Having been playing Sentinel Barbarian where the single target loadout is just as effective (or more so applied correctly) with solid at-will damage to weave between encounters. The Single Target Warlock powers feel very lack luster.
At a minimum all the single target powers should have their Magnitude doubled, including KF.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
Latest test done by Sharp&c showed as 4 dps classes are in a close range after latest patch, for more details check here https://www.arcgames.com/en/forums/neverwinter#/discussion/1246312/official-m16-general-feedback/p36 according to that datas, that I find quite close the ones I got, some classes just need some bugfixing and are ready to go. As I already stated, I feel warlock way less clunky with last patch, mostly thanks to HF ring CD reduction, FB changes and new feats setup and I am fine waiting for mod16.5 or mod17 for some QoL adjustment and power rework I previously asked for, as looks some other classes needs devs focus on. About balancing paths/features: I did some (lazy) tests with some extreme and intermediate curse consume/synergy rotations on single target and felt the overall difference was in a 1-10% range,quite acceptable tho. I will do some proper testing and share datas here, but won't be able to do so until next week-end, hopefully with some more fixes on table. What I will probably do within the week is sharing the build/rotation I am using here https://www.arcgames.com/en/forums/neverwinter#/discussion/1246310/dont-panic-and-bring-a-towel-basic-class-guides-for-m16 hoping that would help people less confident with testing As i catch some friends online will give sparkweaver a try on some hard dungeon runs.
that is, the fact that a tank is 20% more damaging than a DD warlock is the norm for you? What class are you playing? ours or someone else's?
El sol negro brilla, en la frente de la locura el firmar, Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar... https://www.youtube.com/c/cyric
Why, oh why did you take the Tower of Power away from the Hellbringer paragon? My Warlock feels absolutely useless without it.
Pillar of Power does not any damage, it only buffs damage and healing so it makes sense to be in the Soulweaver path.
um the New Pillar of Power doesn't do any damage - the Old one did. Also, the old one did NOT buff healing, not even Life steal.
Following copied from my Hellfire paragon PoP description: Create a conduit of power at your location. While you stand in the conduit, your damage and damage resistance are increased by 12%. Allies who stand in this conduit gain 75% of this value. If an enemy enters the conduit, their damage and damage resistance are reduced by 10% for a short duration and they take damage as long as they stand within the conduit. Level 2 damage +10% damage buff +4%, level 3 damage +10% damage buff, level 4 damage +10% damage buff.
This actually is some serious damage:With My hellfire/devastation SW I was able to walk thru Pirates Peak, fire off PoP and kill almost all the low level mobs near me. I found this to be a very valuable skill as a Hellfire as my pattern was to jump near the boss or mobs, fire off PoP to weaken and damage them, and make it easier for the rest of the party (melee fighters especially). Then i would harrow and fiery bolt (to reduce the amount of smaller mobs on us) and then blight / rebuke everything in reach. Even with a gear score of almost 10k, I would end up pulling 1st or 2nd on most random runs in damage (and healing due to puppet and life steal). Without PoP, I don't see what defense buff is available for the Hellfire, as such I request it be returned to Hellfire and give the SoulWeavers a DIFFERENT named skill which can do the same as the PoP they have now. Thank you.
that is, the fact that a tank is 20% more damaging than a DD warlock is the norm for you? What class are you playing? ours or someone else's?
Don't compare with GWF tank or GWF dps: they are being reworked from scratch. You should wait for more preview patches before complaining. And yes GWF tanks are op atm.
Latest test done by Sharp&c showed as 4 dps classes are in a close range after latest patch, for more details check here https://www.arcgames.com/en/forums/neverwinter#/discussion/1246312/official-m16-general-feedback/p36 according to that datas, that I find quite close the ones I got, some classes just need some bugfixing and are ready to go. As I already stated, I feel warlock way less clunky with last patch, mostly thanks to HF ring CD reduction, FB changes and new feats setup and I am fine waiting for mod16.5 or mod17 for some QoL adjustment and power rework I previously asked for, as looks some other classes needs devs focus on. About balancing paths/features: I did some (lazy) tests with some extreme and intermediate curse consume/synergy rotations on single target and felt the overall difference was in a 1-10% range,quite acceptable tho. I will do some proper testing and share datas here, but won't be able to do so until next week-end, hopefully with some more fixes on table. What I will probably do within the week is sharing the build/rotation I am using here https://www.arcgames.com/en/forums/neverwinter#/discussion/1246310/dont-panic-and-bring-a-towel-basic-class-guides-for-m16 hoping that would help people less confident with testing As i catch some friends online will give sparkweaver a try on some hard dungeon runs.
Hi
I guess it all depends upon how you read these things – what it clearly shows to me is how overly complicated the Warlocks dps is compared to others classes, and just how much harder they have to work to get the same results. Look at number of hits for example and number of times stuff had to be used to get same result
I have been playing Paladin, Barbarian and Warlock and tonight I was tinkering with my Warlock builds and I noticed something.
Warlock feats are awesome.
Yes they are buggy, and need to be repaired.
But Warlock feats are what I'm looking for in the feats for my classes. They promote particular play styles and choices, without making you feel locked to a power or that if you are not slotting a power the feat is wasted.
Good stuff.
(Now to get them debugged. )
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
Looks like puppet is a far more significant source of damage in M16.
On one hand, cool. On the other, any fight that inflicts CC on the puppet (e.g. frequent enemy PBAoEs that the player will be expected to dodge but the puppet will not) will be annoying unless the puppet is made CC-immune.
Actually there is no reason to pick Soul Desecration with any build. It just punished your dps. I think the feats need to be reverted. Risky Investment or ExecutGift, Soul Desecration or Creeping Death. Even paired with CD, SD is only a choice if you go straight puppet setup.
Okay, having had more time today to sit down and play with the latest patch Warlock, I'd have to say I'm happier than I first thought with the changes.
The new feat layout and feat buffs works nicely. They now provide us with solid options for ST and AoE loadouts. I'll be the first to admit I was hesitant about the re-arrangement of the feats, but I'm more than willing to say I was wrong. Good job!
HfR now slots in as part of a rotation with the reduced CD time, and FB does a good job as a curse spreader (both in early stages and endgame).
I have to agree with @ramesh84 based on the recent testing. At this point in time we have dps specs that are relatively close to one another, and dps classes further down the list could probably do with more attention than we do in terms of actual balance to bring them up to match. Sure we have some bugs that need addressing, I feel that should be the focus for the Warlock tweaks for now. I'd happily hold out for any under-performing power/mechanic tweaks further down the line.
Latest test done by Sharp&c showed as 4 dps classes are in a close range after latest patch, for more details check here https://www.arcgames.com/en/forums/neverwinter#/discussion/1246312/official-m16-general-feedback/p36 according to that datas, that I find quite close the ones I got, some classes just need some bugfixing and are ready to go. As I already stated, I feel warlock way less clunky with last patch, mostly thanks to HF ring CD reduction, FB changes and new feats setup and I am fine waiting for mod16.5 or mod17 for some QoL adjustment and power rework I previously asked for, as looks some other classes needs devs focus on. About balancing paths/features: I did some (lazy) tests with some extreme and intermediate curse consume/synergy rotations on single target and felt the overall difference was in a 1-10% range,quite acceptable tho. I will do some proper testing and share datas here, but won't be able to do so until next week-end, hopefully with some more fixes on table. What I will probably do within the week is sharing the build/rotation I am using here https://www.arcgames.com/en/forums/neverwinter#/discussion/1246310/dont-panic-and-bring-a-towel-basic-class-guides-for-m16 hoping that would help people less confident with testing As i catch some friends online will give sparkweaver a try on some hard dungeon runs.
Hi
I guess it all depends upon how you read these things – what it clearly shows to me is how overly complicated the Warlocks dps is compared to others classes, and just how much harder they have to work to get the same results. Look at number of hits for example and number of times stuff had to be used to get same result
Have a fun day
Same way that warlocks need an optimum condition to stack buffs keep them alive, if only every boss in NWO was a Dummy you can hit for 5 min with maximum buffs Warlocks have tons of micromanagement and pretty short Cooldowns to manage their rotation, wich can be fun or a plague in some situation. Puppet will stand desorientated in a corner in most dynamic fights same as you lose your Risky Inv buff all time the boss lifts in the air, vanishes etc. FoE x10 is gone (not to talk about the fact that it is beaten by a aoe class-feature), RI x5 is gone, Puppet´s damage is gone, sparks run off in 15 seconds. The time needed to "rebuff" lasts way too long to be on a competetive level.
Barbarian: buffed right at the start , Barbed Strike, Steel blitz, Relentless Slash, Rage form 100 to zero in 100 seconds not 15 seconds! Same counts for Hunter in the sum and some others. Why is ther no check for Hunter path.. is it that weak or simply out of whack?
There is no class that has to "hample arround" that much, as you point at, to get the buffs up again. And this also counts running trashmobs... Curse, recurse, delete buffs reapply , next mobgroup buffs are all gone... where is that puppet? Not to talk about the numbers tanks deal in mod 16 compared to their damage resistance, far too much in simple words. You can judge those results in two ways 1. All is fine mod 16 can start or 2. there is a lot of things to solve before this goes live (wich is my way to interpret things actually) same as I am not that convinced, reading about player doing tests without being that familiar with the class, it´s a good shard by sure and a lot of work I really acknowledge.
If you want to draw any consequneces out of all this: -Sparks need to stay active longer, I really don´t care that much about the healinge effects, regen procs for 10x that ammount - Risky Investment should NOT drop off after 15 seconds once stacked pretty laborious over the last 60 seconds... - FoE needs to stay active longer and when dropping off not from 10 to zero but backwards down to 9-8-7-6-5-4 over time or make it stack in short 3x3% - Deadly Curse same as ACC needs a rework or we gonna stick with those two feature all time in every dps loadout
While I have spoken about Pillar of Power already .I do want to make one thing most clear .I do not want to see it removed from either path .When it was changed a few Mods. back it was done so with all three of our paths in mind. And to make up for a lot of things that all our paths was lacking. And as it is in Mod 15 is the way I would like to see it remain. My only wish is that it would be a shared encounter that either path could make use of, both Soulweaver and Hellbringer. So yes the new changes you have done to it I would like to see reversed and make it like it was .Thank you.
@hawkeyel, just think of Hellfire Ring as PoP that works at range, does better damage and doesn't have a buff. The use is pretty much the same, park it on the tank, watch everything take damage. The advantage is you don't have to stand next to the tank to make it work, and can happily stand back and cast Firey Bolt and Curse Bite on the mobs.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
am i only one who noticed that my PET is doing 60% -70% of dmg? i run splinters with me , it easy does 25k AOE dmg , and i hit with 2-5k with my at wills on single target .. only daily does dmg that can compare to pet and it comes seldom. It feels like i am companion and splinters is main caracter
@dingrong yes pets do a lot more damage than our at-wills. On my Warlock I don’t feel like a companion to my pet because my encounters proc for 20-50k regularly and crit for over 100k regularly and are firing fast enough that I far outpace my pet.
I do feel having a pet matters more now. It’s not just a means to add more stats.
On my Paladin my pet matters more for its damage, but I run in tank spec with 25% less damage, so it matters more.
On my Barbarian I just run the freebie cleric, becuse heals helps with the crazy.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
I actually quite like companion damage now. It feels like they are meaningful now, not just a bonding procing mechanism and it will allow much more variety in companion choice going forward.
- Risky Investment should NOT drop off after 15 seconds once stacked pretty laborious over the last 60 seconds... - FoE needs to stay active longer and when dropping off not from 10 to zero but backwards down to 9-8-7-6-5-4 over time or make it stack in short 3x3%
Highlighting these two points in particular because they are huge nuisances carried over from previous builds.
I can understand why time wasn't invested in fixing Soul Investiture while M15 was on live (assumedly because the team was busy with M16 and the Damnation changes were short-lived experiments), but it really needs to be fixed now, especially since Soul Scorch is no longer a Curse Consume encounter power, leaving no quick method for building up the stacks in the first place.
Flames of Empowerment should be easier to use now that our CDs aren't so rapid that we barely touch At-Wills even in Hellbringer, but the stack management is still an annoyance since they can't be maintained by anything other than At-Wills. The suggestion to make it a shorter stack with more effectiveness per individual stack is a good alternative.
After doing some testing for this weeks patch here is my feedback.
Please allow for more powers to spawn the soul puppet. If it makes powers to strong to allow them to spawn a soul puppet, allow them to have a 30% or 50% chance to spawn the soul puppet. Getting stacks of Risky Investment is so hard to do. Then when it is fully stack please allow us to refresh it. It is so much work to build the stacks then it just goes away. Maybe you could add a class mechanic that states something like "on encounter use, you have a 30% chance of spawning a soul puppet." I am stuck picking Hadars Grasp and if I want to stack my Risky Investment in less than about 2 min I have to use accursed souls. Could we get a couple more powers than spawn the soul puppet?
The issue I have is I feel like we are being funneled into using the same few powers. Vampiric Embraces, Spheres, and Blades, to me at least, do not have much utility. Maybe put summoning a soul puppet on them, or allow blades to spread curse. I feel like there is not much variety.
Also, can we remove the "as health diminishes" on killing flames and just give it the same magnitude single target fiery bolt had last week. It has a longer cooldown that fiery bolt so summoning the soul puppet on death and having Mag 700 should not make it to Over Powered.
I am glad to hear the DPS tests are coming close to the other classes, I am not asking for damage buff, I just find it very choppy building Risky Investment stacks and keeping curse up. I feel like I am stuck picking All Consuming Curse and Dust to Dust and do not really get to choose class features.
Thanks for all the work that has been done, I like the progress the Warlock is making.
I agree, we need more ways to summon a soul puppet. Killing Flames should be at the very least changed to summon soul puppet on cast with curse consume, not just kill. It’s magnitude needs to be raised a bit as well. Upper cap at 850-900 would be nice. Once soul investiture hits 5, it needs to be refreshed with every soul puppet summon as well. Soul puppet damage needs to be either doubled, or allow it to spread lesser curse.
> @douglasopferbeck said: > I agree, we need more ways to summon a soul puppet. Killing Flames should be at the very least changed to summon soul puppet on cast with curse consume, not just kill. It’s magnitude needs to be raised a bit as well. Upper cap at 850-900 would be nice. Once soul investiture hits 5, it needs to be refreshed with every soul puppet summon as well. Soul puppet damage needs to be either doubled, or allow it to spread lesser curse.
Doubling Soul Puppet damage would put it near or at the top of our damaging abilities (under ideal conditions with a stationary target).
I’d be happy if the puppet were simply made more responsive and immune to CC in PvE. Some other games with class-specific pet mechanics grant these critters high AoE resistance and immunity to control effects to offset how impractical or impossible it is to manage them.
But yes, if Soul Puppet is intended to be a core class mechanic this time around, as opposed to the gimmick it has been for the past however many mods, we need to be able to build and maintain stacks reasonably.
> I agree, we need more ways to summon a soul puppet. Killing Flames should be at the very least changed to summon soul puppet on cast with curse consume, not just kill. It’s magnitude needs to be raised a bit as well. Upper cap at 850-900 would be nice. Once soul investiture hits 5, it needs to be refreshed with every soul puppet summon as well. Soul puppet damage needs to be either doubled, or allow it to spread lesser curse.
Doubling Soul Puppet damage would put it near or at the top of our damaging abilities (under ideal conditions with a stationary target).
I’d be happy if the puppet were simply made more responsive and immune to CC in PvE. Some other games with class-specific pet mechanics grant these critters high AoE resistance and immunity to control effects to offset how impractical or impossible it is to manage them.
But yes, if Soul Puppet is intended to be a core class mechanic this time around, as opposed to the gimmick it has been for the past however many mods, we need to be able to build and maintain stacks reasonably.
As it looks right now puppet is the mayor buff by far, idealy 10-12% of damage, 5x5% encounter damage if stacked, optional encounter reset on hit, Combatadvantage situationally, tank abilities to some degree. Setup is centered arround RI on single target actually (HG-250+VE-250+KF-500+), missing good alternatives. There is no "No-Puppet-setup" talking about Bossencounter, wich is no advantage for the class, dealing acceptable damage only, if you benchmark the class on a static Dummy with optimum conditions. Pretending that RI buffs encounterpower for 15% and encounter deal 60% same as Puppet deals 10-12%, approximately 20% of all damage is dealt by the puppet. If puppet sucks in some fights, dies or buffs drop off in betwen phases, warlock sucks. Last mods there was a constant problem, getting the puppet inside some bossrooms, can´t really tell what it will look like now. I am not that happy being tied to the puppet and having no competetive pure dps setup to chose honestly. The only way to be less tied to the puppet was, having the option to chose Executioner Gift > RI plus chosing Creeping death on top. I´d prefer to revert changes from last patch and improve one dps encounter (no matter what), so I can run CD+EG with KF + "xy" + "xy", from wich 2x "xy" has a magnitude of about 700-800 together. Or simply implement one encounter like FB was arround 600+ after reverting those feats. That Encounter could also have a CD of 13-14sec at mag 700. By that I do not get "cramped fingers" all time having a realtime-CD of 5-6 seconds on KF or VE.
@hawkeyel, just think of Hellfire Ring as PoP that works at range, does better damage and doesn't have a buff. The use is pretty much the same, park it on the tank, watch everything take damage. The advantage is you don't have to stand next to the tank to make it work, and can happily stand back and cast Fiery Bolt and Curse Bite on the mobs.
Pillar of Power was level 30 - Hellfire ring is level 80. The PoP saved my tail many a time as I was leveling up in live. I recognize the idea is to make end - game more interesting to keep the older players; but let's not forget the new folk (and old folks new chars) who have to level up to 80 to get Hellfire. Hellfire works at range - great!! PoP only worked right around the caster. We could use both skills being avail (PoP for soloing, Hellfire for party).
Having been playing Sentinel Barbarian where the single target loadout is just as effective (or more so applied correctly) with solid at-will damage to weave between encounters. The Single Target Warlock powers feel very lack luster.
At a minimum all the single target powers should have their Magnitude doubled, including KF.
I wouldn't mind an increase to Warlock base damage or better cooldown reduction feats (I like Warlock being top tier for once).
However, I'd like to point out that Sentinel barbie is not a good comparison because it's bugged to be dealing 3.14x the damage of the DPS barbie, the latter of which is already comparable to Warlock single target DPS...
@hawkeyel, just think of Hellfire Ring as PoP that works at range, does better damage and doesn't have a buff. The use is pretty much the same, park it on the tank, watch everything take damage. The advantage is you don't have to stand next to the tank to make it work, and can happily stand back and cast Fiery Bolt and Curse Bite on the mobs.
Pillar of Power was level 30 - Hellfire ring is level 80. The PoP saved my tail many a time as I was leveling up in live. I recognize the idea is to make end - game more interesting to keep the older players; but let's not forget the new folk (and old folks new chars) who have to level up to 80 to get Hellfire. Hellfire works at range - great!! PoP only worked right around the caster. We could use both skills being avail (PoP for soloing, Hellfire for party).
oh and i like standing next to the mobs and hitting them with Blight.
Having been playing Sentinel Barbarian where the single target loadout is just as effective (or more so applied correctly) with solid at-will damage to weave between encounters. The Single Target Warlock powers feel very lack luster.
At a minimum all the single target powers should have their Magnitude doubled, including KF.
I wouldn't mind an increase to Warlock base damage or better cooldown reduction feats (I like Warlock being top tier for once).
However, I'd like to point out that Sentinel barbie is not a good comparison because it's bugged to be dealing 3.14x the damage of the DPS barbie, the latter of which is already comparable to Warlock single target DPS...
Actually there is a significant disbalance about tankyness and dps. OP deals maby 20% less focus damage than other striker do, with a 30% innate DR on top and can shield 100% HP all time with short breaks. The test that were done don´t display the real dps since Paladin recharegs Divinity pretty good by incoming hits "Smite-Smite-Smite-Smite" I did not read all comments arround those tests 1:1, but anyway a lot to interpret by sure and read between the lines. The problem arround balance is not only about "who is top dps", but also about who deals too much compared to his tank abilities, sentinel aside since bugged severely. Tanks should have significant lower dps imo, same as their dps spec (or healspec) should not have similar tank ablities. Idk if Dreadnought deals similar dps than a warlock or a Wizard, but doing so he should be less tanky, same as I think that Vengeance is not much of a fun-mechanic to me. Anyway, if things stay like now we will find ourselves in "Barbie-Land", since you have to take many other aspects into account beside hitting a dummy for 5 min, such as mechanics similar to Paladins: " Dealing damage, Taking damage and milling foes increase your rage gauge. When your rage gauge reaches 50% you may ativate Battlecharge: Battlecharge increase the speed of your At Wills plus cc immunity 15% + damage/DR" If we want to discuss things on a reasonable level dps shards are a base but needs to be interpreted in the right direction. In case of warlock the directions points straight down, if you pay attention to class mechanics. I really think devs underestimate the effect towards the game same as gamepopulation if this get´s not adressed, since not that much player are interested in a monotone classmix. Warlock is not that popular, same as other classes atm, so maybe the general thought on devs side is like: "Better have 20000 happy Barbies and 500 desparate warlocks than the other way."
I am not that happy being tied to the puppet and having no competetive pure dps setup to chose honestly.
It's nice that they're trying to improve the Puppet Master experience and all, but I'm willing to bet most warlock users did not sign up for a punch and judy show.
@hawkeyel, just think of Hellfire Ring as PoP that works at range, does better damage and doesn't have a buff. The use is pretty much the same, park it on the tank, watch everything take damage. The advantage is you don't have to stand next to the tank to make it work, and can happily stand back and cast Firey Bolt and Curse Bite on the mobs.
Yes that is the set up I am using . But in Vanrakdoom and doing the quest Waning Darkness . I found the best way for me was just to go Soulweaver. I have found far fewer deaths as a Soulweaver and unless more is done I will pass on using my Hellbringer for anything that calls for better survival . The running for one life style can be fun but not very team friendly making other people dizzy watching me.
> @rjc9000 said: > > > I wouldn't mind an increase to Warlock base damage or better cooldown reduction feats (I like Warlock being top tier for once). > > However, I'd like to point out that Sentinel barbie is not a good comparison because it's bugged to be dealing 3.14x the damage of the DPS barbie, the latter of which is already comparable to Warlock single target DPS...
I’m comparing Sentinel to Sentinel, using Single Target with it feels as effective as using AoE, unlike the Warlock where I feel far weaker with single target vs AoE.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
I’m comparing Sentinel to Sentinel, using Single Target with it feels as effective as using AoE, unlike the Warlock where I feel far weaker with single target vs AoE.
You make a valid point. I never felt that our primary single target power Killing Flames was worth much unless you used the feat to turn it into Murderous Flames. Then it at least had a reason for being. But I do differ in your view point on Hellfire Ring being a worthy replacement for Pillar of Power. on our Hellbringer path. Yes it on its own does more damage than pop did. But with Pillar of Powers "buffs". All our other powers did more damage also. And it also gave us a much better defensive benefit on top of all that. My 2 copper.
Comments
My recharge rate shows as 34.8%, and frankly the powers are recharging too slowly or alternatively hitting too softly for that recharge time.
KF - Recharge 11.8s Mag 500-750
VE - Recharge 10.3s Mag 250
HG - Recharge 14.8s Mag 200
vs
HR - Recharge 11.1s Mag 100
Fiery Bolt - Recharge 8.9s Mag 160
Curse Bite - Recharge 13s Mag 220
Arms of Hadar - Recharge 2.2s (stacking still) Mag 50
Having been playing Sentinel Barbarian where the single target loadout is just as effective (or more so applied correctly) with solid at-will damage to weave between encounters. The Single Target Warlock powers feel very lack luster.
At a minimum all the single target powers should have their Magnitude doubled, including KF.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
https://www.arcgames.com/en/forums/neverwinter#/discussion/1246312/official-m16-general-feedback/p36
according to that datas, that I find quite close the ones I got, some classes just need some bugfixing and are ready to go. As I already stated, I feel warlock way less clunky with last patch, mostly thanks to HF ring CD reduction, FB changes and new feats setup and I am fine waiting for mod16.5 or mod17 for some QoL adjustment and power rework I previously asked for, as looks some other classes needs devs focus on.
About balancing paths/features: I did some (lazy) tests with some extreme and intermediate curse consume/synergy rotations on single target and felt the overall difference was in a 1-10% range,quite acceptable tho. I will do some proper testing and share datas here, but won't be able to do so until next week-end, hopefully with some more fixes on table. What I will probably do within the week is sharing the build/rotation I am using here
https://www.arcgames.com/en/forums/neverwinter#/discussion/1246310/dont-panic-and-bring-a-towel-basic-class-guides-for-m16
hoping that would help people less confident with testing
As i catch some friends online will give sparkweaver a try on some hard dungeon runs.
What class are you playing? ours or someone else's?
Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar...
https://www.youtube.com/c/cyric
Following copied from my Hellfire paragon PoP description:
Create a conduit of power at your location. While you stand in the conduit, your damage and damage resistance are increased by 12%. Allies who stand in this conduit gain 75% of this value. If an enemy enters the conduit, their damage and damage resistance are reduced by 10% for a short duration and they take damage as long as they stand within the conduit. Level 2 damage +10% damage buff +4%, level 3 damage +10% damage buff, level 4 damage +10% damage buff.
This actually is some serious damage:With My hellfire/devastation SW I was able to walk thru Pirates Peak, fire off PoP and kill almost all the low level mobs near me. I found this to be a very valuable skill as a Hellfire as my pattern was to jump near the boss or mobs, fire off PoP to weaken and damage them, and make it easier for the rest of the party (melee fighters especially). Then i would harrow and fiery bolt (to reduce the amount of smaller mobs on us) and then blight / rebuke everything in reach. Even with a gear score of almost 10k, I would end up pulling 1st or 2nd on most random runs in damage (and healing due to puppet and life steal). Without PoP, I don't see what defense buff is available for the Hellfire, as such I request it be returned to Hellfire and give the SoulWeavers a DIFFERENT named skill which can do the same as the PoP they have now. Thank you.
Hi
I guess it all depends upon how you read these things – what it clearly shows to me is how overly complicated the Warlocks dps is compared to others classes, and just how much harder they have to work to get the same results. Look at number of hits for example and number of times stuff had to be used to get same result
Have a fun day
Warlock feats are awesome.
Yes they are buggy, and need to be repaired.
But Warlock feats are what I'm looking for in the feats for my classes. They promote particular play styles and choices, without making you feel locked to a power or that if you are not slotting a power the feat is wasted.
Good stuff.
(Now to get them debugged. )
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
On one hand, cool. On the other, any fight that inflicts CC on the puppet (e.g. frequent enemy PBAoEs that the player will be expected to dodge but the puppet will not) will be annoying unless the puppet is made CC-immune.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
The new feat layout and feat buffs works nicely. They now provide us with solid options for ST and AoE loadouts. I'll be the first to admit I was hesitant about the re-arrangement of the feats, but I'm more than willing to say I was wrong. Good job!
HfR now slots in as part of a rotation with the reduced CD time, and FB does a good job as a curse spreader (both in early stages and endgame).
I have to agree with @ramesh84 based on the recent testing. At this point in time we have dps specs that are relatively close to one another, and dps classes further down the list could probably do with more attention than we do in terms of actual balance to bring them up to match. Sure we have some bugs that need addressing, I feel that should be the focus for the Warlock tweaks for now. I'd happily hold out for any under-performing power/mechanic tweaks further down the line.
Warlocks have tons of micromanagement and pretty short Cooldowns to manage their rotation, wich can be fun or a plague in some situation.
Puppet will stand desorientated in a corner in most dynamic fights same as you lose your Risky Inv buff all time the boss lifts in the air, vanishes etc. FoE x10 is gone (not to talk about the fact that it is beaten by a aoe class-feature), RI x5 is gone, Puppet´s damage is gone, sparks run off in 15 seconds.
The time needed to "rebuff" lasts way too long to be on a competetive level.
Barbarian: buffed right at the start , Barbed Strike, Steel blitz, Relentless Slash, Rage form 100 to zero in 100 seconds not 15 seconds!
Same counts for Hunter in the sum and some others. Why is ther no check for Hunter path.. is it that weak or simply out of whack?
There is no class that has to "hample arround" that much, as you point at, to get the buffs up again.
And this also counts running trashmobs... Curse, recurse, delete buffs reapply , next mobgroup buffs are all gone... where is that puppet?
Not to talk about the numbers tanks deal in mod 16 compared to their damage resistance, far too much in simple words.
You can judge those results in two ways 1. All is fine mod 16 can start or 2. there is a lot of things to solve before this goes live (wich is my way to interpret things actually) same as I am not that convinced, reading about player doing tests without being that familiar with the class, it´s a good shard by sure and a lot of work I really acknowledge.
If you want to draw any consequneces out of all this:
-Sparks need to stay active longer, I really don´t care that much about the healinge effects, regen procs for 10x that ammount
- Risky Investment should NOT drop off after 15 seconds once stacked pretty laborious over the last 60 seconds...
- FoE needs to stay active longer and when dropping off not from 10 to zero but backwards down to 9-8-7-6-5-4 over time or make it stack in short 3x3%
- Deadly Curse same as ACC needs a rework or we gonna stick with those two feature all time in every dps loadout
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
I do feel having a pet matters more now. It’s not just a means to add more stats.
On my Paladin my pet matters more for its damage, but I run in tank spec with 25% less damage, so it matters more.
On my Barbarian I just run the freebie cleric, becuse heals helps with the crazy.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
I can understand why time wasn't invested in fixing Soul Investiture while M15 was on live (assumedly because the team was busy with M16 and the Damnation changes were short-lived experiments), but it really needs to be fixed now, especially since Soul Scorch is no longer a Curse Consume encounter power, leaving no quick method for building up the stacks in the first place.
Flames of Empowerment should be easier to use now that our CDs aren't so rapid that we barely touch At-Wills even in Hellbringer, but the stack management is still an annoyance since they can't be maintained by anything other than At-Wills. The suggestion to make it a shorter stack with more effectiveness per individual stack is a good alternative.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
Please allow for more powers to spawn the soul puppet. If it makes powers to strong to allow them to spawn a soul puppet, allow them to have a 30% or 50% chance to spawn the soul puppet. Getting stacks of Risky Investment is so hard to do. Then when it is fully stack please allow us to refresh it. It is so much work to build the stacks then it just goes away. Maybe you could add a class mechanic that states something like "on encounter use, you have a 30% chance of spawning a soul puppet." I am stuck picking Hadars Grasp and if I want to stack my Risky Investment in less than about 2 min I have to use accursed souls. Could we get a couple more powers than spawn the soul puppet?
The issue I have is I feel like we are being funneled into using the same few powers. Vampiric Embraces, Spheres, and Blades, to me at least, do not have much utility. Maybe put summoning a soul puppet on them, or allow blades to spread curse. I feel like there is not much variety.
Also, can we remove the "as health diminishes" on killing flames and just give it the same magnitude single target fiery bolt had last week. It has a longer cooldown that fiery bolt so summoning the soul puppet on death and having Mag 700 should not make it to Over Powered.
I am glad to hear the DPS tests are coming close to the other classes, I am not asking for damage buff, I just find it very choppy building Risky Investment stacks and keeping curse up. I feel like I am stuck picking All Consuming Curse and Dust to Dust and do not really get to choose class features.
Thanks for all the work that has been done, I like the progress the Warlock is making.
> I agree, we need more ways to summon a soul puppet. Killing Flames should be at the very least changed to summon soul puppet on cast with curse consume, not just kill. It’s magnitude needs to be raised a bit as well. Upper cap at 850-900 would be nice. Once soul investiture hits 5, it needs to be refreshed with every soul puppet summon as well. Soul puppet damage needs to be either doubled, or allow it to spread lesser curse.
Doubling Soul Puppet damage would put it near or at the top of our damaging abilities (under ideal conditions with a stationary target).
I’d be happy if the puppet were simply made more responsive and immune to CC in PvE. Some other games with class-specific pet mechanics grant these critters high AoE resistance and immunity to control effects to offset how impractical or impossible it is to manage them.
But yes, if Soul Puppet is intended to be a core class mechanic this time around, as opposed to the gimmick it has been for the past however many mods, we need to be able to build and maintain stacks reasonably.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
Setup is centered arround RI on single target actually (HG-250+VE-250+KF-500+), missing good alternatives.
There is no "No-Puppet-setup" talking about Bossencounter, wich is no advantage for the class, dealing acceptable damage only, if you benchmark the class on a static Dummy with optimum conditions.
Pretending that RI buffs encounterpower for 15% and encounter deal 60% same as Puppet deals 10-12%, approximately 20% of all damage is dealt by the puppet.
If puppet sucks in some fights, dies or buffs drop off in betwen phases, warlock sucks.
Last mods there was a constant problem, getting the puppet inside some bossrooms, can´t really tell what it will look like now.
I am not that happy being tied to the puppet and having no competetive pure dps setup to chose honestly.
The only way to be less tied to the puppet was, having the option to chose Executioner Gift > RI plus chosing Creeping death on top.
I´d prefer to revert changes from last patch and improve one dps encounter (no matter what), so I can run CD+EG with KF + "xy" + "xy", from wich 2x "xy" has a magnitude of about 700-800 together. Or simply implement one encounter like FB was arround 600+ after reverting those feats.
That Encounter could also have a CD of 13-14sec at mag 700. By that I do not get "cramped fingers" all time having a realtime-CD of 5-6 seconds on KF or VE.
However, I'd like to point out that Sentinel barbie is not a good comparison because it's bugged to be dealing 3.14x the damage of the DPS barbie, the latter of which is already comparable to Warlock single target DPS...
OP deals maby 20% less focus damage than other striker do, with a 30% innate DR on top and can shield 100% HP all time with short breaks. The test that were done don´t display the real dps since Paladin recharegs Divinity pretty good by incoming hits "Smite-Smite-Smite-Smite"
I did not read all comments arround those tests 1:1, but anyway a lot to interpret by sure and read between the lines.
The problem arround balance is not only about "who is top dps", but also about who deals too much compared to his tank abilities, sentinel aside since bugged severely.
Tanks should have significant lower dps imo, same as their dps spec (or healspec) should not have similar tank ablities. Idk if Dreadnought deals similar dps than a warlock or a Wizard, but doing so he should be less tanky, same as I think that Vengeance is not much of a fun-mechanic to me.
Anyway, if things stay like now we will find ourselves in "Barbie-Land", since you have to take many other aspects into account beside hitting a dummy for 5 min, such as mechanics similar to Paladins:
" Dealing damage, Taking damage and milling foes increase your rage gauge. When your rage gauge reaches 50% you may ativate Battlecharge: Battlecharge increase the speed of your At Wills plus cc immunity 15% + damage/DR"
If we want to discuss things on a reasonable level dps shards are a base but needs to be interpreted in the right direction. In case of warlock the directions points straight down, if you pay attention to class mechanics.
I really think devs underestimate the effect towards the game same as gamepopulation if this get´s not adressed, since not that much player are interested in a monotone classmix.
Warlock is not that popular, same as other classes atm, so maybe the general thought on devs side is like: "Better have 20000 happy Barbies and 500 desparate warlocks than the other way."
Straight up dps please. I totally agree. Tank classes should produce nowhere near as much damage as a dps class. That's a big no no.
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> I wouldn't mind an increase to Warlock base damage or better cooldown reduction feats (I like Warlock being top tier for once).
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> However, I'd like to point out that Sentinel barbie is not a good comparison because it's bugged to be dealing 3.14x the damage of the DPS barbie, the latter of which is already comparable to Warlock single target DPS...
I’m comparing Sentinel to Sentinel, using Single Target with it feels as effective as using AoE, unlike the Warlock where I feel far weaker with single target vs AoE.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
I’m comparing Sentinel to Sentinel, using Single Target with it feels as effective as using AoE, unlike the Warlock where I feel far weaker with single target vs AoE.
You make a valid point. I never felt that our primary single target power Killing Flames was worth much unless you used the feat to turn it into Murderous Flames. Then it at least had a reason for being. But I do differ in your view point on Hellfire Ring being a worthy replacement for Pillar of Power. on our Hellbringer path. Yes it on its own does more damage than pop did. But with Pillar of Powers "buffs". All our other powers did more damage also. And it also gave us a much better defensive benefit on top of all that. My 2 copper.