Excellent post. I, for one, am happy to finally be able to consider alternate class features. As a side note, did they remember to update the tooltip to mention the internal cooldown ?
Can't watch the vids since I'm at work, but I concur with you analysis. People often prioritize wizards in fights, which means it's quite easy to have 2-3 melee fighter close in as you drop icy terrain to instant freeze + shatter them. One on one or two on two, I'd say HRs and GFs are the biggest problems, with OPs and TRs…
So basically, the only stats that are relevant right now are: - Tenacity - Power - HP - Defence (irrelevent, see below) - Recovery (always relvent, see below) - Deflect for the classes that can stack it The full radiant crowd must be having a field day...
Chimming in as one of the rare Oppressors: In terms of control, I'd give a slight edge to perma-daze HR, as I feel they can cast faster and have more escaping mechanisms. Assuming roughly equal gear: - GFs and OP are a no-go i 1 on 1 situations - perma daze HR depends on whether you manage to land a repel & chain you CC…
I'm not an expert on CW builds, I just tend to do my own thing, but I'll just mention a few things that I picked up here & there: - The renegade capstone feat works really well in PvP when you are working in teams, especially the heal. Chilling presence class feature, combined with Chilling Advantage feat + Storm Spell…
^ Another tab is what I think most people in this thread have in mind. My bag space is limited: at a given time I have on average 3-4 slots available, 8 as an absolute best case scenario, 1 as the worst I allow myself to run around with. I try to put as much as I can in overflow, but it is by no means convenient (and…
As someone that never had a pure PvE set, I've always felt that my PvP sets gave me more survivability than my teammates, at the cost of dealing less damage. Although I might be completely wrong, I haven't paid that much attention as to what was going on. As the others have mentionned, things like ping or one's ability to…
Yeah, that's probably part of the problem. Of the 3 specs, only oppressors are geared towards control (and are pretty good at it I might add), meaning that most wizards out there are geared to gib people as fast as possible while applying a decent amount of control (well, enough to perform said gibbing). To be honest, I'm…
It would be nice for dungeons to display two item levels: - minimum (aka the current system): you can enter, but you'll need powerful teammates to compensate - recommended: a balanced team with that ilvl is capable of beating the dungeon
Hehe, I remember dropping a catalogue when soloing normal ToS at some point. Other than that, I think the only artefact(s) I've ever dropped are the Eye of Lathander after about a hundred DR lair daily runs, and a Tiamat offhand.
I think the fact that a good chunk of all 3 PvP campaign sections is dedicated toward getting multiple kills in rapid succession doesn't really help things. It would be far more helpful if you could progress by assisting someone that makes a double or triple or within 20 seconds of capturing, etc.
I really wish we could have turned our T3s into leveling gear, kinda like the mod4 blues that would improve with your level, but be outmatched by epic gear. Or being able to easily turn/exchange them into lvl70 T1. I'm still keeping my Profound and Black Ice gear on ice (no pun intended) out of nostalgia, but I'd have…
The problem is that, as far as I know, we have no info regarding this nerf, just an acknowledgement that it's working as intended after half a dozen threads were created on that issue: how long does it take to trigger ? Does that time vary depending on how many enchants / what rank of enchants you have slotted ? Does that…
Oh come on, Storm Spell represents an absolutely humongus amount of the damage a CW deals. It shapes the entire way wizards deal damage, whether they are Renegade, Oppressor or Thaumaturge. In PvP, the theory goes like this: - Have Storm Spell + Eye of the Storm as you currently active class features - Slot as many DoTs as…
It's not so much "perma" as "often enough to prevent you from casting most spells", which is problematic enough. It's not the length that's a problem, it's the frequency. I'd solve this the same way they solved the perm ice-cubes in early mod4: prevent players from being re-dazed by this feature for X seconds.
I haven't had time to PvP this module, but I almost never slot shield, I tend to rely on teleports & control to survive - my pvp days were during mod 3, meaning that can't really comment on how much survivability it gives CWs. What I do know however, is that SS procs make up for a huge amount of damage, which means that…
So far I'm having a blast thanks to the new difficulty with my CW, a.k.a. the most broken control-heavy class that always cruised through solo PvE content, and is equipped with a notoriously tanky set. I haven't play my tanky-healer DC as much, but as far as I can tell, it's rather tedious: damage sucks, but I just need…