Trapper: Swiftness of the Fox: *Rework* Your Melee encounter powers shorten the cooldown of your Ranged encounter powers by 3/6/9/12/15%. Your Ranged encounter powers shorten the cooldown of your Melee encounter powers by 3/6/9/12/15%.
Trapper: Biting Snares: Now generates 20% of your AP (up from 10%), increases your damage by 30% (up from 15%), and Control durations are increased by 60% (up from 30%).
It's nice to see some attention paid to trapper but it is still, with these changes, the worst feat tree. I would love to have a legitimate hybrid tree option.....
Trapper: Biting Snares: Now generates 20% of your AP (up from 10%), increases your damage by 30% (up from 15%), and Control durations are increased by 60% (up from 30%).
+30% Control duration will increase roots life for 1 second - it's good, but more better feat Ancient Roots is bugged: additional roots duration doesn't work
Please, fix this bug and trapper's control ability will be really viable for pvp
Instigator: Allied Opportunity: Damage Bonus increased to 6/12/18/24/30% (up from 2/4/6/8/10%) and the Combat Advantage Duration is increased to 1.5/3/4.5/6/7.5 seconds (up from 1/1.5/2/2.5/3 seconds).
Instigator: Group Assault: Damage bonus increased to 2/4/6/8/10% for each additional target struck (up from 1/2/3/4/5%).
Instigator: Instigator's Vengeance: *Rework* Now grants 10% increased damage at all times. This value is increased by 10% each time you are struck in combat, up to a maximum total increase of 50%.
Feedback: Instigator
Instigator: Allied Opportunity: Damage Bonus increased to 6/12/18/24/30% (up from 2/4/6/8/10%) and the Combat Advantage Duration is increased to 1.5/3/4.5/6/7.5 seconds (up from 1/1.5/2/2.5/3 seconds).
I don't see the use of the increased duration for combat advantage here, since GWFs get their combat advantage from Marks already,
how about changing the bonus effect like upgrading not so fast into daze or root. Or giving not so fast/mighty leap a marking ability?
Feedback: Instigator
Instigator: Allied Opportunity: Damage Bonus increased to 6/12/18/24/30% (up from 2/4/6/8/10%) and the Combat Advantage Duration is increased to 1.5/3/4.5/6/7.5 seconds (up from 1/1.5/2/2.5/3 seconds).
I don't see the use of the increased duration for combat advantage here, since GWFs get their combat advantage from Marks already,
how about changing the bonus effect like upgrading not so fast into daze or root. Or giving not so fast/mighty leap a marking ability?
bro, combat advantage u gain for mark, but for how many seconds?
if you make a scenario in your mind, and starting to launch into your enemies with MightyLeap you will increase CA for you and for your allies.. so it's a big thing as a support GWF, not so fast the same thing.
i am a little worried about Instigator Vengence rework, as i hoped to help our teammates, dont know yet the mechanics of it, but i do hope it wont be like destroyers capstone, indeed i would like to be changed giving 30% more damage to our teammates , or less than that:)
any chance to tonedown intimidation sentinel feat it does way too high dmg for a tank tree.
also GWF needs an base dmg incrased by 20% for all skills/at wills except for IBS
its kinda meh that our class have less than 2k base dmg on all of our encounters and it damage is dependant on stacks.
Renegade: Chaos Magic: Fury - Now grants 30% damage and 10% Life Steal (up from 10% and 5% respectively).
Renegade: Chaos Magic: Nexus - Now grants 30% Armor Penetration and 30% Critical Chance (up from 10%).
Renegade: Chaos Magic: Growth - Now heals every .5 seconds for 250% of your weapon damage (up from 200% every second).
Renegade: Masterful Arcane Theft: Damage bonus increased to 3/6/9/12/15% on targets affected by Chill (up from 1/2/3/4/5%) and 1.2/2.4/3.6/4.8/6% per stack of Arcane Mastery (up from .6/1.2/1.8/2.4/3%).
Renegade: Chilling Advantage: Chilling Presence increases Critical Chance by 2/4/6/8/10% (up from 1/2/3/4/5%).
OMFG so you wreck Chaos magic and make renegade a useless option , I changed to Thaum and have just finished making the Chilling eye of the Golden Dragon legendary and now you go and buff up Chaos magic ........................
___________
Instigator: Allied Opportunity
can u change its combat advantage bonus to flat 7% damage bonus to team members on last lvl since it is very easy to get combat advantage from other mark skills which last a lot longer or can u make it to give daze to mighty leap and not so fats instead for 2.5 sec on last lvl
Instigator: Instigator's Vengeance
cant u just change this feat to improve power of team members by 10% per stack this would fit more to roll of Instigator we all ready got dps destroyers no need for another raw dps tree and i think a lot of ppl would be happy to run as support gwf
where is fix for storm spell? will this be fixed or we will have cw teams for another module?
0
nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited October 2014
Build isn't on preview at the time of this post, so this is based on my knowledge of the game (which I'd like to think is extensive)
Instigator: Group Assault: Damage bonus increased to 2/4/6/8/10% for each additional target struck (up from 1/2/3/4/5%).
Instigator: Instigator's Vengeance: *Rework* Now grants 10% increased damage at all times. This value is increased by 10% each time you are struck in combat, up to a maximum total increase of 50%.
I think this is buffing Instigator too much and making it the DPS tree rather than Destroyer.
Consider Destroyer Capstone needing stacks to be built and then grants 40% damage increase, which remains pretty much always on in combat, for argument's sake, it is a flat 40% damage boost.
Focussed Destroyer grants 3.5%x3 = 10.5% bonus damage (above what the class feature normally gives).
So an Instigator now gets both the above from its Capstone just from being hit (and there's almost never a time when a GWF is not getting hit or taking damage, especially damage over time), and would not need to slot Destroyer as a class feature.
In just about all PvE play, you have big pulls where you normally will hit your cap of 5 targets with AoE at-will such as Wicked Strike, so this is now dealing 40% bonus damage (up from 20%), which is an extremely large amount coupled with the reworked capstone.
Note that Instigators would still end up picking 2 more feats from the Destroyer Paragon (Great Weapon Focus + Disciple of War), and therefore don't lose out of damage potential compared to Destroyers.
I would therefore strongly urge you to revise your rework to the following:
Instigator: Group Assault: Damage bonus increased to 1.5/3/4.5/6/7.5% for each additional target struck (up from 1/2/3/4/5%).
Instigator: Instigator's Vengeance: *Rework* Now grants 3% increased critical chance each time you are struck in combat, up to a maximum total increase of 15%, this buff lasts for 15 seconds. Targets attacking you will be stunned for 0.3 seconds when you retaliate, this effect cannot trigger on the same target more than once every 3 seconds.
Which is in keeping with Instigators being more Support/Tactics than raw damage and trying to outcompete Destroyers.
Renegade: Chaos Magic: Fury - Now grants 30% damage and 10% Life Steal (up from 10% and 5% respectively).
Renegade: Chaos Magic: Nexus - Now grants 30% Armor Penetration and 30% Critical Chance (up from 10%).
Renegade: Chaos Magic: Growth - Now heals every .5 seconds for 250% of your weapon damage (up from 200% every second).
Again, I think the numbers are a bit over the top and will need adjustment downwards in order to not make Renegade THE go-to tree for most Control Wizards.
Just something to think about is that a 30% flat damage boost with 10% flat Lifesteal is an extreme amount that can sustain a party without needing a Healer in the party. Chaos Magic: Fury was the one boost that was already "very good" and didn't need any further tuning.
Nexus was a bit weaker considering that players generally have sufficient armor penetration anyway, so it was just the critical chance boost, which was a bit low, but not exceedingly so. It was very useful in PvP though (except being outshined by Assailant dealing non-mitigatable damage)
Growth was already extremely good and could heal a damaged party back to full, but with Lifesteal being so commonplace and powerful, people generally didn't like this buff as healing someone at full health is rather pointless. It is certainly a great buff for parties without lifesteal and poor healers. Consider that my Control Wizard heals itself for 2100 odd damage each tick at present, which is 10% of my max HP in PvE.
So my suggestions on Chaos Magic would be:
Renegade: Chaos Magic: Fury - Remains at 10% Damage Bonus and 5% flat Damage gained as Hitpoints (if anything, reduce the 5% DgaH to 3%)
Renegade: Chaos Magic: Nexus - Now grants 15% Resistance Ignored and 15% Critical Chance (up from 10%).
Renegade: Chaos Magic: Growth - Now heals every .5 seconds for 100% of your weapon damage (changed from 200% every second). more steady flow of healing, total amount unchanged
If you want to make Renegade more useful, you will have to tone Assailant down slightly, such as by giving it a 6 second internal cooldown or making it trigger only off direct damage (i.e. when casting a spell), not damage over time.
on inst you also lose bonus damage from sure strike and ibs from executioners, so, as it was said before, inst seems to be aoe clear while destro single target, and in stuff like eLoL you dont really want to get hit that often, 2 bad they didnt mention how long the stacks last
on inst you also lose bonus damage from sure strike and ibs from executioners, so, as it was said before, inst seems to be aoe clear while destro single target, and in stuff like eLoL you dont really want to get hit that often, 2 bad they didnt mention how long the stacks last
inst will work better as sm, no easy marks there
dont think so no point to go sm inst since we should use wicked strike on it
Renegade: Chaos Magic: Fury - Now grants 30% damage and 10% Life Steal (up from 10% and 5% respectively).
Renegade: Chaos Magic: Nexus - Now grants 30% Armor Penetration and 30% Critical Chance (up from 10%).
Renegade: Chaos Magic: Growth - Now heals every .5 seconds for 250% of your weapon damage (up from 200% every second).
Renegade: Masterful Arcane Theft: Damage bonus increased to 3/6/9/12/15% on targets affected by Chill (up from 1/2/3/4/5%) and 1.2/2.4/3.6/4.8/6% per stack of Arcane Mastery (up from .6/1.2/1.8/2.4/3%).
Renegade: Chilling Advantage: Chilling Presence increases Critical Chance by 2/4/6/8/10% (up from 1/2/3/4/5%).
Chaos Magic really got interesting. A powerful random buff the mage himself can not choose when active. But will affect the party properly? I've had enough of groups that people do not see any difference while the random buff activated. Make the aura to appear in all affected players equal to KV.
Please make visible the bonus in the amount of the total critical when you have the feat "Chilling Advantage" with the passive "Chilling Presence" active. I was never sure if the feat was bugged or not.
Feedback: Instigator tree These changes are quite nice. A dps build with a tank's gameplay? Sounds pretty cool to me
However, I feel it lacks survivability. I mean, even destroyer has better survivability as he gains determination with attacks and has unstoppable almost all the time. And he doesn't need to be hit, ever. I propose adding the old unstoppable (25-50% DR) for the capstone to balance this. That would make this the ultimate hybrid path.
Updated OP with changes to Wizard and Great Weapon Fighter that are as follows. These changes will *NOT* be in the initial preview push, but should be in a subsequent build.
Control Wizard
Storm Spell: Chance to activate increased to 30%, but can only trigger on critical hits now.
Thaumaturge: Assailing Force: The damage from this power is now activated by Encounter powers rather than all damage.
Orb of Imposition: This class feature has been reverted to a previous state where it grants 5% increased control duration per rank.
Oppressor: Glacial Movement: This feat now increases the effectiveness of each rank of Orb of Imposition by 4/8/12/16/20%.
Great Weapon Fighter
Sentinel: Intimidation: This feat now deals 7/14/21/28/35% of your Power in damage (down from 10/20/30/40/50%).
Renegade: Chilling Advantage: Chilling Presence increases Critical Chance by 2/4/6/8/10% (up from 1/2/3/4/5%).
Speaking from a MoF CW point of view, if I were to go Renegade (which I'm strongly considering based on these changes), I can't imagine a scenario when I would want to slot Chilling Presence. MoFs *must* take Swath of Destruction as one of their passives because they get so much damage from Smolder and Rimefire Smolder. So if I took the Chilling Advantage feat, that leaves forsaking either Critical Conflagration or Combustive Action in favor of Chilling Presence. Giving up additional crit severity and automatic application of smolder upon crits, or faster dailies, in favor of 10% extra critical chance? I don't think it would be worth the tradeoff. I like the intent of this feat but I don't think it's competitive with the available choices out there.
Now I can see it possibly being used as a second passive for Spellstorm CW's (along with Storm Spell). But I can't see it being used with MoF.
Updated OP with changes to Wizard and Great Weapon Fighter that are as follows. These changes will *NOT* be in the initial preview push, but should be in a subsequent build.
Control Wizard
Storm Spell: Chance to activate increased to 30%, but can only trigger on critical hits now.
Thaumaturge: Assailing Force: The damage from this power is now activated by Encounter powers rather than all damage.
Orb of Imposition: This class feature has been reverted to a previous state where it grants 5% increased control duration per rank.
Oppressor: Glacial Movement: This feat now increases the effectiveness of each rank of Orb of Imposition by 4/8/12/16/20%.
Great Weapon Fighter
Sentinel: Intimidation: This feat now deals 7/14/21/28/35% of your Power in damage (down from 10/20/30/40/50%).
intimidation will still do way too much dmg make it 4/8/12/16/20%
side note: GWF need more base dmg our base dmg is laughable and incrase in 20-30% to at-wills and encounters except for IBS would be welcomed, its just meh that our dmg is dependant on stacks
Then could you revert the root time on icy rays with the orb nerf? because then the CC resistance change will be a massive nerf and will no longer have a 2s root when used with orb, it will be about a 1.4s when used on one person. This change would effectively make orb of imposition useless again for other feat trees, and i would prefer to run with storm spell and eye of the storm again.
Updated OP with changes to Wizard and Great Weapon Fighter that are as follows. These changes will *NOT* be in the initial preview push, but should be in a subsequent build.
Control Wizard
Storm Spell: Chance to activate increased to 30%, but can only trigger on critical hits now.
Thaumaturge: Assailing Force: The damage from this power is now activated by Encounter powers rather than all damage.
Orb of Imposition: This class feature has been reverted to a previous state where it grants 5% increased control duration per rank.
Oppressor: Glacial Movement: This feat now increases the effectiveness of each rank of Orb of Imposition by 4/8/12/16/20%.
Great Weapon Fighter
Sentinel: Intimidation: This feat now deals 7/14/21/28/35% of your Power in damage (down from 10/20/30/40/50%).
with a better animation of Darin Shout i hope? at least one that doesn't shout 2-3 times without even using the encoutner.
no dante, 35% is enough, lowering more, is like killing the senti build again.
it used to be 10% they made it 50% so better somewhere at the middle. not to say it doesnt crit everytime. so it's enough of a nerf.
now problem is to increase base damage either with 10-20% and decrease it from destroyer purpose and instigator vengence, keepin in mind that cagi and daring shout isn't affected.
someone said this, this is not normal as a 2 handed with more power than a GF can do 600 damage per hit with sure strike, and i agree with him.
Updated OP with changes to Wizard and Great Weapon Fighter that are as follows. These changes will *NOT* be in the initial preview push, but should be in a subsequent build.
Control Wizard
Storm Spell: Chance to activate increased to 30%, but can only trigger on critical hits now.
Thaumaturge: Assailing Force: The damage from this power is now activated by Encounter powers rather than all damage.
Orb of Imposition: This class feature has been reverted to a previous state where it grants 5% increased control duration per rank.
Oppressor: Glacial Movement: This feat now increases the effectiveness of each rank of Orb of Imposition by 4/8/12/16/20%.
Great Weapon Fighter
Sentinel: Intimidation: This feat now deals 7/14/21/28/35% of your Power in damage (down from 10/20/30/40/50%).
Storm Spell - This change will actually be pretty interesting to see how it works out in the end.
Orb - So your goal with this is to make the differentiation between dps or control more clear? Sweet.
Updated OP with changes to Wizard and Great Weapon Fighter that are as follows. These changes will *NOT* be in the initial preview push, but should be in a subsequent build.
Control Wizard
Storm Spell: Chance to activate increased to 30%, but can only trigger on critical hits now.
Will you be looking at Eye of the Storm as well? It's too easy to proc and unload the whole rotation while it's up. 1/3 of the hits will proc Storm Spell - we'll have to see how that works out.
I do like the Glacial Movement change - putting control back into Oppressor.
(now it would be cool if they had a feat that increased target cap on Singularity/Immolation.... you know.... just saying.............plz?)
Storm Spell: Chance to activate increased to 30%, but can only trigger on critical hits now.
Thaumaturge: Assailing Force: The damage from this power is now activated by Encounter powers rather than all damage.
Orb of Imposition: This class feature has been reverted to a previous state where it grants 5% increased control duration per rank.
Oppressor: Glacial Movement: This feat now increases the effectiveness of each rank of Orb of Imposition by 4/8/12/16/20%.
Super sweet, all other classes with have more control again and storm spell gone to 15% if you slot eots and stack crit in pvp which is insane and 3 chances to proc assailant. I see no possible downside to this. So glad you thought it through so thoroughly and considered the effect it would have. Best outcome is its like cn door fix and you only think it happened.
Comments
Wonderful! Thank you
Sharra Del'Armgo - SW Trapper Hybrid HR
Ogghra Bar'Ghuzumn - MI Scoundrel TR
Vænna Thrymskjöldr - IV Protector GF
+30% Control duration will increase roots life for 1 second - it's good, but more better feat Ancient Roots is bugged: additional roots duration doesn't work
Please, fix this bug and trapper's control ability will be really viable for pvp
Outstanding. This should finally make the Fury tree start performing to it's full potential. I feel a Respec coming on... :cool:
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Feedback: Instigator
Instigator: Allied Opportunity: Damage Bonus increased to 6/12/18/24/30% (up from 2/4/6/8/10%) and the Combat Advantage Duration is increased to 1.5/3/4.5/6/7.5 seconds (up from 1/1.5/2/2.5/3 seconds).
I don't see the use of the increased duration for combat advantage here, since GWFs get their combat advantage from Marks already,
how about changing the bonus effect like upgrading not so fast into daze or root. Or giving not so fast/mighty leap a marking ability?
bro, combat advantage u gain for mark, but for how many seconds?
if you make a scenario in your mind, and starting to launch into your enemies with MightyLeap you will increase CA for you and for your allies.. so it's a big thing as a support GWF, not so fast the same thing.
i am a little worried about Instigator Vengence rework, as i hoped to help our teammates, dont know yet the mechanics of it, but i do hope it wont be like destroyers capstone, indeed i would like to be changed giving 30% more damage to our teammates , or less than that:)
also GWF needs an base dmg incrased by 20% for all skills/at wills except for IBS
its kinda meh that our class have less than 2k base dmg on all of our encounters and it damage is dependant on stacks.
for 20 seconds or as long as there is a mark.... almost THRICE as this feat's duration.
is there full proof that lasts for 20 seconds? or at the beginnin of the mark you gain CA?
OMFG so you wreck Chaos magic and make renegade a useless option , I changed to Thaum and have just finished making the Chilling eye of the Golden Dragon legendary and now you go and buff up Chaos magic ........................
___________
can u change its combat advantage bonus to flat 7% damage bonus to team members on last lvl since it is very easy to get combat advantage from other mark skills which last a lot longer or can u make it to give daze to mighty leap and not so fats instead for 2.5 sec on last lvl
Instigator: Instigator's Vengeance
cant u just change this feat to improve power of team members by 10% per stack this would fit more to roll of Instigator we all ready got dps destroyers no need for another raw dps tree and i think a lot of ppl would be happy to run as support gwf
where is fix for storm spell? will this be fixed or we will have cw teams for another module?
I think this is buffing Instigator too much and making it the DPS tree rather than Destroyer.
Consider Destroyer Capstone needing stacks to be built and then grants 40% damage increase, which remains pretty much always on in combat, for argument's sake, it is a flat 40% damage boost.
Focussed Destroyer grants 3.5%x3 = 10.5% bonus damage (above what the class feature normally gives).
So an Instigator now gets both the above from its Capstone just from being hit (and there's almost never a time when a GWF is not getting hit or taking damage, especially damage over time), and would not need to slot Destroyer as a class feature.
In just about all PvE play, you have big pulls where you normally will hit your cap of 5 targets with AoE at-will such as Wicked Strike, so this is now dealing 40% bonus damage (up from 20%), which is an extremely large amount coupled with the reworked capstone.
Note that Instigators would still end up picking 2 more feats from the Destroyer Paragon (Great Weapon Focus + Disciple of War), and therefore don't lose out of damage potential compared to Destroyers.
I would therefore strongly urge you to revise your rework to the following:
Which is in keeping with Instigators being more Support/Tactics than raw damage and trying to outcompete Destroyers.
Again, I think the numbers are a bit over the top and will need adjustment downwards in order to not make Renegade THE go-to tree for most Control Wizards.
Just something to think about is that a 30% flat damage boost with 10% flat Lifesteal is an extreme amount that can sustain a party without needing a Healer in the party. Chaos Magic: Fury was the one boost that was already "very good" and didn't need any further tuning.
Nexus was a bit weaker considering that players generally have sufficient armor penetration anyway, so it was just the critical chance boost, which was a bit low, but not exceedingly so. It was very useful in PvP though (except being outshined by Assailant dealing non-mitigatable damage)
Growth was already extremely good and could heal a damaged party back to full, but with Lifesteal being so commonplace and powerful, people generally didn't like this buff as healing someone at full health is rather pointless. It is certainly a great buff for parties without lifesteal and poor healers. Consider that my Control Wizard heals itself for 2100 odd damage each tick at present, which is 10% of my max HP in PvE.
So my suggestions on Chaos Magic would be:
If you want to make Renegade more useful, you will have to tone Assailant down slightly, such as by giving it a 6 second internal cooldown or making it trigger only off direct damage (i.e. when casting a spell), not damage over time.
inst will work better as sm, no easy marks there
dont think so no point to go sm inst since we should use wicked strike on it
still better to go just to iron and get flat 35% damage bonus for u and 15% team from easy marks on tr
Chaos Magic really got interesting. A powerful random buff the mage himself can not choose when active. But will affect the party properly? I've had enough of groups that people do not see any difference while the random buff activated. Make the aura to appear in all affected players equal to KV.
Please make visible the bonus in the amount of the total critical when you have the feat "Chilling Advantage" with the passive "Chilling Presence" active. I was never sure if the feat was bugged or not.
These changes are quite nice. A dps build with a tank's gameplay? Sounds pretty cool to me
However, I feel it lacks survivability. I mean, even destroyer has better survivability as he gains determination with attacks and has unstoppable almost all the time. And he doesn't need to be hit, ever. I propose adding the old unstoppable (25-50% DR) for the capstone to balance this. That would make this the ultimate hybrid path.
It lasts the full 20 seconds (I hit 1 extra after the mark ended by accident, but every other attack from sure strike is a Flank).
Edit: here is the time table from the ACT test:
Beginning of test: http://puu.sh/c6SBz/e3e4cff277.png
End of test: http://puu.sh/c6SEM/5d8a2570a2.png
Now, try to bring up things that aren't common knowledge and/or be proven true/false in under a minute.
Control Wizard
Great Weapon Fighter
Speaking from a MoF CW point of view, if I were to go Renegade (which I'm strongly considering based on these changes), I can't imagine a scenario when I would want to slot Chilling Presence. MoFs *must* take Swath of Destruction as one of their passives because they get so much damage from Smolder and Rimefire Smolder. So if I took the Chilling Advantage feat, that leaves forsaking either Critical Conflagration or Combustive Action in favor of Chilling Presence. Giving up additional crit severity and automatic application of smolder upon crits, or faster dailies, in favor of 10% extra critical chance? I don't think it would be worth the tradeoff. I like the intent of this feat but I don't think it's competitive with the available choices out there.
Now I can see it possibly being used as a second passive for Spellstorm CW's (along with Storm Spell). But I can't see it being used with MoF.
intimidation will still do way too much dmg make it 4/8/12/16/20%
side note: GWF need more base dmg our base dmg is laughable and incrase in 20-30% to at-wills and encounters except for IBS would be welcomed, its just meh that our dmg is dependant on stacks
with a better animation of Darin Shout i hope? at least one that doesn't shout 2-3 times without even using the encoutner.
no dante, 35% is enough, lowering more, is like killing the senti build again.
it used to be 10% they made it 50% so better somewhere at the middle. not to say it doesnt crit everytime. so it's enough of a nerf.
now problem is to increase base damage either with 10-20% and decrease it from destroyer purpose and instigator vengence, keepin in mind that cagi and daring shout isn't affected.
someone said this, this is not normal as a 2 handed with more power than a GF can do 600 damage per hit with sure strike, and i agree with him.
Storm Spell - This change will actually be pretty interesting to see how it works out in the end.
Orb - So your goal with this is to make the differentiation between dps or control more clear? Sweet.
THIS!!! Now Oppressor can be the control tree. Man, Glacial Movement now buffs Ray of Frost AND Orb of Imposition, it will be great.
Will you be looking at Eye of the Storm as well? It's too easy to proc and unload the whole rotation while it's up. 1/3 of the hits will proc Storm Spell - we'll have to see how that works out.
I do like the Glacial Movement change - putting control back into Oppressor.
(now it would be cool if they had a feat that increased target cap on Singularity/Immolation.... you know.... just saying.............plz?)
Super sweet, all other classes with have more control again and storm spell gone to 15% if you slot eots and stack crit in pvp which is insane and 3 chances to proc assailant. I see no possible downside to this. So glad you thought it through so thoroughly and considered the effect it would have. Best outcome is its like cn door fix and you only think it happened.