Thank you for making the maelstrom shield useful!ZOS_GinaBruno wrote: »
- Rampaging Slash (Maelstrom 1H&S): Your Low Slash will now cause your next fully-charged Heavy Attack used within 5 seconds to restore an additional 2000 Magicka and Stamina.
SGT_Wolfe101st wrote: »So Transmutation is only available in the Brass Fortress? This is DLC, linked to a chapter, so does that mean that I have to have Marrowind to partake in this DLC? If so, then Transmutation is locked behind Marrowind and therefore a pay wall? I am not trying to start anything, I am genuinely curious as to how this will work.
SGT_Wolfe101st wrote: »So Transmutation is only available in the Brass Fortress? This is DLC, linked to a chapter, so does that mean that I have to have Marrowind to partake in this DLC? If so, then Transmutation is locked behind Marrowind and therefore a pay wall? I am not trying to start anything, I am genuinely curious as to how this will work.
ZOS_GinaBruno wrote: »[*]Concentrated Force (Perfected)[*]Concentrated Force
- Force Shock always applies the Burning, Concussion, and Chilled status effects. This effect can occur once every 4 seconds per enemy.
- Force Shock always applies the Burning, Concussion, and Chilled status effects. This effect can occur once every 5 seconds per enemy.
@ZOS_GinaBruno
The patch notes are fantastic for the most part. I would, however, encourage further discussion of the following items:
1. Defensive Rune - This morph doesn't benefit from being able to be cast on multiple targets like Rune Prison and the long disorient is actually preferable to a short stun. Please consider allowing Defensive Rune to convert the base stun into the disorient it currently has. The change is a significant nerf to this morph otherwise.
2. CP-Enabled Battlegrounds - Even without CP, Templars in particular are extremely tanky. Enabling CP only exaserbates this issue. Also, for players like myself who like to PvP, but have very different CP allocations for PvE vs PvP, I enjoyed being able to do allall my PvP in no-CP environments (and BGs are my favorite type of PvP). Please at least give us dual-spec CP depending on whether we are in a PvE or PvP environment. I honestly think dual-spec should be implemented first. Let the 10-49 que and 50 que both exist for now as no-CP, then you can enable CP after implementing dual-spec CP and dealing with over-tankiness. (By the way, I'm not saying players shouldn't be able to be tanky, but it remains easy for some builds to be massively tanky and still do as much dps as squishy dps-focused players.)
3. VMA weapons and Infused trait - The move to being a set bonus means that Infused won't buff these special abilities anymore, which was a major selling point of the trait. Players who were using Infused versions will likely see a marked decrease in effectiveness from these weapons compared to their Live counterparts (even with the addition of enchants/poisons on top of the them. It's something I intend to test, but at first blush it is troubling.
JasonSilverSpring wrote: »SGT_Wolfe101st wrote: »So Transmutation is only available in the Brass Fortress? This is DLC, linked to a chapter, so does that mean that I have to have Marrowind to partake in this DLC? If so, then Transmutation is locked behind Marrowind and therefore a pay wall? I am not trying to start anything, I am genuinely curious as to how this will work.
Clockwork City DLC is not tied to Morrowind ownership. But, you can also buy the station with writ vouchers. So, those without the DLC access could put it in their own home. I suspect some guilds will put them in their guild house as well.
Olen_Mikko wrote: »ZOS_GinaBruno wrote: »
In this update, we targeted the least used class abilities and morphs for major improvements with the goal being to promote build diversity and creating more interesting choices.
If you targeted least used class ability, why did you nerf fear?
Can your hate towards nightblades be anymore obvious?
@SGT_Wolfe101st
No one ever said it was linked to Morrowind. It's a standalone DLC, comes free with ESO+, and even if you don't have CWC, you can do master writs and get a Trans table from your house.
So chill.
f047ys3v3n wrote: »2) vMA staff lost it's damage buff but got no change to it's ability. So, it went from a good PVE weapon using it's ability on one bar and poisons on the other and a good PVP weapon with poisons to just a so / so PVE Weapon on one bar (significantly weaker with a damage enchant then the old static bonus was) and a weapon with no value in PVP. Glad we all worked for that. You sure aren't going to fill that weekly leaderboard anymore I'll tell you that. Oh, wait, your screwing up heavy / light attack scaling in Morrowind and leaving it a mess for two patches already did that didn't it as more than half your raiding population decided your combat system sucks.
The new barrage skill looks good. A mobile version of crescent sweep with cast time. I can see the soulshine set comeback in 3,2,1... paired with the new Innate Axiom set.
You do know this is a nerf? That enchant is only able to be kept up for 50% of the time at best. And the only situation it will be close to useful is if you run poisoned DW front bar, maelstrom back bar and manage to kill the other player in the first 5 seconds while the enchant is still procced.
SGT_Wolfe101st wrote: »@SGT_Wolfe101st
No one ever said it was linked to Morrowind. It's a standalone DLC, comes free with ESO+, and even if you don't have CWC, you can do master writs and get a Trans table from your house.
So chill.
I'm chill, just wanted to make sure. I wrongly presumed it was linked to Marrowind, thus my asking. I got an answer in like two minutes, what I'd imagine the forums are for, you know getting answers to questions. Thanks for your addition to the conversation though, big help.
Tommy_The_Gun wrote: »Oh great.. yet another NB nerf.... I am actually surprised that ZOS has found anything to nerf... The most usefully NB skill (Mass Hysteria) is getting nerfed. Meanwhile Dragonknight & Sorcerer got buffs for Petrify & Rune Prison....
"they are 2.5-second stuns that cannot be blocked or dodged"
Are you for real ZOS ?!
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
As a Magplar, I like the utility buff to Eclipse. Ill have to test the PTS to see if it works with my current PvP build.
Having a reflect to direct dmg abilities (which is a lot of abilities mind you lol), helps the survival of stam/mag Templar in PvP that has been missing since our blinding flashes was removed 2-3 years ago.
Good change, same for NB fear nerf (I wonder how good the other morph will be in PvP encounters; doesn't it drop a mine at your location in addition to one that is ground target-able? if not, then its a terrible nerf for nightblades lol)