tobi01xhorpreeb18_ESO wrote: »lol, you sir are clueless, this ability is very strong atm. and a part of many Fotm or Unbalanced Builds.... and you want it to make it stronger in some other way?
tobi01xhorpreeb18_ESO wrote: »lol, you sir are clueless, this ability is very strong atm. and a part of many Fotm or Unbalanced Builds.... and you want it to make it stronger in some other way?
@Baphomet
They certainly aren't going to get the myriad of actual problems fixed any faster if they burn their time changing skills that don't need to be changed in the first place. The just need to fix the unresponsiveness, which effects more than just Inferno. There's no reason to mess with the skill, except for the under performing Sea of Flames morph. Inferno isn't a bad skill, the morph Sea of Flames is garbage because the magicka restoring portion only triggers if Sea of Flames itself kills the target, but that's not nearly a large enough issue to rework the entire skill. A skill that's part of the meta builds mind you. If meta gamers tweaking builds for optimal performance use it, maybe there's nothing wrong with the skill and there happens to be something wrong with the way your using it. I'd ask them for some pro tips and pointers on using it if I were you.
About all I can offer you on the subject is use magicka potions while it's active. The recovery from magicka potions more than covers the cost. If you have issues trying to turn it off, just weapon swap and it'll shut off like any other toggle ability. Once they fix the actual problem of skill/weapon swap unresponsiveness that shouldn't be an issue anyhow.
@Baphomet
They certainly aren't going to get the myriad of actual problems fixed any faster if they burn their time changing skills that don't need to be changed in the first place. The just need to fix the unresponsiveness, which effects more than just Inferno. There's no reason to mess with the skill, except for the under performing Sea of Flames morph. Inferno isn't a bad skill, the morph Sea of Flames is garbage because the magicka restoring portion only triggers if Sea of Flames itself kills the target, but that's not nearly a large enough issue to rework the entire skill. A skill that's part of the meta builds mind you. If meta gamers tweaking builds for optimal performance use it, maybe there's nothing wrong with the skill and there happens to be something wrong with the way your using it. I'd ask them for some pro tips and pointers on using it if I were you.
About all I can offer you on the subject is use magicka potions while it's active. The recovery from magicka potions more than covers the cost. If you have issues trying to turn it off, just weapon swap and it'll shut off like any other toggle ability. Once they fix the actual problem of skill/weapon swap unresponsiveness that shouldn't be an issue anyhow.
How can you stay it's not a bad skill?
35 damage / second and you get no mana regen. Sounds like the worst skill ever seen in this game.
How can you stay it's not a bad skill?
35 damage / second and you get no mana regen. Sounds like the worst skill ever seen in this game.
How can you stay it's not a bad skill?
35 damage / second and you get no mana regen. Sounds like the worst skill ever seen in this game.
Flame damage is the most supported element type for damage in the game. I do around 50 flame damage a second with it. Keep in mind every tick can crit, every tick generates ultimate, and every tick can proc a DoT like every other flame damage source. Pop a magicka pot while it's up and there's your magicka regen whilst it's active.
I say it's not a bad skill because there are clearly many factors being willfully ignored by players, such as yourself, that contribute to making it function in builds. You say it's only junk damage at the cost of magicka recovery, and that is an incomplete description of what that skill can do and be used for. Passives in the ardent flame line for example allow for players to use the skill to maintain a permanent 40% snare on everything in 5m. Suffice it to say there are ups and downs to many skills, some with more downs than others, but having used the skill myself in earlier versions of my present build I know first hand that it isn't bad at all.
I stand corrected then, I haven't looked at the passive in awhile, once upon a time in the PTS it was 40%.Brasseurfb16_ESO wrote: »How can you stay it's not a bad skill?
35 damage / second and you get no mana regen. Sounds like the worst skill ever seen in this game.
Flame damage is the most supported element type for damage in the game. I do around 50 flame damage a second with it. Keep in mind every tick can crit, every tick generates ultimate, and every tick can proc a DoT like every other flame damage source. Pop a magicka pot while it's up and there's your magicka regen whilst it's active.
I say it's not a bad skill because there are clearly many factors being willfully ignored by players, such as yourself, that contribute to making it function in builds. You say it's only junk damage at the cost of magicka recovery, and that is an incomplete description of what that skill can do and be used for. Passives in the ardent flame line for example allow for players to use the skill to maintain a permanent 40% snare on everything in 5m. Suffice it to say there are ups and downs to many skills, some with more downs than others, but having used the skill myself in earlier versions of my present build I know first hand that it isn't bad at all.
Just a small correction, the snare has a 30% magnitude, not 40%.
Secondly, I'll ask you the question the other way around : What does Inferno (+morphs) gives you that Fiery Breath doesn't already do better?
I stand corrected then, I haven't looked at the passive in awhile, once upon a time in the PTS it was 40%.Brasseurfb16_ESO wrote: »How can you stay it's not a bad skill?
35 damage / second and you get no mana regen. Sounds like the worst skill ever seen in this game.
Flame damage is the most supported element type for damage in the game. I do around 50 flame damage a second with it. Keep in mind every tick can crit, every tick generates ultimate, and every tick can proc a DoT like every other flame damage source. Pop a magicka pot while it's up and there's your magicka regen whilst it's active.
I say it's not a bad skill because there are clearly many factors being willfully ignored by players, such as yourself, that contribute to making it function in builds. You say it's only junk damage at the cost of magicka recovery, and that is an incomplete description of what that skill can do and be used for. Passives in the ardent flame line for example allow for players to use the skill to maintain a permanent 40% snare on everything in 5m. Suffice it to say there are ups and downs to many skills, some with more downs than others, but having used the skill myself in earlier versions of my present build I know first hand that it isn't bad at all.
Just a small correction, the snare has a 30% magnitude, not 40%.
Secondly, I'll ask you the question the other way around : What does Inferno (+morphs) gives you that Fiery Breath doesn't already do better?
That aside Fiery Breath gives you a 10m cone effect, Inferno gives you a 5m radius effect. One is better when your surrounded whilst the other is contingent on facing. Flames of Oblivion also increases critical rates, stacking with Molten Armaments, medium armor, critical rate weapons, and the thief stone for good measure, all come together to round out a substantial critical hit rate. Most certainly something that cannot be done with Fiery Breath (+morphs).
My argument concerning proper application in a build stems from learning to use said builds. I expect others to give such skills a fair shake before dismissal.
Every skill flat out isn't going to be viable for every build. That's the entire point of character building; one character may use things differently and often better than another character not built to do so.If meta gamers tweaking builds for optimal performance use it, maybe there's nothing wrong with the skill and there happens to be something wrong with the way your using it.
@Brasseurfb16_ESO
As I said:Every skill flat out isn't going to be viable for every build. That's the entire point of character building; one character may use things differently and often better than another character not built to do so.If meta gamers tweaking builds for optimal performance use it, maybe there's nothing wrong with the skill and there happens to be something wrong with the way your using it.
That's before mentioning the meager cost associated with Flames of Oblivion and Molten Weapons, which I personally used in a Dual Wield spec. Sure it had issues with Magicka sustain, it was a medium armor dual wield spec, though the build wasn't at all "hugely penalized" by the use of those skills. It was actually a reasonable drain on my resources for what I was getting out of it, and once I threw in Warlock jewelry, it became vastly more sustainable. No dress or sticks required. Molten Weapons every 6 seconds worked as a stamina and ultimate battery that increased my crit rate for the duration along side Flames of Oblivion. In combination with the ultimate gain from AoE critical hits from Whirlwind and Ember Explosion I rapidly charged my ultimate which I would activate to replenish my resources...and burninate the country side...
I could reliably drop a Standard or activate Magma Armor every 11-15 seconds so long as I was fighting 3 or more targets. Actually the higher the number of enemies the better the build performed. I recall tests where I deliberately pulled 10 VR zombies and my Standatd charged fast enough to cast twice before I killed them. Nothing tends to handle such harsh double standards.
Suffice it to say, if you don't like it, you're entitled to not like it. Personal preference however has no bearing on objective realities. Learn to use it or just leave it alone, your choice.
@Brasseurfb16_ESO is correct in his assessment of the ability. If you build around it, you become a one trick pony. It does not promote or encourage the flexibility that is the base principle of the game/class design.
I love the concept behind the ability but it needs to be tweaked a little. As it stands, it is not really practical nor useful, which tells me that there is room for improvements.
@Brasseurfb16_ESO
The premise that every class skill must be viable for every possible configuration of build that can be created with the class is, in a word, impractical. That's just not how any class in any game that's ever been designed has ever worked. You find skills, you cater your build to those skills, and you ignore the skills that don't help you do what you do.
Yes, Inferno has a more narrow build scope than Dark Talons. That's healthy. Classes need skills with narrow build scopes to encourage build diversity. Otherwise we have a sort of skill convergence where every player of the class conforms to the same build no matter what they try to do which removes the customization involved in character building, a long standing staple in RPGs. There are going to be builds that are bad at using some of their class skills and there are going to be builds that excel at using those very same skills. That was, is, and always will be the point of character customization.
Some skills aren't stand alone skills, they are pieces of larger puzzles deliberately put there to interest players who enjoy complex theory crafting. Inferno thus cannot hinder a good build. Good builds only use skills that benefit them. The only build Inferno can hinder are bad builds, and "bad" is a build style I have little concern or respect for; it's a transitional stage to becoming better, nothing more. If you don't like it you are well within your rights not to use it, no one is forcing you to even unlock it for use if you don't want to. I've pointed out how it can be used, how I used it personally, and pointed out that the top tier builds employed it differently than I.
Your subjective opinion is you don't like Inferno and find Fiery Breath to be better. Mine is that Fiery Breath and Inferno aren't even remotely interchangeable options in a build as they do very different things; "better" isn't an objective metric in their regard. So again, don't like it? Just let it sit there and gather dust.
@Brasseurfb16_ESO
I'll say it one more time then I'm done with this thread to nowhere:
If you don't like it, don't use it.
The build I used Inferno in was in no way a one trick pony. It also used Cinder Storm, Ember Explosion, and Elude (the core of my build to this day) in addition to a sustainable 82% crit rate of which I could improve even higher if I'd used dual daggers (at a certain point you have to draw a line balancing out a build between frequency of critical hits and the amount of damage those critical hits will do). Massive critical rate, solid damage, compounded with 42% dodge chance (Host Bark + Elude) while blocking, and a 70% inflicted miss chance, made the build not only substantially survivable, but devastating in melee, and entirely AoE. The build solo'd VR5 Dark Anchors and pre-VR5 buff to Cyrodiil, it solo'd resource camps. If that's a one trick pony, it's one damn good trick.
Secondly, the damage output of talons is far lower than Inferno + AoE.
I don't even see why you would need inhale either when it only hits THREE *** targets
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steinernein wrote: »... .
After running the numbers again you're absolutely right, apologies for the knee jerk reaction/ignorance etc.
The only trick to inferno is if you're using it as a magicka dump for melee based abilities such as wrecking blow/executioner.
However, inhale is not suitable replacement as the throughput is lower with a stamina/weapon based build which Obscure is suggesting/using.