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Status effect fallout

mojomood
mojomood
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Force pulse does basically the same base damage as any other spammable. But it also provides 3 status effects. With an Asylum staff, those are guaranteed every second cast. Each status effect does the up front damage that burning used to do (which used to be top tier for enchant damage). If the staff is charged, it’s possible to get procs of status effects for a light weave and another set from the skill. That alone is a lot of damage, but it gets better. If an enemy is within 8 meters of the target hit (size of Tarnished Nightmare proc) and has an active status effect, they also take magic damage that is roughly equal to the base damage of the three elemental damage types added together. In all, the actual damage can easily hit 200-400% higher than the base tool tip. This doesn’t affect PvE as much as PvP since dps is more about layering many sources of damage with minimal recasts of a single spammable. But in PvP, it’s so broken. Additionally, there’s the added benefit of a bug where status effects break stealth. So crouching players or NBs are both pulled out of stealth by this skill constantly.

This level of damage puts melee play (other than NB ganking)at a significant disadvantage.

Status effects also cost templars a lot. Before the status effect buff, the number of dots were lower and longer. So a Templar purge could reduce significant damage. The sheer number of status effects mean that longer dots may or may not get purged. To make purges work again for templars, they would need to purge N dots and all status effects or similar. Otherwise, the purge gets “eaten” by status effects that are short lived, free, and easily reapplied, especially by Force Pulse.

Overall status effects are a fun buff, but some skills, classes, and bugs need to be updated.
  • Durham
    Durham
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    Anyone wanting to play melee is at a disadvantage right now. I agree with the OP dont forget your armor debuff in the destro staff line is crazy good at the moment costs nothing, and lasts forever!

    Melee has a range of 7 meters and most games balance melee with higher DPS due to the fact they have to spend time traveling to the target plus they are often in more exposed positions. There is no reason to abandon a staff in this game!

    There is not one class where using a two-hander or duel wield is better than using staffs, I am not county healing advantages.

    Think about the Stam Warden (Two handers) vs. Ice Warden lol it's the same with every class atm.
    PVP DEADWAIT
    PVP The Unguildables
  • Oblivion_Protocol
    Oblivion_Protocol
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    Durham wrote: »
    There is not one class where using a two-hander or duel wield is better than using staffs, I am not county healing advantages.

    Think about the Stam Warden (Two handers) vs. Ice Warden lol it's the same with every class atm.

    *laughs in Nightblade*
  • Durham
    Durham
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    I’m sorry I don’t see anywhere near two handed weapon vs anything ranged atm. I occasionally will see a melee weapon skill on my death recap. However destruction/ bow or anything ranged will dominate.
    PVP DEADWAIT
    PVP The Unguildables
  • silky_soft
    silky_soft
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    Durham wrote: »
    There is not one class where using a two-hander or duel wield is better than using staffs, I am not county healing advantages.

    Think about the Stam Warden (Two handers) vs. Ice Warden lol it's the same with every class atm.

    *laughs in Nightblade*

    *laughs in LOW PING Nightblade*

    Made that more accurate for you. If you're not under 100ms you need to be speed cap.
    This recent update has made me sad. Sad for the game. Sad for the community. Sad to pay whatever it is now. I want the previous eso back.
  • silky_soft
    silky_soft
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    The biggest problem in range vs melee in pvp atm is the 8m range for free from battlespirit. If it's not going to include gap closers it needs to go.
    This recent update has made me sad. Sad for the game. Sad for the community. Sad to pay whatever it is now. I want the previous eso back.
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