Hello
@nitocris83 @cryptic39#8917 @noworries#8859 I can remember the huge amount of threads, made by players, when celestial weapons were released on preview server and live server. People were arguing about the bonus set, especially for the casting power by encounters and daily.
Most of the classes have 3 encounters to use at the beginning of the fight. Only CW's and HR's got 4 and 6 respectively. This new weapons seem worse than celestial ones when they were proccing only using 5 encounters/daily. (And FIVE was already an high digit).
In addition, the idea of getting the same bonus from the weapons of the previous trial, is not very original.
I would like to suggest the following ideas:
1) Reduce the cast to only 3 or 4 encounter/daily in order to balance the benefits given by the weapons for all classes.
2) Remove the cast and let us have the bonus immediately.
Please fill up the conversation with your ideas and remember to be polite.
Thanks in advance.
AsteR
"The more I care for life, the more everything around me dies." AsteR (Barbarian) Mizzrym AsteR (Paladin Healer) AsteR Lezenfan (CW) Nahida AsteR (Bard healer)Carbonated AsteR (SW dps)
M22-M23 -M24-M25-M26 Alphatester
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Comments
The 6% to recharge and action point gain is negligible. If they want the weapons to be even remotely comparable to Mirage, the bonus should have reduced requirement to 4 as you said, but:
Give 2.5% damage per stack and 5% AP and recharge speed.
At reaching 4, stacks are consumed but the damage bonus increases to 15% and both recharge speed and action point gain are gained as well, at 10%
Adding higher values to damage is not a bad thing as... well, the damage % values are being diminished more and more with how many sources we have already. In CoK some people will have less than half effectiveness.
In case of number 2, I think they could just add a damage multiplier like with combat enchants. Otherwise, again, mirage will outperform the new weapons even with so much lower item level. 6% recharge, 6% AP gain and even just 5% damage multiplier would be enough considering item level increase.
For instance, my barbarian uses Frenzy, IBS/punishing charge and bloodletter.
I'm not counting dailies cause they're way too slow now.
All of those abilities have huge cooldowns, and I'd have to swap to something sub-optimal to get the bonus, because by the time the duration of the cooldowns goes down, I'd have lost most of my Ire stacks. Specifically, my punishing has 16.4s CD, frenzy 14.5s, and bloodletter 11s (plus the cast times, plus the fact that Frenzy is still buggy as hell so it doesn't always work). Yeah I'm never gonna be proccing Wrath.
Compared it to SW healer, they can just spam one encounter 6 times and instantly get it basically. Same as the other classes mentioned by Aster.
Twisted weapons with stackeble offensive or defensive percents. Like if you hit you gain 0.2% crit strike/combat advantage/accuracy. If you get hit you gain 0.2% awareness/deflect severity/deflect/crit avoidance.
Or the weapons from elemental evil, after daily regain 25% of ap.
If you get hit you are healed 10-20% of your health.
Or something new like bands of Air or mythallar artifact set. If you deal dmg you get extra hit based on the hit. Like extra 50% hit
For example,
- "after using 3 encounter powers you gain 100% recharge speed",
- "when you are hit by 25% of your total HP you release an astral shield in your position for 10 secs, cooldown 40 secs.
- "when you do a critical heal, there is a 20% chance to heal all nearby allies for XX magnitude"
- "when your stamina is lower than 25% you get +20% action point gain
Caturday Survivor
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I'm Paladin. I don't play with another thing. I either tank (main) or heal (when there is no other option).
In last 4 modules there is nothing for supporters. Don't tell me that one armor, we get to buy with vos currency, or one set that you buy with zen are comparable with other things.
BIS weapons for supporters, today, would be the Tyrant ones, that have the same bug watchers had, and are still bugged.
I'm currently using master weapons and I'm the only one using them in my party... And still those are better than lions and celestials.
I would love to use the earthens, but would be impossible to sustain aggro since dps are getting more and more things with damage and us only with mitigation.
Content, gear and playstyle is going in the same direction for all classes. The idea of the finest changes to defy us to be more resourceful with all contents is gone and now you can't tank of you don't wear this or that, you can't DPS if you don't have band and ribcage, and those are the only options you have to deal nice damage. Watchers and mirages are the only thing DPS uses lately since the bonus is better than the lasts 4 modules.
Please, watch the players, read them, and remember: not all of us play DPS.
This weapon set is disappointing and the effect simply not worth bothering.
What healer is gonna spam their encounters 6/5/4 or even 3 times to gain an effect? Nobody in their right mind will be willing to lose so much divinity to proc that set effect. Sorry but this design is horrible for healers.
Here's my suggestion, similar to others':
Whenever you strike a target or heal an ally gain a stack of Offense:
+1% damage for DPS roles
+1% healing for Healer roles
+1% stamina regen for Tank roles
Whenever you get struck you gain a stack of Defense:
+1% defense for DPS roles
+1% awareness for Healer roles
+1% critical avoidance for Tank roles
Gaining 1 stack of Offense, reduces 1 stack of Defense and vice-versa.
The maximum number of stacks at any given time is 10.
Of course, this combination of stats might not be the greatest but I'm pretty sure everyone here would agree it's already a better set effect than the one we got with this module's weapons/
Viperion - DragonTribe guild.
Playing Ranger/Paladin/Bard/Fighter.
At the same time, the strangeness of some of the old weapons (like mirage) is more fun. My biggest issue though is restricting set bonus based on role. It's going to get harder to hold aggro as a tank against the very high dps of 70k+ dps roles. I could swap comps and gear around to compensate, but forcing the 7.5% damage resistance onto my "serious" tank is unfortunate. And besides I like running and tinkering with my dps-tank to maximise it's damage. Of course, I could just use older weapon sets, but I like options. Elemental Evil and Cloaked Ascendency were good for having all options be available regardless of role - useful as well for the variety of content available, such as pvp or RC; the difficult those campaigns present is an long farm for just 1 weapon, let alone multiple.
There is a shift towards having role specific bonuses, such as the Bard artifact, as well mount and comp bonuses, and now the weapons. In moderation, I guess it's fine as it reduces the amount of stuff a player needs to have to get two different roles going - which is a factor that has stopped players from choosing support roles as they need completely different from a dps - but I hope it's not going to be a long term change moving forward.
We are losing on weapon modifications. That means my bleed does 10% less damage as it's affected by Duellist's Flurry modification, we lose on up to 2.5k ratings, we lose on permanent 2.5% recharge/AP gain... Overall all we gain is more item level and more diminished ratings.
They said there are no weapon modifications because new weapons are higher item level... but that doesn't excuse from giving them no real bonus to counter that.
This part should be changed to the following:
"You are empowered with Scalebreaker's Wrath granting the following, depending on your role:
DPS: +7.5% Outgoing Damage
Tank: -7.5% Incoming Damage
Healer: +7.5% Outgoind Healing
Basically make it work like lionheart, but without the stamina part. It's mythic quality, celestial weapons were never used by vast majority simply because of the condition that was needed to be met. There is a reason why lionheart remain one of the best weapon sets in the game. Also, without weapon modifications it is just fair to have flat % bonuses.
As for this part:
It can stay as it is. Extra bonus for using more encounter and/or daily powers is decent really and provide some utility without being overpowered. Stacking up to 6 times is also alright from my perspective.
Stamina based (lionheart) is unfair as well, since tanks consume stamina much more than other classes.
I think the best system is based on how many people in party have the weapon set equiped (like MW set). Or make the stacks appear randomly on hits dealed/taken.
For the moment, the mirage set remains the best set, despite an item level below half of latest sets.
My Wizard Guide:
https://docs.google.com/document/d/1JezPmehRjvkrHQKwEJ9tGGesDuekj2mcfKiWxlx56ns/edit?usp=sharing
My Arbiter Cleric guide:
https://docs.google.com/document/d/1UZGOcQIMLCh5I4lrH63REK5YVsa3Kpk1hOyfic21z8k/edit?usp=sharing
And nerfing the mirage weapons to make others look better isn't a good solution.
My Wizard Guide:
https://docs.google.com/document/d/1JezPmehRjvkrHQKwEJ9tGGesDuekj2mcfKiWxlx56ns/edit?usp=sharing
My Arbiter Cleric guide:
https://docs.google.com/document/d/1UZGOcQIMLCh5I4lrH63REK5YVsa3Kpk1hOyfic21z8k/edit?usp=sharing
Even if it is just a reskin of an existing mount that is fine.
Let's leave Mirage out of the discussion btw. because the power of the set was an unintended side effect of the combat changes. I don't think it was supposed to be that good, confirmed by the fact that Mirage initially wasn't a valid option when it first came out in Mod 11 (iirc).
Speaking of Mod 11, I liked how the weapons had very distinct set bonuses with niche effects. Now with most of the Armor and Weapon Enchantments going away, I think the devs missed an opportunity to give players (self)healing, CC, and group buffs/bonuses through different weapon set choices.