electromagnets wrote: »L2p - it’s probably the easiest CC to avoid in pvp.
“Hey look there’s a massive flame ring moving directly toward me. I guess I’ll just roll dodge and avoid it.”
electromagnets wrote: »L2p - it’s probably the easiest CC to avoid in pvp.
“Hey look there’s a massive flame ring moving directly toward me. I guess I’ll just roll dodge and avoid it.”
WrathOfInnos wrote: »Master destro is too weak TBH. You have to give up a 4 pc and 5 pc set bonus to use it, and it only serves to make one skill usable. I hope to see a perfected version released soon so I can go back to using Clench/Reach without sabotaging my own build.
Its not necessarely sabotaging your build, since there are quite some sets, which only needs to be one barred. Using such sets in a build makes your sacrifice very small (one single set bonus actually) compared to what you gain by arena weapons. Sure some arena weapons arent even good, but saying master reach is balanced, because you sacrifice something for it is not really true.
ZOS logic some months ago is that ccs shoudld not be paired with high damage. Master reach would fall into that category, since its direct damage exceeds force pulse damage and also has a dot attached. Problematic is the direct damage tooltip, which can be very high, above single target spammable standards, which in the vision of ZOS shouldnt be the case. A fair change in my mind is to move the damage increase of master staves to its dot component or replace it with a debuff.
electromagnets wrote: »L2p - it’s probably the easiest CC to avoid in pvp.
“Hey look there’s a massive flame ring moving directly toward me. I guess I’ll just roll dodge and avoid it.”
I laughed so loud . Can we make a duel and lets see how many times you will dodge that skill when I use it as my spam attack? You will even have the advantage that it will be a duel and not a real group fight where you have so many skills effects all the time.
I will just use that skill please shields.
The most ridiculous thing about this thread is this set has been in the game for years. No one has ever complained about it talk about how it being o p or any of that the only complaints have been it's hard to obtain.
Right now the modification of this skill is too strong. My proposal is the damage should be increased to 2.5k (which is added to the skill so it can crit) and 30% cost reduction but the CC effect should be removed. Otherwise the skill should be considered as an exception as it does CC and it is a spamable instant cast attack at the same time. Back in the time wrecking blow lost the stun, now snipe is losing the major defile and these skills are with cast time. I think that the master staff should keep the damage and the cost reduction but it should lose the CC part.
Now some maths:
Stats:
3k spell damage 30k magicka
Force Pulse:Destructive Reach:
- damage: 1893*3 = 5679
- cost: 2700
- damage: 3690 + 2000 = 5690 (+ 4916 DoT)
- cost: 3802 * 0.7 = 2661
At the end Destructive Reach is same cost, same damage if we dont count the dot but we have the CC.
Now if you have more cost reduction the Destructive Reach is getting way cheaper than Force Pulse
Lets check the cost for 5 light armor breton character. That is 10% + 7% extra cost reduction.
Force Pulse cost will be: 2700*0.83 = 2241
Destructive Reach cost will be: 3802*0.53 = 2015
The more % cost reduction you stack the cheaper the skill will be.
The most ridiculous thing about this thread is this set has been in the game for years. No one has ever complained about it talk about how it being o p or any of that the only complaints have been it's hard to obtain. Now all the sudden when Wings get nerfed people start crying about it.
Oreyn_Bearclaw wrote: »Right now the modification of this skill is too strong. My proposal is the damage should be increased to 2.5k (which is added to the skill so it can crit) and 30% cost reduction but the CC effect should be removed. Otherwise the skill should be considered as an exception as it does CC and it is a spamable instant cast attack at the same time. Back in the time wrecking blow lost the stun, now snipe is losing the major defile and these skills are with cast time. I think that the master staff should keep the damage and the cost reduction but it should lose the CC part.
Now some maths:
Stats:
3k spell damage 30k magicka
Force Pulse:Destructive Reach:
- damage: 1893*3 = 5679
- cost: 2700
- damage: 3690 + 2000 = 5690 (+ 4916 DoT)
- cost: 3802 * 0.7 = 2661
At the end Destructive Reach is same cost, same damage if we dont count the dot but we have the CC.
Now if you have more cost reduction the Destructive Reach is getting way cheaper than Force Pulse
Lets check the cost for 5 light armor breton character. That is 10% + 7% extra cost reduction.
Force Pulse cost will be: 2700*0.83 = 2241
Destructive Reach cost will be: 3802*0.53 = 2015
The more % cost reduction you stack the cheaper the skill will be.
Yeah, and you are giving up a front bar 5 piece as a tradeoff. If anything, this could use a small buff. If you die to a destructive reach spam, you have a L2P issue. As this is a CC (cooldown) and a DOT (timer), it's not meant to be spammed anyways. It can also be dodged and reflected. It's arguably the most telegraphed skill in the game. Those fire rings are hard to miss.
Oreyn_Bearclaw wrote: »Right now the modification of this skill is too strong. My proposal is the damage should be increased to 2.5k (which is added to the skill so it can crit) and 30% cost reduction but the CC effect should be removed. Otherwise the skill should be considered as an exception as it does CC and it is a spamable instant cast attack at the same time. Back in the time wrecking blow lost the stun, now snipe is losing the major defile and these skills are with cast time. I think that the master staff should keep the damage and the cost reduction but it should lose the CC part.
Now some maths:
Stats:
3k spell damage 30k magicka
Force Pulse:Destructive Reach:
- damage: 1893*3 = 5679
- cost: 2700
- damage: 3690 + 2000 = 5690 (+ 4916 DoT)
- cost: 3802 * 0.7 = 2661
At the end Destructive Reach is same cost, same damage if we dont count the dot but we have the CC.
Now if you have more cost reduction the Destructive Reach is getting way cheaper than Force Pulse
Lets check the cost for 5 light armor breton character. That is 10% + 7% extra cost reduction.
Force Pulse cost will be: 2700*0.83 = 2241
Destructive Reach cost will be: 3802*0.53 = 2015
The more % cost reduction you stack the cheaper the skill will be.
Yeah, and you are giving up a front bar 5 piece as a tradeoff. If anything, this could use a small buff. If you die to a destructive reach spam, you have a L2P issue. As this is a CC (cooldown) and a DOT (timer), it's not meant to be spammed anyways. It can also be dodged and reflected. It's arguably the most telegraphed skill in the game. Those fire rings are hard to miss.
Are You actually "giving up" that space ? The thing is You still have 3 piece bonus of other set active at all the time plus since 2 handed weapons were changed to count as 2 items You can easily use some 5 piece bonus set on back bar without loosing any effectiveness. Even before many builds were doing that and simply using things like willpower destro on the front bar. So at the end You loose barely anything but You gain bar space since now You have stun built into Your spammable and You also get the cheapest and the strongest hitting spammable with DoT component that is also a weapon ability which also have benefits (higher chance to proc poisons/enchantments for example). It's far better then many 5 piece set bonuses on it's own and fact that You can still slot that 5 piece bonus set on back bar just makes master destro even stronger.
Oreyn_Bearclaw wrote: »Right now the modification of this skill is too strong. My proposal is the damage should be increased to 2.5k (which is added to the skill so it can crit) and 30% cost reduction but the CC effect should be removed. Otherwise the skill should be considered as an exception as it does CC and it is a spamable instant cast attack at the same time. Back in the time wrecking blow lost the stun, now snipe is losing the major defile and these skills are with cast time. I think that the master staff should keep the damage and the cost reduction but it should lose the CC part.
Now some maths:
Stats:
3k spell damage 30k magicka
Force Pulse:Destructive Reach:
- damage: 1893*3 = 5679
- cost: 2700
- damage: 3690 + 2000 = 5690 (+ 4916 DoT)
- cost: 3802 * 0.7 = 2661
At the end Destructive Reach is same cost, same damage if we dont count the dot but we have the CC.
Now if you have more cost reduction the Destructive Reach is getting way cheaper than Force Pulse
Lets check the cost for 5 light armor breton character. That is 10% + 7% extra cost reduction.
Force Pulse cost will be: 2700*0.83 = 2241
Destructive Reach cost will be: 3802*0.53 = 2015
The more % cost reduction you stack the cheaper the skill will be.
Yeah, and you are giving up a front bar 5 piece as a tradeoff. If anything, this could use a small buff. If you die to a destructive reach spam, you have a L2P issue. As this is a CC (cooldown) and a DOT (timer), it's not meant to be spammed anyways. It can also be dodged and reflected. It's arguably the most telegraphed skill in the game. Those fire rings are hard to miss.
Are You actually "giving up" that space ? The thing is You still have 3 piece bonus of other set active at all the time plus since 2 handed weapons were changed to count as 2 items You can easily use some 5 piece bonus set on back bar without loosing any effectiveness. Even before many builds were doing that and simply using things like willpower destro on the front bar. So at the end You loose barely anything but You gain bar space since now You have stun built into Your spammable and You also get the cheapest and the strongest hitting spammable with DoT component that is also a weapon ability which also have benefits (higher chance to proc poisons/enchantments for example). It's far better then many 5 piece set bonuses on it's own and fact that You can still slot that 5 piece bonus set on back bar just makes master destro even stronger.
Dont bother! They know exactly how strong is the mater staff, they just dont want to be nerfed because they enjoy using it. Do you think that if I make a topic nerf some stupid skill as soul trap people will start writing and trying to defend that the skill is not good? I bet noone will bother. Some ppl will just laugh at the topic and that is.
Right now the modification of this skill is too strong. My proposal is the damage should be increased to 2.5k (which is added to the skill so it can crit) and 30% cost reduction but the CC effect should be removed. Otherwise the skill should be considered as an exception as it does CC and it is a spamable instant cast attack at the same time. Back in the time wrecking blow lost the stun, now snipe is losing the major defile and these skills are with cast time. I think that the master staff should keep the damage and the cost reduction but it should lose the CC part.
Now some maths:
Stats:
3k spell damage 30k magicka
Force Pulse:Destructive Reach:
- damage: 1893*3 = 5679
- cost: 2700
- damage: 3690 + 2000 = 5690 (+ 4916 DoT)
- cost: 3802 * 0.7 = 2661
At the end Destructive Reach is same cost, same damage if we dont count the dot but we have the CC.
Now if you have more cost reduction the Destructive Reach is getting way cheaper than Force Pulse
Lets check the cost for 5 light armor breton character. That is 10% + 7% extra cost reduction.
Force Pulse cost will be: 2700*0.83 = 2241
Destructive Reach cost will be: 3802*0.53 = 2015
The more % cost reduction you stack the cheaper the skill will be.
The most ridiculous thing about this thread is this set has been in the game for years. No one has ever complained about it talk about how it being o p or any of that the only complaints have been it's hard to obtain. Now all the sudden when Wings get nerfed people start crying about it.
Previous version were simply not strong enough to raise complains. There were complains about that weapon ever since it was changed to 2k proc and 30% cost reduction. There was just not enough of those since huge amount of players in PvP jumped to use that weapon and it's obvious generally people wont complain about stuff that is good for them even if it overperforms.
brandonv516 wrote: »Master Destro is a little too good right now.
It is not used so much b/c it is too good, it is used b/c of the lack of alternatives.
E.g. Sorcs lack a reliable class stun and a spammable, so they use Reach. Now Sorcs would prefer to use Force Pulse / Crushing Shock to prevent uncontrollable CC immunity, but without a reliable stun that is not viable. Also the lack of bar space forces makes a 2in1 ability even more attractive, despite its clumsyness, easy dodgability, and the uncontrollable CC immunity.
Errrm no.
Flame Reach is less reliable than Rune Cage. It can be blocked and reflected as well as dodged, when Rune Cage can only be dodged. And it’s not any more reliable than the recently added magWarden stun, yet magwardens also use it religiously. Reliability is not an issue at all.
The reason these classes use Reach is because it does 2 things in 1. Both spammable and stun. Therefore saves bar space for other skills. It’s only magplar than has no stun and really lacks alternatives.
You'd have to be asleep or completely out of resources to be stunned by Rune Cage. The delay is just too long. The delay also does not line up with other delayed abilities, so that you can't properly time them to use the stun to ensure your damage hits in the first place.
WrathOfInnos wrote: »Master destro is too weak TBH. You have to give up a 4 pc and 5 pc set bonus to use it, and it only serves to make one skill usable. I hope to see a perfected version released soon so I can go back to using Clench/Reach without sabotaging my own build.
Its not necessarely sabotaging your build, since there are quite some sets, which only needs to be one barred. Using such sets in a build makes your sacrifice very small (one single set bonus actually) compared to what you gain by arena weapons. Sure some arena weapons arent even good, but saying master reach is balanced, because you sacrifice something for it is not really true.
ZOS logic some months ago is that ccs shoudld not be paired with high damage. Master reach would fall into that category, since its direct damage exceeds force pulse damage and also has a dot attached. Problematic is the direct damage tooltip, which can be very high, above single target spammable standards, which in the vision of ZOS shouldnt be the case. A fair change in my mind is to move the damage increase of master staves to its dot component or replace it with a debuff.
The most ridiculous thing about this thread is this set has been in the game for years. No one has ever complained about it talk about how it being o p or any of that the only complaints have been it's hard to obtain. Now all the sudden when Wings get nerfed people start crying about it.
Previous version were simply not strong enough to raise complains. There were complains about that weapon ever since it was changed to 2k proc and 30% cost reduction. There was just not enough of those since huge amount of players in PvP jumped to use that weapon and it's obvious generally people wont complain about stuff that is good for them even if it overperforms.
And when did this change come about? I feel like it's been that way for about 2 years now I could be wrong but it seems right. Now you're telling me in the last 2 Years everybody has thought this is overpowered but nobody has said anything until now... when Wings have been nerfed.
WrathOfInnos wrote: »Master destro is too weak TBH. You have to give up a 4 pc and 5 pc set bonus to use it, and it only serves to make one skill usable. I hope to see a perfected version released soon so I can go back to using Clench/Reach without sabotaging my own build.
Its not necessarely sabotaging your build, since there are quite some sets, which only needs to be one barred. Using such sets in a build makes your sacrifice very small (one single set bonus actually) compared to what you gain by arena weapons. Sure some arena weapons arent even good, but saying master reach is balanced, because you sacrifice something for it is not really true.
ZOS logic some months ago is that ccs shoudld not be paired with high damage. Master reach would fall into that category, since its direct damage exceeds force pulse damage and also has a dot attached. Problematic is the direct damage tooltip, which can be very high, above single target spammable standards, which in the vision of ZOS shouldnt be the case. A fair change in my mind is to move the damage increase of master staves to its dot component or replace it with a debuff.
God, no!
It's being used as a spammable, and that means upfront damage. Dizzying still stuns and requires no set. Giving up two permanent five pieces (Necro+Shackle/Bright-Throat) or an additional frontbar Willpower is quite a sacrifice.
And worry not, that is exactly why ZOS' design philosophy is still intact: it's not a spammable with a CC attached - it's the gear on top. Compare that to Infernal Guardian hitting after a CC move like Streak. Same thing, two set pieces to get additional burst. Comboed with an average-damage CC skill. Cooldown as long as CC immunity, so practically spammable. No contradiction here.
WrathOfInnos wrote: »Oreyn_Bearclaw wrote: »Right now the modification of this skill is too strong. My proposal is the damage should be increased to 2.5k (which is added to the skill so it can crit) and 30% cost reduction but the CC effect should be removed. Otherwise the skill should be considered as an exception as it does CC and it is a spamable instant cast attack at the same time. Back in the time wrecking blow lost the stun, now snipe is losing the major defile and these skills are with cast time. I think that the master staff should keep the damage and the cost reduction but it should lose the CC part.
Now some maths:
Stats:
3k spell damage 30k magicka
Force Pulse:Destructive Reach:
- damage: 1893*3 = 5679
- cost: 2700
- damage: 3690 + 2000 = 5690 (+ 4916 DoT)
- cost: 3802 * 0.7 = 2661
At the end Destructive Reach is same cost, same damage if we dont count the dot but we have the CC.
Now if you have more cost reduction the Destructive Reach is getting way cheaper than Force Pulse
Lets check the cost for 5 light armor breton character. That is 10% + 7% extra cost reduction.
Force Pulse cost will be: 2700*0.83 = 2241
Destructive Reach cost will be: 3802*0.53 = 2015
The more % cost reduction you stack the cheaper the skill will be.
Yeah, and you are giving up a front bar 5 piece as a tradeoff. If anything, this could use a small buff. If you die to a destructive reach spam, you have a L2P issue. As this is a CC (cooldown) and a DOT (timer), it's not meant to be spammed anyways. It can also be dodged and reflected. It's arguably the most telegraphed skill in the game. Those fire rings are hard to miss.
Are You actually "giving up" that space ? The thing is You still have 3 piece bonus of other set active at all the time plus since 2 handed weapons were changed to count as 2 items You can easily use some 5 piece bonus set on back bar without loosing any effectiveness. Even before many builds were doing that and simply using things like willpower destro on the front bar. So at the end You loose barely anything but You gain bar space since now You have stun built into Your spammable and You also get the cheapest and the strongest hitting spammable with DoT component that is also a weapon ability which also have benefits (higher chance to proc poisons/enchantments for example). It's far better then many 5 piece set bonuses on it's own and fact that You can still slot that 5 piece bonus set on back bar just makes master destro even stronger.
Dont bother! They know exactly how strong is the mater staff, they just dont want to be nerfed because they enjoy using it. Do you think that if I make a topic nerf some stupid skill as soul trap people will start writing and trying to defend that the skill is not good? I bet noone will bother. Some ppl will just laugh at the topic and that is.
It was strong from Clockwork City patch (when it was changed to current effect) until Summerset release when we were given the ability to run 5-5-2 with a staff. There’s no way the 2k additional damage (halved in PVP) is going to outweigh any of the following set bonuses on front bar:
- Spinner’s 3450 Spell Pen + 129 Spell Dmg
- Spell Strategist 629 Spell Dmg
- Amber plasm 250 mag recovery + 250 stam recovery + 129 Spell Dmg
- Shacklebreaker 2000 Magicka + 2000 Stamina + 129 Mag Recovery + 129 Stam Recovery
- Or any proc set that deals burst damage
Alternatively you could give up a 2pc monster helm set like Slimecraw, Zaan or Earthgore, which would also be a detriment to your build.
Nobody runs their primary spammable on back bar, so slotting Master Destro there is not an option. And single bar sets completed only on back bar are significantly weaker than any of the sets I listed above (Lich is the only one I would really consider useful, and it is obviously inferior to Amber Plasm).
I used to use the Master Destro, it was fun. I’d like to use it again someday, when it catches up with game balancing. I’m definitely opposed to nerfing an already weak set, just because somebody was killed by it in PvP.
So to summarize, despite:
- Sacrificing two frontbar gear slots
- Heavily restricting the choice of your 2nd 5pc set
- Incurring significantly lower tooltips on all the other skills on your bar aside from your spammable
- Losing the capacity to dictate your opponent's immunity windows as soon as you begin applying pressure
...we are not allowed to have a spammable that hits as hard as Force Pulse. Nice.
PvP-wise, since Wrathstone:
Nonpet Sorc is strong again imo, and in a very competitive spot (except vs. Wings, forever hardcountered).
Petsorc was already OP pre-patch, and is now OP AF.
(0.31982*3)x = (0.62984)x + 2000 x = 6067 where the coefficients of x are the spell damage-scaling coefficients of Pulse & Reach respectively
A little stalk-y there, mate, but I can overlook that.
You are right, though. I do run Master Destro in my build. It frees up a barslot—which enables me to run Surge instead of relying on pots for Major Sorcery, and I value the utility of that, in spite of the downsides I listed in my first post.
Given my current build, Force Pulse has a higher tooltip than Destro Reach. That is assuming no changes to the gear setup whatsoever. In a practical, real-world build comparison however, the Pulse build is able to frontbar a 2nd 5pc set (eg. Spinners), and this also compounds with the fact that it enjoys a surplus of one 1-4pc set bonus equivalent over the Destro Reach setup. This would easily give it upwards of a 5% advantage not only on the Pulse tooltip, but on every other skill in the rotation as well.
Basically, it's a choice between raw damage and utility (call be crazy but this seems like a healthy tradeoff), and I chose the latter. I'm not sure what relevance my personal choice has to an objective balance debate, though, so your persistent questioning is a little odd.
Your damage comparison in the OP was a little misleading, by the way. You gave a scenario where Pulse & Destro Reach tied for damage, but didn't mention that it was the inflection point of the relationship. For Pulse, having a combined Spell Damage Equivalent of more than 6067 means it will out-damage Destro Reach.
Proof:(0.31982*3)x = (0.62984)x + 2000 x = 6067 where the coefficients of x are the spell damage-scaling coefficients of Pulse & Reach respectively
This works out to 2.5k SD and 36.7k mag. Or 3k SD and 31.6k mag. Or any other combination of the two at a ratio of 10.29.
These are pretty easy stats to achieve, and at anything higher than this, the Pulse tooltip will increasingly outpace Destro Reach's, so it's a little unreasonable to say that Reach builds beat or even tie with Pulse in terms of damage.
And this is even before accounting for the fact that, ceteris paribus, the Destro Reach build will always have lower stats due to the itemisation limitations I mentioned above.