"
The thing is, with things the current way, to control adds you are forced to bring at least 2 cw's, most people bring 3, leaving little space for more classes to join. I thing that with the changes, cw's will still be necessary, but you won't need to stack them in a party in order to control adds. With 1 gf + 1 dc doing the job 2-3 cws currently do, we'll have more space for people to bring more classes to dps.
Well, the opposite is the truth. Damagewise CWs and GWFs will do similar damage (so far). HRs will lead the board.
Nevertheless, CWs will be needed maybe even more than now, because you still need the CC. GFs will be ok'ish buffers, DCs will still do well, but neither of them will survive the mob aggro.
Since the Singu has been nerfed, you'll need more singus, maybe 2 at a time. This cripples your space for other classes.
The best situation would be when one CW and one singu. is enough.
CWs won't make enormous damage any more, they might be still wanted for this particular skill though. If so, one CW should be able to group all mobs with one Singu. But if you limit mobs number affected by daily, you'll only make some people want more CWs for more singu or go all dps (like all GWF-SW) squad and nothing will change.
Bids he then the spruces to singer him an anthems!
And the Woodsie Lord binders them fleshes to stone!
I dont think GWF need a nerf as badly as GF TR and DC Need better Group friendly powers.
Most TR's don't use their AOE Daily or AE dmg in pve, could be reason they are low in pve groups.
Hr's many, not all do not take the time to place their AE in the middle of CW ae. You would think that made sense. They also tend to run away from CW who can snatch the mob up rather than run towards them.
GF - Looks like they are going to be in great shape now with Threat and shield and damage.
DC - Buffs are great, hopefully they will be safer with GF around
SW - He can easily replace DC/TR/Hr/GWF in a group.
You won and yet complain for assailing force? I would say increase its effectiveness. Cws need some kind of damage boost after all these nerfs. Not to mention that our powers are still bugged.
You won and yet complain for assailing force? What do you want from a cw? To simply roll over and die? I would say increase its effectiveness or the very least leave it as is. Cws need some kind of damage boost after all these nerfs. Not to mention that our powers are still bugged. Also plaguefire ticks don't seem to proc it the same way smolder doesn't. I tested it on a mof
Material shield being unreasonably able to block Repel and Entangling Force is already a very special offer for you, and you want it to block more stuff? Sometimes material shield just can't block magical damage.
Ok check this out. I out geared that control wizard and know dont even allow him to hit me with his skils. He doesnt know how to use a cc then go behind and combo a gf. Basically you are tell me that this dps that ignore dmg resistance, and also i cannot block the effect of it is ok? because all i control wizard as to do is survive for 20-30secs in 1v1 and win? The control wizard beat me 6 times by just having plague fire on me. i would block his dps skills but at the end i would die from the constant 9-10k hits. you people are bias you want use to believe it is balanced to suck in pvp and still kill people because you have a dps that ignore all defense and tenacity?Plague fire does proc it because i watch him get prone and stun locked and everyone was dropping like flies. dont you understand that this skills needs internal cool down? 10k from a 20 dmg plague fire is no ****ing joke.
i won about 2 times out of the 8 times we 1v1 and that was because i got crits on him a lot and was able to kill him before i died. i know for a fact i out gear and am better skilled than him. If you are telling me that i have no defense over this skill that hits for 10ks on me and is procs from plague fire and you call that balance?
Against CW or ranged classes, GF already has many powers to achieve the so-called balance. For example, overly fast and fly-able Lunging Strike, spam-able Threatening Rush, ranged Frontline Surge, ranged Bull Charge, ranged Terrifying Impact, blocking Repel and Entangling Force and Freeze, etc. Those abilities are already overpowered for a melee. Please don't ask for more.
it is now obvious that you do not know how to fight a guardian fighter. you seem to have no idea on how to beat a gf. the trick is to use icy rays and then go behind them or teleport backwards and use ray of frost on go behind and use entangling force. we are force to used stamina for guarding now and now that take away the skills needed to be a good cw and just give them dmg that cannot be block deflection and tenacity does not affect it and even dmg resistance?? this is a obvious mistake because you think i am just doing it for my class? dont you understand that no class has a defense against this skill? none. it is like shocking execution or tenebrous.
isuuck, dont waste your breath on the trolls. The devs will see the vids and if that proc damage wasn't intended they will fix it. I for one am a cw - and a gf should be a hard fight. cw are very good are taking out squishy fast with cc, but taking out a tank class SHOULD be harder, in that video it almost seemed that cw was the tank and you were the squishy o.O 18k squishy gf
bahaha i was there for that one yeah i was getting hit for 10k+ after icy rays even with 20% teneacity assailant force is ridiculous 10k+ dmg that procs on plague fire and icy rays i literally got killed in like 2-3 seconds im guessing assailing force is not being mitigated by tenacity.
I for one am a cw - and a gf should be a hard fight. cw are very good are taking out squishy fast with cc, but taking out a tank class SHOULD be harder
Illogic. Who makes the rule that it should be harder for a spell caster to take out a melee? Why can't it be harder for a melee to take out a spell caster? Making thoughtless conclusion isn't a good practice. And you seem to have no idea about how spell casters should be.
bahaha i was there for that one yeah i was getting hit for 10k+ after icy rays even with 20% teneacity assailant force is ridiculous 10k+ dmg that procs on plague fire and icy rays i literally got killed in like 2-3 seconds im guessing assailing force is not being mitigated by tenacity.
Yeah that ability is totally out of control. Watched a CW kill people just refreshing DOTs and jumping around.
Against CW or ranged classes, GF already has many powers to achieve the so-called balance. For example, overly fast and fly-able Lunging Strike, spam-able Threatening Rush, ranged Frontline Surge, ranged Bull Charge, ranged Terrifying Impact, blocking Repel and Entangling Force and Freeze, etc. Those abilities are already overpowered for a melee. Please don't ask for more.
Correct, and yet they are not satisfied,i'm tired of crybabies,i have never asked for any class to be nerfed regardless of the fact that i rarely am top dps.
Correct, and yet they are not satisfied,i'm tired of crybabies,i have never asked for any class to be nerfed regardless of the fact that i rarely am top dps.
whats your problem? the skills hits for 10k and is activated by plague fire. dont you understand that it isnt balance for pvp? all you have to do is keep your plague fire up and everyone dies. There is no way to avoid the dmg man why dont you understand this?
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charkanramonMember, NW M9 PlaytestPosts: 51Arc User
whats your problem? the skills hits for 10k and is activated by plague fire. dont you understand that it isnt balance for pvp? all you have to do is keep your plague fire up and everyone dies. There is no way to avoid the dmg man why dont you understand this?
Think twice before walking into a icy terrain of a thaumaturgist magician.
Illogic. Who makes the rule that it should be harder for a spell caster to take out a melee? Why can't it be harder for a melee to take out a spell caster? Making thoughtless conclusion isn't a good practice. And you seem to have no idea about how spell casters should be.
have u watched the videos? the CW seemed so tanky - and made the GF look squishy lol. what i meant by harder is :
if a cw is agaisnt a squishy - takes mabe 1 rotation of stuns to kill or almost get the foe killed - or it takes 2 rotations (so while on cd ur dodging the opposing)
a cw agaisnt a tank - SHOULDNT be able to kill them in the same amount of rotations ^^ the gf has much less damage and is tankier- so it takes several rotations (which is wat i meant by harder) it doesnt make the fight itself imbalanced because one is tanking the dmg while the other is receiving low. it just a longer fight = which a gf should be able to do - they should stall fights.
in the video by isuuck u clearly see that the proc damage takes out 1/5 of the gf hp. and in the other video with icey and plague 50% hp!! clearly a cw shouldnt be killing a gf as if it were a squishy ^^
i hope this clarified what i mean t- and it prob was a waste for me to advocate this because it will be changed lol regardless of your or my opinion. it is currently too op in pvp
i'm not agree about assaillant to be too strong. it a life based damage, so yes it will do more damage agaisnt a 40k hp gf than a 20k .
second point is it's a pure damage that does not interfere with enemy armor but doesn't have any buff possibility. that mean you will do same damage on a 40k life 0 armor player with 5 debuf spell on him than a 40k life 80% armor. So to speak it provide good advantage on big hp and armor player but is not be a big deal against lower armor and lvl player.
If i'm speacking about pur pve, this spell provide around what 3-4% of damage while comparing on dps way of gwf, the last feat provide between 20 to 30% more damage.
+ honestly guy getting back CW in pvp in the sme lvl of the other class will ask for other to readapt, no more easy free kill in CW.
i know that test are not finish yet but finally no rush for free kill to CW, (i would also remember for practicaly all other class, we have no way to escape a battle, while 4 class have higher run and all thing to escape battle if it do not turn as they want)
by the way i agree that it should on opposite get the tenacity damage reduction
i'm not agree about assaillant to be too strong. it a life based damage, so yes it will do more damage agaisnt a 40k hp gf than a 20k .
second point is it's a pure damage that does not interfere with enemy armor but doesn't have any buff possibility. that mean you will do same damage on a 40k life 0 armor player with 5 debuf spell on him than a 40k life 80% armor. So to speak it provide good advantage on big hp and armor player but is not be a big deal against lower armor and lvl player.
If i'm speacking about pur pve, this spell provide around what 3-4% of damage while comparing on dps way of gwf, the last feat provide between 20 to 30% more damage.
+ honestly guy getting back CW in pvp in the sme lvl of the other class will ask for other to readapt, no more easy free kill in CW.
i know that test are not finish yet but finally no rush for free kill to CW, (i would also remember for practicaly all other class, we have no way to escape a battle, while 4 class have higher run and all thing to escape battle if it do not turn as they want)
by the way i agree that it should on opposite get the tenacity damage reduction
Even on 30k hp players, it will take around 4,5k+ HP. Just remembering that you cannot dodge this, and this is NOT a power.
In other words, you can instantly take 4,5k of someones HP by doing almost nothing. I literally killed a GF by using Storm Pillar on him, and he was pretty skilled.
Do you guys know this enchantment called tenebrous? do you know what it was nerfed to have huge internal cool down and the dev changed it to current hp and not max hp of user? Do you know why the devs didnt base it on max hp of the enemy or current hp of the enemy? do you know that control wizards can lose all offensive gear or decent gear, **** that can go full fulls and stack a hit ton of hp in pvp so they can survive say 20secs with just refreshing the dots and you will die. Tenebrous was nerfed because of instances like this and now they create a better incarnation???
To everyone who is freaking out about the damage of Assailant: relax. It's bugged. It is not being calculated correctly. It is not working as intended. They'll fix it before it goes live.
The damage for Assailing force is not being calculated correctly. I parsed a run of the Heroic Encounter Rescue the Prospectors (Chilltooth) in the Dwarven Valley. Below is the parsed data. Assailant peaked at 22,635 and on average did around 16,000 (the parse shows an average of 5,484 but that is including triggers, only 1/3 of those are actual damage). Assailant is supposed to be capped at 800% of weapon damage. My max weapon damage is 827, so 8*827 = 6616 so clearly that is not working as intended.
You should not forget that it does 800% weapon damage or 15% of the enemies Max HP. So perhaps that is something you should include in your calculations.
You should not forget that it does 800% weapon damage or 15% of the enemies Max HP. So perhaps that is something you should include in your calculations.
It is supposed to do whichever is LESS of 15% enemies max HP and 800% weapon damage. So it should not exceed 800% weapon damage.
Control Wizard: Assailing Force: This feat now deals 15% of a target's HP or 800% of your weapon damage, whichever is less (up from 10% and 500% respectively).
i'm not agree about assaillant to be too strong. it a life based damage, so yes it will do more damage agaisnt a 40k hp gf than a 20k .
second point is it's a pure damage that does not interfere with enemy armor but doesn't have any buff possibility. that mean you will do same damage on a 40k life 0 armor player with 5 debuf spell on him than a 40k life 80% armor. So to speak it provide good advantage on big hp and armor player but is not be a big deal against lower armor and lvl player.
If i'm speacking about pur pve, this spell provide around what 3-4% of damage while comparing on dps way of gwf, the last feat provide between 20 to 30% more damage.
+ honestly guy getting back CW in pvp in the sme lvl of the other class will ask for other to readapt, no more easy free kill in CW.
i know that test are not finish yet but finally no rush for free kill to CW, (i would also remember for practicaly all other class, we have no way to escape a battle, while 4 class have higher run and all thing to escape battle if it do not turn as they want)
by the way i agree that it should on opposite get the tenacity damage reduction
so what your really saying it will kill the 20k player so much faster than the 40k player either way something isnt added up right
technically it f it was 15% of 20k it should be 3k damage per proc which it isnt , and if it was on a 40k player it should be 6k damage on proc but it isnt i have been hit for 10k+ hits regardless of how much health i have and im in the 40k health bracket something isnt working correctly here it's just to good for pvp especially since it procs off of every single thing. at least with shard on live its dodgeable and whatnot this is inescapable and is certain to kill anyone in one rotation hell kills most players with just at will spam.
dot enchants procs assilant balance nightmare wizardy atm makes new gf mark future useless and 15% damage boost for team members is broken op if was student of the sword with 3% damage per stack to much for first teir feat then nightmare wizardy is broken beyond any reason atm
and why is ok for shiled to give 50% resist all the time it is higher then dr what gwf or gf can get and they are tanks toon it down to 10% or cw will be better tank then tank classes i thought whole point of this changes is to balance cw with other class and u only made it even more broken op then before
Hey all, we have been looking at how Shield functions and we think it is diminishing too fast and that makes slotting it feel too frustrating most of the time so we are imrpoving it dramatically. This should drastically improve wizard survivability while it is slotted which should provide a substantive PVP and PVE buff.
This change should hit this week barring anything going wrong.
Control Wizard: Shield: Shield will now diminish to 50% effectiveness while fully Destabilized at Rank 1. Each additional Rank will reduce the total amount of Destabilization your Shield can suffer. Grants 5% Control Resist per rank while slotted in spell mastery.
I will clarify this since I don't want the actual patch note to get too wordy (despite being a bit confusing).
At all ranks Shield while stable (undamaged) absorbs 50% of incoming damage after your damage resistance.
It then is Destabilized, which reduces its effectiveness. So here are the before and afters!
Normal
Before
R1 Stable: 50%, Unstable: 0%
R2 Stable: 50%, Unstable: 5%
R3 Stable: 50%, Unstable: 10%
And Spell Mastery now also adds 5% Control Resistance per rank. This is additive with Tenacity. Because who doesn't like that?
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
Ok my question is this : At rank 3 ,shield will provide a 15% Control Resist Bonus. So if my basic Resistance is say 10% , then after i activate shield my new Resistance will be 25%(10% + 15%) or 11,5% ( 10% + 1,5%)?
And this, ladies and gentleman, is what happens when you change everything drastically instead of actually fixing the 5/6 things that made the class over performing in pve on live.
Comments
Well, the opposite is the truth. Damagewise CWs and GWFs will do similar damage (so far). HRs will lead the board.
Nevertheless, CWs will be needed maybe even more than now, because you still need the CC. GFs will be ok'ish buffers, DCs will still do well, but neither of them will survive the mob aggro.
Since the Singu has been nerfed, you'll need more singus, maybe 2 at a time. This cripples your space for other classes.
CWs won't make enormous damage any more, they might be still wanted for this particular skill though. If so, one CW should be able to group all mobs with one Singu. But if you limit mobs number affected by daily, you'll only make some people want more CWs for more singu or go all dps (like all GWF-SW) squad and nothing will change.
(Read the Rules. ~Zeb)
Most TR's don't use their AOE Daily or AE dmg in pve, could be reason they are low in pve groups.
Hr's many, not all do not take the time to place their AE in the middle of CW ae. You would think that made sense. They also tend to run away from CW who can snatch the mob up rather than run towards them.
GF - Looks like they are going to be in great shape now with Threat and shield and damage.
DC - Buffs are great, hopefully they will be safer with GF around
SW - He can easily replace DC/TR/Hr/GWF in a group.
You won and yet complain for assailing force? What do you want from a cw? To simply roll over and die? I would say increase its effectiveness or the very least leave it as is. Cws need some kind of damage boost after all these nerfs. Not to mention that our powers are still bugged. Also plaguefire ticks don't seem to proc it the same way smolder doesn't. I tested it on a mof
i won about 2 times out of the 8 times we 1v1 and that was because i got crits on him a lot and was able to kill him before i died. i know for a fact i out gear and am better skilled than him. If you are telling me that i have no defense over this skill that hits for 10ks on me and is procs from plague fire and you call that balance?
Yeah that ability is totally out of control. Watched a CW kill people just refreshing DOTs and jumping around.
Correct, and yet they are not satisfied,i'm tired of crybabies,i have never asked for any class to be nerfed regardless of the fact that i rarely am top dps.
It would be really interesting if the skill was activated as a meteor storm.
Think twice before walking into a icy terrain of a thaumaturgist magician.
have u watched the videos? the CW seemed so tanky - and made the GF look squishy lol. what i meant by harder is :
if a cw is agaisnt a squishy - takes mabe 1 rotation of stuns to kill or almost get the foe killed - or it takes 2 rotations (so while on cd ur dodging the opposing)
a cw agaisnt a tank - SHOULDNT be able to kill them in the same amount of rotations ^^ the gf has much less damage and is tankier- so it takes several rotations (which is wat i meant by harder) it doesnt make the fight itself imbalanced because one is tanking the dmg while the other is receiving low. it just a longer fight = which a gf should be able to do - they should stall fights.
in the video by isuuck u clearly see that the proc damage takes out 1/5 of the gf hp. and in the other video with icey and plague 50% hp!! clearly a cw shouldnt be killing a gf as if it were a squishy ^^
i hope this clarified what i mean t- and it prob was a waste for me to advocate this because it will be changed lol regardless of your or my opinion. it is currently too op in pvp
second point is it's a pure damage that does not interfere with enemy armor but doesn't have any buff possibility. that mean you will do same damage on a 40k life 0 armor player with 5 debuf spell on him than a 40k life 80% armor. So to speak it provide good advantage on big hp and armor player but is not be a big deal against lower armor and lvl player.
If i'm speacking about pur pve, this spell provide around what 3-4% of damage while comparing on dps way of gwf, the last feat provide between 20 to 30% more damage.
+ honestly guy getting back CW in pvp in the sme lvl of the other class will ask for other to readapt, no more easy free kill in CW.
i know that test are not finish yet but finally no rush for free kill to CW, (i would also remember for practicaly all other class, we have no way to escape a battle, while 4 class have higher run and all thing to escape battle if it do not turn as they want)
by the way i agree that it should on opposite get the tenacity damage reduction
Even on 30k hp players, it will take around 4,5k+ HP. Just remembering that you cannot dodge this, and this is NOT a power.
In other words, you can instantly take 4,5k of someones HP by doing almost nothing. I literally killed a GF by using Storm Pillar on him, and he was pretty skilled.
http://nw-forum.perfectworld.com/showthread.php?692711-Official-Feedback-Thread-Control-Wizard-Changes&p=8453851&viewfull=1#post8453851
You should not forget that it does 800% weapon damage or 15% of the enemies Max HP. So perhaps that is something you should include in your calculations.
It is supposed to do whichever is LESS of 15% enemies max HP and 800% weapon damage. So it should not exceed 800% weapon damage.
http://nw-forum.perfectworld.com/showthread.php?692711-Official-Feedback-Thread-Control-Wizard-Changes&p=8404221&viewfull=1#post8404221
It's not working right.
so what your really saying it will kill the 20k player so much faster than the 40k player either way something isnt added up right
technically it f it was 15% of 20k it should be 3k damage per proc which it isnt , and if it was on a 40k player it should be 6k damage on proc but it isnt i have been hit for 10k+ hits regardless of how much health i have and im in the 40k health bracket something isnt working correctly here it's just to good for pvp especially since it procs off of every single thing. at least with shard on live its dodgeable and whatnot this is inescapable and is certain to kill anyone in one rotation hell kills most players with just at will spam.
balance nightmare wizardy atm makes new gf mark future useless and 15% damage boost for team members is broken op if was student of the sword with 3% damage per stack to much for first teir feat then nightmare wizardy is broken beyond any reason atm
and why is ok for shiled to give 50% resist all the time it is higher then dr what gwf or gf can get and they are tanks toon it down to 10% or cw will be better tank then tank classes i thought whole point of this changes is to balance cw with other class and u only made it even more broken op then before
Ok my question is this : At rank 3 ,shield will provide a 15% Control Resist Bonus. So if my basic Resistance is say 10% , then after i activate shield my new Resistance will be 25%(10% + 15%) or 11,5% ( 10% + 1,5%)?