i have 360,000 max HP, 1,216 is not even .3% of my max HP, why was this done in addition to the severe 75% AP nerf?
for the love of Tymora I wish you
@devs would do something better for this Artifact. For many players this was the entire reason they created a DC.
Comments
But the values shown are actually wrong. It says 1216, but only heals for 672. No one ever used it for the heals, it was always for the AP though.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
Oh I agree wholeheartedly, Paris. They should have been updated or given some opportunity to grow in power along with the character instead of joining the endless supply of useless artifacts that keep getting made more redundant with each new mod. As it stands, this crew doesn't provide a means of updating old gear that may fit your character for a number of reasons. That defeats the purpose of an endless race for the newest shinies. That coupled with the changes that 16 brought to the game shows why the class sigils are pretty much useless. I wish they were not but unfortunately, I don't see the devs changing them. Like I said, makes it easier for me.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
I still use the paladin's. It's not great, but it makes a difference - for me at least. Probably because none of my characters have all that many health points.
I hate throwing away things like - but many of us have come to the point of either disposing of these items for an insulting next to nothing - regardless of what it 'cost' us to obtain them to begin with, or finding some place to store them for little more than a sense of nostalgia... and neither option is particularly appealing to me as far as I'm concerned.
The only reason why I stick around is to see the day that Neverwinter goes the way of Star Wars Galaxies and WildStar. And just like Vir in Babylon 5, I would smile and wave.
Which primarily consists of offering personal (as objective as possible) opinion and suggestions with the full knowledge that I am just a singular voice among the multitudes so I'm not going to get snippy or hostile if my every suggestion isn't acknowledged and immediately acted upon.
But mod 16 was what the game needed. The game had gotten to a point where u had to spend insane AD on most classes to become relevant and capable of actually playing the game. If u have to grind mediocore and boring content for several hours every day for 6+ months before u have the basic items thats a "must have" to play endgame content. Well not many is gonna stick around for that. And if something wasnt done to change the game, it would only take longer and longer to reach the point of endgame. This did mean a lot of us who have been playing for years who bought all those things and spend that kind of AD suddenly didnt have a huge cap to the new guy who only played a month or 2. But we still had and have a gab.
Its nothing different from spending 5-10 mill on a set of masterwork weapon only to see it being replaced with easy farmed set in the next mod. Things change and if u wanna be infront always its gonna cost some AD. Then its ur choice as a player if u wanna spend that big AD to be ahead always.
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
I just stopped chasing anything remotely BiS and just play the game for fun now.
For two years its been "oooo look shiny new thing" = weeks of grind to obtain … then
"oooo look shiny new thing" = weeks of grind to obtain … then …
But that's how MMOs work - its up to the players to decide if its still fun and what they might spend money on...
Now everyone no matter their class can get into endgame content equally fast. U can play what u like and get in. So no the gab from new to endgame isnt bigger now than before. Getting into endgame content in about a month now isnt hard for any class. Before only few classes could do it.
It has always taken a lot of AD to get into end game no matter what for all classes. The only difference is you could do end game with low levels in previous mods. You can't in this mod since the game is much more item reliant. The gear in this mod also created a new problem in that it gives empty item level to players and lets them get into content early that they have no business in doing.
Is the addition of having dps in fights wanted a better thing when it meant that they disassembled the best combat in all MMOs? The combat system is now a generic one that is like two steps backwards compared to other MMOs. You either do damage, heal or tank and this is somehow more fun? There are parts of the new dungeon I just do nothing at. There are too many mechanics that players do nothing in them. How is huddling up to one player while one person plays the game and the rest watch a fun mechanic (second boss lomm)? All of the old dungeons aren't built for this combat system and it shows. They had to nerf all of the skirmishes that spread the team out because everyone kept dying. Now, the only way to do those pieces of content is to be able to kill the mobs in one hit or play a version of that content where the monsters have no chance to kill you. They are leaving CR in messed up state since the mechanic at the last boss was to stay together and shield up to avoid the red areas from 1 shotting you. It now still kills in 1 hit but the only real way to beat it is to dodge the red areas. This was probably the mechanic that they wanted to setup all from the start but they didn't match up the red area affects which causes there to be times where the entire floor is one red AoE that 1 hit kills most every class. Not a good design since if they fix the 1 shot effects the dungeon is super easy. Their solution is to not do anything with it at this time which is what a lot of the other content is setup to be like.
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
Cleric - 5% incoming & outgoing heal bonus when equipped by a Cleric.
Paladin - 5% extra divinity gained when equipped by a Paladin.
Barbarian - 5% encounter recharge rate bonus when equipped by a Barbarian.
Fighter - 3% at will damage bonus and physical damage reduction when equpped by a fighter.
Wizard - Master skill recharges 10% faster when equpped by a Wizard.
Ranger - 10% damage bonus for 3 seconds after entering combat, when equipped by a ranger.
Rogue - 5% damage bonus from stealth, when equipped by a Rogue.
Warlock - 10% chance to heal neaby allies for 10% of damage dealt. 10% chance to damage nearby enemies for 10% health healed.
As has been said the player class sigil should be one of the pinnacle artifacts for each player class and I believe that also.
Every time a new Mod is introduced there should be alittle something added to the to the player class sigil to keep it relevant, even if a player has to refine it to the next highest level - it is after all supposed to be an artifact isn't it?