Showing posts with label control wizard. Show all posts
Showing posts with label control wizard. Show all posts

13/03/2020

Class Confusion, Part 2

I made an effort to at least log into all my characters of the other four classes and have a bit of a play around.

Wizard: This one probably felt the least changed so far, with all of my favourite abilities seemingly still present, but similar to the rogue it still didn't feel quite right. The control aspect just wasn't entirely there and using the same rotation I used to use, instead of enemies getting locked down I just got punted around a lot and my damage output generally felt weak. It's possible that I missed something when setting up the feats; will have to investigate.

Ranger: Similar to the wizard, this one doesn't feel like it's changed a lot; it was just so much weaker in terms of damage output. Maybe it's a gear scaling thing and they'll all feel stronger again once at the new level cap.

Paladin: No more healing and doing damage (even a little) at the same time, bah! And they gave them a similar divinity mechanic to the cleric's, which I'm not a huge fan of. I may have to play a bit more to be able to make a definitive judgement, but my first impression is that like with the barbarian, they ruined another of my favourite classes.

Fighter: Like with the warlock, I don't actually have very detailed memories of playing this one, but I certainly wasn't a fan of the class's gameplay in the past. That said, the new seethe mechanic for the dps spec actually feels like it could be fun, setting up combos of first blocking damage and then hitting all the harder for it.

So far, it seems that the classes that I liked have mostly been made less fun, while a couple of the ones I didn't like have been improved a little. Homogenisation achieved?

23/04/2018

Favourite Classes: Control Wizard (2/3)

Unlike the Great Weapon Fighter, it wasn't love at first sight with the Control Wizard and me. In fact, I originally thought that their movement animation with their weapon (orb) out looked really weird and off-putting!

However, seeing other players play this class changed my mind about it. Their range of AoE abilities in particular was awe-inspiring both in terms of their animations and their effectiveness, ranging from the summoning of chaotic maelstroms to lightning and blizzards, with enemies getting knocked every which way with every cast.

Like with the GWF, I was pleased to find the class easy to get into as well. The tab ability simply offering a fourth encounter slot (with a modifier) was as straightforward as it gets, and the clearly themed abilities were easy enough to figure out for me to create a serviceable build even without a guide. I did occasionally find myself struggling with survivability, but simply trading one damaged-focused encounter power for a more control-focused one usually did the trick.

I can't imagine that running around on my Control Wizard and AoEing down enemies would ever get old. I still love Shard of the Endless Avalanche for example, aka "the purple ball", even though it's a pain to handle and I had to unslot it ages ago, but the concept of literally bowling my enemies over is just too much fun. Even without it, it's a great feeling to watch whole packs of mobs alternately get stunned and damaged to the point where this character was my first damage dealer that could run without a healing companion because the mobs could barely touch her anyway. Large single enemies with a lot of hit points or control immunities remain a bit of a pain though.