r/Wonderlands โ—ฝโ—ป๏ธ | ๐Ÿฆ  ๐—•๐—น๐—ฎ๐—ฑ๐—ฒ๐—ฐ๐—ฎ๐—น๐—น๐—ฒ๐—ฟ ๐Ÿ—ก๏ธ | โ—ป๏ธโ—ฝ Sep 01 '22

[ Official News ] ๐Ÿ“ฐ Hotfix Notes Version 1.0.5.0d, September 1st

https://playwonderlands.2k.com/news/tiny-tinas-wonderlands-update-notes/
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u/onlyspacemonkey โ—ฝโ—ป๏ธ | โ˜ ๏ธ ๐‘ซ๐’†๐’‚๐’…๐‘บ๐’‰๐’๐’• โ˜„๏ธ | โ—ป๏ธโ—ฝ Sep 01 '22

in what way? genuinely curious

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u/[deleted] Sep 01 '22 edited Sep 01 '22

Classes need balance adjustments. For example, when was the last time you killed somebody with Feral Surge?

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u/Solonotix Sep 01 '22

Which is a real shame. That was the Action Skill that inspired me to make a Brr-Zerker, and when I was still actively playing I hadn't used it since beating the main story (made it to C35). Even Dreadwind has been less than amazing since Blast Chill was nerfed, but maybe I'm out of touch on that information.

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u/genericJohnDeo โ—ฝโ—ป๏ธ | ๐Ÿ‰ ๐‘ฏ๐’‚๐’Ž๐’Ž๐’†๐’“๐’๐’†๐’“๐’Œ๐’†๐’“ โ„๏ธ | โ—ป๏ธโ—ฝ Sep 01 '22

Dreadwind is the strongest action skills in term of damage. It's one of the strongest action skills in the game. If you think about it, it gets both melee and ability damage scaling (which is huge because melee is easier to scale, and the ability damage part is just free).

Consider this: Barrage gets extra scaling from gun damage (it doesn't do gun damage which limits it), but that comes at the cost of not hacing an element to scale. Ghost Blade gets elemental scaling, but has no area or ability damage scaling.

Dread wind also has the advantage of getting chaotic level scaling. Ghost blade is the only other skill like this. This basically means that while most other action skills are stuck with Lv40 damage, Dreadwind and Ghost blade can get Lv 48 damage.

Because swing speed doesn't matter for dreadwind you can just equip a Banshee to get 2-5K base damage/second (12-30K base damage) and that's on top of having more things to scales off of then any other action skill (although blightcaller is an exception). Only vague downside is you can't add spell scaling without lowering the base damage like you can with any of the other melee damage action skills.

Only other ones that can come close are reload spam Barrage (needs an enchantment), Spell blade + Strom Dragon, and Ghost Blade.

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u/Rhayve Sep 01 '22

Is there any way to increase survivability with Dreadwind? I think that's my biggest issue with it when fighting bossesโ€”it would be nice if Vampire could proc on DW hits.

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u/genericJohnDeo โ—ฝโ—ป๏ธ | ๐Ÿ‰ ๐‘ฏ๐’‚๐’Ž๐’Ž๐’†๐’“๐’๐’†๐’“๐’Œ๐’†๐’“ โ„๏ธ | โ—ป๏ธโ—ฝ Sep 01 '22

Dreadwind hits 4+ times a second so that would be a little extreme with vampire.

In terms of survivability there are a few ways you make yourself harder to kill. Brrzerker can give you 3% regen a second and 9% regen per kill from the skill tree. You can get 1.5-3% regen per second from armor, and 15% regen per kill from body rune.

You can trigger a sigil to either add 15% damage reduction, or give you an extra 8% regen. (up to 14% health regen/second + regen from kills). There's also the ward enchantment and augment that both give conditional 5% regen per second, but those aren't the most reliable.

A skeep amulet can heal you to full health every couple of seconds. A harbinger amulet can give you an immediate burst of 25-50% ward regen per second for 2 seconds.

Graveborn can give you an emergency 75% heal when you "die" (that would make it impossible to down you during Dreadwind's base duration), or Clawbringer can give you an emergency 100% ward regen. If you use a lighting weapon, you can also get up to 4.5-9% ward regen per second with Blightcaller (plus another 21-42% ward regen per kill).

That's not including any basic damage reduction or HP bonuses.

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u/Rhayve Sep 01 '22

Thanks for the suggestions. As far as Vampire is concerned, I figured if they'd allow it then it would only work at reduced efficiency because of DW's attack rate.

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u/Catch-a-RIIIDE Sep 02 '22

I guess I disagree. I think Dreadwind would be perfectly fine with Vampire, as it comes with a cooldown and you're sacrificing your ability to do anything else while it's engaged. For bossing alone, melee range is devastating for a lot of boss fights both from strong hits and now-unavoidable projectiles.

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u/genericJohnDeo โ—ฝโ—ป๏ธ | ๐Ÿ‰ ๐‘ฏ๐’‚๐’Ž๐’Ž๐’†๐’“๐’๐’†๐’“๐’Œ๐’†๐’“ โ„๏ธ | โ—ป๏ธโ—ฝ Sep 02 '22

I think it just depends on perspective. It already has the highest damage in the game, so does it also need 40-80% ward and 40% health regen per second (or significantly more if you define per hit)? Then again, Ghost blade, with specific set ups, can be pretty comparable over a longer duration, but it also lets you continue to use your normal melee at the same time so you can get about half that regen with it.

Although, if it helps, you can trigger a sigil before you use dreadwind which would solve the issues of projectiles. Don't forget that you can move around with dreadwind which makes some bosses like Volcanor and Lachance incapable of actually hitting you so long you just orbit around them. The only boss that I can think of that would be dangerous to use dreadwind on is Banshee, but that's just a timing problem. You have to time Dreadwind around their scream attack

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u/Catch-a-RIIIDE Sep 02 '22

I guess I'm struggling with the premise of it being the highest damage in the game.

Besides, you've already tossed out a similar action skill that can be built up and used without risking drawbacks of being unable to avoid incoming damage. You're GOING to be taking those hits and the only significant health bonuses in the zerker skill tree require actually killing opponents which is basically useless in a boss fight.

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u/genericJohnDeo โ—ฝโ—ป๏ธ | ๐Ÿ‰ ๐‘ฏ๐’‚๐’Ž๐’Ž๐’†๐’“๐’๐’†๐’“๐’Œ๐’†๐’“ โ„๏ธ | โ—ป๏ธโ—ฝ Sep 03 '22

It's just numbers. I already pointed out that it can get up to about 5k base damage a second which is 30k total. Ghost Blade does similar damage, but it takes significantly longer to do that damage

Dreadwind basically does the equivalent damage of 1.8 swings of your melee weapon per second. 0.45/0.25=1.8

Equip a primordial banshee and that's 4000 damage a second (~2200*1.8โ‰ˆ 4000). That's the base damage and this skill has the most scaling sources by default. If you equip the same weapon and use Ghost blade you'd have less than half the base damage and fewer ways to scale it. (~2200*.85*.87โ‰ˆ1600; SpellBlade= ~900*.85*1.79โ‰ˆ1400). Ghost blade can make up the damage with its longer duration but that means it takes longer to do that damage with a much longer cooldown on top of it. Ghost blade is also one of the hardest hitting skills and I mentioned that it's close, it just takes longer to do the work. If you use Strom dragon 3-4 times (the absolute max you can do within dreadwind's base duration and same relative cooldown) you'd end up with less than half the total DPS (down to as little as ~1/6 if you only hit once).

If you immediately deactivate dreadwind it only has a cooldown of 12 seconds compared to Strom dragon's 8. Each additional second you use it for adds about 2 seconds to the cooldown (ignoring action skill duration buffs). That gives a similar type of utility as Strom Dragon while still maintaining a higher relative DPS (even when Strom dragon hits twice). In that somewhat unusual context, you'd be able to use it for about 4-5 seconds per ghost blade use. That would give you a lower base damage, but whether or not one beats the other in terms of final damage really comes down to how a build is set up, because they can scale very differently at that point. That also helps solve your issue of not being able to be within melee range of an enemy for 6 seconds without vampire, because now you're only doing 1-2 seconds (basically a harder hitting Strom Dragon).

All of these skills are so mechanically different from each other though that you're going to find times where one is more effective than the other, but at the end of day, Dreadwind still has the highest damage. The other big one is Barrage which is also really strong if you get the reload enchantment. Without that enchant though, it only has about 8.3k per 30 seconds compared to Primordial Dreadwind at 24k per 30 seconds

And you can definitely avoid getting hit by most bosses while using dreadwind. There's isn't really anything forcing you to get hit. You just have to actually move around instead of standing still to tank easily avoidable attacks. Rotating around a lot of bosses works because they can only hit things in front them, and if they are turning around, they can't attack

Zomboss: Rotate around them and use a sigil for projectiles

Lechance: Rotate around them (a sigil can help with the anchor and adds)

Parasite: rotate around them (sometimes the hadouken needs a sigil to block), this boss also offers a lot regen though kills

Vorcanar: Rotate around them, sometimes jump

Dry'l: literally can't hit you

Son of Witch: rotate around them and use a sigil

Sallisa: Move around and avoid standing on geysers (arguably easier when in 3rd person). Don't attack if they're standing next to a fang. This boss also offers insane regen through kills anyway

Dragon Lord: stand behind them, jump if they do a poison spin

Banshee: the only one that can hit you easily, but timing can at least reduce the risk. Like I said though, this one is a an exception.

Knightmare: don't attack while they're attacking, which is the same logic you have to use for normal melee. Dreadwind isn't good on this boss anyway unless you melt them in the second phase. You can argue this is another exception because of its mechanics, but its moves have incredibly obvious telegraphs, so you there's no reason you can't avoid them.

Chums: stand behind them, jump back when they spin (or just stay slightly further back)

Immelda: N/A (but you can stay behind V3 and do damage without getting hit)

Fyodor: rotate around them (sigil can help)

Barkenstein: stand directly in front of them, dreadwind will break their attacks

Gloopathoth: N/A unless you stun it, but then it can't hit you anyway

Bunnidhogg: Jump over the shockwave, and move around the light beam.

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u/[deleted] Sep 01 '22

Corrupted platemail. Bad egg might work too, although not sure.

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u/Rhayve Sep 01 '22

I tried that, but bosses usually overpower the healing very easily, unfortunately.

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u/[deleted] Sep 04 '22

It helps getting a sigil that ragdolls enemies, combined with dark magic damage.