Got my GWF to 60 then started playing around with TR & CW. Relatively speaking at least in feeling turned into a PVP god. Wondering if you guys think this patch will put GWF on even keel with the other classes or it is still falling short?
Some abilities esp in the Destroyer build still feels kinda short like Reaping Strike. Overall the impression is pretty positive. Instigator (Dungeon AOE) and Sentinel (Dungeon Offtank) build is working as it should. The problem now is the hit cap. All AOE can only hit up to 5 targets which limits our ability to AOE big packs of mobs while CW AOE don't have this limitation.
The reduced cooldown on a lot of our encounters means that we are going to need less recovery to get to a point where our Dailies are up very frequently. This *should* influence GWF lower level experience positively (in that we'll do more damage) and decrease the amount of "It's really pretty good once you get to level whatever."
I'm curious as to how Sure Strike is going to preform. If it does a substantial amount of increased damage it should also greatly help with our early level content and give us a good go-to single target attack to spam when AOE is less necessary.
Some abilities esp in the Destroyer build still feels kinda short like Reaping Strike. Overall the impression is pretty positive. Instigator (Dungeon AOE) and Sentinel (Dungeon Offtank) build is working as it should. The problem now is the hit cap. All AOE can only hit up to 5 targets which limits our ability to AOE big packs of mobs while CW AOE don't have this limitation.
Really wish you'd stop saying that, it's entirely untrue. All AoE's have a hitcap, save a short few.
for control wizards, it's only Shield thath as no target cap -- Chilling strike hits 7 targets max, Icy terrain 5, Chilling cloud 5. Steal time 5.
AS doesn't have a cap, but if you are going by that, neither does slam.
CW's outdo us on the meters because of a design flaw -- when they instagib something off a ledge, the mob dies, and they get the falling damage (whats left of the mobs hp) added to their damage total.
The reduced cooldown on a lot of our encounters means that we are going to need less recovery to get to a point where our Dailies are up very frequently. This *should* influence GWF lower level experience positively (in that we'll do more damage) and decrease the amount of "It's really pretty good once you get to level whatever."
I'm curious as to how Sure Strike is going to preform. If it does a substantial amount of increased damage it should also greatly help with our early level content and give us a good go-to single target attack to spam when AOE is less necessary.
It's about a a 20% increase in encoutner recharge speed, likewise, sure strike is a 20% upgrade; Not so fast however, got a massive 50% damage increase, so that's nice.
Most of the "viability comes from the fact that duelist's flurry no longer stacks from multiple sources, so taking multiple rogues is less of a MUST DO, and Astral shield doesn't stack, so there is little reason to bring more than one cleric.
GWF's were actually in a good place to do their job before (AOE cleanup, offtanking now as well), it's just there was no reason to bring on, CW's can knock things off ledges and do their job for them, meanwhile you could be using the spots that not bringing a GF or GWF (who can't hold threat in live, and are only good for aoe damage numbers) for bringing another rogue for more bleeds, or another cleric for a second AS.
By removing the overwhelming advantage of class stacking, they've allowed for diversification.
Cryptic's notes are very misleading and poorly written.
Prior to this patch going live, DF showed "20 stacks" when looking at the mob, however it only gave credit to one of the TR's as far as the mob actually taking damage. Still, 2 TR's is more damage than a TR and a GWF assuming equal skill/gear even with only one of their bleeds giving damage.
From the patch notes it seems like they will be reducing the tooltip to where it reads "10 stacks" instead of "20" but credit for the bleeds will be given to both TRs (something they mentioned was a bug long before these notes came out).
The big issue for TR and multiple TRs is going to be how much slower those bleed ticks tick (as mentioned in the patch notes). Bleeds are a very significant portion of TR's damage, especially on boss fights. Overall, bleeds are ~45% of a TRs overall damage but it can be much higher if they aren't bad and stack a good one at the start/maintain it.
The "20 stacks" thing really effects the ease of multiple TRs keeping the stacks up - instead of ticking down from 10, it ticks from 20 making it much easier to not lose a good one (20k crit, mmm).
A lot of people seem to think so. I think fighter classes will be even more shunned than before with the increase of difficulty coming from lack of double AS and dungeon fixes.
The way I feel about it, double cleric will be more important than ever to guarantee 100% AS/HG uptime, GF is already dead since the block "fix" and ITF nerf and the GWF buffs really only affect leveling. WMS cancel spam will still be the only thing worth doing in "endgame", lower cooldowns on some utility encounters are nice but it won't change our (rightfully) underappreciated role. If AoE DPS were worth a group slot, you'd see more wizards doing it instead of stacking 7k recovery and spamming singularity.
It's better than nothing, of course. I would've preferred weekly incremental fixes over this enormous all-in-one patch, but it doesn't mean there won't be changes afterwards. Buffing Sure Strike and some encounters will surely improve the GWF leveling experience, and we can go from there.
Well from my experience with Epic pirate king in the test server we did fine with just 1 cleric healing. No TR or CW. Just 2 GWF, 1 GF, 1 DPS cleric and 1 Healing cleric. We did a full clear too without all those cheap tricks.
I've cleared Epic pirate with 2 GWF, 2 TR and 1 cleric on the current patch and it only took about 25 minutes. 2 GWF stack extremely well and clear trash insanely fast.
Comments
I'm curious as to how Sure Strike is going to preform. If it does a substantial amount of increased damage it should also greatly help with our early level content and give us a good go-to single target attack to spam when AOE is less necessary.
Really wish you'd stop saying that, it's entirely untrue. All AoE's have a hitcap, save a short few.
for control wizards, it's only Shield thath as no target cap -- Chilling strike hits 7 targets max, Icy terrain 5, Chilling cloud 5. Steal time 5.
AS doesn't have a cap, but if you are going by that, neither does slam.
CW's outdo us on the meters because of a design flaw -- when they instagib something off a ledge, the mob dies, and they get the falling damage (whats left of the mobs hp) added to their damage total.
It's about a a 20% increase in encoutner recharge speed, likewise, sure strike is a 20% upgrade; Not so fast however, got a massive 50% damage increase, so that's nice.
Most of the "viability comes from the fact that duelist's flurry no longer stacks from multiple sources, so taking multiple rogues is less of a MUST DO, and Astral shield doesn't stack, so there is little reason to bring more than one cleric.
GWF's were actually in a good place to do their job before (AOE cleanup, offtanking now as well), it's just there was no reason to bring on, CW's can knock things off ledges and do their job for them, meanwhile you could be using the spots that not bringing a GF or GWF (who can't hold threat in live, and are only good for aoe damage numbers) for bringing another rogue for more bleeds, or another cleric for a second AS.
By removing the overwhelming advantage of class stacking, they've allowed for diversification.
TLDR; Op: Yes.
Cryptic's notes are very misleading and poorly written.
Prior to this patch going live, DF showed "20 stacks" when looking at the mob, however it only gave credit to one of the TR's as far as the mob actually taking damage. Still, 2 TR's is more damage than a TR and a GWF assuming equal skill/gear even with only one of their bleeds giving damage.
From the patch notes it seems like they will be reducing the tooltip to where it reads "10 stacks" instead of "20" but credit for the bleeds will be given to both TRs (something they mentioned was a bug long before these notes came out).
The big issue for TR and multiple TRs is going to be how much slower those bleed ticks tick (as mentioned in the patch notes). Bleeds are a very significant portion of TR's damage, especially on boss fights. Overall, bleeds are ~45% of a TRs overall damage but it can be much higher if they aren't bad and stack a good one at the start/maintain it.
The "20 stacks" thing really effects the ease of multiple TRs keeping the stacks up - instead of ticking down from 10, it ticks from 20 making it much easier to not lose a good one (20k crit, mmm).
Slam has a 5 hit cap. You might be thinking of avalanche.
Bleed ticks twice as slow, so it's 50% less bleed over time dmg. It's just that bleed dmg will now be properly counted for every rogue.
Seze - Rogue - Necropolis - RIFT
The way I feel about it, double cleric will be more important than ever to guarantee 100% AS/HG uptime, GF is already dead since the block "fix" and ITF nerf and the GWF buffs really only affect leveling. WMS cancel spam will still be the only thing worth doing in "endgame", lower cooldowns on some utility encounters are nice but it won't change our (rightfully) underappreciated role. If AoE DPS were worth a group slot, you'd see more wizards doing it instead of stacking 7k recovery and spamming singularity.
It's better than nothing, of course. I would've preferred weekly incremental fixes over this enormous all-in-one patch, but it doesn't mean there won't be changes afterwards. Buffing Sure Strike and some encounters will surely improve the GWF leveling experience, and we can go from there.