I agree with using Repel or even ice rays in place of entangling in PvP. With all this control resistance/immunity in PvP, Entangling doesn't really justify its longer cast time.
Ray of Enfeeblement has a base cooldown of 15 seconds, when placed in the spell mastery tab it uses this base value, not the altered one. Also, the PvP set doesn't work at this time, especially not on RoE. Assuming it's equal decrements per rank (rank 1 does not have a higher damage/mitigation reduction), then at rank 3…
Pretty much any successful CW PvP build uses Spell Mastery'd Ray of Enfeeblement, Chill Strike, and Entangling. The final slot can either be filled with yet another damage ability (Ice Rays in this thread, I prefer conduit for no travel time/guaranteed hit/AoE), or it can be a survivability boost. For example, Shield. Why…
According to your skill build mentioned above, you're not making use of Arcane Shield and I strongly disbelieve 5% less damage taken is worth ~15-25% more damage dealt by all players. Also, Chilling Cloud reduces enemy damage as well (by at least 5% at rank 3), yet you're not using that either. What I'm saying is the…
I'd suggest thaumaturge over oppressor for a chill-based build that doesn't suck in the damage category for PvE. Why? Because for all the feats Oppressor has available, the best it has to offer for additional disable is a 5% damage reduction when chill is on a foe and a lowish chance for Ray of Frost to activate sooner.…
How about these: 1) Shard of the Endless Avalanche - Does not reduce the cooldown by 5 seconds per rank as stated (remains base 20 seconds regardless of rank). 2) Spell Mastery- Ray of Enfeeblement - Charges do not use the modified cooldown of Ray of Enfeeblement. 3) I'm not sure if it's luck or a bug, but when the initial…
I'm also asking for dailies to be nerfed heavily, which is mostly what that shield is needed for at this time. Besides, the current iteration of the shield practically makes one immortal against two or less opponents, and only gets worse when actually considering its a team environment. The alternative to nerfing its…
This is pretty easy: 1) Drastically reduce the damage on dailies. They should be for disable, not 1-hitting anyone with a 100% success rate. 2) Remove the regeneration powerups, replace with a passive regeneration that's 50% of the current regeneration powerup which only activates when one hasn't taken damage for X…