New Zaan monsterset seems to be nice for magicka melees, correct me if im wrong:
(3440 + 1,5 x 3440 + 1,5^2 x 3440 + 1,5^3 x 3440 + 1,5^4 x 3440)/15 = 3024,33 DPS
With good weaving you should be able to maintain the uptime flawless.
"Nightblade
Assassination
Teleport Strike: Decreased the damage dealt by this ability and its morphs by approximately 13%.
Developer Comments – Gap Closer Abilities:
Spoiler
We’ve decreased the damage values on numerous gap closer abilities – not just Teleport Strike, but other charge abilities such as Critical Charge or Focused Charge as well. Gap closers in ESO have no cooldown and can hit for extreme amounts of damage, so there is very little opportunity cost in forcing your enemies to use them. Decreasing their damage ensures that ranged players utilizing movement and terrain to maintain their distance are better rewarded for that advantage.
Templar
Aedric Spear
Focused Charge: Decreased the damage dealt by this ability and its morphs by approximately 18%.
Weapon
Two Handed
Critical Charge: Decreased the damage dealt by this ability and its morphs by approximately 11%.
Critical Rush (Critical Charge morph): Decreased the damage bonus based on distance traveled granted by this morph to 40% from 68%.
Stampede (Critical Charge morph): Decreased the duration of the snare applied by this morph to 4 seconds from 8 seconds.
One Hand and Shield
Shield Charge: Decreased the damage dealt by this ability and its morphs by approximately 20%."
Tommy_The_Gun wrote: »Since AOE caps are removed on PTS I think ZOS should make a stress - test for Cyrodill - What will happen when a lot of people (like 50) start to fight and all will run some AOEs (Eye of the Storm, Caltrops etc.)
What will happen if there will be multiple AOEs in one spot and there will be like 50 targets all getting hit by all those AOEs.
Keep in mind - not so long ago (like 3 days ) EU Cyrodill PvP server crashed because there was a giant fight between all 3 factions... And keep in mind - currently it was with AOE caps...
So i think since this is a "test" server - this should be on a check-list.
jasonthorpeb14_ESO wrote: »Templars skills still are not performing correctly. I have documented some of the issues on my thread but it keeps getting buried.
THINGS THAT ARE BROKEN:
Jabs not able to hit moving targets or some times stationary targets while you are strafing.
Joy_Division wrote: »jasonthorpeb14_ESO wrote: »Templars skills still are not performing correctly. I have documented some of the issues on my thread but it keeps getting buried.
THINGS THAT ARE BROKEN:
Jabs not able to hit moving targets or some times stationary targets while you are strafing.
Yep. This is busted, though not new. Happens on Live.
jasonthorpeb14_ESO wrote: »Joy_Division wrote: »jasonthorpeb14_ESO wrote: »Templars skills still are not performing correctly. I have documented some of the issues on my thread but it keeps getting buried.
THINGS THAT ARE BROKEN:
Jabs not able to hit moving targets or some times stationary targets while you are strafing.
Yep. This is busted, though not new. Happens on Live.
its worse now if you can believe that
Lord_Ninka wrote: »I find it interesting how many people imply that a permablock build is the only viable option for end-game pve tanks. I don't have enough experience as a tank to tell for myself, but I can't help wondering, doesn't anyone disagree? Can't you tank end-game stuff without a permablock build?
If end-game PvE tanks really are forced into a permablock build, then I think that's an issue in itself. In my opinion it would be very bad for the game and the freedom we have in our builds if it's impossible to ever drop your block even for an occasional heavy attack.
jasonthorpeb14_ESO wrote: »Jabs not able to hit moving targets or some times stationary targets while you are strafing.
I believe its an issue with all conal attacks. I have similar issues with Arrow Spray and morphs. If I'm anywhere near the target and they are moving in any direction other than straight forward and backwards, then it become neigh impossible to hit them. I end up wasting most of my casts.jasonthorpeb14_ESO wrote: »Jabs not able to hit moving targets or some times stationary targets while you are strafing.
yeah, i noticed that *** too, face to face to the target and jabs not hitting. Is happening on live (and seems to affect both magika and stam morphs)
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
beetleklee wrote: »@ZOS_GinaBruno
Can we rework MagDK a bit? I think testing the Flame Lash proc on burning instead of off balance would help. MagDK has awful sustain and the nerf to off balance uptime hurts it the most because this is the only build that really relies on off balance for damage and sustain. This would also let it not overperform in PVP where DOTs/burning can be purged.
Molten Whip can't be sustained either, same with Force Pulse. It'll probably dip to being completely bottom tier for DPS if this change goes live.
It's just disheartening to have a playstyle I enjoy so much and a character I've worked hard on keep getting indirectly nerfed each update when it needs help more than anything.
Also wouldn't mind some cost reduction on skills or a buff to Eruption (it costs a ton and could do more damage.) MagDK's sustain is so bad and this is the final nail in the coffin.
Have we forgotten about how silly shimmering shield is? Access to one of the best buffs in the game and near invulnerability to ranged abilities.
Twohothardware wrote: »Have we forgotten about how silly shimmering shield is? Access to one of the best buffs in the game and near invulnerability to ranged abilities.
Needs a cost increase and remove Major Heroism. Shimmering Shield is the only thing on the Warden I agree is imbalanced when a lot complain about how OP Warden is. It's not balanced compared to Wings for StamDK. With the Magicka return you can keep Shimmering Shield permanently up whereas on StamDK a couple of flaps and you're out of resources.
My thoughts:
* Block-cost:
Can´t say I´m a big fan of the change, but after lurking around a bit I´ve seen experienced tanks being able to reduce their block-cost on PTS lower to what they can on live by sacrificing some magicka recovery. So overall I think it will be doable for PvE. For PvP the "in-killable" builds will remain unkillabe. The issue was never with the block-cost in the first place. Overperforming healing (together with overperforming healing reducing effects) are the villain here. Also the ability to mitigate a lot of damage without the need to block plays a big part here.
* Off-balance:
I will speak from a magDK PvE perspective, because they´re those who are most affected by the changes to off-balance. At the moment on PTS, as long as concussion and off-balance is refreshed you can spam power-lash. I feel this is not intended but I would love to see it go live since magDK is in such a bad spot for PvE right now. In PvP on the PTS you can spam up to 4-5 flame-lashes with the new changes. This has caused people to ask for nerfs to magDK and power-lash. MagDK does not need more nerfs. I would´ve preferred off-balance to be left untouched (as it works on Live at the moment) but since that request is pointless I won´t talk about it more, just wishful thinking. The off-balance immunity on bosses need to be significantly lowered. 15-20 seconds is way to long. Make it 10-15 seconds at maximum. My point is that you shouldn´t mess too much with Flame-Lash unless there´re other plans to help magicka DK with their sustain-issues in PvE. I don´t know how many times I´ve written this but I´ll write it again:
- Revert the changes to Battle Roar and Helping hands to its pre Morrowind state (Will help stamDK in PvP as well)
- Reduce the cost of several DK skills (Ash Cloud, All ardent flame abilities)
- Rework combustion passive: It now reduces the cost of your skills against an enemy affected by ardent flame abilities by X%
With these changes to DK, they´re no longer dependent on off-balance to work in raids and can use molten whip for more damage and flame-lash for more PvP oriented gameplay.Twohothardware wrote: »Have we forgotten about how silly shimmering shield is? Access to one of the best buffs in the game and near invulnerability to ranged abilities.
Needs a cost increase and remove Major Heroism. Shimmering Shield is the only thing on the Warden I agree is imbalanced when a lot complain about how OP Warden is. It's not balanced compared to Wings for StamDK. With the Magicka return you can keep Shimmering Shield permanently up whereas on StamDK a couple of flaps and you're out of resources.
If you remove Major Heroism from this skill you will kill the uniqueness of the skill. I can agree on a cost-increase or removing the magicka return. Another suggestion I´ve had in mind is that all 3 shields need to expire in order for the major Heroism buff to occur. P
* Synergies:
Good overall changes, however I feel 30 seconds cooldown is way to much. Leave synergy cooldown at 20 seconds so that you encourage the usage of synergies and group-play.
* Templar:
I´ll assume the current state of magplar on the PTS is bugged and will be fixed in the upcoming PTS-patches. Fixing Sweeps/Jabs and Beam should be high priority since they´re so class defining skills that´s been broken since Morrowind. If not then magicka Templar will be even worse state than they´re on live.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
beetleklee wrote: »@ZOS_GinaBruno
Can we rework MagDK a bit? I think testing the Flame Lash proc on burning instead of off balance would help. MagDK has awful sustain and the nerf to off balance uptime hurts it the most because this is the only build that really relies on off balance for damage and sustain. This would also let it not overperform in PVP where DOTs/burning can be purged.
Molten Whip can't be sustained either, same with Force Pulse. It'll probably dip to being completely bottom tier for DPS if this change goes live.
It's just disheartening to have a playstyle I enjoy so much and a character I've worked hard on keep getting indirectly nerfed each update when it needs help more than anything.
Also wouldn't mind some cost reduction on skills or a buff to Eruption (it costs a ton and could do more damage.) MagDK's sustain is so bad and this is the final nail in the coffin.
MyrddinEmrys wrote: »Ill post my various thoughts as I have time but for the moment I would like to make known that I am very dissapointed that the stun was not re-added to Crystal Frags. Perhaps some people did not understand it in PvE, but the stun was as useful as the main damage for me.
If you wont add the stun back to CFrags, please at least give it Knockback.