It's strictly a single target enchant in a dungeon scenario. It takes 4 seconds for the first DoT to proc, in which case the pack of mobs will likely be dead before the second DoT hits. As a barb, I wouldn't use it for AoE in group play for that very reason. Lightning is better in those situations. Bilethorn shines on…
That's the same rotation I use, though often I replace IBS with Roar for faster rage generation. Relentless slash +bile = good, especially with combat advantage. Without CA, my dps is roughly the same as before the damage formula change.
% weapon dmg proc enchants have always been better on melee classes. Remember prominence? It was the top pick for a barbs only. Everyone else used feytouched. Bile is a little bit better than vorpal for my barb now, and it's pretty good for a rogue, but vorpal is still the best for wizards and other caster classes (other…
I didn't lose any damage on my barb when solo with an augment. It's the same as pre-update. The only time I get a boost is when I have CA. Like Schietindebux said, some classes have a feat which gives them CA when solo and others don't.
I find that my warlock does about the same damage as pre-update. Buffing magnitude while taking away a feature that increases damage by 25% negates itself.
They announced a vorpal nerf a week ago, dude. Don't act surprised. Originally it was going to be 15% crit sev at max rank, but they upped it to 20% after people voiced their displeasure. At least we're doing better damage when we have combat advantage now, so at least something positive came out of the changes.
There are potions that give 10% crit sev, feats that give 25%, food and pets that gives 5%, etc. Are you guys really gonna mess around with everything....again...just to make the 15% from a maxed vorpal feel relevant? 15% is too low, imo. Ya'll have a bad habit of going to extremes. Things are either overpowered or…
Okay, so I just tested Xuna and my other striker companions. They are doing less than half of the damage that they did yesterday. On a positive note, some of them are still pretty good. I was expecting them to be relegated into uselessness given Cryptic's track record on balancing issues.
Companions do much better damage now. Previously they were so so terrible that people were only using augments. I don't know if non-augments will be used in dungeons since they can easily die mid-combat and you can't re-summon them, but they will definitely help in solo content.
"* Panic flash sales just before quarterly economic reporting means NW is not meeting its financial goal (It really does not make sense to have 25% flash sales one week after you had a 40% general sale)" Well, it's unrealistic for them to think that they can drop a mod that's off-putting to the majority of the player base…
Barbarians also have powers that don't proc a weapon enchant (and this was before the patch). A lot of things are jacked up with this mod. I'm kinda apathetic at this point so I've stopped reporting issues.
I was just about to mention the player bonus power on Grung. The enemies "light up" every 2 seconds for 10 seconds as if they are taking damage but they don't. Sometimes there's no damage at all, and other times it's one or two ticks of lower than advertised magnitude.
I usually open a fight with Roar. The two-second stun allows me to follow up with a quick at-will that produces enough rage to activate unstoppable. It felt awkward at first (different than my old rotation) but I'm used to it now.
Yep, weapon enchants in particular are abysmal. The cost of mats to go from rank 13 to rank 14 is insane, and for what? An extra 1%-2% damage? It's so insignificant you won't even feel the increase. If I didn't see it first hand I'd think it was a joke. The initial weapon dmg%/magnitude ticks definitely need to be raised…
Barbie here. She killed me twice before I downed her. Can't remember exactly what I did to finish her off, but it was definitely the toughest fight in the campaign for me.