Weapon enchant doesn't seem to show up on your character sheet for crit severity. It's working though. The only things I've noticed that show up are feats/racials/companion bonuses/features that increase severity.
Drow. +Dex for dmg, +Wis for crit. Darkglow is a nice stat as well. Half-orc is a very strong possibility since the archery tree focuses on crit and Strength = armor penetration.
Laziest fix ever. They're basically saying they're not competent enough to code it properly by throwing up a random 3 stack max. Should be 3 stacks per wizard, not in total.
HV is still the best set only stacking to 3. CW will still monopolize dungeon slots. The only thing will change is runs will slow down. But they'll still be faster than bringing gwf/gf and extra TRs along.
I've only ran one log. But after a typical CN run, it was 6% flank, 1% normal damage for a CW guildy of mine. Perhaps it was a fluke, but the fact it CAN produce up to 7% of your overall damage makes it the best boon in terms of damage.
If you have a guild/friends who are willing to help, It's much easier now. I got my entire swash set in less than a day. But if you are forced to gear up via queues and/or pub groups, I imagine it's a nightmare. Between 40min queues that can't kill the 3rd boss in most t2s and people wanting 12k gearscore for everything,…
Well, the basic information for you is rather simple. 2540 Armor penetration (24%) is needed to deal full damage to bosses. But some will argue CW doesn't need as much given they spend most of their dps time on adds (which only 22% is needed.) Regardless, armor penetration above crit til you get the desired number you…
Basically you can spend months grinding the gear/enchants/ad in order to get yourself geared up or buy Zen. Why do you think they want gear/enchants to be so tedious to get? Basically they don't want players making much AD in game to forcefully drive them to the zen store. The game was amazing pre module 1. Now it's just…
Don't understand this reasoning. Why would you stop recovery lower than crit when it has less diminishing returns? Recovery remains an efficient stat for DC upwards of 3500. 1k power is only about 4% more healing.
Repel is used for it's convenient cooldown, cycling it and chill strike is 100% uptime. 100% uptime for the entire group makes up for it's lower damage.
The only thing that's really changed for me is that icy rays causing stacks helps your margin for error. Chill strike on mastery seems wasteful in a mastery slot in a single target fight. You could easily just use icy rays right after chill strike for the 3rd stack. I still just alternate CS and repel. CS on cooldown,…
I've been trying to make a decision about 5/5 Learned spellcaster vs 2/5 Learned spellcaster + 3/3 Focused Wizardry. Any thoughts on this? It seems the latter will definitely perform better in aoe situations, but assuming you use chilling cloud and shard in your ST rotation as well, seems like it'd be pretty close for…
So fix the exploits in the dungeons instead of introducing the laziest and most obvious cash crab change possible? Fixing the dungeons would have been an amazing fix to the influx of items. But that was just a thinly veiled attempt to make players think the change was for them.
Should tiefling still take Tempest magic over elemental empowerment? Unless my math is wrong, tempest magic seems to contribute a maximum 1.5% dmg for tiefling (assuming you don't outright kill them at 31%+.) Elemental empowerment seemingly (I have no numbers) would contribute more than 1.5%, no?
It's easy vs few targets, but control wizard spends a big part of every dungeon fighting adds. If you can maneuver well enough to give yourself and your whole party combat advantage without losing much damage, I'd agree. That's more or less what I was referring to.
I'm curious about these two, is this from extensive testing? Is chilling presence really outperforming eye of the storm? And if it's not, wouldn't Nightmare Wizardry be better than biting cold if you slot eye of the storm?