test content
What is the Arc Client?
Install Arc

Why do classes seem so topsy turvey.

ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User
edited January 2015 in PvE Discussion
A CW in cloth armor is tankier than a GWF wearing mail. A TR using daggers has more CC than a "control" wizard. A GWF who wields a two handed sword does more damage waving it above his head and shouting than he does hitting people with it, a DC can out dps and kill a CW. These are just a few examples of head scratchers in PVP these days.

When I first started playing TR (my first toon in open Beta) they were OP because of their damage but they were squishy if you could get a hold of one (they wear like leather jerkins after all). When I first started playing my GWF they were tanky and could use their sword "defensively" as Sentinels. When I first started playing my CW they were nuke class and could bring down unrivaled DPS at the cost of being extreme squish. When I first started playing my DC they could heal really well and were tanky just because of their heals alone. When I first played my GF they were masters of using their shield and well, helm in order to control targets and deal some nasty burst damage. Most of these things made sense until they started hybriding characters.

My GWF started throwing an imaginary shield at opponents with FLS. My TR's damage was nerfed so I artifically made him smarter so he could stay in stealth with faster encounter rotations at the expense of the little damage he could do. My CW became more adept at controlling and did much diminished damage thus making him support more than nuke. My GF became useless in PVP for at least 2 mods as they could neither deal damage nor tank effectively.

Long and short of it I feel like some of the independent skills and features that distinguished one class from another, and made each class valuable in a PVP environment, have been blended together. Every class could bring something special to the playing field at one point in time and now all classes seem to be borrowing from the other classes specialties.

This is my take on things and it's really open to interpretation, does anyone else feel this way or do you have a different opinion? Feel free to comment.

Thanks for your time.
On ambush rings: "How would you like PVE if all the mobs were invisible?"

imgur pics don't work


Post edited by Unknown User on
«1

Comments

  • izatarizatar Member, NW M9 Playtest Posts: 1,161 Arc User
    edited December 2014
    Just remember Neverwinter is based on Dungeons and Dragons, not World of Warcraft.

    Dungeon and Dragons never had the "holy trinity" of dps/tank/healer. many of the interesting class skills were out of combat things like pick pockets, reading magic, talking to spirits and stuff of that nature.

    But in particular, clerics were always a powerful combat class, since they had God on their side. They could really dish out damage, the harm spell would steal all hitpoints by just a touch. So this idea that clerics have to be healers is completely misguided!
  • effectensteineffectenstein Member Posts: 1,031 Bounty Hunter
    edited December 2014
    i think the first problem of the classes is that some feats multi procc some dots multi procc and some encounters/dailies dont wai.
    second problem is that things aren't tested it out at TOP . i mean for example they dont know/tested a TR with 8-9k power while using SE.
    they only tested with 3-4k power in mind.
    so i think there should be limits at top tier you have some limits of the damage you can produce and decrease that damage until you hit the bottom of scurb level.
    the third problem is about the roles of each class. they should do something about that.
    this game can be played smart, not only hack and slash.

    but to be honest i do think and hope this game is almost there to attain balance.
    we only need to have faith. problem is it takes too long.
    but i think mod6 will be awesome, i think its about time to make this game SHINE as it worth, and not talkin about the game lore, talkin about of the game mechanics.
    But another problem is they will bring new feature and some of them wont work as intended, while there are things that dont work from mod1 until now.
    so i think they should bet and give attention to this mod 6.
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited December 2014
    Neverwinter overall as a game is a system which lends its self towards homogenization and away from roles. Part of it is because it is based in the worst ever pnp dnd ruleset and part because it is simply blatant monetization of an established brand in a mmo format. Also, it is pretty plain that the development of this game is all over the place and is reactive rather than proactive. If there is proactive development, it is fail. I take no joy in saying that, but it is pretty painfully obvious. This is a total mess of currencies, classes, damage types, so on. Nothing is streamlined or at all organized. New things are added that don't fall into place anywhere and seem to contradict or resist other things in the game, rather than work in sync with them. Think streamlined and organized being like a tree with symmetrical branches, complex, but easily grasped as a whole. This thing is like some crazy mutant bush tied in knots around its self where its impossible to tell where one branch starts or ends, and if it was a flow chart its chaos would induce an instant dizzying headache and you'd have to look away. They spend half their time putting out fires and the other half starting new ones for no reason what so ever. That is what it seems like anyways. And this is an honest analysis, not crying. I enjoy it or I wouldn't play here.
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited December 2014
    i think the first problem of the classes is that some feats multi procc some dots multi procc and some encounters/dailies dont wai.
    second problem is that things aren't tested it out at TOP . i mean for example they dont know/tested a TR with 8-9k power while using SE.
    they only tested with 3-4k power in mind.
    so i think there should be limits at top tier you have some limits of the damage you can produce and decrease that damage until you hit the bottom of scurb level.
    the third problem is about the roles of each class. they should do something about that.
    this game can be played smart, not only hack and slash.

    but to be honest i do think and hope this game is almost there to attain balance.
    we only need to have faith. problem is it takes too long.
    but i think mod6 will be awesome, i think its about time to make this game SHINE as it worth, and not talkin about the game lore, talkin about of the game mechanics.
    But another problem is they will bring new feature and some of them wont work as intended, while there are things that dont work from mod1 until now.
    so i think they should bet and give attention to this mod 6.

    To me, that all means it is simply too disorganized as a system. Wayyyyyy too much is jammed into level 60. Level 60 is a total rats nest of capstone feats, boons, gear, enchants, artifacts....any kind of organization of that mess, like if the current level 60 spectrum was tiered progressively from level 60-70, would go a long long way.
  • effectensteineffectenstein Member Posts: 1,031 Bounty Hunter
    edited December 2014
    To me, that all means it is simply too disorganized as a system. Wayyyyyy too much is jammed into level 60. Level 60 is a total rats nest of capstone feats, boons, gear, enchants, artifacts....any kind of organization of that mess, like if the current level 60 spectrum was tiered progressively from level 60-70, would go a long long way.

    its lvl 60, we all know when you get to lvl 60 thats when the game starts.
    doing PVP with friends/gearing/doing dungeons
    instead of doing more levels
    they've added the boons.
    i dont think there will be anymore boons in mod6. neither a level cap increase.
    i think they will do someth like a TASK system. or Achivement system.
    cause what i think if they push more on level cappin it will divide the pve community and pvp community.
    so we need to wait and hope.
  • charononuscharononus Member Posts: 5,715 Arc User
    edited December 2014
    I just want to say about the clerics.

    Clerics should be able to dish out dps. I'm not too knowledgable about 4.0 but some 3.5 spells that let a cleric deal massive pain to enemies.

    Slay Living, Blade Barrier, Harm, Destruction, Earthquake, Fire Storm, Symbol of Death, Energy Drain, Implosion, Storm of Vengeance

    Using that kind of a spell list a Cleric could leave a trail of death behind them and heal their allies the whole time. Combine that with the fact they should be able to be in Heavy Armor with a shield and mace.............
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited December 2014
    its lvl 60, we all know when you get to lvl 60 thats when the game starts.
    doing PVP with friends/gearing/doing dungeons
    instead of doing more levels
    they've added the boons.
    i dont think there will be anymore boons in mod6. neither a level cap increase.
    i think they will do someth like a TASK system. or Achivement system.
    cause what i think if they push more on level cappin it will divide the pve community and pvp community.
    so we need to wait and hope.

    I don't think the community would be any more divided than it is with the previous levels. They put way too much into level 60. Truly massive amounts of gear, boons, capstones, more than a dozen different kinds of currencies, many many artifacts...wayy too much stuff that goes across wayyy to wide of a scale of power. That scale should be across at least 5 levels, not all contained in one. Unless there was a truly uniform standard of character power after 60, so you know that once you hit 60, character progress is not measured by level but by the other thing. Now it is GS and the thing is such a mess that even that is debatable.
  • ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User
    edited December 2014
    charononus wrote: »
    I just want to say about the clerics.

    Clerics should be able to dish out dps. I'm not too knowledgable about 4.0 but some 3.5 spells that let a cleric deal massive pain to enemies.

    Slay Living, Blade Barrier, Harm, Destruction, Earthquake, Fire Storm, Symbol of Death, Energy Drain, Implosion, Storm of Vengeance

    Using that kind of a spell list a Cleric could leave a trail of death behind them and heal their allies the whole time. Combine that with the fact they should be able to be in Heavy Armor with a shield and mace.............

    Hey man +1 to the Cleric with a shield and mace, this sound more like a Paladin which I would love to see implemented.

    DPS cleric with a Holy Symbol doing more damage than a Wizard? Meh I dunno about that though.
    On ambush rings: "How would you like PVE if all the mobs were invisible?"

    imgur pics don't work


  • kweassakweassa Member Posts: 2,390 Arc User
    edited December 2014
    Hey man +1 to the Cleric with a shield and mace, this sound more like a Paladin which I would love to see implemented.

    DPS cleric with a Holy Symbol doing more damage than a Wizard? Meh I dunno about that though.

    I've actually made some suggestions in the past about this.

    That 'ancient' image of the very first, battle-cleric depictions with non-edged weapons (as if caving in someone's skull with a metal club is less cruel than cutting him with a blade...lol) and shields, is nowadays called "Classic Clerics" or "Original Clerics" in D&D4th/5th, and IIRC portrayed as a sub-class called "Templar".

    If it ever comes out in NW, it'd probably be something akin to the GWF-GF relationship... as in Templar-Divine Cleric, IMO.
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • tropicofcancer43tropicofcancer43 Member Posts: 49 Arc User
    edited January 2015
    charononus wrote: »
    I just want to say about the clerics.

    Clerics should be able to dish out dps. I'm not too knowledgable about 4.0 but some 3.5 spells that let a cleric deal massive pain to enemies.

    Slay Living, Blade Barrier, Harm, Destruction, Earthquake, Fire Storm, Symbol of Death, Energy Drain, Implosion, Storm of Vengeance

    Using that kind of a spell list a Cleric could leave a trail of death behind them and heal their allies the whole time. Combine that with the fact they should be able to be in Heavy Armor with a shield and mace.............

    Since we are comparing it to true AD&D now to justify a DC doing ridiculous amounts of damage we should remind ourselves that "Harm" "Storm of Venegence" and the like could be used once per 24hrs not once every 6 seconds . Gary Gygax is probably rolling over in his grave right about now .
  • learch123learch123 Member Posts: 514 Bounty Hunter
    edited January 2015
    "Dungeon and Dragons never had the "holy trinity" of dps/tank/healer. many of the interesting class skills were out of combat things like pick pockets, reading magic, talking to spirits and stuff of that nature. "

    Pesonaly I would love to see more of the holy trinity! I am a pve geek and belive in each class has a role to play!
  • xmousepadxxmousepadx Member Posts: 381 Bounty Hunter
    edited January 2015
    Hey man +1 to the Cleric with a shield and mace, this sound more like a Paladin which I would love to see implemented.

    DPS cleric with a Holy Symbol doing more damage than a Wizard? Meh I dunno about that though.

    That seems a bit far off.
    I highly doubt a CW does less dmg than a cleric.
  • learch123learch123 Member Posts: 514 Bounty Hunter
    edited January 2015
    xmousepadx wrote: »
    That seems a bit far off.
    I highly doubt a CW does less dmg than a cleric.

    i have seen it a 20k dc out dpsing a 19k cw
  • myowmyowmyowmyow Member Posts: 1,923 Arc User
    edited January 2015
    A CW in cloth armor is tankier than a GWF wearing mail. A TR using daggers has more CC than a "control" wizard. A GWF who wields a two handed sword does more damage waving it above his head and shouting than he does hitting people with it, a DC can out dps and kill a CW. These are just a few examples of head scratchers in PVP these days.

    When I first started playing TR (my first toon in open Beta) they were OP because of their damage but they were squishy if you could get a hold of one (they wear like leather jerkins after all). When I first started playing my GWF they were tanky and could use their sword "defensively" as Sentinels. When I first started playing my CW they were nuke class and could bring down unrivaled DPS at the cost of being extreme squish. When I first started playing my DC they could heal really well and were tanky just because of their heals alone. When I first played my GF they were masters of using their shield and well, helm in order to control targets and deal some nasty burst damage. Most of these things made sense until they started hybriding characters.

    My GWF started throwing an imaginary shield at opponents with FLS. My TR's damage was nerfed so I artifically made him smarter so he could stay in stealth with faster encounter rotations at the expense of the little damage he could do. My CW became more adept at controlling and did much diminished damage thus making him support more than nuke. My GF became useless in PVP for at least 2 mods as they could neither deal damage nor tank effectively.

    Long and short of it I feel like some of the independent skills and features that distinguished one class from another, and made each class valuable in a PVP environment, have been blended together. Every class could bring something special to the playing field at one point in time and now all classes seem to be borrowing from the other classes specialties.

    This is my take on things and it's really open to interpretation, does anyone else feel this way or do you have a different opinion? Feel free to comment.

    Thanks for your time.

    Ah - I remember those early days. The classes seemed far more balanced then than they are now.

    I really think it comes down to the Devs trying to please the players and creating a large series of various buffs and nerfs to classes in response to PvP complaints over the past year or so.
    SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! (repeat indefinitely)


    myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
    pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
    looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
  • tropicofcancer43tropicofcancer43 Member Posts: 49 Arc User
    edited January 2015
    xmousepadx wrote: »
    That seems a bit far off.
    I highly doubt a CW does less dmg than a cleric.

    I have seen quite a few DC's specced for damage top a CW's damage . From what I've been seeing in CN and VT only the SW is beating a DC in damage .
  • xmousepadxxmousepadx Member Posts: 381 Bounty Hunter
    edited January 2015
    I have seen quite a few DC's specced for damage top a CW's damage . From what I've been seeing in CN and VT only the SW is beating a DC in damage .

    In Pve maybe.
  • edited January 2015
    This content has been removed.
  • stah01stah01 Member Posts: 540 Arc User
    edited January 2015
    izatar wrote: »
    Just remember Neverwinter is based on Dungeons and Dragons, not World of Warcraft.

    Dungeon and Dragons never had the "holy trinity" of dps/tank/healer. many of the interesting class skills were out of combat things like pick pockets, reading magic, talking to spirits and stuff of that nature.

    But in particular, clerics were always a powerful combat class, since they had God on their side. They could really dish out damage, the harm spell would steal all hitpoints by just a touch. So this idea that clerics have to be healers is completely misguided!

    Wasn't the entire point of 4th edition to make DnD more like WoW because people lost interest in the IP? =P
    GShBCGl.jpg
  • grobb1grobb1 Member, Neverwinter Knight of the Feywild Users Posts: 34
    edited January 2015
    i think the first problem of the classes is that some feats multi procc some dots multi procc and some encounters/dailies dont wai.
    second problem is that things aren't tested it out at TOP . i mean for example they dont know/tested a TR with 8-9k power while using SE.
    they only tested with 3-4k power in mind.
    so i think there should be limits at top tier you have some limits of the damage you can produce and decrease that damage until you hit the bottom of scurb level.
    the third problem is about the roles of each class. they should do something about that.
    this game can be played smart, not only hack and slash.

    but to be honest i do think and hope this game is almost there to attain balance.
    we only need to have faith. problem is it takes too long.
    but i think mod6 will be awesome, i think its about time to make this game SHINE as it worth, and not talkin about the game lore, talkin about of the game mechanics.
    But another problem is they will bring new feature and some of them wont work as intended, while there are things that dont work from mod1 until now.
    so i think they should bet and give attention to this mod 6.


    Dont forget people, we are playing a game that takes 1 or 2 days to reach end level, so everything is going to be based on what you do after level 60 and 1 year ago people were complaining that there wasnt enough end content... now i see people complaining that there is too much end content?
    I think it seems unbalanced when you are up against someone you would normally kill and move on to another person- but it isn't that way when you come across that same person who has more boons and an understanding of builds and how to implement encounters and such.
  • grobb1grobb1 Member, Neverwinter Knight of the Feywild Users Posts: 34
    edited January 2015
    stah01 wrote: »
    Wasn't the entire point of 4th edition to make DnD more like WoW because people lost interest in the IP? =P

    WoW is dead, why would anyone want to replicate WoW?
  • grobb1grobb1 Member, Neverwinter Knight of the Feywild Users Posts: 34
    edited January 2015
    I have seen quite a few DC's specced for damage top a CW's damage . From what I've been seeing in CN and VT only the SW is beating a DC in damage .


    WoW... ever see a gf out dps everyone in a dungeon? its all about AE's in the right places/right time. This explains why you see DC and CW constantly spam knockback every chance they get even though the teammembers are asking them not to as it messes up the gathering process- they are simply trying to get paingiver by dishing out area effect damage to all enemies in that immediate area in every situation provided.
    I am not impressed by paingiver anymore- I am impressed by people who know how and are willing to play as a team.
  • grobb1grobb1 Member, Neverwinter Knight of the Feywild Users Posts: 34
    edited January 2015
    myowmyow wrote: »
    Ah - I remember those early days. The classes seemed far more balanced then than they are now.

    I really think it comes down to the Devs trying to please the players and creating a large series of various buffs and nerfs to classes in response to PvP complaints over the past year or so.


    OMG this person gets it :)
  • icyphishicyphish Member, NW M9 Playtest Posts: 1,255 Arc User
    edited January 2015
    grobb1 wrote: »
    I am not impressed by paingiver anymore- I am impressed by people who know how and are willing to play as a team.

    After many years of MMORPG, I have learnt playing as a team is more rewarding and results in more consisent wins, you are on the right track. :)
    icydrake%20avatar2_zpsg7rp0xti.jpg

    Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
  • hedgebethedgebet Member, NW M9 Playtest Posts: 447 Arc User
    edited January 2015
    xmousepadx wrote: »
    That seems a bit far off.
    I highly doubt a CW does less dmg than a cleric.

    I consistently see DPS DC far exceed the damage of a CW, with only the SW sometimes besting them in the 'buggy zones'. Count the DPS DC at around 21k dps on average with the bulk of the damage usually coming from chains/daunting/fire at about 30%/20%/20%. I don't know if they should stand out as a premier damage class or not as such is not for me to say. It does seem a bit odd to excel this well in damage and retain the high degree of healing/innate survivability/utility that they posses when compared to say a GWF or CW. I think like in the case of the TR that the DC also has some adjustments that are necessary, but again that isn't any more than my opinion on the matter.
  • pando83pando83 Member Posts: 2,564 Arc User
    edited January 2015
    I kinda understand what you're saying tyrion.
    The game has changed to a point where the distinctive traits of each class and path are blurry and confused.

    Devs tried to make GFs more tank and GWFs less of a tank, and they succeeded in it (before mod4, a sentinel could tank more than a GWF in PvP at least, after the changes GFs feel like real tanks while GWFs feel less tanky. But then they went off with DPS. GF DPS was buffed and in can deal in PvP comparable burst to a GWF (see GODMODE) while GWF DPS was linked to an absurd stacks system, and then piercing damage/ umitigated damage turned GWFs, whose tankyness was all based on DR, to paper warriors who are out-survived by GFs, DCs, TRs, HRs and roughly as survivable as a squishy ranged class (keeping in mind a ranged class is ranged, while GWFs fight in melee range and are easy targets).

    We got to a point where HRs could tank DIRECTLY through deflect and self heals, more than gFs and GWFs. It's more balanced now, but still, HRs can potentially survive more than melee tanks.

    DPS DC deals DPS way above a DPS GWF and up there with pure DPS ranged classes, where they should be a balance of DPS and survivability through self healings.

    Unmitigated damage should be either removed or tweaked.
    Then each class should be changed keeping in mind their role, with a cap to survivability for pure DPS classes, a cap to DPS for pure tanks, and a balance of the two for semi-tanks and healers. Roughly, a class with cloth should never survive more than a class with leather, who should survive less than a class with chain-mail, who should survive less than a class with plate. And then DPS adjusted to match each class survivability in the same way.
    CWs should deal heavy damage but have it linked to CC so if you raise DPS, your CC decreases. TRs and HRs should deal medium-heavy damage, GWF and DCs medium damage, GF low damage.

    Something like this. Then with each path you can get close to another class but never breaking out of your role bonds.
    So a GWF tank build will never get tankier than a GF no matter what, and a GF DPS build will never deal more damage than a GWF, not even a sentinel.

    Then you give each class utility specific to them.

    I think devs failed in that and now it's confused.
  • edited January 2015
    This content has been removed.
  • nazghul22nazghul22 Member Posts: 407 Arc User
    edited January 2015
    A CW in cloth armor is tankier than a GWF wearing mail.

    Yes but the Gwf runs faster.
    ToD = ..........
    Tired of Dailies/Tyranny of Dailies/Timers of Doom/Tricked Or Duped/Tremendously Obnoxious Dailies/Try Otherwise, Devs
  • kr3ndkr3nd Member Posts: 132 Bounty Hunter
    edited January 2015
    Sorry, but my GF is a burst dps spec. Not a meatshield. I have to rely on stacks to amp up my damage (which has actually recieved a nerf of ~60%, because my reckless attacker is now not +100% power anymore - and became almost useless.), just like a dps oriented GWF.

    You can also, spec your GWF into a tank, nothing is keeping you away from doing so. Keep in mind one cannot have it all, there are tradeoffs.

    Yeah,IMO burst dps spec is the best for GF in pvp, otherwise you can provide only some useless CC and still as "meatshield" you are more like "meat with no shield" and it seems to surprise players when you hit hard crits on them, almost feels like balanced, when you crush their skulls with anvil of doom :D
  • grobb1grobb1 Member, Neverwinter Knight of the Feywild Users Posts: 34
    edited January 2015
    pando83 wrote: »
    I kinda understand what you're saying tyrion.
    The game has changed to a point where the distinctive traits of each class and path are blurry and confused.

    Devs tried to make GFs more tank and GWFs less of a tank, and they succeeded in it (before mod4, a sentinel could tank more than a GWF in PvP at least, after the changes GFs feel like real tanks while GWFs feel less tanky. But then they went off with DPS. GF DPS was buffed and in can deal in PvP comparable burst to a GWF (see GODMODE) while GWF DPS was linked to an absurd stacks system, and then piercing damage/ umitigated damage turned GWFs, whose tankyness was all based on DR, to paper warriors who are out-survived by GFs, DCs, TRs, HRs and roughly as survivable as a squishy ranged class (keeping in mind a ranged class is ranged, while GWFs fight in melee range and are easy targets).

    We got to a point where HRs could tank DIRECTLY through deflect and self heals, more than gFs and GWFs. It's more balanced now, but still, HRs can potentially survive more than melee tanks.

    DPS DC deals DPS way above a DPS GWF and up there with pure DPS ranged classes, where they should be a balance of DPS and survivability through self healings.

    Unmitigated damage should be either removed or tweaked.
    Then each class should be changed keeping in mind their role, with a cap to survivability for pure DPS classes, a cap to DPS for pure tanks, and a balance of the two for semi-tanks and healers. Roughly, a class with cloth should never survive more than a class with leather, who should survive less than a class with chain-mail, who should survive less than a class with plate. And then DPS adjusted to match each class survivability in the same way.
    CWs should deal heavy damage but have it linked to CC so if you raise DPS, your CC decreases. TRs and HRs should deal medium-heavy damage, GWF and DCs medium damage, GF low damage.

    Something like this. Then with each path you can get close to another class but never breaking out of your role bonds.
    So a GWF tank build will never get tankier than a GF no matter what, and a GF DPS build will never deal more damage than a GWF, not even a sentinel.

    Then you give each class utility specific to them.

    I think devs failed in that and now it's confused.


    people like this reach end game and switch around already known info and they feel they now about stacking attribute and stat. if you know so much and are so opinionated then make your own game... heh... it wont happen... and im sure no one here in the forums can either or will.
    I see NW as a chance to have that freedom to build what you want and not be restricted to role. Although i stick to practical and traditional class rolling i appreciate that NW has afforded this option into the game.
  • learch123learch123 Member Posts: 514 Bounty Hunter
    edited January 2015
    grobb1 wrote: »
    WoW... ever see a gf out dps everyone in a dungeon? its all about AE's in the right places/right time. This explains why you see DC and CW constantly spam knockback every chance they get even though the teammembers are asking them not to as it messes up the gathering process- they are simply trying to get paingiver by dishing out area effect damage to all enemies in that immediate area in every situation provided.
    I am not impressed by paingiver anymore- I am impressed by people who know how and are willing to play as a team.

    well speeking as a cw i do not use a knock back except for oprsive force and this is used in place of arcane singularty since the devs nerfed arcane singularity
    i do understand the gwf tr and gf but this is why it is used

    i would also like the tr and gwf to understand there running way ahead of the cws and dcs is for the same reason,and you know it, and it kills alot of cws
    so can we say everyone needs to work as a team
Sign In or Register to comment.