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Official M16: Barbarian Feedback

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  • trentbail21trentbail21 Member Posts: 433 Arc User
    Does anyone actually have the tooltips for combo and battle rage? My friend went on the test server but couldn't read it for some reason I was kinda curious what combo was.

    I seriously hope the barbarian launches in a good spot from what I'm reading it isn't right now but I'll try to stay optimistic.
    Find me in game if you want and send me a domination/ gaunt invite. If you are good and im not busy ill play with you. Im not an elitist ill play with almost anyone.
  • victorwaynevictorwayne Member Posts: 15 Arc User
    About Reaping Strike, how about making it generate more threat and add a trait to make the charging instant whenever you use an encounter or daily power? This way tanks have a way to quickly build threat on groups of mobs, and makes Punishing Charge more attractive to boot.

    I'd also swap Slam with Avalanche of Steel, like others mentioned, they better match the opposite paragons.
  • kemnimtarkaskemnimtarkas Member Posts: 838 Arc User
    As others have noted - Reaping Strike is just wrong - it was useless going into M16, and it's even more useless in M16.

    Given the removal of Lifesteal, it is literally a suicide move when facing endgame mobs in M16. Maybe if you reduced the build up timer by half, it wouldn't be so bad. But as it is - it's a waste of an At-Will slot.

    Sure Strike actually seems stronger to me than it does on live. The WMS variant for M16 is nerfed - but then it has been kind of OP on Live for quite a few mods, so I'm not going to cry overmuch about it.

    It seems like Barbie is now more like a 2H weapon TR in fights - you jump in, deal damage and then run like hell to avoid getting killed. No more stand your ground and just whale away with Unstoppable and WMS.
  • trentbail21trentbail21 Member Posts: 433 Arc User
    edited March 2019
    Dear developers. Fighters even offensive specced fighters still have access to their shield and it's super easy to refill. Please take that into considering their dmg so they arent equal to us in damage. That would be OP since they can block then do alot of dmg too. 2/3 of our dmg sounds right since the shield is such a strong mechanic thanks. I really dont think fighters should do as much as barbarian as long as they have access to such a powerful mechanic.
    Post edited by trentbail21 on
    Find me in game if you want and send me a domination/ gaunt invite. If you are good and im not busy ill play with you. Im not an elitist ill play with almost anyone.
  • cellablockcellablock Member Posts: 253 Arc User
    @asterdahl thanks for responding on this thread but may i ask of you as well to look into the interactions between powers , eg simple using an encounter and switching back to using my at will , character briefly stops when starting to do so. the fluidity with it live is simply not there on preview build. as you stated you are working on hopefully this will be something that falls into your rework of the class.
  • agilestoagilesto Member Posts: 516 Arc User
    Before anything else, I want to say I'm no theorycrafter at all, and playing with numbers isn't really my speciality, so my feedback is the one of a standard player, with very high gear. (also forgive my basic english)

    So I copied a couple characters to the preview, 18k GWF with some fancy equipements that can solo up to CN, and have no problem clearing everything as a DPS.
    I wanted since I began (mod 6-7) to have a functional tank parangon so I tried that as well as the dps path on preview, but I kept the dps path to get lvl 80 as it's way faster with the sprint + Battle fury. I then tried tank path at lvl 80 with the new gear.

    In a general way, keep in mind I know you're aware of most of the problems I'll write here, I just feel like adding my voice in the crowd.

    DPS PARANGON:
    I feel like I'm the companion of my companion.

    - My at-will are useless:
    Sure Strike does no damage, no more than 10k non-crit and I'm a toon with 70k power 50k CA, 27k Armpen and Accuracy. This is beyond ridiculous.
    Reaping strike can't be used, as well as the last (lvl >70) at-will.
    The replacement for Weapon Master's Strike, BladeMaster Strike, isn't an AoE, so is useless. It has the animation of the AoE, the casting time of an AoE, but only hit a single target. So it can't be used as well.

    - My encounters are meh:
    Battle Fury on solo play is only used to refill my stamina and run longer.
    Hidden Daggers could really use some love on their magnitude, considering it's the only viable AoE encounter.
    IBS feels ok in terms of magnitude, but our general dmg makes it bad overall. I mean, 60k non-crit for someone with my gear?
    Flourish still has a way too long animation.
    Charge powers in general are not used, because we have stamina as dps, we can run to get to ennemies, we are always on melee.

    - My dailies are meh:
    Crescendo does way too low damage
    Avalanche of steel, I'm okay to have this on the dps parangon, but the casting time is too long.
    Spinning strike is okay on solo play for survivability, but deals too low damage for a daily, and I often have issues of being knocked down instantly by mobs at the end of the animation.

    In terms of survivability, the heal from the "Redemption" companion ability is pathetic, it ticks for 133. 133. I have 200k+ HP and it heals me for 133. I have almost cap Crit Avoidance and Awareness and mobs still hit like a truck. And considering I have no way to get temp HP, almost inexistant healing I have difficulties to survive.
    Usually a build like this is supposed to not be able to survive long, but on the other hand it can take ennemies down quickly. Here I can't do any of those.

    Overall my damage are awful. I need to rely on my companion and artifact use to do some damage. I almost doesn't bother with at-will at all, just spamming Sure Strike when on Unstoppable. I'am always at 100% life on live server due to temporary HP of Unstoppable, my negation and lifesteal. On preview I'm often forced to take stone of health because I can't take a hit. Barkshield for my dps is going to be absolutly required.
    Kinda depressing, I don't see us Barbies doing any dps on an epic dungeon.



    TANK PARANGON:

    I'm overall more satisfied with the tank parangon, even if I'll need more time to discover it fully. (never played a tank at high level on live so it's full discovery for me).
    I respec entierely for tanking, taking all the defensive stats, companions bonus, healing insignias bonus to help.
    Keep in mind that the awful damage I was talking about on the dps parangon is also a problem on this path, so I'll only talk about survivability.

    I feel that we have a lot more of survivability. If I take an Eclipse enchant R14, I can do a nice tanking rotation of shield, untop, shield, unstop, etc.
    Unstopable is way more useful on tanking. Tenser's ability, the shield slam encounter (or whatever is called) gives us 1-2 seconds more, and Restoring strike is useful.

    I only tried ESOT on solo for now as a tank, had 0 difficulty to tank that. Of course I'm lvl 80 with lvl 80 gear, but at least it's something. I'll try to go on several dungeons on preview, from ETOS to the new dungeon with a team, but I feel like we have tools.
    I have no idea if it's gonna be enough for Barbie to be a competent tank, as I didn't have to manage aggro on solo play, and that's the thing I'm not convinced right now. So not sure now how good/bad it is as a tank compared to GF/OP (don't really know these classes), but it has the merit of existing, compared to the past few years.




    Others have pointed these out, but just to be sure.
    - Sure Strike doesn't do additional damage on the 2nd and 3rd strikes.
  • spidey#3367 spidey Member Posts: 400 Arc User
    This Module is the end of my +18k GWF. I tested DPS and i tested tank.
    DPS is pathetic low and my tank "abilitys" are just a joke. I can "raise" my knot? Wow....can i use any skill while im "raising" my knot? Nop. Every trash mob from barovia to catacombs hitting like a truck on my "tank" barbar.
    Sure strike doesnt work, Blademaster strike is hitting only one mob. So i got no real AOEs anymore. I cant mark anymore. Im a melee and i need combat advantage and i cant mark the mobs to get combat advantage? There are so many issues atm at my barb...so many are posted...
    Whoever made this mod never played a GWF. Not at all.
    After 5 years playing and and enyoing NW i guess its time to say good bye?
    A Modul 16 thats almost worse like Mod 6.
    But we can upgrade enchants and insignias...wow.....
    I cant believe that no tester told you the issues from the barbarian before the modul 16 hits the PTR...i cant. Sry. Not at all!
    Whats the point about making the barbarian useless as hell? Just slapping the GWF community or is there a "bigger plan" behind all that HAMSTER?

    Spidey
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
    c3rb3r3 said:

    I know all powers need their damage to be hard buffed, but

    punishing charge sucks.

    Barbarian has more than enough tools to increase its mobility, therefore making the concept of having charges on punishing charge very clunky and in the end more annoying than anything since you spend a bunch of time repositioning.

    Make it one charge, more than quadruple its damage and add an effect to it (a control such as make them fly in the air) and make the animation feel more impactful as a result

    Mighty Leap cannot work as a damage only tool. Needs an effect such as Combat Advantage.

    I have almost no idea how to make Reaping Strike useful, besides making its damage very fat to compensate the charge time and add a pull effect towards the barbarian when charging.

    Steadfast Determination : Determination is extremely easy to build by itself in combat therefore making it useless. There are two ways to make it better without reworking it completely : either grant determination generation out of combat or reduce the determination lost when using unstoppable by a big margin.

    Steel Resolve : useless. Just looking at the numbers it's useless. And has nothing to do with blademaster. The only way to make a control based power would be the power to increase the duration of the barbarian's controls. And not a small 10% increase, something in the likes of 80%.

    Trample the Fallen : needs to work against immune bosses, and value way too low.

    Steel Blitz/ Daring Shout / Roar / Weapon Master / Bravery / Wrathful Determination see post above agree with barbie same ideas.

    For Steel Blitz crit got capped and a lot of companion have similar effects for even same damage. I recommand buffing the damage AND the frequency.

    Enduring Warrior heal increase healing and heal are weak by themselves and could get some value increase. And it needs to be reworked so that you get healed when an enemy is killed nearby (so even by an ally) and NOT WHEN THE TANK KILLS IT, it's COUNTER-PRODUCTIVE.

    Steel Defense : duration way too low to begin with. Steel Defense is also rarely actived so the feat would only be useful in pvp. An idea would be to add a minor effect to it.

    Warrior's Courage : useless, the goal of a tank is to stay at max HP by being tanky and not dying therefore it's COUNTER-PRODUCTIVE. Needs rework. For example : grants up to X defense and Y deflect the more your life decreases (be proportional or exponential increase, but make it feel impactful).

    Ferocious Reaction : cooldown way too long. At 15% you're already dead, the value is way too low. Something in the likes of 30% would be much better. Even increase the heal to 30/35%.


    By the way class features are still a thing and have not been touched. Did you intend to let them be ?

    Hello, thanks for the feedback! I'm going to be taking a close look at the feats and class features, as I agree many of them are not great, I did want to briefly address punishing charge though, since I already have some changes in for that power that should go out this coming week: punishing charge will no longer have charges, damage only a single target for significantly more damage, require a specific target, and have a much greater range.

    It will now have a role as another single target damaging power for your kit that doubles as a quick gap closer.
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer

    By now i kno' that i am going to repeat myself, but @asterdahl i want to make sure that you are on the right track.

    i don't think you should remove the AoE from the IBS, you should set the magnitude on AoE vs ST powers, Cooldown and Duration of Animation having it in mind, aswell as the Added Effect how usefull it is.



    For example:

    Not so fast can hit up to how many targets? problably 5- magnitude should be 350.

    Restoring Strike can hit only 1 target the magnitude should be 700.

    IBS should be kept as AoE, but it's not a clean AoE like Not So Fast, so it should be 600.



    There is also Flourish that the Animation of it has a 3s Duration, that Magnitude can be 750 on Single Target.



    Then you have GrandFissure that would be the best in the TANK path, can fit fine with a magnitude of 800

    Frontline Surge can hit the same up to 3 Targets or 5? can't remember but it should be Half of Grand Fissure to 400.



    Values right now are just as an example, i don't have the DATA to run with, i would prefer to wait 2 weeks, for you to implement the changes, and if you do swap the requested powers, from my posts above it would feel natural using those powers in the right Path.

    Just a heads up, all AoE powers should now cap at 15 targets. In normative play, they should essentially hit all enemies in a group, but there is a hard cap at 15 that may affect large pulls of small enemies like compsognathus or imps.
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer

    Dear developers. Fighters even offensive specced fighters still have access to their shield and it's super easy to refill. Please take that into considering their dmg so they arent equal to us in damage. That would be OP since they can block then do alot of dmg too. 2/3 of our dmg sounds right since the shield is such a strong mechanic thanks. I really dont think fighters should do as much as barbarian as long as they have access to such a powerful mechanic.

    Keep in mind, that while fighters can block, they also get no invulnerability frames and can't easily sprint out of AoEs. I don't think block is as distinctly better than sprint as you might imagine. But we absolutely will be keeping an eye on this, as we're not aiming for dreadnought or blademaster to have significantly more survivability than the other.
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer

    @asterdahl thanks for responding on this thread but may i ask of you as well to look into the interactions between powers , eg simple using an encounter and switching back to using my at will , character briefly stops when starting to do so. the fluidity with it live is simply not there on preview build. as you stated you are working on hopefully this will be something that falls into your rework of the class.

    There are some animation related issues that have cropped up, we're hoping to squash these all in the coming weeks, we don't want to lose any of the fluidity you've come to know and love.
  • sjk2603sjk2603 Member Posts: 37 Arc User
    Just a comparison FYI.

    I did CN last night with an HR, an SW, a healer and a tank.
    We were all similar in item level at 17-18k apart from tank at 14.5k
    So on dps path i came top at 42 million. Im 17.5k. I doubled the damage of the 18.4k Hr, and she has the new weapons available from the tarm bar store on preview.

    We then did the same dungeon with me on the TANK spec. I still came 3rd on the scoreboard with 27 million.

    The point im making is that the Barbarian, whilst feeling weak is still the main dps class. However i cant wait to get the reworked powers/feats that @asterdahl is mentioning above.
  • c3rb3r3c3rb3r3 Member Posts: 277 Arc User
    edited March 2019
    sjk2603 said:

    Just a comparison FYI.

    I did CN last night with an HR, an SW, a healer and a tank.
    We were all similar in item level at 17-18k apart from tank at 14.5k
    So on dps path i came top at 42 million. Im 17.5k. I doubled the damage of the 18.4k Hr, and she has the new weapons available from the tarm bar store on preview.

    We then did the same dungeon with me on the TANK spec. I still came 3rd on the scoreboard with 27 million.

    The point im making is that the Barbarian, whilst feeling weak is still the main dps class. However i cant wait to get the reworked powers/feats that @asterdahl is mentioning above.

    Your mates either did not attacks, or you used artifacts/companion (sellsword hi) damages bugs. There's no way you were top dps, because it's been tested several times gwf was one of the last if not the last dps by a big margin.
    Post edited by c3rb3r3 on
  • cherryman1cherryman1 Member Posts: 348 Arc User
    sjk2603 said:

    Just a comparison FYI.

    I did CN last night with an HR, an SW, a healer and a tank.
    We were all similar in item level at 17-18k apart from tank at 14.5k
    So on dps path i came top at 42 million. Im 17.5k. I doubled the damage of the 18.4k Hr, and she has the new weapons available from the tarm bar store on preview.

    We then did the same dungeon with me on the TANK spec. I still came 3rd on the scoreboard with 27 million.

    The point im making is that the Barbarian, whilst feeling weak is still the main dps class. However i cant wait to get the reworked powers/feats that @asterdahl is mentioning above.

    Your friends like another person said must not have been setup correctly as well as you must have used something that is completely broken in the preview server. A group I have been playing with have been doing runs without companions and without artifacts and the barbarian in all of those runs is in last place. In fact, the top DPS tends to be the tank or healer class in those runs and by a decent margin. I would love to know what your running that everyone else isn't in this runs. The people I have been running with are in the 18k to 19k range and speed run dungeons for in the live server with ease.
    Guild Leader: Under the Influence
    Yule (Barb): 72k : Siren (TR): 78k : Torun (DC): 73k : Siren OP (OP): 76k : Siren SW (SW): 78k : Modern (F): 80k : Cherry1 (CW) : 68k Siren HR (HR): 78k
  • gromovnipljesak#8234 gromovnipljesak Member Posts: 1,053 Arc User
    sjk2603 said:

    Just a comparison FYI.

    I did CN last night with an HR, an SW, a healer and a tank.
    We were all similar in item level at 17-18k apart from tank at 14.5k
    So on dps path i came top at 42 million. Im 17.5k. I doubled the damage of the 18.4k Hr, and she has the new weapons available from the tarm bar store on preview.

    We then did the same dungeon with me on the TANK spec. I still came 3rd on the scoreboard with 27 million.

    The point im making is that the Barbarian, whilst feeling weak is still the main dps class. However i cant wait to get the reworked powers/feats that @asterdahl is mentioning above.

    FYI HR has about double the DPS potential compared to a GWF. That makes me believe that your buddies are incompetent.
  • trentbail21trentbail21 Member Posts: 433 Arc User
    edited March 2019
    > @asterdahl said:

    My point of view largely comes from a pvp perspective. Gf hve always had an advantage I pvp because they could block and do just as much if not more then gwfs. So that's why I say what I'm saying. They shouldn't have that much dmg with such a good defensive mechanic. They can almost keep sheikh up permanently. Meanwhile unstoppable is only up maybe 50% of the time and you dont block nearly as much dmg.
    Find me in game if you want and send me a domination/ gaunt invite. If you are good and im not busy ill play with you. Im not an elitist ill play with almost anyone.
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited March 2019
    @asterdahl I'd prefer IBS to stay as a straight line AoE with diminishing dmg for each extra target hit, due to the fact that IBS n' Flourish would be practically the same power if neither of them had AoE effect. Flourish is in a better place than live since prior it was made up of multiple hits meaning it could be dodged by targets in various of ways in the past making most of it's dmg useless.

    (Another note mentioned it before) Be wary with altering Destroyer too much, make sure yes it can be used in certain situations but not everything or you force players to have to have one class feature slot dedicated to it.
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer

    I dont think this is the time to talk about who is in Top, currently Barbarian isn't optimal to even test these things. I for once i am eager to test once some changes are done, currently we can only theorycraft on some things, not to mention that some tests need to be isolated because there are so many bug items on preview that can interfere with the results, such as one shotting artifacts or companions.



    Thisshould be the Priority to make the Barbarian playable for me:



    1. Reallocation of some powers on the right Path because it feels right in rotation, in flow and everything, it has been mentioned already and this should be the high priority.



    This is the list of what i speak of

    Shared at-will: Sure Strike + Threatening Rush

    3rd At-will for TANK path : WickedStrike(or the new name of it)

    Shared Dailies: Spinning Strike + Slam

    3rd Daily on DPS path: Indomitable Strength

    3rd Daily on TANK path: Crescendo

    4th Daily on TANK path: Avalanche of Steel

    Grandfissure from DPS path swaped with Takedown from TANK path



    2. Fixing the Class features



    Trample the Fallen: Doesnt work on immune to CC mobs.

    Destroyer: unable to maintain the stacks up (without Focused Destroyer)

    Wrathful Determination needs a slight buff

    Steel Blitz needs to be increased at 50% chance with 100% weapon damage.

    Steadfast Determination buffed to work as good as the rank 4 on live(atleast).



    on TANK path, all of those class feats should be reworked, and rethinked for a TANK path.



    3. Fixing the animation to not feel clunky like some people reported



    4. Looking on at Damage Powers and set up proper Cooldown and Magnitude values based on the following:

    - AoE in 180 Degree (Blademaster's Strike, Not So Fast)

    - Single Target(Restoring Strike, Takedown, IBS)

    - AoE in a Cone (Roar, Hidden Daggers)

    - AoE with Animation(Duration) like Mighty Leap

    - AoE in a straight line ( Grand Fissure with 5s Animation(Duration)

    - Single Target with Animation/Duration (Crescendo, Flourish)



    Not to mention Daring Shout, Come and get it and Battle Fury Cooldown should be lower, from the start.

    I honestly would play this kind of Barbarian if these changes will be done.

    Yup! Hey, how did you get a hold of my to-do list!? Are you spying on me?

    In all seriousness, I am focused on most of the areas you call out. I can't promise my specific solutions will match all of yours, but there are changes coming.
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer

    > @asterdahl said:



    My point of view largely comes from a pvp perspective. Gf hve always had an advantage I pvp because they could block and do just as much if not more then gwfs. So that's why I say what I'm saying. They shouldn't have that much dmg with such a good defensive mechanic. They can almost keep sheikh up permanently. Meanwhile unstoppable is only up maybe 50% of the time and you dont block nearly as much dmg.

    Block works very differently than it does on live, so you can chew through it with damage now. Also, the Sentinel Barbarian has access to the same block. The block on unstoppable is just a bonus that you can automatically block while attacking for the duration of unstoppable.

    That being said, we are keeping an eye on block in PvP, we were seeing it perform perhaps a bit too well, so we're going to do more internal playtests soon and consider adjustments.
  • davidmokidavidmoki Member Posts: 54 Arc User
    <font color=cyan> you guys destroyed GWF, we are actually useless.

    - You took our sources of damage away/nerfed it to oblivion, so now we are doing less damage than healers (and I NOT exaggerating), revert this nerfs bellow and everything will be fine.

    >
    > Think of it this way. The entirety of GWF damage came from 3, arguably 4 things:
    > 1) Destroyers purpose 50% DPS buff
    > 2) Destroyer, w/ Focused destroyer 46.5% DPS buff
    > 3) Daggers, 40% DPS buff
    > 4) wild card - mark/battle fury/executioner's style, although all can be replaced with something less relevant and GWF could still do decent-ish damage.

    - You took our additional HP away, which is vital to survival, because we are close range and we don't have a fast dodge like CW.

    - I level up 79 doing the campaign and I reached a point where I COULD NOT progress, I have no damage to kill the mobs faster than they kill me, I have no survivable cause we don't have addition hp and our dodge mechanic sucks, so the mobs just killed me because that what we are now, a Barbie doll with no purpose.

    If this go to live Ill have no other choice other than stop playing, If I cant even do the leveling campaign with lv70 endgame gear, how will I do harder content? Spoiler alert: I wont.
    </font>
  • sekosek#5740 sekosek Member Posts: 120 Arc User
    I pretty much agree almost everyone here about the things that should change. I also want to say that I think we should get some kind of an combat advantage source. We used to have mark that gives combat advantage but now since we dont have it we lose a big portion of our damage. And if we think that now combat advantage is even more important and can give up to 100% damage bonus, every class should have some kind way to gain combat advantage.
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    davidmoki said:

    you guys destroyed GWF, we are actually useless.



    - You took our sources of damage away/nerfed it to oblivion, so now we are doing less damage than healers (and I NOT exaggerating), revert this nerfs bellow and everything will be fine.



    >

    > Think of it this way. The entirety of GWF damage came from 3, arguably 4 things:

    > 1) Destroyers purpose 50% DPS buff

    > 2) Destroyer, w/ Focused destroyer 46.5% DPS buff

    > 3) Daggers, 40% DPS buff

    > 4) wild card - mark/battle fury/executioner's style, although all can be replaced with something less relevant and GWF could still do decent-ish damage.



    - You took our additional HP away, which is vital to survival, because we are close range and we don't have a fast dodge like CW.



    - I level up 79 doing the campaign and I reached a point where I COULD NOT progress, I have no damage to kill the mobs faster than they kill me, I have no survivable cause we don't have addition hp and our dodge mechanic sucks, so the mobs just killed me because that what we are now, a Barbie doll with no purpose.



    If this go to live Ill have no other choice other than stop playing, If I cant even do the leveling campaign with lv70 endgame gear, how will I do harder content? Spoiler alert: I wont.

    Use the Dwarven Battlerager companion currently has a broken heal effect, but it'll help get you through that content. ^.^
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User

    I pretty much agree almost everyone here about the things that should change. I also want to say that I think we should get some kind of an combat advantage source. We used to have mark that gives combat advantage but now since we dont have it we lose a big portion of our damage. And if we think that now combat advantage is even more important and can give up to 100% damage bonus, every class should have some kind way to gain combat advantage.

    Positional is the CA source for most atm except CW I think they have something that can by pass it.
  • sekosek#5740 sekosek Member Posts: 120 Arc User

    I pretty much agree almost everyone here about the things that should change. I also want to say that I think we should get some kind of an combat advantage source. We used to have mark that gives combat advantage but now since we dont have it we lose a big portion of our damage. And if we think that now combat advantage is even more important and can give up to 100% damage bonus, every class should have some kind way to gain combat advantage.

    Positional is the CA source for most atm except CW I think they have something that can by pass it.
    Yeah but position shouldn't be the only ca source for the other 7 classes, and for cw its only 1 paragon path. And for obvious reasons that we cant always position ourselfs against some bosses such as Turtle, Atropal, Ras Nsi and maybe few others. For a thing that can give you 100% damage bonus shouldn't be proccable only by staying behind targets.
  • shockmageshockmage Member, NW M9 Playtest Posts: 6 Arc User
    The biggest draw for GWF was the simplicity that came from at-wills being the predominant source of their dps and the steps taken to increase at-will damage. To completely flip the focus from at-wills to the few lackluster choices of encounters is rather disappointing. My DC in dps spec can 3 shot a hunt T-rex while my GW....err...Barbarian... just tickles it while a much stronger barbarian (my sellsword companion) kills it. I don't have a comment on the tank spec because...lol. People will probably queue as tank then switch when they get in haha.
  • auron#6793 auron Member Posts: 386 Arc User
    sentinal doesn't seem to work properly at all as far as i can tell. can't hold agro at all. i was testing it with my companion (Makos) and it seems like i can't hold them off him.
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