jnaathraMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
The problem I keep seeing is everyone expects every single fight to be fair 1v1. Guess what, never going to happen.
Certain classes do better against certain other classes. Certain groups do better against other groups. Having X skill on your bars might enable you to defeat one Rogue and not the next. Certain gear will give you a leg up in various encounters.
Lets say his GWF can not handle Clerics using this.. So what!
A Control Wizard or a Guardian Fighter can both remove them from the circle (repeatedly and constantly in most cases). Not everyone needs a counter for every single ability in the game.
Scout Tragold - "I haven't lived this long by being brave... it's just another word for stupid."
I agree... CC is too powerful in this game and with no diminishing returns you spend half of the fight CC'd before dying. I think this was a problem in WoW pvp before they introduce diminishing returns to CC.
Yeah sometime I don't even get to drop my shield before I get a CW CC me then then I'm just chain cc'd to death, even with the shield down if I cannot use other heals it doesn't take too long to kill me, if he or a GWF can kick me out of the circle I am 2 shot pretty much. CC really does need diminishing returns in PvP, it's especially painful for clerics atm as we are the prime targets.
The problem I keep seeing is everyone expects every single fight to be fair 1v1. Guess what, never going to happen.
Certain classes do better against certain other classes. Certain groups do better against other groups. Having X skill on your bars might enable you to defeat one Rogue and not the next. Certain gear will give you a leg up in various encounters.
Lets say his GWF can not handle Clerics using this.. So what!
A Control Wizard or a Guardian Fighter can both remove them from the circle (repeatedly and constantly in most cases). Not everyone needs a counter for every single ability in the game.
A gwf cant handle anyone in this as long as they are cognizant of the circle and try to get back into it if they are ever removed from it. Think about how powerful rogues or mages currently are, now add a 90% reduction to dmg circle under them and its pretty ridiculous. Even outside the circle most rogues or mages can 1v1 extremely well. knocking them out of it doesn't win you the fight, and not being able to knock them out of it means you have 0% chance. This ability is too strong for the simple fact that it affects everyone, if it only gave the full effect to the cleric then fine, they get focused and need it but when its doing the same to classes that are already the strongest with the best damage it becomes too much of an advantage from one ability.
A gwf cant handle anyone in this as long as they are cognizant of the circle and try to get back into it if they are ever removed from it. Think about how powerful rogues or mages currently are, now add a 90% reduction to dmg circle under them and its pretty ridiculous. Even outside the circle most rogues or mages can 1v1 extremely well. knocking them out of it doesn't win you the fight, and not being able to knock them out of it means you have 0% chance. This ability is too strong for the simple fact that it affects everyone, if it only gave the full effect to the cleric then fine, they get focused and need it but when its doing the same to classes that are already the strongest with the best damage it becomes too much of an advantage from one ability.
Stop sprouting 90% damage reduction because that's completely incorrect. It's nowhere near that just from Astral.
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jnaathraMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
A gwf cant handle anyone in this as long as they are cognizant of the circle and try to get back into it if they are ever removed from it. Think about how powerful rogues or mages currently are, now add a 90% reduction to dmg circle under them and its pretty ridiculous. Even outside the circle most rogues or mages can 1v1 extremely well. knocking them out of it doesn't win you the fight, and not being able to knock them out of it means you have 0% chance. This ability is too strong for the simple fact that it affects everyone, if it only gave the full effect to the cleric then fine, they get focused and need it but when its doing the same to classes that are already the strongest with the best damage it becomes too much of an advantage from one ability.
The problem is not with the Cleric ability. The problem is GWF is the one class in pvp that needs some minor tweaks to its skillset.
Even having said that, I will repeat what I said before.
There doesn't need to be some guarantee way for everyone to deal with this single Cleric ability.
I for one, defend my Clerics when I see them using this. I make them more powerful. I camp out next to them on my GF or my CW and anyone that comes near them.. Gets knocked down, knocked away or CCed in some way.
Team play - even in pugs.
Scout Tragold - "I haven't lived this long by being brave... it's just another word for stupid."
Is one of the clerics, they have this ability that puts a circle on the ground that reduces dmg by what seems to be 90%, 9k crits become 1k crits on the same target with the same ability. This same spell heals as well, if dmg is reduced across the board in pvp then the % mitigation from this ability needs to be lowered as well since people in it are pretty much invincible as it is right now.
The AS spell doesn't heal by default, it's only damage mitigation however if healing is applied then so is foresight which when specced fully gives 11% damage reduction and so you are seeing a bigger damage reduction because of this, however ANY healing from a cleric will apply that effect and there are other damage mitigation effects as well. Healing from AS is only supplied if the relevant feat is specced in a single tree or if divinity is used and divinity is a limited resource for clerics which needs to be constantly built up to maintain. Pretty hard to stop a cleric building it up as long as there are people in a cleric's range and right now cleric has about the longest range on par with control wizard. You could play tactically and go for another point or back away, the ability doesn't move and they are probably using the hallowed ground daily as well which also supplies a huge Defense and Attack bonus.
Needless to say many people don't realize how cleric works and so go into fight them in the entirely wrong way. It's the same issue that rogue has right now, people don't know how to fight rogue and then complain when they get rolled over.
The AS spell doesn't heal by default, it's only damage mitigation however if healing is applied then so is foresight which when specced fully gives 11% damage reduction and so you are seeing a bigger damage reduction because of this, however ANY healing from a cleric will apply that effect. Healing is only supplied if the relevent feat is specced in a single tree or if divinity is used and divinity is a limited resource for clerics.
I'm also specced to give allies 80% combat advantage damage reduction on heal too as well as foresight, so you can see where this extra reduction OP isn't liking is coming from. Still it wouldn't be 90% though, maybe you could reach that with 2 stacking but even then I doubt it, more like 3-4 maybe *_*
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jnaathraMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
I'm also specced to give allies 80% combat damage reduction on heal too as well as foresight, so you can see where this extra reduction OP isn't liking is coming from. Still it wouldn't be 90% though, maybe you could reach that with 2 stacking but even then I doubt it more like 3-4 maybe *_*
I've witnessed groups stacking it like this and the matches still swing both ways.
Some of them roll over the other team like they are in god mode. They refuse to die.
Some of them stick together so well - they can not hold more than one cap point. So even with god mode - they lose.
Others still get picked apart, shoved outa their circles and focused fired down.
Enough experience with 60 pvp and anyone can see, this is not some end all - be all ability.
Scout Tragold - "I haven't lived this long by being brave... it's just another word for stupid."
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zingarbageMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
It is a nice spell and mandatory for clerics. You can still be killed inside of it, I'm not sure what people saying 90% damage reduction, it doesn't get anywhere near this.
Don't fight the cleric inside of it. If you don't have a KB, just leave until you have help. P2W will still shred any cleric inside of one.
I'm also specced to give allies 80% combat advantage damage reduction on heal too as well as foresight, so you can see where this extra reduction OP isn't liking is coming from. Still it wouldn't be 90% though, maybe you could reach that with 2 stacking but even then I doubt it, more like 3-4 maybe *_*
The OP is just crying because they are facing an ability they do not want to learn how to counter and that's the same reason people cry about rogue. It's simply a learn to play issue and so the OP over-exaggerated what they were seeing.
This is a domination pvp event. Either way, they put it out on the node, you're either going to fight on the node to cap or you're going to be off the node and not cap. :P
Comments
Certain classes do better against certain other classes. Certain groups do better against other groups. Having X skill on your bars might enable you to defeat one Rogue and not the next. Certain gear will give you a leg up in various encounters.
Lets say his GWF can not handle Clerics using this.. So what!
A Control Wizard or a Guardian Fighter can both remove them from the circle (repeatedly and constantly in most cases). Not everyone needs a counter for every single ability in the game.
Yeah sometime I don't even get to drop my shield before I get a CW CC me then then I'm just chain cc'd to death, even with the shield down if I cannot use other heals it doesn't take too long to kill me, if he or a GWF can kick me out of the circle I am 2 shot pretty much. CC really does need diminishing returns in PvP, it's especially painful for clerics atm as we are the prime targets.
A gwf cant handle anyone in this as long as they are cognizant of the circle and try to get back into it if they are ever removed from it. Think about how powerful rogues or mages currently are, now add a 90% reduction to dmg circle under them and its pretty ridiculous. Even outside the circle most rogues or mages can 1v1 extremely well. knocking them out of it doesn't win you the fight, and not being able to knock them out of it means you have 0% chance. This ability is too strong for the simple fact that it affects everyone, if it only gave the full effect to the cleric then fine, they get focused and need it but when its doing the same to classes that are already the strongest with the best damage it becomes too much of an advantage from one ability.
Stop sprouting 90% damage reduction because that's completely incorrect. It's nowhere near that just from Astral.
The problem is not with the Cleric ability. The problem is GWF is the one class in pvp that needs some minor tweaks to its skillset.
Even having said that, I will repeat what I said before.
There doesn't need to be some guarantee way for everyone to deal with this single Cleric ability.
I for one, defend my Clerics when I see them using this. I make them more powerful. I camp out next to them on my GF or my CW and anyone that comes near them.. Gets knocked down, knocked away or CCed in some way.
Team play - even in pugs.
The AS spell doesn't heal by default, it's only damage mitigation however if healing is applied then so is foresight which when specced fully gives 11% damage reduction and so you are seeing a bigger damage reduction because of this, however ANY healing from a cleric will apply that effect and there are other damage mitigation effects as well. Healing from AS is only supplied if the relevant feat is specced in a single tree or if divinity is used and divinity is a limited resource for clerics which needs to be constantly built up to maintain. Pretty hard to stop a cleric building it up as long as there are people in a cleric's range and right now cleric has about the longest range on par with control wizard. You could play tactically and go for another point or back away, the ability doesn't move and they are probably using the hallowed ground daily as well which also supplies a huge Defense and Attack bonus.
Needless to say many people don't realize how cleric works and so go into fight them in the entirely wrong way. It's the same issue that rogue has right now, people don't know how to fight rogue and then complain when they get rolled over.
I'm also specced to give allies 80% combat advantage damage reduction on heal too as well as foresight, so you can see where this extra reduction OP isn't liking is coming from. Still it wouldn't be 90% though, maybe you could reach that with 2 stacking but even then I doubt it, more like 3-4 maybe *_*
I've witnessed groups stacking it like this and the matches still swing both ways.
Some of them roll over the other team like they are in god mode. They refuse to die.
Some of them stick together so well - they can not hold more than one cap point. So even with god mode - they lose.
Others still get picked apart, shoved outa their circles and focused fired down.
Enough experience with 60 pvp and anyone can see, this is not some end all - be all ability.
Don't fight the cleric inside of it. If you don't have a KB, just leave until you have help. P2W will still shred any cleric inside of one.
The OP is just crying because they are facing an ability they do not want to learn how to counter and that's the same reason people cry about rogue. It's simply a learn to play issue and so the OP over-exaggerated what they were seeing.
ther's no cap on dmg reducted.. ther's no "x number of hits" reducted.. is just ALWAYS active and dodging back on the circle is too easy..
the skill pretty much secures your team a flag fight win..
and once the skill is casted it doesnt matter if the people inside are dzzed/stun/frozen.. they still reduce inc dmg.. and still heal..
This is a domination pvp event. Either way, they put it out on the node, you're either going to fight on the node to cap or you're going to be off the node and not cap. :P