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Forcepulse Cost

NyassaV
NyassaV
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I can't wrap my head around this. Force-pulse costs more than whip. Whip has a proc that is undodgable and it heals you and it costs less? ZoS has been trying to nerf DKs sustain so they aren't god mode in PvP but why does FP cost more than whip? For PvE reasons (and to make sorcs feel a little bit better about themselves) I suggest reducing the cost as it's a little ridiculus. I made a new character to look at the costs without any passives. FP cost was 2700 and whip was something like 2436
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  • ToRelax
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    So what are the PvE reasons?
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  • kyle.wilson
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    DK God mode in pvp? If your talking about permablock builds, its the people attacking like idiots that make it difficult.
    You have played in that last 2 years right?
    Only a few good people play mag dk in pvp now. I don't consider block builds mag dk.

    The reason force pulse is more expensive is that it is a ranged attack v the melee of the dk whip.




  • Nestor
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    Hollery wrote: »
    I can't wrap my head around this. Force-pulse costs more than whip.

    Whip does not return 3600 Magic on Mob death like Force Pulse does. Look at your Destro Passives

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  • deepseamk20b14_ESO
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    DK God mode in pvp? If your talking about permablock builds, its the people attacking like idiots that make it difficult.
    You have played in that last 2 years right?
    Only a few good people play mag dk in pvp now. I don't consider block builds mag dk.

    The reason force pulse is more expensive is that it is a ranged attack v the melee of the dk whip.




    I see magicka DK’s everywhere....they are pretty awesome. All thy did was balance the class as it WAS way overpowered back in the day. If people stopped playing the class is because they couldn’t play without their Unbalanced crutch so they bailed ship instead of learn how to deal with the changes. I like my mag DK. Still an awesome class.

    Back on topic. Ones ranged one isn’t and both have neat passives associated however FP returns magicka upon killing an enemy with a destro ability.
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  • Minno
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    Nestor wrote: »
    Hollery wrote: »
    I can't wrap my head around this. Force-pulse costs more than whip.

    Whip does not return 3600 Magic on Mob death like Force Pulse does. Look at your Destro Passives

    Or deal 10% extra penetration on targets, or have a chance to proc burning/concussion/chilled status effects.
    Minno - DC - Forum-plar Extraordinaire
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  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Minno wrote: »
    Nestor wrote: »
    Hollery wrote: »
    I can't wrap my head around this. Force-pulse costs more than whip.

    Whip does not return 3600 Magic on Mob death like Force Pulse does. Look at your Destro Passives

    Or deal 10% extra penetration on targets, or have a chance to proc burning/concussion/chilled status effects.

    Or can be casted from 28+ meters away.
  • Betsararie
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    Whip is OP, there's no denying that. It's a problem.

    They definitely need to look into increasing its cost and even decreasing its damage, as of now completely broken skill. It costing more than force pulse, of course makes no sense. I think whether or not force pulse needs to have its cost decreased, is debatable.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Blanco wrote: »
    Whip is OP, there's no denying that. It's a problem.

    They definitely need to look into increasing its cost and even decreasing its damage, as of now completely broken skill. It costing more than force pulse, of course makes no sense. I think whether or not force pulse needs to have its cost decreased, is debatable.

    Lol what? It is a melee skill, therefore ought to be strong. Lash is fine. Force pulse is fine. The only thing that needs addressing is making every skill as easy to weave as force pulse is, looking at you funnel health.
    Edited by Lightspeedflashb14_ESO on December 17, 2017 5:21AM
  • Lord-Otto
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    Nah. Force Pulse is perfect the way it is. The normal Asylum staff should be stronger, that's it.
  • TheUndeadAmulet
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    You forgot to mention that pulse has a long range, meanwhile whip is melee. That changes it up a bit, doesn't it?
    XBOX NA 1000+ CP
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  • Stahlor
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    Blanco wrote: »
    Whip is OP, there's no denying that. It's a problem.

    They definitely need to look into increasing its cost and even decreasing its damage, as of now completely broken skill. It costing more than force pulse, of course makes no sense. I think whether or not force pulse needs to have its cost decreased, is debatable.

    well - then maybe lets talk about surprise attack, dizzying swing/wrecking blow, Executioner etc. you get spammed by all these stam players. Dodge rolling 10 times in between that you cannot even attack them...
    I don't even want to start a discussion concerning poison injection...
  • Mureel
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    Just fix Regen. (And Nerf Warden)
  • Betsararie
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    Stahlor wrote: »
    Blanco wrote: »
    Whip is OP, there's no denying that. It's a problem.

    They definitely need to look into increasing its cost and even decreasing its damage, as of now completely broken skill. It costing more than force pulse, of course makes no sense. I think whether or not force pulse needs to have its cost decreased, is debatable.

    well - then maybe lets talk about surprise attack, dizzying swing/wrecking blow, Executioner etc. you get spammed by all these stam players. Dodge rolling 10 times in between that you cannot even attack them...
    I don't even want to start a discussion concerning poison injection...

    I consider stam to be so vastly overpowered compared to mag that I don't even consider mag to be viable for roles other than heals at this point. For heals, mag is just fine.

    Other than that, stam blows mag out of the water by such a large extent that the current meta is just completely unbalanced.
  • kaithuzar
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    Funny thing is, regardless of if stam is the more OP role amongst most/all pvp classes, I'll still watch blab use his magdk & whip everyone into submission.
    It may not be meta, but in the right hands, it's one of the strongest if not the strongest for dueling.
    Edited by kaithuzar on December 17, 2017 8:42PM
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  • Minno
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    Blanco wrote: »
    Whip is OP, there's no denying that. It's a problem.

    They definitely need to look into increasing its cost and even decreasing its damage, as of now completely broken skill. It costing more than force pulse, of course makes no sense. I think whether or not force pulse needs to have its cost decreased, is debatable.

    Lol what? It is a melee skill, therefore ought to be strong. Lash is fine. Force pulse is fine. The only thing that needs addressing is making every skill as easy to weave as force pulse is, looking at you funnel health.

    Now you know why us templars feel our class is clunky compared to everyone else lol #channels
    Minno - DC - Forum-plar Extraordinaire
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    - Filthy Casual
  • BohnT
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    Blanco wrote: »
    Stahlor wrote: »
    Blanco wrote: »
    Whip is OP, there's no denying that. It's a problem.

    They definitely need to look into increasing its cost and even decreasing its damage, as of now completely broken skill. It costing more than force pulse, of course makes no sense. I think whether or not force pulse needs to have its cost decreased, is debatable.

    well - then maybe lets talk about surprise attack, dizzying swing/wrecking blow, Executioner etc. you get spammed by all these stam players. Dodge rolling 10 times in between that you cannot even attack them...
    I don't even want to start a discussion concerning poison injection...

    I consider stam to be so vastly overpowered compared to mag that I don't even consider mag to be viable for roles other than heals at this point. For heals, mag is just fine.

    Other than that, stam blows mag out of the water by such a large extent that the current meta is just completely unbalanced.

    Are you talking about PvE or PvP?
    It would be wrong on both sides anyway.
  • Betsararie
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    BohnT wrote: »
    Blanco wrote: »
    Stahlor wrote: »
    Blanco wrote: »
    Whip is OP, there's no denying that. It's a problem.

    They definitely need to look into increasing its cost and even decreasing its damage, as of now completely broken skill. It costing more than force pulse, of course makes no sense. I think whether or not force pulse needs to have its cost decreased, is debatable.

    well - then maybe lets talk about surprise attack, dizzying swing/wrecking blow, Executioner etc. you get spammed by all these stam players. Dodge rolling 10 times in between that you cannot even attack them...
    I don't even want to start a discussion concerning poison injection...

    I consider stam to be so vastly overpowered compared to mag that I don't even consider mag to be viable for roles other than heals at this point. For heals, mag is just fine.

    Other than that, stam blows mag out of the water by such a large extent that the current meta is just completely unbalanced.

    Are you talking about PvE or PvP?
    It would be wrong on both sides anyway.

    nah.
  • BohnT
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    Blanco wrote: »
    BohnT wrote: »
    Blanco wrote: »
    Stahlor wrote: »
    Blanco wrote: »
    Whip is OP, there's no denying that. It's a problem.

    They definitely need to look into increasing its cost and even decreasing its damage, as of now completely broken skill. It costing more than force pulse, of course makes no sense. I think whether or not force pulse needs to have its cost decreased, is debatable.

    well - then maybe lets talk about surprise attack, dizzying swing/wrecking blow, Executioner etc. you get spammed by all these stam players. Dodge rolling 10 times in between that you cannot even attack them...
    I don't even want to start a discussion concerning poison injection...

    I consider stam to be so vastly overpowered compared to mag that I don't even consider mag to be viable for roles other than heals at this point. For heals, mag is just fine.

    Other than that, stam blows mag out of the water by such a large extent that the current meta is just completely unbalanced.

    Are you talking about PvE or PvP?
    It would be wrong on both sides anyway.

    nah.

    Great answer. Those are the posts great discussions are based on :trollface:
  • ak_pvp
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    "DK godmode." "Whip is OP."

    They have been subpar since the great nerfs of 1.6, with a brief rise in the desert rose, black rose meta, pre sustain nerf. Whip is good, no denial, though the undogeable is on powerlash, a procced attack which requires CC/offbalance, so can easily be negated. Other spammables are better depending, bird having a delay for burst, all undodgable and similar damage.

    +Ninja whip
    +1v1s?
    +Leap (if it works)
    -Block only viable defense nerfed. Wings UP and buggy as ***.
    -Low mobility
    -Low dmg due to tanky play style
    -Very low sustain
    -No defense against ranged anymore
    Edited by ak_pvp on December 17, 2017 11:28PM
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Betsararie
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    BohnT wrote: »
    Blanco wrote: »
    BohnT wrote: »
    Blanco wrote: »
    Stahlor wrote: »
    Blanco wrote: »
    Whip is OP, there's no denying that. It's a problem.

    They definitely need to look into increasing its cost and even decreasing its damage, as of now completely broken skill. It costing more than force pulse, of course makes no sense. I think whether or not force pulse needs to have its cost decreased, is debatable.

    well - then maybe lets talk about surprise attack, dizzying swing/wrecking blow, Executioner etc. you get spammed by all these stam players. Dodge rolling 10 times in between that you cannot even attack them...
    I don't even want to start a discussion concerning poison injection...

    I consider stam to be so vastly overpowered compared to mag that I don't even consider mag to be viable for roles other than heals at this point. For heals, mag is just fine.

    Other than that, stam blows mag out of the water by such a large extent that the current meta is just completely unbalanced.

    Are you talking about PvE or PvP?
    It would be wrong on both sides anyway.

    nah.

    Great answer. Those are the posts great discussions are based on :trollface:

    I guess by now it's clear you don't play PvP or else you would be agreeing with me, but I was specifically referring to PvP.

    Stam is dominant in PvE too. Their DPS is a lot higher there as well!

    This all makes for a meta that is terribly unbalanced, and for anyone trying to play mag as a dd whether it be on PvE or PvP, you will be at an inherent disadvantage and left out in the woods

    Given all this, a rebalance and buffing of mag's damage potential is necessary.
  • Ragnarock41
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    Blanco wrote: »
    BohnT wrote: »
    Blanco wrote: »
    BohnT wrote: »
    Blanco wrote: »
    Stahlor wrote: »
    Blanco wrote: »
    Whip is OP, there's no denying that. It's a problem.

    They definitely need to look into increasing its cost and even decreasing its damage, as of now completely broken skill. It costing more than force pulse, of course makes no sense. I think whether or not force pulse needs to have its cost decreased, is debatable.

    well - then maybe lets talk about surprise attack, dizzying swing/wrecking blow, Executioner etc. you get spammed by all these stam players. Dodge rolling 10 times in between that you cannot even attack them...
    I don't even want to start a discussion concerning poison injection...

    I consider stam to be so vastly overpowered compared to mag that I don't even consider mag to be viable for roles other than heals at this point. For heals, mag is just fine.

    Other than that, stam blows mag out of the water by such a large extent that the current meta is just completely unbalanced.

    Are you talking about PvE or PvP?
    It would be wrong on both sides anyway.

    nah.

    Great answer. Those are the posts great discussions are based on :trollface:

    I guess by now it's clear you don't play PvP or else you would be agreeing with me, but I was specifically referring to PvP.

    Stam is dominant in PvE too. Their DPS is a lot higher there as well!

    This all makes for a meta that is terribly unbalanced, and for anyone trying to play mag as a dd whether it be on PvE or PvP, you will be at an inherent disadvantage and left out in the woods

    Given all this, a rebalance and buffing of mag's damage potential is necessary.

    Big talks when mNb and mDk are 1v1 gods.
  • Stahlor
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    mDK's are great for 1v1 duels, because your opponent cannot escape. In open world you have no chance getting a dodging stam character, a magnb or sorc. They just escape and come back with full resources.
  • Qbiken
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    Blanco wrote: »
    Whip is OP, there's no denying that. It's a problem.

    They definitely need to look into increasing its cost and even decreasing its damage, as of now completely broken skill. It costing more than force pulse, of course makes no sense. I think whether or not force pulse needs to have its cost decreased, is debatable.

    You´re not serious right??
  • olsborg
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    The reason why magdk is way too strong atm (1v1 specially) is due to the block mechanic atm. Permblock

    PC EU
    PvP only
  • Vaoh
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    ak_pvp wrote: »
    "DK godmode." "Whip is OP."

    They have been subpar since the great nerfs of 1.6, with a brief rise in the desert rose, black rose meta, pre sustain nerf. Whip is good, no denial, though the undogeable is on powerlash, a procced attack which requires CC/offbalance, so can easily be negated. Other spammables are better depending, bird having a delay for burst, all undodgable and similar damage.

    +Ninja whip
    +1v1s?
    +Leap (if it works)
    -Block only viable defense nerfed. Wings UP and buggy as ***.
    -Low mobility
    -Low dmg due to tanky play style
    -Very low sustain
    -No defense against ranged anymore

    If you think Mag DK is weak this patch you really haven't PvPed enough. I have never seen this many Mag DKs on console before. Very strong atm and possibly the best Magicka setup too since damage has gone up, which scales far better with tankiness through resistances than any damage shield.
    Edited by Vaoh on December 18, 2017 9:04AM
  • Turelus
    Turelus
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    Nestor wrote: »
    Whip does not return 3600 Magic on Mob death like Force Pulse does. Look at your Destro Passives
    Minno wrote: »
    Or deal 10% extra penetration on targets, or have a chance to proc burning/concussion/chilled status effects.
    Or can be casted from 28+ meters away.
    Can we all please stop posting logical informative replies and just get back to why Forcepulse needs to be nerfed. Thanks.
    @Turelus - EU PC Megaserver
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  • Mureel
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    Blanco wrote: »
    BohnT wrote: »
    Blanco wrote: »
    BohnT wrote: »
    Blanco wrote: »
    Stahlor wrote: »
    Blanco wrote: »
    Whip is OP, there's no denying that. It's a problem.

    They definitely need to look into increasing its cost and even decreasing its damage, as of now completely broken skill. It costing more than force pulse, of course makes no sense. I think whether or not force pulse needs to have its cost decreased, is debatable.

    well - then maybe lets talk about surprise attack, dizzying swing/wrecking blow, Executioner etc. you get spammed by all these stam players. Dodge rolling 10 times in between that you cannot even attack them...
    I don't even want to start a discussion concerning poison injection...

    I consider stam to be so vastly overpowered compared to mag that I don't even consider mag to be viable for roles other than heals at this point. For heals, mag is just fine.

    Other than that, stam blows mag out of the water by such a large extent that the current meta is just completely unbalanced.

    Are you talking about PvE or PvP?
    It would be wrong on both sides anyway.

    nah.

    Great answer. Those are the posts great discussions are based on :trollface:

    I guess by now it's clear you don't play PvP or else you would be agreeing with me, but I was specifically referring to PvP.

    Stam is dominant in PvE too. Their DPS is a lot higher there as well!

    This all makes for a meta that is terribly unbalanced, and for anyone trying to play mag as a dd whether it be on PvE or PvP, you will be at an inherent disadvantage and left out in the woods

    Given all this, a rebalance and buffing of mag's damage potential is necessary.

    I agree magicka needs a buff - no joke. But most raids aren't running more than 4-5 stam so eh. You can still raid.
  • BohnT
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    Blanco wrote: »
    BohnT wrote: »
    Blanco wrote: »
    BohnT wrote: »
    Blanco wrote: »
    Stahlor wrote: »
    Blanco wrote: »
    Whip is OP, there's no denying that. It's a problem.

    They definitely need to look into increasing its cost and even decreasing its damage, as of now completely broken skill. It costing more than force pulse, of course makes no sense. I think whether or not force pulse needs to have its cost decreased, is debatable.

    well - then maybe lets talk about surprise attack, dizzying swing/wrecking blow, Executioner etc. you get spammed by all these stam players. Dodge rolling 10 times in between that you cannot even attack them...
    I don't even want to start a discussion concerning poison injection...

    I consider stam to be so vastly overpowered compared to mag that I don't even consider mag to be viable for roles other than heals at this point. For heals, mag is just fine.

    Other than that, stam blows mag out of the water by such a large extent that the current meta is just completely unbalanced.

    Are you talking about PvE or PvP?
    It would be wrong on both sides anyway.

    nah.

    Great answer. Those are the posts great discussions are based on :trollface:

    I guess by now it's clear you don't play PvP or else you would be agreeing with me, but I was specifically referring to PvP.

    Stam is dominant in PvE too. Their DPS is a lot higher there as well!

    This all makes for a meta that is terribly unbalanced, and for anyone trying to play mag as a dd whether it be on PvE or PvP, you will be at an inherent disadvantage and left out in the woods

    Given all this, a rebalance and buffing of mag's damage potential is necessary.

    I play both PvE and PvP, stam has higher single target but AoE damage of mag is still much higher and 4/6 trials are more than 90% AoE fights where you want magdds. Also you need ranged DDs for certain encounters, Maw 1st Boss, the Mage.
    Also Ranged DDs can do their rota easier as there are more mechanics for meeles than ranged which leads to higher damage in some encounters.


    I've been playing PvP since the closed Beta. I encountered the humangod dks, unkillable Sorcs with 50k shield and no streak penalty, vigor being unlocked at pvp rank 30, unkillable malubeth tanks, storm knight zerg busters and i played during proc set plague

    I can tell you there is no class in pvp that is totally outclassed except for stamdk that is just a shade of stamwarden.
    Magplar needs better ults, Soulassault needs to be nerfed, incap needs it's stun removed and poisons need to be kicked out of the game.
    But no magicka builds perform great.
    Magnbs are strong from Solo up to zerg play, magsorcs never lost their viability, magplars are still the best healers ( after scaling fix they will be back at being strong dds ) Magdk is stronger than it ever was after Patch 1.6, magwarden isn't weaker than stamwarden atm, no there is really no reason to buff magicka or nerf stamina overall.
    Edited by BohnT on December 18, 2017 10:16AM
  • BohnT
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    Tell me how many stamdds do you See in organized pvp zergs? 1 or 2? 1 Stanwarden and another rapid slave but other than that magicka is superior in every group aspect in PvP.
    Tagging @Morostyle how many Stamdds do you have in your normal primetime raid?
  • Lord-Otto
    Lord-Otto
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    Vaoh wrote: »
    ak_pvp wrote: »
    "DK godmode." "Whip is OP."

    They have been subpar since the great nerfs of 1.6, with a brief rise in the desert rose, black rose meta, pre sustain nerf. Whip is good, no denial, though the undogeable is on powerlash, a procced attack which requires CC/offbalance, so can easily be negated. Other spammables are better depending, bird having a delay for burst, all undodgable and similar damage.

    +Ninja whip
    +1v1s?
    +Leap (if it works)
    -Block only viable defense nerfed. Wings UP and buggy as ***.
    -Low mobility
    -Low dmg due to tanky play style
    -Very low sustain
    -No defense against ranged anymore

    If you think Mag DK is weak this patch you really haven't PvPed enough. I have never seen this many Mag DKs on console before. Very strong atm and possibly the best Magicka setup too since damage has gone up, which scales far better with tankiness through resistances than any damage shield.

    The roots, man. And passive snare. Once they closed the distance once, they control the fight. Can never hit them, as they're always behind you.
    Then there's the free 25% damage bonus on everything against 75% of Cyro population, on top of that ridiculous tankiness.
    (>.>)
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