Heyo Community! Since my earlier thread where so many kind people came out and gave me some wonderful and helpful suggestions for my poor beleaguered Warlock, I have been giving some thought to the underlying problems with the class. And I think I have come up with a couple suggestions that could solve a great deal of the broken aspects of this class and should be (imho) easy and more importantly QUICK for the devs to implement.
First, replace two feats in the temptation tree with new functionality. Hope Stealer should drop it's current functionality in favor of: Raises Life Steal Severity by +5%/+10%/+15%/+20%/+25%.
Next replace the functionality of Dark Revelry with: Increases Life Steal Chance by a flat +10%/+20%/+30%/+40%/+50%. So if you have a 8% life steal chance from the normal amount of points you were able to stack in it, and you max this feat out, your life steal chance would go up to 58%.
Finally, nerfing Creeping Death (the capper in the Fury tree) from 100% to 60% was WAY too far. It nerfed our damage potential from that tree to very sub par with other classes. Bump I back up to 80% and we should be good.
From my point of view this fixes the Temptation problem putting Warlock healing back on par with DCs and Paladins, and fixes the Fury tree by returning a bit of damage. From my point of view, there is nothing really wrong with the Damnation tree, so leaving it be seems most appropriate.
Now, as I post this, I realize the devs will likely not take these suggestions; but, I wanted to put them out there and see what the community thought. Also, if the idea turns out to be popular enough, macjae could possibly feel free to include it in his thread for a more concise organization to the whole problem.
Anyway, feel free to discuss, and even flame if you feel it truly necessary. Like I said, this just seemed like a nice way to fix both the dps issue and the survivability issue that seems to be most plaguing a lot of SW builds right now.
Best Regards, and peace.
Telling us about upcoming content updates, and getting those updates out the door BUG-FREE, is *AWESOME*!! Know what's even *MORE* awesome? Fixing game breaking bugs (and/or undocumented "features") that have been in EXISTING content for months/years!!! Guess which one makes me want to spend money on a game much more than the other? Hint: It's the "more awesome" one.
From my point of view this fixes the Temptation problem putting Warlock healing back on par with DCs and Paladins, and fixes the Fury tree by returning a bit of damage.
Why is a striker class expected to heal on par with DCs?
Why is a striker class expected to heal on par with DCs?
Because why having a tree that does healing if it's obviously not on par with the others?
Because Warlock have little to no buffing abilities to compensate with temptation tree in comparison to healers, you want to not be able to heal well either?
Because Temptation is broken and useless atm, I can add more salt if you want.
Oh and lastly, DCs can deal damage, why should a leader class be able to DPS just as well as other striker classes? Because that's the tree's role.
Cheers
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.
First, replace two feats in the temptation tree with new functionality. Hope Stealer should drop it's current functionality in favor of: Raises Life Steal Severity by +5%/+10%/+15%/+20%/+25%.
Best Regards, and peace.
Yes, and no. Yes - if the devs actually make the temptation's capstone interact with life steal severity, because at the moment, it does not. If it's kept that way it won't be useful to the tree overall, only for self healing.
Next replace the functionality of Dark Revelry with: Increases Life Steal Chance by a flat +10%/+20%/+30%/+40%/+50%. So if you have a 8% life steal chance from the normal amount of points you were able to stack in it, and you max this feat out, your life steal chance would go up to 58%.
No, way too strong. I think dark revelry stands well as one of the only useful buffs temptation has, and I would think it's good to keep it. Upping life steal chance by 50% you're going to make my warlock 90% life steal chance, I dont think that'll be a good move.
Finally, nerfing Creeping Death (the capper in the Fury tree) from 100% to 60% was WAY too far. It nerfed our damage potential from that tree to very sub par with other classes. Bump I back up to 80% and we should be good.
Creeping death was nerfed because of the interaction with the daily power tyranical threat. Instead of putting tyranical threat to a human level they nerfed the class instead, so we have a weak class with a god daily (Even with the nerf this daily is like crack, its way too strong, the only reason warlocks dont spam it anymore is because they cant manage the agro anymore like we did in m5)
As for creeping death. My opinion is 100% over 4 seconds, no less.
From my point of view this fixes the Temptation problem putting Warlock healing back on par with DCs and Paladins, and fixes the Fury tree by returning a bit of damage. From my point of view, there is nothing really wrong with the Damnation tree, so leaving it be seems most appropriate.
Now, as I post this, I realize the devs will likely not take these suggestions; but, I wanted to put them out there and see what the community thought. Also, if the idea turns out to be popular enough, macjae could possibly feel free to include it in his thread for a more concise organization to the whole problem.
Anyway, feel free to discuss, and even flame if you feel it truly necessary. Like I said, this just seemed like a nice way to fix both the dps issue and the survivability issue that seems to be most plaguing a lot of SW builds right now.
I think more is necessary to call it fixed. Temptation needs to see the healing AoE thing removed, and to be able to synergizes with life steal severity, and get some life steal severity feats, somewhere.
The class itself needs to be rebuffed to be on par with others in DPS, because it's behind right now, and doing that will put temptation back in place because the above alone would not suffice IMO to make it acceptable, you heal trough DPS so you need DPS to be effective.
Most likely, the flaw behind temptation is the lack of buffing within the tree, and the end game dungeons require you to buffs more than straight up healing. Unless they make a move on the potential of buffing of the tree overall it will stay behind the DCs and OPs because it has little to not support ability outside the stream of healing, which is not enough to be a main healer.
Seeing as the class do have some DPS, the above mentionned would make it a viable off-healer, however you could not be relied upon as the main healer of the dungeon.
And Macjae? I'm not sure, perhaps you meant my thread :cool: 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.
Because why having a tree that does healing if it's obviously not on par with the others?
Because Warlock have little to no buffing abilities to compensate with temptation tree in comparison to healers, you want to not be able to heal well either?
Because Temptation is broken and useless atm, I can add more salt if you want.
Oh and lastly, DCs can deal damage, why should a leader class be able to DPS just as well as other striker classes? Because that's the tree's role.
Cheers
It's game design, not class design.
TempLocks could main heal for a dungeon in Mod 5. This is partly because incoming damage wasn't insanely high and because the feats weren't yet nerfed.
Now, you need those ridiculous spike heals in order to sustain a party, which TempLocks can't deliver. By increasing mob difficulty to this extent, they already phased out TempLock. Why they felt it necessary to nerf was beyond me.
Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?
It's game design, not class design.
TempLocks could main heal for a dungeon in Mod 5. This is partly because incoming damage wasn't insanely high and because the feats weren't yet nerfed.
Now, you need those ridiculous spike heals in order to sustain a party, which TempLocks can't deliver. By increasing mob difficulty to this extent, they already phased out TempLock. Why they felt it necessary to nerf was beyond me.
We agree on this. By design you cannot main heal with templock as it is now, because it has no burst healing and because it lacks the buffing power to keep your party up.
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.
temp lock = supporter
never tried or saw a tamp lock these days, could be comfortable running a dc/temp lock combination, both do mitigation both heal both buff , the synergism might be that strong that i could use other stuff buffing group as dc BtS f.e.
can´t say a lot about damage from templock, but in mod 4 and 5 it was a winnning garantie, played temp lock fro some time and the random runs were much more comfortable for everyone
I've got a suggestion to add for Damnation: Allow the warlock to dispel the soul puppet at will. This fixes the issue of the soul puppet getting stuck somewhere (Effectively disabling your entire feat tree, permanently) or staying at low health (Leaving you with your entire feat tree disabled for at least 5 seconds when you enter combat, since that's how long it takes for the puppet to die properly).
Additionally, I'd suggest having Soulfire and Mocking Soul merged into one trait, since they fulfill the same role and Soulfire deals virtually no damage.
Because why having a tree that does healing if it's obviously not on par with the others?
Because Warlock have little to no buffing abilities to compensate with temptation tree in comparison to healers, you want to not be able to heal well either?
Because Temptation is broken and useless atm, I can add more salt if you want.
Oh and lastly, DCs can deal damage, why should a leader class be able to DPS just as well as other striker classes? Because that's the tree's role.
Cheers
You may think Temptation is broken and useless, but it doesn't mean it should heal like a DC.
In fact the Temptation tree has a HP, LS, and Power party buffs, as well. There is also up to 15% personal and 5% party DR there.
Additionally, all SWs also have access to FoE, No Pity No Mercy, and Warlock's Curse to boost personal damage significantly (39% extra damage and high-uptime CA for class that stacks max Charisma is no chopped liver).
So yes, perhaps people are disappointed they can no longer mainheal. I don't think SWs should have been able to do that in the first place.
You may think Temptation is broken and useless, but it doesn't mean it should heal like a DC.
In fact the Temptation tree has a HP, LS, and Power party buffs, as well. There is also up to 15% personal and 5% party DR there.
Additionally, all SWs also have access to FoE, No Pity No Mercy, and Warlock's Curse to boost personal damage significantly (39% extra damage and high-uptime CA for class that stacks max Charisma is no chopped liver).
So yes, perhaps people are disappointed they can no longer mainheal. I don't think SWs should have been able to do that in the first place.
So can we take it that you are just fine with a DPS cleric then ??
So can we take it that you are just fine with a DPS cleric then ??
Not even sure what this means. Or how it relates to the proposed "solution" for Temptation, which involves putting enormous amounts of flat LS and LSS fairly early in the paragon tree (hint: a better way to achieve the same result is to rework the capstone yet again).
Not even sure what this means. Or how it relates to the proposed "solution" for Temptation, which involves putting enormous amounts of flat LS and LSS fairly early in the paragon tree (hint: a better way to achieve the same result is to rework the capstone yet again).
since noone seems to run a templock in T2 to tells us if he performs and synergizes well with mainheal+ buffs on top we will not know about the so called "uselessness" of the tree
temp lock in mod 4/5 beeing was far overpowered with these ammounts of healing, topping each DC
in case of nerfed CD from fury tree there might be not such a big difference any more between both trees, intersting would be how the aggro-management is from temp lock dealing damage + healing, do you instantly kiss the floor by getting focussed from archer in T2?
since noone seems to run a templock in T2 to tells us if he performs and synergizes well with mainheal+ buffs on top we will not know about the so called "uselessness" of the tree
temp lock in mod 4/5 beeing was far overpowered with these ammounts of healing, topping each DC
in case of nerfed CD from fury tree there might be not such a big difference any more between both trees, intersting would be how the aggro-management is from temp lock dealing damage + healing, do you instantly kiss the floor by getting focussed from archer in T2?
CD procs additional 60% additional damage, which means templocks will do almost 40% less damage (as opposed to 50% less with the old CD). That's without accounting for the various damage buff paragon feats that can proc -- so I'm afraid even with the CD the Fury line will outdamage Temptation considerably.
My view is that Temptation has a role as an off-tank/off-healer line that provides DR and group heal functionality. So I agree that if you're foregoing a huge chunk of damage to go Temptation, you should be compensated with additional healing. So having some critical severity deep in this tree is not without merit -- I just don't think it should be to the extent to which you can mainheal with a SW.
CD procs additional 60% additional damage, which means templocks will do almost 40% less damage (as opposed to 50% less with the old CD). That's without accounting for the various damage buff paragon feats that can proc -- so I'm afraid even with the CD the Fury line will outdamage Temptation considerably.
My view is that Temptation has a role as an off-tank/off-healer line that provides DR and group heal functionality. So I agree that if you're foregoing a huge chunk of damage to go Temptation, you should be compensated with additional healing. So having some critical severity deep in this tree is not without merit -- I just don't think it should be to the extent to which you can mainheal with a SW.
did you ever checked ACT mod 5 and compared it with mod 6,
mod 5 CD: it was about +16% to 20% from over all damag, running all necrotic encounter and at wills
mod 6 CD: only to give you an impression , one eCC run with SB warloc using SS, DT, HS, once scipped HS for WB for advaturerparty, it is the fantastic ammount of.......8% overall damage, eight in words
going temp lock you take 15 points in fury up to hell touched, so you miss:
gift of the executioner: can´t say how much it deals all in all 15% more necrotic damage, realted to HP of target..think about it yourself probabaly its weak in dealing with trash
brutal curse: +10% damage to targets with WC, doesn´t deal lots of numbers , since i use 2-3x WC, HS, DT-->all consumed byby +10%
afterwards i spam SS+WC thats 10% more damage from SS wich is my 2. encounter dealing 15% damage
TT 48% of all in this scenario, can´t say why, normally not that hhigh..it happend by dealing with adveturer party, they melted away from TT followed by WB+DT+5xSS
so all in all it would never ever be more than 30% less damage running temp lock for sure, i guess its probably 20% less damage
and i assure you that CD is in no scenario better than 8% in my case , and i am sure that my setup is fine going like i wrote, since HS is the fastest way to build up sparks by far, i could skip DT but it deals good aoe, so in the end its spamming SS that deal up 200k crits
creeping death as cap stone is <font color="orange">HAMSTER</font> in mod 6 and if you dream of a fat 60% additional damage from your necrotic encounter i would say ..dream on
did you ever checked ACT mod 5 and compared it with mod 6,
mod 5 CD: it was about +16% to 20% from over all damag, running all necrotic encounter and at wills
mod 6 CD: only to give you an impression one eCC run with SB warloc using SS, DT, HS, once scipped HS for WB for advaturerparty, it is the fantastic ammount of.......8% overall damage, eight in words
--snip--
creeping death as cap stone is <font color="orange">HAMSTER</font> in mod 6 and if you dream of a fat 60% additional damage from your necrotic encounter i would say ..dream on
I haven't compared parses. But my intuition will be that if CD accounts for 20% of total damage, stuff was dying way too quickly (so a large amount of CD ticks would just not have time to proc).
I don't dream of anything. But if your CD damage isn't 60% of your necrotic damage, you have nothing to worry about -- that just means trash melts way too quickly for delayed ticks to proc :P
I haven't compared parses. But my intuition will be that if CD accounts for 20% of total damage, stuff was dying way too quickly (so a large amount of CD ticks would just not have time to proc).
I don't dream of anything. But if your CD damage isn't 60% of your necrotic damage, you have nothing to worry about -- that just means trash melts way too quickly for delayed ticks to proc :P
ask anyone else about the percentage their creeping death deals over all, its redicules for a cap stone
your cereping death will not deal any better i guess, or did you fix it yourself?
20% over all damage was a top mark in mod 5, now its 8% not more
compare it to destroyer capstone f.e. and you will start to cry: 20% bonus damage from encounter 50% over all damage....fifity !
and this 50% buff just last for 25 seconds adn is build up in 2 seconds going unstoppable, so lets say it´s nearly allways there
ask anyone else about the percentage their creeping death deals over all, its redicules for a cap stone
your cereping death will not deal any better i guess, or did you fix it yourself?
20% over all damage was a top mark in mod 5, now its 8% not more
I'm not questioning anyone's parses. I can do my own parses if I need to.
But if something that's supposed to proc 100% of your damage over 8 seconds but accounts for just 20% of your damage overall, this simply means mobs live, on average, about 2 seconds (so about 75% of the total duration of your DOT is wasted). That's how the math works.
Either that, or something is bugged quite significantly (which wouldn't surprise me, we're talking PWE/Cryptic, after all).
On the other hand, if you can wipe trash in 2 seconds, you probably don't have much to complain about.
I'm not questioning my parses. I can do my own parses if I need to.
But if something that's supposed to proc 60% of your damage over 8 seconds but accounts for just 20% of your damage overall, this simply means mobs live, on average, about 3 seconds (so about 60% of the total duration of your DOT is wasted). That's how the math works.
Either that, or something is bugged quite significantly (which wouldn't surprise me, we're talking PWE/Cryptic, after all).
sure going dragon HE´s you could achieve about 20% damage from CD on one target in mod 5, but it never was 50% from all damage (100% in 8 sec.)
now dealing 60% it would be according to the tooltip 37,5% if using necrotic damage exclusively, but....you never get that ammount even playing a perfect rotation all time
dealing trash you can´t keep up WC that good all time, only option would be skip DT
probably there are some player that can deal better in proccing that capstone, but all in all this capstone is B.ull****:
" if your targets are cursed by WC and necrotic damage is incoming they get inflicted with creeping death"
if..if..if.. only waiting for the next mod that tells you this happens only in case the sun is shining and you attack the enemy from behind shoeless balancing a potato on your head
your math maybe right but reality tells you something else, get Act and be shocked
sure going dragon HE´s you could achieve about 20% damage from CD on one target in mod 5, but it never was 50% from all damage (100% in 8 sec.)
now dealing 60% it would be according to the tooltip 37,5% if using necrotic damage exclusively, but....you never get that ammount even playing a perfect rotation all time
dealing trash you can´t keep up WC that good all time, only option would be skip DT
probably there are some player that can deal better in proccing that capstone, but all in all this capstone is B.ull****:
" if your targets are cursed by WC and necrotic damage is incoming they get inflicted with creeping death"
if..if..if.. only waiting for the next mod that tells you this happens only in case the sun is shining and you attack the enemy from behind shoeless balancing a potato on your head
Fair enough -- frankly, I absolutely forgot about the need to keep WC up.
They need to reduce our cast times on spells, and truly make us a mobile caster. Pillar of power and many of our curses are just completely useless, especially compared to our caster counterpart the Control Wizard. Our shadowslip is a joke of a utility. It is extremely weak, and it is only slightly more useful for Temptation builds. It doesn't reduce enough damage, and it runs out far too quickly.
Our caster counterpart can dodge, bubble shield, CC with extremely quick casts, and they can do great dps while controlling their victim. Their Dailies are far more useful than ours, and it just reminds me how useless Gates of Hell is, a cornerstone of the SW class.
The temptation capstone clearly needs rework. I tried this mod to find a way to make it work, I really wanted it to work. Just to have something that is different. It had its shining moments at times when doing heroics events. Sometimes you would see the occasional 10k to 15k hea1s on several players all at once which might seem like a lot. However if you think about it a 10k to 15k heal is a drop in the bucket for mod 6, and that only happens once in a while. I ran esot with a GF that had an item level a little over 2400 that not only did more damage than me, but out healed me as well. That was it for me, I don't expect it to out heal a DC, but to be out healed by a GF, plus out damaged lol. Some of the feats in that tree are a complete waste of points. Look at 'Aura of Cruelty' most players no longer stack life steal so if you place points in feats that increase life steal chance for players around you it is complete waste. 5% of 0 is still 0. Maybe if the entire party was all temp warlocks this might be useful for a laugh, but you would all be dead before you would even steal one life point. Vampiric embrace heals for 100% of it's value, I tried this out. Sometimes it would heal players around me for 5k but sometimes it didn't heal at all. Why would anyone want to equip this for a chance to heal when there are better options? like drinking a potion maybe LOL.
They need to reduce our cast times on spells, and truly make us a mobile caster. Pillar of power and many of our curses are just completely useless, especially compared to our caster counterpart the Control Wizard. Our shadowslip is a joke of a utility. It is extremely weak, and it is only slightly more useful for Temptation builds. It doesn't reduce enough damage, and it runs out far too quickly.
Our caster counterpart can dodge, bubble shield, CC with extremely quick casts, and they can do great dps while controlling their victim. Their Dailies are far more useful than ours, and it just reminds me how useless Gates of Hell is, a cornerstone of the SW class.
It doesn't multiply life steal chance, it adds to it. Including the temp warlock himself. Someone with 0% life steal gets 5%, someone with 8% gets 13%, someone with 12% gets 17%, and so on.
AoC 5% life steal chances is look like u have 2000 life steal stat better than soul reaping(basic feat) and hope stealer( temp feat ) .
The buff is add permanently 24/7
HELLBOI (HELLBRINGER) LVL 70 (SW)
THE BEST TEAM IS ALWAYS LEAD THE BEST YOUR BUILD .
THE BEST WEAPON THAT WE HAVE IS TEAM MATES , NOT YOU .
They need to reduce our cast times on spells, and truly make us a mobile caster. Pillar of power and many of our curses are just completely useless, especially compared to our caster counterpart the Control Wizard. Our shadowslip is a joke of a utility. It is extremely weak, and it is only slightly more useful for Temptation builds. It doesn't reduce enough damage, and it runs out far too quickly.
Our caster counterpart can dodge, bubble shield, CC with extremely quick casts, and they can do great dps while controlling their victim. Their Dailies are far more useful than ours, and it just reminds me how useless Gates of Hell is, a cornerstone of the SW class.
agree some part . but we still have a pro SW around PVP corner . that y we got nerf badly .
HELLBOI (HELLBRINGER) LVL 70 (SW)
THE BEST TEAM IS ALWAYS LEAD THE BEST YOUR BUILD .
THE BEST WEAPON THAT WE HAVE IS TEAM MATES , NOT YOU .
SW encounter powers boosted in general -- most should do a little to significantly more damage, some should have shorter casting times. Boosting up the Fury capstone is undesirable; if anything, it should be knocked down to about 50%, while SW damage in general is brought up, making for a smaller difference in damage between the trees (recall that Fury also gets the most and best damage boosts of the three trees outside of the capstone itself). All SWs should functionally be decent strikers.
sry but do you really mean Creeping death should be lowered in damage? or do I misunderstood this post?
Creeping death is meaningless atm in over all damage, most time as i posted its about 8%, thats redicules
what would be the purpose to play fury tree any more if you cap the damage once again
please read the tooltip from Creping death: if your targets are cursed by WC and necrotic damage is incoming they get inflicted with creeping death... so what does this mean in practice?
just imagine a dungeon run, what are your encounters doing trash ?
how many times do you cast WC and keep it up all time in case its consumed or runs out?
only way would be buff cap stone from fury tree because lower it would make that path meaningless
my suggestion would be somthing like: a overall damagebuff since only bufffing necrotic? why? doesn´t make sence to me, and unchain this buff from this BS-walock-Curse
sry but do you really mean Creeping death should be lowered in damage? or do I misunderstood this post?
Creeping death is meaningless atm in over all damage, most time as i posted its about 8%, thats redicules
what would be the purpose to play fury tree any more if you cap the damage once again
please read the tooltip from Creping death: if your targets are cursed by WC and necrotic damage is incoming they get inflicted with creeping death... so what does this mean in practice?
just imagine a dungeon run, what are your encounters doing trash ?
how many times do you cast WC and keep it up all time in case its consumed or runs out?
only way would be buff cap stone from fury tree because lower it would make that path meaningless
my suggestion would be somthing like: a overall damagebuff since only bufffing necrotic? why? doesn´t make sence to me, and unchain this buff from this BS-walock-Curse
CD (and the SW class in general) is clearly designed as a tool to inflict massive single-target damage -- not clean trash.
CD (and the SW class in general) is clearly designed as a tool to inflict massive single-target damage -- not clean trash.
And CW is?
CD combined with TT is what gave SW the trash clearing potential. In fact, it's the only thing that gave SW trash clearing potential. DT and FB are useful but nowhere near as potent as what CW has.
So, really, why are we suggesting a nerf to a capstone that's already been nerfed several times?
Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?
And CW is?
CD combined with TT is what gave SW the trash clearing potential. In fact, it's the only thing that gave SW trash clearing potential. DT and FB are useful but nowhere near as potent as what CW has.
So, really, why are we suggesting a nerf to a capstone that's already been nerfed several times?
That's what I'm saying, the SW doesn't seem designed for trash cleaning and that's perfectly fine. Not every class should be.
Also, his idea is not to nerf the capstone, it's to rebalance damage to make difference between paths less noticeable.
Comments
Because why having a tree that does healing if it's obviously not on par with the others?
Because Warlock have little to no buffing abilities to compensate with temptation tree in comparison to healers, you want to not be able to heal well either?
Because Temptation is broken and useless atm, I can add more salt if you want.
Oh and lastly, DCs can deal damage, why should a leader class be able to DPS just as well as other striker classes? Because that's the tree's role.
Cheers
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
No, way too strong. I think dark revelry stands well as one of the only useful buffs temptation has, and I would think it's good to keep it. Upping life steal chance by 50% you're going to make my warlock 90% life steal chance, I dont think that'll be a good move.
Creeping death was nerfed because of the interaction with the daily power tyranical threat. Instead of putting tyranical threat to a human level they nerfed the class instead, so we have a weak class with a god daily (Even with the nerf this daily is like crack, its way too strong, the only reason warlocks dont spam it anymore is because they cant manage the agro anymore like we did in m5)
As for creeping death. My opinion is 100% over 4 seconds, no less.
I think more is necessary to call it fixed. Temptation needs to see the healing AoE thing removed, and to be able to synergizes with life steal severity, and get some life steal severity feats, somewhere.
The class itself needs to be rebuffed to be on par with others in DPS, because it's behind right now, and doing that will put temptation back in place because the above alone would not suffice IMO to make it acceptable, you heal trough DPS so you need DPS to be effective.
Most likely, the flaw behind temptation is the lack of buffing within the tree, and the end game dungeons require you to buffs more than straight up healing. Unless they make a move on the potential of buffing of the tree overall it will stay behind the DCs and OPs because it has little to not support ability outside the stream of healing, which is not enough to be a main healer.
Seeing as the class do have some DPS, the above mentionned would make it a viable off-healer, however you could not be relied upon as the main healer of the dungeon.
And Macjae? I'm not sure, perhaps you meant my thread :cool: 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
It's game design, not class design.
TempLocks could main heal for a dungeon in Mod 5. This is partly because incoming damage wasn't insanely high and because the feats weren't yet nerfed.
Now, you need those ridiculous spike heals in order to sustain a party, which TempLocks can't deliver. By increasing mob difficulty to this extent, they already phased out TempLock. Why they felt it necessary to nerf was beyond me.
Go Cryptic!
PS - I quit.
We agree on this. By design you cannot main heal with templock as it is now, because it has no burst healing and because it lacks the buffing power to keep your party up.
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
never tried or saw a tamp lock these days, could be comfortable running a dc/temp lock combination, both do mitigation both heal both buff , the synergism might be that strong that i could use other stuff buffing group as dc BtS f.e.
can´t say a lot about damage from templock, but in mod 4 and 5 it was a winnning garantie, played temp lock fro some time and the random runs were much more comfortable for everyone
Additionally, I'd suggest having Soulfire and Mocking Soul merged into one trait, since they fulfill the same role and Soulfire deals virtually no damage.
In fact the Temptation tree has a HP, LS, and Power party buffs, as well. There is also up to 15% personal and 5% party DR there.
Additionally, all SWs also have access to FoE, No Pity No Mercy, and Warlock's Curse to boost personal damage significantly (39% extra damage and high-uptime CA for class that stacks max Charisma is no chopped liver).
So yes, perhaps people are disappointed they can no longer mainheal. I don't think SWs should have been able to do that in the first place.
So can we take it that you are just fine with a DPS cleric then ??
temp lock in mod 4/5 beeing was far overpowered with these ammounts of healing, topping each DC
in case of nerfed CD from fury tree there might be not such a big difference any more between both trees, intersting would be how the aggro-management is from temp lock dealing damage + healing, do you instantly kiss the floor by getting focussed from archer in T2?
My view is that Temptation has a role as an off-tank/off-healer line that provides DR and group heal functionality. So I agree that if you're foregoing a huge chunk of damage to go Temptation, you should be compensated with additional healing. So having some critical severity deep in this tree is not without merit -- I just don't think it should be to the extent to which you can mainheal with a SW.
mod 5 CD: it was about +16% to 20% from over all damag, running all necrotic encounter and at wills
mod 6 CD: only to give you an impression , one eCC run with SB warloc using SS, DT, HS, once scipped HS for WB for advaturerparty, it is the fantastic ammount of.......8% overall damage, eight in words
going temp lock you take 15 points in fury up to hell touched, so you miss:
gift of the executioner: can´t say how much it deals all in all 15% more necrotic damage, realted to HP of target..think about it yourself probabaly its weak in dealing with trash
brutal curse: +10% damage to targets with WC, doesn´t deal lots of numbers , since i use 2-3x WC, HS, DT-->all consumed byby +10%
afterwards i spam SS+WC thats 10% more damage from SS wich is my 2. encounter dealing 15% damage
TT 48% of all in this scenario, can´t say why, normally not that hhigh..it happend by dealing with adveturer party, they melted away from TT followed by WB+DT+5xSS
so all in all it would never ever be more than 30% less damage running temp lock for sure, i guess its probably 20% less damage
and i assure you that CD is in no scenario better than 8% in my case , and i am sure that my setup is fine going like i wrote, since HS is the fastest way to build up sparks by far, i could skip DT but it deals good aoe, so in the end its spamming SS that deal up 200k crits
creeping death as cap stone is <font color="orange">HAMSTER</font> in mod 6 and if you dream of a fat 60% additional damage from your necrotic encounter i would say ..dream on
I don't dream of anything. But if your CD damage isn't 60% of your necrotic damage, you have nothing to worry about -- that just means trash melts way too quickly for delayed ticks to proc :P
ask anyone else about the percentage their creeping death deals over all, its redicules for a cap stone
your cereping death will not deal any better i guess, or did you fix it yourself?
20% over all damage was a top mark in mod 5, now its 8% not more
compare it to destroyer capstone f.e. and you will start to cry: 20% bonus damage from encounter 50% over all damage....fifity !
and this 50% buff just last for 25 seconds adn is build up in 2 seconds going unstoppable, so lets say it´s nearly allways there
But if something that's supposed to proc 100% of your damage over 8 seconds but accounts for just 20% of your damage overall, this simply means mobs live, on average, about 2 seconds (so about 75% of the total duration of your DOT is wasted). That's how the math works.
Either that, or something is bugged quite significantly (which wouldn't surprise me, we're talking PWE/Cryptic, after all).
On the other hand, if you can wipe trash in 2 seconds, you probably don't have much to complain about.
sure going dragon HE´s you could achieve about 20% damage from CD on one target in mod 5, but it never was 50% from all damage (100% in 8 sec.)
now dealing 60% it would be according to the tooltip 37,5% if using necrotic damage exclusively, but....you never get that ammount even playing a perfect rotation all time
dealing trash you can´t keep up WC that good all time, only option would be skip DT
probably there are some player that can deal better in proccing that capstone, but all in all this capstone is B.ull****:
" if your targets are cursed by WC and necrotic damage is incoming they get inflicted with creeping death"
if..if..if.. only waiting for the next mod that tells you this happens only in case the sun is shining and you attack the enemy from behind shoeless balancing a potato on your head
your math maybe right but reality tells you something else, get Act and be shocked
Our caster counterpart can dodge, bubble shield, CC with extremely quick casts, and they can do great dps while controlling their victim. Their Dailies are far more useful than ours, and it just reminds me how useless Gates of Hell is, a cornerstone of the SW class.
That does sum things up very well thank you.
AoC 5% life steal chances is look like u have 2000 life steal stat better than soul reaping(basic feat) and hope stealer( temp feat ) .
The buff is add permanently 24/7
THE BEST TEAM IS ALWAYS LEAD THE BEST YOUR BUILD .
THE BEST WEAPON THAT WE HAVE IS TEAM MATES , NOT YOU .
agree some part . but we still have a pro SW around PVP corner . that y we got nerf badly .
THE BEST TEAM IS ALWAYS LEAD THE BEST YOUR BUILD .
THE BEST WEAPON THAT WE HAVE IS TEAM MATES , NOT YOU .
sry but do you really mean Creeping death should be lowered in damage? or do I misunderstood this post?
Creeping death is meaningless atm in over all damage, most time as i posted its about 8%, thats redicules
what would be the purpose to play fury tree any more if you cap the damage once again
please read the tooltip from Creping death: if your targets are cursed by WC and necrotic damage is incoming they get inflicted with creeping death... so what does this mean in practice?
just imagine a dungeon run, what are your encounters doing trash ?
how many times do you cast WC and keep it up all time in case its consumed or runs out?
only way would be buff cap stone from fury tree because lower it would make that path meaningless
my suggestion would be somthing like: a overall damagebuff since only bufffing necrotic? why? doesn´t make sence to me, and unchain this buff from this BS-walock-Curse
And CW is?
CD combined with TT is what gave SW the trash clearing potential. In fact, it's the only thing that gave SW trash clearing potential. DT and FB are useful but nowhere near as potent as what CW has.
So, really, why are we suggesting a nerf to a capstone that's already been nerfed several times?
Go Cryptic!
PS - I quit.
Also, his idea is not to nerf the capstone, it's to rebalance damage to make difference between paths less noticeable.