The Master's Destruction Staff:
Destructive Impact increases the initial damage of Destructive Touch abilities by 1500 and reduces it's cost by
This results in a DPS increase of... 187.5 DPS. Yep. That's nothing at all. An extra spell damage bonus from completing a 4 piece set (like Infallible Aether or Moondancer or Master Architect) will bring more overall benefit since it increases all your damage and scales with the DPS you do: the more DPS you put out, the more beneficial the spell damage bonus becomes and the better it becomes over a proc (much like Molag Kena vs Ilambris or Grothdarr).
What's the easiest thing to do to make this weapon viable (yes we aren't even talking about BiS yet, we are only trying to make this thing viable, aka worth slotting)? Increase the DoT damage, just like with the Stinging Slashes set bonus. Now a 1500 increase per tick might be too high and let's not forget the cost reduction which is a great benefit. My suggestion? Scrap the initial damage increase completely, and instead increase every tick of Destructive Touch abilities by 1000. Keep the cost reduction. Now it will make this weapon a competitive choice for the classes using Destructive Touch, although it doesn't even compare with the Maelstrom's or Asylum's Destruction Staff which either increase your DPS by as much as 4k on heavy attack builds for the former or provide great utility to the group for the latter. But still, it makes this weapon viable.
The Master's Destruction Staff:
Destructive Impact increases the initial damage of Destructive Touch abilities by 1500 and reduces it's cost by
This results in a DPS increase of... 187.5 DPS. Yep. That's nothing at all. An extra spell damage bonus from completing a 4 piece set (like Infallible Aether or Moondancer or Master Architect) will bring more overall benefit since it increases all your damage and scales with the DPS you do: the more DPS you put out, the more beneficial the spell damage bonus becomes and the better it becomes over a proc (much like Molag Kena vs Ilambris or Grothdarr).
What's the easiest thing to do to make this weapon viable (yes we aren't even talking about BiS yet, we are only trying to make this thing viable, aka worth slotting)? Increase the DoT damage, just like with the Stinging Slashes set bonus. Now a 1500 increase per tick might be too high and let's not forget the cost reduction which is a great benefit. My suggestion? Scrap the initial damage increase completely, and instead increase every tick of Destructive Touch abilities by 1000. Keep the cost reduction. Now it will make this weapon a competitive choice for the classes using Destructive Touch, although it doesn't even compare with the Maelstrom's or Asylum's Destruction Staff which either increase your DPS by as much as 4k on heavy attack builds for the former or provide great utility to the group for the latter. But still, it makes this weapon viable.
No DoT Dmg! Direct Dmg is perfect.
2000 bonus damage for Destructive Touch is slightly more than 3000 spell damage. Just compare with MSA DW: only 2000 wd/sd after Flurry.
Plus cost reduction for more than 1000 magicka per cast.
And don't forget about aoe potencial.
This was already not bad last week. Now it doesn't need a buff in this direction at all.
But of course I would look at the rework. Although we are well aware that the ZOS will not go for it.
No objection to 2H.
Flurry is actually very good, its just not usable due to sustain issues and Rearming Trap consuming the enchant.
Like I said... The increase only amounts to roughly 200 DPS. Compare that to Asylum or Maelstrom which both can boost DPS up to as high as 4k.
Flurry is actually very good, its just not usable due to sustain issues and Rearming Trap consuming the enchant.
Like I said... The increase only amounts to roughly 200 DPS. Compare that to Asylum or Maelstrom which both can boost DPS up to as high as 4k.
MSA DW is good but its not easy to rotate against more than one enemy. Master Destro - not hard at all, just spam skill.
In PVP DPS is not an objective indicator. Sustain and burst usually means much more. In this case Master Destro looks much better than MSA DW. Just try to consider every set from all sides.
Avran_Sylt wrote: »@Izaki
I actually think that this buff it has now is alright. The main thing I use Destructive reach for is when I play a support char in PvP.
I'm that jack-knob ice mage who's healing my buds and perma immobilizing you. I do jack for damage though.
Still, it would probably be better to create a different effect for each destro staff, rather than one for all, as for ice at least, the current iteration is nice.
The Master's Destruction Staff:
Destructive Impact increases the initial damage of Destructive Touch abilities by 1500 and reduces it's cost by
This results in a DPS increase of... 187.5 DPS. Yep. That's nothing at all. An extra spell damage bonus from completing a 4 piece set (like Infallible Aether or Moondancer or Master Architect) will bring more overall benefit since it increases all your damage and scales with the DPS you do: the more DPS you put out, the more beneficial the spell damage bonus becomes and the better it becomes over a proc (much like Molag Kena vs Ilambris or Grothdarr).
What's the easiest thing to do to make this weapon viable (yes we aren't even talking about BiS yet, we are only trying to make this thing viable, aka worth slotting)? Increase the DoT damage, just like with the Stinging Slashes set bonus. Now a 1500 increase per tick might be too high and let's not forget the cost reduction which is a great benefit. My suggestion? Scrap the initial damage increase completely, and instead increase every tick of Destructive Touch abilities by 1000. Keep the cost reduction. Now it will make this weapon a competitive choice for the classes using Destructive Touch, although it doesn't even compare with the Maelstrom's or Asylum's Destruction Staff which either increase your DPS by as much as 4k on heavy attack builds for the former or provide great utility to the group for the latter. But still, it makes this weapon viable.
No DoT Dmg! Direct Dmg is perfect.
You being serious or are you trolling? Even in PvP this means that the direct hit is only doing 750 extra damage... Which is not much at all.
I'm not realy for a change of buffing the dot, because now the staff is a good pvp staff. The master weapons firstly where pvp weapons not pve.
To compare:
Avran_Sylt wrote: »@Izaki
What if the vMA 2H was changed so that it now dealt AoE damage on impact as well as applying the bleed? (probably rename it to "merciless slice")
Avran_Sylt wrote: »@Izaki
I actually think that this buff it has now is alright. The main thing I use Destructive reach for is when I play a support char in PvP.
I'm that jack-knob ice mage who's healing my buds and perma immobilizing you. I do jack for damage though.
Still, it would probably be better to create a different effect for each destro staff, rather than one for all, as for ice at least, the current iteration is nice.
Well I was originally talking from a PvE perspective, so you guys may be right! But the vMA 2H definitely needs a change, otherwise, its trash.
and what is with my nb who doesnt use crit rush?? can we just keep the weapon dmg??
The master destro is complete crap for PVE and PVP alike.
People need to test their *** before going nuts over tooltip numbers.
It needs DoT damage or noone will ever use it aside from the clueless.
The master destro is complete crap for PVE and PVP alike.
People need to test their *** before going nuts over tooltip numbers.
It needs DoT damage or noone will ever use it aside from the clueless.
The master destro is complete crap for PVE and PVP alike.
People need to test their *** before going nuts over tooltip numbers.
It needs DoT damage or noone will ever use it aside from the clueless.
Your adjustment kills the PvP relevance of Master Destro. So please we need good adjustments, which will benefit both (PvE/PvP). Adding the dmg to the DoT part of Master Destro is very bad in PvP, because of HoT heals and Purge.
PvP needs direct dmg, more direct dmg is better for pvp. I understand that PvE needs DoT dmg, but adjusting all master weapons for PvE is "unfair" against the PvP part. So please stop that *** ... Realy...
The master destro is complete crap for PVE and PVP alike.
People need to test their *** before going nuts over tooltip numbers.
It needs DoT damage or noone will ever use it aside from the clueless.
Your adjustment kills the PvP relevance of Master Destro. So please we need good adjustments, which will benefit both (PvE/PvP). Adding the dmg to the DoT part of Master Destro is very bad in PvP, because of HoT heals and Purge.
PvP needs direct dmg, more direct dmg is better for pvp. I understand that PvE needs DoT dmg, but adjusting all master weapons for PvE is "unfair" against the PvP part. So please stop that *** ... Realy...
The master destro is complete crap for PVE and PVP alike.
People need to test their *** before going nuts over tooltip numbers.
It needs DoT damage or noone will ever use it aside from the clueless.
Your adjustment kills the PvP relevance of Master Destro. So please we need good adjustments, which will benefit both (PvE/PvP). Adding the dmg to the DoT part of Master Destro is very bad in PvP, because of HoT heals and Purge.
PvP needs direct dmg, more direct dmg is better for pvp. I understand that PvE needs DoT dmg, but adjusting all master weapons for PvE is "unfair" against the PvP part. So please stop that *** ... Realy...
The impact damage from destructive touch is non-existant.
Master staves are not going to fix that for you.
The master destro is complete crap for PVE and PVP alike.
People need to test their *** before going nuts over tooltip numbers.
It needs DoT damage or noone will ever use it aside from the clueless.
Your adjustment kills the PvP relevance of Master Destro. So please we need good adjustments, which will benefit both (PvE/PvP). Adding the dmg to the DoT part of Master Destro is very bad in PvP, because of HoT heals and Purge.
PvP needs direct dmg, more direct dmg is better for pvp. I understand that PvE needs DoT dmg, but adjusting all master weapons for PvE is "unfair" against the PvP part. So please stop that *** ... Realy...
The impact damage from destructive touch is non-existant.
Master staves are not going to fix that for you.
It can compete with crushing shock on a regular pvp build in terms of dmg and cost. It´s still not there yet (imo) but not complete crap either.
I can see builds with the weapon being used.
The master destro is complete crap for PVE and PVP alike.
People need to test their *** before going nuts over tooltip numbers.
It needs DoT damage or noone will ever use it aside from the clueless.
Your adjustment kills the PvP relevance of Master Destro. So please we need good adjustments, which will benefit both (PvE/PvP). Adding the dmg to the DoT part of Master Destro is very bad in PvP, because of HoT heals and Purge.
PvP needs direct dmg, more direct dmg is better for pvp. I understand that PvE needs DoT dmg, but adjusting all master weapons for PvE is "unfair" against the PvP part. So please stop that *** ... Realy...
The impact damage from destructive touch is non-existant.
Master staves are not going to fix that for you.
It can compete with crushing shock on a regular pvp build in terms of dmg and cost. It´s still not there yet (imo) but not complete crap either.
I can see builds with the weapon being used.
The master destro is complete crap for PVE and PVP alike.
People need to test their *** before going nuts over tooltip numbers.
It needs DoT damage or noone will ever use it aside from the clueless.
Your adjustment kills the PvP relevance of Master Destro. So please we need good adjustments, which will benefit both (PvE/PvP). Adding the dmg to the DoT part of Master Destro is very bad in PvP, because of HoT heals and Purge.
PvP needs direct dmg, more direct dmg is better for pvp. I understand that PvE needs DoT dmg, but adjusting all master weapons for PvE is "unfair" against the PvP part. So please stop that *** ... Realy...
The impact damage from destructive touch is non-existant.
Master staves are not going to fix that for you.
It can compete with crushing shock on a regular pvp build in terms of dmg and cost. It´s still not there yet (imo) but not complete crap either.
I can see builds with the weapon being used.
Force pulse still hits harder, is cheaper, is non reflectable, can proc various status effects... I don't really see how it can compete. From what I can tell, people generally don't use it for the damage in PVP.
The master destro is complete crap for PVE and PVP alike.
People need to test their *** before going nuts over tooltip numbers.
It needs DoT damage or noone will ever use it aside from the clueless.
Your adjustment kills the PvP relevance of Master Destro. So please we need good adjustments, which will benefit both (PvE/PvP). Adding the dmg to the DoT part of Master Destro is very bad in PvP, because of HoT heals and Purge.
PvP needs direct dmg, more direct dmg is better for pvp. I understand that PvE needs DoT dmg, but adjusting all master weapons for PvE is "unfair" against the PvP part. So please stop that *** ... Realy...
The impact damage from destructive touch is non-existant.
Master staves are not going to fix that for you.
It can compete with crushing shock on a regular pvp build in terms of dmg and cost. It´s still not there yet (imo) but not complete crap either.
I can see builds with the weapon being used.
Force pulse still hits harder, is cheaper, is non reflectable, can proc various status effects... I don't really see how it can compete. From what I can tell, people generally don't use it for the damage in PVP.
It works great with frags or assassins will combos as it´s better timed than other CCs. Also having your anytime ability be a CC can be incredibly good.
You either want to CC on cooldown (or as close as possible) or you only want to CC when you burst - this opens up the possibility of cc on cooldown for some builds.
Force pulse is an entirely different beast in pvp anyways. If you´re running that you´re most likely in a group with the size that makes the interrupt on shock irrelevant or you´re dueling (against classes where the interrupt is irrelevant).
The lightning version with clench is the strongest "ranged" aoe in the game aswell.
The master destro is complete crap for PVE and PVP alike.
People need to test their *** before going nuts over tooltip numbers.
It needs DoT damage or noone will ever use it aside from the clueless.
Your adjustment kills the PvP relevance of Master Destro. So please we need good adjustments, which will benefit both (PvE/PvP). Adding the dmg to the DoT part of Master Destro is very bad in PvP, because of HoT heals and Purge.
PvP needs direct dmg, more direct dmg is better for pvp. I understand that PvE needs DoT dmg, but adjusting all master weapons for PvE is "unfair" against the PvP part. So please stop that *** ... Realy...
The impact damage from destructive touch is non-existant.
Master staves are not going to fix that for you.
It can compete with crushing shock on a regular pvp build in terms of dmg and cost. It´s still not there yet (imo) but not complete crap either.
I can see builds with the weapon being used.
Force pulse still hits harder, is cheaper, is non reflectable, can proc various status effects... I don't really see how it can compete. From what I can tell, people generally don't use it for the damage in PVP.
It works great with frags or assassins will combos as it´s better timed than other CCs. Also having your anytime ability be a CC can be incredibly good.
You either want to CC on cooldown (or as close as possible) or you only want to CC when you burst - this opens up the possibility of cc on cooldown for some builds.
Force pulse is an entirely different beast in pvp anyways. If you´re running that you´re most likely in a group with the size that makes the interrupt on shock irrelevant or you´re dueling (against classes where the interrupt is irrelevant).
The lightning version with clench is the strongest "ranged" aoe in the game aswell.