I would've gone Defense myself. From what I've read, power has a very minute curve, whereas getting some defense might give a substancial boost to survivability.
doesnt really matters, it can be respecced anyway, did it yesterday when went for rene instead of thaum.
As for me i will take power\crit\HP\400 damage\stamina regen
If you want defence you can just slot an ancient or grand ring 150\154 crit\armpen\rec with the defence enchant on you or your pet(like i did), they were very cheap not a long time ago
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summerspamMember, Neverwinter Beta UsersPosts: 16Arc User
edited August 2013
went for the +def route, 250 power is pretty negligble and much easier to come by than def.
I had my mind fixed on getting +Power, but now I reading the comments and I can agree with people on +Defense. If it was +250 Damage though I would go for it without second thought.
[SIGPIC][/SIGPIC] "With the force of Wind and Ice , I shall rise..."
I would've gone Defense myself. From what I've read, power has a very minute curve, whereas getting some defense might give a substancial boost to survivability.
I had my mind fixed on getting +Power, but now I reading the comments and I can agree with people on +Defense. If it was +250 Damage though I would go for it without second thought.
It was a bit of a toss up between the two. either one wont make much of a difference though the defense one probably does. 250 power wont even be noticable or change any outcome, but defense can. however i have had no problems staying alive so i went for power.
Perhaps to help clarify the difference, 250 power is approximately a %1 damage boost. Normally I'd say the average cw would jump all over that, but now we're facing a new dilemma - Potential life without shield. It would seem at least a few people are replacing it with other encounters (namely sudden storm and shard of the avalanche from what I've seen) to increase ap regen and bolster damage gains. Without shield in play, our survivability takes a hit and the def boost just might help get some of that back.
I have great power already, but my def is lacking. I traded some crit for Armor Pen on my enchants, so I can make up for some of that now. I am low on HP so +700 is a good fit. 400 Arcane Damage? Yes please. And I am not sure on the final choice, the stacking power buff sounds interesting, but I think the total benefit will be minor.
Epic dungeon mobs seems more difficult now (more HP/defense and more damage too).
A little more defense could help avoid a one-shot.
I recently re-speced my CW to be a tanky wizard (all points in INT and CON).
A little loss in damage, to me, is worth the comfort and ease of increased survival.
During the first Pirate King boss, every party member died except me, and I kited 20-30 enemies alone for 2-4 minutes. not bad for a wizard.
Epic dungeon mobs seems more difficult now (more HP/defense and more damage too).
A little more defense could help avoid a one-shot.
I re-speced my CW to be a tanky wizard (all points in INT and CON).
A little loss in damage, to me, is well worth the comfort and ease of survival.
During the first Pirate King boss, every party member died except me, and I kited 20-30 enemies alone for 2-4 minutes. not bad for a wizard.
A buddy of mine prefers a tanky wizard as well. While I am not as interested in tanking as you and he are, I am still leaning towards the Defense increase.
yourll notice the defense increase if you take it, the power increase wont make much difference because damage all depends on situation, spell load out and when you use a spell. but every little helps when it comes to doing damage. The question is, what do you need more?
Went with power. My HV set frequently gives me enough of a defense buff that I didn't see the need to pick up the +250 defense boon. I got around 24.3% damage resistance at the moment without the HV buff. It's been a while since I last got shot down.
This won't be the only campaign, if it is anything like STO (Star Trek Online)'s reputation system, we will be getting more "boons" in the future.
Also kerrovitarra's was just expressing his opinion. You're free to ignore it. It's your game, pick what you need the most based on your play style.
I wonder moe about 400 dmg vs 400 heal one...
If this 400 heal ticks quite often it could be quite decent boost...
If you're affected by dots, dots might even heal you. All fire/poison/cold monsters, or dots from pvp would trigger it like mad, but only if the "chance" is high enough of course. As usual, the company remains cryptic in the tooltips.
If you're affected by dots, dots might even heal you. All fire/poison/cold monsters, or dots from pvp would trigger it like mad, but only if the "chance" is high enough of course. As usual, the company remains cryptic in the tooltips.
I tought exactly about that.
Still it all depends on the trigger rate. In the other hand +400 arcane damage is quite decent as well [still the question that remains is - do we need that damage boost at all, since cw can get better damage by simply pumping up some AP or CHC, damage is something we can get from gear upgrades or some enchantments swapping, the free healing mehcanichs is something not so easy to obtain]
I think this will be the hardest choice for me. I probably go for the 400 hp heal just to test it out.
I tought exactly about that.
Still it all depends on the trigger rate. In the other hand +400 arcane damage is quite decent as well [still the question that remains is - do we need that damage boost at all, since cw can get better damage by simply pumping up some AP or CHC, damage is something we can get from gear upgrades or some enchantments swapping, the free healing mehcanichs is something not so easy to obtain]
I think this will be the hardest choice for me. I probably go for the 400 hp heal just to test it out.
I will probably need the community to weigh in on every one of these upgrades haha.
If the 400 damage is necotic dmg and isn't reduced by armor ect it would be amazing but i guess noone knows yet. As for power vs defense just stick with power atleast it gives u some little dmg boost, 250 defense does nothing for you in terms of staying alive. If u **** up a red cricle you are dead anyways if you die to normal hits without red circles u are just bad. In both situations +250 defense will do nothing for you.
As for power vs defense just stick with power atleast it gives u some little dmg boost, 250 defense does nothing for you in terms of staying alive. If u **** up a red cricle you are dead anyways if you die to normal hits without red circles u are just bad. In both situations +250 defense will do nothing for you.
This sentiment is narrowminded at best. 250 defense will always add survivability, and there are always situations where this added defense will save you.
If you're taking a hit, be it due to latency, rubberbanding, a situation where the red area was hard/impossible to see or simly due to not paying attention, that deals 30k damage it's fairly easy to have survivability enough to survive the hit. If it deals 50k damage it'd be exceptionally hard (barring a lucky deflect roll) to lachieve enough survivability to live and tell the tale.
The same of course applies to something dealing 26k damage. If you're skipping survivability entirely you'll likely die, while if you so much as add the above aforementioned 250 defense that alone might be enough to save you.
Besides taking large hits to the face where you shouldn't, there are situation where damage can't or shouldn't be avoided. It's very easy to get aggro of a couple of ranged mobs that just spawned before the tank can pick them off of you, or maybe the tank is already taking alot of heat and you actually want aggro on those two archers or casters because you know you'll be fine taking the damage but the tank could die if you weren't there to share the burden.
How about you teleporting in to cast Steal Time in the middle of a group of mobs, only being forced to teleport out again before casting or interrupt the cast because the biggest baddest meanest of the mobs is just about to smash his club right at your designated landing area? With a bit of survivability you know you can take the hit and be fine, so you get your ST cast and all the mobs are stunned and everyone's happy apart from the monsters, whereas the squishy caster just wasted all her/his stamina and four seconds to get into a new position to cast ST.
An active CW will be taking damage, there's no way around it. If you want to stand safely at the sidelines and lob spells at well-tanked monsters that can't possibly hurt you skipping survivability is fine, but if you want to be a useful teamplayer that stands in the heat of things and still outlives any other class in your group on a botched fight ypu really can't go wrong with some defense and added hit points. It's not like the defensive slots on armor and pants and possibly elsewhere are better served with Life Steal enchantments.
Lastly, now that Shield AP gain has been killed off, more and more CWs decide to slot a spell that adds damage and AP instead, making survivability even more relevant.
I went for defence. 250 is a high level enchant for free and adds a quite nice percentage to my mitigation whereas 250 power while providing some damage (good luck trying to figure out how much it does for what considering the scaling for different powers)... well i have damage enough at the moment.
Still, it's a personal choice and I'm pretty sure both are viable depending on gear/build/playtstyle. For me the goal right now for example (or rather one of the goals) is getting def to about 2k so that was my choice.
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I would've gone Defense myself. From what I've read, power has a very minute curve, whereas getting some defense might give a substancial boost to survivability.
As for me i will take power\crit\HP\400 damage\stamina regen
If you want defence you can just slot an ancient or grand ring 150\154 crit\armpen\rec with the defence enchant on you or your pet(like i did), they were very cheap not a long time ago
"With the force of Wind and Ice , I shall rise..."
I am also thinking that way but I am torn.
That would be too amazing.
Can't go wrong with either.
and also the featured satirical comedic adventure "A Call for Heroes".
Seems like both are solid choices.
I have great power already, but my def is lacking. I traded some crit for Armor Pen on my enchants, so I can make up for some of that now. I am low on HP so +700 is a good fit. 400 Arcane Damage? Yes please. And I am not sure on the final choice, the stacking power buff sounds interesting, but I think the total benefit will be minor.
250 Defense is ~18% of my total Defense value of 1,389 whereas 250 power is ~7.6% of my total Power value of 3,290.
I honestly doubt that <1400 Defense is hitting a significant diminishing return.
Both statistics, by your logic, provide a miserable increase of each statistic, it depends on what I prefer, not what kerrovitarra prefers.
Let's stay on topic. When I have more time I will try to math out Defense vs Power at a 250 value at my statistic level for comparison.
Epic dungeon mobs seems more difficult now (more HP/defense and more damage too).
A little more defense could help avoid a one-shot.
I recently re-speced my CW to be a tanky wizard (all points in INT and CON).
A little loss in damage, to me, is worth the comfort and ease of increased survival.
During the first Pirate King boss, every party member died except me, and I kited 20-30 enemies alone for 2-4 minutes. not bad for a wizard.
A buddy of mine prefers a tanky wizard as well. While I am not as interested in tanking as you and he are, I am still leaning towards the Defense increase.
and also the featured satirical comedic adventure "A Call for Heroes".
This won't be the only campaign, if it is anything like STO (Star Trek Online)'s reputation system, we will be getting more "boons" in the future.
Also kerrovitarra's was just expressing his opinion. You're free to ignore it. It's your game, pick what you need the most based on your play style.
Yes, many more AD/Gold sinks coming in the near future :-)
If this 400 heal ticks quite often it could be quite decent boost...
If you're affected by dots, dots might even heal you. All fire/poison/cold monsters, or dots from pvp would trigger it like mad, but only if the "chance" is high enough of course. As usual, the company remains cryptic in the tooltips.
I tought exactly about that.
Still it all depends on the trigger rate. In the other hand +400 arcane damage is quite decent as well [still the question that remains is - do we need that damage boost at all, since cw can get better damage by simply pumping up some AP or CHC, damage is something we can get from gear upgrades or some enchantments swapping, the free healing mehcanichs is something not so easy to obtain]
I think this will be the hardest choice for me. I probably go for the 400 hp heal just to test it out.
I will probably need the community to weigh in on every one of these upgrades haha.
If you're taking a hit, be it due to latency, rubberbanding, a situation where the red area was hard/impossible to see or simly due to not paying attention, that deals 30k damage it's fairly easy to have survivability enough to survive the hit. If it deals 50k damage it'd be exceptionally hard (barring a lucky deflect roll) to lachieve enough survivability to live and tell the tale.
The same of course applies to something dealing 26k damage. If you're skipping survivability entirely you'll likely die, while if you so much as add the above aforementioned 250 defense that alone might be enough to save you.
Besides taking large hits to the face where you shouldn't, there are situation where damage can't or shouldn't be avoided. It's very easy to get aggro of a couple of ranged mobs that just spawned before the tank can pick them off of you, or maybe the tank is already taking alot of heat and you actually want aggro on those two archers or casters because you know you'll be fine taking the damage but the tank could die if you weren't there to share the burden.
How about you teleporting in to cast Steal Time in the middle of a group of mobs, only being forced to teleport out again before casting or interrupt the cast because the biggest baddest meanest of the mobs is just about to smash his club right at your designated landing area? With a bit of survivability you know you can take the hit and be fine, so you get your ST cast and all the mobs are stunned and everyone's happy apart from the monsters, whereas the squishy caster just wasted all her/his stamina and four seconds to get into a new position to cast ST.
An active CW will be taking damage, there's no way around it. If you want to stand safely at the sidelines and lob spells at well-tanked monsters that can't possibly hurt you skipping survivability is fine, but if you want to be a useful teamplayer that stands in the heat of things and still outlives any other class in your group on a botched fight ypu really can't go wrong with some defense and added hit points. It's not like the defensive slots on armor and pants and possibly elsewhere are better served with Life Steal enchantments.
Lastly, now that Shield AP gain has been killed off, more and more CWs decide to slot a spell that adds damage and AP instead, making survivability even more relevant.
Still, it's a personal choice and I'm pretty sure both are viable depending on gear/build/playtstyle. For me the goal right now for example (or rather one of the goals) is getting def to about 2k so that was my choice.