guarstompemoji wrote: »Warden getting both Major Brittle and Major Heroism stacks them for support use. MB alone encourages a full warden on any roster.
Major Heroism should proc on overheal to be useful, and it would be nice to shift it to a different class's support mastery.
The ideal is all of these are so good that players debate over which one they WANT to run and are excited about.
dhoward5b14_ESO wrote: »I really dislike Inexorable Descent being a double-down of Landslide because it can drop off fast and take too long to rebuild stacks. I currently use DK and like it (Zen and Heat Shock buff), but if this and Landslide stack time remains unchanged, I will just quit doing DK. With the damage done buff being removed from whip, my current subcass build is nerfed too much to keep.
In trash especially the double down of Landslide is bad. Other class masteries can get roughly 10% damage done within a few seconds of starting the fight.
dhoward5b14_ESO wrote: »I really dislike Inexorable Descent being a double-down of Landslide because it can drop off fast and take too long to rebuild stacks. I currently use DK and like it (Zen and Heat Shock buff), but if this and Landslide stack time remains unchanged, I will just quit doing DK. With the damage done buff being removed from whip, my current subcass build is nerfed too much to keep.
In trash especially the double down of Landslide is bad. Other class masteries can get roughly 10% damage done within a few seconds of starting the fight.
Agreed stacks fall off to quickly if the would just make the stacks 5 seconds before falling off I think would solve most issues. I’m not as concerned personally with how long it takes to build up but it could be slightly faster 50 seconds (30s with shatter spike mantle). Perhaps 30 seconds standard then 15 seconds while using mantle.
dhoward5b14_ESO wrote: »I really dislike Inexorable Descent being a double-down of Landslide because it can drop off fast and take too long to rebuild stacks. I currently use DK and like it (Zen and Heat Shock buff), but if this and Landslide stack time remains unchanged, I will just quit doing DK. With the damage done buff being removed from whip, my current subcass build is nerfed too much to keep.
In trash especially the double down of Landslide is bad. Other class masteries can get roughly 10% damage done within a few seconds of starting the fight.
Agreed stacks fall off to quickly if the would just make the stacks 5 seconds before falling off I think would solve most issues. I’m not as concerned personally with how long it takes to build up but it could be slightly faster 50 seconds (30s with shatter spike mantle). Perhaps 30 seconds standard then 15 seconds while using mantle.
The thing with landslide is, that it provides partial value along the way. It's not like it does nothing below 10 stacks. They gave DK this modifier with the expectation that it might not be possible to always maintain full stacks, for balance and counterplay. It doesn't really need to ramp faster, DKs damage is already excellent in the current state.
dhoward5b14_ESO wrote: »I really dislike Inexorable Descent being a double-down of Landslide because it can drop off fast and take too long to rebuild stacks. I currently use DK and like it (Zen and Heat Shock buff), but if this and Landslide stack time remains unchanged, I will just quit doing DK. With the damage done buff being removed from whip, my current subcass build is nerfed too much to keep.
In trash especially the double down of Landslide is bad. Other class masteries can get roughly 10% damage done within a few seconds of starting the fight.
Agreed stacks fall off to quickly if the would just make the stacks 5 seconds before falling off I think would solve most issues. I’m not as concerned personally with how long it takes to build up but it could be slightly faster 50 seconds (30s with shatter spike mantle). Perhaps 30 seconds standard then 15 seconds while using mantle.
The thing with landslide is, that it provides partial value along the way. It's not like it does nothing below 10 stacks. They gave DK this modifier with the expectation that it might not be possible to always maintain full stacks, for balance and counterplay. It doesn't really need to ramp faster, DKs damage is already excellent in the current state.
Providing partial value is all well and good but when stacks fall off after 2-3 seconds and then you gotta rebuild stacks makes the buff the passive gives negligible. When you compare other classes essentially starting a fight whether PvP or PvE at full strength
dhoward5b14_ESO wrote: »I really dislike Inexorable Descent being a double-down of Landslide because it can drop off fast and take too long to rebuild stacks. I currently use DK and like it (Zen and Heat Shock buff), but if this and Landslide stack time remains unchanged, I will just quit doing DK. With the damage done buff being removed from whip, my current subcass build is nerfed too much to keep.
In trash especially the double down of Landslide is bad. Other class masteries can get roughly 10% damage done within a few seconds of starting the fight.
Agreed stacks fall off to quickly if the would just make the stacks 5 seconds before falling off I think would solve most issues. I’m not as concerned personally with how long it takes to build up but it could be slightly faster 50 seconds (30s with shatter spike mantle). Perhaps 30 seconds standard then 15 seconds while using mantle.
The thing with landslide is, that it provides partial value along the way. It's not like it does nothing below 10 stacks. They gave DK this modifier with the expectation that it might not be possible to always maintain full stacks, for balance and counterplay. It doesn't really need to ramp faster, DKs damage is already excellent in the current state.
Providing partial value is all well and good but when stacks fall off after 2-3 seconds and then you gotta rebuild stacks makes the buff the passive gives negligible. When you compare other classes essentially starting a fight whether PvP or PvE at full strength
That was what I meant. DK has already the means to compete with other classes, despite their maxed out built-in modifiers. The landslide mechanic is as it stands currently more like the cherry on top, rewarding consistent engagements.
YandereGirlfriend wrote: »dhoward5b14_ESO wrote: »I really dislike Inexorable Descent being a double-down of Landslide because it can drop off fast and take too long to rebuild stacks. I currently use DK and like it (Zen and Heat Shock buff), but if this and Landslide stack time remains unchanged, I will just quit doing DK. With the damage done buff being removed from whip, my current subcass build is nerfed too much to keep.
In trash especially the double down of Landslide is bad. Other class masteries can get roughly 10% damage done within a few seconds of starting the fight.
Agreed stacks fall off to quickly if the would just make the stacks 5 seconds before falling off I think would solve most issues. I’m not as concerned personally with how long it takes to build up but it could be slightly faster 50 seconds (30s with shatter spike mantle). Perhaps 30 seconds standard then 15 seconds while using mantle.
The thing with landslide is, that it provides partial value along the way. It's not like it does nothing below 10 stacks. They gave DK this modifier with the expectation that it might not be possible to always maintain full stacks, for balance and counterplay. It doesn't really need to ramp faster, DKs damage is already excellent in the current state.
Providing partial value is all well and good but when stacks fall off after 2-3 seconds and then you gotta rebuild stacks makes the buff the passive gives negligible. When you compare other classes essentially starting a fight whether PvP or PvE at full strength
That was what I meant. DK has already the means to compete with other classes, despite their maxed out built-in modifiers. The landslide mechanic is as it stands currently more like the cherry on top, rewarding consistent engagements.
It is an annoying mechanic with unavoidable downtime. IMO, that feels quite bad and is anti-player.
Bumping it up to five-second decay is superior quality of life.
Honestly, that could even be part of that Mastery to further reward pureclassing DK.
YandereGirlfriend wrote: »dhoward5b14_ESO wrote: »I really dislike Inexorable Descent being a double-down of Landslide because it can drop off fast and take too long to rebuild stacks. I currently use DK and like it (Zen and Heat Shock buff), but if this and Landslide stack time remains unchanged, I will just quit doing DK. With the damage done buff being removed from whip, my current subcass build is nerfed too much to keep.
In trash especially the double down of Landslide is bad. Other class masteries can get roughly 10% damage done within a few seconds of starting the fight.
Agreed stacks fall off to quickly if the would just make the stacks 5 seconds before falling off I think would solve most issues. I’m not as concerned personally with how long it takes to build up but it could be slightly faster 50 seconds (30s with shatter spike mantle). Perhaps 30 seconds standard then 15 seconds while using mantle.
The thing with landslide is, that it provides partial value along the way. It's not like it does nothing below 10 stacks. They gave DK this modifier with the expectation that it might not be possible to always maintain full stacks, for balance and counterplay. It doesn't really need to ramp faster, DKs damage is already excellent in the current state.
Providing partial value is all well and good but when stacks fall off after 2-3 seconds and then you gotta rebuild stacks makes the buff the passive gives negligible. When you compare other classes essentially starting a fight whether PvP or PvE at full strength
That was what I meant. DK has already the means to compete with other classes, despite their maxed out built-in modifiers. The landslide mechanic is as it stands currently more like the cherry on top, rewarding consistent engagements.
It is an annoying mechanic with unavoidable downtime. IMO, that feels quite bad and is anti-player.
Bumping it up to five-second decay is superior quality of life.
Honestly, that could even be part of that Mastery to further reward pureclassing DK.
It is easy to lose sight of balance if changes are always demanded for things to feel stronger or more convenient. That wouldn't just be a quality of life improvement, it would be a plain buff. I imagine this passive was specifically designed to help DKs in PvE meatgrinders, without giving easily accesible power to PvP setups.
Replacing the mastery that increases the scaling with the longer time could however be a reasonable consideration. Just adding it on top makes no sense currently.
YandereGirlfriend wrote: »dhoward5b14_ESO wrote: »I really dislike Inexorable Descent being a double-down of Landslide because it can drop off fast and take too long to rebuild stacks. I currently use DK and like it (Zen and Heat Shock buff), but if this and Landslide stack time remains unchanged, I will just quit doing DK. With the damage done buff being removed from whip, my current subcass build is nerfed too much to keep.
In trash especially the double down of Landslide is bad. Other class masteries can get roughly 10% damage done within a few seconds of starting the fight.
Agreed stacks fall off to quickly if the would just make the stacks 5 seconds before falling off I think would solve most issues. I’m not as concerned personally with how long it takes to build up but it could be slightly faster 50 seconds (30s with shatter spike mantle). Perhaps 30 seconds standard then 15 seconds while using mantle.
The thing with landslide is, that it provides partial value along the way. It's not like it does nothing below 10 stacks. They gave DK this modifier with the expectation that it might not be possible to always maintain full stacks, for balance and counterplay. It doesn't really need to ramp faster, DKs damage is already excellent in the current state.
Providing partial value is all well and good but when stacks fall off after 2-3 seconds and then you gotta rebuild stacks makes the buff the passive gives negligible. When you compare other classes essentially starting a fight whether PvP or PvE at full strength
That was what I meant. DK has already the means to compete with other classes, despite their maxed out built-in modifiers. The landslide mechanic is as it stands currently more like the cherry on top, rewarding consistent engagements.
It is an annoying mechanic with unavoidable downtime. IMO, that feels quite bad and is anti-player.
Bumping it up to five-second decay is superior quality of life.
Honestly, that could even be part of that Mastery to further reward pureclassing DK.
It is easy to lose sight of balance if changes are always demanded for things to feel stronger or more convenient. That wouldn't just be a quality of life improvement, it would be a plain buff. I imagine this passive was specifically designed to help DKs in PvE meatgrinders, without giving easily accesible power to PvP setups.
Replacing the mastery that increases the scaling with the longer time could however be a reasonable consideration. Just adding it on top makes no sense currently.
Considering dks lost 10% dmg done from molten whip or 7k from flame lash asking for our dmg done passive being easier to keep up and get to max stacks is not much of an ask honestly. Dks are only just keeping up dmg with class masteries to what they are doing on live servers.
YandereGirlfriend wrote: »dhoward5b14_ESO wrote: »I really dislike Inexorable Descent being a double-down of Landslide because it can drop off fast and take too long to rebuild stacks. I currently use DK and like it (Zen and Heat Shock buff), but if this and Landslide stack time remains unchanged, I will just quit doing DK. With the damage done buff being removed from whip, my current subcass build is nerfed too much to keep.
In trash especially the double down of Landslide is bad. Other class masteries can get roughly 10% damage done within a few seconds of starting the fight.
Agreed stacks fall off to quickly if the would just make the stacks 5 seconds before falling off I think would solve most issues. I’m not as concerned personally with how long it takes to build up but it could be slightly faster 50 seconds (30s with shatter spike mantle). Perhaps 30 seconds standard then 15 seconds while using mantle.
The thing with landslide is, that it provides partial value along the way. It's not like it does nothing below 10 stacks. They gave DK this modifier with the expectation that it might not be possible to always maintain full stacks, for balance and counterplay. It doesn't really need to ramp faster, DKs damage is already excellent in the current state.
Providing partial value is all well and good but when stacks fall off after 2-3 seconds and then you gotta rebuild stacks makes the buff the passive gives negligible. When you compare other classes essentially starting a fight whether PvP or PvE at full strength
That was what I meant. DK has already the means to compete with other classes, despite their maxed out built-in modifiers. The landslide mechanic is as it stands currently more like the cherry on top, rewarding consistent engagements.
It is an annoying mechanic with unavoidable downtime. IMO, that feels quite bad and is anti-player.
Bumping it up to five-second decay is superior quality of life.
Honestly, that could even be part of that Mastery to further reward pureclassing DK.
It is easy to lose sight of balance if changes are always demanded for things to feel stronger or more convenient. That wouldn't just be a quality of life improvement, it would be a plain buff. I imagine this passive was specifically designed to help DKs in PvE meatgrinders, without giving easily accesible power to PvP setups.
Replacing the mastery that increases the scaling with the longer time could however be a reasonable consideration. Just adding it on top makes no sense currently.
Considering dks lost 10% dmg done from molten whip or 7k from flame lash asking for our dmg done passive being easier to keep up and get to max stacks is not much of an ask honestly. Dks are only just keeping up dmg with class masteries to what they are doing on live servers.
At the same time they remain the only reworked class, while still gaining access to comparatively good masteries.
YandereGirlfriend wrote: »dhoward5b14_ESO wrote: »I really dislike Inexorable Descent being a double-down of Landslide because it can drop off fast and take too long to rebuild stacks. I currently use DK and like it (Zen and Heat Shock buff), but if this and Landslide stack time remains unchanged, I will just quit doing DK. With the damage done buff being removed from whip, my current subcass build is nerfed too much to keep.
In trash especially the double down of Landslide is bad. Other class masteries can get roughly 10% damage done within a few seconds of starting the fight.
Agreed stacks fall off to quickly if the would just make the stacks 5 seconds before falling off I think would solve most issues. I’m not as concerned personally with how long it takes to build up but it could be slightly faster 50 seconds (30s with shatter spike mantle). Perhaps 30 seconds standard then 15 seconds while using mantle.
The thing with landslide is, that it provides partial value along the way. It's not like it does nothing below 10 stacks. They gave DK this modifier with the expectation that it might not be possible to always maintain full stacks, for balance and counterplay. It doesn't really need to ramp faster, DKs damage is already excellent in the current state.
Providing partial value is all well and good but when stacks fall off after 2-3 seconds and then you gotta rebuild stacks makes the buff the passive gives negligible. When you compare other classes essentially starting a fight whether PvP or PvE at full strength
That was what I meant. DK has already the means to compete with other classes, despite their maxed out built-in modifiers. The landslide mechanic is as it stands currently more like the cherry on top, rewarding consistent engagements.
It is an annoying mechanic with unavoidable downtime. IMO, that feels quite bad and is anti-player.
Bumping it up to five-second decay is superior quality of life.
Honestly, that could even be part of that Mastery to further reward pureclassing DK.
It is easy to lose sight of balance if changes are always demanded for things to feel stronger or more convenient. That wouldn't just be a quality of life improvement, it would be a plain buff. I imagine this passive was specifically designed to help DKs in PvE meatgrinders, without giving easily accesible power to PvP setups.
Replacing the mastery that increases the scaling with the longer time could however be a reasonable consideration. Just adding it on top makes no sense currently.
Considering dks lost 10% dmg done from molten whip or 7k from flame lash asking for our dmg done passive being easier to keep up and get to max stacks is not much of an ask honestly. Dks are only just keeping up dmg with class masteries to what they are doing on live servers.
At the same time they remain the only reworked class, while still gaining access to comparatively good masteries.
Warden will be reworked update 51 and become the second reworked class so then what? Also again class masteries have only allowed dk to stay roughly were they are on live. The only thing dk mains seem to be asking for is landslide to bea bit more consistent by either increased time before stacks fall off and or the time it takes to reach max stacks fall to be brought down from 50s (30s with one skill being active). Most other classes with dmg done modifiers start with them and don’t have to build them up for max value.
Pyrebrand shouldn't interact with Wildfire Embers. Procs aren't supposed to proc procs.
Pyreband & wildfire embers on the PTS are doing absurd DPS numbers. Between those two things + burning, which are essentially all "free" sources of damage which require no thoughtful input from you, they're sometimes netting a combined 4-5k DPS.
It's cool to see a playstyle avenue for dot DK via that mastery passive, but I really hate that we're embracing the "my light attacks cause you to take 5k DPS" mindset. It feels cheap and lazy compared to having passives boost the actual dot abilities of DK themselves. It's problematic in the same way that sets like relequen are problematic. Not to mention completely oppressive to fight against.
Would rather see the passive reworked to boost your dot abilities in some way. Flat % modifiers to dot damage, or perhaps scaling interactions when using multiple DK dots (shatterspike, embers/claw, burning talons, breath). Like perhaps having one of these DK dots active on your opponent will cause the next applied dot to deal x% more damage for it's duration. Just something that requires more thought than the fire and forget damage that is pyre/wildfire.Conservation of Energy makes Blood for Blood full resource positive on all 3 pools. You spam it and all 3 resource pools go up. This maybe shouldn't proc on skills that cost health.
I feel like if we're embracing the "classes can have access to infinite sustain" idea that DK now has, the mag/stam sustain isn't the main issue with conservation (even though it is nearly all the sustain you need as far as duels on the PTS go). The bigger issue I'm seeing is how much this heals now. It is #1 healing on CMX every single fight, and rewards you for stacking health which is a huge problem in PVP. For example, here is the healing in a duel on a 40k HP sorc build (which is very easy to achieve these days without giving up much).
Seems some sort of cooldown or reduction in effectiveness to the healing portion of conservation of energy is needed. I am all for buffing the pure classes to DK level, but this is like effortlessly-unkillable levels of healing (assuming you're not fighting an 8k dps pyre DK or a 10k dps WW).
4.7k heals from Blood Magic? Mine heal me for 1.6k in pvp at over 35k HP. The heal barely feels servicable to me. But as always, seems some builds can break anything that exists.
YandereGirlfriend wrote: »dhoward5b14_ESO wrote: »I really dislike Inexorable Descent being a double-down of Landslide because it can drop off fast and take too long to rebuild stacks. I currently use DK and like it (Zen and Heat Shock buff), but if this and Landslide stack time remains unchanged, I will just quit doing DK. With the damage done buff being removed from whip, my current subcass build is nerfed too much to keep.
In trash especially the double down of Landslide is bad. Other class masteries can get roughly 10% damage done within a few seconds of starting the fight.
Agreed stacks fall off to quickly if the would just make the stacks 5 seconds before falling off I think would solve most issues. I’m not as concerned personally with how long it takes to build up but it could be slightly faster 50 seconds (30s with shatter spike mantle). Perhaps 30 seconds standard then 15 seconds while using mantle.
The thing with landslide is, that it provides partial value along the way. It's not like it does nothing below 10 stacks. They gave DK this modifier with the expectation that it might not be possible to always maintain full stacks, for balance and counterplay. It doesn't really need to ramp faster, DKs damage is already excellent in the current state.
Providing partial value is all well and good but when stacks fall off after 2-3 seconds and then you gotta rebuild stacks makes the buff the passive gives negligible. When you compare other classes essentially starting a fight whether PvP or PvE at full strength
That was what I meant. DK has already the means to compete with other classes, despite their maxed out built-in modifiers. The landslide mechanic is as it stands currently more like the cherry on top, rewarding consistent engagements.
It is an annoying mechanic with unavoidable downtime. IMO, that feels quite bad and is anti-player.
Bumping it up to five-second decay is superior quality of life.
Honestly, that could even be part of that Mastery to further reward pureclassing DK.
It is easy to lose sight of balance if changes are always demanded for things to feel stronger or more convenient. That wouldn't just be a quality of life improvement, it would be a plain buff. I imagine this passive was specifically designed to help DKs in PvE meatgrinders, without giving easily accesible power to PvP setups.
Replacing the mastery that increases the scaling with the longer time could however be a reasonable consideration. Just adding it on top makes no sense currently.
Considering dks lost 10% dmg done from molten whip or 7k from flame lash asking for our dmg done passive being easier to keep up and get to max stacks is not much of an ask honestly. Dks are only just keeping up dmg with class masteries to what they are doing on live servers.
At the same time they remain the only reworked class, while still gaining access to comparatively good masteries.
Warden will be reworked update 51 and become the second reworked class so then what? Also again class masteries have only allowed dk to stay roughly were they are on live. The only thing dk mains seem to be asking for is landslide to bea bit more consistent by either increased time before stacks fall off and or the time it takes to reach max stacks fall to be brought down from 50s (30s with one skill being active). Most other classes with dmg done modifiers start with them and don’t have to build them up for max value.
They said that the warden masteries are basically generic placeholders, but apart from that the current purpose of the masteries is to bridge the gap between pure classes and subclassed builds, and between reworked classes and pre-rework classes. I get that people would like a buff to this passive, but personally I don't feel that this is either needed or justified at this point. Even within just one buff cycle of Shatterspike Mantle you can reach more than half of the modifiers maximum power. A generic 5+ % on everything is already fairly good by class passive standards. The maximum cap shouldn't necessarily suggest that the classes performance would direly hinge on full uptime of the 10-stack. It is just week 1, but it is still looking like this update will be another net buff anyway. Considering the 10% whip buff was declared to be a band aid fix to begin with.
Pyrebrand shouldn't interact with Wildfire Embers. Procs aren't supposed to proc procs.
Pyreband & wildfire embers on the PTS are doing absurd DPS numbers. Between those two things + burning, which are essentially all "free" sources of damage which require no thoughtful input from you, they're sometimes netting a combined 4-5k DPS.
It's cool to see a playstyle avenue for dot DK via that mastery passive, but I really hate that we're embracing the "my light attacks cause you to take 5k DPS" mindset. It feels cheap and lazy compared to having passives boost the actual dot abilities of DK themselves. It's problematic in the same way that sets like relequen are problematic. Not to mention completely oppressive to fight against.
Would rather see the passive reworked to boost your dot abilities in some way. Flat % modifiers to dot damage, or perhaps scaling interactions when using multiple DK dots (shatterspike, embers/claw, burning talons, breath). Like perhaps having one of these DK dots active on your opponent will cause the next applied dot to deal x% more damage for it's duration. Just something that requires more thought than the fire and forget damage that is pyre/wildfire.Conservation of Energy makes Blood for Blood full resource positive on all 3 pools. You spam it and all 3 resource pools go up. This maybe shouldn't proc on skills that cost health.
I feel like if we're embracing the "classes can have access to infinite sustain" idea that DK now has, the mag/stam sustain isn't the main issue with conservation (even though it is nearly all the sustain you need as far as duels on the PTS go). The bigger issue I'm seeing is how much this heals now. It is #1 healing on CMX every single fight, and rewards you for stacking health which is a huge problem in PVP. For example, here is the healing in a duel on a 40k HP sorc build (which is very easy to achieve these days without giving up much).
Seems some sort of cooldown or reduction in effectiveness to the healing portion of conservation of energy is needed. I am all for buffing the pure classes to DK level, but this is like effortlessly-unkillable levels of healing (assuming you're not fighting an 8k dps pyre DK or a 10k dps WW).
4.7k heals from Blood Magic? Mine heal me for 1.6k in pvp at over 35k HP. The heal barely feels servicable to me. But as always, seems some builds can break anything that exists.
That Blood Magic screenshot was mine, taken in a duel. Trust me, it could get worse with the healing lol.
My suggestion for Conservation is to proc Blood Magic off Sorc abilities only, similar to Font of Power. This would greatly reduce Blood Magic's potency as it can no longer proc off Vigor, Healing Soul, etc.
So more stat stacking over time like the class script and like death dealer's fete mythic... I guess that's good for numbers...Nothing Wasted: This passive upgrades rank 2 of Corpse Consumption to also grant a stack of Nothing Wasted for 12 seconds every time you consume a corpse, up to 10 stacks max. Nothing Wasted increases your Max Health and Weapon and Spell Damage by 2% per stack. If the stacks reach their full duration, they instead lose 3 stacks and refresh, rather than losing all stacks.
Cycle Unending: This passive upgrades rank 2 of Reusable Parts to also grant Lord of the Cycle for 25 seconds, increasing your damage done by 1% for every 1% more current Health percent you have compared to your enemy. This bonus caps at 25% (12% against players).
Pound of Flesh: This passive grants you a 1% chance when taking damage to restore 10% Health and 5% of your missing Stamina, up to once every second. This chance increases by 1% for every 1% missing Health you have.
At the Precipice: This passive activates when directly healing a target below 50% Health, which allows you to use a corpse consuming ability against them within 10 seconds. Consuming or replacing this effect grants the target 2 Ultimate. This effect can occur once every second.
Malevolent Promise: This passive upgrades rank 2 of Corpse Consumption to mark the closest non-player enemy to you with death’s touch for 6 seconds whenever you consume a corpse, which allows you to use a corpse consuming ability against them. This can occur once every 2 seconds. Consuming or replacing this effect triggers rank 2 of Death Gleaning.
CameraBeardThePirate wrote: »Any other general thoughts around Class Mastery?
Why is the Necromancer passive Malevolent Promise restricted to non-player enemies?
It feels counterintuitive when Corpse Consumers struggle to be effective specifically in PvP due to their stationary nature. I was so excited to potentially gain an interesting DoT ability to use in PvP, only to realize that it would not work on Player Enemies.

Aces-High-82 wrote: »Pyrebrand shouldn't interact with Wildfire Embers. Procs aren't supposed to proc procs.
Pyreband & wildfire embers on the PTS are doing absurd DPS numbers. Between those two things + burning, which are essentially all "free" sources of damage which require no thoughtful input from you, they're sometimes netting a combined 4-5k DPS.
It's cool to see a playstyle avenue for dot DK via that mastery passive, but I really hate that we're embracing the "my light attacks cause you to take 5k DPS" mindset. It feels cheap and lazy compared to having passives boost the actual dot abilities of DK themselves. It's problematic in the same way that sets like relequen are problematic. Not to mention completely oppressive to fight against.
Would rather see the passive reworked to boost your dot abilities in some way. Flat % modifiers to dot damage, or perhaps scaling interactions when using multiple DK dots (shatterspike, embers/claw, burning talons, breath). Like perhaps having one of these DK dots active on your opponent will cause the next applied dot to deal x% more damage for it's duration. Just something that requires more thought than the fire and forget damage that is pyre/wildfire.Conservation of Energy makes Blood for Blood full resource positive on all 3 pools. You spam it and all 3 resource pools go up. This maybe shouldn't proc on skills that cost health.
I feel like if we're embracing the "classes can have access to infinite sustain" idea that DK now has, the mag/stam sustain isn't the main issue with conservation (even though it is nearly all the sustain you need as far as duels on the PTS go). The bigger issue I'm seeing is how much this heals now. It is #1 healing on CMX every single fight, and rewards you for stacking health which is a huge problem in PVP. For example, here is the healing in a duel on a 40k HP sorc build (which is very easy to achieve these days without giving up much).
Seems some sort of cooldown or reduction in effectiveness to the healing portion of conservation of energy is needed. I am all for buffing the pure classes to DK level, but this is like effortlessly-unkillable levels of healing (assuming you're not fighting an 8k dps pyre DK or a 10k dps WW).
4.7k heals from Blood Magic? Mine heal me for 1.6k in pvp at over 35k HP. The heal barely feels servicable to me. But as always, seems some builds can break anything that exists.
That Blood Magic screenshot was mine, taken in a duel. Trust me, it could get worse with the healing lol.
My suggestion for Conservation is to proc Blood Magic off Sorc abilities only, similar to Font of Power. This would greatly reduce Blood Magic's potency as it can no longer proc off Vigor, Healing Soul, etc.
I def see that when Sorc gets its rework. Rn Heart of Flame provides better sustain and healing.
Sorc Conservation of Energy should only proc on Sorc class skills, or otherwise have its proc conditions restricted (can buff the numbers a little if the frequency would be less). For example this really doesn't need to proc off roll dodge or WW skills.
Sorc Conservation of Energy should only proc on Sorc class skills, or otherwise have its proc conditions restricted (can buff the numbers a little if the frequency would be less). For example this really doesn't need to proc off roll dodge or WW skills.
Absolutely not. You only think of it from the perspective of your small duelling bubble where Werewolfs and StamSorcs run rampant.
PvE tanks, healers (maybe DDs) absolutely depend on it activating on every skill, just like normal MagSorcs will for PvP. Because Sorc barely even uses class skills, since most of them are bad.
I hope this suggestion of yours will get utterly ignored, because this would be devastating for most others. The idea behind this is to bring pure classes up to par with Subclassing. It's instantly dead on arrival for most people in most situations if this gets nerfed even more.
Haven't cared about dueling since 2018, if I could test open world PvP on the PTS then I would but dueling is all we have unless 300 people are gonna show up to test Cyro.Absolutely not. You only think of it from the perspective of your small duelling bubble
Haven't cared about dueling since 2018, if I could test open world PvP on the PTS then I would but dueling is all we have unless 300 people are gonna show up to test Cyro.Absolutely not. You only think of it from the perspective of your small duelling bubble
If you nerf WW then WW goes back to the unplayable trash heap, meanwhile open world is all Sorcs all the time because you don't even need to look at your hp or resource bars. Meanwhile you're gonna be crying to nerf vampires because you keep dying to Sorcs abusing the interaction between Conservation and Blood for Blood.
If they rework Conservation properly, it'll be a buff to pure Sorc playstyles, and a nerf to non Sorc cheese that seeks to abuse Sorc passives without having to actually play Sorc.
This is how you play Sorc in PvP? I don't think we are speaking the same language.All we use are buffs that have to be activated every 30 seconds
This is how you play Sorc in PvP? I don't think we are speaking the same language.All we use are buffs that have to be activated every 30 seconds
I don't care how exactly they address it, I'm pretty sure Conservation wasn't intended as an absurdly powerful buff to non Sorc playstyles. You wouldn't be complaining if they slightly reworked it to be useless for vamp/WW, but now even better for MagSorc.
No, I'm not invested in that, devs arne't gonna care about random player suggestions, developing solutions is their job not mine. My point was that it should belong to Sorc. I don't put much time into MagSorc but yes I know how to play it and how it works. StamSorc I've spent years on.I am curious how you would ensure the passives remains good (Somehow even better?) for MagSorc whilst not affecting Werewolf. I doubt you are satisfied with making it exclude Werewolf somehow. You want it to only work on class skills.
No, I'm not invested in that, devs arne't gonna care about random player suggestions, developing solutions is their job not mine. My point was that it should belong to Sorc. I don't put much time into MagSorc but yes I know how to play it and how it works. StamSorc I've spent years on.I am curious how you would ensure the passives remains good (Somehow even better?) for MagSorc whilst not affecting Werewolf. I doubt you are satisfied with making it exclude Werewolf somehow. You want it to only work on class skills.
If that were true, Rushing Agony would've been swallowed by the sun by now. But thanks.I would like it to be Sorc's as well. And I think you hold more sway than you think. All things considered, not too many people speak here frequently and passionately. I recall your Hardened Ward threads from 2024. They succeeded.