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Razze 2.0

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Freitag, 20. Juni 2014, 23:17

Tyranny of Dragons Preview Patch Notes NW.25.20140616d.2

This preview update is largely to get some longer testing time and feedback for all of the class changes we have in store for Tyranny of the Dragons. The other new features and content are not ready for testing yet and are disabled.

Classes and Balance
  • General
    • The Armor Penetration statistic will now correctly apply to all powers. This fixes a number of projectile and lingering area type of powers that were previously not properly benefitting from this stat.
    • Threat: Distance based threat has been removed. Threat is now purely calculated based on Damage and Healing. Threat bonuses still calculate as normal.
    • Drow Renegade: Faerie Fire: Now correctly has a 5% chance to activate on non player enemies.
  • Control Wizard
    • Arcane Singularity: Activation time increased to 2 seconds (up from 1 second) and can affect up to 8 targets (down from 15).
    • Chill Strike: This power has had its recharge time increased to 15 seconds (up from 13 seconds) and now takes 1.2 seconds to fire (up from 1 second).
    • Chilling Cloud: The final strike of Chilling Cloud now takes 1 second to fire (down from 1.2).
    • Conduit of Ice: This power has had its damage reduced by roughly 33%, recharge time reduced to 13 seconds (down from 18 seconds) and now takes 1.5 seconds to fire (up from .98 seconds).
    • Entangling Force: This power has had its total base damage reduced by about 10% overall, now takes 1.2 seconds to fire (up from 1 second) and the damage over time component now ticks every .5 seconds (down from every .65 seconds).
    • Ice Knife: This power now takes 1.2 seconds to fire (up from .93 seconds).
    • Icy Terrain: This power now ticks every 1 second (down from every 1.3 seconds).
    • Magic Missile: The first two strikes are now chained together about 40% slower. The third strike of Magic Missile now takes 1.4 seconds to fire (up from 1.2).
    • Oppressive Force: This power has had its overall damage reduced by roughly 9%.
    • Ray of Enfeeblement: This power has had its recharge time increased to 18 seconds (up from 14), now takes 1.5 seconds to fire (up from .9 seconds) allies no longer benefit from the resistance reduction part of this power.
    • Repel: This power can no longer have it's push effect deflected. Damage can still be deflected normally.
    • Repel: The spell mastery version of this power will ignore control immune targets for the purposes of target selection."
    • Shard of the Endless Avalanche: This power has had its base impact damage reduced by roughly 33% and its explosion damage reduced by roughly 60%.
    • Steal Time: This power has had its damage increased by roughly 65% and its recharge time reduced to 18 seconds (down from 22 seconds).

    • Heroic Feats
      • Arcane Enhancement: This feat now grants 1/2/3% (Down from 2/4/6%)
      • Blighting Power: This feat now grants 2/4/6% (Down from 3/6/9%)
      • Focused Wizardry: This feat has been reworked it now has the following effect: Single target Powers deal 2/4/6% more damage.
      • Wizard's Wrath: This feat now grants 1/2/3% (down from 2/4/6%)

    • Oppressor Feats
      • Alacrity: This feat has been reworked i now has the following effect: When you deal+H186 damage to foes affected by Chill you have a chance to reduce the cooldown on Icy Terrain and Entangling Force by .5/1/1.5/2/2.5 second(s).
      • Bitter Cold: This feat has been reworked i now has the following effect: Targets take 1/2/3/4/5% more damage for 6 seconds after being affected by Chill. This effect does not stack.
      • Chilling Control (Paragon: Spellstorm): This feat has been reworked i now has the following effect: Sudden Storm now applies 1/2/3/4/5 stacks of Chill to targets hit by the primary strike.
      • Cold Infusion: This feat has been reworked i now has the following effect: Foes deal 1/2/3/4/5% less damage for 10 seconds after being affected by Chill. This effect does not stack.
      • Controlled Momentum: This feat has been reworked i now has the following effect: After using a Control power nearby allies deal 1/2/3/4/5% more damage for 6 seconds. This effect does not stack.
      • Glacial Movement: Ray of Frost has a 10/20/30/40/50% (up from 5/10/15/20/25%) chance to apply an additional stack of Chill.
      • Shatter Strike: This feat has been reworked i now has the following effect: When you freeze a target they are afflicted by Shattered for 10 seconds. Shattered foes have a chance when taking damage to be stunned for 5 seconds (1 second on players) and take up to 5% of their Max HP in damage (max 300% weapon damage). This effect consumes Shatter. Additionally, your control powers deal 100% of your weapon damage against control immune targets and Chill lasts 2.5 seconds longer.
      • Twisting Immolation (Paragon: Master of Flame): This feat now dazes targets for .8/1.6/2.4/3.2/4 seconds (up from .2/.4/.6/.8/1 second(s)).

    • Renegade Feats
      • Arcane Burst (Paragon: Master of Flame): Each target hit by Scorching Burst has a 6/12/18/24/30% (up from 4/8/12/16/20%) chance to add a stack of Arcane Mastery.
        • Chaotic Fury - You gain gain 10% additional Power and Lifesteal for 10 seconds.
        • Chaotic Growth - Heal yourself for 200% weapon damage every second for 10 seconds.
        • Chaotic Nexus - You gain 5% additional Armor Penetration and Critical Chance for 10 seconds.
      • Chaos Magic: This feat has been reworked i now has the following effect: Dealing Damage to targets has a chance to apply Chaos Magic to yourself. When you are affected by Chaos Magic you cannot be affected by a new Chaos Magic. You will be affected by Chaotic Growth, Chaotic Nexus, or Chaotic Fury.
      • Chilling Advantage: This feat now grants 1/2/3/4/5% chance to Crit to all Encounter Powers (rather than Cold Powers).
      • Energy Recovery: Now grants 1/2/3/4/5% (up from .15/.3/.45/.6/.75%) of your HP as Temp HP and .2/.4/.6/.8/1% (up from .15/.3/.45/.6/.75%) Temp HP for each additional target hit.
      • Nightmare Wizardry: This feat now has a 1/2/3/4/5% chance (down from 4/8/12/16/20%) to grant you and allies combat advantage for 12 seconds (up from 4).
      • Phantasmal Destruction: When you deal Combat Advantage damage you have a 25% chance (down from 100%) to grant 3/6/9/12/15% Critical Severity for 6 seconds.
      • Reapers Touch: This feat now grants 2/4/6/8/10% (down from 3/6/9/12/15%) bonus damage.
      • Unrestrained Chaos (Paragon: Storm): This feat now has a chance to apply 6 stacks of Chill (up from 1) to a nearby target or to grant you full stacks of Arcane Mastery (up from 1) every second for 1/2/3/4/5. Maelstrom will not freeze foes.

    • Thaumaturge Feats
      • Assailing Force: This feat has been reworked i now has the following effect: Dealing damage to foes has a chance to grant you Assailant. When you have Assailant your next encounter power deals 10% of the target's max HP as unresistable damage (max 500% weapon damage). This will only affect one target when used in an AoE.
      • Destructive Wizardry (Paragon: Storm): This feat now grants 1/2/3/4/5% (down from 2/4/5/8/10%) bonus damage. This feat no longer requires you strike at least 2 targets, but now requires you charge Storm Pillar fully. This feat now lasts 20 seconds (up from 6).
      • Drifting Embers (Paragon: Master of Flame): This feat now has a 8/16/24/32/40% (up from 5/10/15/20/25%) chance to spread Smoulder to targets.
      • Elemental Empowerment: This feat has been reworked i now has the following effect: Dealing Cold damage has a 3/6/9/12/15% chance to apply Creeping Frost. Creeping Frost deals 85% of your weapon damage as cold damage every 3 seconds for 18 seconds. Dealing Arcane damage has a 3/6/9/12/15% chance to apply Warped Magics. Warped Magics deals 50% of your weapon damage as Arcane damage every 3 seconds for 18 seconds. Warped Magics ignores half of a target's resistance. These effects do not stack.
      • Far Spell: Now affects all Single Target powers rather than just Magic Missile and Chill Strike.
      • Frozen Power Transfer: This bonus now stacks up to a maximum of 3 stacks and is refreshed when you gain a new stack. Players will gain one stack for each target hit with the final strike of Chilling Cloud. This bonus now lasts 20 seconds (up from 8).
      • Malevolent Surge: This feat now grants 1/2/3/4/5% (down from 2/4/6/8/10%) and no longer stacks. This feat now lasts 15 seconds (up from 4).
      • Snap Freeze: This feat now grants 2/4/6/8/10% (down from 3/6/9/12/15) bonus damage to your Cold At Wills and Encounters against foes who are not Chilled.
      • Tempest Magic: This feat now grants 1.5/3/4.5/6/7.5% (down from 2/4/6/8/10%) bonus damage while targets are below 30% HP.
      • Transcended Master: Shard of Endless Avalanche now gains 2/4/6/8/10% (down from 3/6/9/12/15%) bonus damage. Icy Rays now gains 2/4/5/8/10% bonus damage when cast on the same target twice and a .5/1/1.5/2/2.5 second(s) shorter cooldown when used on two different targets.
  • Devoted Cleric
    • Chains of Blazing Light: The tooltip will now correctly show how much damage this power will deal.
  • Great Weapon Fighter
    • Determination gain will no longer be subject to variance. This will make Determination gain more normalized."
    • Mark: Mark effects will now taunt foes briefly as well as place the player at the top of the threat list.
    • Roar: This power has been fixed to no longer silence opponents for 2 seconds. Instead it correctly interrupts power usage. If a power is successfully interrupted, that power will be locked out for 2 seconds. This effect will no longer pierce CC immunity. Roar will no longer Root players for 2 seconds.
    • Takedown: This power now deals ~30% less damage.
    • Takedown: This power now stuns players rather than proning them. No change on NPCs.
    • Unstoppable: Unstoppable now grants 5-10% damage resist when activated (down from 25-50%)
    • Sentinel's Aegis Feat: This feat now causes Unstoppable to grant 5 times more damage resistance in addition to its other effects.
    • Unstoppable Recovery Feat: The heal from this feat will now properly respect healing depression.
  • Guardian Fighter
    • All item sets, feats and class features relating to Guard Meter should now be updated to use Stamina instead.
    • Block: Now activates more quickly and has a .25 second cooldown after being released (down from .5 seconds).
    • Block: Now consumes Stamina and Reduces incoming damage by 80% while active.
    • Constitution: Each point of Constitution increases max HP by 4% (up from 2%).
    • Enforced Threat: Can now hit up to 20 (up from 8) nearby targets.
    • Enhanced Mark: Now grants 75% bonus threat per rank (up from 33%).
    • Armor of Bahamut Feat: This feat has been redesigned: When Stamina is below 30%, you take 2/4/6/8/10% less damage from all sources.
    • Iron Warrior: Base threat bonus increased to 200% (up from 150%).
    • Knight's Valor: Now transfer's 200% (up from 50%) of the threat allies deal to you.
    • Mark: Mark will now taunt foes briefly as well as place the player at the top of the threat list.
    • Mark: Now causes you to deal 200% (up from 100%) additional threat on Marked targets and now grants combat advantage to the Guardian Fighter's Allies.
  • Hunter Ranger
    • Aspect of the Serpent: This power now only stacks 2 times each direction, provides 3% per stack and grants an additional 3% per stack per rank.
    • Constricting Arrow: This power now has an AoE Strong Grasping Roots instead of a series of stuns to affected targets."
    • Grasping Roots (Strong): This power now roots a target in place for 2 seconds (1 second on players). This power now deals damage against Control Immune targets.
    • Grasping Roots (Weak): This power now roots a target in place for 1 second (.5 seconds on players). This power now deals damage against Control Immune targets.

    • Archery Feats
      • Ghostwalker: 5/10/15/20/25% more Stamina Regen while in Ranged Stance.
      • Keen Eye: 1/2/3/4/5% more AP from Ranged Powers.
      • Broadhead Arrows: 1/2/3/4/5% more Critical Chance while in Ranged Stance.
      • Unflinching Aim: 6/12/18/24/30% more Ranged Damage.
      • Bottomless Quiver: 10/20/30/40/50% shorter Ranged Cooldowns.
      • Rising Focus: Ranged Critical Strikes grant 1/2/3/4/5% Critical Severity and 1/2/3/4/5% more Power. Stacks 3 times. Lasts 6 seconds.
      • Stillness of the Forest: Damage increased the farther you get from your target. Max 2/4/6/8/10%. Additionally, while no foes are within 25 feet of you, you have 5/10/15/20/25% increased chance to crit.
      • Predator: Using an encounter power on a foe applies Prey to your target. You deal 30% additional damage to your Prey. You may only have 1 Prey at a time. Prey lasts 20 seconds or until the Prey dies.

    • Combat Feats
      • Bloodletting: While in Melee Stance you gain 1/2/3/4/5% more Life Steal.
      • Serpent Weave: Shifting lowers Melee cooldowns by .1/.2/.3/.4/.5s.
      • Fluid Hunter: While in Melee you gain 1/2/3/4/5% more Deflect Rating.
      • Piercing Blade: Melee attacks deal an additional 3/6/9/12/15% damage as Piercing damage. Piercing damage is Physical damage that cannot be resisted or deflected.
      • Wilds Medicine: Deflecting attacks cause the Hunter to be healed for 1/2/3/4/5% of their HP over 15 seconds. This effect can stack.
      • Scything Blades: The Ranger deals 1/2/3/4/5% more Melee Damage for each foe within 25 feet.
      • Battle Crazed: Melee Attacks grant .6/1.2/1.8/2.4/3% more Life Steal. This effect stacks up to 5 times. Lasts 3 seconds.
      • Blade Hurricane: Using a Melee Encounter Power grants Flurry. Flurry causes your next Melee At-Will to strike two additional times for 5% additional damage. Flurry can only be triggered once every 5 seconds.

    • Trapper Feats
      • A replacement of the Survival tree, Trappers focus on controlling their enemies and keeping a balance between melee and ranged combat.
      • Ancient Roots: Your Weak Grasping Roots now last .5/1/1.5/2/2.5 seconds longer. Your Strong Grasping Roots now last 1/2/3/4/5 seconds longer. This benefit is halved on players.
      • Deft Strikes: Your Melee encounter powers cause your next Ranged encounter power to deal 2/4/6/8/10% more damage. Your Ranged encounter powers cause your next Melee encounter power to deal 2/4/6/8/10% more damage.
      • Fleet Stance: When you switch stances you move 2/4/6/8/10% faster for several seconds.
      • Readied Stance: When you switch stances you generate 1/2/3/4/5% more AP for several seconds.
      • When you apply Grasping Roots or Thorned Roots you gain "Biting Snares". Biting Snares causes your next stance shift to generate 10% of your AP and increase your damage by 15% for 10 seconds. This effect can only be trigged once every 10 seconds."
      • Your Aspect of the Serpent Class Feature now provides 1/2/3/4/5% more damage per stack. Additionally these stacks also provide .5/1/1.5/2/2.5% Critical chance per stack.
      • Your Melee encounter powers shorten the cooldown of your Ranged encounter powers by .2/.4/.6/.8/1 second. Your Ranged encounter powers shorten the cooldown of your Melee encounter powers by .2/.4/.6/.8/1 second.
      • Your Strong Grasping Roots are upgraded to Thorned Roots. Thorned Roots deal 50/100/150/200/250% of your Weapon damage over their duration. Half this damage is dealt immediately to control immune targets.
  • Iron Vanguard
    • Frontline Surge: This power now stuns players rather than proning them. No change on NPCs.
    • Threatening Rush: This power now has 3 charges which refresh every 9 seconds.
  • Stormspell Mage
    • Eye of the Storm: This power now has an ICD of 90 seconds. Base Duration increased to 4 seconds (up from 2). Duration increase per rank increased to 1 (up from .5).
    • Sudden Storm: This power has had its base damage reduced by roughly 33% and its recharge time increased to 14 seconds (up from 10 seconds).
  • Master of Flame
    • Fanning the Flame: This power has had its recharge time increased to 22 seconds (up from 15 seconds), now takes 1.5 seconds to fire (up from .6 seconds.
    • Furious Immolation: This power has had its damage increased by roughly 26%.
    • Scorching Burst: This power now benefits more from being charged. The bonus from charging has been improved by roughly 50%.

Items and Economy
  • Eye of Lathandar: This artifact will no longer sometimes rarely go on Cooldown without raising an ally.
  • Bilethorn Enchantment: No longer triggers an unintended secondary delayed hit for 16 damage.
  • Great Weapon Fighter Heroic Duelist: The healing granted by this set should now properly obey Healing Depression.
  • Hunter Ranger PVP sets now have a 50% chance to trigger on a successful deflect (down from 75%), and cannot be healed by this effect more often than once every 2 seconds.

User Interface
  • Control Bonus: This stat now accurately describes what it grants on the character sheet.
  • Control Resist: This stat now accurately describes what it grants on the character sheet.

Resolved
  • Resolved a case in Gauntylgrim where players could attack opposing players in the respawn area.
  • Resolved a few cases where a skill node was stuck inside collision.
  • Resolved several cases of minor environmental graphical issues such as black spots, occlusion or improper tinting in several zones.
  • Resolved several minor cases of floating geometry in several existing zones.


Quelle: Forums

Bluemotion

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Samstag, 21. Juni 2014, 09:26

Joar, nette Patch Notes.

Die werden ja noch nicht so auf dem offiziellen Server aufgespielt, richtig?
Aber man kann ja jetzt schon erkennen, dass sie den CW generell ziemlich "nerven". Gleichzeitig kommt der "Meister der Flamme" mehr zu Geltung.
Flamme schüren (Fanning the Flame) und Wütendes Opfer (Furious Immolation) werden nicht verändert.
Arkanexplosion (Arcane Burst) und Treibende Asche (Drifting Embers) werden verbessert.

Ich könnte glaub ich nach dem Update eine Umlernmarke gebrauchen. :D

Ich muss übrigens beim CW in Neverwinter immer an folgendes Video denken:

Das ist an WoW angelehnt. Aber so bis ca. 0:30 passt es auch (noch) zu Neverwinter.

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Bluemotion« (21. Juni 2014, 09:32)


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Samstag, 21. Juni 2014, 11:16

Zitat

Shard of the Endless Avalanche: This power has had its base impact damage reduced by roughly 33% and its explosion damage reduced by roughly 60%.
An dieser Stelle habe ich aufgehört zu lesen... Klingt so, als könne man bald gar keine Monstergruppen mehr onehitten, wie andere Klassen ~
"Frei zu sein bedeutet nicht nur seine eigenen Ketten abzulegen, sondern sein Leben so respektvoll zu leben, dass es die Freiheit anderer steigert." - Nelson Mandela

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Bluemotion (21.06.2014)

Bluemotion

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Samstag, 21. Juni 2014, 20:24

Ja, ich weiß. Es ist noch zu früh. Ja, ich weiß. Da kann sich noch einiges ändern. Aber trotzdem... Ich war vorhin mal auf dem Testserver und hab mir paar Sachen angeguckt. Aber seht selbst...

@Mandy: Lass dich nicht spoilern! ;)

 Spoiler



Ich werd mir morgen oder so noch andere Sachen angucken.

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Sonntag, 22. Juni 2014, 09:36

Der GF hat nun wieder Sinn.
PK runs werden länger dauern... Castle Never noch schwieriger =(
ich werde weniger tanken können. Unstoppable geht auch lngsamer voll.

Wir brauchen nen GF der mal richtig gut tankt.

So far euer
Dr. Damage =P

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Whitesnake« (22. Juni 2014, 09:37)


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Sonntag, 22. Juni 2014, 10:05

Tja und damit gewinnt der GF wieder an Sinn in dem Spiel.... Und es werden einige Taktiken wieder über den Haufen geschmissen....

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Montag, 23. Juni 2014, 08:21

Jop, die Taktik war vorher "nimm möglichst viele CW's mit ....

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Montag, 23. Juni 2014, 12:06

Ich finde den nerf ehrlich gesagt gut, wie ja bereits auch ingame gesagt. Er war halt einfach viel zu stark, konnte ganze Gruppen 1 hitten, während bspw der zweihandkämpfer viel weniger Schaden machen konnte, obwohl es ja umgekehrt sein müsste, der SInn des CW's ist ja halt cc, sprich die Gegner kampfunfähig zu machen und dabei leichten Flächenschaden zu verteilen, also wie der Kleriker eher ein Supporter.

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Montag, 23. Juni 2014, 19:13

Da macht aber auch die Ausrüstung einen entscheidenden Unterschied. Also ich würde sagen, dass meine Ausrüstung schon ganz gut ist, aber onehitten kann ich persönlich niemanden, schon gar keine ganzen Gruppen.
Jede Klasse macht extrem Schaden, wenn sie sehr gut ausgestattet ist.

Der Mage hat zudem ja auch keine Abwehr. Obwohl ich nicht onehitten kann, werde ich des öfteren geonehittet, daher finde ich die Tatsache, noch ausgelieferter zu sein, echt schlecht.

Mal abgesehen vom PvP - und meinetwegen sollen sie den Mage im PvP schwächer machen, im Zweifel mach ich dann eben kein PvP mehr - wird der Mage in Instanzen extrem Unbrauchbar. In jedem Spiel ist der Magier der DD. Wenn das eintritt, was Blue oben so schön veranschaulicht hat, ist der Magier kein DD mehr, sondern maximal jemand, der die Monster beschäftigt, damit andere sie töten können.
Mag sein, dass das die Intension ist, aber dann hätte ich doch gern ein wenig mehr Abwehr, um die ganze Aggro, die ich durch die Kontrollskills ziehe, auch stehen zu können (töten kann ich ja in Zukunft nicht mehr schnell genug, um nicht um zu fallen).
"Frei zu sein bedeutet nicht nur seine eigenen Ketten abzulegen, sondern sein Leben so respektvoll zu leben, dass es die Freiheit anderer steigert." - Nelson Mandela

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Dienstag, 24. Juni 2014, 09:38

Mal abgesehen vom PvP - und meinetwegen sollen sie den Mage im PvP schwächer machen, im Zweifel mach ich dann eben kein PvP mehr - wird der Mage in Instanzen extrem Unbrauchbar. In jedem Spiel ist der Magier der DD. Wenn das eintritt, was Blue oben so schön veranschaulicht hat, ist der Magier kein DD mehr, sondern maximal jemand, der die Monster beschäftigt, damit andere sie töten können.

Mag sein, dass das die Intension ist, aber dann hätte ich doch gern ein wenig mehr Abwehr, um die ganze Aggro, die ich durch die Kontrollskills ziehe, auch stehen zu können (töten kann ich ja in Zukunft nicht mehr schnell genug, um nicht um zu fallen).

Da kommt der Tank bzw. Offtank ins Spiel =) der hält Aggro und du hilfst ihm, das die Mobs immer mal wieder zentriert stehen.
Es gibt aber sicherlich Wege, damit man als CW' trotzdem ordentlich DPS fährt. keine Sorge ;)

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Dienstag, 24. Juni 2014, 10:09


damit man als CW' trotzdem ordentlich DPS fährt. keine Sorge ;)
Es werden ja zum Glück nicht alle Skills runter geschraubt...

 Spoiler



Edit 1: Ganz vergessen. Die Talente wurden auf dem Testserver, so wie ich das beurteilen kann, noch nicht verändert.

Edit 2: Netter Kommentar, den ich im Forum gelesen habe:

Zitat

Want heals? Get a DC. (Poor things aren't even needed for most "end-game" runs, in PvP are only useful for "helping" and aren't even rewarded for the heal done or damage taken, maybe the most sorry class in the game, stopped playing mine after Mod2, so I won't even start a fight that I lost long ago.)
Want ranged-dmg? Get a HR.
Want tanking? Get a GWF or GF(?).
Want melee-dmg? Get a TR or GWF.
Want control? CW? What for?

Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von »Bluemotion« (24. Juni 2014, 11:26)


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Dienstag, 24. Juni 2014, 10:23

Schade nur, dass ich aufgrund meiner Rüstung keine Pfadskills benutzen kann *grummel*
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Dienstag, 24. Juni 2014, 15:30

Schade nur, dass ich aufgrund meiner Rüstung keine Pfadskills benutzen kann *grummel*

Verstehe ich gerade nicht.

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14

Dienstag, 24. Juni 2014, 15:49

Meine Rüstung kann unter anderem der gesamten Gruppe bis zu 18% erhöhte KritSchwere gewähren. Dieser Buff kann nur durch die Benutzung bestimmter Skills ausgelöst werden und die Vorbildpfadskills gehören nicht dazu, daher benutze ich diese nicht mehr ;)

Würde ich also wieder anfangen, diese zu benutzen, damit ich selbst mehr Schaden mache, würde der Schaden der ganzen Gruppe darunter leiden und das ist es dann doch wieder nicht wert ~
"Frei zu sein bedeutet nicht nur seine eigenen Ketten abzulegen, sondern sein Leben so respektvoll zu leben, dass es die Freiheit anderer steigert." - Nelson Mandela

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15

Mittwoch, 25. Juni 2014, 08:09

Ah okay, jetzt verstehe ich =)

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