It is too much, half the damage of a Thaumaturge. Those buffs can't really offset the loss of damage against bosses. Against a boss it should be even less since buffs don't work.
Actually it's viable only in PVP (without killing targets), any chance on buffing it? A +50% flat DPS increase should do (for a total of 25% DPS loss compared to a Thaumaturge).
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A long time ago, I suggested some changes to the Oppressor tree that amplified their CC with debuffs that became much more effective on CC-immune mobs (like bosses), but it was scattered to the wind.
Actually, quick search found it...a Christmas Miracle! Ironically enough, another thread by you
Beyond the usual spells, there's plenty of additional feats that add additional chill stacks on cast, and you'd need to commit to those, otherwise you may indeed have trouble maintaining stacks of Frostbite on targets. Chilling Control, Icy Veins and Glacial Movement would become more powerful effects by far because of that.
IMO they should just go ahead with PvE balance even if it borks PvP because PvP is never going to be fixed.
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Control is about making sure mobs damage the party less. ANY CW can do this. An Oppressor takes things a step further by making it so that control actually increases party damage.
No other CW can spam Icy Terrain and Entangling Force with as much frequency as an Oppressor. My own Oppressor can spam IT/EF faster than Disintegrate with Spell Twisting atm. ALACRITY is the feat that truly makes the Oppressor path stand out.
This means:
-mobs constantly clumped together and frozen = more mobs hit by your nukes
-mobs constantly clumped together and frozen = more mobs hit by ALLIED nukes, like IBS, Dreadtheft/TT, etc.
-massive amount of weapon enchant procs from enchants with on-hit effects like PLAGUEFIRE and Lightning
-crazy AP generation thanks to encounter spam
This is on top of the various damage amplification feats the tree offers PARTY-WIDE. Hell, the MoF Oppressor is almost like a DC when it comes to stacking damage amplification mods.
The only problem I see is that Spell Twisting needs to be deeper into the Thaumaturge tree, because atm it's basically a must-have for all CWs. It also makes it so that Renegade is basically Oppressor with heals (that and because of the power creep and crit stacking). Gating Spell Twisting to Thaum makes sense because all other Thaum feats basically force a Thaum CW to use a very specific (and relatively clunky) power loadout to max out damage, and Thaum NEEDS to max out its damage if it wants to stand out among other CWs because it lacks party buffs. The other paths can get by, and worst case scenario just buff Alacrity and Chaos Magic.
All CW trees have to be unique. Thaum does personal DPS better, Oppressor specializes in control/party damage. Renegade gets both but is setup/RNG-dependent and also gets Leader-role abilities (that heal is massive and procs often). Or is supposed to be, anyway.
Control resist is close to useless in PvP, Elven Battle or otherwise.
Against bosses, Thaum obviously wins out because that's what the path is for. And it's not like you're not feeding the damage of 4 other people with your buffs/debuffs from feats/powers/gear. And Oppressor still has value in fights with dangerous adds.
And read about the game's power creep problem while you're at it. If you're at a point where all that matters is moar damage, then it's relevant.
"Lowering your damage even further by going Alacrity...", he says.
Tbh doing something about the lostmauth set. Be it nerfing it directly or buffing spells that don't work well with it, would be very welcome and add more options as whole.