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dreadkissdreadkiss Member Posts: 544 Arc User
edited August 2015 in The Library
hi im a neverwinter console player wondering if my control wizard will still be amazing when mod 123-6 hits console or if i should finish my trickster rouge ???? 19k renegade cw


thanks :)
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Comments

  • romotheoneromotheone Member, NW M9 Playtest Posts: 729 Arc User
    edited August 2015
    If you meant to ask whether or not your CW will still top the Paingiver, then no, it won't. Similarly geared SWs and GWFs will double/triple your damage done during a dungeon. But the CW is still an essential addition to a group. The focus will shift from only doing damage to buffing, controlling AND doing damage.
  • snoborder101snoborder101 Member Posts: 145 Arc User
    How can the focus go to controlling when a large majority is immune to control? I enjoy bringing group buffs, but come on. Everyone wants to be competive. I don't mind the storm spell nerf if other spells were buffed to bring us in line. That auto proc was the only thing that kept us somewhat competitive with other classes.
    Ankou - CW
    Xerxes - GWF
    Eazy - DC
    Tyrian - TR
  • romotheoneromotheone Member, NW M9 Playtest Posts: 729 Arc User
    No skill has been buffed, it was a straight nerf that Storm Spell can't crit anymore and it also received a 0,5 second internal cooldown to prevent people proccing it really fast when multiple skills were active that have the mechanic to proc it. But you won't notice the ICD at all when it comes to AOE fights. This was basicly a PvP nerf that also happened to slightly affect PvE.
    As for controlling, only huge monsters and bosses are immune to CC, the rest (unless they have some sort of enrage mode active) are controllable, even if only for a short time. There will be no pulling the whole dungeon anymore or going into fights recklessly. Everyone has to play carefully. Spell Twisting and Icy Veins help you a ton to control more frequently. These are new 3rd column feats that are going to be introduced with module 6.
    Spell Twisting =
    1. cast an encounter to gain a spell twisting stack that reduces the cooldown of skills that are already on cooldown (you can have up to 3 stacks, each stack reduces cooldown by an additional 10%)
    2. cast an at-will to use up the stacks.

    So if an encounter has a cooldown of 10 seconds and you use up 3 stacks of spell twisting, it reduces the remaining cooldown of that encounter by 3 seconds. Every encounter's cooldown is reduced by 30% (3 spell twisting stacks) of it's own cooldown. Even if the encounter has only 2 seconds remaining, you are still going to reduce the remaining cooldown by 3 seconds, making it available right after the at-will lands.
    http://neverwinter.gamepedia.com/Spell_Twisting

    Icy Veins =
    Whenever you cast an encounter (any encounter, doesn't have to be cold based), you apply 5 chill stacks to your enemies around you in a radius. Now if you place an Icy Terrain, it applies 1 chill stacks with every tick, but since it applies 5 stacks right away because of Icy Veins, it will freeze the target within a second or even less. Icy Veins acts weird because it re-freezes the opponent about a second later once it gets out of the freeze if it still stands on Icy Terrain. Supposedly, there is a grace period where enemies cannot be freezed again, right after a freeze happened, but Icy Veins doesn't seem to care about that.
    http://neverwinter.gamepedia.com/Icy_Veins

    Without having any additional control bonus equipped, Icy Veins is enough to take care of all your control needs if you decide to spec into it.
  • spyd3r85spyd3r85 Member Posts: 13 Arc User
    edited August 2015
    I am not liking the sound of this. I play a cw, hr and a tr, all with the intention of playing a pure dps role. Sounds like all of these classes are about to be playing second fiddle to others dps-wise.

    I wish they would not change the roles of classes in these games. All I wanna do is monster world shattering jaw droping dmg but which class does that is constantly changing. Oh woe is me lol.
  • snoborder101snoborder101 Member Posts: 145 Arc User
    Romo, thanks for taking the time to write all of that and provide some insight. I feel like the nerf is pretty big, but is it just not as noticeable due to icy veins and spell twisting, or is it turning out to be not that big of a nerf?

    The whole things seems silly to me based on the current state of pvp on console, but we'll see how it is come mod 6.
    Ankou - CW
    Xerxes - GWF
    Eazy - DC
    Tyrian - TR
  • romotheoneromotheone Member, NW M9 Playtest Posts: 729 Arc User
    The 0,5 second internal cooldown on Storm Spell was introduced to eliminate cases where the CW could produce huge bursts within a fraction of a second. It is not noticeable, but it is there.
    I brought up Icy Veins and Spell Twisting to answer to your control question and to tell you that while no other skills have been boosted, thanks to the new lvl 70 feats and rank 4 skills, all of CW's skills are going to receive a nice powerspike. A rank 4 chilling presence gives you 96% increased damage against frozen targets. Storm Spell's damage also increases due to the additional rank, so does basicly every skill's.
    Also a new, really strong single target spell is introduced in mod 6, which only has a 5-6 seconds cooldown, Disintegrate. CW on its own, has a good place in PvP, especially because of the CC. If anything, it's the Elven Battle armor enchant that is going to drive you crazy, alongside with the perma CC HRs.
    Tenacity received a "fix" and damage went down by a good amount in pvp, also the Negation armor enchant's damage reduction can now be penetrated by armor pen.
    I've heard people say that PvP is the most balanced at the moment, but then again, I am not a PvP player.
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