1 hit, on one class and as they say one hit does not a tank make! so your "scenario" is off on the wrong foot to begin with
yes for 1 hit the CW is tankier than a GWF, but when do you ever just only get hit once (unless a bad TR is trying to one shot you in IWD) maths are cool but if the numbers going in are wrong then whats that make the answer?
so OP is exactly right shield gives a nice cushion from the one hit death but as for tanking in mod 6? yea good luck with that lol I would hate to see the poor sod that tries
last one is a petty niggle yes the GF can attack while its shield is up...
in summary are CWs OP and PWEs favorite class? well yea
are they better than tanks in mod 6?...... hold on *steps into EToS* ..... *steps back in* AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH *SNORT* AHAHAHAHAHAHAHAHAHAHAHAHAHAHA ..... HA ... HA ..HA... HEH... *wipes tear from eye* no not even if you count tanking the floor
points man, this cws act like a m5 glass cannon and KILL THE ENEMIES AND SURVIVE MORE THAN A CAUTIOUS GF!
why the behaviour should change? charity to the poor gf? to have BALANCE in this game, cws should help gfs because, w/o defenders, CWS die.
that is the point! this massive damage help to that, the utility help to that, dodge help to that, shield help to that. over the top, cw is a range/big radius class and the best controller of the game. that and only that is correct (ignoring opressive force, the most terrible daily for a mixed party... but strong)
gfs is a primary defender/secundary leader. he just can help in the leader thing thanks to the general changes. cws still do what should do and MORE than should do. that is, the qualitative difference between a defender and a controller is far, far higher now.
of course all that <font color="orange">HAMSTER</font> is wrong.
And when the CWs weren't controlling, and were just running around nuking mobs, as your video amply demonstrates, the party got into big trouble.
If your GF had been allowed to actually tank mobs, then there would have been far fewer deaths. The CWs in your video hadn't yet realized that.
I dont think the problem is even storm spell when it comes too damage even though its a very high scaling compared to other "on attack/crit" features like Steel blitz. I think its more so the synergy it gets with Eye of the Storm. You could leave Stormspell entirely alone, and change EotS to a flat damage boost instead of 100% crit. and it'd be far less seen as super broken. a change too EotS to instead buff encounter damage by x% rather than 100% crit would make a world of difference while still having a high dps that comes from your actual powers. However I'm sure other changes would be needed to make MoF as viable as SS mage is.
I dont mind much that wizards can do huge damage when FEATED/Slotted skills for it, even though I can see that a class feature doing that much damage shows poor balance / scaling of their damage skills, and this is just there to compensate for this. (although a lot of Wizards I've seen slot a lot of control powers anyway because of how much damage SS can add) I just think its silly that they are able to facetank better than a Melee fighter.
I feel that Slintashs' problem with Stormspell's damage is that the uptime of its damage is to consistant. you can stack fairly high amounts of crit, and with Eots you can have 100% for 4 secs every 20 (which allows for pretty much a full rotation anyway) Chilling presence relies on them being frozen. which requires a skill first to freeze, then some damage while frozen (less than 4 seconds definitely) so even though its much higher damage, its less often. Then again I can't speak for him, so I dont know.
Most SS Renegades now are running around with Storm Spell and Chilling Presence instead, due to the Chilling Advantage feat.
I think Storm Spell is the way it is because it is an option for AOE damage for those CWs who choose to focus on pure control.
Didn't read past the first page, but is anyone taking Deflect into account?
GF, GWF, HR, TR, DC can all stack fat amounts of deflect. When I was still somewhat interested in NW pvp, I think my HR & GWF had over 40% deflect. I tried building out a CW with max deflect, and it was pretty useless on it.
Didn't read past the first page, but is anyone taking Deflect into account?
GF, GWF, HR, TR, DC can all stack fat amounts of deflect. When I was still somewhat interested in NW pvp, I think my HR & GWF had over 40% deflect. I tried building out a CW with max deflect, and it was pretty useless on it.
ummm... I used to try to build deflect for my DO DC. The only major set that gave deflection was Profound Righteous which gives no HP. All the other stacking was with Silvery Enchants (hence losing out on HP) and/or boons. Those stacking methods are available to all classes. I'm not sure where you get FAT amounts from there.
I agree with other posters that AC needs to be a greater factor i defensive stats than just %0.5 DR per point to better differentiate the classes.
ummm... I used to try to build deflect for my DO DC. The only major set that gave deflection was Profound Righteous which gives no HP. All the other stacking was with Silvery Enchants (hence losing out on HP) and/or boons. Those stacking methods are available to all classes. I'm not sure where you get FAT amounts from there.
I agree with other posters that AC needs to be a greater factor i defensive stats than just %0.5 DR per point to better differentiate the classes.
agreed there is almost 0 deflect gear for a cw out there and with there agilty stats where they normaly are there is no real way to stack enough to be useable
also i do agree that ac needs to bring more defence to classes like the gf and gwf they were seel armor and need the def more than any other class
on the shield of the cws i have no problem lossing this if we get more control and there is a change to our reaper touch and alowing us to be more ranged as it stands we have to be with in 20 feet for max dps
here is another cool post its called correcting you part 1
yea Imma let you finnish but beyonce has 60% damage reduction... no thats not right
but seriously at level 70 a GWF will have nowhere near 40% DR I have a full set of the burning duelest and full rank 10s, 4 extra def slots from JC rings and neck (counting the 2 on my stone) for a total of 7000 def and my DR is 28% (yes its the same for both DPS and sent tank builds) so no if a GWF has a base 40% at lev 70 report him for hacking
wrong again bob.
You are refering to 1 hit, on one class and as they say one hit does not a tank make! so your "scenario" is off on the wrong foot to begin with
yes for 1 hit the CW is tankier than a GWF, but when do you ever just only get hit once (unless a bad TR is trying to one shot you in IWD) maths are cool but if the numbers going in are wrong then whats that make the answer?
so OP is exactly right shield gives a nice cushion from the one hit death but as for tanking in mod 6? yea good luck with that lol I would hate to see the poor sod that tries
last one is a petty niggle yes the GF can attack while its shield is up...
in summary are CWs OP and PWEs favorite class? well yea
are they better than tanks in mod 6?...... hold on *steps into EToS* ..... *steps back in* AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH *SNORT* AHAHAHAHAHAHAHAHAHAHAHAHAHAHA ..... HA ... HA ..HA... HEH... *wipes tear from eye* no not even if you count tanking the floor
Just wanted to point out that his example takes into account shield being fully diminished. so they have already taken their BIG hits that they have absorbed the majority of, and this is how much it absorbs every other hit until shield recharges.
Now,if i was a Dev and were to read all these posts ,i pretty much would do what i thought was best and wouldn't listen to anyone,because all this bickering would poison my mind. So if you wonder why the Devs are sometimes unresponsive.....i think you have your answer.
its actualy much worse then that if they combine certain other skills/artifacts/negation, i was fighting a cw earlyer and the bigest hit i could get from sure strike was 700 damage, i have a perfect plauge fire(-15%resist a stack +10% dam) and the new artifact weapon 2k+ gear rating. i had destroyer and trample the fallen and destroyers purpose cap stone all charged up thats 45% resist debuff +38% arm pen + 19% damage + 20% damage + 50% damage +20% encounter damage with a base damage of 1600-1935 on weapon doing maximum 700 damage on at wills and maybe 5k on indomidable battle strike which dose 10.5-12.5k base damage for me. i will give him credit for apologising but he could perma tank my gwf and i regualy hit over 100k solo on a IbS, duo'd with right person over 200k more then once that cw tanked me and a DC while killing us both off, never saw his health drop below like 95%, tenacity +25% resist, unmitagatale, negation 0-30% resist unmitigatale, sheild 25-80% resist unmitigatale result 50-130%(caped at 80 or 85%) perma unmitigatale damage reduction theres also a arty that adds a it more i think but kinda superfluous dont you think? as is armour pen vs a pvp CW
having experienced it first hand a cw or a dc setup right can tank multiple dps classes at once theres just no way to uypass there unmodifyable mitigation even if you have 38% armour pen like my gwf, pallys gf and other gwf i tear into, cant even scratch a control wizard if they are setup with right artys ren capstone and sheild its insane can kill a heroic world boss in 15 secs but cant take a cw below 95% hp even when they stop teleporting and just sit there and lol. sat there for a min or 2 wailing on him with sure strike and it never even scratches them
Description: You summon a force field around you that absorbs damage.
Mechanics: A tool tip that is as worthless as a flaming bag of dog doo. How much damage does it absorb? How much does it do? Anyone? Bueller?
Well I've got your answers. The first hit to a freshly summoned Shield will have its damage reduced by 50%. The shield will then go down and you will take full damage for a few moments. The shield takes eight seconds of not being hit to refresh. While it is refreshing incoming damage is reduced by 2.5%. If the shield is up and you are attacked by multiple enemies simultaneously all of the hits will be reduced by 50%. When the shield is summoned you will be granted a stack of arcane mastery that lasts 10 seconds (much longer than most arcane stacks).
When you pulse the shield (dismiss it) it will do damage to and repel up to 5 enemies near you. Doing this will grant a second arcane stack that lasts 10 seconds. Summoning the shield and pulsing it count as casting two different encounter spells for proc purposes. Shield damage is buffed by Evocation.
How it Changes When Placed in the Tab Slot: If Shield is placed in the tab slot it becomes significantly more effective. A freshly summoned tabbed shield will absorb 80% of the damage from an incoming hit. The shield will then shrink. The next hit it you take will be reduced by about 40% and the shield will disappear. While the shield is recharging you will take 5% less damage. The shield takes 8 seconds of not being hit to return to the smaller 40% shield, and another 8 seconds of not being hit to return to full size.
Maximum Targets: 5
How the Tooltip is Calculated:
The tool tip tells you nothing. Nonetheless, it is calculated much the same as the other spells.
The Actual Damage You Will get:
multiply the above formula by the number of targets.
How Does the Ability Scale with Power?
It depends on the Intelligence of your character. At 24 Intelligence 100 power adds 7.83 damage.
Something You May Not Know: I'll bet you didn't realize it could reduce damage by 80% on tab. Tired of getting one-shotted in PvP by Rogues using Shocking Execution? Ever have a run of Valindra's Tower or Malabog's Castle fizzle out because of a pug CW who can't seem to dodge the big red insta-kill attacks on the final boss? Tabbed shield may be just what the doctor ordered. The tradeoff is you'll do less damage since your tab slot is used up by a defensive spell. But you do no damage when you're dead, so in some cases it may be a worthwhile tradeoff.""
You see how potent the first 2 strikes are but after that its just a small bit of mitiagtion that could best be slotted for damage, unless you KNOW your facing a SE TR or many 1 hitters.
~regards
Lazarus
whoops, looks like you forgot to factor in your math that tanks will have far more HP
here let me help you. I'll not challenge your final damage numbers but just factor in HP.
in mod6 tanks will have 100k+ hp. cw will have about 70k if lucky.
6375 damage w/ 100,000 hp = that hit is 6.4% of total life. the tank can take 16 of these hits before dying.
5625 damage w/ 70,000 hp = 8.0% of total life. the cw can only take 13 of these hits before kissing the dirt.
math.
Wait a minute a tank doesn't have a dodge so we must eat every attack. And even with shield up we still take a 20% hit.While a CW can use several different defensive move to avoid any damage at all.And only the most geared tank will have this 100k+ HP which is still only a very small amount above a class than can avoid damage all together.There is no reason you should have a shield and dodge while a SW has only Shadow Walk LOL.
Comments
really,
3:52, start the fight. 3:58 gf is dead. life time, 6 secs
4:16, one cw die, life time, 24 secs.
he back to the fight in 5:03. all the party still alive.
so, gf life time in party 6 secs. life time to a single cw. 24 secs w/o 5 members and DONT NEED a gf to survive, even if enemies hit sho much hard.
what devs will do about? overbuff gfs? overnerf the monsters or FIX CWS?
Okay let's start here.
Please explain, clearly and with adequate justification, why 40% of damage coming from Storm Spell is too high. Would 39% be okay? 38%? What, in your view, would be an acceptable percentage of damage originating from Storm Spell for each of the three SS CW feat paths?
Because all I have heard so far is "OMG 40% NERF NERF NERF".
And I find it ironic that you suggest an OP class feature, Chilling Presence, that ought to be substituted for what you regard as another OP class feature, Storm Spell. You think 40% of damage from Storm Spell is over-the-top, but 72% damage boost to frozen targets is totally okay? For the feat path that specializes in freezing targets? Huh.
I watched this video too and it is a terrible example of team play, to be honest. The CWs in this video are acting like Mod 5 glass cannons, and clearly haven't adapted to the Mod 6 changes. So the CWs are just trying to nuke everything instead of actually, you know, controlling the mobs. So naturally the GF gets flanked all the time, because the mobs are scattered all over the place, and the GF dies quickly. The CWs also pull too many mobs and don't use the terrain to their advantage (they kill the mob in front of the spike pit instead of very easily pushing them into the pit).
Once everyone learns that the new dungeons will require new tactics (or, actually, old Mod 0/Mod 1 tactics) then things will get a little easier I think.
why the behaviour should change? charity to the poor gf? to have BALANCE in this game, cws should help gfs because, w/o defenders, CWS die.
that is the point! this massive damage help to that, the utility help to that, dodge help to that, shield help to that. over the top, cw is a range/big radius class and the best controller of the game. that and only that is correct (ignoring opressive force, the most terrible daily for a mixed party... but strong)
gfs is a primary defender/secundary leader. he just can help in the leader thing thanks to the general changes. cws still do what should do and MORE than should do. that is, the qualitative difference between a defender and a controller is far, far higher now.
of course all that <font color="orange">HAMSTER</font> is wrong.
You have issues answering a basic question don't you. All you do is deflect and argue, therefore I'm done replying to you.
Good day.
I dont think the problem is even storm spell when it comes too damage even though its a very high scaling compared to other "on attack/crit" features like Steel blitz. I think its more so the synergy it gets with Eye of the Storm. You could leave Stormspell entirely alone, and change EotS to a flat damage boost instead of 100% crit. and it'd be far less seen as super broken. a change too EotS to instead buff encounter damage by x% rather than 100% crit would make a world of difference while still having a high dps that comes from your actual powers. However I'm sure other changes would be needed to make MoF as viable as SS mage is.
I dont mind much that wizards can do huge damage when FEATED/Slotted skills for it, even though I can see that a class feature doing that much damage shows poor balance / scaling of their damage skills, and this is just there to compensate for this. (although a lot of Wizards I've seen slot a lot of control powers anyway because of how much damage SS can add) I just think its silly that they are able to facetank better than a Melee fighter.
I feel that Slintashs' problem with Stormspell's damage is that the uptime of its damage is to consistant. you can stack fairly high amounts of crit, and with Eots you can have 100% for 4 secs every 20 (which allows for pretty much a full rotation anyway) Chilling presence relies on them being frozen. which requires a skill first to freeze, then some damage while frozen (less than 4 seconds definitely) so even though its much higher damage, its less often. Then again I can't speak for him, so I dont know.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
With hits liek that, and ap gain from shielding, u would never run out of Fighter Recovery In fight, which bring us to another gf problem, only 1 viable rotation of skills.
And... vorpal?
About cws, since we have 4 (!) of them here, its hard to guess which is doing what, but they r going into each other way imo. I would say more cw then worse in this case, mobs spreaded all around, atking from all directions, it should not be like this. 1 mod6 cw' would be enought to cover this mess. And then, where is support?
BTW Rainmaker \m/
(Sin)cerely
Kain
but what the video show is: all the attempts to bring more difficult to the game or roles only make cws, qualitative superior than other classes.
this is not a theorical view. is the reality. is just look the video.
(Sin)cerely
Kain
But Shield + Teleport, both at same time are a high survival tool!,
and do not forget CWs are RANGED class,
To be a Ranged class or Hybrid (like TR) give you already a high advantage it self.,
People always ignore THIS.
Do not compare a Range vs melee (Gwf/GF) class!
(same as SW, They are Ranged! Do Not compare to gwf sprint)
A Ranged Class with that massiv high DMG No need more or higher survivability tools than a melee Class.
would require that, rather than having attacks that cause 6 digits of damage , you have damage types that cause damage percentage to be reduced by ac
then the monster x instead to cause 120k damage, causes 120% hp target, but the high ac - between 29 and 34% - is able to mitigate some of this damage AND THIS MITIGATED DAMAGE WILL BE REDUCT BY DR.
more sophisticated calculations need to be done (hp size need have some value and you can not simple made gfs/gwfs/some dc paragon imortal), but THIS NEED BE DONE.
instead to devs reduct the cws perfomance in half, he reduct the defenders qualities to zero. dont make sense
yea Imma let you finnish but beyonce has 60% damage reduction... no thats not right
but seriously at level 70 a GWF will have nowhere near 40% DR I have a full set of the burning duelest and full rank 10s, 4 extra def slots from JC rings and neck (counting the 2 on my stone) for a total of 7000 def and my DR is 28% (yes its the same for both DPS and sent tank builds) so no if a GWF has a base 40% at lev 70 report him for hacking
wrong again bob.
You are refering to 1 hit, on one class and as they say one hit does not a tank make! so your "scenario" is off on the wrong foot to begin with
yes for 1 hit the CW is tankier than a GWF, but when do you ever just only get hit once (unless a bad TR is trying to one shot you in IWD) maths are cool but if the numbers going in are wrong then whats that make the answer?
so OP is exactly right shield gives a nice cushion from the one hit death but as for tanking in mod 6? yea good luck with that lol I would hate to see the poor sod that tries
last one is a petty niggle yes the GF can attack while its shield is up...
in summary are CWs OP and PWEs favorite class? well yea
are they better than tanks in mod 6?...... hold on *steps into EToS* ..... *steps back in* AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH *SNORT* AHAHAHAHAHAHAHAHAHAHAHAHAHAHA ..... HA ... HA ..HA... HEH... *wipes tear from eye* no not even if you count tanking the floor
Yeah, screw you too. If people don't accept your premise, you just take your ball and go home.
And when the CWs weren't controlling, and were just running around nuking mobs, as your video amply demonstrates, the party got into big trouble.
If your GF had been allowed to actually tank mobs, then there would have been far fewer deaths. The CWs in your video hadn't yet realized that.
Most SS Renegades now are running around with Storm Spell and Chilling Presence instead, due to the Chilling Advantage feat.
I think Storm Spell is the way it is because it is an option for AOE damage for those CWs who choose to focus on pure control.
GF, GWF, HR, TR, DC can all stack fat amounts of deflect. When I was still somewhat interested in NW pvp, I think my HR & GWF had over 40% deflect. I tried building out a CW with max deflect, and it was pretty useless on it.
sir, the video show 2 wrong things.
cw is able to do a lot of damage, dont being a main dps class.
cw is able to survive, even if the defender die
say gf die because cws choose nuke instead to protect gfs by controll is like... i dont have words.
ummm... I used to try to build deflect for my DO DC. The only major set that gave deflection was Profound Righteous which gives no HP. All the other stacking was with Silvery Enchants (hence losing out on HP) and/or boons. Those stacking methods are available to all classes. I'm not sure where you get FAT amounts from there.
I agree with other posters that AC needs to be a greater factor i defensive stats than just %0.5 DR per point to better differentiate the classes.
agreed there is almost 0 deflect gear for a cw out there and with there agilty stats where they normaly are there is no real way to stack enough to be useable
also i do agree that ac needs to bring more defence to classes like the gf and gwf they were seel armor and need the def more than any other class
on the shield of the cws i have no problem lossing this if we get more control and there is a change to our reaper touch and alowing us to be more ranged as it stands we have to be with in 20 feet for max dps
Just wanted to point out that his example takes into account shield being fully diminished. so they have already taken their BIG hits that they have absorbed the majority of, and this is how much it absorbs every other hit until shield recharges.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
""Shield
Description: You summon a force field around you that absorbs damage.
Mechanics: A tool tip that is as worthless as a flaming bag of dog doo. How much damage does it absorb? How much does it do? Anyone? Bueller?
Well I've got your answers. The first hit to a freshly summoned Shield will have its damage reduced by 50%. The shield will then go down and you will take full damage for a few moments. The shield takes eight seconds of not being hit to refresh. While it is refreshing incoming damage is reduced by 2.5%. If the shield is up and you are attacked by multiple enemies simultaneously all of the hits will be reduced by 50%. When the shield is summoned you will be granted a stack of arcane mastery that lasts 10 seconds (much longer than most arcane stacks).
When you pulse the shield (dismiss it) it will do damage to and repel up to 5 enemies near you. Doing this will grant a second arcane stack that lasts 10 seconds. Summoning the shield and pulsing it count as casting two different encounter spells for proc purposes. Shield damage is buffed by Evocation.
How it Changes When Placed in the Tab Slot: If Shield is placed in the tab slot it becomes significantly more effective. A freshly summoned tabbed shield will absorb 80% of the damage from an incoming hit. The shield will then shrink. The next hit it you take will be reduced by about 40% and the shield will disappear. While the shield is recharging you will take 5% less damage. The shield takes 8 seconds of not being hit to return to the smaller 40% shield, and another 8 seconds of not being hit to return to full size.
Maximum Targets: 5
How the Tooltip is Calculated:
The tool tip tells you nothing. Nonetheless, it is calculated much the same as the other spells.
C1*(1+(Int-10)/100)*((1+WD*.00846)*(0.9+rank/10)+(Cp*power))
where
C1 = 198.88
Cp = 0.0003452
The Actual Damage You Will get:
multiply the above formula by the number of targets.
How Does the Ability Scale with Power?
It depends on the Intelligence of your character. At 24 Intelligence 100 power adds 7.83 damage.
Something You May Not Know: I'll bet you didn't realize it could reduce damage by 80% on tab. Tired of getting one-shotted in PvP by Rogues using Shocking Execution? Ever have a run of Valindra's Tower or Malabog's Castle fizzle out because of a pug CW who can't seem to dodge the big red insta-kill attacks on the final boss? Tabbed shield may be just what the doctor ordered. The tradeoff is you'll do less damage since your tab slot is used up by a defensive spell. But you do no damage when you're dead, so in some cases it may be a worthwhile tradeoff.""
You see how potent the first 2 strikes are but after that its just a small bit of mitiagtion that could best be slotted for damage, unless you KNOW your facing a SE TR or many 1 hitters.
~regards
Lazarus
Wait a minute a tank doesn't have a dodge so we must eat every attack. And even with shield up we still take a 20% hit.While a CW can use several different defensive move to avoid any damage at all.And only the most geared tank will have this 100k+ HP which is still only a very small amount above a class than can avoid damage all together.There is no reason you should have a shield and dodge while a SW has only Shadow Walk LOL.