Post the At-will, encounter, and daily, which in your humble opinion, are the best for you for each class.
(ONE at-will, ONE encounter, and ONE daily per class)
I'll start. Try following this format.
Hunter Ranger: Aimed Shot / Fox Shift / Forest Ghost
Aimed Shot: It's the top 3 best at-wills of all classes combined if you deal with the constant interruptions. Hits harder than most encounters. With bad gear you can even score 18-21K crits. Simply outstanding.
Fox Shift (RIP) : Amazing ability for Combatant rangers, you dispatch your enemies in PVP so easily, and hits multiple mobs with high damage in PVE, what more to ask?
Forest Ghost : I can't count how many times this saved me in both PVP/PVE. The run speed buff (With combat feat) on it is awesome (Sadly "Fixed" in mod 3)
Control Wizard: Chilling Cloud / Shard of The Endless Avalanche / Arcane Singularity
Chilling Cloud: With the correct debuff and feats, this power is awesome in dungeons. And it's the only at-will that has AOE (Ahem... the only GOOD at-will. Cough Storm Pillar cough)
Shard of The Endless Avalanche: This encounter is absolutely amazing, out hardest hitting one, can give high crit numbers and hits multiple mobs at once, it's also very effective in PVP. Best of both worlds (Devs just need to fix the Shard disappear when Wizards get CC'ed).
Arcane Singularity: Nothing to say here, simply the best daily in the entire game, fact.
Duelist's flury : Immunity, awesome bleeds, high damage. And can refill most of your HP in one rotation if you have respectable Life Steal. An all-around awesome at-will.
Impossible to Catch: No CC and complete immunity when used from stealth, this is the ultimate "lol @ you" encounter.
Shocking Execution: Also called "Death". Ignores tenacity, passes through unstoppable, and even passes through ITC. This daily is so scary that there are only FOUR things to counter it overall.
Devoted Cleric: Blessing of Battle / Astral Shield (Exaltation for PVP) / Hallowed Ground (Anointed Army for PVP)
Blessing of Battle: Cleric's best at-will IMO. I have an undergeared cleric and BoB scores 3-4K crits. So higher geared people probably deal more damage.
Astral Shield: The best encounter for Cleric, nuff said. If you don't see a cleric often casting this. Then it's a bad cleric. Exaltation (Divinity) is one of the best encounters for PVP. Gives you regen... increased damage and brief immunity. It counters Shocking Execution I think (Clerics confirm this for me. I survived a shocking from a highly geared player yesterday, not sure if it was Exaltation that helped).
Hallowed Ground: Enhanced attack and defense.... heals. Yup. Awesome daily. for PVP it's Anointed Army. I use this on my Cleric. One day a Guardian Fighter came in and tried to chain-prone me. I had Anointed Army procced. He used his 3 prones (Including his daily) and I still stood there like a pole. He called me a hacker (very odd term in MMO for me...) and reported me via ticket. Oh well. Anointed Army's immunity should last longer but it's an overall handy daily.
Guardian Fighters: Threatening Rush / Knight's valor / Supremacy of Steel
Threatening Rush: Although sadly not as effective as GWF's. It has the same function. See above.
Knight's Valor: I absolutely love it when Guardian Fighters use it, I feel less threatened in dungeons. I really don't know why people neglect guardian fighters. I wish devs would buff them a little bit.
Supremacy of Steel : Gives the Guardian Fighter immunity if the players are smart. If not, they take their damage until they die or barely walk alive from it.
Post yours/Discuss.
Beta player
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
Haven't played enough other classes to have a good opinion on those but here's my CW favorites:
Chilling Coud/Sudden Storm/Oppressive Force
Chilling cloud because of the Thaumaturge Debuffs.
Sudden Storm because it hits just as hard as Shard of Endless Avalanche but you're able to cast it faster, it recharges faster, and it can hit a lot more enemies (like ones falling out of a singularity)
Arcane singularity is the best Daily in a lot of cases because of how it gathers up the enemies. However, if you have enemies immune to crowd control, or multiple CW's in a party who are already casting Singularity, or the enemies are already grouped together Oppressive Force is a better option. Oh, also if you are getting swarmed by enemies and are about to die Oppressive Force can save your bacon. Even with a moderate amount of life steal it will put you back to full health pronto. If you try Singularity you'll just die because it takes too long to pull the enemies off you.
[SIGPIC][/SIGPIC]
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bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited April 2014
Well, for Clerics, I really like Astral Seal - decent damage, pretty fast to cast, but most importantly, turns any enemy with it on them into a healing node (when struck by an attack). Astral Shield is a no-brainer for encounters. Hallowed Ground is good, yes, but Divine Armor isn't location-dependent, and can really help prevent a team wipe in PvE.
For my GWF, I really like Weapon Master's Strike - yeah, it's a little slow, but it hits twice and debuffs the target against your other at-will's for a while. Encounter-wise, I'd have to say I really like restoring strike - good damage plus a heal - what's not to like. For dailies, I'd have to say my first choice is Slam - it can interrupt targets on the first pulse, delivers constant damage while it's on, and you can take feats to improve your stats while it's running. My second choice for daily would be Avalanche of Steel - a great opening attack that delivers heavy damage and knocks all enemies prone for a while. Plus, you are untouchable while up in the air.
For my HR, I'd say that I like split show a lot, (though that is likely to change once module 3 comes out, at which point electric shot may take its place). It does heavy damage in a cone. For encoutners, it's a toss-up between binding arrow/oak skin and commanding shot/stag heart. If you include their related feats, they grant you pretty significant damage resistance and regeneration, plus their attacks pin the enemy to a location and make them take more damage, (the buffs are going to be even better come module 3). For dailies, I'd say Forest Ghost is probably the most useful one mentioned, but Seismic Shot does pretty good damage and can help position enemies.
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cw
at-will: mm/cc/rof are all good.
encounter: Sudden storm for the damage, low recharge, no cap, and fast cast.
daily: singularity for the utility.
tr
at-will: disheartening strike does a ton of damage from range. Too bad everything else on the WK is trash.
encounter: shadow strike never leaves my bar.
daily: lurker's is always useful.
hr
at-will: split shot for now because it does the dps of a single target at will, but after the nerf I'd say aimed shot/strike even though it can be difficult to use.
encounter: meh, hr encounters make me sad.
daily: forest ghost for versatility and stormstep multi-proc.
dc
at-will: astral seal.
encounters: astral shield.
daily: hallowed ground.
all pretty self explanatory.
gwf
at-will: I don't really like any of the at-wills. Not to say they're bad, but they just don't do it for me.
encounter: the ever popular frontline surge, although I wish other gwfs would think about where they're pushing the enemies.
daily: avalanche of steel. Wide area, damage immunity, decent damage, prones.
gf
at-will: cleave. Boring and solid, just like the GF.
encounter: lunging strike. High damage charge on a low cooldown and a little bit of bonus aoe damage. I can never seem to replace it.
daily: they're all good.
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silverquickMember, Neverwinter Beta UsersPosts: 1Arc User
Post the At-will, encounter, and daily, which in your humble opinion, are the best for you for each class. I'll start. Control Wizard: Chilling Cloud / Shard of The Endless Avalanche / Arcane Singularity
Chilling Cloud: With the correct debuff and feats, this power is awesome in dungeons. And it's the only at-will that has AOE (Ahem... the only GOOD at-will. Cough Storm Pillar cough)
Shard of The Endless Avalanche: This encounter is absolutely amazing, out hardest hitting one, can give high crit numbers and hits multiple mobs at once, it's also very effective in PVP. Best of both worlds (Devs just need to fix the Shard disappear when Wizards get CC'ed).
Arcane Singularity: Nothing to say here, simply the best daily in the entire game, fact.
Post yours/Discuss.
Well the CW ones are almost all good, so I suspect you'll find many different responses.
At Will: We don't use these as much as other classes due to the spell mastery slot. So we tend to use all encounter powers and only a few at wills.
I prefer Magic Missiles. They crit a lot more and activate the passive skills a lot more. But they are single target. Chilling Cloud is good, but I prefer the missiles.
Storm Pillar: they did buff this one a little but it still falls far short of the others. In order for this one to approach the others it would need to do at least 5000 damage hit on a 3 second charge with the AoE damage being about 2.5k on the rest of the targets. Then it would do more damage, but have less utility than the others. As it stands, its just not competetive.
Encounters:
These we have so many good ones its hard to choose.
My preferred though is between Sudden Storm, Furious Immolation, and Shards of Endless Avalanche. All of these are just excellent. And Steal Time runs a very close second. I'd even throw in Conduit of Ice depending on your build or whether you're a spellstorm or master of flame. Chill Strike too is just johnny on the spot especially when feated with Snap Freeze.
Dailys:
Honestly I think Both Oppressive Force and Singularity are actually equal. Singularity comes out ahead though because of what it does for a group and because you can use it to set up wicked combos and just destroy mass mobs swarming you. Oppressive Force because there's a lot of things Singularity doesn't work on, like Golems, Druegar Riders, Dread Hounds and a host of other things that are not affected by its pull, if it affected everything then it would be the clear choice above all others.
tr
at-will: disheartening strike does a ton of damage from range. Too bad everything else on the WK is trash.
.
Oh brah I completely forgot about Disheartening Strike. It's one of the top 3 at-wills of all classes combined (With Aimed Shot and Threatening rush) . This at-will is what makes WhisperKnife IMO. A single dagger can go up to 20K Damage. it's crazy.
Encounters:
These we have so many good ones its hard to choose.
My preferred though is between Sudden Storm, Furious Immolation, and Shards of Endless Avalanche. All of these are just excellent. And Steal Time runs a very close second. I'd even throw in Conduit of Ice depending on your build or whether you're a spellstorm or master of flame. Chill Strike too is just johnny on the spot especially when feated with Snap Freeze.
Furious immolation is not an encounter. It's a daily.
You're probably mixing it up with Fanning the Flame.
Beta player
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
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silverquickMember, Neverwinter Beta UsersPosts: 1Arc User
Lol you're right I meant to say Fanning the Flame.
Furious Immolation isn't bad either.
Non-tabbed fanning the flame is garb.
Tabbed on the other hand is wonderful. Especially for PVP.
Flame Wizard does some destructive damage and DoT's in PVP. I love it. But I'm obviously Spellstorm on my main account... because Eye of the Storm cannot be replaced.
Beta player
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
Tabbed on the other hand is wonderful. Especially for PVP.
Flame Wizard does some destructive damage and DoT's in PVP. I love it. But I'm obviously Spellstorm on my main account... because Eye of the Storm cannot be replaced.
I'm currently testing the IWD content over on the Preview.
I normally run Spellstorm, but I respecced to test the effectiveness of MoF over there too, and I am seeing the performance pretty much the same. My spellstorm has quick strike burst damage, but that MoF has some seriously subtle damage you don't see coming, and it keeps damaging and debuffing even when your encounters are in cooldown.
I have to say both sides are equally effective on the HE encounters. Mind you this is with a 15.6k GS on both.
GWF (PVE, door-to-door pulls, aka 30+ mobs at once, mind you):
At-Will:
Tough one, I can't believe I say this but Wicked Strike wins this one for me. At the end of the day, all you want to do is spread DG on as many mobs as possible and maintain it. Big downside: Massive rubberbanding.
Encounter:
Goin against the grain here: Under previously defined conditions Punishing Charge wins this. Other options that come very close/are better at times: IBS, Leap. Now, why Punishing Charge with that HAMSTER damage? Easy solution: DG on all mobs. And AoS spam. Speaking of AoS:
Daily:
Indomitable Strength. Wait. Avalanche of Steal. Often tips the scales on if your party will wipe or not or you can solo that boss or not. Also: Xivros, anyone?
But at the end of the day, it's all so situational that you really have to adjust your bar many times depending on the upcoming encounter.
Edit: Did I mention that mod3 will completely change everything I wrote up there?
I main a GWF so I'll only talk about GWF. I'm for PVE so I'm not talking from a PVP standpoint.
At will: I like Weapon Master's Strike with Wicked Strike. I'm more of an AOE attacker so I use Weapon Master's Strike to debuff and Wicked Strike to whack as many as I can. I use Weapon Master and Steel Blitz for the passives.
Encounter: I like Flourish for its "press and more-or-less hit" feature, Restoring Strike for HP regain and Indomitable Battle Strike for the damage.
Daily: I like Slam for slowing down and damaging large groups. I also have Crescendo equipped but I only use it if I'm in a pinch against a single enemy and need it prone fast.
Threatening Rush: Marks your enemies (More damage when feated) and is spammable in PVP. Awesome gap-closer at-will.
Frontline Surge: You prone 5 enemies at the same time with high damage, what is there to say here?
Spinning Strike: Awesome damage and crits on multiple mobs in PVE. Replace this with Indomitable Strength/Savage advance for PVP.
Ha ha, you're trolling your own thread, great job.
At-Will: In dungeons it does not matter much which Atwill you use, by the time you run to the mob it has been killed already by a CW. In solo, the one that will trigger the highest number of DG. In mod2, that is.
Encounter: The ones from the GF branch.
Daily. This is where it becomes embarrassing. Avalanche of steel, the daily that comes after the battle? Spinning strike, which kills the foes by making them laugh so hard they forget to breathe? Slam, the zero-damage daily that draws nice circles around you so that your mates know where to go to revive you?
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited April 2014
Although I have characters of all classes, I play a DC 90% of the time, so I am going to restrict my answer to that.
The problem for me is that the answer depends completely on which mode I am in...there is no single "best" set of powers.
...playing solo (where DPS is most important)
At-Will: Sacred Flame
Encounter: Daunting Light - I don't even slot Astral Shield when Soloing
Daily: Flame Strike
... playing a group healer (typically in PUGs or undergeared groups)
I have not see much on the GF, so I say this on a GF with Sword Mastery:
Daily: Crescendo (PvP)
Good damage while being immune to CC. It stuns the target and finishes with a prone. Good in PvE, essential in PvP.
Daily: Fighter's Recovery (PvE)
Pretty useless in PvP, but essential for PvE. Nothing heals a GF faster than Fighter's Recovery, except healing stones of course. One can go from almost no life to 100% with the combination of Fighter's Recovery with Enforced Threat. It is the only way to tank lots of tough mobs when there is no cleric around.
Encounter: Griffon's Wrath (PvP)
Probably the most underrated encounter, because I hardly ever see a GF use it in PvP. It has three charges and when fired all in a row amounts to a lot of damage where each blow stuns. Your target will not get away nor be able to hit back while suffering each blow. If Anvil of Doom has been enhanced with stun (see Tactician Feats) can one use Griffon's Wrath as an "opener" and Anvil of Doom as a "finisher", and thereby deal a lot of damage to a single target while holding it in place at the same time.
Encounter: Enforced Threat (PvE)
Lunging Strike has already been mentioned several times. What is essential for PvE is Enforced Threat. It deals AoE damage with an increased threat causing the mobs to switch target to the GF. The GF thereby pulls mobs off of others and gathers them around him. It is, if you so will, the GF's equivalent to the CW's Singularity in terms of crowd control and a "must have" for PvE.
At-Will: Weapon Master's Strike (PvP/PvE)
This power deals about as much damage as Cleave, but it is actually a debuff and a very strong one, too, with an area effect. It is likely the best At-Will power of the GF and also the most underrated one. Being able to debuff entire groups of mobs with a single strike lets your party deal more damage and everything dies quicker. Combined with Enforced Threat will your party kill groups of mobs twice as fast. In PvP is it a game changer when one can debuff several opponents in a tower brawl at once, and even in a 1v1 will it improve the damage output of the GF significantly.
I am also going to mention two passive powers here:
Passive: Steel Defense (PvP/PvE)
It gives the GF damage immunity after activating a Daily power. It is the ultimate passive power to have for a tank - an actual immunity to damage for 5 seconds. In a build, which maximises action point generation, can one trigger a daily as often as every 10-15 seconds in PvE of which 5 seconds will be of no consequence to the GF's life. When slotted and used together with Fighter's Recovery does a GF become the ultimate tank. In PvP is its duration nerfed (or bugged?) and one never gets the full 5 seconds. It still helps to extend a GF's life especially when in a brawl.
Passive: Steel Blitz (PvE)
It doubles any attack, either an At-Will or an Encounter power, when there are enough mobs around. It is actually chance-based and so one does not get to see its effect often when fighting a single target. When fighting groups of mobs does the chance increase and it becomes a major damage dealer. At-Will powers like Cleave then deal double damage, even encounter powers such as Enforced Threat and Lunging Strike will hit targets twice. It is great for PvE, but for PvP where its effect hardly becomes visible due to the lack of enough targets do I prefer Combat Superiority and others.
My CW uses singularity in synergy with the other aoe stuff, sook them into a point then hit them with a shard and steal time and maybe the conduit for good measure. Might not be the "best" build but it's the one I enjoy and with the aoe stuff ticking off the daily builds fast enough to the point where it's pretty much another encounter.
The knockbacks on offer are amusing for levelling but as a former tank in other mmo's I'm not a big fan of them due to the lack of alternatives early on in dungeons. Tank charges in to find they cant hit the mobs because the wizard has repelled them isnt a good use of a spell slot when the aggro goes everywhere.
...
The knockbacks on offer are amusing for levelling but as a former tank in other mmo's I'm not a big fan of them due to the lack of alternatives early on in dungeons. Tank charges in to find they cant hit the mobs because the wizard has repelled them isnt a good use of a spell slot when the aggro goes everywhere.
Yes, I get you... Knockbacks are really a defensive feature, but too many players keep using it offensively, which makes it very annoying for others when they have to run after mobs and pile them up again. It then becomes a waste of everyone's time.
All of my characters are PVE, but I sometimes usually willingly become cannon fodder for the PVP crowd.
TR: Sly Flourish and Duelist Flurry
Solo encounters: Dazing Strike, Lashing Blade, Blitz. Dailies: Lurkers and Shocking Execution
Party (this depends on party make up and dungeon of course) I usually run Smoke Bomb, Lashing Blade, and ITC.
I keep Shocking as a Daily but put in Whirlwind of Blades sometimes too.
Devoted Cleric:
Solo: Daunting Light, Healing Word, and Chains of Blazing Light.
At-Wills: Sacred Flame, Astral Seal.
Dailies: Flame Strike, Hammer of Fate.
Dungeons are a different story and depends on a number of factors but I run the same At-Wills and situationaly use Divine Glow, Forgemasters Flame, Chains of BL, Daunting Light. Making this short, I will swap in what ever is necessary, from boss to boss, dungeon to dungeon.
Dungeon Dailies: Divine Armor and Hallowed Ground. I gain AP stupid fast so I can fire these off dang near back to back.
CW: COI on Tab, Sudden Storm, Steal Time, Shard.
Magic Missile, Storm Pillar (for destructive wizardry)
Dailies I don't ever use them soloing. Dungeons I use Sing very sparingly, only really using it when things get a little crazy. I also like Oppressive Force, especially if there's another CW who Sings every chance they get.
HR: Rapid Shot, Split Shot
Encounters: Thorn Ward, Rain of Arrows, Constricting Arrow.
Dailies: Forest Ghost and Forest Meditation. Maybe Seismic Shot here and there.
To point out the obvious: "Best" is quite subjective. If you're going to create such a thread be prepared for the fact that some of the responses you receive may not agree with what you personally think is "best"--that does not give you or anyone else license to troll or flame another poster.
Respect. It's not optional. It's mandatory. Please do observe it.
ROLL TIDE ROLL
Great Weapon Fighter: Because when is today not a good day to die?
PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com
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klangeddinMember, NW M9 PlaytestPosts: 882Arc User
Got shocking today with 60% HP and I << expletive removed >> die how is that even fair.
Lmfao. Shocking Execution is death itself brah, gotta get used to it. I seriously don't even care about the damage. They need to make it DODGEABLE and it will not even be a threat anymore. But right now it's broken as hell, not because of the damage, but because of the fact that it is undodgeable. (It also ignores immunity powers).
Beta player
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
Not doing all classes because while I have one of each, they're not all L60, and I obviously do not have one of each build. I've got MI TR, SS CW, AC DC, IV GWF, IV GF, and an HR. (Also a second CW and second DC but they're RP chars so) The GF and HR are sub-60, and I despise the GF so I'll leave those two untouched.
TR:
At-will: Duelist's Flurry. I hate DF. I really do. It's ludicrously slow, clunky as hell, and I really miss Sly Flourish. Unfortunately, DF is so utterly superior in damage to almost anything else you can be doing as a TR that it's by far the best.
Encounter: Impossible to Catch. The cooldown is painful, the duration is short, but there's nothing like getting stunned by a boss and going 'Nope'. This only very rarely leaves my bar.
Daily: Lurker's Assault. Moar stealth? k. Moar Damage? k. I really, REALLY wish they'd bring back the countdown timer on it, though. I can do without the old black and white effect, although that was cool as hell, but the current visual effect is... Er, I'm not sure there is one. And no timer. I can't tell at all if it's still up anymore. Still, it's my go-to for bosses and for 'HAMSTER, the stupid suicide pulls people do in DK got me killed again, need to run back'. :P
Passive: Skillful Infiltrator. More run speed, crit chance and deflect chance? Yes please.
CW:
At-will: Chilling Cloud. AoE, however crappy, and Thaum feat synergy makes it good.
Encounter: Shard of the Endless Avalanche. Sure, this is buggier than a picnic set up on an anthill, but when it doesn't go in a random direction, bounce back, or just not work, it's pretty amazing. Granted, CW has a lot of good encounters, so it's hard to pick.
Daily: Oppressive Force. Lots of damage, and you won't kill the TR if you drop it on the boss like you do half the time with Singularity. Quick to cast, too, so you can use it while kiting and not instantly die.
Passive: Eye of the Storm. This is mind-numbingly useful. Hold that daily/Shard until it pops and boom, guaranteed crit.
GWF:
At-will: Ehhh. Wicked Strike I use the most. None of them seem that exciting. Threatening Rush is nice, but also technically a GF power. :P
Encounter: Indomitable Battle Strike for lulz damage. Although I'm fond of Come and Get It, or Singularity Jr.
Daily: Meh. I use Slam a lot.
Passive: Bravery, because runspeed. I like runspeed.
DC:
At-will: Sacred Flame. Decent damage, little bit of temp never hurts
Encounter: Astral Shield. Pretty blue circles. Stand in them, please.
Daily: Anointed Army. I like buffing my teammates.
Passive: Foresight. I miss it from being DO.
Largely inactive, playing Skyforge as Nai Calus.
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schweifer1982Member, NW M9 PlaytestPosts: 1,662Arc User
edited April 2014
TR: Cloud of Steel /Shadow Strike / Shocking Executioner
CW: Shard of the Endless Avalanche/ Ice Knife / Ray of Frost
Gwf: Frontline Surge/Wicked Strike/Avalanche of Steel
Hunter Ranger: Aimed Shot / Fox Shift / Forest Ghost
GF: Lunging Strike /Tide of Iron /Terryfying Inpact
Devoted Cleric: Astral Seal / Astral Shield / Hallowed Ground
Control Wizard: Chilling Cloud / Shard of The Endless Avalanche / Arcane Singularity
Chilling Cloud: With the correct debuff and feats, this power is awesome in dungeons. And it's the only at-will that has AOE (Ahem... the only GOOD at-will. Cough Storm Pillar cough)
Shard of The Endless Avalanche: This encounter is absolutely amazing, out hardest hitting one, can give high crit numbers and hits multiple mobs at once, it's also very effective in PVP. Best of both worlds (Devs just need to fix the Shard disappear when Wizards get CC'ed).
Arcane Singularity: Nothing to say here, simply the best daily in the entire game, fact.
Thats debatable!
For Renegade MM obviously better but Imho MM has uses for Thaum as well.
The possible 25% debuff from CC is awesome and probably a must before singu. Canceling debuff after a rotation is obviously a disadvantage.
Using CC only for debuff before encounters or singu and still use MM by left click can be viable as well.
Shard: Again Renegade perspective!
If you use ACT you can realize Renegade makes more damage from Sudden Storm.
Beside Shard is extremely sensitive for laggy environment.
You can push 3 times while its starting to roll and by that time the gwf probably pushed mobs away.
Shocking Execution: Also called "Death". Ignores tenacity, passes through unstoppable, and even passes through ITC. This daily is so scary that there are only FOUR things to counter it overall.
Will be nerfed soon in module 3 ^^
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juleadreamMember, NW M9 PlaytestPosts: 372Arc User
edited May 2014
Guardian Fighter
At-will: Threatening Rush - keeps you mobile in a crowd of mobs, and keeps them marked for your DPS to wipe out
Encounter: Griffon's Wrath - 3 charges of high damage, and an interrupt/stun
Daily: Fighter's Recovery - great when you're swarmed (works particularly well right after using Enforced Threat)
Now, what I currently have slotted on my lvl 60 GF is purely to maximise damage:
At-wills: Cleave & Threatening Rush
Encounters: Lunging Strike, Anvil of Doom & Griffon's Wrath
Dailies: Terrifying Impact & Supremacy of Steel (S o S can bu used in some situations to knock a troublesome mob to their deaths over a ledge)
Comments
Chilling Coud/Sudden Storm/Oppressive Force
Chilling cloud because of the Thaumaturge Debuffs.
Sudden Storm because it hits just as hard as Shard of Endless Avalanche but you're able to cast it faster, it recharges faster, and it can hit a lot more enemies (like ones falling out of a singularity)
Arcane singularity is the best Daily in a lot of cases because of how it gathers up the enemies. However, if you have enemies immune to crowd control, or multiple CW's in a party who are already casting Singularity, or the enemies are already grouped together Oppressive Force is a better option. Oh, also if you are getting swarmed by enemies and are about to die Oppressive Force can save your bacon. Even with a moderate amount of life steal it will put you back to full health pronto. If you try Singularity you'll just die because it takes too long to pull the enemies off you.
For my GWF, I really like Weapon Master's Strike - yeah, it's a little slow, but it hits twice and debuffs the target against your other at-will's for a while. Encounter-wise, I'd have to say I really like restoring strike - good damage plus a heal - what's not to like. For dailies, I'd have to say my first choice is Slam - it can interrupt targets on the first pulse, delivers constant damage while it's on, and you can take feats to improve your stats while it's running. My second choice for daily would be Avalanche of Steel - a great opening attack that delivers heavy damage and knocks all enemies prone for a while. Plus, you are untouchable while up in the air.
For my HR, I'd say that I like split show a lot, (though that is likely to change once module 3 comes out, at which point electric shot may take its place). It does heavy damage in a cone. For encoutners, it's a toss-up between binding arrow/oak skin and commanding shot/stag heart. If you include their related feats, they grant you pretty significant damage resistance and regeneration, plus their attacks pin the enemy to a location and make them take more damage, (the buffs are going to be even better come module 3). For dailies, I'd say Forest Ghost is probably the most useful one mentioned, but Seismic Shot does pretty good damage and can help position enemies.
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at-will: mm/cc/rof are all good.
encounter: Sudden storm for the damage, low recharge, no cap, and fast cast.
daily: singularity for the utility.
tr
at-will: disheartening strike does a ton of damage from range. Too bad everything else on the WK is trash.
encounter: shadow strike never leaves my bar.
daily: lurker's is always useful.
hr
at-will: split shot for now because it does the dps of a single target at will, but after the nerf I'd say aimed shot/strike even though it can be difficult to use.
encounter: meh, hr encounters make me sad.
daily: forest ghost for versatility and stormstep multi-proc.
dc
at-will: astral seal.
encounters: astral shield.
daily: hallowed ground.
all pretty self explanatory.
gwf
at-will: I don't really like any of the at-wills. Not to say they're bad, but they just don't do it for me.
encounter: the ever popular frontline surge, although I wish other gwfs would think about where they're pushing the enemies.
daily: avalanche of steel. Wide area, damage immunity, decent damage, prones.
gf
at-will: cleave. Boring and solid, just like the GF.
encounter: lunging strike. High damage charge on a low cooldown and a little bit of bonus aoe damage. I can never seem to replace it.
daily: they're all good.
Well the CW ones are almost all good, so I suspect you'll find many different responses.
At Will: We don't use these as much as other classes due to the spell mastery slot. So we tend to use all encounter powers and only a few at wills.
I prefer Magic Missiles. They crit a lot more and activate the passive skills a lot more. But they are single target. Chilling Cloud is good, but I prefer the missiles.
Storm Pillar: they did buff this one a little but it still falls far short of the others. In order for this one to approach the others it would need to do at least 5000 damage hit on a 3 second charge with the AoE damage being about 2.5k on the rest of the targets. Then it would do more damage, but have less utility than the others. As it stands, its just not competetive.
Encounters:
These we have so many good ones its hard to choose.
My preferred though is between Sudden Storm, Furious Immolation, and Shards of Endless Avalanche. All of these are just excellent. And Steal Time runs a very close second. I'd even throw in Conduit of Ice depending on your build or whether you're a spellstorm or master of flame. Chill Strike too is just johnny on the spot especially when feated with Snap Freeze.
Dailys:
Honestly I think Both Oppressive Force and Singularity are actually equal. Singularity comes out ahead though because of what it does for a group and because you can use it to set up wicked combos and just destroy mass mobs swarming you. Oppressive Force because there's a lot of things Singularity doesn't work on, like Golems, Druegar Riders, Dread Hounds and a host of other things that are not affected by its pull, if it affected everything then it would be the clear choice above all others.
So I'd have to go with two here that are equal.
Oh brah I completely forgot about Disheartening Strike. It's one of the top 3 at-wills of all classes combined (With Aimed Shot and Threatening rush) . This at-will is what makes WhisperKnife IMO. A single dagger can go up to 20K Damage. it's crazy.
Furious immolation is not an encounter. It's a daily.
You're probably mixing it up with Fanning the Flame.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
Lol you're right I meant to say Fanning the Flame.
Furious Immolation isn't bad either.
Non-tabbed fanning the flame is garb.
Tabbed on the other hand is wonderful. Especially for PVP.
Flame Wizard does some destructive damage and DoT's in PVP. I love it. But I'm obviously Spellstorm on my main account... because Eye of the Storm cannot be replaced.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
PvP:
At-Will : Duelist's Flurry
Encounter : Shard of the Endless Avalanche (with Spell Mastery effect)
Daily : Shocking Execution
PvE
At-Will : Weapon Master Strike
Encounter : Shard of the Endless Avalanche
Daily : Arcane Singularity
Enforce rainbow parties in PvP ---- 10v10 PvP ----
I'm currently testing the IWD content over on the Preview.
I normally run Spellstorm, but I respecced to test the effectiveness of MoF over there too, and I am seeing the performance pretty much the same. My spellstorm has quick strike burst damage, but that MoF has some seriously subtle damage you don't see coming, and it keeps damaging and debuffing even when your encounters are in cooldown.
I have to say both sides are equally effective on the HE encounters. Mind you this is with a 15.6k GS on both.
At-Will:
Tough one, I can't believe I say this but Wicked Strike wins this one for me. At the end of the day, all you want to do is spread DG on as many mobs as possible and maintain it. Big downside: Massive rubberbanding.
Encounter:
Goin against the grain here: Under previously defined conditions Punishing Charge wins this. Other options that come very close/are better at times: IBS, Leap. Now, why Punishing Charge with that HAMSTER damage? Easy solution: DG on all mobs. And AoS spam. Speaking of AoS:
Daily:
Indomitable Strength. Wait. Avalanche of Steal. Often tips the scales on if your party will wipe or not or you can solo that boss or not. Also: Xivros, anyone?
But at the end of the day, it's all so situational that you really have to adjust your bar many times depending on the upcoming encounter.
Edit: Did I mention that mod3 will completely change everything I wrote up there?
At will: I like Weapon Master's Strike with Wicked Strike. I'm more of an AOE attacker so I use Weapon Master's Strike to debuff and Wicked Strike to whack as many as I can. I use Weapon Master and Steel Blitz for the passives.
Encounter: I like Flourish for its "press and more-or-less hit" feature, Restoring Strike for HP regain and Indomitable Battle Strike for the damage.
Daily: I like Slam for slowing down and damaging large groups. I also have Crescendo equipped but I only use it if I'm in a pinch against a single enemy and need it prone fast.
At-Will: In dungeons it does not matter much which Atwill you use, by the time you run to the mob it has been killed already by a CW. In solo, the one that will trigger the highest number of DG. In mod2, that is.
Encounter: The ones from the GF branch.
Daily. This is where it becomes embarrassing. Avalanche of steel, the daily that comes after the battle? Spinning strike, which kills the foes by making them laugh so hard they forget to breathe? Slam, the zero-damage daily that draws nice circles around you so that your mates know where to go to revive you?
The problem for me is that the answer depends completely on which mode I am in...there is no single "best" set of powers.
...playing solo (where DPS is most important)
At-Will: Sacred Flame
Encounter: Daunting Light - I don't even slot Astral Shield when Soloing
Daily: Flame Strike
... playing a group healer (typically in PUGs or undergeared groups)
At-Will: Astral Seal
Encounter: Astral Shield (and Forgemaster's Flame)
Daily: Hallowed Ground
... playing a buffer/debuffer (typically in high-end groups where healing is not really needed)
At-Will: Astral Seal
Encounter: Astral Shield (and Divine Glow)
Daily: Hallowed Ground
Daily: Crescendo (PvP)
Good damage while being immune to CC. It stuns the target and finishes with a prone. Good in PvE, essential in PvP.
Daily: Fighter's Recovery (PvE)
Pretty useless in PvP, but essential for PvE. Nothing heals a GF faster than Fighter's Recovery, except healing stones of course. One can go from almost no life to 100% with the combination of Fighter's Recovery with Enforced Threat. It is the only way to tank lots of tough mobs when there is no cleric around.
Encounter: Griffon's Wrath (PvP)
Probably the most underrated encounter, because I hardly ever see a GF use it in PvP. It has three charges and when fired all in a row amounts to a lot of damage where each blow stuns. Your target will not get away nor be able to hit back while suffering each blow. If Anvil of Doom has been enhanced with stun (see Tactician Feats) can one use Griffon's Wrath as an "opener" and Anvil of Doom as a "finisher", and thereby deal a lot of damage to a single target while holding it in place at the same time.
Encounter: Enforced Threat (PvE)
Lunging Strike has already been mentioned several times. What is essential for PvE is Enforced Threat. It deals AoE damage with an increased threat causing the mobs to switch target to the GF. The GF thereby pulls mobs off of others and gathers them around him. It is, if you so will, the GF's equivalent to the CW's Singularity in terms of crowd control and a "must have" for PvE.
At-Will: Weapon Master's Strike (PvP/PvE)
This power deals about as much damage as Cleave, but it is actually a debuff and a very strong one, too, with an area effect. It is likely the best At-Will power of the GF and also the most underrated one. Being able to debuff entire groups of mobs with a single strike lets your party deal more damage and everything dies quicker. Combined with Enforced Threat will your party kill groups of mobs twice as fast. In PvP is it a game changer when one can debuff several opponents in a tower brawl at once, and even in a 1v1 will it improve the damage output of the GF significantly.
I am also going to mention two passive powers here:
Passive: Steel Defense (PvP/PvE)
It gives the GF damage immunity after activating a Daily power. It is the ultimate passive power to have for a tank - an actual immunity to damage for 5 seconds. In a build, which maximises action point generation, can one trigger a daily as often as every 10-15 seconds in PvE of which 5 seconds will be of no consequence to the GF's life. When slotted and used together with Fighter's Recovery does a GF become the ultimate tank. In PvP is its duration nerfed (or bugged?) and one never gets the full 5 seconds. It still helps to extend a GF's life especially when in a brawl.
Passive: Steel Blitz (PvE)
It doubles any attack, either an At-Will or an Encounter power, when there are enough mobs around. It is actually chance-based and so one does not get to see its effect often when fighting a single target. When fighting groups of mobs does the chance increase and it becomes a major damage dealer. At-Will powers like Cleave then deal double damage, even encounter powers such as Enforced Threat and Lunging Strike will hit targets twice. It is great for PvE, but for PvP where its effect hardly becomes visible due to the lack of enough targets do I prefer Combat Superiority and others.
The knockbacks on offer are amusing for levelling but as a former tank in other mmo's I'm not a big fan of them due to the lack of alternatives early on in dungeons. Tank charges in to find they cant hit the mobs because the wizard has repelled them isnt a good use of a spell slot when the aggro goes everywhere.
TR: Sly Flourish and Duelist Flurry
Solo encounters: Dazing Strike, Lashing Blade, Blitz. Dailies: Lurkers and Shocking Execution
Party (this depends on party make up and dungeon of course) I usually run Smoke Bomb, Lashing Blade, and ITC.
I keep Shocking as a Daily but put in Whirlwind of Blades sometimes too.
Devoted Cleric:
Solo: Daunting Light, Healing Word, and Chains of Blazing Light.
At-Wills: Sacred Flame, Astral Seal.
Dailies: Flame Strike, Hammer of Fate.
Dungeons are a different story and depends on a number of factors but I run the same At-Wills and situationaly use Divine Glow, Forgemasters Flame, Chains of BL, Daunting Light. Making this short, I will swap in what ever is necessary, from boss to boss, dungeon to dungeon.
Dungeon Dailies: Divine Armor and Hallowed Ground. I gain AP stupid fast so I can fire these off dang near back to back.
CW: COI on Tab, Sudden Storm, Steal Time, Shard.
Magic Missile, Storm Pillar (for destructive wizardry)
Dailies I don't ever use them soloing. Dungeons I use Sing very sparingly, only really using it when things get a little crazy. I also like Oppressive Force, especially if there's another CW who Sings every chance they get.
HR: Rapid Shot, Split Shot
Encounters: Thorn Ward, Rain of Arrows, Constricting Arrow.
Dailies: Forest Ghost and Forest Meditation. Maybe Seismic Shot here and there.
Respect. It's not optional. It's mandatory. Please do observe it.
Great Weapon Fighter: Because when is today not a good day to die?
PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com
You know what I mean.
Got shocking today with 60% HP and I << expletive removed >> die how is that even fair.
Lmfao. Shocking Execution is death itself brah, gotta get used to it. I seriously don't even care about the damage. They need to make it DODGEABLE and it will not even be a threat anymore. But right now it's broken as hell, not because of the damage, but because of the fact that it is undodgeable. (It also ignores immunity powers).
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
TR:
At-will: Duelist's Flurry. I hate DF. I really do. It's ludicrously slow, clunky as hell, and I really miss Sly Flourish. Unfortunately, DF is so utterly superior in damage to almost anything else you can be doing as a TR that it's by far the best.
Encounter: Impossible to Catch. The cooldown is painful, the duration is short, but there's nothing like getting stunned by a boss and going 'Nope'. This only very rarely leaves my bar.
Daily: Lurker's Assault. Moar stealth? k. Moar Damage? k. I really, REALLY wish they'd bring back the countdown timer on it, though. I can do without the old black and white effect, although that was cool as hell, but the current visual effect is... Er, I'm not sure there is one. And no timer. I can't tell at all if it's still up anymore. Still, it's my go-to for bosses and for 'HAMSTER, the stupid suicide pulls people do in DK got me killed again, need to run back'. :P
Passive: Skillful Infiltrator. More run speed, crit chance and deflect chance? Yes please.
CW:
At-will: Chilling Cloud. AoE, however crappy, and Thaum feat synergy makes it good.
Encounter: Shard of the Endless Avalanche. Sure, this is buggier than a picnic set up on an anthill, but when it doesn't go in a random direction, bounce back, or just not work, it's pretty amazing. Granted, CW has a lot of good encounters, so it's hard to pick.
Daily: Oppressive Force. Lots of damage, and you won't kill the TR if you drop it on the boss like you do half the time with Singularity. Quick to cast, too, so you can use it while kiting and not instantly die.
Passive: Eye of the Storm. This is mind-numbingly useful. Hold that daily/Shard until it pops and boom, guaranteed crit.
GWF:
At-will: Ehhh. Wicked Strike I use the most. None of them seem that exciting. Threatening Rush is nice, but also technically a GF power. :P
Encounter: Indomitable Battle Strike for lulz damage. Although I'm fond of Come and Get It, or Singularity Jr.
Daily: Meh. I use Slam a lot.
Passive: Bravery, because runspeed. I like runspeed.
DC:
At-will: Sacred Flame. Decent damage, little bit of temp never hurts
Encounter: Astral Shield. Pretty blue circles. Stand in them, please.
Daily: Anointed Army. I like buffing my teammates.
Passive: Foresight. I miss it from being DO.
CW: Shard of the Endless Avalanche/ Ice Knife / Ray of Frost
Gwf: Frontline Surge/Wicked Strike/Avalanche of Steel
Hunter Ranger: Aimed Shot / Fox Shift / Forest Ghost
GF: Lunging Strike /Tide of Iron /Terryfying Inpact
Devoted Cleric: Astral Seal / Astral Shield / Hallowed Ground
Thats debatable!
For Renegade MM obviously better but Imho MM has uses for Thaum as well.
The possible 25% debuff from CC is awesome and probably a must before singu. Canceling debuff after a rotation is obviously a disadvantage.
Using CC only for debuff before encounters or singu and still use MM by left click can be viable as well.
Shard: Again Renegade perspective!
If you use ACT you can realize Renegade makes more damage from Sudden Storm.
Beside Shard is extremely sensitive for laggy environment.
You can push 3 times while its starting to roll and by that time the gwf probably pushed mobs away.
Will be nerfed soon in module 3 ^^
At-will: Threatening Rush - keeps you mobile in a crowd of mobs, and keeps them marked for your DPS to wipe out
Encounter: Griffon's Wrath - 3 charges of high damage, and an interrupt/stun
Daily: Fighter's Recovery - great when you're swarmed (works particularly well right after using Enforced Threat)
Now, what I currently have slotted on my lvl 60 GF is purely to maximise damage:
At-wills: Cleave & Threatening Rush
Encounters: Lunging Strike, Anvil of Doom & Griffon's Wrath
Dailies: Terrifying Impact & Supremacy of Steel (S o S can bu used in some situations to knock a troublesome mob to their deaths over a ledge)