You have 22k hp sir... That might be your issue. I didn't even know it was possible to have that little.
Oh really? Hmmm. Well... Here is my setup on thaum... and clearly I had no issues killing them with that low of an HP.
Again, notice the low 22K HP
Notice the thaum setup
And the logs.
Did it take a bit longer to kill? Yes it did but I killed them. Now with renegade, nothing. Case closed. Don't give me the BS of low HP, that is not the case. I know my character well and I never had issues with HP on live. I can dodge a lot of things and I move around a lot. I don't just stand there like an idiot. My main point is Renegade hit so low even with high cha/crit/cs and p.vorp. I *SHOULD* be able to kill them esp when I crit a lot but that wasn't the case. The only thing that I feel made it easy to kill on thaum is the assailing.
So again, with my measly 22K HP, I was soloing Propectors, and I cleared 4 prospectors before dying to the last one, thanks to the 3 deathlock wights. Again, no issues with thaum but I cannot do this on renegade spec.
0
ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
edited August 2014
Okay, I've cleaned some of the stuff in this thread but unfortunately I do not have the time to get it all.
So for now please keep the discussions out of this thread. Please do us all a favor and when you consider pressing "Reply with Quote," don't.
Additionally, bad feedback is still feedback. Do not report posts just because you disagree with the feedback.
22k-24k HP is pretty normal for PVE CW's. My PVE Thaum CW has 24k HP and can solo most minor HE's fine, and can get about 2/3rds of the way soloing through most any major HE. (And in Shadow Weaver gear, not even HV or Black Ice gear.) Can't solo any of them, but that's ok, then again I'm not supposed to be able to either
I was asking Virus, I have played with him and know that hes a decent CW. Knowing this, his opinion carries alittle more weight with me.
I'm not gonna reply to any post, i'm tired of this thread.
Been posting here for over than a month, trying to give feedback in a decent way, anyone who played with me knows i don't want an op class, i enjoy playing a class like cw on live server where i have to earn everything good i get in pvp.
The only important thing i was asking was to at least keep the actual 3 pvp builds viable after all the changes they had in mind for toning down the pve side of the class, and sadly the devs failed miserably at this.
The high dmg in pve problem could've been fixed in several other ways without reworking the whole class and making it so skilless it has to rely on a feat to autoproc 3k dmg.
I just copied my character over and changed from Renegade to Thaumaturge and to be honest I ran around Dwarf valley with very little trouble , I used Tabbed Shield , Icy terrain , Steal time and Shard with Evocation and Storm spell and the enemies went down reasonably easily , the one thing I wish I could change would be to make Assailing force active on more than one enemy at once in pve , I understand that in pvp that's how it has to be so it isn't overpowered but in pve it is annoying having a capstone that can only effect one enemy at a time , yes probably a controversial idea but it will not change anyways
I'm sorry to say, but I'm with Virus on this one. I've been testing, playing and talking about the new M4 changes for a month and I'm not happy were the devs have taken the CW (regarding PvP). I don't feel like my involvement has changed anything so that's why I decided to not waste my time here anymore. The top PvP players has said what they think and we all got our ideas dismissed.
The CW needed a little buff in PvP but mostly the other classes needed some fixing to balance it but instead they rework the CW to being a class where no skill is involved anymore. They turned the hardest skill to master into <font color="orange">HAMSTER</font> (shard) and then they added feats like shatter/assailant to do all the heavy work for you. We went from two viable PvP builds to one viable skill-less build. We are now forced to use the same encounters and builds.
I'm not gonna reply to any post, i'm tired of this thread.
Been posting here for over than a month, trying to give feedback in a decent way, anyone who played with me knows i don't want an op class, i enjoy playing a class like cw on live server where i have to earn everything good i get in pvp.
The only important thing i was asking was to at least keep the actual 3 pvp builds viable after all the changes they had in mind for toning down the pve side of the class, and sadly the devs failed miserably at this.
The high dmg in pve problem could've been fixed in several other ways without reworking the whole class and making it so skilless it has to rely on a feat to autoproc 3k dmg.
I'm out.
What I don't understand is, why have you all been so insistent on wanting to keep the goofy meatball prone maneuver? It has always seemed to me like a gimmick, and a difficult one to use at that. If CWs moved away from complicated gimmicks and towards other, more direct and simple ways to build a PVP character, ones that didn't have such steep learning curves, wouldn't that be better *overall* for the CW PVP experience?
No CW is forced to use Shard, there are so many other encounters. The point is, those who are willing to struggle with it in PvP should be rewarded. Plus, it is really not THAT difficult to use on tab, once you give it few matches. Also, for me personally, Shard on tab created several v. interesting moments in game, worth remembering. It's a waste to destroy it.
Bids he then the spruces to singer him an anthems!
And the Woodsie Lord binders them fleshes to stone!
Bug Report: Repel still doesn't push people (deflected AND non-deflected)
Not much else to say to what the cause would be, but still about 20% of the time Repel does NOT push people away, even if the hit wasn't deflected, (it glitches and doesn't push on deflected hits aswell)
urthedarMember, Neverwinter Beta UsersPosts: 0Arc User
edited August 2014
BUG : Icy Terrain Icy terrain do not hit frozen targets.
Feedback: Focused Wizardry This heroic feat should work as it says, i mean that each point spent on this feat will results a power transfer from aoe to single target skills, so it should give a player 10/20/30% buff to single target skills and 10/20/30% debuff to aoe skills. In my opinion, at this moment it is seriously ridiculous to invest less than 3 points to that feat because it give us a little buff and huge debuff (1/3 = 10%buff, 30%debuff)...
BUG : Icy Terrain Icy terrain do not hit frozen targets.
Feedback: Focused Wizardry This heroic feat should work as it says, i mean that each point spent on this feat will results a power transfer from aoe to single target skills, so it should give a player 10/20/30% buff to single target skills and 10/20/30% debuff to aoe skills. In my opinion, at this moment it is seriously ridiculous to invest less than 3 points to that feat because it give us a little buff and huge debuff (1/3 = 10%buff, 30%debuff)...
Feedback : Focused Wizardry
If that were to happen the Feat would be rendered useless,since no one will want a 30% nerf on Aoe powers that have already been nerfed by 40% to 50 %. Can you imagine how shard would look like if on top of the 60% nerf another 30% was added? No ,the feat works as was intended.For those who want to PvP it ads single damage and for those who PvE does the same but with a reasonable tradeoff in Aoe damage. However i don't know how it'll work with powers that are single damage but become Aoe when tabbed like Fanning the Flames or Chill Strike.
It's BUGS bunny i tell you.
0
lcwwpyjhjsMember, Neverwinter Beta UsersPosts: 0Arc User
edited August 2014
Bug : Dragon Bone Orb Dragon Bone Orb is facing backward.
BUG : Icy Terrain Icy terrain do not hit frozen targets.
Feedback: Focused Wizardry This heroic feat should work as it says, i mean that each point spent on this feat will results a power transfer from aoe to single target skills, so it should give a player 10/20/30% buff to single target skills and 10/20/30% debuff to aoe skills. In my opinion, at this moment it is seriously ridiculous to invest less than 3 points to that feat because it give us a little buff and huge debuff (1/3 = 10%buff, 30%debuff)...
Because Sudden Storm has been nerfed hard, it now hits lower than Steal Time which doesn't need any skill to execute. Sudden Storm hit's pretty low and you have to line it up to make sure you hit and not only that, doesn't work on singularity, etc. Either boost up the damage of Sudden Storm or widened the area of effect and allow it to hit while prone or while singularity is active to compensate the lost of damage.
The teleport ability of Cws has been in need of some changes for a long time now,but the introduction of the Warlock class reminded me how useful these changes would be.So could you make it so that after teleporting, movement isn't paused? This is happening now and for a brief moment Cws are immobile. If you were to fix this, movement would be smoother,just like the Warlocks Shadow Sprinting which is smooth and lovely. Mod 4s Cw overhaul is a Great opportunity to fix these issues.
It's BUGS bunny i tell you.
0
reagenlionel1Member, Neverwinter Beta UsersPosts: 0Arc User
edited August 2014
There is no reason for Sudden Storm to have any sort of damage decrease, as its the hardest to land spell in the Control Wizards arsenal. And its ONLY function is to deal damage. No direct side effects to it like every other encounter for the control wizard in the game. It has a narrow zone of effect and takes a bit of time to execute it. Often times during execution enemies can literally just walk out of the area of effect.
Storm Pillar STILL doesnt crit correctly. The smaller bolts are supposed to crit when the larger bolt crits.
Focused Wizardry -I am personally fine about the feat that increases area damage but lowers single target damage. I think the concept is nice. But I think the way it works is a bit backwards. Focus Wizardry probably should focus on giving more single target damage in turn however, lowering all area damage spells. In its name it would make more sense.
0
ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
edited August 2014
That's how it works. Focused Wizardry increases single target damage by 10/20/30% but reduces AoE damage by 30/20/10%.
"Meanwhile in the moderator's lounge..."
0
darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
edited August 2014
Feedback : Eye of the storm
Eye of the storm affects the way I play. I must use encounters or dailies at start of the combat, or I will lose the bonus. I like the proc rate and duration is on live. An internal cooldown is bad, and in pvp having 6 seconds full of crits at the start of each mini-combat means 1 enemy dead in 1 rotation. (not full geared pvp toons but whatever). I suggest that a proc rate and duration like we have on live now, but a different bonus (We still want burst damage): +20/+30/+40 crit chance while is active. This means that CWs cant forget crit stat and you wont have guaranted crits even with EoTS active, but a good uptime. This is good for renegades too.
Feedback : Focused Wizardry
I think this is bad design. If the objetive is to focus single target damage, remove the penalty. Maybe lower the bonus a bit. I can take the feat or not, but I must use 3 feat points. It already has a cost: 3 feat points. With the penalty some CWs who play pve and pvp cant pick it. When you spend points on feats you gain something, spending feat points to lose +10% AoE dmg is just bad design.
Feedback: Renegade
I think renegade is still underpowered in his "teambuff" role. Feats and capstone need a bit more love. Suggestion: change (Chaotic Growth - Heal yourself for 200% weapon damage every second for 10 seconds) for you gain 15% aditional power for 15 seconds. The effect must be offensive. Phantasmal Destruction: Change it to 100% or make it party buff.
Feedback: Shard of Endless avalanche
I dont know what to do with this spell at this moment. The changes seems bad for everybody! pvp, pve, solo play, and has lots of bugs. I think the best solution is to remove the spell and replace it with Meteor Swarm (like the spell of those arcanists in IWD. Moderate Dmg + Prone in an area. Bigger area in tab. Easy way yes .
Feedback: Sudden Storm
Increase the area of effect or the damage, at last in the tab version. This power only makes dmg, 0 control or debuffs
Since Steal time seems to be one of the few spells to actually receive a buff, why not take it all the way and add 1 more second of increased speed when it is tabbed. The current time of increased movement seems too little and has been so since the start. As for Sudden Storm, like others have said before me, it needs a wider Area of effect to be useful. Not necessarily Longer but certainly Wider, so that even Oppressors can use it,with Chilling Cold feat,to freeze things.It is a spell difficult to aim and cast so with the recent damage and other nerfs it needs something to make it more competitive and attractive to Spell storm mages.
i must admit that actually sudden storm damage decrease are making ask some question
If you take little time to think of it he have actually many point against him.
1 small range. if you want to keep distant you canno't use it (not useable in pvp)
2 small area of effect and quite long incant time and this give this spell only useable when the target come in straight line(second reason for not using it in PVP).
3 he doN,t have any side effect
4 he put your arcane stack to 0(= up to -15% damage for your other spell depending of situation)
5 some other spell effect make it do 0 damage.
With all new change done on CW I'm not sure it still have a reason to exist. Maybe the only reason he will remain in some config is for complet an empty slot since it,s become hard to choose 4 spell to goes in a way of play.
How ever, i'm on pending mod to test the new last annouced change to see what can be done with it
If you want some math to understand let take 4 spell of 4k damage + daily at the end (10k)
case one no sudden storm mean arcance stack is on max. you get 4mean it give 26 k damage *1.15=29.9
in second case you use sudden strom in you rotation mean most of case your arcane lvl goes up and down and never pass lvl 2 i'm giving i a lvl 1 medium for 3 first spell
total damage= (4*3+7)*1.03+10=29.57.
So due to all point i'm started with. with the miss chance and the fact that you need to be near target and canno,t play from distant with it. By my experience this spell actually hit one target or less in around 50% of the case because of point 1 and 2.
What was making it interresting was is low time to be available again but that not exist anymore
The shard itself is not visible until a few seconds after hitting the ground. On live players can see the shard dropping from the air, but on preview players are proned before the shard is visible.
My questions is... are the bots in PvE going to have reduced damage and defenses as well, or is this only affecting PvP? I can hold my own for the most part PvE... but if I am now weaker... I may have to only use my GWF and delete my CW.
Test done on pve and pvp on the server with the new shield switching in tab and non tab
both tab and non tab seems to provide the same damage absorption when unstable. how ever the log in pve in live seems to give false info and and always give 1/2 damage(full damage) when unstable on pve i fought around 20 different oponen mixing tab and non tab for shield always same value.
CW construct: master of flamme thauma way, spell used fanning the flamm, ice conduct,icy terrain and shield (changing ice conduct and shield on tab)
PVP part.
Shield on tab: no use: the lost of the tab power is too strong to make enough damage or control: i lost each match with this config + look like it providing same amount of damage resist as the non tab version.
non tab version of shield here i was able to do some things.
CW VS GWF i 1 for CW 2 for GWF. the presence of shield is giving the little extra needed to not be killed in 10 second and permit to have some control mixing ice conduct on tab and icy terrain
CW VS GF(no pvp set 18.5k) here we get evenly matched 2/2. as GWF i was able to get some control mixing icy terrain and ice conduct. how ever if GF is able to push out of icy terrain CW is done for.
CW Vs CW (with control spell) here i have no chance control time are too long and because this config damage is based on proc assaillant no chance to stand that long with short range control
CW vs HR. here again i have no chance i'm killed in 6-7 second if i'm not able to dodge the first row 10-11 second with first row dodge.
To resume PVP part as long as melee player play with brain in there harm and stay inside icy terrain we still have a chance to control and last enough time to make kill and i would even say shield is not necessarly required and i would say only against GWF. Again CW playing with shield is a hudge disavantage and the non shield will always win.
HR case no matter how i'm triing to think i canno't see a single way to kill them my time on the field is simply too short to do a thing (3 shot with shield tabbed or not, 2 without shield).
Playing with assaillant require a good amount of time to kill other and unfortunatly the feat required to make it proc enough are fanning the flame excepted all aoe dammage and like icy terrain AOE melee and it cannOt be efficient if you are facing some high striker (GWF/gf damage orriented and more HR since your loosing the ranged advantage). Shield is back to garbadge at this lvl on tab and wonderable but usable in non tab. edit:control immun gain on tab version is not noticable something like 0.2-0.3 second against entrengling force
I'm not gonna reply to any post, i'm tired of this thread.
Been posting here for over than a month, trying to give feedback in a decent way, anyone who played with me knows i don't want an op class, i enjoy playing a class like cw on live server where i have to earn everything good i get in pvp.
The only important thing i was asking was to at least keep the actual 3 pvp builds viable after all the changes they had in mind for toning down the pve side of the class, and sadly the devs failed miserably at this.
The high dmg in pve problem could've been fixed in several other ways without reworking the whole class and making it so skilless it has to rely on a feat to autoproc 3k dmg.
I'm out.
Same here, I've given feedback. I've provided substantial suggestions that would improve Heroic Feats, Oppressor, Renegade, And Thaumurgist tree, improve ss mage and mof mage.
NONE have been replied to. This is a waste of time, and I'll retire before it wastes any more time.
Feedback: thoughts about some preview PvP
- CW seems in a slightly better off position, overall
- the damage from Thaum spec is decent and adequate; the DoTs roll off each other and proccing stuff on your targets is pretty fun
- survivability has increased new Shield to the point where it's (almost) adequate for a robe-wearing class
- CC is decent even outside Oppressor, Orb of Imposition is working quite fine
These are pretty much the good points. As for the bad points... they were expressed by other CWs before me:
- Assailant requires NO SKILL to land. Guaranteed 4K+ hit.
- Shield requires NO SKILL to use. Guaranteed tankyness.
- Shard, oh my god, shard. You completely, utterly destroyed it. I got hit for less that 2K on my HR. This is RIDICULOUS. Shard is a high risk, high reward encounter. BUFF IT UP to where it was (pvp only), nothing less.
So what you did is basically take the skill out of PvP CW. Now you shoot stuff at the opponent and stuff will proc other stuff that hurts. Same is true for Shield. Can you please give CW better ACTIVE protections?!? Not passive absorption/mitigation, we're not tanks?
Example: Feat: Frost Shield. After a successful dodge of an enemy encounter or daily, you become encased in ice for 0.5 secs absorbing 33/66/100% incoming damage.
To be honest, this is quite a lazy move when it comes to CWs. You have made it easy even for inexperienced people to perform adequately. This is not OK.
Suggestion:
Please reward SKILLFUL PLAY by bringing Shard/Mastery where it is today: a hard hitting CC - if it lands. What am I talking about, shard only hits really hard on squishies, if you spec for it and if you're geared.
Comments
Oh really? Hmmm. Well... Here is my setup on thaum... and clearly I had no issues killing them with that low of an HP.
Again, notice the low 22K HP
Notice the thaum setup
And the logs.
Did it take a bit longer to kill? Yes it did but I killed them. Now with renegade, nothing. Case closed. Don't give me the BS of low HP, that is not the case. I know my character well and I never had issues with HP on live. I can dodge a lot of things and I move around a lot. I don't just stand there like an idiot. My main point is Renegade hit so low even with high cha/crit/cs and p.vorp. I *SHOULD* be able to kill them esp when I crit a lot but that wasn't the case. The only thing that I feel made it easy to kill on thaum is the assailing.
So for now please keep the discussions out of this thread. Please do us all a favor and when you consider pressing "Reply with Quote," don't.
Additionally, bad feedback is still feedback. Do not report posts just because you disagree with the feedback.
I'm not gonna reply to any post, i'm tired of this thread.
Been posting here for over than a month, trying to give feedback in a decent way, anyone who played with me knows i don't want an op class, i enjoy playing a class like cw on live server where i have to earn everything good i get in pvp.
The only important thing i was asking was to at least keep the actual 3 pvp builds viable after all the changes they had in mind for toning down the pve side of the class, and sadly the devs failed miserably at this.
The high dmg in pve problem could've been fixed in several other ways without reworking the whole class and making it so skilless it has to rely on a feat to autoproc 3k dmg.
I'm out.
The CW needed a little buff in PvP but mostly the other classes needed some fixing to balance it but instead they rework the CW to being a class where no skill is involved anymore. They turned the hardest skill to master into <font color="orange">HAMSTER</font> (shard) and then they added feats like shatter/assailant to do all the heavy work for you. We went from two viable PvP builds to one viable skill-less build. We are now forced to use the same encounters and builds.
I'm out.
What I don't understand is, why have you all been so insistent on wanting to keep the goofy meatball prone maneuver? It has always seemed to me like a gimmick, and a difficult one to use at that. If CWs moved away from complicated gimmicks and towards other, more direct and simple ways to build a PVP character, ones that didn't have such steep learning curves, wouldn't that be better *overall* for the CW PVP experience?
Not much else to say to what the cause would be, but still about 20% of the time Repel does NOT push people away, even if the hit wasn't deflected, (it glitches and doesn't push on deflected hits aswell)
CRAZY MIKE - 14.6k PvE CW
Backbone - 16.7k PvP HR
[SIGPIC]http://i59.tinypic.com/s3hts7.png[/SIGPIC]
Icy terrain do not hit frozen targets.
Feedback: Focused Wizardry
This heroic feat should work as it says, i mean that each point spent on this feat will results a power transfer from aoe to single target skills, so it should give a player 10/20/30% buff to single target skills and 10/20/30% debuff to aoe skills. In my opinion, at this moment it is seriously ridiculous to invest less than 3 points to that feat because it give us a little buff and huge debuff (1/3 = 10%buff, 30%debuff)...
Feedback : Focused Wizardry
If that were to happen the Feat would be rendered useless,since no one will want a 30% nerf on Aoe powers that have already been nerfed by 40% to 50 %. Can you imagine how shard would look like if on top of the 60% nerf another 30% was added? No ,the feat works as was intended.For those who want to PvP it ads single damage and for those who PvE does the same but with a reasonable tradeoff in Aoe damage. However i don't know how it'll work with powers that are single damage but become Aoe when tabbed like Fanning the Flames or Chill Strike.
Dragon Bone Orb is facing backward.
steel time needs damage nerf to
agreed this feat should work like this
Feedback:
Because Sudden Storm has been nerfed hard, it now hits lower than Steal Time which doesn't need any skill to execute. Sudden Storm hit's pretty low and you have to line it up to make sure you hit and not only that, doesn't work on singularity, etc. Either boost up the damage of Sudden Storm or widened the area of effect and allow it to hit while prone or while singularity is active to compensate the lost of damage.
The teleport ability of Cws has been in need of some changes for a long time now,but the introduction of the Warlock class reminded me how useful these changes would be.So could you make it so that after teleporting, movement isn't paused? This is happening now and for a brief moment Cws are immobile. If you were to fix this, movement would be smoother,just like the Warlocks Shadow Sprinting which is smooth and lovely. Mod 4s Cw overhaul is a Great opportunity to fix these issues.
Storm Pillar STILL doesnt crit correctly. The smaller bolts are supposed to crit when the larger bolt crits.
Focused Wizardry -I am personally fine about the feat that increases area damage but lowers single target damage. I think the concept is nice. But I think the way it works is a bit backwards. Focus Wizardry probably should focus on giving more single target damage in turn however, lowering all area damage spells. In its name it would make more sense.
Eye of the storm affects the way I play. I must use encounters or dailies at start of the combat, or I will lose the bonus. I like the proc rate and duration is on live. An internal cooldown is bad, and in pvp having 6 seconds full of crits at the start of each mini-combat means 1 enemy dead in 1 rotation. (not full geared pvp toons but whatever). I suggest that a proc rate and duration like we have on live now, but a different bonus (We still want burst damage): +20/+30/+40 crit chance while is active. This means that CWs cant forget crit stat and you wont have guaranted crits even with EoTS active, but a good uptime. This is good for renegades too.
Feedback : Focused Wizardry
I think this is bad design. If the objetive is to focus single target damage, remove the penalty. Maybe lower the bonus a bit. I can take the feat or not, but I must use 3 feat points. It already has a cost: 3 feat points. With the penalty some CWs who play pve and pvp cant pick it. When you spend points on feats you gain something, spending feat points to lose +10% AoE dmg is just bad design.
Feedback: Renegade
I think renegade is still underpowered in his "teambuff" role. Feats and capstone need a bit more love. Suggestion: change (Chaotic Growth - Heal yourself for 200% weapon damage every second for 10 seconds) for you gain 15% aditional power for 15 seconds. The effect must be offensive. Phantasmal Destruction: Change it to 100% or make it party buff.
Feedback: Shard of Endless avalanche
I dont know what to do with this spell at this moment. The changes seems bad for everybody! pvp, pve, solo play, and has lots of bugs. I think the best solution is to remove the spell and replace it with Meteor Swarm (like the spell of those arcanists in IWD. Moderate Dmg + Prone in an area. Bigger area in tab. Easy way yes .
Feedback: Sudden Storm
Increase the area of effect or the damage, at last in the tab version. This power only makes dmg, 0 control or debuffs
Caturday Survivor
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Mod20 Combat rework Survivor
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Since Steal time seems to be one of the few spells to actually receive a buff, why not take it all the way and add 1 more second of increased speed when it is tabbed. The current time of increased movement seems too little and has been so since the start. As for Sudden Storm, like others have said before me, it needs a wider Area of effect to be useful. Not necessarily Longer but certainly Wider, so that even Oppressors can use it,with Chilling Cold feat,to freeze things.It is a spell difficult to aim and cast so with the recent damage and other nerfs it needs something to make it more competitive and attractive to Spell storm mages.
If you take little time to think of it he have actually many point against him.
1 small range. if you want to keep distant you canno't use it (not useable in pvp)
2 small area of effect and quite long incant time and this give this spell only useable when the target come in straight line(second reason for not using it in PVP).
3 he doN,t have any side effect
4 he put your arcane stack to 0(= up to -15% damage for your other spell depending of situation)
5 some other spell effect make it do 0 damage.
With all new change done on CW I'm not sure it still have a reason to exist. Maybe the only reason he will remain in some config is for complet an empty slot since it,s become hard to choose 4 spell to goes in a way of play.
How ever, i'm on pending mod to test the new last annouced change to see what can be done with it
If you want some math to understand let take 4 spell of 4k damage + daily at the end (10k)
case one no sudden storm mean arcance stack is on max. you get 4mean it give 26 k damage *1.15=29.9
in second case you use sudden strom in you rotation mean most of case your arcane lvl goes up and down and never pass lvl 2 i'm giving i a lvl 1 medium for 3 first spell
total damage= (4*3+7)*1.03+10=29.57.
So due to all point i'm started with. with the miss chance and the fact that you need to be near target and canno,t play from distant with it. By my experience this spell actually hit one target or less in around 50% of the case because of point 1 and 2.
What was making it interresting was is low time to be available again but that not exist anymore
The shard itself is not visible until a few seconds after hitting the ground. On live players can see the shard dropping from the air, but on preview players are proned before the shard is visible.
twitch.tv/ezracw | absolutegaming.guildportal.com
#BringBackShard | M5 CW Bug List | My M3 PvP Gameplay
Test done on pve and pvp on the server with the new shield switching in tab and non tab
both tab and non tab seems to provide the same damage absorption when unstable. how ever the log in pve in live seems to give false info and and always give 1/2 damage(full damage) when unstable on pve i fought around 20 different oponen mixing tab and non tab for shield always same value.
CW construct: master of flamme thauma way, spell used fanning the flamm, ice conduct,icy terrain and shield (changing ice conduct and shield on tab)
PVP part.
Shield on tab: no use: the lost of the tab power is too strong to make enough damage or control: i lost each match with this config + look like it providing same amount of damage resist as the non tab version.
non tab version of shield here i was able to do some things.
CW VS GWF i 1 for CW 2 for GWF. the presence of shield is giving the little extra needed to not be killed in 10 second and permit to have some control mixing ice conduct on tab and icy terrain
CW VS GF(no pvp set 18.5k) here we get evenly matched 2/2. as GWF i was able to get some control mixing icy terrain and ice conduct. how ever if GF is able to push out of icy terrain CW is done for.
CW Vs CW (with control spell) here i have no chance control time are too long and because this config damage is based on proc assaillant no chance to stand that long with short range control
CW vs HR. here again i have no chance i'm killed in 6-7 second if i'm not able to dodge the first row 10-11 second with first row dodge.
To resume PVP part as long as melee player play with brain in there harm and stay inside icy terrain we still have a chance to control and last enough time to make kill and i would even say shield is not necessarly required and i would say only against GWF. Again CW playing with shield is a hudge disavantage and the non shield will always win.
HR case no matter how i'm triing to think i canno't see a single way to kill them my time on the field is simply too short to do a thing (3 shot with shield tabbed or not, 2 without shield).
Playing with assaillant require a good amount of time to kill other and unfortunatly the feat required to make it proc enough are fanning the flame excepted all aoe dammage and like icy terrain AOE melee and it cannOt be efficient if you are facing some high striker (GWF/gf damage orriented and more HR since your loosing the ranged advantage). Shield is back to garbadge at this lvl on tab and wonderable but usable in non tab. edit:control immun gain on tab version is not noticable something like 0.2-0.3 second against entrengling force
Same here, I've given feedback. I've provided substantial suggestions that would improve Heroic Feats, Oppressor, Renegade, And Thaumurgist tree, improve ss mage and mof mage.
NONE have been replied to. This is a waste of time, and I'll retire before it wastes any more time.
- CW seems in a slightly better off position, overall
- the damage from Thaum spec is decent and adequate; the DoTs roll off each other and proccing stuff on your targets is pretty fun
- survivability has increased new Shield to the point where it's (almost) adequate for a robe-wearing class
- CC is decent even outside Oppressor, Orb of Imposition is working quite fine
These are pretty much the good points. As for the bad points... they were expressed by other CWs before me:
- Assailant requires NO SKILL to land. Guaranteed 4K+ hit.
- Shield requires NO SKILL to use. Guaranteed tankyness.
- Shard, oh my god, shard. You completely, utterly destroyed it. I got hit for less that 2K on my HR. This is RIDICULOUS. Shard is a high risk, high reward encounter. BUFF IT UP to where it was (pvp only), nothing less.
So what you did is basically take the skill out of PvP CW. Now you shoot stuff at the opponent and stuff will proc other stuff that hurts. Same is true for Shield. Can you please give CW better ACTIVE protections?!? Not passive absorption/mitigation, we're not tanks?
Example:
Feat: Frost Shield. After a successful dodge of an enemy encounter or daily, you become encased in ice for 0.5 secs absorbing 33/66/100% incoming damage.
To be honest, this is quite a lazy move when it comes to CWs. You have made it easy even for inexperienced people to perform adequately. This is not OK.
Suggestion:
Please reward SKILLFUL PLAY by bringing Shard/Mastery where it is today: a hard hitting CC - if it lands. What am I talking about, shard only hits really hard on squishies, if you spec for it and if you're geared.