so...what is the difference within the Regen Sentinel GWF from mod2 and the immortal 100k HP, shield tabbed, bloodthef/negation CW using Chaotic growth...???
....is at least that renegade final feat affected by healing depresion????...
is not the same situation when GWFs used to get their HP almost refilled every time they became bigger and red...???
also Flat stats:
Chaotic Fury - You gain 30% additional Damage and 10% additional Life Steal for 10 seconds...
Chaotic Nexus - You gain 30% additional Armor Penetration and Critical Chance for 10 seconds.
so 10%LS???? thats like 4000 FREE lifesteal.
30%ArmP...................12000 FREE ArmP....???
also Flat stats:
Chaotic Fury - You gain 30% additional Damage and 10% additional Life Steal for 10 seconds...
Chaotic Nexus - You gain 30% additional Armor Penetration and Critical Chance for 10 seconds.
so 10%LS???? thats like 4000 FREE lifesteal.
30%ArmP...................12000 FREE ArmP....???
Life steal is 10% of your current lifesteal. So if you have 10% lifesteal it's = 10*0.1 = 11% lifesteal when chaotic fury kicks in.
ionvnegativoMember, NW M9 PlaytestPosts: 119Arc User
edited April 2015
again.....what is the difference within the Regen Sentinel GWF from mod2 and the immortal 100k HP, shield tabbed, bloodthef/negation CW using Chaotic growth...???
and sorry for the bad information if that stats are not aditive but multiplicative...
but again.....what is the difference within the Regen Sentinel GWF from mod2 and the immortal 100k HP, shield tabbed, bloodthef/negation CW using Chaotic growth...???
again.....what is the difference within the Regen Sentinel GWF from mod2 and the immortal 100k HP, shield tabbed, bloodthef/negation CW using Chaotic growth...???
and sorry for the bad information if that stats are not aditive but multiplicative...
but again.....what is the difference within the Regen Sentinel GWF from mod2 and the immortal 100k HP, shield tabbed, bloodthef/negation CW using Chaotic growth...???
so...what is the difference within the Regen Sentinel GWF from mod2 and the immortal 100k HP, shield tabbed, bloodthef/negation CW using Chaotic growth...???
....is at least that renegade final feat affected by healing depresion????...
is not the same situation when GWFs used to get their HP almost refilled every time they became bigger and red...???
also Flat stats:
Chaotic Fury - You gain 30% additional Damage and 10% additional Life Steal for 10 seconds...
Chaotic Nexus - You gain 30% additional Armor Penetration and Critical Chance for 10 seconds.
so 10%LS???? thats like 4000 FREE lifesteal.
30%ArmP...................12000 FREE ArmP....???
you forgot 10% critical change
free damage from stormspell and other class features like chilling presence
0
ionvnegativoMember, NW M9 PlaytestPosts: 119Arc User
edited April 2015
is not the same the chaotic growth CW(not fixed) and the regen sentinel mod2(nerfed) or the wild medicine legolas HR mod3(nerfed) ????
unstoppable recovery from GWFs and the HRs wild medicine are affected by healing depression??? i cant remember the patchs...it became worthless to spend points in those feats...
Lmao.... are you pugs seriously comparing the Immortal GWF from module 2 to the current CW? Even with the current Shield on tab meta, CW is the second class that dies the most after SW in general.
Just focus and CC the dam CW and he dies, it's that simple. If you let him burst you down without pressuing him of course he's gonna destroy you.
Learn to play.
Edit: If you want to nerf shield and storm spell then sure, give us our actual Control back (The same one from module 4), would you clueless people like that? probably not. Because our "Control" right now isn't control at all, it's a little tickle.
Beta player
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
0
ionvnegativoMember, NW M9 PlaytestPosts: 119Arc User
edited April 2015
ask for:
is not the same the chaotic growth CW(not fixed) and the regen sentinel mod2(nerfed) or the wild medicine legolas HR mod3(nerfed) ????
healing depression????
so...what is the difference within the Regen Sentinel GWF from mod2 and the immortal 100k HP, shield tabbed, bloodthef/negation CW using Chaotic growth...???
....is at least that renegade final feat affected by healing depresion????...
is not the same situation when GWFs used to get their HP almost refilled every time they became bigger and red...???
also Flat stats:
Chaotic Fury - You gain 30% additional Damage and 10% additional Life Steal for 10 seconds...
Chaotic Nexus - You gain 30% additional Armor Penetration and Critical Chance for 10 seconds.
so 10%LS???? thats like 4000 FREE lifesteal.
30%ArmP...................12000 FREE ArmP....???
This statement of yours contradices directly with this one you made short time ago?
And, right now, i think best class is CW due a combo with elol set + Stormspell + Eye of the Storm + enchant... that CW just melted a 5 PvP geared players with a DC on party in less than 5 seconds...
Knew some **** would cherry pick.
Here, let me point it out for you
CW is the second class that dies the most after SW in general.
In General
In General
In General
In General
In General
In General
In General
Clear enough for you? I had that 17-0 experience because:
1) They didn't focus nor CC me to death
2) I'm above average in skill-level.
Lower skilled/more average CW's die almost as much as SW, but less.
I'm not disagreeting that CW needs a little rework, but you people are literally exaggerating and using so much hyperbole you're losing credibility. Comparing the CW to the module 2 GWF that still traumatizes people to this day... you people can't be serious.
Basically:
A good CW (Very few of them.. maybe 10-15) = Arguably the best class in PVP right now. but NOT "immortal". CC him and he dies, unlike the module 2 GWF that could break free from it every time
Bad/Normal/meh geared CW = Barely even threatening and gets beaten up quite easily even if he tabs shield.
This is where I'm getting at, it depends on the skill-level/gear of the CW.
Beta player
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
2 - So??? if the class is "the second one which dies the most", then, even if you are an over average player, you should have die once at least, or are you telling me that you never went below 20% HP ever on that match???
I did, numerous times. I've died twice (Guess how? That's right, I was focused and pinned then bursted down) but was revived in time by team mates.
See edit
Basically:
A good CW (Very few of them.. maybe 10-15) = Arguably the best class in PVP right now. but NOT "immortal". CC him and he dies, unlike the module 2 GWF that could break free from it every time
Bad/Normal/meh geared CW = Barely even threatening and gets beaten up quite easily even if he tabs shield.
This is where I'm getting at, it depends on the skill-level/gear of the CW.
You main a GWF, I'm really not sure why you're moaning about CW's. The person that annoyed me the most in that match was the GWF, and this is before the unstoppable re-work that's coming in the 23th.
Beta player
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
Next time you should read more carefully. I've been defending GWF/GF since they took a HAMSTER on you Fighters. A good geared CW right now is more tanky than a "Fighter". but a lesser geared one is NOT. But most people in here put the CW as a whole in the "tanky" category.
I'm all for the gameplay from back then when I had to teleport around skillfully instead of just laughing at my opponent while casting Ray of Frost.
Beta player
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
How often some scrub CW dies is irrelevant, since gear gap makes huge difference. Ranged spec with strong spells and best CC (since it ignore 66% tenacity) shouldnt have any kind of shields in pvp. People are making it look like having 80-90m range gives 0 or only small advantage. Well, if that's the case then make CW a melee spec and you can keep your survivality + best CC in the game. Maybe when you will miss some spells and get kited you'll notice how much advantage ranged attacks give.
Next time you should read more carefully. I've been defending GWF/GF since they took a HAMSTER on you Fighters. A good geared CW right now is more tanky than a "Fighter". but a lesser geared one is NOT. But most people in here put the CW as a whole in the "tanky" category.
I'm all for the gameplay from back then when I had to teleport around skillfully instead of just laughing at my opponent while casting Ray of Frost.
I would disagree about the geared CW being tankier than a geared GF. There is just too much pure damage resistance and total cc immunity going on there for GF's. Doesn't mean GF is better than CW. To me it means the CW is much better at range and the GF is better close in. The CW can survive for a bit close in and GF can gap close well. Things balance out. Right now, even a well geared CW can fall to a lesser geared GF if he is taken even a little off guard. It becomes a game of "If you do not kill me before I get to you, I will destroy you".
I do think GWF is left out in the cold. So to me the whole balance thing is about bringing GWF and even SW up to snuff. My humble opinion.
0
flyofavalonMember, NW M9 PlaytestPosts: 28Arc User
edited April 2015
I main both a BiS CW and a soon to be BiS HR. On my CW I right click and people melt. On my HR if I get 1 root off, its GG. They stand there unable to skill while i melt them.
Between the two, the HR is way more OP. At least on the CW people fight back. On the HR every duel is auto win.
Problem is without storm spells damage, the CW cant do damage and without the cheese root/daze HAMSTER the HR would get face rolled. Both classes are OP because of poor design and if you fix that, both classes will be worthless. Do you trust the devs to get a correct balance? 6 mods in and everything just gets worse in that department.
Shield on Tab + negation makes them crazy tanky now
What I have most problem with is storm spell, the dmg for a passive is just outrageous to say the least.
I think the rene capstone is fine IF it wasn't a group buff, other 2 capstone feats look pathetically weak in comparison.
Anyway, PvP in this game is a total joke now with bug exploiters, worst of all, devs in this game don't care about fixing bugs (unless it's a bug that concerns their profit ofc).
icyphishMember, NW M9 PlaytestPosts: 1,255Arc User
edited April 2015
I think currently the PvP game is pretty balanced aside from GWF and SW requiring some buffs plud CW's dmg needs to be looked at and TR's perm stealth issue too.
This is only if Crptic first fixes up the issue with DC's infinite AP gain and Trans Bloodthelf's crazy proc rate. Yes geared GWF with bugged Bloodthelf is almost immortal, you will have trouble taking one down even with 3-4 ppl focused firing him...
Shield on Tab + negation makes them crazy tanky now
What I have most problem with is storm spell, the dmg for a passive is just outrageous to say the least.
I think the rene capstone is fine IF it wasn't a group buff, other 2 capstone feats look pathetically weak in comparison.
Anyway, PvP in this game is a total joke now with bug exploiters, worst of all, devs in this game don't care about fixing bugs (unless it's a bug that concerns their profit ofc).
Indeed. this is why a majority of us have stopped PvPing...
But you used to run with these same exploiters Vira, so w/e
At least you can see now how the normal players who play legit, felt when going against you and your former buddies.
How often some scrub CW dies is irrelevant, since gear gap makes huge difference. Ranged spec with strong spells and best CC (since it ignore 66% tenacity) shouldnt have any kind of shields in pvp. People are making it look like having 80-90m range gives 0 or only small advantage. Well, if that's the case then make CW a melee spec and you can keep your survivality + best CC in the game. Maybe when you will miss some spells and get kited you'll notice how much advantage ranged attacks give.
I no form or shape does CW have the best cc in the game currently, TR's, HR's and GWF's have wayyyy longer CC spell than the cw...
Oh yeah and this is obv. just another lame attempt from the same 5 moronic OP TR's to move focus away from their class(there is probaly a reason why half the tems consist of TR's in every pvp match currently) and 1-2 butthurt GWF's (surprised teribad15 havent cried in this thread yet) that keeps screaming about how underperforming their class is, despite the fact that a big buff is incoming the 23th. Anyway I could personaly care less about whatever your crusade to nerf CW succed or not, i am pretty much done with this pos HAMSTER game anyway...
I no form or shape does CW have the best cc in the game currently, TR's, HR's and GWF's have wayyyy longer CC spell than the cw...
Quite a natural result, since in no form or shape do CW players ever build for CC in the first place.
■ Do they go Oppressor? --- Nope.
■ Do they stack specs that increase ctrl bonuses? --- Nope.
■ Do they use class features that increase ctrl bonuses? --- Nope.
■ Do they use power choices with chain-CC in mind? --- Nope.
Granted, there are few FUps from the devs - bad choices which needlessly increased control ability of classes, a prime example being TR ShadowStrike daze duration being increased to 4 seconds. Another problem is that Sabo TRs are free to use this power as a daze whenever they want in that it doesn't trigger the capstone... not many TRs, nor even the TR bashers realize this, but the decision to remove SS from triggering the Sabo capstone is one of the main reasons why it became so hilariously easy to manage permastealth with it. Before that change, there was actually a bit of strategical thinking in the order you had to use your power to not waste your potential... but this is for another discussion, and I digress.
...
The point being, every CW player builds for mega-burst and DPS without even a single category of their class invested into control. The long periods of control the TRs used to be able to pull off in mod5 was a result of 2~3 control encounters used in tactical succession, plus a sacrifice made with the paragon choice itself to use the one that doesn't have ITC. Us scoundrel TRs specifically built for such purpose, using all three encounters that had control elements in a sequence, and at the price of much lower damage potential than compared to other two build paths.
How many consecutive controls do you CWs attempt? A lazy-HAMSTER EF-RoF is at most?
Quite a natural result, since in no form or shape do CW players ever build for CC in the first place.
■ Do they go Oppressor? --- Nope.
■ Do they stack specs that increase ctrl bonuses? --- Nope.
■ Do they use class features that increase ctrl bonuses? --- Nope.
■ Do they use power choices with chain-CC in mind? --- Nope.
Granted, there are few FUps from the devs - bad choices which needlessly increased control ability of classes, a prime example being TR ShadowStrike daze duration being increased to 4 seconds. Another problem is that Sabo TRs are free to use this power as a daze whenever they want in that it doesn't trigger the capstone... not many TRs, nor even the TR bashers realize this, but the decision to remove SS from triggering the Sabo capstone is one of the main reasons why it became so hilariously easy to manage permastealth with it. Before that change, there was actually a bit of strategical thinking in the order you had to use your power to not waste your potential... but this is for another discussion, and I digress.
...
The point being, every CW player builds for mega-burst and DPS without even a single category of their class invested into control. The long periods of control the TRs used to be able to pull off in mod5 was a result of 2~3 control encounters used in tactical succession, plus a sacrifice made with the paragon choice itself to use the one that doesn't have ITC. Us scoundrel TRs specifically built for such purpose, using all three encounters that had control elements in a sequence, and at the price of much lower damage potential than compared to other two build paths.
How many consecutive controls do you CWs attempt? A lazy-HAMSTER EF-RoF is at most?
You honestly dont think that these builds have been tested and tried countless times in pvp already, and every one of them have suuuuucked balls... I dont know if you remember the launch of mod 4, where cw's actually were able to control players? The outcries from the players were massive, and quickly made the devs nerf all of our controll powers to the point where it just doesnt make any sense for any cw to spec for control...
The only thing we are currently good at controlling is trash mobs(havent started the "new" dungeons yet, so there might be some merit for controlling trash mobs in them) in dungeons, and of course we will then be worthless against every elite and boss mobs in those dungeons, since they are ALL full immune to any form of control powers.
Comments
Life steal is 10% of your current lifesteal. So if you have 10% lifesteal it's = 10*0.1 = 11% lifesteal when chaotic fury kicks in.
and sorry for the bad information if that stats are not aditive but multiplicative...
but again.....what is the difference within the Regen Sentinel GWF from mod2 and the immortal 100k HP, shield tabbed, bloodthef/negation CW using Chaotic growth...???
people are waking up.. finally
free damage from stormspell and other class features like chilling presence
unstoppable recovery from GWFs and the HRs wild medicine are affected by healing depression??? i cant remember the patchs...it became worthless to spend points in those feats...
Just focus and CC the dam CW and he dies, it's that simple. If you let him burst you down without pressuing him of course he's gonna destroy you.
Learn to play.
Edit: If you want to nerf shield and storm spell then sure, give us our actual Control back (The same one from module 4), would you clueless people like that? probably not. Because our "Control" right now isn't control at all, it's a little tickle.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
is not the same the chaotic growth CW(not fixed) and the regen sentinel mod2(nerfed) or the wild medicine legolas HR mod3(nerfed) ????
healing depression????
reply:
Curious what your main is.
Remember: This class ignores 66% of your control resist from tenacity.
Nope. There is plain +10% Lifesteal Chance. If you have 10%, you will have 20%.
And there is a +30% Critical Chance, not +10%.
Master of Flame Renegade guide: Burn with me!
Knew some **** would cherry pick.
Here, let me point it out for you
In General
In General
In General
In General
In General
In General
In General
Clear enough for you? I had that 17-0 experience because:
1) They didn't focus nor CC me to death
2) I'm above average in skill-level.
Lower skilled/more average CW's die almost as much as SW, but less.
I'm not disagreeting that CW needs a little rework, but you people are literally exaggerating and using so much hyperbole you're losing credibility. Comparing the CW to the module 2 GWF that still traumatizes people to this day... you people can't be serious.
Basically:
A good CW (Very few of them.. maybe 10-15) = Arguably the best class in PVP right now. but NOT "immortal". CC him and he dies, unlike the module 2 GWF that could break free from it every time
Bad/Normal/meh geared CW = Barely even threatening and gets beaten up quite easily even if he tabs shield.
This is where I'm getting at, it depends on the skill-level/gear of the CW.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
I did, numerous times. I've died twice (Guess how? That's right, I was focused and pinned then bursted down) but was revived in time by team mates.
See edit
Basically:
A good CW (Very few of them.. maybe 10-15) = Arguably the best class in PVP right now. but NOT "immortal". CC him and he dies, unlike the module 2 GWF that could break free from it every time
Bad/Normal/meh geared CW = Barely even threatening and gets beaten up quite easily even if he tabs shield.
This is where I'm getting at, it depends on the skill-level/gear of the CW.
You main a GWF, I'm really not sure why you're moaning about CW's. The person that annoyed me the most in that match was the GWF, and this is before the unstoppable re-work that's coming in the 23th.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
Next time you should read more carefully. I've been defending GWF/GF since they took a HAMSTER on you Fighters. A good geared CW right now is more tanky than a "Fighter". but a lesser geared one is NOT. But most people in here put the CW as a whole in the "tanky" category.
I'm all for the gameplay from back then when I had to teleport around skillfully instead of just laughing at my opponent while casting Ray of Frost.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
I would disagree about the geared CW being tankier than a geared GF. There is just too much pure damage resistance and total cc immunity going on there for GF's. Doesn't mean GF is better than CW. To me it means the CW is much better at range and the GF is better close in. The CW can survive for a bit close in and GF can gap close well. Things balance out. Right now, even a well geared CW can fall to a lesser geared GF if he is taken even a little off guard. It becomes a game of "If you do not kill me before I get to you, I will destroy you".
I do think GWF is left out in the cold. So to me the whole balance thing is about bringing GWF and even SW up to snuff. My humble opinion.
Between the two, the HR is way more OP. At least on the CW people fight back. On the HR every duel is auto win.
Problem is without storm spells damage, the CW cant do damage and without the cheese root/daze HAMSTER the HR would get face rolled. Both classes are OP because of poor design and if you fix that, both classes will be worthless. Do you trust the devs to get a correct balance? 6 mods in and everything just gets worse in that department.
What I have most problem with is storm spell, the dmg for a passive is just outrageous to say the least.
I think the rene capstone is fine IF it wasn't a group buff, other 2 capstone feats look pathetically weak in comparison.
Anyway, PvP in this game is a total joke now with bug exploiters, worst of all, devs in this game don't care about fixing bugs (unless it's a bug that concerns their profit ofc).
Mod 12.5 PvP Power/Crit/Arp Optimization
Youtube channel (PvE/PvP)
This is only if Crptic first fixes up the issue with DC's infinite AP gain and Trans Bloodthelf's crazy proc rate. Yes geared GWF with bugged Bloodthelf is almost immortal, you will have trouble taking one down even with 3-4 ppl focused firing him...
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
Indeed. this is why a majority of us have stopped PvPing...
But you used to run with these same exploiters Vira, so w/e
At least you can see now how the normal players who play legit, felt when going against you and your former buddies.
I no form or shape does CW have the best cc in the game currently, TR's, HR's and GWF's have wayyyy longer CC spell than the cw...
Quite a natural result, since in no form or shape do CW players ever build for CC in the first place.
■ Do they go Oppressor? --- Nope.
■ Do they stack specs that increase ctrl bonuses? --- Nope.
■ Do they use class features that increase ctrl bonuses? --- Nope.
■ Do they use power choices with chain-CC in mind? --- Nope.
Granted, there are few FUps from the devs - bad choices which needlessly increased control ability of classes, a prime example being TR ShadowStrike daze duration being increased to 4 seconds. Another problem is that Sabo TRs are free to use this power as a daze whenever they want in that it doesn't trigger the capstone... not many TRs, nor even the TR bashers realize this, but the decision to remove SS from triggering the Sabo capstone is one of the main reasons why it became so hilariously easy to manage permastealth with it. Before that change, there was actually a bit of strategical thinking in the order you had to use your power to not waste your potential... but this is for another discussion, and I digress.
...
The point being, every CW player builds for mega-burst and DPS without even a single category of their class invested into control. The long periods of control the TRs used to be able to pull off in mod5 was a result of 2~3 control encounters used in tactical succession, plus a sacrifice made with the paragon choice itself to use the one that doesn't have ITC. Us scoundrel TRs specifically built for such purpose, using all three encounters that had control elements in a sequence, and at the price of much lower damage potential than compared to other two build paths.
How many consecutive controls do you CWs attempt? A lazy-HAMSTER EF-RoF is at most?
You honestly dont think that these builds have been tested and tried countless times in pvp already, and every one of them have suuuuucked balls... I dont know if you remember the launch of mod 4, where cw's actually were able to control players? The outcries from the players were massive, and quickly made the devs nerf all of our controll powers to the point where it just doesnt make any sense for any cw to spec for control...
The only thing we are currently good at controlling is trash mobs(havent started the "new" dungeons yet, so there might be some merit for controlling trash mobs in them) in dungeons, and of course we will then be worthless against every elite and boss mobs in those dungeons, since they are ALL full immune to any form of control powers.