What do you think about the warlock's set bonus for pvp? It seems to me the majority of people think it's the worst pvp set bonus.
As a reminder,
PvP set current effect: Grants 9% more damage to foes under 20% HP. Yeah, at that point your ennemy should be dead from killing flame anyways.. so whats the point of that? Besides, in itself, the set bonus feels pretty weak.
Dread Legion: When taking damage, 10% chance to trigger demonfire on yourself, increasing damage resistance by 10% and dealing 1% of your current HP to foes around you every 2 seconds.
Accursed Diabolist: Encounter powers triggers hellfire, after 6 seconds hellfire deals 2% hp damage of the target (max 2000)
Since the bonus for the t1 is 1.5%/1000 damage I guess at lv 70 it would scale to something like 3% / 3000 perhaps.
What's your opinion? Discussion open.
I am the monk, martial skill transcends the battlefield
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
I think the SW set bonus should incorporate some sort of additional survival feature, which is the main thing they're currently lacking in PvP. Ideally, it should also harmonize with other classes' set bonuses, which tend to interact more with those classes core shift/tab features.
A couple of proposals for that would be:
- Giving SWs +30% additional critical resistance (as per the Tenacity statistic); SWs lack a complete damage immunity from shifting, and this would alleviate some of the big hits from other classes (particularly TRs and CWs).
- Giving SWs +30% stamina and +10% DR/deflection chance while shadow slipping.
Otherwise, the Dread Legion set bonus would also be quite appropriate.
Those are pretty good ideas too, I only mentionned existing set bonuses because it requires less coding to implement, though I'm open to some new ideas like what you just suggested
I am the monk, martial skill transcends the battlefield
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
Note: If you voted something else, mind writing down what that something else might be ?
I am the monk, martial skill transcends the battlefield
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
Soulsparks now provide flat damage reduction at a rate of 2% per soulspark, 60% DR at full sparks.
I like the idea of increasing the DR by soul sparks, but I doubt cryptic would make a set for hellbringer and one for soulbinder.
It'd be like giving a smolder effect to a set bonus to a storm wizard
I am the monk, martial skill transcends the battlefield
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
increased damage vs target at 20% HP or less is a joke and only posssssssibly useful in todays Live server, and only truly viable in a 1 v 1 situation where your target has alot of Regen, where it does become difficult to kill them at that lower % area.
Accursed 4 piece bonus not very useful in pvp, mod 6 pvp will be even more useless due to the max damage of 2k, since almost everyone will have enough HP to max this out (Pallies with 100k HP easy) so that 4 peice bonus will be a joke, similar to using Accursed vs Tiamat, you can pull more damage from Red Dragon Glyphs at that point.
however, if it were to be a re-use of existing 4 piece bonuses, the Bonus Worth would just need to be increased.
So If staying with the current setup: 10 % damage ncrease vs Targets 50% Health or less, instead of 20%
instead of Damage Stacks procing at 3% total HP (max of 2k) to up that to something considerably higher or at the very least remove that Limit
etc. etc., you see how im htinking here, basically similar to average t1 to t2,
SWs have always been difficult to balance in PVE vs PVP because our core defensive mechanic is lifesteal, which suffers from healing depression in PVP. Other classes defensive mechanics are mostly equal in PVE vs PVP. A GFs shield block lasts just as long in PVP vs PVE. A GWF builds determination at the same rate in PVE vs PVP. A TRs stealth meter lasts the same amount in PVE vs PVP, etc. DC is the only class that is really impacted by healing depression in PVP, but they've been given other tools to allow them to survive very well in PVP. But for SW that's not the case. Life steal is cut in half, which makes the SW half as survivable in PVP vs PVE. A 4 pc bonus on the PVP set that improved Life Steal in PVP only would go a long way towards making the class equally survivable in PVE and PVP. Which would make the class much easier to balance down the road.
So something like: When attacking an enemy player, you lifesteal is increased by 20%
Obviously the exact percentage could be adjusted up for down to be balanced. I have no idea what life steal percentage SWs will have at lvl 70. But improving lifesteal for SWs in PVP would at least help to close the gap between PVE survivability and PVP survivability. In PVE my SW I always felt like I could survive well as long as I played smartly. But in PVP with the healing from lifesteal cut in half it makes the class too squishy, and it makes Temptation useless.
increased damage vs target at 20% HP or less is a joke and only posssssssibly useful in todays Live server, and only truly viable in a 1 v 1 situation where your target has alot of Regen, where it does become difficult to kill them at that lower % area.
Accursed 4 piece bonus not very useful in pvp, mod 6 pvp will be even more useless due to the max damage of 2k, since almost everyone will have enough HP to max this out (Pallies with 100k HP easy) so that 4 peice bonus will be a joke, similar to using Accursed vs Tiamat, you can pull more damage from Red Dragon Glyphs at that point.
however, if it were to be a re-use of existing 4 piece bonuses, the Bonus Worth would just need to be increased.
So If staying with the current setup: 10 % damage ncrease vs Targets 50% Health or less, instead of 20%
instead of Damage Stacks procing at 3% total HP (max of 2k) to up that to something considerably higher or at the very least remove that Limit
etc. etc., you see how im htinking here, basically similar to average t1 to t2,
I agree with you to some extent, I do think they should and will likely increase the effectiveness of the set bonus for lv 70.
Also, we're not talking about one or the other, in the other thread about pvp equipment graalx3 mentionned they were working on adding overload slots to that very armour. So it's not one or the other, it's both of them we're talking about. (It's not guaranteed yet but it's a good start)
I'm one of those would want the accursed diabolist set bonus, or something defensive/tanky. This is a PVP armour, and in pvp defence matters, I'm sure everyone will agree on that.
I am the monk, martial skill transcends the battlefield
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
SWs have always been difficult to balance in PVE vs PVP because our core defensive mechanic is lifesteal, which suffers from healing depression in PVP. Other classes defensive mechanics are mostly equal in PVE vs PVP. A GFs shield block lasts just as long in PVP vs PVE. A GWF builds determination at the same rate in PVE vs PVP. A TRs stealth meter lasts the same amount in PVE vs PVP, etc. DC is the only class that is really impacted by healing depression in PVP, but they've been given other tools to allow them to survive very well in PVP. But for SW that's not the case. Life steal is cut in half, which makes the SW half as survivable in PVP vs PVE. A 4 pc bonus on the PVP set that improved Life Steal in PVP only would go a long way towards making the class equally survivable in PVE and PVP. Which would make the class much easier to balance down the road.
So something like: When attacking an enemy player, you lifesteal is increased by 20%
Obviously the exact percentage could be adjusted up for down to be balanced. I have no idea what life steal percentage SWs will have at lvl 70. But improving lifesteal for SWs in PVP would at least help to close the gap between PVE survivability and PVP survivability. In PVE my SW I always felt like I could survive well as long as I played smartly. But in PVP with the healing from lifesteal cut in half it makes the class too squishy, and it makes Temptation useless.
How about simply this: for all four pieces, life steal ignores healing depression.
hm probably to powerfull with soulbinder, not sure
but increased lifesteal under 50% HP or something like this is a good start for a defensive bonus, but beeing stunned that would not help anyway
are there different boni? can i chose between defensiv setbonus or an offensive like with blackice gear?
I think sw set bonus should effect warlock curse and deadly curse.i thyink the set should give bonuses to theese curses like....increases the effectiveness of your warlocks curse by 20-30 percent based on how much life your target has.somthing like that....
one can dream: full set = cursed target cannot use tab power for 3 seconds/duration of curse whichever is less time.
This would equalize most of the advantages that other classes have over sw: tr no stealth, cw no arcane mastery, hr no stance switch, gwf no unstoppable, gf would not be much affected by this but considering they compete with sw for weakest pvp class, it is nt a big deal, not that much equalization needs to happen anyways.
Feedback: Warlock PvP gear
Set bonuses seem to be mindlessly thrown there. They don't fit SW at all, all other classes get something that works directly with their class mechanics.
Warlock PvP set bonus should be like - You now may place your Warlock's Curse on up to 4 targets and your powers deal 5%(T1)/7.5%(T2)/10%(T2.5) more damage to the targets, affected by your Warlock's Curse.
Half a year ago.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
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schweifer1982Member, NW M9 PlaytestPosts: 1,662Arc User
Feedback: Warlock PvP gear
Set bonuses seem to be mindlessly thrown there. They don't fit SW at all, all other classes get something that works directly with their class mechanics.
Half a year ago.
Not all class have .
Gf have usless too
Cuz HR dont have class mechanic he dont have it too.
Not all class have .
Gf have usless too
Cuz HR dont have class mechanic he dont have it too.
Still, HR and GF PvP set bonuses complement them with something they lack or need (healing, movespeed, stamina). SW set bonus is ab-so-lu-te-ly useless, it's so bad that if it wasn't there, it'd make no difference whatsoever.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
Still, HR and GF PvP set bonuses complement them with something they lack or need (healing, movespeed, stamina). SW set bonus is ab-so-lu-te-ly useless, it's so bad that if it wasn't there, it'd make no difference whatsoever.
I have to agree to that, that is the number one reason why my PvE armour is better suited for pvp than PvP armour itself, the set bonus is simply ridiculous :P
It's 100x more effective to use accursed diabolist with pvp rings right now than anything else IMO... I dont think that's how it should be. PvP armours should shine brighter than PvE armours when it comes down to pvp.
I am the monk, martial skill transcends the battlefield
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
Well we just got a buff to damnation locks on the patch notes,
I tested lv 60 in lv 70 zone, soul puppet was hitting 10k per hit, so I'm PRETTY SURE the scaling is wrong here lol
I am the monk, martial skill transcends the battlefield
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
Comments
Those are pretty good ideas too, I only mentionned existing set bonuses because it requires less coding to implement, though I'm open to some new ideas like what you just suggested
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
More threads by me / Click on it
My Support Warlock/Temptation Thread
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
More threads by me / Click on it
My Support Warlock/Temptation Thread
Well for a soulbinder set anyways:
Soulsparks now provide flat damage reduction at a rate of 2% per soulspark, 60% DR at full sparks.
I like the idea of increasing the DR by soul sparks, but I doubt cryptic would make a set for hellbringer and one for soulbinder.
It'd be like giving a smolder effect to a set bonus to a storm wizard
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
More threads by me / Click on it
My Support Warlock/Temptation Thread
True. I do think any set bonus should be heavy duty defense though.
Accursed 4 piece bonus not very useful in pvp, mod 6 pvp will be even more useless due to the max damage of 2k, since almost everyone will have enough HP to max this out (Pallies with 100k HP easy) so that 4 peice bonus will be a joke, similar to using Accursed vs Tiamat, you can pull more damage from Red Dragon Glyphs at that point.
however, if it were to be a re-use of existing 4 piece bonuses, the Bonus Worth would just need to be increased.
So If staying with the current setup: 10 % damage ncrease vs Targets 50% Health or less, instead of 20%
instead of Damage Stacks procing at 3% total HP (max of 2k) to up that to something considerably higher or at the very least remove that Limit
etc. etc., you see how im htinking here, basically similar to average t1 to t2,
So something like: When attacking an enemy player, you lifesteal is increased by 20%
Obviously the exact percentage could be adjusted up for down to be balanced. I have no idea what life steal percentage SWs will have at lvl 70. But improving lifesteal for SWs in PVP would at least help to close the gap between PVE survivability and PVP survivability. In PVE my SW I always felt like I could survive well as long as I played smartly. But in PVP with the healing from lifesteal cut in half it makes the class too squishy, and it makes Temptation useless.
I agree with you to some extent, I do think they should and will likely increase the effectiveness of the set bonus for lv 70.
Also, we're not talking about one or the other, in the other thread about pvp equipment graalx3 mentionned they were working on adding overload slots to that very armour. So it's not one or the other, it's both of them we're talking about. (It's not guaranteed yet but it's a good start)
I'm one of those would want the accursed diabolist set bonus, or something defensive/tanky. This is a PVP armour, and in pvp defence matters, I'm sure everyone will agree on that.
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
More threads by me / Click on it
My Support Warlock/Temptation Thread
How about simply this: for all four pieces, life steal ignores healing depression.
That would be fine also, and would make the class easier to balance between PVE and PVP.
but increased lifesteal under 50% HP or something like this is a good start for a defensive bonus, but beeing stunned that would not help anyway
are there different boni? can i chose between defensiv setbonus or an offensive like with blackice gear?
This would equalize most of the advantages that other classes have over sw: tr no stealth, cw no arcane mastery, hr no stance switch, gwf no unstoppable, gf would not be much affected by this but considering they compete with sw for weakest pvp class, it is nt a big deal, not that much equalization needs to happen anyways.
Direct link
Feedback: Warlock PvP gear
Set bonuses seem to be mindlessly thrown there. They don't fit SW at all, all other classes get something that works directly with their class mechanics.
Warlock PvP set bonus should be like - You now may place your Warlock's Curse on up to 4 targets and your powers deal 5%(T1)/7.5%(T2)/10%(T2.5) more damage to the targets, affected by your Warlock's Curse.
Half a year ago.
Not all class have .
Gf have usless too
Cuz HR dont have class mechanic he dont have it too.
Still, HR and GF PvP set bonuses complement them with something they lack or need (healing, movespeed, stamina). SW set bonus is ab-so-lu-te-ly useless, it's so bad that if it wasn't there, it'd make no difference whatsoever.
I have to agree to that, that is the number one reason why my PvE armour is better suited for pvp than PvP armour itself, the set bonus is simply ridiculous :P
It's 100x more effective to use accursed diabolist with pvp rings right now than anything else IMO... I dont think that's how it should be. PvP armours should shine brighter than PvE armours when it comes down to pvp.
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
More threads by me / Click on it
My Support Warlock/Temptation Thread
I tested lv 60 in lv 70 zone, soul puppet was hitting 10k per hit, so I'm PRETTY SURE the scaling is wrong here lol
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
More threads by me / Click on it
My Support Warlock/Temptation Thread