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.
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.
You still think additional 2k sounds strong ?
Joy_Division wrote: »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.
I bet you'll never use either the staff or the 2H
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.
I'm not denying it's a great skill to line up your burst, but you don't primarily use it for the damage it deals since it's very negligable.
Ragnaroek93 wrote: »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.
You still think additional 2k sounds strong ?
I think so. With 2k extra dmg this weapon has the potential to make Reach replacing Force Pulse which would be quite strong.
MSA DW would not be strong if it didn't boost any single-target dots. In this case its effectiveness increases in proportion to the number of dots.1st of all You compare boosting single attack to boosting series of ticks from DoT's. Thx for that 2000 wep dmg from maesltorm DW Your single target DoT's can do additional 10k dmg from all ticks. How much weapon dmg is that in Your formula , You still think additional 2k sounds strong ? Master dual wield will give 1,5k dmg to each of 4-5 ticks of Twin Slashes. How much weapon dmg is that in Your calculations ?
True. But as I said it's just a nice little thing for those who are going to use the skill as a spam-ability.Next thing is that 1k less magicka sounds very nice but You need to consider that this is 1k magicka because skill is very expensive at the beggining and after taking that 1k away it still wont be among the cheapest.
Well, HA has long cast time and hasn't dot effect. There are lots of pros and cons for every single skill. I do not even know what else to add.AoE potential of this skill is weak. It deals not so strong additional dmg to nearby targets with lightning staff equipped when lightning staff heavy attacks deals not only more AoE dmg but also restoring magicka.
ztyhurstub17_ESO wrote: »It seems that they are willing to tweak the numbers on things but not the behaviors, which is the kiss of death for the VDSA Master Staff. The design is fundamentally flawed to begin with.
The Lightning variation of Clench has 2 direct damage effects, so any buff that is made will be x2 for this ability. The problem with this is none of the others do, so Fire and Ice staves remain lackluster decon fodder even if they buff the direct damage enough to make Lightning viable. I suppose they could change the behavior of Lightning clench to not have 2 direct damage effects that will be modified so they can buff it enough to be usable with other morphs and elements.
The skill itself costs too much (as we have all pointed out many times) and the resource nerfs of Morrowind just make that even worse. The cost reduction kinda makes it more reasonable, but is it enough to make us want to include a master staff and in our builds and remove something else?
Also for PvP, the "ranged" shock morph does not have the double damage like the Clench morph does, so buffing the direct damage will also essentially only make one morph viable.
So if you want to run a Lightning Master Staff with Clench then the direct damage might be ok, but any other variation is far less effective than other options. I think we can forget about the developers buffing the damage to the DoT portion of the skill as that would take additional coding that is outside of the scope of what they want to do in this patch. We might get ZoS to buff the direct damage a little more if they are feeling really generous, but I doubt it.
Avran_Sylt wrote: »What I would love to see for the Master Destro Staves:
Lightning Staff: Keep it the same. (The AoE of Shock Clench makes this great for clustered targets)
Frost Staff: Slows (or immobilizes) nearby enemies, (copy paste the conditions used for the SAoE damage) (no direct damage bonus, but keeps reduced cost)
Fire Staff: Increases the Damage Over Time of the ability. (no direct damage bonus, but keeps reduced cost)
ztyhurstub17_ESO wrote: »Avran_Sylt wrote: »What I would love to see for the Master Destro Staves:
Lightning Staff: Keep it the same. (The AoE of Shock Clench makes this great for clustered targets)
Frost Staff: Slows (or immobilizes) nearby enemies, (copy paste the conditions used for the SAoE damage) (no direct damage bonus, but keeps reduced cost)
Fire Staff: Increases the Damage Over Time of the ability. (no direct damage bonus, but keeps reduced cost)
I wouldn't mind seeing some well thought out benefits as well, but keep in mind this is an "old" weapon that comes from "old" content and we are unlikely to get any real developer resources spent on it. They will adjust values, but they are not going to rewrite the behavior of it.
Avran_Sylt wrote: »What I would love to see for the Master Destro Staves:
Lightning Staff: Keep it the same. (The AoE of Shock Clench makes this great for clustered targets)
Frost Staff: Slows (or immobilizes) nearby enemies, (copy paste the conditions used for the Shock Clench AoE damage) (no direct damage bonus, but keeps reduced cost)
Fire Staff: Increases the Damage Over Time of the ability. (no direct damage bonus, but keeps reduced cost)
Destructive Impact set:
Reduces the Cost of Destructive Touch by 30% and Augments the skill based on what staff you are using.
Shock Touch: Deals an additional 2000 Direct Damage
Frost Touch: Immobilizes nearby enemies.
Flame Touch: Increases the Damage over Time by 8000 (1,600 per tick, 5 Ticks over 8 seconds)
Ragnaroek93 wrote: »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.
You still think additional 2k sounds strong ?
I think so. With 2k extra dmg this weapon has the potential to make Reach replacing Force Pulse which would be quite strong.
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.
Yeah... If I had to chose between spamming Destro Reach with Master's Destro or spamming Force Pulse/Crushing Shock with Asylum Destro, the choice would be pretty quickly made in favor of the latter. I just don't see the logic at all.
Also, like you said, Reach is used to line up burst. A buff to the DoT damage would thus be much more beneficial in that case for obvious reasons.
Joy_Division wrote: »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.
I bet you'll never use either the staff or the 2H
Joy_Division wrote: »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.
I bet you'll never use either the staff or the 2H
@Joy_Division magsorc meta is prettymuch 50% masterstaff 50% runeprison builds now. I´m using masterstaves on templar, NB, sorc and will on my warden aswell.
Joy_Division wrote: »Joy_Division wrote: »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.
I bet you'll never use either the staff or the 2H
@Joy_Division magsorc meta is prettymuch 50% masterstaff 50% runeprison builds now. I´m using masterstaves on templar, NB, sorc and will on my warden aswell.
People who like these staffs act like they can't use the Destructive Reach spell without using a Master's staff. You could alternatively use a different staff that grants an armor set bonus that amps all of you spells or instead wear one piece Domihaus that gives 1000 max mag and 1000 max stam.
So now that new weapons are being introduced and that a number of them are completely underwhelming, it is a good time to bring the lackluster weapons (or more accurately the decon/vendor/research weapons) up to par and to make them the rewards they are supposed to be. Now there are already a number of threads that give some very good insight as to which weapons are worth it and those that aren't. In this thread we won't be talking about any of the Asylum weapons, since those deserve threads of their own (you can write 500 page novels about how terrible some of those weapons are and still not mention everything that needs to be mentioned).
Now obviously, all these weapons don't have to be Best in Slot for every single situation. But once you complete something like Veteran Maelstrom Arena for the first time, which is a huge personal achievement, you expect to come out with a weapon that you can be proud to use. However, currently, only 2 Maelstrom weapons are actually worth slotting over a set bonus: the Maelstrom's Bow and the Maelstrom's Destruction Staff, both of which are very strong "back bar" weapons. There are 2 weapons in particular however, that are extremely lackluster in their current state on the Clockwork City PTS: the Maelstrom's Two-Handed weapons and the Master's Destruction Staff. They are so bad, that they stand out from the lot. The reason why I'm taking these 2 weapons is because all they need is adjustment to their set bonus value (not an entire rework like the Asylum Dual Wield).
Let's look at these weapons one by one and see where everything goes wrong and then study the easiest solutions to these problems.
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.
Maestrom's Two-Handed weapons:
Merciless Charge applies a damage over time effect of ... on each use of Critical Charge abilities.
Needless to say, when the weapon had a 189 weapon damage attached, it was great. Now however... The DoT ticks for less than 1000 per tick outside of Cyrodiil without any modifiers from CP. Let's not fool ourselves, no one uses Critical Charge in PvE. So this translates to less than 500 damage per tick before mitigation values are applied. What's worse? It used to be able to critically strike. Now that its a set bonus, it can no longer do that. So how on earth is anyone going to slot this weapon over anything else? What needs to be done? Double the amount of damage cause by the DoT. That's the easiest solution. It will mean that the DoT will tick for a total of about 5000 damage inside of Cyrodiil without any CP boosts or mitigation values. Now that's a good DoT that is worth using in some situations over a stat bonus. Now obviously doubling the DoT damage is a bit too radical, but I would say that an increase of 50-75% of the DoT damage value is definitely needed to keep this weapon in use.
@ZOS_GinaBruno @ZOS_Wrobel
Please look into this, these weapons are easily rendered useful simply by tweaking the values... And its needed. Badly.
So now that new weapons are being introduced and that a number of them are completely underwhelming, it is a good time to bring the lackluster weapons (or more accurately the decon/vendor/research weapons) up to par and to make them the rewards they are supposed to be. Now there are already a number of threads that give some very good insight as to which weapons are worth it and those that aren't. In this thread we won't be talking about any of the Asylum weapons, since those deserve threads of their own (you can write 500 page novels about how terrible some of those weapons are and still not mention everything that needs to be mentioned).
Now obviously, all these weapons don't have to be Best in Slot for every single situation. But once you complete something like Veteran Maelstrom Arena for the first time, which is a huge personal achievement, you expect to come out with a weapon that you can be proud to use. However, currently, only 2 Maelstrom weapons are actually worth slotting over a set bonus: the Maelstrom's Bow and the Maelstrom's Destruction Staff, both of which are very strong "back bar" weapons. There are 2 weapons in particular however, that are extremely lackluster in their current state on the Clockwork City PTS: the Maelstrom's Two-Handed weapons and the Master's Destruction Staff. They are so bad, that they stand out from the lot. The reason why I'm taking these 2 weapons is because all they need is adjustment to their set bonus value (not an entire rework like the Asylum Dual Wield).
Let's look at these weapons one by one and see where everything goes wrong and then study the easiest solutions to these problems.
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.
Maestrom's Two-Handed weapons:
Merciless Charge applies a damage over time effect of ... on each use of Critical Charge abilities.
Needless to say, when the weapon had a 189 weapon damage attached, it was great. Now however... The DoT ticks for less than 1000 per tick outside of Cyrodiil without any modifiers from CP. Let's not fool ourselves, no one uses Critical Charge in PvE. So this translates to less than 500 damage per tick before mitigation values are applied. What's worse? It used to be able to critically strike. Now that its a set bonus, it can no longer do that. So how on earth is anyone going to slot this weapon over anything else? What needs to be done? Double the amount of damage cause by the DoT. That's the easiest solution. It will mean that the DoT will tick for a total of about 5000 damage inside of Cyrodiil without any CP boosts or mitigation values. Now that's a good DoT that is worth using in some situations over a stat bonus. Now obviously doubling the DoT damage is a bit too radical, but I would say that an increase of 50-75% of the DoT damage value is definitely needed to keep this weapon in use.
@ZOS_GinaBruno @ZOS_Wrobel
Please look into this, these weapons are easily rendered useful simply by tweaking the values... And its needed. Badly.
Joy_Division wrote: »Joy_Division wrote: »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.
I bet you'll never use either the staff or the 2H
@Joy_Division magsorc meta is prettymuch 50% masterstaff 50% runeprison builds now. I´m using masterstaves on templar, NB, sorc and will on my warden aswell.
People who like these staffs act like they can't use the Destructive Reach spell without using a Master's staff. You could alternatively use a different staff that grants an armor set bonus that amps all of you spells or instead wear one piece Domihaus that gives 1000 max mag and 1000 max stam.
Well you can´t use it as a spamable without the staff. Simply too expensive.
Most ppl either use 5amber/shackle 5 lich/riposte 1 domi 1 master. Not much that compares to that especially with magsorc not utilizing skoria well.