for pvp, not having a dodge has been the ever growing sore spot of gwf since mod4. But we have worse problems now, destro will dish out nice damage against slow or distracted players, but any decent player you will almost never land an encounter on... people have been screaming for 1 prone encounter for the gwf since mod 4 so we could play something apart from intimidation, but now there seems to be 0 option. Will have to see.
Was thinking of trying SM in pvp and trying the crescendo / flourish / combo again.
It's more difficult when you are hugging the mob to even see where the red is to avoid it. While true everybody dies like bugs if they get hit, it is indeed harder for a gwf to avoid being hit.
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onegaki101Member, NW M9 PlaytestPosts: 327Arc User
edited May 2015
The reds on the ground is easy to dodge/run out of for GWF. The one I have a problem with is the direct attacks that we can't dodge like the lasers from dragon in eLOL and ToS. Only option so far is to use AoS to avoid the damage, if you have a daily up. Otherwise you just have to hope you have unstoppable + enough hp to soak up the damage. Would be nice if they just changed the sprint on GWF and SW to dodge rolls of some kind.
The reds on the ground is easy to dodge/run out of for GWF. The one I have a problem with is the direct attacks that we can't dodge like the lasers from dragon in eLOL and ToS. Only option so far is to use AoS to avoid the damage, if you have a daily up. Otherwise you just have to hope you have unstoppable + enough hp to soak up the damage. Would be nice if they just changed the sprint on GWF and SW to dodge rolls of some kind.
I believed that in the past, but that will eliminate the dynamics of class / t3 of the instigator. the best should be, i already made a request about that, is give some "stamina refill" using sure strike.
cut in half the cooldown of bf and give mark to this <font color="orange">HAMSTER</font> should work too.
OTHER nice thing too, and to be improved for sentinels should be take ds and give temporary hp based in x% of the enemy hp (cap 5)
"Release a mighty challenge that Marks nearby enemies for a short period, building your Determination for every target hit, and increasing your Damage Resistance based on how powerful the targets are."
Imo, GF's should have a lower base damage than a GWF. The GF has way more defensive tools with his big shield compared to a GWF with his huge two handed sword. Makes no sense that a GF is able to out perform GWF's in damage + have more defensive tools.
The one I have a problem with is the direct attacks that we can't dodge like the lasers from dragon in eLOL and ToS. Only option so far is to use AoS to avoid the damage, if you have a daily up.
I usually resort to slotting Mighty Leap for Lostmauth if I'm not confident in a tank taking all the eye lasers. It's a little tricky to use and useless for most of the fight, but it will let you dodge the lasers.
Imo, GF's should have a lower base damage than a GWF. The GF has way more defensive tools with his big shield compared to a GWF with his huge two handed sword. Makes no sense that a GF is able to out perform GWF's in damage + have more defensive tools.
i doubt a conquerror GF can match a destro GWF in damage. same gear/skill level. actually a well played destroyer is actually that! A destroyer DPS MONSTER. Seen many times destroyers pulverizing a boss or a tight cluster of mobs,never seen a conquerror do that though
So I know it's outside the scope of this thread, but how do you feel about the viability of the Instigator line?
With a few reworks of feats / skills instigator would be totally fine, as it is its pretty bad, its got a few decent feats but nothing really worth speccing heavily into it for. some very basic changes that could make it a bit better.
SotS - changed from 1/2/3/4/5% to 2/4/6/8/10% - refreshed on crit
Warriors rush - Change from 1 second silence to 1.5 second stun
Nimble Runner - Change to provide 10/20/30/40/50% deflect when Sprinting and increase punishing charge damage by this amount. Or change this too be a "at-will buffing skill" that increases wicked strike damage, and reaping strike charge time significantly.
Group assault - should be more of a Feature buffing feat, like the other 2 t5 feats are. I suggest it adding more run speed and stamina gain to Bravery
Intigators Vengeance - now is a flat 50% buff for 8 seconds when you take direct damage from an enemy source. Additionally restores your stamina when entering unstoppable. this could be specialized more so you only deal increased damage to those who damaged you.
Just threw that together in a few minutes, not really a balanced suggestion, but shows some of the subpar feats and changes that could be made to make them stronger while keeping to the feel of the paragon being fast and debuffy.
Imo, GF's should have a lower base damage than a GWF. The GF has way more defensive tools with his big shield compared to a GWF with his huge two handed sword. Makes no sense that a GF is able to out perform GWF's in damage + have more defensive tools.
Comments
perhaps it is high time for those you know the way to post links every now and then to those who don't :P
Was thinking of trying SM in pvp and trying the crescendo / flourish / combo again.
It's more difficult when you are hugging the mob to even see where the red is to avoid it. While true everybody dies like bugs if they get hit, it is indeed harder for a gwf to avoid being hit.
I believed that in the past, but that will eliminate the dynamics of class / t3 of the instigator. the best should be, i already made a request about that, is give some "stamina refill" using sure strike.
cut in half the cooldown of bf and give mark to this <font color="orange">HAMSTER</font> should work too.
OTHER nice thing too, and to be improved for sentinels should be take ds and give temporary hp based in x% of the enemy hp (cap 5)
"Release a mighty challenge that Marks nearby enemies for a short period, building your Determination for every target hit, and increasing your Damage Resistance based on how powerful the targets are."
is just adapt the concept...
I usually resort to slotting Mighty Leap for Lostmauth if I'm not confident in a tank taking all the eye lasers. It's a little tricky to use and useless for most of the fight, but it will let you dodge the lasers.
i doubt a conquerror GF can match a destro GWF in damage. same gear/skill level. actually a well played destroyer is actually that! A destroyer DPS MONSTER. Seen many times destroyers pulverizing a boss or a tight cluster of mobs,never seen a conquerror do that though
With a few reworks of feats / skills instigator would be totally fine, as it is its pretty bad, its got a few decent feats but nothing really worth speccing heavily into it for. some very basic changes that could make it a bit better.
SotS - changed from 1/2/3/4/5% to 2/4/6/8/10% - refreshed on crit
Warriors rush - Change from 1 second silence to 1.5 second stun
Nimble Runner - Change to provide 10/20/30/40/50% deflect when Sprinting and increase punishing charge damage by this amount. Or change this too be a "at-will buffing skill" that increases wicked strike damage, and reaping strike charge time significantly.
Group assault - should be more of a Feature buffing feat, like the other 2 t5 feats are. I suggest it adding more run speed and stamina gain to Bravery
Intigators Vengeance - now is a flat 50% buff for 8 seconds when you take direct damage from an enemy source. Additionally restores your stamina when entering unstoppable. this could be specialized more so you only deal increased damage to those who damaged you.
Just threw that together in a few minutes, not really a balanced suggestion, but shows some of the subpar feats and changes that could be made to make them stronger while keeping to the feel of the paragon being fast and debuffy.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
Points for comedy, I guess.