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  • But you just said: 1. we're only arguing about these boots because we're ignorant regarding what makes cursed items "good" 2. strong evidence for these boots being "good" is that we're arguing about them ??? Presumably the Crown of Brambles was intended to be good, with higher-than-usual power for its day, though it…
  • Why are you so convinced the playerbase is unfamiliar with this concept? Not only did mod16 include a slew of gear with stat tradeoffs (Gurdunn's Defense, etc), and not only has the game long featured BiS gear that gives bonus damage at the expense of daily damage, but for well over a year we've even had peculiar malus…
  • While I'm in that group of players who think Castle Ravenloft and LoMM do belong in REDQ, or at least must be transitioned into that list eventually, Cradle of the Death God does pose a problem. In mDemo, green-tear-hunters are a headache, but manageable; in mSVA, players who roam around in the blizzard will be eliminated…
  • It's been a struggle to get this point across in previous discussions on these boots... the hypothetical healer for theorycrafters always seems to be a DC. But unlike them, or Paladins, Soulweavers clearly aren't designed to overheal. I've given up trying to present a Soulweaver perspective though: I'm ready for the…
  • Those paingiver results from LoMM would perhaps have been more illuminating if the other DPS weren't a Hellbringer and a second Dreadnought...
  • Players will sacrifice 25% incoming healing to get 5% more damage, yet I still can't convince them to briefly enter the Pillar of Power to get 5% more damage for free :weary:
  • I am millions upon millions deep in RAD I'll never be able to refine, have the friends and means to speed-farm T9/LOMM/CODG all day if I wanted, yet I queue REDQ because 1) I enjoy the chaos, and 2) quite often I'm a reinforcement healer and it's fun to get a totally-busted dungeon back on track. (And I guess because I…
  • Corpse run time. Hopefully you can find a necromancer with a few spare Jade Inlaid Coffins.
  • If you have a known and coordinated group (big if, I admit), moving against the candles is not difficult, and is even actually quite entertaining. My regular CR group has developed callouts for the possible candle patterns, and there's only one tricky moment that takes a bit of practice: a two-pulse wave, first middle and…
  • Which reminds me how the Malabog's redesign turned one of the more entertaining older dungeons into a sleepwalk... I feel so disappointed every time I walk into that room that was once crammed with storm-flinging cyclopes, and now only has two phase spiders :/
  • Too easy, too hard... yet what unites us is our disappointment when we open the chest at the end. myself, I agree that the dungeons are on their face very easy, and like the OP have done my share of three-person T9s etc (and we only brought in that third for the key mechanic...) Another tier of five-person dungeon…
  • Not many warlocks will argue that Hellbringers are in a good place, or are even particularly fun to play, but both paragons are effective in content outside the Tower of the Mad Mage, and Soulweavers are viable everywhere. The single-target weakness of the Hellbringer isn't especially striking in REDQ dungeons or scaled…
  • I hear you. Yes, the fight goes downhill very quickly if only one person is capable of reliably taking out multiple mimics in succession. I've managed to pull through some real DPS-shockers with serious healing+tanking against massive golem swarms, but that requires a healer+tank who are fully sympatico, not two supports…
  • I swapped Lingering Sustain out for Life Bind very early, but this might further explain why it's so underwhelming. Incidentally, Warlock's Bargain also doesn't seem to heal for anything like the 200 mag it promises...
  • I'm on PS4 so can't test it yet myself, but I would expect there to be a "sweet spot" for creeping death where a boss has enough health to make a long-ish fight, but not enough health that you can exploit Executioner's Gift bonus to its fullest. It makes sense that Creeping Death would outperform on Trobriand, Bore Worm,…
  • It stacks to 100 magnitude every 2 seconds, which is actually quite strong for a DOT. The issues are that 1) it doesn't crit and 2) it still competes with a feat which is not only better at the same task, but is useful in a wider variety of fights
  • to be fair, the Arcturia fight is quite easily done with only two strong DPS if the mechanics are played right: you only need to kill 6 mimics to end the phase, so the strong DPS can burst the first mimic at their corners, then dash to join the other two corners, finish the other pair, then help finish the last two. One…
  • Thief of Life, no. From the Brink is far better. The up-to-10% incoming healing is a large increase to a large number; Thief of Life provides a tiny increase to a tiny number. (This is even more true after the removal of Killing Flames, once our only source of notable Soul Defiler healing.) Life Bind, however, is much…
  • If I follow the discussion correctly, these figures are still a bit grim... just not in the way the original poster interpreted. M17 had a negligible effect on the playerbase, but M16 had already coincided with a massive depletion on a scale not likely to be repeated a second time (or else the game really would be on life…
  • To add to this, I think that the issue here is that Creeping Death and Executioner's Gift are competing for the same role: they're both designed to shine in long fights against high-health targets. Between the two, Executioner's Gift also perform better (if not especially well) in short fights---for bursting down a…
  • It's a straightforward ratio, nothing that requires any degree: to have the maximum crit chance of 50%, you need to have 1.25x your power in crit (or to express it another way, have critical strike be 125% of your power.) For example, my own ToMM loadout (soulweaver) runs 190k crit as to help support her power of 140k…
  • These boots have a penalty, so evidently someone is being penalized for wearing them. If the penalty is harsh, then someone is being harshly penalized. And I cannot follow this line of reasoning that only DPS---wily, artful, well-geared, nimble DPS---wear the penalty, and that healers have no stake in the matter. Never…
  • Absolutely. And as a warlock healer, the main reason I'd want more % healing gear is---ironically---to allow us to support items like these boots!
  • The impression is that you are treating it as the golden standard. In your initial post, you only expressed regret that thsee boots have gone from -50% to -25%; furthermore you say that game design is going backwards and that the community has given bad, ill-informed feedback. But the community has responded to you, and…
  • I'd prefer to say that I'm trying to speculate, which is not the same as making slippery slope arguments. I think it's quite reasonable to propose that there will be a shifted preference towards healers that can drastically over-heal if optimal DPS now requires overhealing. And I think it not only reasonable but empirical…
  • Say that the copy-paste build guide this DPS relies upon includes those boots, with the caveat that it "requires an exceptional healer." The DPS believes the healer is therefore at fault, because better healers would not let them die. The two fight in group chat. Maybe the group agrees to kick the DPS. Maybe the group…
  • Both these statements are entirely true. And absolutely we should always want content designed with the expectation of coordinated, tactical communication that allows for "interesting" gear like this. The social reality of Neverwinter is that Incoming Healing is, for too many players, an obscure stat; high-IL items come…
  • The crux of the disagreement from we "people" is the extent of this penalty, not the concept of gear penalties per se. A massive -50% to this expensive, important, and widely-underutilised-among-everyday-players stat is an extreme way to introduce this new system of gearing to the general playerbase; I'm surprised anyone…
  • A hundred times yes---my regular team clears LoMM with four people, and I am always the healer. I'd go so far as to say that Soulweaver is the best healer for Arcturia (because Shatter Spark is easy-mode cocoon healing) and Trobriand (because Soul Reconstruction makes a tank immortal, and Warlock's Bargain will cleanse the…