I'm creating this post to help track and summarize changes to Control Wizards in Module 4. Additionally it will be used to track bugs that have been found and need to be fixed. The official feedback thread is over 40 pages long and changes to the initial post and bugs are sprinkled throughout making it difficult for readers to know what changes are current and what bugs have been found and which ones have been fixed. So here is the updated list of changes. The next post will be the bug list.
General
- Armor Penetration should now correctly work on all powers.
- Teleport: Teleport can now interrupt all powers and should feel much more responsive.
- Freeze: This hold no longer breaks from damage. It is now only resisted with Control Resist.
Powers
- Magic Missile: Damage has been reduced by roughly 22%.
- Chilling Cloud: The final strike of Chilling Cloud now takes 1 second to fire (down from 1.2).
- Scorching Burst: This power now benefits more from being charged. The bonus from charging has been improved by roughly 50%.
- Chill Strike: Damage reduced by roughly 15%
- Chill Strike: This power has had its recharge time increased to 15 seconds (up from 13 seconds).
- Conduit of Ice: Damage reduced by roughly 17%.
- Conduit of Ice: This power has had its recharge time reduced to 13 seconds (down from 18 seconds).
- Conduit of Ice: This power has had its damage reduced by roughly 33%.
- Orb of Imposition: This class feature now increases control durations by 25% per rank (25/50/75%).
- Orb of Imposition: This class feature will now correctly look at ranks in Orb of Imposition rather than Arcane Presence when calculating effectiveness.
- Entangling Force: This power's damage over time component now ticks every .5 seconds (down from every .65 seconds).
- Entangling Force: This power has had its total base damage reduced by about 10% overall.
- Chilling Presence: No longer improperly increases the damage of powers twice. Now correctly grants the stated bonus.
- Evocation: No longer improperly increases damage of AoE powers twice. Now correctly grants the stated bonus.
- Repel: This power can no longer have it's push effect deflected. Damage can still be deflected normally.
- Repel: The spell mastery version of this power will ignore control immune targets for the purposes of target selection.
- Shield: Will now diminish to 25% 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. (full explanation here: http://nw-forum.perfectworld.com/showthread.php?692711-Official-Feedback-Thread-Control-Wizard-Changes&p=8430891&viewfull=1#post8430891 and updated here http://nw-forum.perfectworld.com/showthread.php?692711-Official-Feedback-Thread-Control-Wizard-Changes&p=8504751&viewfull=1#post8504751 )
- Icy Terrain: This power now ticks every 1 second (down from every 1.3 seconds).
- Sudden Storm: This power has had its recharge time increased to 14 seconds (up from 10 seconds).
- Sudden Storm: This power has had its base damage reduced by roughly 18%
- Storm Spell: Activation Chance increased to 20%. Damage increased by roughly 100%.
- Storm Spell: This effect will no longer incorrectly trigger on Chill stacks.
- Storm Fury: Damage increased by 200%.
- Swath of Destruction: Damage Debuff increased to 5% per rank and Smolder Damage is increased by 15% per rank (up from 2% and 8% respectively).
- Combustive Action: Damage Debuff applied by Combustive action is no longer just Fire damage, but all damage. Debuff is now 6% per rank (up from 3% per rank).
- Ray of Enfeeblement: Damage reduced by roughly 32%
- Ray of Enfeeblement: This power has had its recharge time increased to 18 seconds (up from 14).
- Steal Time: This power has had its damage increased by roughly 65%.
- Steal Time: This power has had its recharge time reduced to 18 seconds (down from 22 seconds).
- Shard of the Endless Avalanche: This power has had its base impact damage reduced by roughly 33%.
- Shard of the Endless Avalanche: This power has had its explosion damage reduced by roughly 60%.
- Shard of the Endless Avalanche: This power now prones NPCs for 3.5 seconds (up from 1) and prones players for 2.25 seconds (up from 1).
- Fanning the Flame: This power now takes 1 seconds to fire (up from .6 seconds). Base damage reduced by roughly 33%.
- Fanning the Flame: This power has had its recharge time increased to 22 seconds (up from 15 seconds).
- Arcane Singularity: Activation time increased to 2 seconds (up from 1 second).
- Arcane Singularity: Now can affect up to 8 targets (down from 15).
- Oppressive Force: This power has had its overall damage reduced by roughly 9%.
- Ice Knife: This power now takes 1.2 seconds to fire (up from .93 seconds).
- Furious Immolation: This power has had its damage increased by roughly 26%.
- Maelstrom of Chaos: Now correctly benefits from damage bonuses, critical strike, and can now properly be resisted.
- Eye of the Storm: This power now has an internal cooldown of 20 seconds. Base Duration increased to 4 seconds (up from 2). Duration increase per rank increased to 1 (up from .5)
- Eye of the Storm: Activation chance is now 100% from any power while off cooldown.
Feats: Heroic
- Wizard's Wrath: This feat now grants 1/2/3% area of effect damage (down from 2/4/6%).
- Wizard's Wrath: No longer improperly increases the damage of powers four times. Now correctly grants the stated bonus.
- Arcane Enhancement: This feat now grants 1/2/3% more Arcane damage (down from 2/4/6%).
- Blighting Power: This feat now grants 2/4/6% more cold damage (down from 3/6/9%).
- Focused Wizardry: *REWORK* Now increases single target damage by 10/20/30% but reduces AoE damage by 30/20/10%.
Feats: Oppressor
- Bitter Cold: *REWORK* Targets take 1/2/3/4/5% more damage for 6 seconds after being affected by Chill. This effect does not stack.
- Chilling Control (Paragon: Spellstorm): *REWORK* Sudden Storm now applies 1/2/3/4/5 stacks of Chill to targets hit by the primary strike.
- Twisting Immolation (Paragon: Master of Flame): This feat now dazes targets for .8/1.6/2.4/3.2/4 seconds (up from .2/.4/.6/.8/1 second(s)).
- Cold Infusion: *REWORK* Foes deal 1/2/3/4/5% less damage for 10 seconds after being affected by Chill. This effect does not stack.
- Glacial Movement: Ray of Frost has a 10/20/30/40/50% (up from 5/10/15/20/25%) chance to apply an additional stack of Chill.
- Alacrity: *REWORK* When you deal damage to foes affected by Chill you have a chance to reduce the cooldown on Icy Terrain and Entangling Force by .5/1/1.5/2/2.5 second(s).
- Controlled Momentum: *REWORK* After using a Control power nearby allies deal 1/2/3/4/5% more damage for 6 seconds. This effect does not stack.
- Shatter Strike: *REWORK* When you freeze a target they are afflicted by Shattered for 10 seconds. Shattered foes have a chance when taking damage to be stunned for 5 seconds (2.5 second on players) and take up to 5% of their Max HP in damage (max 300% weapon damage). This effect consumes Shatter. Additionally, your control powers deal 100% of your weapon damage against control immune targets and Chill lasts 2.5 seconds longer. It is classified as Cold damage for purposes of calculating bonuses.
Feats: Thaumaturge
- Tempest Magic: This feat now grants 1.5/3/4.5/6/7.5% (down from 2/4/6/8/10%) bonus damage while targets are below 30% HP.
- Malevolent Surge: This feat now grants 1/2/3/4/5% (down from 2/4/6/8/10%) and no longer stacks. This feat now lasts 15 seconds (up from 4).
- Snap Freeze: This feat now grants 2/4/6/8/10% (down from 3/6/9/12/15) bonus damage to your Cold At Wills and Encounters against foes who are not Chilled.
- Destructive Wizardry (Paragon: Storm): This feat now grants 1/2/3/4/5% (down from 2/4/5/8/10%) bonus damage. This feat no longer requires you strike at least 2 targets, but now requires you charge Storm Pillar fully. This feat now lasts 20 seconds (up from 6).
- Drifting Embers (Paragon: Master of Flame): This feat now has a 8/16/24/32/40% (up from 5/10/15/20/25%) chance to spread Smolder to targets.
- Far Spell: Now affects all Single Target powers rather than just Magic Missile and Chill Strike.
- Frozen Power Transfer: This bonus now stacks up to a maximum of 3 stacks and is refreshed when you gain a new stack. Players will gain one stack for each target hit with the final strike of Chilling Cloud. This bonus now lasts 20 seconds (up from 8).
- Transcended Master: Shard of Endless Avalanche now gains 5/10/15/20/25% (up from 3/6/9/12/15%) bonus damage. Icy Rays now gains 5/10/15/20/25% bonus damage when cast on the same target twice and a 1/2/3/4/5 second(s) shorter cooldown when used on two different targets.
- Elemental Empowerment: *REWORK* Dealing Cold damage has a 3/6/9/12/15% chance to apply Creeping Frost. Creeping Frost deals 170% of your weapon damage as cold damage every 2 seconds for 12 seconds. Dealing Arcane damage has a 3/6/9/12/15% chance to apply Warped Magics. Warped Magics deals 100% of your weapon damage as Arcane damage every 2 seconds for 12 seconds. Warped Magics ignores half of a target's resistance. These effects do not stack. Creeping Frost and Warped Magics are classified as Cold damage and Arcane Damage, respectively, for the purpose of calculating bonuses.
- Assailing Force: *REWORK* Dealing damage to foes has a chance to grant you Assailant. When you have Assailant your the next time you deal damage the target will take 15% of the target's max HP as unresistable damage (max 800% weapon damage). This will only affect one target when used in an AoE. This feat benefits from your damage bonuses. It is classified as Arcane damage for purposes of calculating bonuses. This feat cannot be resisted.
- Assailing Force: This feat is now half as effective on players.
Feats: Renegade
- Reapers Touch: This feat now grants 2/4/6/8/10% (down from 3/6/9/12/15%) bonus damage.
- Nightmare Wizardry: This feat will now grant you and allies combat advantage for 12 seconds (up from 4).
- Nightmare Wizardry: This feat has switched places with Energy Recovery and now requires 10 points in Renegade to access it.
- Energy Recovery: This feat has switched places with Nightmare Wizardry and now requires 5 points in Renegade to access it.
- Unrestrained Chaos (Paragon: Storm): This feat now has a chance to apply 6 stacks of Chill (up from 1) to a nearby target or to grant you full stacks of Arcane Mastery (up from 1) every second for 1/2/3/4/5. Maelstrom will not freeze foes.
- Arcane Burst (Paragon: Master of Flame): Each target hit by Scorching Burst has a 6/12/18/24/30% (up from 4/8/12/16/20%) chance to add a stack of Arcane Mastery.
- Phantasmal Destruction: When you deal Combat Advantage damage you have a 40% chance (down from 100%) to grant 3/6/9/12/15% Critical Severity for 6 seconds.
- Energy Recovery: Now grants 1/2/3/4/5% (up from .15/.3/.45/.6/.75%) of your HP as Temp HP and .2/.4/.6/.8/1% (up from .15/.3/.45/.6/.75%) Temp HP for each additional target hit.
- Chilling Advantage: This feat now grants 1/2/3/4/5% chance to Crit to all Encounter Powers (rather than Cold Powers).
- Chaos Magic: *REWORK* Dealing Damage to targets has a chance to apply Chaos Magic to yourself and allies within 50'. When affected by Chaos Magic you cannot be affected by a new Chaos Magic. You will be affected by Chaotic Growth, Chaotic Nexus, or Chaotic Fury.
Chaotic Growth - Heal yourself for 200% weapon damage every second for 10 seconds.
Chaotic Nexus - You gain 10% additional Armor Penetration and Critical Chance for 10 seconds.
Chaotic Fury - You gain gain 10% additional damage and 5% direct Lifesteal for 10 seconds.
Comments
General
Powers
Feats: Heroic
Note: If more bugs are known post them below and I'll update it. This list is reserved for things that can actually be tested and confirmed.
You Can't "increase control abilities" and simultaneously increase their cool down lengths.
Damage isn't so much of a concern if we're actually going to play our roles, However I believe we need some abilities reworked for Mass mob control if we're going to be able to play that role. But from what I've seen you've increased the cool downs for those control abilities and Decreased the amount of effected mobs. Once Again limiting the ability to crowd control. x.x
As for pvp, Glass cannon is what we had before, Now we got Glass pee shooter. with increased cool downs I'm not sure if we'll even be remotely viable. Control resistance is usually stacked so we're pretty much screwed their anyway. This is going to destroy us x.x
Perhaps keep all the changes and add some Haste rating, or stacking Recovery, or Some additional CC. Make Icy terrain target-able by default, or atleast a larger radius (IE Not having to get Life threateningly Close to the mobs we're gonna AOE and get smacked down by). Give us some Serious buffs to control basically. Destroy our dps, i don't care about that so long as we can actually fill a role in a group. AOE CC. Btw does every boss have to be completely immune to cc, if we're getting our damage nerfed to the ground can we atleast get something for that? Maybe a Slow chance for reduced Defense and Attack rates? Or perhaps something to survive all the adds with/kill.
To conclude, I think it would be fair to give us all 1 retrain token per character. or a complete reset of our skills/points spent. Because we're going to have to completely rebuild. We'll all prolly test and refine our builds and buy more tokens, but 1 free one will reduce the frustration by 65%, I know alot of people would just drop their CW's entirely if they where just handed a broken CW on Module 4 launch day. and where expected to fork over 5 bucks to be viable.
There's some new additions at http://nw-forum.perfectworld.com/showthread.php?692711-Official-Feedback-Thread-Control-Wizard-Changes/page45&p=8404221#post8404221
Also a query:
Conduit of Ice: Damage reduced by roughly 17%.
Conduit of Ice: This power has had its damage reduced by roughly 33%.
Are both of these true, or has one replaced the other?
The post has already been updated to include those.
Thanks for the catch. It's both, actually. They initially reduced damage by 33%, then as they were tweaking casting times later they reduced it by an additional 17%. Doing the math that makes it about a 44% reduction in damage from the live server.
Mod 4 damage = Mod 3 damage*(1-0.33)*(1-.17)
Mod 4 damage/Mod 3 damage = .56 (so Mod 4 damage will do 56% of Mod 3 damage, or a 44% reduction in damage, overall)
Mr G Crush has also clarified the Orb of Imposition buff - upto +75%!
http://nw-forum.perfectworld.com/showthread.php?692711-Official-Feedback-Thread-Control-Wizard-Changes&p=8410051&viewfull=1#post8410051
Figured you might want to update your main post.
That's almost a 4 second prone with the meatball in PvP
I wonder how the people saying that the 4s prone with SW is too much for any class will react (I'm actually curious).
Thank you. That one slipped through. Updated now.
CRAZY MIKE - 14.6k PvE CW
Backbone - 16.7k PvP HR
[SIGPIC]http://i59.tinypic.com/s3hts7.png[/SIGPIC]
I just don't get it. In every game based on D'nD (BG, IWD, NW, Torment for example) mages were squishy but hit like trucks. Why NWO is so very not like that? I've entered this game because I always play mages and until NWO I always was able to build toons around: give up your survivability for nuke damage. But not here. It's depressing.
Atleast we are still the most squishy class:)
Which is all sad to me, I played all 3, apparently I should've seen into a crystal ball and known to roll a GF 6 months ago =P. They get everything the GWF had in mod 3, prones, unlimited gap closures, increased DPS , more hp then everyone.
Not SAYING they didnt deserve a rework, they did, but THEY should've just reworked the GF and left the other classes as is.
Thats my 2 cents.
since i have some major problems with preview and can't even copy my characters (not enough time to lvl one to 60 as well), i wanna ask how it feels to plat renewed cw? squishy as hell and can't kill any mediocre stuff or it's more playable?
ye, i'm playing fotm - spel thaum. guess i need to respec everything
side note. my thoughts are that just fixing broken feats (that granted us twice, triple etc bonuses) anytime earlier would definitely prevent from outplaying current contest and grant places for other classes in any dungeon party.
youll need to change your autosignature come mod 4 "i am the fire that tickles, the nothing fog, the storm that rains like a sunshower making our foes lol"
I know there are a lot of CW's screaming from the rooftops about how this is the death of their CW, the death of their entire tree, and how powers A, B, C, and feats, X, Y, and Z have been rendered completely USELESS. But I just can't join in on their outrage.
First we have to acknowledge one basic fact: CW's are ridiculously overpowered on Live. The damage we can dish out is just absurd. The other day just for kicks I joined the queue for TOS and was placed into a group with a DC, GF, and two HR's. The GF had about a 13k GS, the rest were all below 10k and it was their first time attempting TOS (the DC needed to have it explained to them that Astral Shield was a good thing). I carried them through the dungeon doing 41 million damage while the rest of the group did a combined 12 million. That's ludicrously imbalanced. No class should be capable of that. Keeping that in mind, I don't know what other CW's were expecting. Did they really think their comically imbalanced uber-damage build would be left intact? Are people seriously still expecting that developers will allow us to have a feat that gives us 100% criticals with near constant up time so long as there are enough wizard tears and "I quit" threats demanding it? It's silliness.
My experience in Mod 4 is that the reduction in damage has been offset by a equally useful increase in control. My survivability has gone through the roof. I can control and destroy mobs much easier in Mod 4 than on Live--it just takes little longer. My DPS has dropped from ~38k DPS down to ~20k DPS in similar situations. However, that's still damage that most classes can only dream of. In Mod 3 I have to nuke and dodge, nuke and dodge to complete Major HE's. Now I just have to be careful about managing my cooldowns so my stuns and freezes are happening at the right times. Frantic dodging to stay alive is a thing of the past and I can almost guarantee the safety of an entire party so long as they stand near me with the way I can flash-freeze every enemy around me into ice cubes.
I can't help but think that most of the outrage about the direction CW's are headed is rooted in an unwillingness to adapt. A "I like my nuke-everything-in-5-seconds-or-less build and if you make me play any other way I'll scream" mentality. Basically, if you go into Mod 4 spamming CoI, Steal Time, Sudden Storm, and Shard of Avalanche into a mob and expecting everything to be dead when the dust clears you're in for a rude awakening. But if you're willing to re-lean your class and re-work your build there are plenty of fun, interesting, and useful things CW's are now capable of - including mowing down enemies by the score, if that's your thing.
and u wonder how u blew them out of the water DPS wise lol
I'm not "wondering" how I blew them out DPS wise. The point was that there is no other class that can carry a woefully under-geared party through dungeons with ease. Not even close. If I had been swapped out with a HR, TR, GWF, DC, or GF with a 20k GS the group would have never have made it through. The CW class mechanics make it so that anyone with a decent build can blow through any and all content and render useless all other party members. That's just not the way it should be.
Maybe in a not-only-combat game, in which other classes' special abilities are needed in order to complete a mission, a properly geared CW alone should not be able to do what you described. But since this game is all about combat, a properly geared CW should be able to do that.
Exactly. Have you been to kessels or tried lair of lostmauth in preview? They are the opposite of what we had before. We like it or not, the trend is less but more powerful/cc immune adds in PVE. Old trash clearing builds no longer work in new content, faster we adapt the better. I'll be more than happy to have a GF in party after mod 4 hits.
So back to the Testing: Made a testing during Weekend and can confirm the follwing to be implemented on Preview (Friday/Saturday-Patch):
- Eye of the Storm: now has a 100% Crit Chance for 6 Seconds + 20 Second ICD (but first Spell only Triggers, no 100%-crit on that one !)
- Storm Spell now has a 35% Chance
- Focused Wizardry implemented
The rest I didn't test as i will go Thauma/Stormspell
http://nw-forum.perfectworld.com/showthread.php?728461-Tyranny-of-Dragons-Preview-Patch-Notes-NW-25-20140728a-10&p=8688921&viewfull=1#post8688921
Edit:
Similarly, Steam Time each tick multi proccing effects
Various control powers adding more than 1 stack of Arcane Transference (High Vizier) in a single attack
Oppressive Force pushing immune enemies
Using Shard of the Endless Avalanche to build AP out of combat
Icy Rays not being dodgeable
Shield not diminishing properly on each hit when hit by DoT effects, Flourish, or Magic Missile 3rd attack
Storm Spell able to crit unlike all other class features
"Maelstrom of Chaos: Now correctly benefits from damage bonuses, critical strike, and can now properly be resisted."
Then there reads:
"Maelstrom of Chaos does not crit, its damage does not increase with power or intelligence, it receives no bonus damage from feats and passive class features and it does not proc other effects."
So which is it, fixed or not? Atleast the tooltip shows now quite high damage compared to the other dailies, being only slightly second to Ice Knife.
You forgot:
Shards of Endless Avalanche:
- Has tendency to create the ball inside you or straight next to wall when you are standing near wall when casting it, making pushing impossible or impossible to the direction you wanted it to be pushed.
- With any lag and sometimes even without it has tendency to appear on side of you, instead of the direction you were facing, usually ruining the casting until reloaded.
- Some times doesn't explode even when hitting two targets, but passes both right trough.
- When there is lag, the character just does some swimming moves until enemies come and hack him to pieces when trying to cast it and the spell is never cast.
CoI: Too often can I see the animation of spell being cast, but when done, nothing has happened and the spell is still ready to cast like you never even touched it.
Chill Strike: As with CoI, you see the animation, some times with hand moving but shot not going, some times even the shot animation launches, but when it hits, nothing happens and you see the spell is in your bar like you never cast it and again you wasted few precious seconds.
Arcane Singularity: Personally I think this spell is broken post-patch. Before it was in some dungeons the most important tool in our belt to collect enemies for everybody to bash, but now 8 enemies is less than 2 normal enemy patrols and taking into account that it doesn't affect most bosses or elite mobs, it is pretty useless. It never did much damage and now Oppressive Force is even better on crowd control. I really wish they would change it back to 15 enemies and simply remove some damage from it, which was never that high anyways, but as stated this is only my opinion and I can live with it as it is, simply not using it.
You forgot from Renegade's:
Critical Power: When you land a critical hit, you gain 1/2/3/4/5% (down from 2/4/6/8/10%) of your total action points (10 second cooldown).
Also in here according to the description should be Creeping Frost deals 85% of your weapon damage and Warped Magics deals 50% of your weapon damage as Arcane damage.
"Elemental Empowerment: *REWORK* Dealing Cold damage has a 3/6/9/12/15% chance to apply Creeping Frost. Creeping Frost deals 170% of your weapon damage as cold damage every 2 seconds for 12 seconds. Dealing Arcane damage has a 3/6/9/12/15% chance to apply Warped Magics. Warped Magics deals 100% of your weapon damage as Arcane damage every 2 seconds for 12 seconds. Warped Magics ignores half of a target's resistance. These effects do not stack. Creeping Frost and Warped Magics are classified as Cold damage and Arcane Damage, respectively, for the purpose of calculating bonuses."
Thanks work collecting the info.
You shouldn't be able to dodge Rays in the first place.