WrathOfInnos wrote: »Thanks for the replies. I agree @Dymence that this probably isn't the highest priority, but it's a shame to see a fun niche skill like this become less accessible to both those who currently use it, and those that do not. I don't believe it's just a matter of getting used to it (although that is partially true), I think it is fundamentally more difficult to aim at a point that is farther from you, and blocked from view (by the target), while being more affected by uneven terrain.
I had not mines much on PTS myself until after the Asylum destro nerf this week, when I realized that a force pulse/crushing shock rotation my not surpass mines after all. @dpencil1 I was enjoying your Asylum rotation last week, got up to nearly 42k with it. I have yet to break 40k with mines post-Morrowind. Too bad we now need 2 pulses every 4s to keep status effect uptime, that doesn't leave much room for heavy attacks and DoTs (hoping for a change there as well, but that's off-topic).
I also like option 3 the best, as it is most rewarding to player skill and good positioning, while being forgiving to slightly less ideal conditions.
providing the best DPS in raids provided you can make the proper use of them.
WrathOfInnos wrote: »providing the best DPS in raids provided you can make the proper use of them.
^ That's the niche . Anyway, I would like to see the skill used more. Outside of raids and dummy parses it does not seem very popular. Maybe it's an EU vs NA difference, but I can't remember the last time I queued for a random and got a sorcerer with mines in the group. Friends from raid guilds use them for sure.
I'm hoping the change in aim was an effort to make this skill more desirable, I just think it may still need some adjustment before it goes live.
Let me know what you think when you get a chance to test further with your characters (Monday?).
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
@WrathOfInnos
This looks like an awesome change imo! Finally makes Daedric Tomb more reliable and easier to aim.
However, I would never recommend this in PvE unless *maybe* against the Archcustodian in vHoF. Since Necrotic Orb'e synergy stopped restoring magicka to nearby allies, Daedric Tomb stopped becoming a spammable DPS skill.
Waffennacht wrote: »If only the original came back...
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
Waffennacht wrote: »If only the original came back...
You mean the one where the 3 of them showed up in a nice line right in front of you? No thanks. Part of the reason I love the current iteration of Daedric Tomb so damn much is because of its versatility, in that it can be used both offensively and defensively at will without the need to reposition.
Waffennacht wrote: »Waffennacht wrote: »If only the original came back...
You mean the one where the 3 of them showed up in a nice line right in front of you? No thanks. Part of the reason I love the current iteration of Daedric Tomb so damn much is because of its versatility, in that it can be used both offensively and defensively at will without the need to reposition.
But did you use it as an up close spammable? You could land two mines per cast dealing 20k DMG spammable... I miss it lol
Waffennacht wrote: »Waffennacht wrote: »If only the original came back...
You mean the one where the 3 of them showed up in a nice line right in front of you? No thanks. Part of the reason I love the current iteration of Daedric Tomb so damn much is because of its versatility, in that it can be used both offensively and defensively at will without the need to reposition.
But did you use it as an up close spammable? You could land two mines per cast dealing 20k DMG spammable... I miss it lol
You can still land 2 mines
Waffennacht wrote: »Waffennacht wrote: »If only the original came back...
You mean the one where the 3 of them showed up in a nice line right in front of you? No thanks. Part of the reason I love the current iteration of Daedric Tomb so damn much is because of its versatility, in that it can be used both offensively and defensively at will without the need to reposition.
But did you use it as an up close spammable? You could land two mines per cast dealing 20k DMG spammable... I miss it lol
You can still land 2 mines
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
WrathOfInnos wrote: »Now for PTS, the whole mine pattern is shifted backward significantly. The nearest point on the ground where you can aim and pull off a double mine is here (very close to directly below the target, but if you aim between its feet or in front of it you will hit with only one mine):
The furthest point on the ground where you can aim and pull off a double mine is here (a good distance behind the target):
WrathOfInnos wrote: »@Dymence Did you get a chance to test this any more on PTS?