nightbringer1993 wrote: »And next patch the pure class bonuses will only buff refreshed classes.
Erickson9610 wrote: »nightbringer1993 wrote: »And next patch the pure class bonuses will only buff refreshed classes.
Every Class is getting Class Mastery bonuses to make them more powerful when not Subclassing, regardless of whether they've been refreshed yet.
Izanagi.Xiiib16_ESO wrote: »Erickson9610 wrote: »nightbringer1993 wrote: »And next patch the pure class bonuses will only buff refreshed classes.
Every Class is getting Class Mastery bonuses to make them more powerful when not Subclassing, regardless of whether they've been refreshed yet.
Yes but when DK is already super strong giving it 2 extra 'pure class' buffs will not hurt it
Izanagi.Xiiib16_ESO wrote: »Erickson9610 wrote: »nightbringer1993 wrote: »And next patch the pure class bonuses will only buff refreshed classes.
Every Class is getting Class Mastery bonuses to make them more powerful when not Subclassing, regardless of whether they've been refreshed yet.
Yes but when DK is already super strong giving it 2 extra 'pure class' buffs will not hurt it
DK pure class buffs are obviously way worse than most other class buffs. And i think they even officially said they will use these buffs to balance reworked classes with those that arent reworked yet.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Erickson9610 wrote: »nightbringer1993 wrote: »And next patch the pure class bonuses will only buff refreshed classes.
Every Class is getting Class Mastery bonuses to make them more powerful when not Subclassing, regardless of whether they've been refreshed yet.
Yes but when DK is already super strong giving it 2 extra 'pure class' buffs will not hurt it
DK pure class buffs are obviously way worse than most other class buffs. And i think they even officially said they will use these buffs to balance reworked classes with those that arent reworked yet.
Yes Major Berserk/Heroism/Protection every time a DK uses its ulti and even more increased dmg from landslide is obviously way way "worse" than other pure class buffs when DK is already very strong.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Erickson9610 wrote: »nightbringer1993 wrote: »And next patch the pure class bonuses will only buff refreshed classes.
Every Class is getting Class Mastery bonuses to make them more powerful when not Subclassing, regardless of whether they've been refreshed yet.
Yes but when DK is already super strong giving it 2 extra 'pure class' buffs will not hurt it
DK pure class buffs are obviously way worse than most other class buffs. And i think they even officially said they will use these buffs to balance reworked classes with those that arent reworked yet.
Yes Major Berserk/Heroism/Protection every time a DK uses its ulti and even more increased dmg from landslide is obviously way way "worse" than other pure class buffs when DK is already very strong.
Turtle_Bot wrote: »Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Erickson9610 wrote: »nightbringer1993 wrote: »And next patch the pure class bonuses will only buff refreshed classes.
Every Class is getting Class Mastery bonuses to make them more powerful when not Subclassing, regardless of whether they've been refreshed yet.
Yes but when DK is already super strong giving it 2 extra 'pure class' buffs will not hurt it
DK pure class buffs are obviously way worse than most other class buffs. And i think they even officially said they will use these buffs to balance reworked classes with those that arent reworked yet.
Yes Major Berserk/Heroism/Protection every time a DK uses its ulti and even more increased dmg from landslide is obviously way way "worse" than other pure class buffs when DK is already very strong.
Not to mention that the only reason people currently bring anything sorcerer related into PvE end-game content at all is exclusively for Atronarch's group wide major berserk buff that DK is now getting (as a group wide buff) on top of major heroism (that has been definitively proven in the past to be a problematic buff to be giving out so freely) from that class mastery passive...
"Way worse" my [snip]... that 1 mastery passive alone deletes 2-3 classes from ever being brought into PvE end-game again until their refreshes (possibly even post refresh if the refreshes fail), let alone all the different skill lines that could have seen niche use-cases, that will become completely useless just from that 1 passive existing...
DK's do not hunt in packs, I believe they are lone predators. In any case one should always be prepared in PVP, have enough armor/defenses/mitigation, have CC, be mindful of the surroundings and use the terrain... Usually when you are alone against a group, you are in trouble. This is why I love bomber builds because they are there to balance it up. Never ever in the history of ever was it a good plan to have your army or your attack consist of a single tight-knit group. Too bad they are allowed to roam the streets like that unchallenged. More bombers! More counter-groups. PVP is war.
The only other question is how this player got all crits (aside from luck). If they are running mech Acuity, it has a 4 second duration, but this countdown is 8 seconds. Maybe @React can explain that
Izanagi.Xiiib16_ESO wrote: »
Yes Major Berserk/Heroism/Protection every time a DK uses its ulti and even more increased dmg from landslide is obviously way way "worse" than other pure class buffs when DK is already very strong.
"What happens every time something is buffed is happening"
And soon there will be some werewolf packs then it will be Warden then it will be sorc
Expect lots of people dominating with the shiniest new toy/class for the next 2 ish years. Nothing about it is any different then how things normally cycle through though, the only difference is they said to expect the new thing to be broken until all the classes are done
One of the problems is every single spell is area effect, they are all hit 22msafely away from the fight, then a 22m leap:
T-8 seconds Proxi det
T-6 seconds Shalks
T-5 Incinerate
T-4 Soul of flame
T-1 Leap (22 m range)
All 5 hit at once
You don't have to target anything but the leap at the end. I mean the original Incap/SA/bow, at least you have to be within melee range and actually target the player. That took a certain amount of skill.
The skill here would be trying to get everything to hit at once (assuming that countdown is not automated for precision).
( I mean you can cast Proxi and hit the buttons when it is 6,5,4 but human reaction times mean you could not hit all of them precisely within .1 seconds. There is lag, then the brain sees the signal and responds by pushing the next button, the standard variance is probably 300 milliseconds)
The only other question is how this player got all crits (aside from luck). If they are running mech Acuity, it has a 4 second duration, but this countdown is 8 seconds. Maybe @React can explain that
One of the problems is every single spell is area effect, they are all hit 22msafely away from the fight, then a 22m leap:
T-8 seconds Proxi det
T-6 seconds Shalks
T-5 Incinerate
T-4 Soul of flame
T-1 Leap (22 m range)
All 5 hit at once
You don't have to target anything but the leap at the end. I mean the original Incap/SA/bow, at least you have to be within melee range and actually target the player. That took a certain amount of skill.
The skill here would be trying to get everything to hit at once (assuming that countdown is not automated for precision).
( I mean you can cast Proxi and hit the buttons when it is 6,5,4 but human reaction times mean you could not hit all of them precisely within .1 seconds. There is lag, then the brain sees the signal and responds by pushing the next button, the standard variance is probably 300 milliseconds)
The only other question is how this player got all crits (aside from luck). If they are running mech Acuity, it has a 4 second duration, but this countdown is 8 seconds. Maybe @React can explain that
Like Camera said, acuity is 4s per stack. So you'll typically get between 8-10 seconds of uptime off of each proc, since the duration refreshes as you build stacks. Even if you end up in excess of 100% crit chance before reaching 5 stacks, you can continue building stacks by dealing damage that can't crit (oblivion damage, damage on block).
It isn't actually that hard at all to get these things to land at the same time. Sure there will be variances of +/- <1s depending on their timing and server performance, but if you understand the timing of the abilities you simply press them in the correct order to get them to land at the same time. Many people including myself also track abilities like incinerate, heart of flame, deep fissure, etc to make this easier to execute.
High level group play in ESO is almost entirely based on this exact practice, and the best groups are the ones who's members are able to consistently execute these precise "order of operations" to stack as much burst into one GCD as possible, as it's often the only way they're able to kill other good players through the absurd hot/shield stacking that exists today.
albertberku wrote: »You can add one guaranteed spammable hit after the leap to that list, since both Petrify and Leap dont let you breakfree before the next GCD hit registers, which is currently a 15k Lash. So any player that can press buttons can just press couple buttons and jump on you from outside your screen hitting you with 5 - 6 spammable worth of abilities at once without you seeing player once.
One of the problems is every single spell is area effect, they are all hit 22msafely away from the fight, then a 22m leap:
T-8 seconds Proxi det
T-6 seconds Shalks
T-5 Incinerate
T-4 Soul of flame
T-1 Leap (22 m range)
All 5 hit at once
You don't have to target anything but the leap at the end. I mean the original Incap/SA/bow, at least you have to be within melee range and actually target the player. That took a certain amount of skill.
The skill here would be trying to get everything to hit at once (assuming that countdown is not automated for precision).
( I mean you can cast Proxi and hit the buttons when it is 6,5,4 but human reaction times mean you could not hit all of them precisely within .1 seconds. There is lag, then the brain sees the signal and responds by pushing the next button, the standard variance is probably 300 milliseconds)
The only other question is how this player got all crits (aside from luck). If they are running mech Acuity, it has a 4 second duration, but this countdown is 8 seconds. Maybe @React can explain that
Like Camera said, acuity is 4s per stack. So you'll typically get between 8-10 seconds of uptime off of each proc, since the duration refreshes as you build stacks. Even if you end up in excess of 100% crit chance before reaching 5 stacks, you can continue building stacks by dealing damage that can't crit (oblivion damage, damage on block).
It isn't actually that hard at all to get these things to land at the same time. Sure there will be variances of +/- <1s depending on their timing and server performance, but if you understand the timing of the abilities you simply press them in the correct order to get them to land at the same time. Many people including myself also track abilities like incinerate, heart of flame, deep fissure, etc to make this easier to execute.
High level group play in ESO is almost entirely based on this exact practice, and the best groups are the ones who's members are able to consistently execute these precise "order of operations" to stack as much burst into one GCD as possible, as it's often the only way they're able to kill other good players through the absurd hot/shield stacking that exists today.
@React "Many people including myself also track abilities like incinerate, heart of flame, deep fissure, etc to make this easier to execute. " how do you do this? Is it an addon? Or just watch the countdown timer on each ability?
Variances of 1 second-- yes easy. But to get all 6 abilities to hit at once with variances of .1 second-- not so easy. Human reaction time is.22 seconds on average. I am not sure what your profession is outside of gaming, but your name "React faster" "react slower" implies you know about human reaction times!
One of the problems is every single spell is area effect, they are all hit 22msafely away from the fight, then a 22m leap:
T-8 seconds Proxi det
T-6 seconds Shalks
T-5 Incinerate
T-4 Soul of flame
T-1 Leap (22 m range)
All 5 hit at once
You don't have to target anything but the leap at the end. I mean the original Incap/SA/bow, at least you have to be within melee range and actually target the player. That took a certain amount of skill.
The skill here would be trying to get everything to hit at once (assuming that countdown is not automated for precision).
( I mean you can cast Proxi and hit the buttons when it is 6,5,4 but human reaction times mean you could not hit all of them precisely within .1 seconds. There is lag, then the brain sees the signal and responds by pushing the next button, the standard variance is probably 300 milliseconds)
The only other question is how this player got all crits (aside from luck). If they are running mech Acuity, it has a 4 second duration, but this countdown is 8 seconds. Maybe @React can explain that
Like Camera said, acuity is 4s per stack. So you'll typically get between 8-10 seconds of uptime off of each proc, since the duration refreshes as you build stacks. Even if you end up in excess of 100% crit chance before reaching 5 stacks, you can continue building stacks by dealing damage that can't crit (oblivion damage, damage on block).
It isn't actually that hard at all to get these things to land at the same time. Sure there will be variances of +/- <1s depending on their timing and server performance, but if you understand the timing of the abilities you simply press them in the correct order to get them to land at the same time. Many people including myself also track abilities like incinerate, heart of flame, deep fissure, etc to make this easier to execute.
High level group play in ESO is almost entirely based on this exact practice, and the best groups are the ones who's members are able to consistently execute these precise "order of operations" to stack as much burst into one GCD as possible, as it's often the only way they're able to kill other good players through the absurd hot/shield stacking that exists today.
@React "Many people including myself also track abilities like incinerate, heart of flame, deep fissure, etc to make this easier to execute. " how do you do this? Is it an addon? Or just watch the countdown timer on each ability?
Variances of 1 second-- yes easy. But to get all 6 abilities to hit at once with variances of .1 second-- not so easy. Human reaction time is.22 seconds on average. I am not sure what your profession is outside of gaming, but your name "React faster" "react slower" implies you know about human reaction times!
The problem I see with DK atm, is that the class is now way more put together than the rest of the classes, and that makes it insanely OP. Nearly every skill synergises perfectly with each other, and its now incredibly easy to use. Compare that to say MagCro, and the difference is blinding.
"What happens every time something is buffed is happening"
And soon there will be some werewolf packs then it will be Warden then it will be sorc
Expect lots of people dominating with the shiniest new toy/class for the next 2 ish years. Nothing about it is any different then how things normally cycle through though, the only difference is they said to expect the new thing to be broken until all the classes are done
Blood_again wrote: »Having packs of DK vs packs of WW in June will be a real fun