Neverwinter Top Warlock Dmg

  1. Neverwinter Top Warlock Dmg Games
  2. Neverwinter Top Warlock Dmg 2016
Neverwinter top warlock dmg games

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Warlock

Neverwinter Top Warlock Dmg Games

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Neverwinter Top Warlock Dmg 2016

  • frogwalloperPosts: 693MemberArc User
    I think those are great ideas.
    I was thinking today that Soulscorch should be more like what Killing Flames currently is. And Killing Flames should be more like what Soulscorch is supposed to be, or the way Creeping Death was.
    With the Double Scorch, I'd prefer a knockdown, root, or daze over a push - unless it pushed the enemy toward you - more of a pull, then. Push always causes so much aggravation. One of the wizard's big damage dealers was ruined with a push effect. I'd hate to see that happen to another one.
  • Ah - yes; Repel does have that annoying push factor which the Melee classes hate so much. If the sparks threw the enemy forward when they return for the second hit with double scorch then that would indeed solve that issue.
  • planestriderPosts: 60MemberArc User
    This sounds very neat.
    Except, in my opinion, for this:
    'to enemies within 10' of the target.'
    Warlocks are usually squishy, and these distances are very hard to grasp ingame, all the more for people whose intuition works with meters instead of feet. Warlocks make for a great class who can also work from distance, which saves the healer some healing, the warlock some dying and which is important for soloing content successfully.
    Enhanced close range dmg for non-melee-range powers only forces a certain playstyle instead of allowing to use the warlock's full potential.
    I really like the added effects like prone to vampiric embrace, since it allows some sort of battlefield control different to that of the wizard. What's in dire need though is a reduced casting time for area effects, for most of their effect is usually lost in any kind of ranged playstyle, again forcing a melee-like style and thus to buff oneself with hp and armor at all costs, while the need of dps, on the other hand, encourages a glass cannon setup (which I personally prefer in a class which is as swift and could be as versatile as the warlock).
  • edited August 30
    Not sure I followed that one ....
    The Warlock is able to cast Killing Flames from range. The close-range part for the additional damage to enemies that are close to the target, I was thinking about when a tank has then grouped up around him, or you've targetted the boss and the nearby adds take some damage too.
    If I'm solo and a mob comes close, this could be one way to deal good damage to the target (hopefully killing it) and also has a small AoE to those surrounding me.
    When you read the part about Killing Flames, what scenario did you picture ?
  • planestriderPosts: 60MemberArc User
    Hmm, that's a good point, especially for soloing, since there are hellishly fast mobs too.
    My scenario was a party, tank getting all the aggro, but (as in the last CTA) newcomers rushing in from the outside or the tank being not able to aggro everything, and since there are also leveling tanks, that will inevitably happen. So in order to max out their damage, warlocks will need to use this power from close up and risk being killed, thus losing dmg again and forcing someone to raise them.
  • If I was a levelling Warlock, I guess I'd use this power, shadowslip backwards a bit then cast another encounter but each encounter and player is different.
  • planestriderPosts: 60MemberArc User
    Yeah, that's true.
    All in all I see your changes bringing back more possibilities for warlocks, which I like a lot.
    Thanks for all the work and thought you put into this!
  • Yeah, no probs, let's hope that @noworries#8859 will take these into consideration and we can make the Warlock a viable DPS class.
  • frogwalloperPosts: 693MemberArc User
    edited August 30
    My warlock likes to get up close and personal. If I can't count a baddy's nose hairs, it's not close enough.
    So close proximity bonuses would be very welcome - be even better if it was a feat that applied to multiple powers.
  • I did the same exercise for Feats and Class Feats, I see that the Class - Feats post duplicated and the Feats one doesn't show, I'll post it up again
  • edited August 30
    I'm here for the daily support on Warlock posts. At this point i think any change would be appreciated.
  • What I'M wondering about is why Grimoires are no longer visible. Right clicking doesn't even give an option to make it into a costume library item.
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  • frogwalloperPosts: 693MemberArc User
    edited September 14

    Fiery Bolt : Fire Based : Change magnitude to 175.

    This would be a flat damage aoe?
    Lot of players have been asking for a decent aoe, and we really need one. 175 is still really low, though.
    Mightier Leap (500 magnitude)
    Stealthed Blade Flurry (220 magnitude x2)
    Daunting Light (550 magnitude, no cooldown)
    Bane (480 magnitude, no cooldown)
    Spell mastery Chill Strike, Conduit of Ice (150 and 175 magnitude respectively, with a side of cheese)
    - not sure what kind of aoe Rangers or Fighters are capable of. I don't have one of either yet.
  • @nitocris83
    what I think,
    1st: Sparks. Why we collect sparks in battle? Only warlock and dreadnought (and maybe barbarian) - the lowest DPS classes do the same.But even dreadnought can full scale in few secs. We need more more time. Every other class have immediately mechanic. (also Warlock is a healer if you forgot). and the another problem as a healer we have - 0 sparks if you fall. Pals and Cleric haven't such problem. 0 sparks = 0 heals.
    2nd. Hellfire Ring. You need enter a place on a ground and than activate it. When you mostly remove this mechanic from other classes like wizards (Clerics still have the same problem with DL and Rangers with their RDD spells. Maybe if I got some 'free' casts like cleric or some tab mechanic like ranger have I will not shame so much)
    but as you know warlock haven't any pluses or bonuses now.
    3rd. tab mechanic. absolutely worst. and you know irt.
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  • frogwalloperPosts: 693MemberArc User


    2nd. Hellfire Ring. You need enter a place on a ground and than activate it... Maybe if I got some 'free' casts like cleric...

    It would be neat if the hellfire ring would activate on its own at the warlock's location. Don't know what would cause it, but I like the whole aphrodite vibe - just instead of flowers popping up beneath our feet - infernal fires.
  • frogwalloperPosts: 693MemberArc User
    A complete aoe at-will would be good too.
    Eldritch Blast is a good choice, if they could just make it so that every hit has the same effect as the third hit as it is currently.
    Barbarian, Paladin, Cleric, and Wizard all have an aoe at-will, and some of them are quite powerful.
  • Sw has everything to do a lot of damage, but it doesn't work.
    We have [Hellfire Expertise] 25% + fire and necrotic dmg + soulinvestiment 25% + [Tyrannical Curse] + 15%.
    even though everything does not work, something very wrong is in sw!

  • We have [Hellfire Expertise] 25% + fire and necrotic dmg + soulinvestiment 25% + [Tyrannical Curse] + 15%.

    No worries dude, with additive buffs that will also be worthless