I underestimated Call of the Storm. Even with the feat not working (hopefully the devs will get to fixing it one day) the main attack damage is quite good. So, good bye Fearbringers and welcome Terrored Grips.
Also, Forest Ghost enabling Flurry seems good on paper but in reality you already rarely are missing Flurry unless you used all your encounters at once, which would be a terrible idea to begin with. So Call of the Storm ends up being better simply cause it deals more damage. Once the feat is fixed it will only get better.
I underestimated Call of the Storm. Even with the feat not working (hopefully the devs will get to fixing it one day) the main attack damage is quite good. So, good bye Fearbringers and welcome Terrored Grips.
Also, Forest Ghost enabling Flurry seems good on paper but in reality you already rarely are missing Flurry unless you used all your encounters at once, which would be a terrible idea to begin with. So Call of the Storm ends up being better simply cause it deals more damage. Once the feat is fixed it will only get better.
I didn't realize CotS feat was bugged, that's unfortunate. I've run ACT on a couple LoMM runs and the lightning enhanced weapon damage is about 2% of my overall damage. I assume you mean it's only doing the base 30 magnitude and not the additional 50 from the feat, so that would mean it will end up over 5% of total damage if it gets fixed. The damage from the initial aoe ended up at about 6% overall, for comparison.
I'm having a blast with this build, thanks a lot. I never ran combat before, and I don't use it all the time now, but this is very cool and I find myself changing loadouts from trapper to this more often than I would've guessed before. Thanks for this
E: I recommended this to a new guildy and she was ecstatic. She literally just started and had a hard time with HR, but now she loves it. E2: typos
May want to put a warning next to Apprentices' Spoils set recommendation.
The set bonus is doing 15% of weapon enchantment damage instead of 15% of the main hit (damage shows up as separate attacks in the log called "Inherit Danger" instead of increasing the attack's damage). If you remove your weapon enchantment, you get 15% of the main hit.
On the plus side, it actually deals the 15% in an AOE around you, which turns every single target attack into an AOE attack.
May want to put a warning next to Apprentices' Spoils set recommendation.
The set bonus is doing 15% of weapon enchantment damage instead of 15% of the main hit (damage shows up as separate attacks in the log called "Inherit Danger" instead of increasing the attack's damage). If you remove your weapon enchantment, you get 15% of the main hit.
On the plus side, it actually deals the 15% in an AOE around you, which turns every single target attack into an AOE attack.
Damn, I only checked it with test weapons and no weapon enchantment.
I don't like when buffs turn out to be extra attacks only triggered by powers in general but since we don't have Piercing Blades anymore and Blade Hurricane is now a real buff I considered it wasn't such a big deal. The AoE aspect also makes up for it.
This bug, however, is a big downside indeed. And it also happens in the owlbear version.
I've flagged it in bugs and on the latest patch notes thread, hopefully they'll get round to fixing it in the next patches.
No idea what my toon is now.
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gabrieldourdenMember, NW M9 PlaytestPosts: 1,212Arc User
I'm using a Legendary Black Ice Ioun Stone and the stats improvement seems quite good. Do you know how much more would I get from the Deepcrow Hatchling? By the way the Owlbear Figurine in a belt slot packs a strong punch (even if it has a 10 min cooldown), I've seen 180-200k when running ME's solo.
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
Completed the new set today, let's hope it gets fixed quickly.
Logged on today and tested Apprentice Spoils set first thing, looks fixed to me. It's now dealing 15% of the attack's damage instead of the weapon enchantment's damage. Also, they left the character-centered AOE element in place, so you can still turn single target attacks into AOEs.
Logged on today and tested Apprentice Spoils set first thing, looks fixed to me. It's now dealing 15% of the attack's damage instead of the weapon enchantment's damage. Also, they left the character-centered AOE element in place, so you can still turn single target attacks into AOEs.
Nice catch!
I updated my first post.
There only remains the main-hand artifact modification bug which doesn't work for Storm Strike.
@artifleur Hey thanks for posting ur build, the insight it brings is priceless. I have a few questions for all u guys. After understanding stats now I’m wondering about a few things. I know Armorpen and Accuracy needs to be capped. I have a vorpal and I’ll be using skirmishes gambit so I imagine I’ll try to cap crit before CA. However I’m in a very active guild/alliance on ps4 (Ruthless Army) so I’ll be doing most of the content in a group. So my main questions would be on Def defl crit resist and awareness.1st critical resist, if enemy’s cap at 50% also and there’s a tank would I need it at all? 2nd awareness, technically I know I wouldnt need it against a single boss but do I still need some awareness even in a group against mobs if a tank is present? 3rd Defense or deflect it seems like I should stack one but needing both in groups seems like a waste , am I wrong? I’m trying to figure out ways to raise powerand hp, hit the arp,accuracy ,crit cap and possibly meet the CA needed to make a difference.
tbh. just concentrate on offensive stats, you'll end up with 40-50k+ defensive stats anyway. A good barkshield and a stone of health will keep you alive almost everytime.
Hey thanks for posting ur build, the insight it brings is priceless. I have a few questions for all u guys. After understanding stats now I’m wondering about a few things. I know Armorpen and Accuracy needs to be capped. I have a vorpal and I’ll be using skirmishes gambit so I imagine I’ll try to cap crit before CA. However I’m in a very active guild/alliance on ps4 (Ruthless Army) so I’ll be doing most of the content in a group. So my main questions would be on Def defl crit resist and awareness.1st critical resist, if enemy’s cap at 50% also and there’s a tank would I need it at all? 2nd awareness, technically I know I wouldnt need it against a single boss but do I still need some awareness even in a group against mobs if a tank is present? 3rd Defense or deflect it seems like I should stack one but needing both in groups seems like a waste , am I wrong? I’m trying to figure out ways to raise powerand hp, hit the arp,accuracy ,crit cap and possibly meet the CA needed to make a difference.
I'm not so sure myself of which defensive stats are the most useful. HP would be top priority of course. Defense would be second untill you reach the cap. IIRC, NPC's have very low critical severity so crit resist would be very low priority. Awareness isn't much better, how much CA bonus do they have? Deflect severity was nerfed too wasn't it?
@artifleur I finally got to try out your build this week when Mod 16 dropped on console. It really helped in getting off on the right foot. Plays nice. Rotation is snap. I know it's basic, but thanks for taking the time to write it up. I had an enjoyable experience playing Neverwinter the last two nights with the build.
Yeah, I'm running Orcus set too. Stats would be nice but damage is king!
In addition to a "combat" build loadout as prescribed, I also inverted Artifleur's build into a ranged variant for one of my old archery loadouts. Just have to change up a few feats, use a different set of powers, and switch to gear with bonuses for range damage (i.e. hags rags, eyestalk wrappers, enduring boots or maybe boots of the willed). The melee version is probably better (mainly due to those powers being more impactful), but this is not too shabby at all. I found myself focusing a bit more on the at-wills (esp. Electric Shot) and so spec'd Int over Cha for this variant. AoE Electricity is cool.
> 1st couple days I ran with trapper. switched to this build this evening. holy cow it is a big difference.
You think trapper is better or worse than pure melee?
well. I was using a haphazard trapper build of what looked good to me. not stuff I had tested in anyway. but the pure melee is a lot smoother and seems to be better damage. i still haven't left under mountain though.
I'm also using orcus and I guess I"m not one hundred percent melee. if my encounters are taking too long I put off a couple hindering shots to fill the gaps and use the boar hide. I"m thinking keep orcus but slowly switch out for the modern artis.
no I meant keep orcus keep the orcus arti but bring in new ones for the other three, have to make the music box one of them in prep for them making orcus useless again x)
Comments
Also, Forest Ghost enabling Flurry seems good on paper but in reality you already rarely are missing Flurry unless you used all your encounters at once, which would be a terrible idea to begin with. So Call of the Storm ends up being better simply cause it deals more damage. Once the feat is fixed it will only get better.
Did they fix tenebrous yet..?
E: I recommended this to a new guildy and she was ecstatic. She literally just started and had a hard time with HR, but now she loves it.
E2: typos
The set bonus is doing 15% of weapon enchantment damage instead of 15% of the main hit (damage shows up as separate attacks in the log called "Inherit Danger" instead of increasing the attack's damage). If you remove your weapon enchantment, you get 15% of the main hit.
On the plus side, it actually deals the 15% in an AOE around you, which turns every single target attack into an AOE attack.
I don't like when buffs turn out to be extra attacks only triggered by powers in general but since we don't have Piercing Blades anymore and Blade Hurricane is now a real buff I considered it wasn't such a big deal. The AoE aspect also makes up for it.
This bug, however, is a big downside indeed. And it also happens in the owlbear version.
Born of Black Wind: SW Level 80
Completed the new set today, let's hope it gets fixed quickly.
I updated my first post.
There only remains the main-hand artifact modification bug which doesn't work for Storm Strike.
Hey thanks for posting ur build, the insight it brings is priceless. I have a few questions for all u guys. After understanding stats now I’m wondering about a few things. I know Armorpen and Accuracy needs to be capped. I have a vorpal and I’ll be using skirmishes gambit so I imagine I’ll try to cap crit before CA. However I’m in a very active guild/alliance on ps4 (Ruthless Army) so I’ll be doing most of the content in a group. So my main questions would be on Def defl crit resist and awareness.1st critical resist, if enemy’s cap at 50% also and there’s a tank would I need it at all? 2nd awareness, technically I know I wouldnt need it against a single boss but do I still need some awareness even in a group against mobs if a tank is present? 3rd Defense or deflect it seems like I should stack one but needing both in groups seems like a waste , am I wrong? I’m trying to figure out ways to raise powerand hp, hit the arp,accuracy ,crit cap and possibly meet the CA needed to make a difference.
1 Tene is good, more is questionable.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
@mike
tbh. just concentrate on offensive stats, you'll end up with 40-50k+ defensive stats anyway. A good barkshield and a stone of health will keep you alive almost everytime.
I'd say HP and defense and ignore the rest.
In addition to a "combat" build loadout as prescribed, I also inverted Artifleur's build into a ranged variant for one of my old archery loadouts. Just have to change up a few feats, use a different set of powers, and switch to gear with bonuses for range damage (i.e. hags rags, eyestalk wrappers, enduring boots or maybe boots of the willed). The melee version is probably better (mainly due to those powers being more impactful), but this is not too shabby at all. I found myself focusing a bit more on the at-wills (esp. Electric Shot) and so spec'd Int over Cha for this variant. AoE Electricity is cool.
> 1st couple days I ran with trapper. switched to this build this evening. holy cow it is a big difference.
You think trapper is better or worse than pure melee?