Yeah, strange title but here's my problem: When I run a Dungeon, I'm usualy in the top 2 for damage (most of the time on rank 1, rank 2 if theres a real good TR). Problem with that is that I pull waaaay too much aggro and end up dead.
Is there a way to avoid that? Besides sitting around and do nothing...
If you're EVER doing less total damage than a TR in a dungeon, you need some serious work on your build. Use your CC skills like Steal Time, Shard, Oppressive Force and dodge out of the red.
No, there are some TRs that are quite good with their burst damage and so they are able to move on from one target to the next very effectively.
Also, some TRs actually understand the synergy between the CW gathering mobs and the TR using things like Smoke Bomb, Path of the Blade, or whatever power it is where they send daggers out in all directions at once.
But I agree, it can suck sometimes to do too much damage. This happens to me all the time with the Master of the Hunt skirmish. I always have the aggro from the Totemist, Warrior, Witch, final boss, etc..... It also happens during the CTA events. If I had wanted to play a class that would be able to tank elite mobs and bosses, I would have rolled a GF! I have fun when I'm gathering up mobs and killing them. I don't have fun when I'm kiting the boss.
I wonder how aggro is calculated in this game. Anyone know?
So, there is no special super secret feat that gets rid of aggro like on a TR (where I think you reduce the aggro you pull around 99%)? <font color="orange">HAMSTER</font>... so, basically just do more damage and kill everything quickly rather than do moderate damage but be ignored from most mobs I guess...
cw pve dps is broken op, id suggest u getting 10% life steal when u have life steal u dont care about aggro since mobs are ccd for like 70% of the time. if u are thaum use Coi on tab, icy/ss steal time and avalanche
Thats my rotation right now, SotEA, port in, Steal Time, Ice Terrain, port out, CoI on Tab, CC. Most mobs don't survive another round, maybe some get to a second Shard, but thats usually it. Still, if mobs get too big, I'm usually done for since I don't get to kill all of them
You're not doing "too much damage". You're just getting a lot of threat.
As a CW with aoe damage skills, you will get the most threat on most targets now since they fixed healer threat many months ago. If there is no effective tank to divert this threat, you and any fellow CWs will get it all.
Many CW's pay almost no attention to defensive stats. However, the old adage applies: you cannot dps if you're dead!
Eventually, you will learn, mostly by trial and error, which defensive stats are most appropriate for your playstyle and group compositions. You need some blend of HP, Defense, Lifesteal or Regeneration. Get experimenting!
I am still fuzzy about how exactly the defensive stats work, or what constitute optimal levels for them, particularly with Defense and Deflect.
According to this (https://www.desmos.com/calculator/3dqpvhuavj), I would need a Defense of about 2500 in order to have a Damage Resistance of 30%. So does that mean if I have a Defense of 2500 and someone damages me for 1000 pts, that I would only lose 70% of 1000 = 700 HP?
Also, according to the same source, I would need a Deflect of about 2500 in order to have a Deflection Chance of 18%. So does that mean that if I have a Deflect of 2500 and someone strikes me with an attack that would cause 1000 HP of damage, I have an 82% chance of suffering all 1000 pts and an 18% chance of suffering no damage at all?
And so what if I had 2500 Defense and 2500 Deflect (hypothetically speaking)? What would happen?
I am still fuzzy about how exactly the defensive stats work, or what constitute optimal levels for them, particularly with Defense and Deflect.
According to this (https://www.desmos.com/calculator/3dqpvhuavj), I would need a Defense of about 2500 in order to have a Damage Resistance of 30%. So does that mean if I have a Defense of 2500 and someone damages me for 1000 pts, that I would only lose 70% of 1000 = 700 HP?
Also, according to the same source, I would need a Deflect of about 2500 in order to have a Deflection Chance of 18%. So does that mean that if I have a Deflect of 2500 and someone strikes me with an attack that would cause 1000 HP of damage, I have an 82% chance of suffering all 1000 pts and an 18% chance of suffering no damage at all?
And so what if I had 2500 Defense and 2500 Deflect (hypothetically speaking)? What would happen?
Scenario A (30% Damage Resistance from Defense)
- 30% damage reduction, i.e. 1000 x (1 - 30%) = 700
- combat log: "Monster deals 700 (1000) Physical to you with...".
Scenario B (18% Deflection Chance from Deflection)
- 18% chance incoming damage reduced by Deflection Severity
- default Deflection Severity for non-TRs is 50%, i.e. 1000 x (1 - 50%) = 500
- combat log on non-deflected attack: "Monster deals 1000 Physical to you with..."
- combat log on deflected attack (*): "Monster deals 500 (1000) Physical to you with...".
Scenario C (30% Damage Resistance + 18% Deflection Chance)
- 30% damage reduction on non-deflected attacks, i.e. identical to Scenario A and both damage reductions applying on deflected attacks, i.e. 1000 x (1 - 30%) x (1 - 50%) = 350 for an implied damage reduction of 65% on deflected attacks
- combat log non-deflected attack: "Monster deals 700 (1000) Physical to you with...".
- combat log deflected attack (*): "Monster deals 350 (1000) Physical to you with...".
(*) unfortunately, there is no special indication in combat log of a deflected attack.
Yeah, strange title but here's my problem: When I run a Dungeon, I'm usualy in the top 2 for damage (most of the time on rank 1, rank 2 if theres a real good TR). Problem with that is that I pull waaaay too much aggro and end up dead.
Is there a way to avoid that? Besides sitting around and do nothing...
I have the same issue here. My friend says i need to do more damage and kill things faster. I'm currently looking to figure out a way to get a relatively high level of armor penetration, with a 1000+ lifesteal, which does help alot until you get ton of mobs on you. There was a few times in some of the dungeon runs I solo'd that i that i was sure goner, but some how i manage to pull through.
When i built my guy, I took the threat reduction feat. I'm planning on respecting my guy at some point once they hand it out free. I only put two points in this feat. I'm wondering if it was really worth it, or helps me out at all preventing the mobs from making me lunch. I took a hit in potential damage potential doing this so any thoughts on this would be greatly appreciated.
I'm thinking later on down the line i would do what it seems like I've noticed others doing with there characters armor, by using the barkskin and lesser serene enchantments.
I would also like to know how effective the terror weapon enhancement is. I got a bunch of the terror enchantment shards and was considering if this would be an effective solution at making the monsters run from me. How effective is this enchantment? Are there monsters immune to the terror effect?
I would also like to know how effective the terror weapon enhancement is. I got a bunch of the terror enchantment shards and was considering if this would be an effective solution at making the monsters run from me. How effective is this enchantment? Are there monsters immune to the terror effect?
Its not what you think it is. Its not a fear effect that makes the mobs run away from you. Its effect buffs your damage while debuffing the defense of the enemy you are hitting.
Its not a bad enhancement. Its fairly good, actually. However, there are much better options out there to also consider.
For general survivability on my CW (PvE) I find that barkshield makes a big difference. The extra damage mitigation from BS works well with the CW because it has 3 charges which regenerate and your CC abilities will often give you the time needed for that regen to occur. It is not perfect, but it helps.
So, accept my role as the DPS-Tank and go for survivability, right? Is there any perticularly good gear for that? I'm working my T2 dungeons plus Sharandar dailies now and only got the Fatebender Armor and HV Boots so far (been activly doing that for about 2 days and I have to work).
For Enchants, probably the usual, get ArmPen decent (not max since the powers are not taking full advantage of it right now), Crit probably to 30-33% and than power. I think going for defense and deflect combo to get defense to around 30% and deflect to about 15-20%. Lifesteal to around 10% and Regen to like 10-15%. Armor's gonna be either BS or SF and Weapon the usual Vorpal. Am I heading in the right direction here so far?
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
edited November 2013
Also, don't teleport into the middle of mobs just to cast Steal Time. Steal Time has a large enough AOE and along enough cast time that you need to cast it as the monsters are running to you. They'll get slowed as they enter the AOE, then stunned before they can hit you.
Save your teleports for defense, not offense. With three teleports, it's pretty easy to stay out of trouble, as well as buying time if your potions are on cooldown. That being said, smoke some healing pots if you're in trouble. If you have agro and are at less than 50% health, your automatic response should be to smoke a pot.
Life Steal is well and good, but the downside is that it won't help you when you literally can't stop moving for fear of getting CCed and killed. If that's the nature of your problem, consider adding Regeneration and Deflection to your build since they will give you a constant boost to your survivability.
It's possible to do so much damage while inflicting CC (hence generating insane threat) that even a GF with the appropriate powers and feats can't consistently steal aggro from you or keep it for more than a moment. A good DC can help you if they're expecting this, and hopefully your party will start to expect this behavior and do what they can to hinder and kill your attackers.
Aside from all that, of course heed ironzerg's suggestion to save teleports for defense, and pay attention to NPC attack patterns and animations. Most NPCs are fairly predictable, and if you're fighting a group of the same type, it becomes easy to bait their attacks and dodge while they're stuck in their animations, which can buy you extra seconds to safely use another control power and/or conserve enough stamina to continue teleporting. If you dodge before they begin attacking, they just keep jogging towards you and will force you to teleport more frequently.
If I use Conduit of Ice on Draco sometimes I pull him off from the TR which isn't a good thing indeed.
The TR probably has threat reducer feats(Battlewise) and/or lower dps.
In these cases I drop Coi for chill strike.
Initial pull or during execution phase?
If you get aggro during execution phase you can just keep distance and tank him.
If youre 3-4manning it, you dont touch Draco till he gets to position. No DoTs nothing just dont touch him.
Another tip is not to burn all your CC powers one after the other, including your Dailies. There's no point casting anything but damage powers while steal time has everything stunned for instance. Once they've woken up and start coming for you, knock em over with shard. By then your stamina bar should be full. Rinse and repeat. If you've got an icy build, don't hit anything that's frozen since that speeds up the thaw.
<edit> The other bit of advice is to not to be the first into a fight. Let someone else, like a GF, GWF or TR : anyone at all really , let them grab the initial aggro. By the time they've figured out that you're the real threat it's too late. Bwah hah har!
Tele Savalas, Dwarf Thaumaturge CW
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Comments
Also, some TRs actually understand the synergy between the CW gathering mobs and the TR using things like Smoke Bomb, Path of the Blade, or whatever power it is where they send daggers out in all directions at once.
But I agree, it can suck sometimes to do too much damage. This happens to me all the time with the Master of the Hunt skirmish. I always have the aggro from the Totemist, Warrior, Witch, final boss, etc..... It also happens during the CTA events. If I had wanted to play a class that would be able to tank elite mobs and bosses, I would have rolled a GF! I have fun when I'm gathering up mobs and killing them. I don't have fun when I'm kiting the boss.
I wonder how aggro is calculated in this game. Anyone know?
As a CW with aoe damage skills, you will get the most threat on most targets now since they fixed healer threat many months ago. If there is no effective tank to divert this threat, you and any fellow CWs will get it all.
Many CW's pay almost no attention to defensive stats. However, the old adage applies: you cannot dps if you're dead!
Eventually, you will learn, mostly by trial and error, which defensive stats are most appropriate for your playstyle and group compositions. You need some blend of HP, Defense, Lifesteal or Regeneration. Get experimenting!
According to this (https://www.desmos.com/calculator/3dqpvhuavj), I would need a Defense of about 2500 in order to have a Damage Resistance of 30%. So does that mean if I have a Defense of 2500 and someone damages me for 1000 pts, that I would only lose 70% of 1000 = 700 HP?
Also, according to the same source, I would need a Deflect of about 2500 in order to have a Deflection Chance of 18%. So does that mean that if I have a Deflect of 2500 and someone strikes me with an attack that would cause 1000 HP of damage, I have an 82% chance of suffering all 1000 pts and an 18% chance of suffering no damage at all?
And so what if I had 2500 Defense and 2500 Deflect (hypothetically speaking)? What would happen?
Scenario A (30% Damage Resistance from Defense)
- 30% damage reduction, i.e. 1000 x (1 - 30%) = 700
- combat log: "Monster deals 700 (1000) Physical to you with...".
Scenario B (18% Deflection Chance from Deflection)
- 18% chance incoming damage reduced by Deflection Severity
- default Deflection Severity for non-TRs is 50%, i.e. 1000 x (1 - 50%) = 500
- combat log on non-deflected attack: "Monster deals 1000 Physical to you with..."
- combat log on deflected attack (*): "Monster deals 500 (1000) Physical to you with...".
Scenario C (30% Damage Resistance + 18% Deflection Chance)
- 30% damage reduction on non-deflected attacks, i.e. identical to Scenario A and both damage reductions applying on deflected attacks, i.e. 1000 x (1 - 30%) x (1 - 50%) = 350 for an implied damage reduction of 65% on deflected attacks
- combat log non-deflected attack: "Monster deals 700 (1000) Physical to you with...".
- combat log deflected attack (*): "Monster deals 350 (1000) Physical to you with...".
(*) unfortunately, there is no special indication in combat log of a deflected attack.
I have the same issue here. My friend says i need to do more damage and kill things faster. I'm currently looking to figure out a way to get a relatively high level of armor penetration, with a 1000+ lifesteal, which does help alot until you get ton of mobs on you. There was a few times in some of the dungeon runs I solo'd that i that i was sure goner, but some how i manage to pull through.
When i built my guy, I took the threat reduction feat. I'm planning on respecting my guy at some point once they hand it out free. I only put two points in this feat. I'm wondering if it was really worth it, or helps me out at all preventing the mobs from making me lunch. I took a hit in potential damage potential doing this so any thoughts on this would be greatly appreciated.
I'm thinking later on down the line i would do what it seems like I've noticed others doing with there characters armor, by using the barkskin and lesser serene enchantments.
I would also like to know how effective the terror weapon enhancement is. I got a bunch of the terror enchantment shards and was considering if this would be an effective solution at making the monsters run from me. How effective is this enchantment? Are there monsters immune to the terror effect?
Its not what you think it is. Its not a fear effect that makes the mobs run away from you. Its effect buffs your damage while debuffing the defense of the enemy you are hitting.
Its not a bad enhancement. Its fairly good, actually. However, there are much better options out there to also consider.
For Enchants, probably the usual, get ArmPen decent (not max since the powers are not taking full advantage of it right now), Crit probably to 30-33% and than power. I think going for defense and deflect combo to get defense to around 30% and deflect to about 15-20%. Lifesteal to around 10% and Regen to like 10-15%. Armor's gonna be either BS or SF and Weapon the usual Vorpal. Am I heading in the right direction here so far?
Save your teleports for defense, not offense. With three teleports, it's pretty easy to stay out of trouble, as well as buying time if your potions are on cooldown. That being said, smoke some healing pots if you're in trouble. If you have agro and are at less than 50% health, your automatic response should be to smoke a pot.
It's possible to do so much damage while inflicting CC (hence generating insane threat) that even a GF with the appropriate powers and feats can't consistently steal aggro from you or keep it for more than a moment. A good DC can help you if they're expecting this, and hopefully your party will start to expect this behavior and do what they can to hinder and kill your attackers.
Aside from all that, of course heed ironzerg's suggestion to save teleports for defense, and pay attention to NPC attack patterns and animations. Most NPCs are fairly predictable, and if you're fighting a group of the same type, it becomes easy to bait their attacks and dodge while they're stuck in their animations, which can buy you extra seconds to safely use another control power and/or conserve enough stamina to continue teleporting. If you dodge before they begin attacking, they just keep jogging towards you and will force you to teleport more frequently.
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The TR probably has threat reducer feats(Battlewise) and/or lower dps.
In these cases I drop Coi for chill strike.
(By Valindra's Pet the aggro and the boss is always on me while I am using OFs but I can bring good DCs in from guild with good Astral Shield.)
Initial pull or during execution phase?
If you get aggro during execution phase you can just keep distance and tank him.
If youre 3-4manning it, you dont touch Draco till he gets to position. No DoTs nothing just dont touch him.
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<edit> The other bit of advice is to not to be the first into a fight. Let someone else, like a GF, GWF or TR : anyone at all really , let them grab the initial aggro. By the time they've figured out that you're the real threat it's too late. Bwah hah har!