we had 3 feat trees on wizard in the past : Controller, thaumathurge and renegade, they could have made 3 wizard class paragons, the controller would be arcane powers + cold powers, the thaum arcane powers+fire powers and renegade would be arcane powers+lightning powers, the arcane powers should be spread between lvl1 and…
- Divine - your at-will, encounter and daily powers that heal targets +1% divinity(clerics and paladins) + 10% outgoing healing; - Divine soul - when using your at-will, encounter and daily powers to heal targets +1% soulweave(warlock) + 10% outgoing healing; - Inspiration - when using your at-will, encounter powers, daily…
overloads is weird to slot on companion, the more reasonable thing to do is companion gear reinforce kit to apply on companion gear that work like character gear equip bonus, but the bonuses similar to the ones you mentioned up, these will only work on combat companions and the effects work towards allied companion rather…
- Divine - your at-will, encounter and daily powers that heal targets +1% divinity(clerics and paladins) + 10% outgoing healing; - Divine soul - when using your at-will, encounter and daily powers to heal targets +1% soulweave(warlock) + 10% outgoing healing; - Inspiration - when using your at-will, encounter powers, daily…
@nitocris83 pre-question post to address the the class q&a stream ahead, maybe sort them by like/awesome/insightful/agree votes on the question for priority when you ask in the stream might help
the idea was well thought, the implementation lacks effort. they should have put: - 4 offence slots(power, accuracy, critical strike, critical severity), - 4 defense slots(defense, deflection, critical avoidance, deflect severity), - 4 utility slots(ap gain, recharge speed, movement speed, incoming healing, forte, outgoing…
the new glyph of potency and maybe the blue quality mote(not the cyan mythic one that would be to much), rank 1 enchantments pack(bound to account), trade bar have new r1 enchantments, combat enchantment, bonus enchantments, companion runestone, preswards
@"cryptic39#8917" the only thing i saw on new gear that is a no no for me, is that bound to character on equip rather than bound to account on equip, drop chance can be a pain to farm if we going to go for another round of rng for a second char all over again. about the upgrades from epic to legendary looks awesome, maybe…
they shouldn't have never add rank 2 and rank 3 exchange in the first place and make all enchantment sloted character exchange for rank 1 pack each when sent to mail. everyone is happy and everyone starts at same level as if everyone had r15 in the past and now improve together from there, if u complaining about the color…
@"noworries#8859" this here need to be: on failed action consume 1 random resource or the ward protecting that random resource and not on failed action consume 1 random resource or all slotted wards
have you tried the right augment companion with the right stats for you? fighting companion got nerfed to the ground when you loose the companion rune slots to add stats, the new enchantments combined rating values seem to low
this was a good way to introduce class based combat enchantments like: - Vorpal - chance on melee hit if enemy has 5% hp enemy dies(rogue ^^) (something similar to vorpal blade in d&d) + 10% outgoing(this is the basics for dps oriented specs); - arcane - your at-wil, encounter and daily powers on hit give you 1 arcane…