Hey everyone,
Thanks for joining us for Neverwinter's M23 Preview.
Fierce foes rarely are just for show, they are also filled to the brim with parts. Our foes this time are the ferocious dragons of Faerûn, back with brand new attacks and ferocious bellows.
Within M23, your mettle is tested by a famous hunting crew, resulting in you earning new rewards. These items are forged from the guts of your slain quarry.
Known Issues:
Dragon Hunts
- The following queues do not drop Elemental Strands
- Lair of the Mad Mage
- Castle Never
- Spellplague Caverns
- Throne of the Dwarven Gods
- Manycoins Bank Heist
- Merchant Prince's Folly
- Prophecy of Madness
- Certain Trials do not have Elemental Strands rewards.
- Dragon loot drops into the instance.
- Dragon’s Ridges, Scales, and certain materials appear multiple times when Dragons are defeated.
- The following items currently do not have the “Maximum” as stated on the tooltip. In a future iteration, these items will drop directly into your Hunts Currency in the Riches tab.
- Dragon's Horn
- Dragon's Claw
- Dragon's Wing Webbing
- Dragon's Finger Bones
- Dragon's Hardened Plate
- Certain Trials do not have Elemental Strands rewards.
Tyranny of Dragons
- Eternal Armor - Head, Body, Arms, Feet grant incorrect gear to the following classes:
- Wizard
- Cleric
- Barbarian
- Ranger
We've enabled the purchase of the mythic gear that you've seen for quite some time now on Preview, so we would appreciate feedback/bugs on them. Fight some Dragons, revisit your favorite zones to obtain the Elemental Strands, update your builds, and let us know what ya think!
How You Can Help
Try out the Mythic gear, create some builds using the Dragon Hunter gear (show us!), and let us know if you run into any weird bugs in the replies!
We cannot promise any drastic changes, but some items could be better tuned. Let us know if you think a piece is underpowered. We'd really like to see your character shine with the teal borders.
Go out into the world and seek out Elemental Strands. Let us know if you have any problems getting them.
Formatting Your Feedback and Bugs
For posting feedback and bugs, please follow the following format to ensure your feedback and bugs are seen clearly and processed in a timely manner, thank you!
Type: Bug/
Feedback (Please only choose one)
If you are listing a bug please have this text in
RED, if you are posting an opinion or feedback please use
CYAN. If you are replying to another user's post, or just engaging in general discussion, please do not color your posts, general discussion is welcome and we will read all of it, regardless of color! You can use BBCode to color your text:
This text will display in cyan.This text will display in red.Examples:Bug: Healing Preparation is giving me 2500% AP.Feedback: The Mighty Cuirass of the Dragon Hunter looks really cool!
Miku V.
Comments
Please no!
Co-Guild Leader
Ghost Templars L20
Alliance: Tyrs Paladium
Main: Cleric (Heals|DPS)
Alt: Warlock
Only tanks will want both shirt and pants from new hunts. The set bonus isn't enough to beat the bonus granted by shirts in Dragonbone Vale. I'd recommend making the set bonus equal or a little better in value since both are tougher to get in comparison to something one can buy for 5 ad on auction house, maybe 2.5% Crit, 2.5% Combat Advantage and 2% Awareness.
The armor piece that grants .5% critical strike up to 6% is much less valuable than any other armors. There's literally no reason to wear it over much easier to maintain bonus of 2.5%x5 crit/crit sev armor. Here I'd recommend changing the bonus to be outgoing healing and power at once and up to 7.5%.
Another armor with Raindrop Raiment bonus (1% OH per player in your team + 1% forte to allies nearby) should be bolstered to 3x the value.
Explanation: currently the 2 most valuable pieces are the 2.5% CA/acc and CSev/CStrike armors. By no means they're badly designed, I love that we are getting a variety but it just limits variety on other builds. Bolstering other armors I presented would only give a wider choice for players.
Edit: no HTML on mobile
> feedback: While I love the looks and design of the new armor sets the glowing glyph in front of my face is distracting and sets off so many visual annoyances. Please consider a way to toggle that on and off if you decide to keep it without having to change the appearance of the item because as stated the look itself is nice
Actually, epic gear is the exact same look but without the glyph. If you want an appearance item without glyphs - get those.
Keep them coming,
- SKing
Feedback on the Dragon Hunter gear rewards from a tank perspective :
Fighter Vanguard :
As the Fighter Vanguard has easy access to many stats, the only items worth considering are the ones that give offensive stats.
Compared to my live toon, the new Mythic gear does give a bit higher item level and offensive stats.
As I see it, the Mythic gear has nothing "mythical" about it, as it only provides a minor improvement to my toon. Forum warriors : The weapon set is slotted to point out that this setup can use any weapon set available.
Paladin Justicar :
When looking at the new gear from a Paladin perspective, there are a few items that could actually be interesting if two conditions were met :
1. Paladin healing threat generation was fixed
2. The items were not rendered useless from their internal cooldowns
Examples :
Useless in current version :
As the Paladin is the only tank with Deflect Severity forte (for some weird reason, the two other tanks have the powers to match deflect), this item could easily be best in slot. There is only one major flaw with this item ; Internal Cooldown.
Could be extremely useful if Paladin healing threat generation was fixed :
The only issue I see with this item is that it for some reason has Accuracy on it, this could be changed to any other stat to make it useful for both healers and paladin tanks focused on threat generation from healing.
Could be extremely useful if Paladin healing threat generation was fixed :
The only issue I see with this item is that it for some reason has Accuracy on it, this could be changed to any other stat to make it best in slot paladin tanks focused on threat generation from healing. Should be part of a mythic paladin heal spec tank set.
Very nice alternative to the +10% HP/+5% power boots or the +10% critical avoidance/+5% boots for paladin tanks :
Should be part of a mythic paladin heal spec tank set.
All in all it seems the Paladin Justicar is the tank that gets the most items that can be used from this module.
Barbarian Sentinel :
As usual, the Barbarian tank gets no love. The sentinels ability to generate massive threat from self-healing would benefit greatly from items with Incoming Healing stat. In M23 there is a grand total of 1 item that does this :
All in all, the gear rewards in module 23 is extremely lacklustre for tanks. Equip bonuses could easily be used to address issues tank players are facing every day. Lack of AoE threat generation, lack of damage output, lack of self-healing, lack of party utility and even lack of a fun playstyle could all be sorted out by implementing interesting equip bonuses.
In this comment I will show you only the helmets.
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Sharp Circlet of the Dragon Hunter (Dps/healer)
BUG: There's no icon in the buff bar for this bonus.
it’s the same bonus of Goristro Horn, so to give a bit of diversity from bonus and to help some classes with no fast attacks, I suggest to Change in: “When you damage or heal your target for more than 10% of your max Hit Points in a single bow, you gain 2% critical severity for 10 sec (max 5 stacks).”
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Tactful Cap of the Dragon Hunter (dps/healer)
"When in combat with only one" type of bonuses don't work quite well, especially in Crown of Keldegonn where there is an invisible target which causes the bonus to not work at all. Or also in Zariel Master in Devils and Angels Phases, or in some dungeon like VOS where there are also mobs in a boss fight. Suggestion: "When you are in fight with 5/6 star enemies (whichever is used for bosses), you gain 7% power" would make much more sense.
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Mighty Helm of the Dragon Hunter (dps)
When in combat with only one" type of bonuses don't work quite well, especially in Crown of Keldegonn where there is an invisible target which causes the bonus to not work at all. Or also in Zariel Master in Devils and Angels Phases, or in some dungeon like VOS where there are also mobs in a boss fight. Suggestion: "When you are in fight with 5/6 star enemies (whichever is used for bosses), you gain 7% Combat advantage" would make much more sense.
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Serene Hood of the Dragon Hunter (dps/healer)
It’s the same bonus of Goristro Horn, so to give a bit of diversity from bonus and to help some classes with no fast attacks, I suggest to Change in: “When you damage or heal your target for more than 10% of your max Hit Points in a single bow, you gain 2% crit strike for 10 sec (max 5 stacks).” Also suggest to change Deflect severity with one offensive stats, and outgoing healing with power/incoming healing
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Rugged Sallett of the Dragon Hunter (tank)
I would suggest to remove the cooldown, which makes the items actually undesiderable.
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Superior Helmet of the Dragon Hunter (tank)
we already have one of the new helmets which gives critical strike. I would suggest to give something for tanks side like for example change the bonus with Manticore’s Mane Bite, and change the stats in Critical avoidance and deflect severity instead of crit strike and accuracy
Thank you!
Best regards,
AsteR
Sharp Reachers of the Dragon Hunter (dps ranged)
“When you are 50’ further away…” it's just too much.
I would suggest to reduce to 25’ to be in line with the meele version
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Tactful Gloves of the Dragon Hunter (dps meele)
RNG combat is bad, plus it has a cooldown of 30 seconds. This item is going to proc when the boss is phasing and not proc in the actual fight. I would suggest to change the bonus and give a better meele version of Sharp Reachers of the Dragon Hunter: “When you are 25’ close to your target, your power and critical avoidance is increased by 5%.”
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Serene Mitts of the Dragon Hunter (Healer)
This is one of the best items for healers. I like it a lot! But i want suggest to increase a bit the stats gained and lost to be more in line with other similar bonuses: “Healing an ally increase your power and critical strike by 1% (currently only 0.5%) and reduce your incoming healing by 2% (max 5 stacks, so you will gain 5% crit strike and power and lose 10% Incoming Healing at max stacks)
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Superior Crushers of the Dragon Hunter
This arm is interesting a lot by players because it can be useful for the stats it gives, but the condition “When you have no teammates within 30’ of you” makes these arms always undesirable. I would suggest to change the bonus in: “You will gain 1% power and defense for each player in your team”
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Rugged Gauntlets of the Dragon Hunter
This arm are not worth for tank nor for healer nor for dps. I would suggest to change the bonus to give a really HUGE item for the tanks.
Your threat generation is increased by up to 12.5% whenever your stamina is full. Effect decreases as stamina decreases. Increases stamina regeneration by up to 12.5% whenever your stamina is empty. Effect decreases as stamina increases
My suggestion is, either it should be a stacking up effect, like every 5 seconds in combat you get 0.5% of both to stack up to 5-10 or that should be the cap that is changed to the Manticore's bite effect.
And I'd rather be seeing the Manticore bite toned down a little across the board for balance purposes than having to use a chultan helmet because by how HP and thus the effect scales in the game. I'm not advocating to nerf it, I don't really feel like it's warranted, but I can see reasonable people differ on that point.
Serene Mitts of the Dragon Hunter: You can even go further, like reducing incoming with 3-4%, but keeping the positives 1%. Reducing incoming heal is not that big of an issue. I like gear for solo purposes like that, but definitely not fitting for mythic. On the other front, there was a feet in Avernus hunts that gave you 1% defense for every member in team, and 1% for those around you. Also, as far as armlets go, 5% power already would be a big power up, as currently you only can get like 3750 power points. But having maybe something like 0.6%-0.6% per team member and 0.3%-0.3% to all other party members, so if everyone would use it, it'd be 4.2% Power and Def. Still very BiS material.
I think the threat part easily could be doubled, maybe even the stamina. I still would not use it, because I would still prefer a more visible benefit. But it's a great idea.
As Paladin Oathkeeper I don't find usefull any of the new helmets provided. 'Goristro' helmet is a waste 'cause it stacks only at a maximum of 2 times in a row. So to get it to his max I need to cast 5 spells really quickly. And there is no point on it because I'm a shielder... every new spell will just overlap the current shield and make me waste divinity to get a 10% critical strike/critical severity.
The only current helmet good for OP is the one provided by sharandar that gives +7500 outgoing healing or 7500 critical strike.
Can we instead get another helmet with a FORTE % bonus? or Outgoing Healing % bonus? The mech should be similar to the rib cage one, or active "only when you have temp hp or a shield", ecc. as other pieces designed exactly for this class (+4500 outgoing healing, +5% crit. strike ring from normal vos)
Rugged sabatons: It's fine, tanks get an IL upgrade over the Wisps. Underwhelming, but the Wisps boots are overly powerful, so fine.
This really is just 7500 Awareness, in %, but with the extra inconvenience. Actually, with a lot of inconveniences, because the entire effect's power depends on the boss hit rate and counteracts itself, also how well you are geared up. The stamina exists on it.
My lazy solution is to just let it give 7.5% Awareness, without the gimmicks and either:
-Double it against dragons, so it'll be very powerful during the mod, but will settle it's power level down after the mod.
-Some defensive party (or instance-wide in a radius) buff, maybe 2.5-5% Awareness for people who are not you. I feel like stacking defensive buffs, outside of PvP (dunno, don't play it) is way safer than letting people stack offensive buffs, so there are more opportunities in exploring it. Especially because people would need to give up on ribcage-like effects to stack these, because it competes for the same slot.
The stamina either can stay or not, I'd prefer to get my stamina regen as a stat, from like artifacts like Mythallar shard/Sigil of the bard. 5% is also not that huge leap, I'd easily give up to get a consistent 7.5% Awareness.
Edit: I initially understated the importance of the % based Awareness, but still harshly against the unreliable way to have it. Having to be hit 5 times and it can all fall down if you are not hit in 10 seconds I still just this unnecessary nuisance that circumstancially can make your role worse. Also I don't get why we need to push so hard for an effect that's less than a third of a ribcage. I get why comparing to ribcage is not healthy for the game, but we are not even talking about the half of what that item does.
While I want to spend the minimal time writing out while losing 20% of HP for 3% Damage is just not worth it, when you can just go for -25% incoming healing for 5%, I do want to justify changing this to be a defensive bonus, because I feel like there is enough iteration on giving extra damage with a backside.
My proposed change:
Recharge preparation: When you stand still for 6 seconds, you gain 10% Recharge speed and 10% Action point gain for 6 seconds.
This is the Electrum Ring of the Herald's Defense preparation effect (or the less powerful The living silver vine), but I changed it from Defense/Movement speed to Recharge speed and Action point gain. I feel like the Recharge could go up, also I like this effect, because there is a lot of parts to be tweaked to be balanced, also I feel like Recharge speed is heavily avoided as an effect or only given in very minor amounts, but I'd see classes diverge based on how well they can utilize recharge speed increase.
Also, I changed a ring bonus to a shoe, because ring bonuses will get overshadowed by Band of Air and on tank, Ring of the Condemned on mobs.
As said, I am very not set on the exact numbers, but I am more interested in seeing if some interesting builds would come out of it than seeing it getting unutilized, like the current version probably will be if hits live.
Please change this- anyone who plays a Tank or knows the Tank role can easily see why creating a defensive counterpart to the Butcher Bonus is completely unreasonable. Maybe have a bonus where for every second you have top threat you get 1 stack, or just 7.5% with 1.5% for each party member / time spent in combat.
Here I'm reporting some items which dont works or bugged.
Set of Vanguard's Alacrity: when you use an encounter power, you gain a stack of Vanguard Alacrity, granting 2.5% awarness and 5% deflect severity for 5 seconds. Stack up to 3 times.
The bonus gives only DEFLECT SEVERITY. It should grants also 7.5% awarness
NO encounters
PROCS 3 encounters
SET SHOWCASE
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SET of Celestial Alacrity: when you use an encounter power, you gain a stack of Celestial Alacrity, granting 2.5% Critical strike and 2.5% Incoming Healing for 5 seconds. Stack up to 3 times
Look at the other 3 Alacrity sets, which grants 7.5% on first stats and 15% on second stats, it should be change in 2.5 Critical strike and 5% incoming healing
No encounters
PROCS 3 encounters
SET SHOWCASE
This post is about a subject that everyone has been wondering about, especially with all of the testing and feedback received from new gear that is arriving in Neverwinter’s Dragonslayer.
Let us get right to it: we are reducing the amount of stats granted by the Ruthless Might power, found on the Bone Devil’s Rib Cage and the new Tactful Leathers of the Dragon Hunter. The bonus will now grant the following effect: When you damage or heal your target for more than 10% of your Maximum HP in a single blow, you gain 1.5% Critical Strike and Critical Severity for 15 seconds. (Max stack 5) This is a reduction from 25% total stat gained (12.5% per stat) to 15% total stat gained (7.5% per stat).
We apologize for having to make this adjustment. This adjustment was necessary in order for us to keep offering more you more enticing rewards without ruining the stat system. 25% stat gain, especially with strong stats for DPS, is not a maintainable standard with potential stat inflation. We will have to head towards another stat rework soon if we continued accommodating for the Bone Devil’s Ribcage.
The Bone Devil’s Ribcage will otherwise remain the same. Players will still be able to farm and sell the Bone Devil’s Ribcage, or work towards the Tactful Leathers of the Dragon Hunter by completing the Dragonslayer Campaign. Pre-Dragonslayer, the Bone Devil’s Ribcage remains the most powerful piece of body slot equipment for players to earn and trade.
These changes also afford us more flexibility to create desirable new gear, and keep them relatively balanced with respect to other items in the same equipment slot. Going forward, when making Mythic gear, we will balance them with the following thoughts:
*”Up to” is the maximum that we are aiming for. The piece of gear can have slight variations depending on ease of activation, time active, etc…
Head: These pieces can grant up to ~10% in stats.
Body: These pieces can grant a large amount of stats, up to ~15% in stats. Our baseline on this used to be ~7.5%, but we are increasing this to 15% as of Dragonslayer.
Arms: These items can grant up to ~7.5% in stats.
Feet: These items can grant up to ~7.5% in stats.
Ring: These items can grant up to ~7.5% in stats.
With that in mind, Mythic bordered body pieces from the Dragonslayer should offer bonuses that are much closer to the Bone Devil’s Ribcage. Here are some of the powers you can expect to see with the upcoming changes.
- Graceful Harmony: You gain 1.5% Outgoing Healing for each player in your team. When your teammates are 20’ or closer to you, their Forte is increased by 1.5%. (7.5% Outgoing healing for yourself, 7.5% Forte for your team)
- Reckless Rage: Whenever you deal damage to an enemy gain a stack of Reckless Rage, increasing your Critical Severity by 3% but decreasing your Deflect Severity by 1.5% for 5 seconds. (Max stack 5) (15% Critical Severity and -7.5% Deflect Severity)
- Ruthless Advantage: When you damage or heal your target for more than 10% of your Maximum HP in a single blow, you gain 1.5% Accuracy and Combat Advantage for 15 seconds. (Max stack 5) (7.5% Accuracy, 7.5% Combat Advantage)
- Gladiator’s Focus: For every 5 seconds you are in combat, you gain 1% Critical Strike, to the max of 12%. (Up to 12% Critical Strike)
Along with other changes to powers based on player feedback, the items containing these powers for Dragonslayer will give you some serious considerations and new gear choices.The Neverwinter Rewards Team
Note: this change will be available in an upcoming Preview patch.
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
> While I understand your logic, I disagree with putting a negative stat - whatever it may be - to put in a stat that almost no one wants because of already prominent overabundance on Critical Severity.
You can build a character without maxed crit sev on most characters. 3 characters have forte that gives crit sev....maybe you are playing one of them?
My first question, is Graceful harmony gives Forte to you? Because otherwise the math is a little off and it's 6%.
My second question, are stats weighed in any way? Like does currently the Rusted armor counts as (7.5+5)% or is the Stamina viewed less than Awareness? Or it's like different categories with Stam regen, Recharge speed and other being roughly the same, but not being compared to any other stat outside their space (Like Awareness and Crit sev) and the armor is more like a mix of 2 different thing.
The third question, are the bonuses weighed by their potential uptime? On the CD, obviously yes, but on a more "it works if you build around for it" level. Are those capped at their potential or on their average? For example, the preparation effect which makes you wait for 6 sec on a ring, giving you a bonus for 6 sec, which obviously cannot have 100% uptime in a challenging content.
> We have this one. It won't get to live. Let us know if you see any other outdated rewards. QA is doing it's best to scour our game for them.
>
> Keep them coming,
> - SKing
Will there be an exchange for Es6's the way there was for Mop4, 5 & 6?
Yule (Barb): 72k : Siren (TR): 78k : Torun (DC): 73k : Siren OP (OP): 76k : Siren SW (SW): 78k : Modern (F): 80k : Cherry1 (CW) : 68k Siren HR (HR): 78k