Great response.timidobserver wrote: »I would be okay with most of your ideas. I'll note the few that I don't care for.
1. Minor Breach and Concentration(from light armor tree) do not stack. Leave vampires bane as prophecy or have it to grant major beserk/minor(+damage), minor force(+crit damage), or major force(+crit damage).
2. Solar flare is in no way fine other than maybe in PvP. It deals bad dps for PVE and the heal debuff is useless in pve content.
3. Radiant Aura should grant major intellect on use given that the passive version of it grants minor intellect.
4. Aurora Javelin should have the cost reduced significantly and damage adjusted as well. I'd like to see this ability given the potential to fill the role of a primary dps ability like crushing shock, wrecking blow, biting jabs, lava whip, funnel health, ect.
5. I am tired of seeing the cast time of healing ritual lowered by like .1 seconds like that will make it less useless. Delete this garbage and put something else there.
Great response.timidobserver wrote: »I would be okay with most of your ideas. I'll note the few that I don't care for.
1. Minor Breach and Concentration(from light armor tree) do not stack. Leave vampires bane as prophecy or have it to grant major beserk/minor(+damage), minor force(+crit damage), or major force(+crit damage).
2. Solar flare is in no way fine other than maybe in PvP. It deals bad dps for PVE and the heal debuff is useless in pve content.
3. Radiant Aura should grant major intellect on use given that the passive version of it grants minor intellect.
4. Aurora Javelin should have the cost reduced significantly and damage adjusted as well. I'd like to see this ability given the potential to fill the role of a primary dps ability like crushing shock, wrecking blow, biting jabs, lava whip, funnel health, ect.
5. I am tired of seeing the cast time of healing ritual lowered by like .1 seconds like that will make it less useless. Delete this garbage and put something else there.
When you have time, let us know what that something else in place of healing ritual should be.
timidobserver wrote: »Great response.timidobserver wrote: »I would be okay with most of your ideas. I'll note the few that I don't care for.
1. Minor Breach and Concentration(from light armor tree) do not stack. Leave vampires bane as prophecy or have it to grant major beserk/minor(+damage), minor force(+crit damage), or major force(+crit damage).
2. Solar flare is in no way fine other than maybe in PvP. It deals bad dps for PVE and the heal debuff is useless in pve content.
3. Radiant Aura should grant major intellect on use given that the passive version of it grants minor intellect.
4. Aurora Javelin should have the cost reduced significantly and damage adjusted as well. I'd like to see this ability given the potential to fill the role of a primary dps ability like crushing shock, wrecking blow, biting jabs, lava whip, funnel health, ect.
5. I am tired of seeing the cast time of healing ritual lowered by like .1 seconds like that will make it less useless. Delete this garbage and put something else there.
When you have time, let us know what that something else in place of healing ritual should be.
Some kind of HoT or some kind of green dragon blood like self heal for tanks. Anything without a cast time.
timidobserver wrote: »I would be okay with more of your ideas. I'll note the few that I don't care for.
1. Minor Breach and Concentration(from light armor tree) do not stack. Leave vampires bane as prophecy or have it to grant major beserk/minor(+damage), minor force(+crit damage), or major force(+crit damage).
2. Solar flare is in no way fine other than maybe in PvP. It deals bad dps for PVE and the heal debuff is useless in pve content.
3. Radiant Aura should grant major intellect on use given that the passive version of it grants minor intellect.
4. Aurora Javelin should have the cost reduced significantly and damage adjusted as well. I'd like to see this ability given the potential to fill the role of a primary dps ability like crushing shock, wrecking blow, biting jabs, lava whip, funnel health, ect.
5. I am tired of seeing the cast time of healing ritual lowered by like .1 seconds like that will make it less useless. Delete this garbage and put something else there.
likewow777 wrote: »Radiant Aura - This thing desperately needs a change, perhaps along the lines of what you're proposing. The only trouble I'm seeing is that 3.5% doesn't really give much. For my stats, it's like 400 stamina and 800 health. I'd still take the Repentance morph. I've said previously that I wanted this to give the caster a buff similar to the original skill, and it can continue to give allies the lesser 30% it currently does.
I'd also like the Restoring Spirit passive to actually restore something. Reducing costs, especially with the Champion System out, makes this such a waste. Give me something like DK's Battle Roar, or the Red Diamond Imperial passive, with it having 10% chance to restore some X amount of magicka and stamina. Something that, once and for all, gives Templars better sustain just for being a Templar, rather than slotting Radiant Aura or casting Channeled Focus.
ThatHappyCat wrote: »likewow777 wrote: »Radiant Aura - This thing desperately needs a change, perhaps along the lines of what you're proposing. The only trouble I'm seeing is that 3.5% doesn't really give much. For my stats, it's like 400 stamina and 800 health. I'd still take the Repentance morph. I've said previously that I wanted this to give the caster a buff similar to the original skill, and it can continue to give allies the lesser 30% it currently does.
I'd also like the Restoring Spirit passive to actually restore something. Reducing costs, especially with the Champion System out, makes this such a waste. Give me something like DK's Battle Roar, or the Red Diamond Imperial passive, with it having 10% chance to restore some X amount of magicka and stamina. Something that, once and for all, gives Templars better sustain just for being a Templar, rather than slotting Radiant Aura or casting Channeled Focus.
The main draw of the maximum stamina boost is it increases stamina DPS. I'm hesitant to make it a bigger number or people will demand Templars use it.
I don't think Restoring Spirit is a waste at all, it's a great passive as it is with or without the Champion system (the "it only takes X Champion points to replicate this" is a fallacy when Champion points suffer from severe diminishing returns while passives do not). Sure the old Restoring Spirit passive was nice, but I don't think anyone can deny it was also ridiculously overpowered.
likewow777 wrote: »snip
Stam Temp in PvE already top.
Magicka Temp in PvE kindish ok but could be better
And both in PvP kinda crap
Aedric spear passives are fine. They could make Balanced Warrior scale of higher stat so that you get either higher Spelldmg or Weap dmg.
Dawns Wrath is utterly bullcrap. No offensive passives. Prism and Illuminati are really crap, they offer bonuses, but no real passive bonuses for templar. They could add some more stats to those 2. Maybe smth like inc Magic dmg by xy.
Restoring light no clue tbh.
Empowering sweep - Did I EVER hit somebody with this? 5m lolrange
Blazing Spear - they could make it so it scales of the higher stat like Burning light.
Blazing Shield - Make it scale of Stam/Mag like sorcerer *** shield.
Sunfire - too slow, easy to dodgeroll
Darkflare - too slow, easy to dodgeroll
all we would need for Dawns wrath is a passive like Kindling from DK but instead of inc fire dmg lets inc magic dmg.
ThatHappyCat wrote: »timidobserver wrote: »I would be okay with more of your ideas. I'll note the few that I don't care for.
1. Minor Breach and Concentration(from light armor tree) do not stack. Leave vampires bane as prophecy or have it to grant major beserk/minor(+damage), minor force(+crit damage), or major force(+crit damage).
2. Solar flare is in no way fine other than maybe in PvP. It deals bad dps for PVE and the heal debuff is useless in pve content.
3. Radiant Aura should grant major intellect on use given that the passive version of it grants minor intellect.
4. Aurora Javelin should have the cost reduced significantly and damage adjusted as well. I'd like to see this ability given the potential to fill the role of a primary dps ability like crushing shock, wrecking blow, biting jabs, lava whip, funnel health, ect.
5. I am tired of seeing the cast time of healing ritual lowered by like .1 seconds like that will make it less useless. Delete this garbage and put something else there.
Concentration is a unique debuff, it isn't Minor Breach. Therefore it does stack.
I didn't say Solar Flare was fine, but in theory if it actually worked like its tooltip suggests it should be (12k non-crit and 17k crit on a 1.1s cast time should be great DPS). It doesn't, so I suspect the tooltip is wrong.
Radiant Aura giving Major Intellect wouldn't make any difference (most people probably have the relevant Major buff on anyway with potions).
Well, I suggested Healing Ritual's cast time be lowed by 10x what you said there. I don't think Healing Ritual should be a HoT or anything that can stack with Breath of Life, because that would bring Templar healing up and I don't think ZOS wants that.
timidobserver wrote: »ThatHappyCat wrote: »timidobserver wrote: »I would be okay with more of your ideas. I'll note the few that I don't care for.
1. Minor Breach and Concentration(from light armor tree) do not stack. Leave vampires bane as prophecy or have it to grant major beserk/minor(+damage), minor force(+crit damage), or major force(+crit damage).
2. Solar flare is in no way fine other than maybe in PvP. It deals bad dps for PVE and the heal debuff is useless in pve content.
3. Radiant Aura should grant major intellect on use given that the passive version of it grants minor intellect.
4. Aurora Javelin should have the cost reduced significantly and damage adjusted as well. I'd like to see this ability given the potential to fill the role of a primary dps ability like crushing shock, wrecking blow, biting jabs, lava whip, funnel health, ect.
5. I am tired of seeing the cast time of healing ritual lowered by like .1 seconds like that will make it less useless. Delete this garbage and put something else there.
Concentration is a unique debuff, it isn't Minor Breach. Therefore it does stack.
I didn't say Solar Flare was fine, but in theory if it actually worked like its tooltip suggests it should be (12k non-crit and 17k crit on a 1.1s cast time should be great DPS). It doesn't, so I suspect the tooltip is wrong.
Radiant Aura giving Major Intellect wouldn't make any difference (most people probably have the relevant Major buff on anyway with potions).
Well, I suggested Healing Ritual's cast time be lowed by 10x what you said there. I don't think Healing Ritual should be a HoT or anything that can stack with Breath of Life, because that would bring Templar healing up and I don't think ZOS wants that.
When I said it is in no way fine, I was referring to this line from your post " I feel like it should be perfectly fine as it is assuming it actually worked as advertised." Even if it "worked as advertised" it would be garbage. Sitting there hard cast Darkflare is like a Sorc sitting there hard casting crystal fragments.
ThatHappyCat wrote: »timidobserver wrote: »ThatHappyCat wrote: »timidobserver wrote: »I would be okay with more of your ideas. I'll note the few that I don't care for.
1. Minor Breach and Concentration(from light armor tree) do not stack. Leave vampires bane as prophecy or have it to grant major beserk/minor(+damage), minor force(+crit damage), or major force(+crit damage).
2. Solar flare is in no way fine other than maybe in PvP. It deals bad dps for PVE and the heal debuff is useless in pve content.
3. Radiant Aura should grant major intellect on use given that the passive version of it grants minor intellect.
4. Aurora Javelin should have the cost reduced significantly and damage adjusted as well. I'd like to see this ability given the potential to fill the role of a primary dps ability like crushing shock, wrecking blow, biting jabs, lava whip, funnel health, ect.
5. I am tired of seeing the cast time of healing ritual lowered by like .1 seconds like that will make it less useless. Delete this garbage and put something else there.
Concentration is a unique debuff, it isn't Minor Breach. Therefore it does stack.
I didn't say Solar Flare was fine, but in theory if it actually worked like its tooltip suggests it should be (12k non-crit and 17k crit on a 1.1s cast time should be great DPS). It doesn't, so I suspect the tooltip is wrong.
Radiant Aura giving Major Intellect wouldn't make any difference (most people probably have the relevant Major buff on anyway with potions).
Well, I suggested Healing Ritual's cast time be lowed by 10x what you said there. I don't think Healing Ritual should be a HoT or anything that can stack with Breath of Life, because that would bring Templar healing up and I don't think ZOS wants that.
When I said it is in no way fine, I was referring to this line from your post " I feel like it should be perfectly fine as it is assuming it actually worked as advertised." Even if it "worked as advertised" it would be garbage. Sitting there hard cast Darkflare is like a Sorc sitting there hard casting crystal fragments.
You're thinking in terms of PvP here. In PvE boss fights you can use skills with cast times just fine, the only real downside is it can't be blockcast but then again if you're weaving you wouldn't be blockcasting anyway. If you need to move out of an AoE you can cancel the cast to move faster, might lose a bit of DPS compared to weaving instant skills but it most fights (that matter) that doesn't happen often enough to have a significant impact.
IMO it's fine for a skill to be useless in either PvP or PvE, lots of skills are like that. I don't mind that Solar Flare isn't usable in PvP as long as it produces good DPS (which it should if the numbers are correct) in PvE.
timidobserver wrote: »Nothing I said is in terms of PvP. I am talking purely about PVE. Darkflare is horrible for PVE in general. Mediocre dps and limited mobility. You are going to underperform in Sanctum Ophidia and Vet DSA if you use Darkflare as your primary dps, which means that you are going to fail at the highest endgame content currently in the game.
ThatHappyCat wrote: »timidobserver wrote: »Nothing I said is in terms of PvP. I am talking purely about PVE. Darkflare is horrible for PVE in general. Mediocre dps and limited mobility. You are going to underperform in Sanctum Ophidia and Vet DSA if you use Darkflare as your primary dps, which means that you are going to fail at the highest endgame content currently in the game.
Which goes back to what I said before, if the numbers were actually correct it should be perfectly fine DPS. The numbers I mentioned (~1.1k non-crit, ~1.7k crit, 42% crit chance) is against trial bosses, on a 1.1s cooldown that should equate to an average DPS of ~1.35k, which is pretty good. But it isn't, which means the time between casts must be longer than 1.1s.
The limited mobility is no problem as I mentioned. Against the Mantikora you basically stand still for the popcorn phases unless a popcorn spawns on you, which shouldn't be too common an occurence; and during the portal phase you have plenty of time to stand still and DPS between spears. Against the Serpent it's even easier as unless you're on the Lamia group you won't be moving at all except to grab pink bubbles.
timidobserver wrote: »ThatHappyCat wrote: »timidobserver wrote: »Nothing I said is in terms of PvP. I am talking purely about PVE. Darkflare is horrible for PVE in general. Mediocre dps and limited mobility. You are going to underperform in Sanctum Ophidia and Vet DSA if you use Darkflare as your primary dps, which means that you are going to fail at the highest endgame content currently in the game.
Which goes back to what I said before, if the numbers were actually correct it should be perfectly fine DPS. The numbers I mentioned (~1.1k non-crit, ~1.7k crit, 42% crit chance) is against trial bosses, on a 1.1s cooldown that should equate to an average DPS of ~1.35k, which is pretty good. But it isn't, which means the time between casts must be longer than 1.1s.
The limited mobility is no problem as I mentioned. Against the Mantikora you basically stand still for the popcorn phases unless a popcorn spawns on you, which shouldn't be too common an occurence; and during the portal phase you have plenty of time to stand still and DPS between spears. Against the Serpent it's even easier as unless you're on the Lamia group you won't be moving at all except to grab pink bubbles.
The numbers are correct when you take boss mitigations into consideration. The cast time just doesn't tell you the whole story. It takes 1.1 seconds to cast and then another 1-3 seconds to impact depending on how far away you are and lag.
Correct, it would cause you the most trouble against the Mantikora. However, you probably don't want to be using something with a cast time for your dps against Ra Kotu(Hel Ra), Yokeda Kai(Hel Ra), Whispmother(AA), Stonebreaker(SO), the Warrior(Hel Ra), boss 3,4,5 of vet COA, or anywhere in Vet DSA. Sure, you can force it to work on those bosses if you are a masochist and like doing things the hard way, but you'd end up having better dps and an easier time in general by using other skills for dps. IMO, it would only be worth it if you gained more dps for the trouble of using it(Like wrecking blow.)
I agree with most your suggestions, except for the repentance idea. I am extremely against it.
Some people use repentance strictly to get stamina back. I would much rather see Restoring Aura offer morphs to get health/stamina or health/magicka (lower the cost per body perhaps since having 2 templars running both morphs might make sustain very strong in PVP when killing a lot of opponents)...
ThatHappyCat wrote: »I agree with most your suggestions, except for the repentance idea. I am extremely against it.
Some people use repentance strictly to get stamina back. I would much rather see Restoring Aura offer morphs to get health/stamina or health/magicka (lower the cost per body perhaps since having 2 templars running both morphs might make sustain very strong in PVP when killing a lot of opponents)...
The amount of health and stamina Repentance restores is currently based on your maximum magicka. I'm asking for it to be based on your maximum stamina instead if that is higher, so that stamina builds don't get less health and stamina from Repentance than magicka builds.
ThatHappyCat wrote: »While a Repentance morph for magicka would be nice, that means the base Restoring Aura skill disappears no matter how you morph it, which is bad (although with the base skill being so useless in 1.6 they could probably just make it work like Repentance does, perhaps for health only with the morphs adding stamina or magicka restore). You could make Repentance restore all three resources but I feel that would be too powerful.
This is also the reason why I didn't suggest adding Major Intellect to Restoring Aura's active, because it seems weird if Repentance then does nothing for magicka.
ThatHappyCat wrote: »timidobserver wrote: »ThatHappyCat wrote: »timidobserver wrote: »Nothing I said is in terms of PvP. I am talking purely about PVE. Darkflare is horrible for PVE in general. Mediocre dps and limited mobility. You are going to underperform in Sanctum Ophidia and Vet DSA if you use Darkflare as your primary dps, which means that you are going to fail at the highest endgame content currently in the game.
Which goes back to what I said before, if the numbers were actually correct it should be perfectly fine DPS. The numbers I mentioned (~1.1k non-crit, ~1.7k crit, 42% crit chance) is against trial bosses, on a 1.1s cooldown that should equate to an average DPS of ~1.35k, which is pretty good. But it isn't, which means the time between casts must be longer than 1.1s.
The limited mobility is no problem as I mentioned. Against the Mantikora you basically stand still for the popcorn phases unless a popcorn spawns on you, which shouldn't be too common an occurence; and during the portal phase you have plenty of time to stand still and DPS between spears. Against the Serpent it's even easier as unless you're on the Lamia group you won't be moving at all except to grab pink bubbles.
The numbers are correct when you take boss mitigations into consideration. The cast time just doesn't tell you the whole story. It takes 1.1 seconds to cast and then another 1-3 seconds to impact depending on how far away you are and lag.
Correct, it would cause you the most trouble against the Mantikora. However, you probably don't want to be using something with a cast time for your dps against Ra Kotu(Hel Ra), Yokeda Kai(Hel Ra), Whispmother(AA), Stonebreaker(SO), the Warrior(Hel Ra), boss 3,4,5 of vet COA, or anywhere in Vet DSA. Sure, you can force it to work on those bosses if you are a masochist and like doing things the hard way, but you'd end up having better dps and an easier time in general by using other skills for dps. IMO, it would only be worth it if you gained more dps for the trouble of using it(Like wrecking blow.)
Considering you can start casting the next Flare right after the previous one is released, and not after the previous one hits, projectile travel time means absolutely nothing...
I'd be perfectly happy using Solar Flare for most of the bosses you mentioned. Ra Kotu is the only one that jumps out at me (because of tornadoes chasing people), the rest mostly have AoEs that you can walk or dodge out of which you can do perfectly fine while casting Solar Flare (dodging ends the cast immediately, you're not trapped or anything). As I already mentioned it is a slight DPS loss compared to weaving but in most cases isn't all that significant, and while it is a bit more troublesome than weaving it has advantages too (very economical magicka expenditure, and Major Defile for bosses that can heal).
(Oh and no repetitive strain injury to your index finger).
ThatHappyCat wrote: »likewow777 wrote: »snip
The 4% reduction from Restoring Spirit (and also other cost reduction passives like Breton's 3%) are valuable because that 4% is basically free without contributing to the diminishing returns of the Champion passive.
For example, let's say you put 50 points into cost reduction for 10% reduced costs, with Restoring Spirit that's a total of 14%. To achieve 14% without Restoring Spirit, you will need another say 35 points in the passive... but if you had Restoring Spirit, you can invest those 35 points in something else (which can be say 10% extra damage: in which case you can think of Restoring Spirit as giving you that 10% damage because of the points you saved).
I'm not sure how I can explain this any clearer. A way to think about is is that Restoring Spirit is added to the end of the Champion passive, rather than being a "beginning" that the Champion passive builds on, and because Champion passives have severe diminishing returns being at the "end" instead of the "beginning" means it's value increases exponentially as you invest points into the passive.
Therefore the more heavily you invest in the cost reduction passive, the more valuable Restoring Spirit becomes at an accelerating rate. The only situation where "Restoring Spirit is useless because I can put 10 points in the Champion passive and get the same effect" holds somewhat true is if you don't plan on investing in the passive at all.
I hope that clears things up a bit, though it probably didn't with the way I explained it.Stam Temp in PvE already top.
Magicka Temp in PvE kindish ok but could be better
And both in PvP kinda crap
Aedric spear passives are fine. They could make Balanced Warrior scale of higher stat so that you get either higher Spelldmg or Weap dmg.
Dawns Wrath is utterly bullcrap. No offensive passives. Prism and Illuminati are really crap, they offer bonuses, but no real passive bonuses for templar. They could add some more stats to those 2. Maybe smth like inc Magic dmg by xy.
Restoring light no clue tbh.
Empowering sweep - Did I EVER hit somebody with this? 5m lolrange
Blazing Spear - they could make it so it scales of the higher stat like Burning light.
Blazing Shield - Make it scale of Stam/Mag like sorcerer *** shield.
Sunfire - too slow, easy to dodgeroll
Darkflare - too slow, easy to dodgeroll
all we would need for Dawns wrath is a passive like Kindling from DK but instead of inc fire dmg lets inc magic dmg.
Prism is the same as DK's Ulti gain passive. Apparently ZOS hates Ulti gain now. Illuminate is great, it boosts you and your allies' spell damage by 5% plus there's equivalent passives for other minor buffs in other classes.
I mentioned increasing Radial Sweep's radius so I definitely agree with you there. I don't think Blazing Spear needs to scale off stamina if it's higher, there's plenty of good stamina AoE DPS options (Steel Tornado blows most magicka AoEs out of the water). I'm fine with Blazing Shield scaling off health personally, someone mentioned Radiant Ward could scale off magicka and I'd be fine with that too.
ZOS mentioned Sun Fire should be getting a speed buff. Solar Flare isn't really useable in PvP IMO outside of a 1vX situation where you are part of the X, it's far too easy to interrupt and unlike Puncturing Strikes or Radiant Destruction you gain absolutely nothing if it gets interrupted. I just want to see it become viable for PvE DPS.
timidobserver wrote: »ThatHappyCat wrote: »timidobserver wrote: »ThatHappyCat wrote: »timidobserver wrote: »Nothing I said is in terms of PvP. I am talking purely about PVE. Darkflare is horrible for PVE in general. Mediocre dps and limited mobility. You are going to underperform in Sanctum Ophidia and Vet DSA if you use Darkflare as your primary dps, which means that you are going to fail at the highest endgame content currently in the game.
Which goes back to what I said before, if the numbers were actually correct it should be perfectly fine DPS. The numbers I mentioned (~1.1k non-crit, ~1.7k crit, 42% crit chance) is against trial bosses, on a 1.1s cooldown that should equate to an average DPS of ~1.35k, which is pretty good. But it isn't, which means the time between casts must be longer than 1.1s.
The limited mobility is no problem as I mentioned. Against the Mantikora you basically stand still for the popcorn phases unless a popcorn spawns on you, which shouldn't be too common an occurence; and during the portal phase you have plenty of time to stand still and DPS between spears. Against the Serpent it's even easier as unless you're on the Lamia group you won't be moving at all except to grab pink bubbles.
The numbers are correct when you take boss mitigations into consideration. The cast time just doesn't tell you the whole story. It takes 1.1 seconds to cast and then another 1-3 seconds to impact depending on how far away you are and lag.
Correct, it would cause you the most trouble against the Mantikora. However, you probably don't want to be using something with a cast time for your dps against Ra Kotu(Hel Ra), Yokeda Kai(Hel Ra), Whispmother(AA), Stonebreaker(SO), the Warrior(Hel Ra), boss 3,4,5 of vet COA, or anywhere in Vet DSA. Sure, you can force it to work on those bosses if you are a masochist and like doing things the hard way, but you'd end up having better dps and an easier time in general by using other skills for dps. IMO, it would only be worth it if you gained more dps for the trouble of using it(Like wrecking blow.)
Considering you can start casting the next Flare right after the previous one is released, and not after the previous one hits, projectile travel time means absolutely nothing...
I'd be perfectly happy using Solar Flare for most of the bosses you mentioned. Ra Kotu is the only one that jumps out at me (because of tornadoes chasing people), the rest mostly have AoEs that you can walk or dodge out of which you can do perfectly fine while casting Solar Flare (dodging ends the cast immediately, you're not trapped or anything). As I already mentioned it is a slight DPS loss compared to weaving but in most cases isn't all that significant, and while it is a bit more troublesome than weaving it has advantages too (very economical magicka expenditure, and Major Defile for bosses that can heal).
(Oh and no repetitive strain injury to your index finger).
I was going to do a huge response, but it isn't worth it. I can't imagine how anyone that regularly obtains top scores/times in trials, hard mode trials, and vet dsa could possibly think that Dark Flare is viable or even nearly worth using for dps. You work harder to get less dps, but it isn't worth debating for 3 pages so I am done lol.
ThatHappyCat wrote: »timidobserver wrote: »ThatHappyCat wrote: »timidobserver wrote: »Nothing I said is in terms of PvP. I am talking purely about PVE. Darkflare is horrible for PVE in general. Mediocre dps and limited mobility. You are going to underperform in Sanctum Ophidia and Vet DSA if you use Darkflare as your primary dps, which means that you are going to fail at the highest endgame content currently in the game.
Which goes back to what I said before, if the numbers were actually correct it should be perfectly fine DPS. The numbers I mentioned (~1.1k non-crit, ~1.7k crit, 42% crit chance) is against trial bosses, on a 1.1s cooldown that should equate to an average DPS of ~1.35k, which is pretty good. But it isn't, which means the time between casts must be longer than 1.1s.
The limited mobility is no problem as I mentioned. Against the Mantikora you basically stand still for the popcorn phases unless a popcorn spawns on you, which shouldn't be too common an occurence; and during the portal phase you have plenty of time to stand still and DPS between spears. Against the Serpent it's even easier as unless you're on the Lamia group you won't be moving at all except to grab pink bubbles.
The numbers are correct when you take boss mitigations into consideration. The cast time just doesn't tell you the whole story. It takes 1.1 seconds to cast and then another 1-3 seconds to impact depending on how far away you are and lag.
Correct, it would cause you the most trouble against the Mantikora. However, you probably don't want to be using something with a cast time for your dps against Ra Kotu(Hel Ra), Yokeda Kai(Hel Ra), Whispmother(AA), Stonebreaker(SO), the Warrior(Hel Ra), boss 3,4,5 of vet COA, or anywhere in Vet DSA. Sure, you can force it to work on those bosses if you are a masochist and like doing things the hard way, but you'd end up having better dps and an easier time in general by using other skills for dps. IMO, it would only be worth it if you gained more dps for the trouble of using it(Like wrecking blow.)
Considering you can start casting the next Flare right after the previous one is released, and not after the previous one hits, projectile travel time means absolutely nothing...
I'd be perfectly happy using Solar Flare for most of the bosses you mentioned. Ra Kotu is the only one that jumps out at me (because of tornadoes chasing people), the rest mostly have AoEs that you can walk or dodge out of which you can do perfectly fine while casting Solar Flare (dodging ends the cast immediately, you're not trapped or anything). As I already mentioned it is a slight DPS loss compared to weaving but in most cases isn't all that significant, and while it is a bit more troublesome than weaving it has advantages too (very economical magicka expenditure, and Major Defile for bosses that can heal).
(Oh and no repetitive strain injury to your index finger).
danno816_ESO wrote: »ThatHappyCat wrote: »timidobserver wrote: »ThatHappyCat wrote: »timidobserver wrote: »Nothing I said is in terms of PvP. I am talking purely about PVE. Darkflare is horrible for PVE in general. Mediocre dps and limited mobility. You are going to underperform in Sanctum Ophidia and Vet DSA if you use Darkflare as your primary dps, which means that you are going to fail at the highest endgame content currently in the game.
Which goes back to what I said before, if the numbers were actually correct it should be perfectly fine DPS. The numbers I mentioned (~1.1k non-crit, ~1.7k crit, 42% crit chance) is against trial bosses, on a 1.1s cooldown that should equate to an average DPS of ~1.35k, which is pretty good. But it isn't, which means the time between casts must be longer than 1.1s.
The limited mobility is no problem as I mentioned. Against the Mantikora you basically stand still for the popcorn phases unless a popcorn spawns on you, which shouldn't be too common an occurence; and during the portal phase you have plenty of time to stand still and DPS between spears. Against the Serpent it's even easier as unless you're on the Lamia group you won't be moving at all except to grab pink bubbles.
The numbers are correct when you take boss mitigations into consideration. The cast time just doesn't tell you the whole story. It takes 1.1 seconds to cast and then another 1-3 seconds to impact depending on how far away you are and lag.
Correct, it would cause you the most trouble against the Mantikora. However, you probably don't want to be using something with a cast time for your dps against Ra Kotu(Hel Ra), Yokeda Kai(Hel Ra), Whispmother(AA), Stonebreaker(SO), the Warrior(Hel Ra), boss 3,4,5 of vet COA, or anywhere in Vet DSA. Sure, you can force it to work on those bosses if you are a masochist and like doing things the hard way, but you'd end up having better dps and an easier time in general by using other skills for dps. IMO, it would only be worth it if you gained more dps for the trouble of using it(Like wrecking blow.)
Considering you can start casting the next Flare right after the previous one is released, and not after the previous one hits, projectile travel time means absolutely nothing...
I'd be perfectly happy using Solar Flare for most of the bosses you mentioned. Ra Kotu is the only one that jumps out at me (because of tornadoes chasing people), the rest mostly have AoEs that you can walk or dodge out of which you can do perfectly fine while casting Solar Flare (dodging ends the cast immediately, you're not trapped or anything). As I already mentioned it is a slight DPS loss compared to weaving but in most cases isn't all that significant, and while it is a bit more troublesome than weaving it has advantages too (very economical magicka expenditure, and Major Defile for bosses that can heal).
(Oh and no repetitive strain injury to your index finger).
ZoS considers the cast time to be correct, from beginning of cast to when the projectile leaves your fingers. But there is a delay in animation from when you can recast. That is why doing the math will never line up with the practical experience.
You are getting killed by jabs in PvP? L2P.Renaissance wrote: »Lol . I think u wish that we start talking about nerfed DK skills , how they should CC(engufling would be nice AoE stun), from what scale (obsidian shield for example), why than not stun blockcasting targets (deepbreath) or spamming casters (templars with jabs) ?