Vaarna_Aarne
Notorious Internet Vandal
I'm interested in testing out how well Overload with life steal works for GWF. Could result in much invincibility when Life Steal is raised by 800/1600 with 4000/8000 temp hp on top.
Damage resistance is capped at 80%, so if you're a sentinel then you will hit that just by using unstoppable and this buff will not affect you.Well hello there! Unless you suffer from terrible lag, you could give your Sentinel GWF near invulnerabilty if you mangage to shift around like a twitchy hunter during unstoppable.
ryenZgmb
Hey all, we are adding another pair of Guardian Fighter changes to the upcoming patch. We do want Guardians to deal a little more damage personally without major overhauls to power ratios or weapon damage because those things factor into many different places in combat, so we are making another change to mark to facilitate more damage. Additionally we are reworking Reckless Attacker to make more sense with the new block and be much easier to comprehend and use.
Mark: Targets who are Marked have -20% damage resistance against strikes from the Guardian Fighter. Targets who are marked still have -8% damage resistance against the Guardian Fighter's allies.
Feats: Conqueror: Reckless Attacker: *Rework* When struck in combat you gain Reckless Attacker. Reckless Attacker increases your damage by 5% and Critical chance by 2%. Reckless Attacker lasts 10 seconds and stacks up to 5 times.
As far as block goes, I have increased the duration substantially internally (which by proxy makes all stamina restore options far more potent) so before we make any more block adjustments I want to see how those work out. Those should be in with all the other changes that hit this week (again, barring things going wrong).
As far as the reason we don't want to go with unlimited block that scales up and down in potency (which was one of the prototypes we did try internally) was because of the difficult interaction with healers. The new block allows for more healer interactions by letting some degree of consistent damage through while still making your damage resistance matter. The block being a consistent value means that the Guardian Fighter can control that incoming damage and it is something measured and consistent for both the healer and the guardian.
Old block was also directly opposed to this because it was quite spiky in nature. So the new block system (with the substantially lengthened stamina duration) should give a much finer degree of control to that damage flow.
Well, the Thaumaturge changes are interesting (with an endgame weapon, it means up to a 4000+ extra damage per five seconds), buuuut I do think Crush is underestimating the DPS potential of Oppressor.Hey all, I wanted to drop in and share a few more changes that will be hitting in the next week or two.
We still want Wizards to feel like a viable DPS class while they are specced into Thaumatuge (and a bit more group utility focused in Renegade) so we are making some buffs to feats in those trees to reinforce that.
Thaumaturge:
Transcended Master: Shard of the Endless Avalanche now deals an additional 5/10/15/20/25% damage (up from 2/4/6/8/10%). Icy Rays now deals an additional 5/10/15/20/25% damage when used on a single target (up from 2/4/6/8/10%) and has a 1/2/3/4/5 second shorter cooldown if used on two different targets (up from .5/1/1.5/2/2.5).
Elemental Empowerment: Warped Magics now deals 100% of Weapon Damage each tick (up from 50%). Creeping Frost now deals 170% of Weapon Damage each tick (up from 85%).
Assailing Force: ICD reduced to 5 seconds (down from 15 seconds).
Renegade:
Nightmare Wizardry: When you critically strike a foe you have a 4/8/12/16/20% chance (up from 1/2/3/4/5%) to grant you and your allies Combat Advantage against the target for 12 seconds.
Phantasmal Destruction: Now has a 40% chance to activate (up from 25%).
Chaos Magic: Chaotic Nexus now grants 10% Armor Penetration and Critical Chance (up from 5%).
Chaos Magic: Chaotic Fury now grants 10% increased damage and 5% direct Life Steal (rather than adjusting your stats).
Scourge WarlockWicked Witch class announced (though everyone already knew it was coming)
Well, the easiest way to get what you're asking for is to spend a while farming Leadership (or use real money), and then buy one of the fashion items and some dyes. Which in your case I'd figure is something like this:Scourge WarlockWicked Witch class announced (though everyone already knew it was coming)
Thank you fo' telling me.
They took their sweet time. >.<
Have they released any cute and/or witchy costumes since I left? The only one I liked back then was bugged, so that it was suposed to be cute and sexy, but it actually showed that stupid leather bandeau thingie below, which kind of totally killed it. D:
Because those armors... No way I'm dressing a char like that. >.<
Welp, Unstoppable is going to be largely unphased by the changes, assuming you have 40%+ DR from get go.Unstoppable: Now grants 15~30% DR when activated (up from 10~20%).
Sprint: Stamina cost of Sprint reduced by roughly 40%.
We are in the middle of making an overhaul to the Warlock movement animations and sprint animations/FX. Look for them in an upcoming preview patch!