I have been an IV Conq since beta. PVP and PVE, and I had it under control what I was doing.
I am going to be on the preview server testing some of the changes, but want to gather some opinions/thoughts to help accelerate things. My biggest problem is the tradeoffs.
So lets say I want to try tact, with the proposed party AP gain. I see IV tact people and SM tact people. They both have their Pro's (IV takes advantage of the control powers function, and threat rush = more mark; while SM takes advantage of steel defense and high AP gain). Before mod4, dropping frontline for Fray, as wizards/etc hate the pushback. With mod4, i am wondering if we see less shards, so it is less of an issue. Pre mod4, mark was meh. With mod4, especially as a tact, having agro and combat advantage with mark makes threat rush a bigger deal.
Some tact builds drop lunging strike for fray, keeping frontline. To me, as a Conq, frontline is big damage, and getting in early important to maintaining some amount of agro. With tact i know i will be doing less damage, but i would think getting in there asap would still be good.
I know i am rambling, but its unfamiliar territory lol.
The one I have the most success on in Domination is my Tactician. Rocking a full preservers set & PVP gear as well as dual frost enchantments. Feats are Guarded Assault and Shield Talent. Skills are FS, BC and Knight's Valor. I actually usually top the leaderboards because of how miserably hard I am to kill.
Why the Frosts? That +4 seconds recharge KILLS perma rogues and HRs who rely on quick cooldowns.
My other one is OPVP. Rocking a Conq's set with 31% deflect. Renegade Evoker, Blacksmith, Laughing Skull, Slyph, Will O Wisp. Feats are Combat Superiority and Steel Defense. Dailies are Terrifying Impact and SOS. Skills are LS, BC and Griffon's Wrath. Enchants are Terror and Elven battle. The idea is that I am so painful to hit even without SOS that it's not worth it. The Slyph and Will O Wisp mean the CWs can't get away and rangef*ck me.
Edit: No augment, I know, I use a Perfect Bonding on the Will O' Wisp. I find that trade off of a lot better than a typical augment.
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xjosh19Member, Neverwinter Beta UsersPosts: 23Arc User
edited July 2014
I think with mod 4 Swordmaster is the way to go, but my main concern is losing FLS and making crushing pin feat useless since we would be lacking a good AOE control power to activate it.
I went Swordmaster at the start of Icewind Dale, partly to check it out, but partly because I had concluded immunity after dailies was really strong for PvE. I never used Frontline surge because I play with good friends that are TR and CW (using ball), which both hate knockbacks with a passion, and I concluded on average the damage I was doing with surge was actually lower than the damage I was disrupting by misplacing the mobs unless I was uber careful. You always have to be careful with knockbacks that you arn't just moving group damage from other peoples Paingiver to your Paingiver. It was true that in some zerg scenarios I had more trouble staying alive as frontline surge can disrupt mobs quite nicely, but I learned to get by (and it does have a hit cap if it is a true zerg). That left Threatening Rush as the hold out which held me to IV for a very very long time. I really love Threatening Rush.
After looking at the module 4 changes at first I was thinking Threatening Rush (already strong) will be OP for PvE, but then I realized I am getting by without it now and nothing is getting nerfed, so why do I need the OP taunt on TR? It isn't like I will be generating less threat after module 4 and nobody else seems to be getting a hardcore buff, so I don't need to keep up with any other classes more so than I am now. I am back to where I started before mod 4: Swordsmaster is the indestructible build for PvE, and now that it is getting buffed it should be even better for me.
BTW recipe for PvP without Threatening Rush:
Combo Bulls Rush and Lunging Strike. It sticks really hard. I haven't met anyone that can completely keep you off them. PS don't put 3 points in Bulls Rush. That is silly. I put two points in it and PvPd a bit and thought to myself, "why do I want them to go flying away from me? This was better with one point."
I too no longer use Frontline in a dungeon run. Depending on the party and the dungeon I alternate between Griffon's Wrath, Into the Fray and Anvil of Doom. However, in PVP and solo content Frontline, when feated (Pin Down, Crushing Pin & Reinforced Surge), is a monster.
Mod 4 makes Frontline less attractive in PVP but I still don't know if I can get over losing its value in solo play.
Then Threatening Rush. I doubt I could ever do without that power. I don't know how I'd do Valindra's Tower without it as I use Lunging Strike + Into the Fray/Threatening combo to reach the caskets. Not to mention gap-closing in PVP and overall mobility in dungeons and solo play.
Threatening Rush should be a GF's base at-will, available to both Swordmasters and Iron Vanguards.
PSA: You don't need to grind Spinward Rise for your Elemental artifact main hand if you have some AD lying around. You can craft it via the Tyranny of Dragon's campaign screen.
I keep seeing that FLS does less damage in mod4. But i see nowhere that Crush says it (GWF yes, GF no). Can someone clarify?
FLS doesn't hit any less hard than before IIRC. But it certainly does not hit as hard a Flourish.
Flourish hits like a truck in Mod 4 with Conqueror path feat. If you have Staggering Challenge, it's GG to whatever you hit minus a GWF or rogue with ITC up when you land those now free GWs.
WMS is also vastly superior to Cleave, like, it's not even close.
I keep seeing that FLS does less damage in mod4. But i see nowhere that Crush says it (GWF yes, GF no). Can someone clarify?
The devs only said that the GWF does less damage with FLS, not the GF and I even just logged in with a spare GF onto preview with the damage on FLS being the same as live, so I'm not sure why people are saying it will hit for nothing when nothing changed on it at all damage-wise (for GF).
I keep seeing that FLS does less damage in mod4. But i see nowhere that Crush says it (GWF yes, GF no). Can someone clarify?
This is what is happening;
Guardian Fighter: Weaponmaster's Strike: This power now deals ~48% more damage.
Guardian Fighter: Flourish: This power now deals ~55% more damage and stuns for 3 seconds (2 seconds on players).
These changes will bring the damage in line with what a GWF is capable of using the same powers. Great Weapon Fighters will be getting the reverse treatment on Iron Vangaurd powers (so they will deal the same damage a Guardian Fighter would with the same power).
Great Weapon Fighter: Threatening Rush: This power now deals ~35% less damage.
Great Weapon Fighter: Frontline Surge: This power now deals ~35% less damage.
Great Weapon Fighter: Weaponmaster's Strike: This power now deals ~10% more damage.
Great Weapon Fighter: Flourish: This power now deals ~15% more damage and stuns for 3 seconds (2 seconds on players).
Great Weapon Fighter: Threatening Rush: This power is now a charge-based at-will. You will have three charges with a 9 second cooldown on each charge.
Basically, the Iron Vanguard path has had its damage reduced on GWFs to more accurately reflect its status as the tank path while Swordmaster has had its damage buffed on both classes to more accurately reflect its status as the damage dealing path. GWFs were hitting way too hard with Iron Vanguard powers while GFs were not getting the same benefits from utilising Swordmaster powers.
PSA: You don't need to grind Spinward Rise for your Elemental artifact main hand if you have some AD lying around. You can craft it via the Tyranny of Dragon's campaign screen.
It seems we have a plethora of decent at wills now lol. WMS is good damage+ our at wills buff. Cleave maybe less so now, but still good for IV. Threat rush. Crushing Surge now on single target. And Tide of Iron. On boss fights, I have a hard time seeing how our damage with WMS/Crushing/Cleave/etc would be worth not having tide up. Making the CW/GWF/Rangers etc have that debuff seems like way more overall damage.
My only worry going SM now seems to be losing TR. Been running without FLS lately (PVE), and focusing more on buffing/debuffing (Fray, KV, etc). I like it, my damage hasn't changed much, and the parties has gone up. But especially with better mark, I think i will want mark up as much as possible.
Flourish is still to slow to be any good frontline was great but since that's nerfed im going swordmaster for the steel defense and crescendo.
they nerfed wreckless attacker so now the only stat we could get above a gwf is gone no more power, added that vorpal is a completely worthless with zero gear set that offer crit chance, will gwf gets 70% action gain against are at best 38%, the new shiels is about the same as before as far as how long it works , but now we take damage. Please tell me can i get a change to gwf please and still keep all my stuff, ive spent hundreds of dollars and countless hours on a completely nerfed classed that they want me to set up to tank with no gear set that justifies the argo, im running half corrupt and half purified <font color="orange">HAMSTER</font> the bonuses in the hopes of getting any kind of stats....add that gwf get well over 1k damage on weapons and at best ill see 700, and add they are having me move at a snails pace....this class now is the worse on here and the only chance we have against any class now is if we totally out equipemnet them.. ie im all 8-9 gems and i get it handed to me by 6-7 lvl gem gwf. This game should refund me all my m o ney back at min with all the nerfing it done to this class, and i still cant do pvp for <font color="orange">HAMSTER</font>.. thx for taking away what ever this class had left in it
they nerfed wreckless attacker so now the only stat we could get above a gwf is gone no more power, added that vorpal is a completely worthless with zero gear set that offer crit chance, will gwf gets 70% action gain against are at best 38%, the new shiels is about the same as before as far as how long it works , but now we take damage. Please tell me can i get a change to gwf please and still keep all my stuff, ive spent hundreds of dollars and countless hours on a completely nerfed classed that they want me to set up to tank with no gear set that justifies the argo, im running half corrupt and half purified <font color="orange">HAMSTER</font> the bonuses in the hopes of getting any kind of stats....add that gwf get well over 1k damage on weapons and at best ill see 700, and add they are having me move at a snails pace....this class now is the worse on here and the only chance we have against any class now is if we totally out equipemnet them.. ie im all 8-9 gems and i get it handed to me by 6-7 lvl gem gwf. This game should refund me all my m o ney back at min with all the nerfing it done to this class, and i still cant do pvp for <font color="orange">HAMSTER</font>.. thx for taking away what ever this class had left in it
I disagree. Get your base crit to ~20% (1800), wear Timeless Hero, and when Reckless Attacker kicks in and your set procs you will get 35 - 36% crit chance. This is far superior to Mod 3 DPS GFs. Factor in Tab Mark and GFs are now hitting things far harder than they used to.
As for PVP, a quick look at the leaderboard and one can see GFs are doing far better. There are GFs (plural) on the 2nd page the last time I looked. Mod 3 you needed to go to about page 10 to find the first GF. Aside from our rubbish shield we can actually hurt people now. There is no ways that a GWF below 16k (my GS) can stand and out-tank me anymore, and that is the way it should be. 14k GWFs would cause me a lot of problems in Mod 3, but not anymore. He has to match my GS or higher if he wants to stand on a node and facetank me and that is great.
PSA: You don't need to grind Spinward Rise for your Elemental artifact main hand if you have some AD lying around. You can craft it via the Tyranny of Dragon's campaign screen.
So who has a killer PvE dps swordmaster build I can tryout and perhaps copy?
Straying from the PvP halfling are we? Try Half-orc max strength and dex, timeless set with 2kish crit and max power. Conqueror running combat superiority and steel blitz. Enforced Threat, ItF, and LS for encounters, WMS and cleave.
Max Wrathful warrior out for a double whammy damage boost from ItF, stacked on top of a marked target with a p.vorp and watch the big numbers pop up. I've seen 30k+ crits from LS on marked targets with ItF and reckless stacks and no other debuffs(just me soloing stuff). They go higher in parties too...
Add in a vorpal enchant and its big pain time without losing tankiness.
Swordmaster is what I use, and Flourish is still not that good, Weapon masters strike was supposed to be 48% increased damage but it still only hits for 800 twice?
Cresendo is great! Steel Defense is bugged and sometimes doesn't work at all... So basically Im running a buggy spec and lost FLS, Threatening Rush, Trample the Fallen
Shieldbash60 GF ~ Iron Vanguard19.0k Overpowered60 CW~ Thaumaturge14.5k ==========================================
~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
I respecced from a conq based swordmaster (I know - mod 3 swordmaster - oh the pain) to a tactician based swordmaster.
Still a work in progress (before and after the module change) that's still gearing up and booning up, but the difference from mod3 conq to mod 4 tactician has been startling. Haven't got around to using ACT for awhile but I swear the damage is up substantially.
Churning through mobs with a combo of ITF, Lunging Strike & Anvil of Doom. Full at-will & encounter debuffs from the weaponmasters strike - which is now doing acceptable damage as well as debuffing. Anvil hitting harder. Crushing surge hitting harder for single targets. Not even really missing the bulls rush that I would have used previously instead of ITF.
Can duke it out with the new dragon campaign mobs with some judicious shield use and guarded assault (ghost stories instance for example). IWD mob fights (the nastier polar bears) that used to take a ridiculous amount of time are now more reasonable slugfests.
Haven't jumped into pvp much with all the brokenness that embodies at the moment - but I imagine there's a useable swordmaster tactician build for pvp.
Kinda happy with this GF for the first time in .... well, ever.
Comments
Flourish is still to slow to be any good frontline was great but since that's nerfed im going swordmaster for the steel defense and crescendo.
[SIGPIC][/SIGPIC]
The one I have the most success on in Domination is my Tactician. Rocking a full preservers set & PVP gear as well as dual frost enchantments. Feats are Guarded Assault and Shield Talent. Skills are FS, BC and Knight's Valor. I actually usually top the leaderboards because of how miserably hard I am to kill.
Why the Frosts? That +4 seconds recharge KILLS perma rogues and HRs who rely on quick cooldowns.
My other one is OPVP. Rocking a Conq's set with 31% deflect. Renegade Evoker, Blacksmith, Laughing Skull, Slyph, Will O Wisp. Feats are Combat Superiority and Steel Defense. Dailies are Terrifying Impact and SOS. Skills are LS, BC and Griffon's Wrath. Enchants are Terror and Elven battle. The idea is that I am so painful to hit even without SOS that it's not worth it. The Slyph and Will O Wisp mean the CWs can't get away and rangef*ck me.
Edit: No augment, I know, I use a Perfect Bonding on the Will O' Wisp. I find that trade off of a lot better than a typical augment.
After looking at the module 4 changes at first I was thinking Threatening Rush (already strong) will be OP for PvE, but then I realized I am getting by without it now and nothing is getting nerfed, so why do I need the OP taunt on TR? It isn't like I will be generating less threat after module 4 and nobody else seems to be getting a hardcore buff, so I don't need to keep up with any other classes more so than I am now. I am back to where I started before mod 4: Swordsmaster is the indestructible build for PvE, and now that it is getting buffed it should be even better for me.
BTW recipe for PvP without Threatening Rush:
Combo Bulls Rush and Lunging Strike. It sticks really hard. I haven't met anyone that can completely keep you off them. PS don't put 3 points in Bulls Rush. That is silly. I put two points in it and PvPd a bit and thought to myself, "why do I want them to go flying away from me? This was better with one point."
Mod 4 makes Frontline less attractive in PVP but I still don't know if I can get over losing its value in solo play.
Then Threatening Rush. I doubt I could ever do without that power. I don't know how I'd do Valindra's Tower without it as I use Lunging Strike + Into the Fray/Threatening combo to reach the caskets. Not to mention gap-closing in PVP and overall mobility in dungeons and solo play.
Threatening Rush should be a GF's base at-will, available to both Swordmasters and Iron Vanguards.
FLS doesn't hit any less hard than before IIRC. But it certainly does not hit as hard a Flourish.
Flourish hits like a truck in Mod 4 with Conqueror path feat. If you have Staggering Challenge, it's GG to whatever you hit minus a GWF or rogue with ITC up when you land those now free GWs.
WMS is also vastly superior to Cleave, like, it's not even close.
The devs only said that the GWF does less damage with FLS, not the GF and I even just logged in with a spare GF onto preview with the damage on FLS being the same as live, so I'm not sure why people are saying it will hit for nothing when nothing changed on it at all damage-wise (for GF).
This is what is happening;
Basically, the Iron Vanguard path has had its damage reduced on GWFs to more accurately reflect its status as the tank path while Swordmaster has had its damage buffed on both classes to more accurately reflect its status as the damage dealing path. GWFs were hitting way too hard with Iron Vanguard powers while GFs were not getting the same benefits from utilising Swordmaster powers.
My only worry going SM now seems to be losing TR. Been running without FLS lately (PVE), and focusing more on buffing/debuffing (Fray, KV, etc). I like it, my damage hasn't changed much, and the parties has gone up. But especially with better mark, I think i will want mark up as much as possible.
Will have to see how the new dung/heroics are.
they nerfed wreckless attacker so now the only stat we could get above a gwf is gone no more power, added that vorpal is a completely worthless with zero gear set that offer crit chance, will gwf gets 70% action gain against are at best 38%, the new shiels is about the same as before as far as how long it works , but now we take damage. Please tell me can i get a change to gwf please and still keep all my stuff, ive spent hundreds of dollars and countless hours on a completely nerfed classed that they want me to set up to tank with no gear set that justifies the argo, im running half corrupt and half purified <font color="orange">HAMSTER</font> the bonuses in the hopes of getting any kind of stats....add that gwf get well over 1k damage on weapons and at best ill see 700, and add they are having me move at a snails pace....this class now is the worse on here and the only chance we have against any class now is if we totally out equipemnet them.. ie im all 8-9 gems and i get it handed to me by 6-7 lvl gem gwf. This game should refund me all my m o ney back at min with all the nerfing it done to this class, and i still cant do pvp for <font color="orange">HAMSTER</font>.. thx for taking away what ever this class had left in it
I disagree. Get your base crit to ~20% (1800), wear Timeless Hero, and when Reckless Attacker kicks in and your set procs you will get 35 - 36% crit chance. This is far superior to Mod 3 DPS GFs. Factor in Tab Mark and GFs are now hitting things far harder than they used to.
As for PVP, a quick look at the leaderboard and one can see GFs are doing far better. There are GFs (plural) on the 2nd page the last time I looked. Mod 3 you needed to go to about page 10 to find the first GF. Aside from our rubbish shield we can actually hurt people now. There is no ways that a GWF below 16k (my GS) can stand and out-tank me anymore, and that is the way it should be. 14k GWFs would cause me a lot of problems in Mod 3, but not anymore. He has to match my GS or higher if he wants to stand on a node and facetank me and that is great.
Anarchist, level 60 CW
Arsenic, level 60 TR
Pluck Yew, level 60 HR
Therapissed, level 60 DC
Straying from the PvP halfling are we? Try Half-orc max strength and dex, timeless set with 2kish crit and max power. Conqueror running combat superiority and steel blitz. Enforced Threat, ItF, and LS for encounters, WMS and cleave.
Max Wrathful warrior out for a double whammy damage boost from ItF, stacked on top of a marked target with a p.vorp and watch the big numbers pop up. I've seen 30k+ crits from LS on marked targets with ItF and reckless stacks and no other debuffs(just me soloing stuff). They go higher in parties too...
Add in a vorpal enchant and its big pain time without losing tankiness.
Gloom level 60 Control Wizard
Dusk level 60 Trickster Rogue
Dawn level 60 Devoted Cleric
Eclipse level 60 Hunter Ranger
Wrath level 60 Great Weapon Fighter
Jinx level 60 Scourge Warlock
Cresendo is great! Steel Defense is bugged and sometimes doesn't work at all... So basically Im running a buggy spec and lost FLS, Threatening Rush, Trample the Fallen
Overpowered 60 CW ~ Thaumaturge 14.5k
==========================================
~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
Still a work in progress (before and after the module change) that's still gearing up and booning up, but the difference from mod3 conq to mod 4 tactician has been startling. Haven't got around to using ACT for awhile but I swear the damage is up substantially.
Churning through mobs with a combo of ITF, Lunging Strike & Anvil of Doom. Full at-will & encounter debuffs from the weaponmasters strike - which is now doing acceptable damage as well as debuffing. Anvil hitting harder. Crushing surge hitting harder for single targets. Not even really missing the bulls rush that I would have used previously instead of ITF.
Can duke it out with the new dragon campaign mobs with some judicious shield use and guarded assault (ghost stories instance for example). IWD mob fights (the nastier polar bears) that used to take a ridiculous amount of time are now more reasonable slugfests.
Haven't jumped into pvp much with all the brokenness that embodies at the moment - but I imagine there's a useable swordmaster tactician build for pvp.
Kinda happy with this GF for the first time in .... well, ever.