There are plenty of other useful skills to slot in its place... Their limited resources should be focused on broken skills. I for one find it satisfying to send the mobs flying (in solo play) when it's generally vice versa. It's not like they go far, don't return fast and we don't have a closer.
No necessarily. OP got an across the board 14% damage increase. I only really follow AC and OP so I don't know where the other classes are. This also doesn't take into account the nerf to divinity generation.
Team comp is a personal decision. Generally speaking, those set ups aren't necessary to successfully complete a dungeon. I'm not disagreeing with you about there needing to be some type of limit (just for game management sake) but what's your plan for the buffers. There's a customer behind everyone of those and the reverse…
That's almost always the case going from multiplicative to additive. I was surprised more people didn't question that. Did you get a chance to test out the dps? Not only am I curious what type of personal change you see but how you fair in a decent group. I think most people (sans fanbois) have tempered their exceptions of…
Let's just leave it at we have a different direction in mind for viable dps. Mine isn't being able to out dps the top healer. They really need to take a look at diminishing returns on power (OP and AC) & buffs to prevent this from being a never ending cycle. To flesh out the DO they need to confine the changes to TI and…
I'm not sure how the "divinity smoothing" will work out. Avatar was buffed but you lost 12% divine power generation (which is canceled out if you slot fortune) and it went from multiplicative to additive (which is never a good thing). There is no way I'll believe that DOs are near viable dps. Just because the changes…
Can you take another look at Prophecy of Doom? With Forgemaster's Flame being nerfed to where there's no reason to even slot it, the Doom nerf seems over the top. If anything Doom should have been buffed... Has the slight speed increase made it less clunky? What was the reasoning behind changing divine power generation…
The whole part about possibly allowing "DCs to be able to queue as DPS" in Mod16, hopefully you're not talking as is. Because DOs are in no way close to secondary dps much less primary end game dps.
Don't kid yourself, you're wanted for AA and buff/debuff. DO losing TI doesn't change that. I don't know of any group that brings a cleric for heals. If they want heals, it's temp first and devo second.
100% Crit & AP then Power with Rec coming in a distant fourth. Demo Artifact Set. For Comps: Tiger, Siege, Archons, Magnus Lightning or Dread CN and under it's: DL, DG, Chains. Over CN it's: BTS/FF, DG, Doom.
I don't play TR so correct me if I'm wrong. Hopefully TR gets to use the vast majority of their equipment between those different builds. A DO trying to switch to AC after the nerf has to replace basically everything. Comps, artifacts, gear, enchants... They are just that different.
I don't see them putting in the effort for a whole new path for DOs anytime soon, if ever (Honestly if they were going to do it right, it would already be done) . Looking at the way they went about getting towards their goal of changing the meta (which they really didn't), I can only only conclude that they simply went…
Please stop trying to play up the small increase to personal dps, it does nothing to compensate for the nerf to TI and FF. OP got 14% across the board increase just because. Also, trying to paint the picture that all the DO does is stand there with TI is insulting. How do you make the leap to ignoring keeping up HG and…
This change is total trash. You've basically killed DO. It was already second fiddle to Annointed Army and it already had worse dps & survivabilty of all the other classes. So you take away its group support and give it a slight dps buff leaving it still totally inferior to dps with poor survivability. Secondly, the only…