Hey everyone,
Those who passed their perception checks out there have noticed that we’ve put up a Preview Collections on Preview which show cases the gear you’ll be able to attain soon.
If you haven’t taken a look at the gear yet, feel free to check it out on Neverwinter Preview.
Instructions to get into Preview (ft. Terramak):
https://www.youtube.com/watch?v=KovVuCiwuNg---
As always, the gear and bonuses are subject to change as it is still under development. Your feedback is much appreciated.
There have been a few adjustments that hasn’t made it into Preview:
•
Controlled Sandstorm now grants 5% Deflect Severity, instead of 5000 Deflect Severity.
•
Escalating Torrent now has a 10 second timer when the stacks are accumulated.
•
Controlling Strike is now known as
Controlled Strike, and grants 1% Damage Resistance instead of 1% Damage per stack when consumed.
•
Mountain’s Valor is now 10 stacks, and grants .5% Power and Awareness per stack. Movement Speed is reduced by 2.5% per stack, and this effect now lasts for 4 seconds.
•
Skirmisher’s Tactics now grants both Defense and Critical Severity when the player is within 20’ of the target.
•
Fairy’s Whimsy now increases your Movement Speed by 10% when there are no teammates within 30’ of you. When there are teammates within 30’ of you, gain 3500 Power instead.
• The
Wasteland Wanderers now has the
Brute’s Advantage power: When you are 25’ or closer to your target, your Combat Advantage is increased by 5%.
Let us know what you think!
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Formatting Your Feedback and Bugs
For posting feedback and bugs, please follow the following format to ensure your feedback and bugs are seen clearly and processed in a timely manner, thank you!
Type:
Bug/
Feedback (Please only choose one)
If you are listing a bug please have this text in RED, if you are posting an opinion or feedback please use CYAN. If you are replying to another user's post, asking a question, or just engaging in general discussion, please do not color your posts, general discussion is welcome and we will read all of it, regardless of color! You can use BBCode to color your text:
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Bug:
While attempting to complete the 'What was Lost' quest, the ranger never appears and the quest is impossible to completeFeedback:
The heroic encounters should happen more often and drop better loot.
Miku V.
Comments
It's "balanced" now.
~80% Deflection Severity Rogue is back.
Are you going to tweak "outdated" elixirs as well, fix tooltips? and tone it down to 7.5% inline with "Mystic pet"?
Dead🔪Gain 500 critical strike for each enemy you are engaged in battle with (max of 15 targets)
Is it possible to replace the 500 critical strike by 0.5% critical strike per target.
I think with a % it could be useful for more players.
― J.R.R. Tolkien, The Two Towers
Since 80% of the population have scaled dungeons as their main fighting activity, IL doesn't really matter. So why bother upgrading your gear when you get so little in return for the effort?
Turban of the Shifting Sands : The Crown of the Undeads "Necromancer's Command" equip bonus + 5% deflect severity is an excellent bonus for all tanks, extremely nice item for all tanks.
Wasteland Merc's Leathers : The Wardens Defiance equip bonus is very nice, but manybe its time for a boost ? We already have the same +3% DR from a lot of items, so making this one +5% DR wouldnt hurt. I would also love to see the Combat Advantage rating changed to Deflect Severity rating as this is a stat that has very few sources in current collection.
Crag Scaler Gauntlets : Excellent item. Both stats and equip bonus are very good if used correctly.
Midnight's Whispers : Nice stats, but sadly underwhelming equip bonus compared to the Shadow Demons Wisps that will stay best in slot for tanks. If the +5% Defense was changed to either Awareness, Critical Avoidance, Deflect or Deflect Severity it could be an item worth considering.
I personally think it's fine. Those elixirs are available to everyone for free, so I don't see why anyone would complain!
CRAG SCALER GAUNTLETS:
I like the idea of this bonus, I like the combination of power and awareness (I hope that we'll get to see more gear with this combination), but I don't like the recent change you've done to it. People only want to use gear that is reliable and procced nearly full time in combat, so that they can balance their stats around it. But most classes aren't able to consistently attack 10 times per 4 seconds, that's 1 attack per 0.4 seconds, which makes this piece a lot less useful. The movement spreed detriment is also a bit too large in my opinion, but the main problem is the attack speed it requires now. I think that this bonus should be reverted back to what it was (requiring 5 attacks per 3 seconds, which is still a lot but not as much)
RAINDROP RAIMENT:
Nothing bad to say about it, it has a very solid bonus
MIDNIGHT'S WHISPERS:
same thing here, very solid bonus.
RAIN CATCHER:
why is this type of bonus even a thing? Players shouldn't be encouraged to lower their HP. You've already released a similar piece with 15k power and it was a failure (nobody used it other than as a transmute), so why would anything be different this time?
WRISTGUARDS OF PRECIPITATION:
I don't really find a good use to power rating, as ratings aren't that much of a problem when you've got % increasing gear. I'd love to see it changed to power %, as we really need more power % gear in the game right now
FEARIE'S STEPS:
People are only gonna use this for the movement speed. 3,500 rating? Seriously?
REDCAP'S CAP:
Ok, can we please STOP getting those "when you damage or heal your target for more than 10% or you max HP" bonuses??? I get that you probably think that they're pretty nice for healers, but really, they're only nice for cleric and warlock healers, who can multiproc these bonuses easily with their healing over time. For paladin healers, who don't have a lot of HoT, it's nearly impossible to stack those up, making them quite useless, or, in other words, WIDENS THE GAP BETWEEN PALADIN HEALERS AND CLERIC/WARLOCK HEALERS. So if you want to balance healers and close that gap, then please stop releasing things with good healing stats gatekept behind this bonus
New(er) players LOVE IL. They always have, but now its so sad, because if you run a semi well done low IL toon you really stomp all over your new alli members that have a blown up IL.
So I think that people actually are upgrading their gear (I see a lot of people running around with Sharandar seals gear or whatever that is) and are using new pieces because a) shiny and b) new but it is probably not very effective.
Item: Rain-catcher (Head piece)
Bonus: Matyr's devotion: below 50% hp, outgoing healing +15000
No one will use this, we want to use gear that provides constant bonus or with at least good uptime.
Change the bonus to something like "when you have more than 75% of your HP, your outgoing healing is increased by 7500"
If you really want to keep the "below treshold" instead i'd suggest to put it at 70-75%, because 50% feels too low to have decent uptime in fights
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Item:Midnight Cowl (Head piece)
Bonus: Fanged Shadows: -20% threat, on encounter use:next attack received procs 5% HP as damage
This item needs rework for sure. If it's aimed at tank, why would you want to nerf your threat that much for around 50k damage every 20sec (assuming 1mil hp on tank); when a tank could use the Mane of manticore for 50% HP damage with 30sec CD on daily whitout threat penality.
Even with lower item lvl the Mane of manticore looks better.
This item gives accuracy also, the worst stats for a tank pretty much.
Suggestion:
item stats: defense/power/combat adv
Bonus: Fanged Shadows: Remove the minus threat or if you want to keep it, increase the damage to at least 10% HP (not sure if its enough to counter the -20% threat)
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Item: Redcap's cap (Head piece)
Bonus: Recap's frenzy: Damage or heal for more than 10% of max hp: power + 1,5% and Mvt Speed + 1% (5stacks)
For dps, i feels like the goristro horn (10% crit) is still better.
For healers, as stated before by someone else, the bonus is really hard to proc on paladin heal (the worst healer class atm) so maybe you could change the way this bonus procs.
Suggestion:
Bonus (if you want to be an alternative to the goristro's horn for dps):
Damage or heal for more than 10% of max hp: Crit + 1,5% and Mvt Speed + 1% (5stacks)
Bonus (if you want to keep power but give palaheal a chance):
Damage or heal for more than 5% of max hp: power + 1,5% and Mvt Speed + 1% (5stacks)
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Item: Turban of Shifting Sands (Head piece)
Bonus: Controlled Sandstorm: On daily used pull enemies whitin 25 feets, you gain 5% deflect sev and enemy loose 2,5% accuracy (30sec cd)
This is a very very situational item, the concept is cool when doing trash clear. Maybe you could widen a little bit the range in order to pull almost the entire arena in VoS in the labyrinth as an example. Since its tied to a daily used with a 30sec CD i dont thik it will be too overpowered with this kind of range, but still really helpful.
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Item: Raindrop Raiment (armor)
Bonus: GraceFul Armony: 1% out going healing per player in your party, when 20' to ally their forte are increase by 1%
Seems quite balanced to me, nothing to say. It's a good item.
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Item: Midnight Cuirass (armor)
Bonus:Executioner's Blade: 3% damage to enemies not facing you.
3% is not enough to be on par with the ribcage for dps, you need to up that bonus to at least 5% to be a little bit worse than the ribcage but still decent i guess.
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Item: Faerie's Tunic (armor)
Bonus:the Ol' Switcheroo: +5% accuracy, -7500 CA
Terrible bonus, dps dont want to sacrifice 7500CA for 5% accuracy, as accuracy is the worst stat to cap for damage. Even if its % based, as a dps you dont have 7500 rating in CA to throw away, the only stat that can be sacrificed would be maybe Crit Severity because we have a lot of it thanks to consumables.
This concept of -stats/+stats is quite bad in general if it's 2 offensives stats or 2 defensives stats that you trade, you want to trade 1 off for 1 def or the other way around.
Instead, you could keep concept of stat to sacrifice but instead have as a bonus:
10% crit/ca/acc , -5000 Crit sev
Even like that, its far worse than ribcage though.
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Item: Wasteland Merc's Leathers (armor)
Bonus: Warden's Defiant: When damaged to 15% Hp, you take 3% less damage
This bonus needs to have finally a boost, up it to 5% less damage, still worse than the Vos Armor but still decent to use when you dont have this one.
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Item: Wristguards of Precipitation (Arm)
Bonus: Escalating Torrent: Gain 375 when you strike, loose when you are struck (20stack)
Decent small upgrade from previous arm with this bonus. Can keep like that.
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Item: Midnight's Grips (arm)
Bonus: Controlled strike : 1% cc bonus when strike, stacks 5 times and get 1% damage resistance per stack when struck
I would revert it back to get a damage bonus when the stacks are consumed, as i see that arm useable (ish) for a dps like CW or HR with some control power. They dont want damage resistance.
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Item: Sprite's Wraps (arm)
Bonus: Beckon fey: On daily use summon a fey for 15sec (cd 45sec)
That is the kind of bonus no one use, if you want to make it attractive somehow, make sure that the summoned fey does something useful like:
-bring a decent dps on his own
-Debuff to the target
-Use a decent protecting/healing power
If it just summon a random fey mob like we had before, it is really a waste of a gear.
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Item: Crag Scaler Gauntlets (arm)
Bonus: Mountain's valor: 0,5% power and awareness per stack and minus 2,5% mvt speed per stack, stacks 10 times.
If you want to bring it to 10 stacks, make sure that it works like the "rising focus" ring power, where every sources of damage proc it so its easy to maintain.
Other than that, good bonus.
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Item: Slips of the Rain (boot)
Bonus: Death Defier's Focus: 500 crit rating for each enemy you are engaged with (max 15)
Quite a bad bonus, i would increase the stat rating and lower the max number of enemies:
1500 crit for each enemy you are engaged with (max 5)
or even better gives %crit instead of rating:
1,5% crit for each enemy engaged with (max 5)
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Item: Midnight's Whispers (boot)
Bonus: Skirmisher's Tactics: 5% def and 5% crit sev when 20' close to your target?
If its that bonus, it is really good.
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item: Faerie's Steps
Bonus: Fairy's wimsy: +10% mvt speed when no teammates whiting 30', when teammates whitin 30' gain 3500power.
3500 power rating is low in comparaison of other boot's bonuses.
Up it to at least 5000 power rating, or better 5% power.
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Item: Wasteland Wanderers (boot)
Bonus: Brute's Advantage: when 25' Closer to your target, CA +5%
As i stated earlier its not easy to cap CA as a rating so if you want to bring an alternative to the VoS boots, you need to keep it at 7,5% CA
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This bonus is pretty useless in this way, especially with the Combat Rework. For the healers is really hard to be near 50% below of their life, especially in dungeon like VoS where u are basically oneshotted by certains mobs, and in every cases you are or at max life or die.
Feedback: So my suggest for this piece is: When ur health is above 75%, ur outgoing healing is increased by 7.5%/5%
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Item: Redcap's Cap: When you damage or heal your target for more than 10% of your maximum hitpoint in a single bow, your power by 1.5% and movement speed increased by 1% for 10second (stacks 5 times).
Feedback: Pls decrease the 10% of maximum Hp required; we still continue to see, and I reported so many times in forums, that this 10% is REALLY TO MUCH for basically for all the classes in every roles(an example is Goristro horn that everyone use but noone can benefit from all the stacks (10)). 5% of maximum hitpoints will be really good. Anyway we have a lot of stuffs that granted POWER, so i can suggest to change that in CRITICAL STRIKE:
Example: When you damage or heal your target for more than 5% of your maximum hitpoint in a single bow, your Critical Strike by 1.5% and movement speed increased by 1% for 10second (stacks 5 times)
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Item: Midnight Cuirass: You do 3% more dmg to enemies that are not facing you.
Feedback: Considering that capping statsto 90% give u more damage instead of any add damage bonus, so ribcage for certain classes will stay best in slot, u could remove "to enemies that are not facing you", so this piece can become usefull for who dont have any problems in cap stats and give a good alternative for ribcage in every situation, both AoE and Single Target.
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Item: Midnight Cowl: you generate 20% less threat. When u use an encounter powers, the next enemy that attcaks you takes damage equale to 5% of your maximum it points
This item needs a rework for sure. why would you want to nerf your threat that much for around 50k damage every 20sec (assuming 1mil hp on tank); when a tank could use the Mane of manticore for 50% HP damage with 30sec CD on daily whitout threat penality.
Even with lower item lvl the Mane of manticore looks better.
This item gives accuracy also, the worst stats for a tank pretty much.
Feedback: If this helm is created for a tank class, it is bad. I suggest: when your HP is belove 50%, your Incoming healing is increased by 15000. Also change the stats in Awarness or critical avoidance third stat, and power or critical strike fourth stat
But, most of the feedback here pretty much captures it. I just hope it's listened to.
Co-Guild Leader
Ghost Templars L20
Alliance: Tyrs Paladium
Main: Cleric (Heals|DPS)
Alt: Warlock
I found this change interesting, but it remains to be seen if the players who want to be among the top DPS in the leaderbord will use this. In my CW I will definitely use it!
It would be nice to increase the drop chance for items from the quest for withdrawing for companions or adding an analogue to the extraction, for example, a 5% chance of dropping out in a new dungeon. So strong dressed characters will have an incentive to continue to go through a new dungeon when they have already received all the rings they need.
Bug, new players do not open a free chest at the hunter's fight. The reason was not understood (19 itl), presumably that the person did not open the company. The inventory was clean and a key was purchased. We passed 3 times but the chests were still not active.
while VoS boots give 7.5k CA rating and require you to have 75%+ stamina
Why did you reduce it down to 5%? CA is already hard to cap especially for some classes, if you want people to use it and be an upgrade of vos boots keep it at 7.5%
> If you have 5 stacks (1 for each player in party) every time you cast 1 shelter its fine (you heal more than 5% of your max HP per shelter most of the time) the bonus just needs NOT HAVE CD on gaining a stack.
You can't multiproc these bonuses with AoE heals. No matter how many people you heal, you only get 1 stack
Bonus: Beckon fey: On daily use summon a fey for 15sec (cd 45sec)
Has anyone tested the damage that any summoning of these types of equipment does?
I remember one day having the desire to create a Walorck just to use this equipment that I don't see anyone with a minimum of knowledge of the game using them.
We've had plenty of discussion about tanks and movement speed and yet there continues to be things that turn them into turtles/statues... Whyyy?
bonus: when your health is above 50% your outgoing heal is increased by 15000 when your health is bellow 50%, and when your health drops below 50% you passively heal everyone around you by 100 magnitude while getting your incoming healing reduced to 10%.
Midnight-cowl
bonus : on encounter use you gain 25% threat generation on your at wills , if you get struck by a boss the boss will take damage equal to 5% of your maximum hit points , alternatively if you get hit by any none boss unit you will get a shield that causes damage to all enemies that strike you with a 40 magnitude value for 10 seconds ( 20 second cooldown).
Redcap's- Cap ( please change the name to Redcap's hood or anything not repetitive to cap )
bonus :when you damage or heal your target for more than 10% of your maximum hit points in a single blow, your Accuracy and Critical Strike are increased by 2.5% for 10 seconds (max 5 stacks) = to 12.5% matching the current t3 chest piece we have.
Turban-of-shifting-sands
bonus: when you use a daily power , you pull enemies 25 towards you , you gain 12.5% critical strike and 12.5% combat advantage for 10 seconds, the enemies take 10% bonus damage for 5 seconds ( bosses will take 5% bonus damage for 10 seconds) . ( 20 second cooldown).
Raindrop-Raiment
bonus : gains 10% outgoing heal, when your team mates are closer to you they gain 5% incoming heal
Midnight-Cuirass
bonus: when attacking enemies that are not facing you your combat advantage and critical strike are increase by 2.5 %
for 10 seconds (stacks up to 5 times) =12.5%.
faerie's tunic
bonus: + 12.5% accuracy
-7.5 % defense
Wasteland-Merc's-leathers
when you damage or heal for more than 10% of your maximum hit points in a single blow , generate a shield equal to 20% of you maximum hit points that deals 40 magnitude to enemies around you and increases threat generation by 5% for 3 seconds
( 3 damage ticks) , if a boss attacks and breaks the shield entirely the boss will take 5% increased damage for 3 seconds ( cooldown 6 seconds ) .
Wristguards-of-Precipitation
bonus : gains 0.5% power when you strike an enemy, lose a stack when you are struck , stacks 15 times = 7.5% power.
Midnight-Grips
bonus : gain 10% control bonus and 10% accuracy
lose 15% action point gain and -5% incoming heal
Sprites-Wraps
bonus : when you use a daily you summon Sprite helpers(fairies or what ever you can think of as a model) that latch to allies and heal them for 200 magnitude per tick for 10 seconds and gives 5% reduced incoming damage dropping back to 0 % as time goes by 1 % is lost every 2 seconds going from 5 to 0) ( cooldown 20 seconds usable in PVP) .
Crag-Scaler-Gauntlets
bonus : when you strike an enemy you gain 1 % awareness and accuracy.
after 5 strikes you gain the |Tanks Are Not Turtles| buff which increases your movement speed by 15% for 3
seconds.
Midnight's-Whispers
bonus : when you are 15' or closer to your target, your defense and critical strike are increase by 5% , when you are 20'
or further away from your target , your critical severity and critical strike are increase by 5%;
Slips-of-the-rain
bonus: gains 0.5 % critical strike and 0.5 % accuracy for each enemy you are engaged in battle with (max 15 stacks =7.5
% on each stat)
Faerie's-Steps
bonus: your power and awareness are increased by 3 % each , when you are struck by a critical strike you will gain the
}Seriously-Tanks-Are-Not-Turtles-Buff| you have a 10% chance to increase your hit points by 20% and gain 3%
defense and Movement speed by 15% for 10 seconds
Wasteland-wanderers
bonus : when you are 15' closer to your target, your combat advantage is increase by 7.5 %
when you are 20' or further away from your target, your accuracy is increase by 7.5%
These items is something I myself would actually farm for since less and less things are really grind worthy also this works for everyone I kept in mind Tanks Healers and DPS characters in mind since i play all three, also for new players these are very good bonuses especially since many did not do Avernus and it is getting harder and harder to get t3 items and many of the players are tired of hunts ( at least I know I am ).
these give a foothold for almost any new player to come in and get really good gear that works almost everywhere for almost all roles but regardless of which item the player will get it wont feel like time or effort was wasted since even healing and tank items still are useful for DPS if they want to support the group and vise versa so nothing is wasted also I hope the gear is account wide and we can just take them from 1 character to another since getting 8 + characters to ep 3 is a bit taxing on the mind spirit soul and everything else .
so at least no matter the way you decided to make these available hopefully ( Not with heroics ...) at least the gear is worth it for everyone.
wont be switching any of my gear for it
was expecting the new gear to make avernus hunt gear obsolete am really pleased to see thats not going to be the case