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[MoF][mod6] Class Feature choice

nathyielnathyiel Member, NW M9 Playtest Posts: 340 Arc User
edited March 2015 in The Library
The introduction of the 4th rank in class feature change things a little as balance between class feature change too. Bonus from Off Hand have to be taken into account too (second number).

Here's the list :
  • Orb of Imposition : 20%/25% control bonus (oppressor : 24%/29%)
  • Arcane Presence : 133% of the damage bonus + 20% recharge time / 2% action point on cold attack
  • Chilling Presence : up to 48% / 60% damage increase & 96%/120% on frozen target (renegade : 10% crit chance)
  • Evocation : 20%/23% damage increase to AoE
  • Combustive Action : -24% fire resist + 4% action point / 1% heal (oppressor : +2.5s debuff duration)
  • Critical Conflagration : 20% crit severity / 5% crit chance
  • Swath of Destruction : 60%/70% smolder damage increase + 20% damage debuff
  • Arcane power field : damage on daily use (+60%) (don't have level 70 artifact)
  • Frost Wave : 4s immobilization (don't have level 70 artifact)

I exclude all Class feature that are activated with Daily as they don't really work that good and Evocation isn't effective enough.

Orb of Imposition is still the choice to do for maximum control.
Arcane Presence can be interesting with a renegade build centered around Arcane mastery stacking (Scorching Burst/Imprisonment). Maybe the recharge time bonus is more interesting now that recovery is more linear (200/1%).
Chilling Presence look really powerful for to build : Oppressor and Renegade with Icy Veins.
Critical Conflagration is very mandatory. The other option is to use Sorching Burst and FtF on tab.
Swath of Destruction is very good because of the huge increase to smolder damage, and the debuff as well.


1) Critical Conflagration / Swath of Destruction with Conflagration on artifact

It's the standard build. It work good in all case and the debuff increase damage for the group as well.

2) Critical Conflagration / Chilling Presence with Conflagration on artifact

I think it will work better now that CW have better tool for perms-freezing (Icy Veins). The 5% crit from artifact look difficult to pass as crit will be a lot lower at 70.

3) Chilling Presence / Swath of Destruction with Chilling on artifact
This one can be very powerful and can work now that CoI on tab isn't the only way for stacking Chill. It's less Crit's dependent and favor more Recovery. Best path to use it seem to be Oppressor with Spell Twitting and Renegade with Icy Veins.

I haven't really tested all of this for the moment. Some feedback and ACT number could help a lot.
Post edited by Unknown User on

Comments

  • pointsmanpointsman Member Posts: 2,327 Arc User
    edited March 2015
    See this is the one reason which stops me from going MoF Renegade. Because now, it seems almost mandatory to slot Chilling Presence for Renegade with the Chilling Advantage feat, and it's too hard to give up either Critical Conflagration or Swath of Destruction.

    And I agree that Critical Conflagration is mandatory.

    Plus, Swath of Destruction is a party-wide buff, mind you. So if CWs are going to be less a DPS class and more a party support/control class, then Swath would seem to become *even more* essential in Mod 6. Basically, it is the MoF CW's version of DC's Divine Glow, without the heals.

    Man I wish we could have 3 class features active, not just two!

    Honestly I don't think Arcane Mastery stack building is viable with the way CW's are set up currently. Does anyone use Arcane Presence? Chill stacking just seems to be how the class is focused.
  • beatannierbeatannier Member, NW M9 Playtest Posts: 692 Arc User
    edited March 2015
    You don`t need lvl 70 artifact, but the new one on purple.
    Thus, you need lvl 35 Elemental Fire Talisman to see new class features Artifact Class Features.

    I updated Arcane Power Field & Frost Wave on wiki.

    attachment.php?attachmentid=27101&stc=1&d=1426335449
    The damage from Arcane Power Field is increased by 109%.

    attachment.php?attachmentid=27111&stc=1&d=1426335456
    Frost Wave now incerases your Run Speed by 25% for 6 seconds after using a Daily power.

    Note; these values can still change as its data from preview.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited March 2015
    If anything, I'd drop Critical Conflagration. You can still using FtF and SB to apply smolders, and once they get going, you should have no problem keeping up Rimfire. I always viewed CC as a "convenience" option, but things have changed. If I was to take another look at MoF, I'd consider SoD and CP.
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
  • nathyielnathyiel Member, NW M9 Playtest Posts: 340 Arc User
    edited March 2015
    Thanks for the feedback. Still a few hours before I hit home then I will be able to do some better testing.

    I will copy my mage and rush level to 70 with a CP+SW. Oppressor. I think I balance more my attribute (half CHA / half SAG) for more control.
    On power I will go for:
    FtF on tab / IT / ST / +1. For the last, I will test between shard, CoI, CS and Disintegrate. The first 2 are aoe, CS is for more single target control and Disintegrate is because fast cooldown.

    Since I will ctit a lot less I think I will drop my Vorpal for Terror or equivalent. Maybe Frost since it can "disable" mob and reduce deflection. PvE mob have deflection, no?

    I'm open to idea to test.
    Any idea on off-spec feat to take.
  • nathyielnathyiel Member, NW M9 Playtest Posts: 340 Arc User
    edited March 2015
    Here's a summary of some test I did on preview server.
    I did it in Oppressor on a fresh copy at level 60. I did all the introduction quest of mod6 then I do WoD daily. After that I select a few specific setup of mod in WoD and I switch between all 3 possibility.

    Damage: SD + CP is visibly better on damage (bigger number). SW and CP do equivalent result with CC.
    Control: Critical Conflagration simply because of CoI on tab.
    Game-play: SD + CP is very difficult to play correctly due to the lack of way to add smolder on thinks.

    I found a few problems:
    • Scorching Bursts targeting/loading system is too slow, not player friendly and dangerous to use in most case. I suggest to change it to deal AOE around the target then go into a 5s cooldown or something like that.
    • Fanning the Flame on Mastery tab is a very powerful spell to cast on Frozen target but it's not the spell to pull with it. CoI on tab is way better at this. The problem is that MoF don't have an AoE encounter to add smolder without it *on Mastery*. Drifting Ember feat (thaumaturge) don't work for put Smolder on mob.
    • Icy Veins radius is too little or should add chill around Encounter's target instead of the mage. (see my Feedback in preview forum).
    • Critical Conflagration is still mandatory because it's the only reliable way to put smolder on mob.

    In short, even with a better Scorching Burst, SW+CP isn't really playable especially with mod6 change that require a lot more control. It will need to have an AoE encounter to put smolder on target that aren't require to be on tab, to complement Fanning the Flame. Without it, the only *safe* way to play MoF is to keep CoI on tab to put Chill on mob and slowing them as they rush on the mage.

    Master of Flame still lack a Fire Ball like spell.

    PS: if anyone can also test it and give its feedback here, it might help confirm mine or explaining how it can be played way better.

    (edit: I keep my vorpal and I add Shadow Weaver 4p bonus)
  • aulduronaulduron Member, NW M9 Playtest Posts: 1,351 Arc User
    edited March 2015
    Honestly I don't think Arcane Mastery stack building is viable with the way CW's are set up currently. Does anyone use Arcane Presence? Chill stacking just seems to be how the class is focused.

    I tried for a long time, as SS, but after Shard/Sing nerf and buffs to chill powers, I gave up.
  • nathyielnathyiel Member, NW M9 Playtest Posts: 340 Arc User
    edited March 2015
    I have tested Chilling Presence with Critical Conflagration as Oppressor.
    Even with CP at only rank 3, damage on frozen mob are hilarious. I can do 30k with Steal Time without that much buff/debuff, alone.
    It's really fun but immune control mob is really a major problem.
  • thexiledragonthexiledragon Member Posts: 5 Arc User
    Why is combustible action not good?
  • romotheoneromotheone Member, NW M9 Playtest Posts: 729 Arc User
    edited November 2015
    nathyiel said:


    Combustive Action : -24% fire resist + 4% action point / 1% heal (oppressor : +2.5s debuff duration)
    @thexiledragon @nathyiel Combustive Action is the best class feat right now. It's 24% increased smolder damage and 24% increased damage to targets affected by it. Not just fire damage and it applies to everyone. It's insanely strong.

    A renegade MoF with Hight Vizier, Swath, Combustive and Plague Fire is the best debuffer in the game. I go well over 200% efficiency.
  • beatannierbeatannier Member, NW M9 Playtest Posts: 692 Arc User
    edited November 2015
    CA applies debuff that causes affected foes to take +24% more damage from all sources and from every foe (unlike tooltip description).
    However, it lasts quite short nowadays, even with opressor 2nd tier feat.
    Thus, SoD's +20% vs smolder affected enemies results overall better than CA's +24% for a limited time after being hit with daily, for the very most common builds.

    And HV/PF… I though this topic died… It's almost impossible not to cap ArP nowadays, even for weak weared characters.


    PS I am curious if you could show us AP build that would put dailies fast enough to provide CA's debuff close to 100% uptime, or even better, effective CA+SoD set up. Double Smolder to double its effectiveness would be much appreciated.

    I must say… I tried CA+SoD on demogorgon, but failed to keep CA's debuff for a reasonable uptime as swicthed back to CP+SoD.
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