A bit ridiculous to increase the cost for no particular reason.
"To make it competitive with Force Pulse" lol is the most pathetic point to bring up, its a completely different skill with different use and is available to EVERYONE.
The class skills should be unique that offer unique benefits. I dont want another force pulse but with a different animation and slightly different effect!
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MovesLikeJaguar wrote: »I agree with OP. After testing, this change makes sustain on a magblade difficult. You can substitute sets to supplement it, but get non-optimal benefits from that other than being able to spam an ability that is now mediocre from pretty good post nerf. Changing a skill solely on "because this other skill costs more, and this one is similar to that one because it's ranged" is not a reason. I for one dual-wield swords for the damage increase on my main bar, and have done so since the weaving with Strife and its morphs was made difficult, making this whole argument not viable for me and those that do this setup.
IZZEFlameLash wrote: »
WIthout some sort of buff to the ability that is not a good change, give it more healing or something.
That would put it at the same cost as concealed.
IZZEFlameLash wrote: »MovesLikeJaguar wrote: »I agree with OP. After testing, this change makes sustain on a magblade difficult. You can substitute sets to supplement it, but get non-optimal benefits from that other than being able to spam an ability that is now mediocre from pretty good post nerf. Changing a skill solely on "because this other skill costs more, and this one is similar to that one because it's ranged" is not a reason. I for one dual-wield swords for the damage increase on my main bar, and have done so since the weaving with Strife and its morphs was made difficult, making this whole argument not viable for me and those that do this setup.
Other classes dealt with what you call non-optimal benefits when their sustain got gutted in Morrowind. And they certaintly dealt with much more expensive skills as spammable. This will hardly be the end of mNB. And I am not sure what you mean by this change brought weaving difficulties. They made it easier to weave not hard.IZZEFlameLash wrote: »
WIthout some sort of buff to the ability that is not a good change, give it more healing or something.
That would put it at the same cost as concealed.
Its heals are very decent and Puncturing Sweep with its almost 3k cost does not heal as much in total and per damage instances because of each hit of Puncturing Sweep being far lower than Strife and its morphs. And no, Burning Light doesn't proc heals.
thankyourat wrote: »IZZEFlameLash wrote: »MovesLikeJaguar wrote: »I agree with OP. After testing, this change makes sustain on a magblade difficult. You can substitute sets to supplement it, but get non-optimal benefits from that other than being able to spam an ability that is now mediocre from pretty good post nerf. Changing a skill solely on "because this other skill costs more, and this one is similar to that one because it's ranged" is not a reason. I for one dual-wield swords for the damage increase on my main bar, and have done so since the weaving with Strife and its morphs was made difficult, making this whole argument not viable for me and those that do this setup.
Other classes dealt with what you call non-optimal benefits when their sustain got gutted in Morrowind. And they certaintly dealt with much more expensive skills as spammable. This will hardly be the end of mNB. And I am not sure what you mean by this change brought weaving difficulties. They made it easier to weave not hard.IZZEFlameLash wrote: »
WIthout some sort of buff to the ability that is not a good change, give it more healing or something.
That would put it at the same cost as concealed.
Its heals are very decent and Puncturing Sweep with its almost 3k cost does not heal as much in total and per damage instances because of each hit of Puncturing Sweep being far lower than Strife and its morphs. And no, Burning Light doesn't proc heals.
I've never played templar but the heal from strife on a light armor build usually heal for 900-1200. That's not really just amazing. It's a little better when combined with leeching strikes. The real benefit of this ability is that if you are relieving pressure and get hot tics without taking damage it becomes good. But magblades can't sustain being on the defensive that's why strife is so cheap. Magblade sustain is only good if you keep the tempo high and stay offensive. If you play solo like me and attacks are coming from anywhere it's impossible to keep that same control you can have 1v1 and your sustain will go down drastically. A explanation is I can run 1100 regen and be fine 1v1 and have great healing, but 1vX I always run over 2000 regen and the heal from strife becomes almost unnoticeable. I may have to run more regen with the strife change. Also magblade sustain was gutted in Morrowind to the point where the class doesn't even play the same