•Soulforged Armor: These enchantments have been reworked. When you die you are resurrected, healing you for 20/22.5/25/27.5% of average player health and healed for an additional 10/12.5/15/17.5% of average player health over 3 seconds. This effect may only occur every 90 seconds.==> seem pretty sweet change.
•Soulforged Armor: These enchantments have been reworked. When you die you are resurrected, healing you for 20/22.5/25/27.5% of average player health and healed for an additional 10/12.5/15/17.5% of average player health over 3 seconds. This effect may only occur every 90 seconds.==> seem pretty sweet change.
i tested soulforge is based on base hp of 21600, at greater, it has 5200 heal or so + 1080x3 heal. so the total is about 8500 = a pot when you die. I like it a lot... for me it is better than 4 sec immunity.
Nice all-around patch for the GWF PVE-wise. DPS builds hit harder with At-Will & Deep Gash buff and Sentinels should be even more tankier now and with the reworked Tier 3 feats threat shouldn't be such a beast any longer.
I just saw. The swordmaster is incredibly fun. I hope you continue to bleed the system well for him. The iron soon receive a nerf (I hope that does not come along swordmaster). Super bleed + super ap +supercontrol ... no, it will not continue.
I just saw. The swordmaster is incredibly fun. I hope you continue to bleed the system well for him. The iron soon receive a nerf (I hope that does not come along swordmaster). Super bleed + super ap +supercontrol ... no, it will not continue.
i hope they will not nerf new bleeds on encounters it made not so fast and mighty leap a lot better so ins build did got nice buff thx to bleeds i do not see any problems whit current bleeds tr can still make a lot higher bleed per sec then we
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xwanguuMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 22Arc User
•Soulforged Armor: These enchantments have been reworked. When you die you are resurrected, healing you for 20/22.5/25/27.5% of average player health and healed for an additional 10/12.5/15/17.5% of average player health over 3 seconds. This effect may only occur every 90 seconds.==> seem pretty sweet change.
Is this rework making the soulforge better or worse for PVP and PVE?
I don't own one, but plan to get one soon.
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mctankypantsMember, Neverwinter Beta UsersPosts: 0Arc User
edited October 2013
It will change pvp for sure. When Soulforged pops currently you have a few seconds to go ruin someones day completely immune to damage. It can be the deciding factor in taking someone down as you make a b-line for them and ignore their teammates.
I didn't have an issue with Soulforged prior to this so I'm not sure why it's being reworked.
It's always seemed buggy to me to begin with and isn't always reliable when it pops. I suppose the main advantage of the change will be crazy regen on classes that already have it built in.
Is this rework making the soulforge better or worse for PVP and PVE?
I don't own one, but plan to get one soon.
For sentinel gwf doing pvp, this is way better than 3-5 sec immunity. You retain your determination when you die / resurrect, thus you can pop unstoppable once resurrected (since like a heavy hit kills you as a sentinel), heal for about 9k over 3 sec if you have a greater, 5% from feat of unstoppable, and if you slot restoring strike, you get additional heal after you hit someone, and dont forget regen. This simple mechanism will heal you for anywhere between 35-50% of you hp (assume 34k hp). if you are at 40% hp as a sentinel, it will not be easy to kill you again if the previous fight already used lots of your opponent's heavy hitting encounter / daily. On the other hand, 3-5 sec immunity is not that great as 1) you dont gain determination during thos 3-5 secs, 2) if ppl are smart they wont use their heavy hitting encounter on you when immunity pop, 3) you will still get cc'ed during immunity, just no dmg. I hope they dont nerf this change, since i made a greater once i saw the change yesterday.
For sentinel gwf doing pvp, this is way better than 3-5 sec immunity. You retain your determination when you die / resurrect, thus you can pop unstoppable once resurrected (since like a heavy hit kills you as a sentinel), heal for about 9k over 3 sec if you have a greater, 5% from feat of unstoppable, and if you slot restoring strike, you get additional heal after you hit someone, and dont forget regen. This simple mechanism will heal you for anywhere between 35-50% of you hp (assume 34k hp). if you are at 40% hp as a sentinel, it will not be easy to kill you again if the previous fight already used lots of your opponent's heavy hitting encounter / daily. On the other hand, 3-5 sec immunity is not that great as 1) you dont gain determination during thos 3-5 secs, 2) if ppl are smart they wont use their heavy hitting encounter on you when immunity pop, 3) you will still get cc'ed during immunity, just no dmg. I hope they dont nerf this change, since i made a greater once i saw the change yesterday.
Do you tested the new soulforged? I don't know if the determination stay after you got down. A video would be nice to see how it work. The soulforged was something like an escape help, not an i help you standing against 106874765 enemies. xD
Does other enchantment got reworked?
it stays... just log in and go get kill by adds... i tested it... and i was able to get back to near 60% hp in sharandra ... in epic DD, maybe lower since adds hit harder, but still you will survive almost the worst case senario.
Comments
yeah pvp will be funny
and is not that they even read our discussion? I am VERY happy.
Is this rework making the soulforge better or worse for PVP and PVE?
I don't own one, but plan to get one soon.
I didn't have an issue with Soulforged prior to this so I'm not sure why it's being reworked.
It's always seemed buggy to me to begin with and isn't always reliable when it pops. I suppose the main advantage of the change will be crazy regen on classes that already have it built in.
For sentinel gwf doing pvp, this is way better than 3-5 sec immunity. You retain your determination when you die / resurrect, thus you can pop unstoppable once resurrected (since like a heavy hit kills you as a sentinel), heal for about 9k over 3 sec if you have a greater, 5% from feat of unstoppable, and if you slot restoring strike, you get additional heal after you hit someone, and dont forget regen. This simple mechanism will heal you for anywhere between 35-50% of you hp (assume 34k hp). if you are at 40% hp as a sentinel, it will not be easy to kill you again if the previous fight already used lots of your opponent's heavy hitting encounter / daily. On the other hand, 3-5 sec immunity is not that great as 1) you dont gain determination during thos 3-5 secs, 2) if ppl are smart they wont use their heavy hitting encounter on you when immunity pop, 3) you will still get cc'ed during immunity, just no dmg. I hope they dont nerf this change, since i made a greater once i saw the change yesterday.
Do you tested the new soulforged? I don't know if the determination stay after you got down. A video would be nice to see how it work. The soulforged was something like an escape help, not an i help you standing against 106874765 enemies. xD
Does other enchantment got reworked?