Actually, elemental empowerment unlike the description states does indeed reduce the target's dr by 10%. It also gains the benefit of applying itself before your encounter damages it's target, so powers like steal time or sotea will always reap the extra 10%. Lastly, the debuff effects all other teammates too.
Frarii, I'd go back to bronzewood simply cause plague fire is bugged at the moment and the debuff only stacks once despite PF dmg stacking to 3. The dev team is aware of the bug apparently, but god only knows how long it will take before they decide to fix it, if ever.
There are perhaps a few flaws in bronzewood enchantment that should be pointed out. -The marking only applies itself "after" the target is hit by an encounter and loses out on its benefits. This is unlike the mark on enforced threat in which it applies itself beforehand, thus gaining the 10% damage boost. -The amount of…
After the patch, I switched over to Nightmare Wizardry from Bitter Cold due to the changes to Eye of the Storm and its insane proc rate (switched out Chilling Presence for EotS). As far as Phantasmal Destruction and Chaos Magic goes, I think they pale in comparison to thaum's later feats like Frozen Power Transfer,…
Perhaps to help clarify the difference, 250 power is approximately a %1 damage boost. Normally I'd say the average cw would jump all over that, but now we're facing a new dilemma - Potential life without shield. It would seem at least a few people are replacing it with other encounters (namely sudden storm and shard of the…
You're next best solution to gathering mobs into tight groupings would probably to use a gf + cw/chill combo. Have the gf spam the <font color="orange">HAMSTER</font> out of villain's menace to grab aggro and then simply have the cw use their CoI/icy/steal to lock them up. It won't be as ''clean'' as a sing, but should…
I suppose it's a moot point considering now that there will be even more of a demand for cw's during runs. With all melee classes' damage output being nerfed, there is even less of a reason to have them around. If a team of cw can keep mobs on lockdown and do similar/better damage, why bother otherwise. Even the tr will be…
Timeless isn't the farcry from stalwart that some people on the forums have stated IMO. I've tested both sets on multiple runs with the same group and found there to a about a 5% to 8% damage differential between the two. It hurts a little to lose that much damage output, but in juxtaposition to the other class nerfs, it…
I'm well aware of the builds. You have EF ap gain build and chill/control based build, both of which use steal time and shield. If there are any other viable builds, I have yet to see it in-game or on the forums. Also, with the shield ap nerf, you can kiss the chill build goodbye for the most part. Perhaps as a third cw it…
The shield nerf only hurts all the other "non-essential" classes as you will be required to have a minimum of 2+ cw for every dungeon to make the pushes. There is no way groups are now going to take a gf or gwf simply do to the fact they their former spot as the fifth will now be taken by yet another cw. I can only imagine…
I agree 110% with your assessment of singularity being the major source of problems plaguing the balance of the game on the PvE side. If it were nerfed, cw's would be literal punching bags without a gf to tank mobs for them. Also, without the ability to punt gwf aoe dmg would be a huge asset to the team to quickly dispatch…
The matter at hand is not a question of difficulty, but efficiency. People want PvE balance so that all classes serve a purpose and prove effective to the group while doing so. As far as PvP goes in online rpgs, now that is the true butt of the joke. People bragging about how they can beat others whilst equipped with…
Although logically you are correct, I would suspect a cw nerf only after 4 cw/1 dc become the new gold standard in all dungeons. And only well after every other classes has had a turn getting kneecapped. The problem is the current trend of nerfs indicate that the dev team's primary focus lies within the PvP realm, not PvE,…
As I stated before in this thread, the only thing the game need to balance the classes proper (in terms of pve) is to nerf singularity downright. If they're willing to nerf astral shield in an attempt to reduce dc redundancy, then why not do the same for the cw. I just don't see any other way of making each class equally…
It seems like freedumb4eva is looking at this from the perspective of a cw and only a cw. Outside of punting, singularity by itself is highly overrated. Sure, it helps YOU from danger as you re a ranged classes, but does nothing to mitigate damage for the melee classes whatsoever (outside the brief apex). You're basically…
This is the same exact situation the tr's are facing as well with the upcoming patch. Basically, all the coming changes hamper the pve tr's dmg output, but maintains their "OP-ness'' in pvp realm. I seriously don't understand what the hell the devs are doing... The true pve balance solution: Control Wizard: Arcane…
When speced for dps, both gwf and gf (the good ones) out damage tr's (up until the boss) and cw's, period. Often the problem is cw's that inflate their in important to the group by stating that they can both out control and out dps the other classes when running dungeons. While the former may be true (often isn't even the…
Lol, this is exactly what the fighter classes say too: leave it to the cw and dc, the support classes. It would appear everyone thinks their class should be a dmg dealer and nothing more.
This is untrue actually as the gf is very useful for spider if he knows what to do. If you are playing with a shaky group, a gf can use enforced threat/frontline to manage the adds all while maintaining dps on the boss. On the other hand, if playing with a solid group that can handle themselves, you can use knight's…
When doing spider temple, it's usually wise to bring two rogues along for the extra single target damage. Not only that, but they can also rotate smoke bombs to help keep the adds under control. Also, a gf is useful for the fight to take aggro off the cw or dc if they get jumped. As for the ranged character, I must stress…
Funny thing about all this talk as who has it worst when the two aforementioned classes have it the easiest in terms of survival. Yes, mages have to take care of the adds and tr's have to burn bosses, but the gf and dc have to survive the onslaught of aggro while providing dps/protection/healing to the team. This thread…
Whether or not the target is affected before or after is moot really. The reason being is in a 5-man dungeon your target(s) will likely be under some form of control the majority of the time. Well, at least from my experience.