When we see CW players don't slot Entangling Force in the tab slot, we know this power's tabbed version needs a revamp.
Although the tabbed version gather mobs together for a bit, mobs don't get any stun or immobilization so they can resume attacking or running around immediately after the short gathering. Therefore players don't see a real benefit of tabbing it. At least experienced CW players don't do that in serious contents like epic dungeons. As a single target control power, it's just not useful in mobs-heavy situations.
From time to time, we see players propose that increasing CW's control ability and lowering their damage. So how about increasing the target limit of tabbed Entangling Force to 5 (in PvE) so that it can chock 5 mobs at a time? Entangling Force does pretty low damage so that's a reasonable trade off for more control. With this change, CW's control ability would be noticeably boosted in PvE so that 1 CW in a party probably is enough for cc purpose. Personally, I would be very excited about this change.
Do we really need more control ?Come on we dominate in PVE all ready.Add that and there will be no need for any other class for any PVE(like there is all ready).Some power are just for single target face it. Don't need to change it because some or someone doesn't like it being single target.Party run 3-4 CW because it's faster that way.Running with just 1 CW would be slow and you'd get fewer runs in.
Do we really need more control ?Come on we dominate in PVE all ready.Add that and there will be no need for any other class for any PVE(like there is all ready).Some power are just for single target face it. Don't need to change it because some or someone doesn't like it being single target.Party run 3-4 CW because it's faster that way.Running with just 1 CW would be slow and you'd get fewer runs in.
Running with just 1 CW could allow more different dps classes to join so the run could still be fast.
The devs have NEVER split powers for PvE and PvP; they have only made them global target caps. The only things that are different between the two are Tenacity and Healing Depression. No actual attacks have been split. So, they will not make it only for PvE if they change the choking cap.
Running with just 1 CW could allow more different dps classes to join so the run could still be fast.
Why stop at 1 when you can have 3+ and complete the dungeon even faster? Its not a matter of being able to solo CW a dungeon, its a matter of what's most efficient.
The devs have NEVER split powers for PvE and PvP; they have only made them global target caps. The only things that are different between the two are Tenacity and Healing Depression. No actual attacks have been split. So, they will not make it only for PvE if they change the choking cap.
I understand. But they have decreased the duration of Entangling Force against players in PvP so maybe further splitting it is not impossible.
If they start adding it, they would need to rework almost every single power to account for PvE or PvP, which would have to be done in a module update due to the size of the changes.
Running with just 1 CW could allow more different dps classes to join so the run could still be fast.
It's not just DPS it's AOE DPS.No other class can do AOE's like a CW.Take the GWF a monster at DPS but not so good at AOE.It's about pulling and killing a huge group of MOB's and killing them fast.Add life steal and they can tank better then any other class for CC.So think about it witch is faster pulling small groups or pulling the hole room and killing them in less then a min.
"I understand. But they have decreased the duration of Entangling Force against players in PvP so maybe further splitting it is not impossible. "
How did they do that?By adding another stat to decreased the duration a vary easy way. To do what your saying is to rework all powers.
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aulduronMember, NW M9 PlaytestPosts: 1,351Arc User
edited June 2014
I don't slot EF at all, except in PvP. It used to be nice to tab it for the AP gain, but that's gone now.
I would like to see this implemented in order to get the CW to a much higher level of control. I would even suggest a brief stun/daze/root to all targets pulled.
However, this would have to come at the cost of a lot of their DPS. I think the CW should have a ton more control (achieved through a change like this one along with additional improvements to the control power of other spells) but should have way less damage, less than every other class except cleric and about on par with the GF. If this were the case, I would be fine with them removing target caps for CW entirely. Would be a big change obviously, but I think it would make PvE all-around more balanced and make class-synergy amongst a party more versatile. A long-term vision for the class with many contingencies, but this would really be a much needed change to the 4 CW meta-game we have now.
--- Ranked matches need to be solo-queue only
Enforce rainbow parties in PvP ---- 10v10 PvP ----
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silverquickMember, Neverwinter Beta UsersPosts: 1Arc User
edited June 2014
Naw what you have here is another CW who doesn't necessarily understand why the CW in this game is not a "Controller" in the terms of other games. They're just an AoE damager...
And Entangling Force is a low level spell, the HIGH level CW spells are Shards and Steal Time and Icy Rays. Ergo... the damage stuff.
The Wizard isn't designed to be that kind of controller, its Control through damage.
"Control Wizards primarily focus on controlling the battlefield and dealing damage to a large number of creatures simultaneously Because of the wizard's role as a controller, they possess more crowd control options than any other class. Their ability to deal high amounts of damage gives them the secondary role of striker. They wield a magical orb and are capable of unleashing torrents of damage on enemy parties. They can only wear cloth armor."
"A controller discourages enemies from making certain choices with his area offense attacks, by which the controller punishes enemies from grouping together or takes a direct hand in influencing actions."
Wizards are scions of arcane magic. Wizards tap the true power that permeates the cosmos, research esoteric rituals that can alter time and space, and hurl balls of fire that incinerate massed foes. Wizards wield spells the way warriors brandish swords. "
"Controllers focus on affecting multiple targets at once, either damaging or debuffing them, or altering the battlefield's terrain. Some classes, such as Wizards and Invokers, are focused towards ranged combat, while Druids can specialize in ranged or melee combat."
SO... the CW is one class the Devs nailed head on in what its suppose to be capable of.
Comments
The devs have NEVER split powers for PvE and PvP; they have only made them global target caps. The only things that are different between the two are Tenacity and Healing Depression. No actual attacks have been split. So, they will not make it only for PvE if they change the choking cap.
Why stop at 1 when you can have 3+ and complete the dungeon even faster? Its not a matter of being able to solo CW a dungeon, its a matter of what's most efficient.
If they start adding it, they would need to rework almost every single power to account for PvE or PvP, which would have to be done in a module update due to the size of the changes.
It's not just DPS it's AOE DPS.No other class can do AOE's like a CW.Take the GWF a monster at DPS but not so good at AOE.It's about pulling and killing a huge group of MOB's and killing them fast.Add life steal and they can tank better then any other class for CC.So think about it witch is faster pulling small groups or pulling the hole room and killing them in less then a min.
"I understand. But they have decreased the duration of Entangling Force against players in PvP so maybe further splitting it is not impossible. "
How did they do that?By adding another stat to decreased the duration a vary easy way. To do what your saying is to rework all powers.
However, this would have to come at the cost of a lot of their DPS. I think the CW should have a ton more control (achieved through a change like this one along with additional improvements to the control power of other spells) but should have way less damage, less than every other class except cleric and about on par with the GF. If this were the case, I would be fine with them removing target caps for CW entirely. Would be a big change obviously, but I think it would make PvE all-around more balanced and make class-synergy amongst a party more versatile. A long-term vision for the class with many contingencies, but this would really be a much needed change to the 4 CW meta-game we have now.
Enforce rainbow parties in PvP ---- 10v10 PvP ----
And Entangling Force is a low level spell, the HIGH level CW spells are Shards and Steal Time and Icy Rays. Ergo... the damage stuff.
The Wizard isn't designed to be that kind of controller, its Control through damage.
D&D classifies AoE damage as "Control".
http://neverwinter.gamepedia.com/Control_Wizard
"Control Wizards primarily focus on controlling the battlefield and dealing damage to a large number of creatures simultaneously Because of the wizard's role as a controller, they possess more crowd control options than any other class. Their ability to deal high amounts of damage gives them the secondary role of striker. They wield a magical orb and are capable of unleashing torrents of damage on enemy parties. They can only wear cloth armor."
http://www.wizards.com/DnD/Article.a.../drfe/20091202
"A controller discourages enemies from making certain choices with his area offense attacks, by which the controller punishes enemies from grouping together or takes a direct hand in influencing actions."
http://dnd4.wikia.com/wiki/Wizard
"Wizard overview
Wizards are scions of arcane magic. Wizards tap the true power that permeates the cosmos, research esoteric rituals that can alter time and space, and hurl balls of fire that incinerate massed foes. Wizards wield spells the way warriors brandish swords. "
http://en.wikipedia.org/wiki/Charact...%26_Dragons%29
"Controllers focus on affecting multiple targets at once, either damaging or debuffing them, or altering the battlefield's terrain. Some classes, such as Wizards and Invokers, are focused towards ranged combat, while Druids can specialize in ranged or melee combat."
SO... the CW is one class the Devs nailed head on in what its suppose to be capable of.