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SW PvP discussion

luthandroseluthandrose Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
edited September 2014 in The Nine Hells
First, I just want to state this is my personal opinion of the SW class and my first pass at some feedback to the Development team. I know others might have a different opinion than mine and I can respect that. I hope people can use my comments to build a good discussion thread regarding some of the issues the class faces.

My view point is purely from a PvP perspective and isn't intended to impact PvE in anyway. My SW is pretty well geared for PvP; two pieces of BI gear, 2 Profound, legendary weapon, two legendary artifacts for an overall gear score of 17.4k at the moment, along with rank 10 enchants and perfect SF and perfect Vorp. Not as well geared as top end players but for an SW, I think I'm very well geared...for now.

At this point in time, SW is the worst class for PvP facing other classes of equal gear/skill. The ability to solo (1 v 1) is important in PvP and the ability to stay alive/outlast even more so. In the case of the SW, it's much harder than other classes have it. Most people look to kill the SW right away because they are easy to kill, have high burst DPS if left unmanaged, and heal the party if temptation spec'ed. The only defense we have is run and if using the class feature, run faster.

Here is a list of my issues with SW as they stand today:
  • We are FAR to squishy! There are feats/powers you can take to help with DR but I've tried them and they don't really help against the onslaught of red dragon glyphs, reflect build mechanics, and lock down CC of other classes. SW has to face that they can't break CC or lifesteal enough to counter these tactics. If CC'ed, life steal becomes useless because you aren't damaging anything unless you managed to get a DoT off or two. I've tried to throw DoTs and use LoS (line of sight) to my advantage but when I hide, my DoTs no longer proc when I break LoS (I have a huge problem with this one).

  • Very limited CC ability. We have two encounters and one daily for CC.
    • Harrowstorm: two step process with a long casting time/animation. The advantage to this one is that it does prone instead of stun. My take on this one is that it's almost useless in PvP because you just can't waste the encounter slot for something you won't stand at least a decent chance of landing or die trying to cast.
    • Wraith's Shadow: This is a THREE step process. You have to curse someone, then cast the encounter, then trigger the encounter to get the CC to work. You can take advantage of the lesser curses, if it happens to be on your target, because you've feated that way...good luck seeing that icon on your target though. Half the time the curse icon doesn't seem to show up on a target and I have to curse them again and again and again.
    • Brood of Hadar: Locks the target in place and is only useful if they are alone really. Otherwise, the DPS is spread out and not really that impactful in my opinion.
  • Cast times are slow on dailies, most encounters and Hellish Rebuke at-will. I compare this to other classes that are much more fluid in their animations and ability to cast encounters, dailies, etc. The risk/reward isn't there for such long wait times with SW. Hellish Rebuke seems to have an animation issue at the tail end. It seems to lock you in place after the animation has completed and you can't move for about 1 second.

    Now, I will state that Dreadtheft cast time is fine but the aiming of this ability needs some attention. This encounter is good for AoE, even in PvP, but requires so much movement that it really is easy to dodge out of, unless you were the primary target when it was cast. Now, in PvP, this encounter is easy to dodge/counter, just CC the SW and that is the end of Dreadtheft. Oh, or run in a circle and make sure the beam arches off of you (I think this happens because of a lag issue though). This encounter is the main DPS for most SW's. Hit hits hard and fast while the beam is active and if you jump on the glyph band wagon, you can do some serious damage due to the proc rate of damage tics. CW ray of frost and DC divine beaming abilities target and behave much better than this ability for some reason. Also, the reduced run speed while casting this is a little much. Don't get me wrong, I think you need to be slower when using this ability but compared to a GF moving while blocking...this is a joke.


  • The curse mechanic and how it reacts with encounters could use a little more thought. I kind of like having to manage the curses on my targets but at times, this gets to be a little overboard it seems. Just my opinion here. I wish a curse did a little more to help the class. I would like to have seen a feat in one of the trees the slows your target when cursed if cursed more than once, then get an added bonus for taking the time to build up before firing off an encounter or daily.


I'm sure other people will have a different opinion than I do and I welcome anyone to voice up their concerns regarding SW. If nothing else it might help the Devs think of some new feats for another class path for SW!
Post edited by luthandrose on

Comments

  • ashkherashkher Member Posts: 5 Arc User
    edited September 2014
    While I'm nowhere near you gear-wise yet, I've had my share of fighting already and I don't think the situation is as dire as you paint it to be. I have no problem facing equally geared (or even slightly better geared) members of other classes, with the exception of CWs. Melee classes pose little threat if I'm careful, hunters and clerics are very much in my range too. That doesn't mean our class doesn't have its problems, but I certainly don't think we're the lowest on the foodchain. I would actually consider the warlock pretty well balanced.

    My thoughts:
    • Squishiness
      We're not very durable, that's true, but we're not that bad either. First of all, fast movement can be a very powerful tool in itself. We have no way of dodging damage, but we have a very good way of staying the hell away from it. Shadow slip can also be used in short bursts to "dodge" cc abilities. Between LS, Regeneration and mobility, defense really isn't that much of a problem. That's how I see it at least. I play a temptation lock, however, so Eldritch Momentum might be giving me a slightly biased perspective.
    • Harrowstorm
      It's very, very far from being useless, even though I partially agree with you - the animation is way to long, making it cubersome to use sometimes. Despite that, I usually have no problems whatsoever with landing the surge to drop someone on his @ss. Depending on the class I'm facing it just may require a slightly different approach - for example, there are situations when it's better to land harrowstorm but wait a few ticks before cursing. That's because people recognize the ability now and are careful to dodge the surge. Waiting can confuse them, and since the curse is practically instant and can be done while moving, it's a very good way of getting your prone just when you need it.
    • Dreaftheft
      Dreadtheft's main problem is it's reliance on time and therefore vulnerability to crowd control effects, which may severely lower your damage. That's why harrowstorm is so good - it creates an opening to use DT. Other than that I feel it's more than fine and for an ability with so many uses and effects (deals single target damage, deals aoe damage, debuffs your foe and buffs you) having a weak spot is not so bad.
    • Wraith Shadow
      On this one I agree completely. It's pretty useless as it is.

    Things I would like to see changed:
    • Shorter Casting times for Harrowstorm and Hellish Rebuke - Harrowstorm already is a two step process, it would be cool if it could be applied a little bit faster. As for Hellish Rebuke - the long cast time makes it very hard to use in most fights. You usually just don't have the time it requires and when you do, you have a hell lot of other things you'd rather be doing with it, then applying a slow-burning low damage dot on one target.
    • Dark Spiral Aura - an alternative to Hellish Rebuke, but with its own problems. Reliance on killing to gather charges might be good for PvE with its millions of mobs, but it's not very good for PvP. I would like to see an additional way to generate Dark Spirals for this - one that would make it possible to use it reliably in PvP.
    • Wraith's Shadow changed - possibly by making it an aoe effect by default, or single target, but with a bigger area and higher damage after being triggered.
    • Cursed Bite changed - completely useless right now. Make it into a semi-defense skill maybe? In DnD 4e warlock's have an ability called "Eye Bite" (it's an at-will though) - it damages your foe and makes you invisible to them for a very short time. It would be cool to see something in this vein. Or maybe something completely different, I don't know. But as it is, it's not even worth the time that's needed to read the description.
    • Make Temptation warlock's healing affect people around primary target in addition to those around him. As it is, we have to stay quite close to those we wanna heal (or at least that's how it seems to be - correct me if I'm wrong), which is not a very good option for a class with mobility as its main source of defense.

    That about sums up my own observations.
  • lihin23nihillihin23nihil Member Posts: 229 Arc User
    edited September 2014
    ashkher wrote: »
    • Dark Spiral Aura - an alternative to Hellish Rebuke, but with its own problems. Reliance on killing to gather charges might be good for PvE with its millions of mobs, but it's not very good for PvP. I would like to see an additional way to generate Dark Spirals for this - one that would make it possible to use it reliably in PvP.

    There's an artifact weapon to help with that if that's important enough to you.

    I play a templock and PVP quite a bit (again not as geared as TS, only around 16k) both of your comments in general seem pretty apt. I think we really will need to wait until at least the first round of class changes that will surely be coming and for a good number of locks to get fully geared for PVP before we get a solid picture of where we stand.

    It's an odd class atm as we have a little bit of everything but not really much of any one thing to make us formidable in PVP. All this from the perspective of a Templock who only solo pugs, of course.
    • Good burst / poor sustainability of high damage
    • High mobility with CC resist and some DR / but no true immunity frames
    • A few CC skills / but with small effect, very short duration or no real damage component to them (we only have 3 encounters after all)
    • A single very effective execute encounter / no other real high impact single strike (most powers are dots / channels etc)
    • Ability to support and heal groups / proximity issues and healing depression factor in heavily
    • Can play in melee distance or at range / need to focus gear on one or the other due to the spread of stats needed
    • Some small AOEs and duration effects / Most spells require a player target to cast

    So for me it's difficult to identify a particular role that the SW should take in a match (a mixed blessing I guess) and often resort to simply being a pest at far and roaming kills as and when either opportunity or necessity presents itself - I'm feated and slotted for reducing a target's damage output and mobility so can contest 1on1 to a certain extent.
    • I can't see Dreadtheft being viable long term - too easy to counter/disrupt when you understand it and may see changes to how it works anyway - although I see some players using it to good effect currently.
    • I fear Killing Flames will see a rework at some point not too distant (I think it's fine but like Shox and other executes the overkill big numbers can scare people)
    • I get so many foolish PMs and Zone trash from ill-informed players about Eldritch Momentum appearing like a stamina hack that I can see this being 'softened' as well

    Anyway, I'll keep my input shortish for now. Thanks for starting the topic.
  • xandus3xandus3 Member, Neverwinter Knight of the Feywild Users Posts: 1 Arc User
    edited September 2014
    I'm a bit slower on leveling. so only made 60 about 2 weeks ago. My gs is only about 13.7, however I usually am in the top 3 in pvp matches. Not to brag, just saying, that even with a whack gs I'm able to hang with the big boys. mostly my defense has been running, or letting another teammate get targeted before I come in to the rescue.

    After getting my tenacity up past 900 has been a huge help. I have no BI gear, (just full grim pvp domination <font color="orange">HAMSTER</font>) but I can sustain most cw rotations and still live. I only started using pvp potions like 2 days ago! My dum <font color="orange">HAMSTER</font> just now figured out that waters artifact can break some cc! my current rotation is harrow, warlock bargain, then killing flame 'em. that almost always kills non melee players if I can get them off.

    My deflect is about 1300k, and my def is about 1100. I think that has helped my hugely! 1 week ago before I was full dom gear, a gwf would 3 hit kill my <font color="orange">HAMSTER</font>. Now I can live through that rotation.

    I'm still under .500 on winning matches, mostly cuz I pug it, and ppl quit way too early, etc, but get a halfway competent grp, and we decent chance. I usually try to camp enemy node too, pulling away help from mid, helping us to at least cap and hold that for a longer period of time.
  • theo1985marstheo1985mars Member Posts: 1
    edited September 2014
    these are just some ideas to help balance to sw , becouse the fact of the matter is that all the ether classes have more up sides then sw does , the only things sw has is dam and life steel and the fact is life steel does not keep up in pvp and pve , also the ether aspect of sw is the curse and the curses do not add what we need and can be alot of work , i think lesser curse should be added to more powers becouse that would make curseing easyier on the playier and it would keep life steel going longer and thats a big thing becouse thats are only def in pvp and pve , so the sw needs to change , the hole idea of sw is dam and life steel so in pvp the ether playiers should be watching out for are dam and fighting to keep are heath down that is a balanced sw

    • wizard/has holds, shields, great aoe and single target and also has the abillity to up its powers
    • great weapon fighter/ has great stunsmoves fast and good heals also high def
    • g fighter / has lots of prone abillitys super high def and a shield also can move very fast in combat if used right
    • cleric/ has good dam good def and can heal at will
    • trickster rough/ is always a pain in every ones #%%^ has amazing stealth and great dam witch makes him very dom in pvp
    • hunter / i have nothing to say about him iv never played him


    • these are some ideas that i think would give some balance to sw for pvp and pve,
    • killing flames/ should do full dam to 5 toons no split dam , and maybe root for pvp, the reason i say this is becouse wizard has avalanche and that does full dam to every one it hits
    • infernal spheres/ should have a range of 80 and does not fire on it own but has to be fired by the playier and can only hit 3 targets in pvp maybe 5 in pve this would help life steel big time in pvp and pve
    • dread theft/ to me this is a big one this power should arc in to more then one toon and should have the animation to match and you should still beable to shadow slip with it
    • harrow storm / should add lesser curse or a chance to add it
    • hellish rebuke/ should have faster animation and hit more then one target . or it hits one target but hits a max of 3 if they are cursed
    • wraiths shadows / should have a big aoe affect with better animation
    • blades of van should be treated like a dam shield or have the ability to telaport to the cused target honestly, for me this is the worst power sw has , its are end game power and it only lasts 2 seconds worst power i hope they fix this one most of all .
    fiery bolt should have prone and a chance of lesser curse
  • neverknight5neverknight5 Member Posts: 79
    edited September 2014
    I think warlocks are not too bad at the moment, the dps is great but we're not so good on the defence. The only classes I find a challenge to kill at the moment are deflection hunters and great weapon fighters. I don't mind not being able to kill these two because they are defence orientated (I know GF's are). If I fight a cw it depends on who gets their rotation down first. If I prone them with harrow storm, warlocks bargain and killing flames them they should be below half health and my hand of blight and creeping death stacks will finish them first. Against a gf I have to fly behind their shield after they miss a cc and prone them. I have no trouble to archery ones because their low defence and if chilling flames Crits I can one rotation them. (Hot for 14k once on a half hp hunter and slayed them). The thing the scourge needs most is some more defence on their armor. Life steal does not work well as a primary defence mechanism, 205 defence on grim armors is just too weak we are not rogues. And only 30% dr in shift is shocking. It was stripped and given to gwf copy and paste. We basically have gwf sprint with a different animation. We should have 100% deflection chance whilst shifting.
  • neverknight5neverknight5 Member Posts: 79
    edited September 2014
    I think warlocks are not too bad at the moment, the dps is great but we're not so good on the defence. The only classes I find a challenge to kill at the moment are deflection hunters and great weapon fighters. I don't mind not being able to kill these two because they are defence orientated (I know GF's are). If I fight a cw it depends on who gets their rotation down first. If I prone them with harrow storm, warlocks bargain and killing flames them they should be below half health and my hand of blight and creeping death stacks will finish them first. Against a gf I have to fly behind their shield after they miss a cc and prone them. I have no trouble to archery ones because their low defence and if killing flames Crits I can one rotation them. (Hot for 14k once on a half hp hunter and slayed them). The thing the scourge needs most is some more defence on their armor. Life steal does not work well as a primary defence mechanism, 205 defence on grim armors is just too weak we are not rogues. And only 30% dr in shift is shocking. It was stripped and given to gwf copy and paste. We basically have gwf sprint with a different animation. We should have 100% deflection chance whilst shifting.
  • neverknight5neverknight5 Member Posts: 79
    edited September 2014
    Sorry I posted twice lol how do I delete it? I thought I was editing
  • lihin23nihillihin23nihil Member Posts: 229 Arc User
    edited September 2014
    killing flames/ should do full dam to 5 toons no split dam , and maybe root for pvp
    fiery bolt should have prone and a chance of lesser curse
    We should have 100% deflection chance whilst shifting.
    And a pony

    You guys don't want much do you ! lol

    I don't want to break down Theos post too much because he wants to address PVE and PVP and I don;t want to misrepresent his intentions wrt PVP.

    In general in PVP we should hope to find ourselves a well balanced class for a given role (still tbh maybe) and not the next OP FotM for a few weeks until the nerf hammer falls. Be realistic if you want to be taken seriously by the community/devs if they are willing to listen, otherwise it's hard to pull out the good suggestions from the desire to be uberpowerful in all situations.

    If you want high burst damage you will have to sacrifice something - in this case survivability.
    If you want a good CC from an encounter power you can't expect high damage too - and prone is one of the best CCs in the game.
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