Witch vs Templar starting spell dmg nodes

I think GGG getting trolled. You guys already nerfed mana regen a few patchs ago because of AA.. I don't think you guys play end game witchs...
IGN: lVlage (96 Witch)
Last edited by lVlage#3413 on Dec 10, 2014, 11:27:27 AM
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lVlage wrote:
I think GGG getting trolled. You guys already nerfed mana regen a few patchs ago because of AA.. I don't think you guys play end game witchs...


I have a feeling they don't play end game at all no matter which class. Nerfing mana regen is just another sign that they want to nerf defensive machanics. In this case AA. I don't know why they want to do this.

Tbh the current tree looks messed up. They kinda lost the thread in terms of character specification. The Witch should have the most mana regen in her tree as well as Marauder should have the most life / regen. But even in that case Templer takes a dump on him.

The fact that they haven't even finished the final tree 2 days before the patch hits shows that they don't really know what they want in terms of balancing.
Last edited by dEus__#4586 on Dec 10, 2014, 11:54:50 AM
Templar should be used for builds using more than one element. Witch should be used for build using only one element. That have nothing to do with mana, then that nerf is stupid. Ziggy and Zeno wants to do Witch builds with Templars instead of dual (or 3) element builds, they never talk about Elemental Equilibrium, and you follow their recommendation? Lasts changes aren't good, don't touch Witch mana node.
fkxLegacySpectral : lvl 97 Raider ST HowA [Legacy]
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fkxRampage : lvl 94 Witch Fireball [Rampage]
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Last edited by fkxDuelist#6912 on Dec 10, 2014, 11:57:03 AM
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fkxDuelist wrote:
Templar should be used for builds using more than one element. Witch should be used for build using only one element. That have nothing to do with mana, then that nerf is stupid. Ziggy and Zeno wants to do Witch builds with Templars instead of dual (or 3) element builds, they never talk about Elemental Equilibrium, and you follow their recommendation? Lasts changes aren't good, don't touch Witch mana node.


There is some truth in your words. I respect Ziggy and Zeno and what they did for the game but tbh they are not really the kinds of players who try to push a character into end game and know what it takes to min / max a charater in higher levels.
great changes to the starting nodes, it makes both Trees (witch+templar) even more efficient :)

The Witch "nerf" is more likely a balance thing and in some way even a buff. ofcourse, you have to spend more Skillpoints but in the end you are sitting on a higher mana regen and some extra % maximum mana which is great!

PS:
I love the way GGG reacts to players responses and thoughts about the changes coming up.

Lets hope this way continues and I really hope that the community brings up more constructive critique and less QQ/ rude talk about changes being made.
lol who's gonna waste 4 pts to get 60% mregen?
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Carrasco_Santo wrote:
Very interesting is the contradiction in the passive tree when analyzing the source of mana to all classes. The logic in a first look should be the following:
dexterity = mana on kill/hit
Intelligence = mana regeneration
strengh = reduction in the cost of mana

Then it should be like this:
Marauder: strong nodes reduction in mana cost;
Ranger: strong nodes mana on kill/hit;
Witch: strong nodes of mana regeneration.

and:
Shadow: nodes more weak of mana regeneration and on kill/hit;
Duelista: nodes more weak of mana reduction cost and on kill/hit;
Templar: nodes more weak of mana reduction cost and regeneration.

As it is now:
Now Witch has less mana regeneration that the Templar;
Marauder has less reduction in the cost of mana to skills that the Templar;
Duelist has no reduction in the cost of mana or mana on kill/hit (should have in place Mana Flows) and has more mana regeneration that the Shadow (-_-);
Ranger does not have any starting node to gain mana on kill/hit (should be in Primal Spirit), but has mana regeneration.
Shadow has no mana on hit. Soul Siphon (+5 mana on kill) is very weak. And the mana regeneration is very low (20%).

I hope the GGG review and adjust urgently all I said.


Great post. I feel GGG's design went astray at some point, now all we have is knee jerk reactions to reddit posts and complete mess of classes and skill trees.
„I don't give a fuck if it was his tenth anniversary with his goddamn neckbeard...“
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No mod action. Business as usual.
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patryk1919 wrote:
lol who's gonna waste 4 pts to get 60% mregen?

60% mana regen, 24% mana, 12% es.
It is still a better start than any other classes for running high AA levels.
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viniciusxis wrote:
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patryk1919 wrote:
lol who's gonna waste 4 pts to get 60% mregen?

60% mana regen, 24% mana, 12% es.
It is still a better start than any other classes for running high AA levels.


I don't understand your math, or am I missing something here?

Templar:

14 Life + 20% Mana regen
5% Life + 5% Mana
3* 15% Mana regen + 0,4% Life regen
= 65% Mana regen, 5% Mana, 14 Life, 5% life, 1,2% life regen
(Gained 5% Mana regen, lost 14 Mana)

Witch:

25% mana regen + 14 ES (mana)
12% ES
3* 10% Mana regen + 8% Mana
= 55% Mana regen, 14 ES, 12% ES, 24% Mana
(Gained 4% mana, lost 5% mana regen (or 15% if you only picked the start node))

So I really don't see witch being picked over templar, unless you go CI, LL, or a mana starving MoM build, which pretty much goes and picks up both starting areas anyway?
Last edited by Karvarousku#4030 on Dec 10, 2014, 12:54:39 PM
first move in balance they made that is right in this patch.. without negative affecting other classes
Dark_Chicken - lvl 100 Marauder
Divine_Chicken - lvl 100 Duelist

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