Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
The only drawback is the ultimate cost for Solar Disturbance, but I think it's so good I can understand why it is so.
standart lasts nearly twice as long, thanks to its synergy cant be left, deals more dmg per tic, further increases all dmg the DK deals, and thx to a passive refills ~40% of magicka and health upon usage. but yes we have a whooping 4% spellcost reduction passiva ^^The only drawback is the ultimate cost for Solar Disturbance, but I think it's so good I can understand why it is so.
Well, compare it to standard of might for dragonknights. The two spells essentially do the same thing, but nova and it's morphs cost 100 more ultimate.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Standard of might:
Reduces healing on enemies by 50%
Increases your damage by 20%
Reduces enemy damage by 20%
Shackle synergy does damage and immobilizes enemies
Lasts 15 seconds
Costs 200 ultimate
With Passives:
An extra 2 second duration and 3% damage (total of 17 second duration)
An additional 6% damage
Restores health, magicka, and stamina on activation
Solar Disturbance:
-No reduced healing on enemies
-Does not increase your damage
Reduces enemy damage by 30%
Supernova synergy does damage and stuns enemies
-Lasts 8 seconds
-Costs 300 ultimate
With Passives:
Gives Templar extra spell resistance
Reduced cost by 4% (288 ultimate cost still)
Increased duration up to 9.6 seconds (still 5.4 seconds less than standard)
So, with the purpose of both spells being essentially the same (AoE damage, AoE snare, a damage/cc synergy, and reducing enemy damage output), Standard of might costs less, does more damage, lasts longer, reduces enemy healing, provides a massive increase in the player's damage output, and restores all 3 resource pools on activation. In exchange for ALL of that, what does solar disturbance have? a meager increase in the templar's spell resistance against effected enemies, and a 10% stronger damage reduction for enemies.
Doesnt seem like a very fair tradeoff to me.
majestic862_ESO wrote: »Nova, debuffs enemy damage by 30%, slows them by 60% with the Solar Disturbance morph, AND it does damage, all in a wide radius that can be aimed. Not to mention the powerful synergy it has, you know the one that does massive damage AND knocks things down. If you spam reflecting light into groups of enemies with the Prism passive you will get enough ult to use it fairly quick.Even faster with ult reducing gear sets. The 279 ult or w/e the base ult is for the skill is about right considering how strong the skill is and what it does.
I personally love using nova and empowering sweep. Great skills
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Actually both morphs have a synergy. One is a little stronger then the other yes, but they both have knockdown effects. And the damage done by the synergy depends on the player who's pushing X.tankqullb16_ESO wrote: »majestic862_ESO wrote: »Nova, debuffs enemy damage by 30%, slows them by 60% with the Solar Disturbance morph, AND it does damage, all in a wide radius that can be aimed. Not to mention the powerful synergy it has, you know the one that does massive damage AND knocks things down. If you spam reflecting light into groups of enemies with the Prism passive you will get enough ult to use it fairly quick.Even faster with ult reducing gear sets. The 279 ult or w/e the base ult is for the skill is about right considering how strong the skill is and what it does.
I personally love using nova and empowering sweep. Great skills
sad part is you cant have both as they are related to different morphs.
majestic862_ESO wrote: »Actually both morphs have a synergy. One is a little stronger then the other yes, but they both have knockdown effects. And the damage done by the synergy depends on the player who's pushing X.tankqullb16_ESO wrote: »majestic862_ESO wrote: »Nova, debuffs enemy damage by 30%, slows them by 60% with the Solar Disturbance morph, AND it does damage, all in a wide radius that can be aimed. Not to mention the powerful synergy it has, you know the one that does massive damage AND knocks things down. If you spam reflecting light into groups of enemies with the Prism passive you will get enough ult to use it fairly quick.Even faster with ult reducing gear sets. The 279 ult or w/e the base ult is for the skill is about right considering how strong the skill is and what it does.
I personally love using nova and empowering sweep. Great skills
sad part is you cant have both as they are related to different morphs.
Rev Rielle wrote: »majestic862_ESO wrote: »Actually both morphs have a synergy. One is a little stronger then the other yes, but they both have knockdown effects. And the damage done by the synergy depends on the player who's pushing X.tankqullb16_ESO wrote: »majestic862_ESO wrote: »Nova, debuffs enemy damage by 30%, slows them by 60% with the Solar Disturbance morph, AND it does damage, all in a wide radius that can be aimed. Not to mention the powerful synergy it has, you know the one that does massive damage AND knocks things down. If you spam reflecting light into groups of enemies with the Prism passive you will get enough ult to use it fairly quick.Even faster with ult reducing gear sets. The 279 ult or w/e the base ult is for the skill is about right considering how strong the skill is and what it does.
I personally love using nova and empowering sweep. Great skills
sad part is you cant have both as they are related to different morphs.
Really? I did not know this. Thanks.
What's the determining stat that determines who will do more damage with the Synergy?
Standard of might:
Reduces healing on enemies by 50%
Increases your damage by 20%
Reduces enemy damage by 20%
Shackle synergy does damage and immobilizes enemies
Lasts 15 seconds
Costs 200 ultimate
With Passives:
An extra 2 second duration and 3% damage (total of 17 second duration)
An additional 6% damage
Restores health, magicka, and stamina on activation
Solar Disturbance:
-No reduced healing on enemies
-Does not increase your damage
Reduces enemy damage by 30%
Supernova synergy does damage and stuns enemies
-Lasts 8 seconds
-Costs 300 ultimate
With Passives:
Gives Templar extra spell resistance
Reduced cost by 4% (288 ultimate cost still)
Increased duration up to 9.6 seconds (still 5.4 seconds less than standard)
So, with the purpose of both spells being essentially the same (AoE damage, AoE snare, a damage/cc synergy, and reducing enemy damage output), Standard of might costs less, does more damage, lasts longer, reduces enemy healing, provides a massive increase in the player's damage output, and restores all 3 resource pools on activation. In exchange for ALL of that, what does solar disturbance have? a meager increase in the templar's spell resistance against effected enemies, and a 10% stronger damage reduction for enemies.
Doesnt seem like a very fair tradeoff to me.