I have heard no word in the many blogs, articles, or comments by authorities that I have read about any upcoming rework of the CW class. But, after the Lostmauth nerf it sure needs one. There have been nerfs with no compensation, as well as many bugs not addressed. Post any and all ideas you would like to see in a Control Wizard Booster PATCH.
DEFIANT "Where Yesterday Has Been Exiled, Memory Is Rebellion." "The state of ruin is essentially a temporary situation that happens at some point, the volatile result of a change of era and the fall of empires. Ruins are a fantastic land where one no longer knows whether reality slips into a dream or whether, on the contrary, dream makes a brutal return into the most violent of realities." #ITMFA
0
Comments
http://www.arcgames.com/en/forums/neverwinter#/discussion/564094/patch-notes-nw-45-20150515a-6
Part of the complaint was due to its interaction with the very same Lostmouth set if my memory serves me. Please others chime in.
Thank You
http://www.arcgames.com/en/forums/neverwinter#/discussion/564094/patch-notes-nw-45-20150515a-6
Part of the complaint was due to its interaction with the very same Lostmouth set if my memory serves me. Please others chime in.
Thank You
If you want to buff CW, buff the encounter damage or feats. Like elemental reinforcement from the pathetic +5% damage to at least 10 or 15, etc...
What I AM for is that Storm Spell gets returned to the previous state of MOD5. That was the best way to ACTUALLY play the Control Wizard, despite it being high-risk option. Return the critical Storm Spell procs to the Control Wizard class.
As for people who dislike it, you don't have to play it that way.
But face the truth, many, many, many Wizards built their way with this on mind. We want to do AOE damage. We're GOOD with AOE damage. We NEED AOE damage to have FUN with the game once more.
Cryptic can totally sky-rocket the boost to other classes for all I care, but return the Storm Spell to it's previous state and let the electrocution begin.
I DIDNT post that to encourage nerf just trying to understand how cryptic thinks. HOW the feat above is wai and not the lostmauth vegeance hit to scale with buffs and debuffs and able to critical? or cleric fire of the gods? another feat with weapon damage scale with buffs-debuffs.
AND one more question does also the abyss chaos scales with buffs-debuffs since i am renegade and a bit lazy to go test again lf answer;p
The feature already hits hard for a random proc and in the past led to statements like - I can do more damage with at wills then most players can do with a full rotation.
The player thought that meant he was skilled when it was really a testament to how ridiculously overpowered the class feature was at the time. It still accounts for high amounts of damage due to good synergy with CoI and icy terrain in SS builds.
It would be better to increase damage from fanning the flames or other features with no CC. Alternately increasing target cap on some abilities.
But they should wait before buffing CW as the class benefits more from dread then other classes due to being encounter centric, and some options to change gear, which will help with dps (I.e. belts with more relevant stats.)
Cheers
Would be great if arcane spells would get some attention as well. Except for Steal Time they are all too weak. Ray of Enfeeblement, Disintegrate, Shard, Repel, Entangling Force; I wish these could be fun again.
Chill could reduce attack speed/recovery. Lots of stuff they could do with debuffing, now that everything has such high control resist.
And stormspell was horrible back in mod 5. It was the same problem that the losmauth set had; it was so good that noone used anything else. Might as well make it baseline then or get rid of it.
2. The Lostmauth issue is about dps. As a player who is playing a full controller, I would like to see more impressive control options.
I, too, would like to see more D&D iconic spells like those you mentioned. But frankly speaking, Control Wizard is not designed to be a glass cannon because it spares some of its concentration on crowd control. Aside from Control Wizard, 4e rulebooks have also suggested some other interesting "builds" ("classes" if translated into this game). There is a suggested build called War Wizard, which is designed to be a full glass cannon. If highly offensive spells like Fireball, Chain Lightning, Cone of Cold, Meteor Swarm, and Acid Arrow were to be implemented, it would be for War Wizard. As for Dispel Magic and Invisibility, it would be more appropriate for Illusionist Wizard, which is yet another suggested build.
It's not relying on it, it's utilizing it to the fullest potential for the sake of most beneficial factors implemented.
That's like saying that wizards depend upon the spell Disintegrate because of it's high damage. That is not the case.
Storm spell is a way to utilize the powers for a high-crit build. It's a feature that procs on casts of spells (encounters) that have a fairly low damage (seriously, look up at the basic damage of icy terrain or oppressive force daily).
It is not like the wizards hold left-click to spam spell-storm procs all the time. There's a certain fine-tuning to it that takes skill, strategy, event, ad investment (and a lot of it btw), without actually gaining much in the process.
If you think that CW's are dependable upon one skill/feature, what about GWF's indomitable battle strike or TR's Bleed? Both of them constitute far more damage based only on single-cast. I've seen the first doing 2-3 mil damage easy. And it's CD ain't that long either.
So, no, leaning upon one skill is not bad by any standard. You have to possess your trump card for DPS in this game. That's only NORMAL to do.
Carry on.
Why isn't the word "UTILIZATION OF THE FEATURE" ringing any bell to you?
Practically all pre-mod6 CWs were utilizing it to the fullest potential. They built their CWs with that on mind. They invested time, and effort, to learn and play the melee casting. The CC got nerfed, the Storm Spell got nerfed, Shard of Avalanche got nerfed and many more things, despite the fact that CWs are using powers and feats at their disposal in a smart way. We're not just casting things randomly, there's always a specific procedure, specific timing, specific utilization that's gear-dependent.
So, when you come and say "CWs should use Storm Spell for damage dealing" you're actually saying "CWs shouldn't be using their powers to the fullest because that is how they deal damage".
Do you HONESTLY believe that all powers should be equally used? Do you live in a fairy-tale or something? I do not understand your position, not one single bit. As such I'm ending this vague discussion with you.
Spellstorm as it is now is fine. If anything weapon damage for orbs should be increased, so that all powers deal a little bit more damage. (They are lower damage than even cleric symbols atm) That would be a quick fix without needing a big class rework.
Also, what evidence do you have for it to be a quick fix? What evidence do you have to support such a claim?
Last night while I was working - I was thinking about the solution to this problem.
1. Numero uno : Spellstorm back to it's original state is the quickest fix since it's already logged in the changelog and it can return to the previous state. That's a huge + for the developers who have a much better thing to do than rework entire CW class.
2. Numero due : Changing the ORB damage would not just mean to increase just the artifacts of your preference, no, it would mean to increase each artifact weapon damage. So you have to go to the database and items and find each orb separately. That's time-consuming. A lot. Then to test each orb separately in different scenarios and with different class features. YEt another time-consuming abyss
So, that means that damage (which roughly equals power) is increased so that ALL spells are buffed tremendously instead of just one that ACTUALLY makes you to work for it instead to simply get it as soon as you get the weapon. So, in other words, the proposition for the weapon buff is a lazy one. It's like someone gave you 5000 power for free.
So, in other words, your proposition is completely not fair.
SpellStorm proposition, on top of that, would most certainly make the AOE spells YET AGAIN more viable than Disintegrate and/or Ice Knife (although I'll still have them for boss fights).
So, yes, SpellStorm crits are a better solution than the pure damage increase.
Cold based at-will does better dmg (with right feats) and aoe dmg at that. Cold based encounters can be enhanced by several feats to do even greater dmg. They also play well to CC. There is no point in opting for arcane spells: at will is single target, feats enhancing arcane dmg are weaker then cold based, Shard of Endless Avalanche is an ultimate C.R.A.P., RoE is single target debuf-boss skill and the ONLY decent arcane spell I can think of is Steal Time. It's a miracle you've left one of two good arcane dailies still of some use, though what you've done to Arcane Singularity is just disgraceful.
WTF Cryptic. You've forced wizards to opt for cold-based skills, even freakin MoFs, ever since you started messing wizards up. There was once a very good reason to becoming arcane renegade SS - your cap stone enhanced your MM. Now renegade capstone grants random buff nobody cares for and you even forced "chilling presence" feat somewhere on the way, because - you know - who cares for arcane spells! Let's make them even less wanted in opposition to cold based skills. Why the hell you even bother creating all this choices of elemental spells, when all you seam to be doing is to tell us that ice-based skills are the way to go.
And yeah, SS should be back to where it was before nerf.
And yeah, Shard should be better then it is now. Mostly for PvP reasons, but also, because it would be second arcane spell and maybe that would be enough to go for full arcane/lightning skills.
I could use some buffing too..
1. What Original State? The real original state or the Mod 4-5 super state where it was overbuffed to compensate for the loss of damage on every other skill? They Nerfed them all, they can bring them back, they all have it on their changelog.
2. Time-consuming? Lol, that can be done with one SQL request.
What about MoFs ? Storm-Spell gives nothing to them.
2. Haha, no. "It can be done with one SQL" - And the time that you build an SQL txt that changes multiple weapon damage values [and let' say you actually go and do it for whatever reason(specifically for the artifact weapons which come in 4 distinct values, and it would probably require changing the additional attributes such as power, crit, recovery or to that effect)], you can specifically change one integral value, possibly manually, from "Crit? YES/NO", like some basic I/O principle and invest time to test specifically one feature, instead to test each artifact weapon upgrade separately.
Also, we do not know whether the Items are accessed the way we assume they are in the database. I take my stand from the position that developers didn't upgrade all the artifact weapons since it took less time, despite the fact that they could also "do it" from "a single sql request" (as if that matters).
Mh, yes. Bye.
Changing some numbers don't need testing of every skill on every item, that's ridiculous.
Relying on storm spell to deal damage was awful and everyone was against it when it came out, because it didn't need skill to deal damage, only just be in the middle of mobs and cast Icy Terrain.
Passive damage is bad, active damage is better.
Wizards were a powerhouse in D&D2-3 and pretty good dps again in D&D5. With those mentioned iconic aoe spells it could tear whole attacking groups to a new one!
Yeah my heart missed a beat when Orcus used actual Power word: Death! Not to mention there are meteor showers all over the game (Scorpions, Dwarf spellcasters in DV). Triggered spells and real time stop would be very powerfull!
Thaum clearly need some buff or maybe the release of Sorcerer will put the nuke wizard back in the game.