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herundrionherundrion Member Posts: 238 Arc User
edited December 2014 in The Temple
This is partly information, partly feedback.
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Divine Fortune, Anointed Armor, Healer's Lore and Anointed Holy Symbol boosts are really really weak.
Prophetic Action is a horrible class feature, but that boost (if it is constant) is out of line.
This puts Anointed Champion at a disadvantage.
If any of you have been able to test these, what is your experience with the features?
Co-Founder of -Valor-
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Post edited by Unknown User on

Comments

  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited December 2014
    Not sure what you're asking.

    For one: how is 25% Control Resistance "out of line"? I use one like that from another source and I also have the Sylph Companion which cuts control effects down to 50%. This combination works well for me; when I have CC against me (for instance: knocked prone) I bounce back up almost immediately. Just one example of what I'm trying to say.

    I'd like to give you better feedback, but I'd need a better benchmark to judge from; can you explain how you came to your conclusions with regard to how you feel about these specific bonuses?

    Oh, and AC path is awesome (well, so is DO, obviously) - I have two of each (4 DC toons) - and the AC path plays awesome if you're focusing on co-op play styles (team success). DO is real good if most of your focus is on personal play-style (self success mostly). As for the AC path being "short-shifted" compared to DO path; I don't see that. Obviously just my own personal experience. :)
  • herundrionherundrion Member Posts: 238 Arc User
    edited December 2014
    All the boosts for Anointed Champion class features are +150 to some stat. That is way weaker than 25% CC reduction (granted prophetic action sucks bad). So, if that 25% CC reduction is active all the time, then the boost is way better than the class feature itself - out of line.
    And DO gets 5% crit severity or straight up 3% deflect.
    3% deflect > 150 Deflect rating and 5% crit severity > 150 power (a little closer, but still)
    Also, consider these bonuses in PvP where control resist is hard to come by (no companions).
    Otherwise, I'm just asking what people think of these and (if anyone else got these already) what their experiences were/are.

    Maybe we could use some better defense/healing boosts (you heal for x% more with divine encounters when using Divine Fortune, and or Anointed Armor gives x% to your allies within 50'). Those 150 rating bonuses are not worth it.
    Co-Founder of -Valor-
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  • cheesegromitcheesegromit Member Posts: 540 Arc User
    edited December 2014
    If the wiki is accurate, here's the list:
    • Healer's Lore: Healer's Lore now also increases your Power rating by 150.
    • Divine Fortune: Divine Fortune now also increases your Deflection rating by 150.
    • Sooth: Sooth now also improves your Threat Reduction from all sources by an additional 10%.
    • Holy Fervor: Holy Fervor now also increases your damage by 5% for 5 seconds after dealing a Critical Strike.
    • Foresight: Foresight now also increases Deflection Chance by 3% for 5 seconds for you and those you heal.
    • Terrifying Insight: Terrifying Insight now also increases your Critical Severity by 5%.
    • Prophetic Action: Prophetic Action now also increases your Control Resistance by 25%.
    • Anointed Action: Anointed Action now also Heals you 10% of your Maximum Hit Points when using a Daily power.
    • Anointed Armor: Anointed Armor now also increases your Defense rating by 150.
    • Anointed Holy Symbol: Anointed Holy Symbol now also heals nearby allies when using Encounter powers while channeling Divinity.
    Not "All the boosts for Anointed Champion class features are +150 to some stat." :P

    I have no experience with any of them yet and looking at the list I'm kinda thinking, meh. I don't do PvP.
  • tyrtallowtyrtallow Member, NW M9 Playtest Posts: 747 Arc User
    edited December 2014
    If you bothered to read your own post carefully you might notice that among the AC-only features only Anointed Armor adds +150 to some stat (and its defense, not deflect). I see nothing wrong with this, Anointed Armor is already one of the most powerful defensive class features in the game.

    Anointed Action heals you for 10% of your maximum HP when you use a daily power. I don't know why you think this is "really really weak" especially when Anointed Champion already has a daily called Anointed Army that temporarily makes you and all your allies immune to CC effects when you cast it. Combined with Faithful/Virtuous healing, Anointed Armor and other alternatives to getting the control resist stat, why exactly would you think that it's unfair that DOs get a 25% bonus and ACs do not? Especially considering how Prophetic Action is already a very situational class feature to begin with. It has a 40 SECOND COOLDOWN. That's right, a good DC would be able to to cast at least 2-3 dailies by the time Prophectic Action goes off cooldown. During all that time DO basically only gets 25% control resist. ACs get 20-30% extra HP and 2-3x increased damage and damage reduction from the base effect of Anointed Action. If he slots Anointed Armor instead, he gets -massive- damage reduction and can still recover from CCs relatively quickly by using items with +control resist. And while we're on the topic, deflect is actually a form of CC resist itself (lots of CC effects can be deflected). Consider how difficult it is to stack deflect on a DC and how maxed Anointed Armor essentially gives you 6% deflect for free.

    And then we move on to Anointed Holy Symbol's upgrade, which has great potential depending on how much healing it actually does. Have you been living under a rock since mod 5? Because DCs have become divinity mode encounter power spammers since then. If you know how often we use divine mode encounter powers nowadays you'd be shaking your head at how potentially powerful this class feature upgrade is, considering how the old Anointed Holy Symbol was already a pretty powerful class feature for group content. If the healing is high enough then an Anointed Champion won't need to slot as many (or possibly won't even need to slot any) encounters heals since he'll giving everyone around him temporary hit points (10% max) AND healing per divine encounter power cast.

    Finally, all the base DC class feature upgrades offer enough variety so it can be argued that it is actually the AC that has the advantage here. Holy Fervor offers a straight +5% damage for 5 seconds on a crit. Compare to Terrifying Insight's +5% crit severity - +5% to ALL damage versus +5% to crit damage ONLY... Hmmm...
    You better believe that both paragons will choose Holy Fervor offense-wise.
    Defense-wise, AC wins easily. Even without getting upgrades for AC-specific class features. In the end, considering the current dynamic this might be for the best, but you should really know better especially if you start whining about class feature upgrades this early.
    You there. New to the game? Feeling overwhelmed? Maybe you think getting to end-game is impossible for a casual player like yourself, or maybe you just need to be around a community that helps each other stay sane and competitive with the latest news, current trends, random chitchat and most of all LEGIT (that is, we try to keep things fair) gameplay. If you don't mind being around quirky people and the rare occasional drama (one of our prominent TR members is apparently a mafia godfather) join nw_legit_community at http://www.nwlegitcommunity.shivtr.com/forum_threads/2330542.
  • herundrionherundrion Member Posts: 238 Arc User
    edited December 2014
    Anointed Action heal is personal (lame) and rarely necessary (and in PvP it is very weak - but better than everything else you get).
    Same goes for AHS (the heal is about 800 w/o depression). Also, AHS temp HP is not that great either - maybe if only Divine Glow is in your healing rotation (rest being offense/AS) it might help out, but otherwise totally unnecessary. Again, the boost is very weak and situational.

    I am talking about class feature boosts, not class features themselves.
    The boost to prophetic action is better than the class feature itself - that seems very strange.
    None of the DO specific Class Features get the stupid 150 rating boost - why?

    PS: Deflect is not that hard to get and 150 won't break your bank. The defense boost is even worse.
    Co-Founder of -Valor-
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  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited December 2014
    Not sure what you're asking.

    For one: how is 25% Control Resistance "out of line"? I use one like that from another source and I also have the Sylph Companion which cuts control effects down to 50%. This combination works well for me; when I have CC against me (for instance: knocked prone) I bounce back up almost immediately. Just one example of what I'm trying to say.

    I'd like to give you better feedback, but I'd need a better benchmark to judge from; can you explain how you came to your conclusions with regard to how you feel about these specific bonuses?

    Oh, and AC path is awesome (well, so is DO, obviously) - I have two of each (4 DC toons) - and the AC path plays awesome if you're focusing on co-op play styles (team success). DO is real good if most of your focus is on personal play-style (self success mostly). As for the AC path being "short-shifted" compared to DO path; I don't see that. Obviously just my own personal experience. :)

    Thanks for explaining your viewpoint. Which can make sense as it pertains to PvP, not PvE. You never mention PvP as a context - where if you had I might have gone with your findings. This is my biggest gripe about posts like this: PvPers appearing to be talking "trash" (as PvE goes) when they're really talking about PvP but DON'T SAY SO. (Not just this thread, but in so many cases throughout these forums).

    TL;DR for context:

    Regarding the OP (as written) I side with tyrtallow and completely disagree with the OP. If the OP is within the context of PvP then that's a completely different story, where I stand neutral on it, but can see the OP's viewpoint.
  • herundrionherundrion Member Posts: 238 Arc User
    edited December 2014
    There's a similar issue for PvE, if you consider it carefully.
    Foresight, already a great feature gets an even greater boost (3% deflect for everyone is awesome). However, your other class feature would be what? Healer's lore - weak boost. Divine Fortune - weak boost. Holy fervor - only increases damage, healing is not mentioned. So you're stuck boosting your Foresight.
    Terrifying insight also gets a nice boost if you're DPS focused (still not as strong as 3% deflect to everyone); and in that context, only Holy Fervor gets a boost that makes it something to consider for DPS DCs (even though there's no problem with AP gain usually).
    Or for Anointed Champion. AHS is the best party utility you can pick (still weak, imo, but whatever). And it gets a great boost. What else would you pick? Armor - weak boost. Action - self heal, no party utility. Yeah, you're stuck with AHS.
    See the problem?
    Divine Fortune and Healer's Lore features could use a boost similar to Holy Fervor to provide options for DCs to maybe round out their Class Feature choices.

    They boosted very useful Class Features to be even more useful, and other class features (except for Holy Fervor) got basically nothing.
    Co-Founder of -Valor-
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  • plaviaplavia Member Posts: 540 Arc User
    edited December 2014
    how much heal gives the anointed holy symbol?
    is it on top of the temp heal? or just replace them?
  • herundrionherundrion Member Posts: 238 Arc User
    edited December 2014
    It's on top of the temp heal, which is why it's a great boost.
    Co-Founder of -Valor-
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  • plaviaplavia Member Posts: 540 Arc User
    edited December 2014
    anyone figure how holy fervor feat works?
    sometimes I mange to proc it on every crit
    sometimes it never proc
  • quezacoatl01quezacoatl01 Member Posts: 5 Arc User
    edited December 2014
    Holy Fervor is a PASSIVE DC class feature that automatically grants you and additional 5%/10%/15% AP gain. You won't necessarily notice that it's working, but it ALWAYS is. My DC uses it and it's GREAT! :-D
  • plaviaplavia Member Posts: 540 Arc User
    edited December 2014
    Holy Fervor is a PASSIVE DC class feature that automatically grants you and additional 5%/10%/15% AP gain. You won't necessarily notice that it's working, but it ALWAYS is. My DC uses it and it's GREAT! :-D

    everything you said is true, yet you still didn't answer the question
    thanks anyway

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