Whip is a bad spammable... I still think poison whip will be worse than puncture, heroic or whirlwind blades. Even the new flurry is much better.
MDKs use whip just because there's no other melee magicka skill. Make pierce armor a magicka skill and no DK would ever use whip.
zParallaxz wrote: »Most of the changes you listed are good but what dk only needs is A LOT OF SUSTAIN, a spammable for stam dks, move the seething fury off of molten whip and into a passive, and mobility that isn’t tied to chains. After that dks can live without having to ask for anything else other than a few passive tweaks next patch like elder dragon passive.
"Molten Armaments: Instead of increasing the damage of fully-charged Heavy Attacks this morph should, while being active, increase your Weapon and Spelldamage by 75 every time you activate a class ability. This bonus could stack up to 3 times and would last for 5 seconds."
"This change would give this ability a purpose. Right now it is better to run Spellpower Potions or Entropie to get the Major Sorcery. Adding a bonus similar to the (due to the Poison Lash missing) Seething Fury bonus from Molten Whip would make this ability interesting to use."
This is a terrible change. Not only would you be taking away a very unique skill available to DKs that like to use heavy attacks, but literally slotting this just so you can activate this and do a little more weapon/magic damage with no other effect would be extremely dull.
Having to use a spellpower potion for major sorcery takes away potion options such as tri pots for mDKs. And entropy does not proc earthen heart passives which molten armaments currently does. Just because you don't use molten armaments doesn't mean that others are not using it.
There are many balance changes this patch and I appreciate that. However, I think we still need many adjustments, not only for Dk but since I play multiple classes and MagDk is one of my favorite Classes due to the animations I wanna adress some issues, give viable solutions and ask you for your opinion on it. Not everyone has to agree with me and I didn't do the calculation for my suggestions exept some ruff estimations. I'll give the name of the Morph or Passive and my suggestions, as well as add an explanation from time to time why I'd change it.
Ardent Flame
- Flames of Oblivion: The damage should increase by 5% with every launch until the ability is recasted.
This would make up a little of the damage loss from Molten Whip but wouldn't provide too much burst.
- Cauterize: Every time the fireball launches it should remove a harmful effect in addition to the healing.
This change is needed if Flames of Oblivion changes to keep it relevant.
juhislihis19 wrote: »There are many balance changes this patch and I appreciate that. However, I think we still need many adjustments, not only for Dk but since I play multiple classes and MagDk is one of my favorite Classes due to the animations I wanna adress some issues, give viable solutions and ask you for your opinion on it. Not everyone has to agree with me and I didn't do the calculation for my suggestions exept some ruff estimations. I'll give the name of the Morph or Passive and my suggestions, as well as add an explanation from time to time why I'd change it.
Ardent Flame
- Flames of Oblivion: The damage should increase by 5% with every launch until the ability is recasted.
This would make up a little of the damage loss from Molten Whip but wouldn't provide too much burst.
Could this skill deal Physical/Poison Damage if it scales from stamina? Right now it deals Flame Damage for both.
I really appreciate your effort. However, IMO I'm not sure if we need a spammable. It would be great, honestly, but I would be happy with just more stamina morphs into ie. Spiked Armor, Igneous Weapons and Inhale.
Volatile Armor 2700 Stamina
Release your inner dragon to gain Major Resolve and Major Ward, increasing Physical Resistance and Spell Resistance by 5280 for 20 seconds. You also release a spray of spikes around you, causing any enemies hit to take 954 Poison Damage over 10 seconds or grants Minor Endurance
phantasmalD wrote: »
- Cauterize: Every time the fireball launches it should remove a harmful effect in addition to the healing.
This change is needed if Flames of Oblivion changes to keep it relevant.
A change to Cauterize is needed anyway as it's completely irrelevant as it is and this is kind of a step in the right direction (one that I kinda never considered tbh and I'm not 100% sure if DKs really should have a class purge but I'd like it) but it's not really enough.
The crit boost aspect is completely irrelevant due to how absolutely overloaded Inner Light (Mage's Guild) is.
Inner Light gives Major Prophecy, 7% max mag and 2% mag recovery. It's so good that most magicka builds double slot it and it's an absolute must have.
On a healer build you can get away with single baring it tho imo but should still slot it as it's ~3k free magicka.
ALSO, Major Prophecy can be acquired from Spell Power potions as well.
And as a HoT Cauterize is in direct competition with Mutagen and fails miserably.
For the same cost Mutagen provides 2x [15k + 5k burst panic heal and 1 purge]. That's 40k heal and 2 purge potential.
Cauterize offers 3x5k (~1/3 healing potential), it ticks really slowly (1 tick/5 seconds), doesn't even target the lowest health ally and the only extra benefit is a redundant buff.
it could be something like this:
5 ticks of 3k heal over 15s
If a nearby ally drops below 35%, immediately fire a ball at them, healing for 5k and cleansing 2 harmful effect.
But that would maybe too similar to Mutagen so perhaps it could provide some different kind of buff, like 6s of 4k shield or something, tho imo it's good purge that a DK healer's kit is really lacking.
But either way, Cauterize really needs a big buff to be worthwhile.
Ragnarock41 wrote: »Hey, honestly I would take that corrosive nerf for some actually good passive changes+ stam spammable. I feel the same way about having a few abilities being too overloaded, as for world in ruin I think making it %4-8 physical cost reduction instead of the current %25 poison CR sounds more healthy and will let the class use more weapon skills too.
Edit. Also if stamwhip ever happens, it should get its unique animation, so stamwhip shouldn't just be a green whip. Cause that is the magicka Dk's identity. sDk should have more of a ''fighter'' theme.
Ragnarock41 wrote: »Hey, honestly I would take that corrosive nerf for some actually good passive changes+ stam spammable. I feel the same way about having a few abilities being too overloaded, as for world in ruin I think making it %4-8 physical cost reduction instead of the current %25 poison CR sounds more healthy and will let the class use more weapon skills too.
Edit. Also if stamwhip ever happens, it should get its unique animation, so stamwhip shouldn't just be a green whip. Cause that is the magicka Dk's identity. sDk should have more of a ''fighter'' theme.
Idk about animations but yea.
Sorry, but aren't you contradicting yourself? Later on you say:Thank you for taking your time to give this answer. I understand your point but I think that buffing the healing of Cauterize would be overkill.
Instead of making it tik more often the heal could be increased slightly (I'm talking less than 15%) and the purge added.
But there's limited barspace. This doesn't really increase the amount of healing that's in the game as you have to unslot something else to be able to use it, just makes it worthwhile to slot an otherwise dead skill.There already is much healing in the game.
I specifically tried to word it to avoid that. First of all, it requires the target to be on low health (tho perhaps the threshold is a bit too high). If you get healed above the treshold you won't get the double purge again. But there could also be a CD to completely avoid this.I play MagDk myself and have tested it on Pts. In lightarmor I get 12k Dragonbloods and Cauterize doesn't do a lot, yes! But giving it a purge on every ability would already make it more interesting. If it would be purging 2 effects it would be too strong though because it runs for 15 seconds. If it would purge two negative effects everyone would just spam it to get the purge from the first hit while if it just removes one negative it would make more sense to let it run for its full duration
I mean that's the point of a discussion. To highlight the problems of other people's ideas. :>I appreciate their approch because they address current problems but they bring up new problems the way they're solving them.
There are already skills and sets that do this.I think giving it a shield wouldn't be the right thing to do because it doesn't make sense to combine the heal with a shield.
Precisely. There's also the problem that two source of Igneous Shield overrides each other, so a DK healer *** over a DK tank.I get your point here though. Igneous Shield is the only reliable shield Dks have and it scales with your health which doesn't work out for a Dk Healer.
The active effect of Inner Light is only useful for PvP so it's pretty much meant to be slotted in Cyrodiil.I also wouldn't slot Inner Light in PvP. It is definitly needed in PvE and is very important for magicka Dps and also good to have for Healers if they have a skillslot for it.
There is some truth to what you are saying but it's not entirely correct.Also a 3 times burst heal should be less than a HoT because it is more powerful.
Word.Every skill should be attractive and have a purpose.
phantasmalD wrote: »Sorry, but aren't you contradicting yourself? Later on you say:Thank you for taking your time to give this answer. I understand your point but I think that buffing the healing of Cauterize would be overkill.Instead of making it tik more often the heal could be increased slightly (I'm talking less than 15%) and the purge added.
And secondly, I explicitly used the word 'ally' to indicate you can't target yourself with the burst. So there's no incentive to spam it as a self-heal.
Also, the spell is not guaranteed to target you, like ever. If you are in a full Cyrodiil raid that's 23 people+their pets that could steal your purge/heal.
There are already skills and sets that do this.
Healing Ward, Life Giver, Reviving Barrier are straight up shield + healing.
Bone Surge gives Major Vitality which is increased healing received, so sorta counts.
Absorb Magic is technically not a shield but practically works the same, absorbs damage from a projectile and heals for a set amount.
Magma Shell and Ferocious Leap also kinda combine the two but that's mainly due to Battle Roar.
Sets like Combat Physician and Prayer Shawl also combine healing with wards.
The unique flavour of DK healers could be 'preventing damage on allies with wards' but they only have two skills that really do that (Obsidian Shield and Magma Armor) and both are very lackluster, overshadowed by generic non-class skills. (Bone Surge and Barrier respectively) But that's a different issue altogether.
A third skill that gives shield to allies could help enforcing the idea of shielding your allies giving a solidified identity to DK healers that they sorely lack due to bad and lackluster skills and the more I think about the more I prefer this over a purge. Leave heavy purging for Templars.
The active effect of Inner Light is only useful for PvP so it's pretty much meant to be slotted in Cyrodiil.
- Burst stronger than HoT?: Not quite. A HUUGE upside of HoT is that they are a potent source of triggers for on_heal events. Aka sets like Earthgore, Spell Power Cure, Combat Physician, Symphony of Blades; a HoT is a cheap and efficient way to check every second whether you met the proccing conditions or not.
- Burst healing is mainly jsut more showman-y. It's more impressive and visible to have your HP bar shooting up by 10k than just being slower at depleting.
- Cauterize is not really a burst, it tries to be a mix of HoT and burst and just ends up being the worst of both world.
One cauterize ball heals for about 50% of the normal burst heal, in my experience doesn't have clever targetting and can't be spammed for the full effect as the majority of the healing is delayed, so pretty much fails all of these points.
BlackMadara wrote: »@phantasmalD Cauterize ticks 4 times. Once on the initial cast, and then once every 5 seconds for the remaining 15 seconds, so 4 ticks in total. Its total amount healed to a single target has about a 20% higher scaling compared to Rapid Regen, the higher healing morph of Regeneration. The downside of Cauterize compared to Regeneration is that the latter applies to 2 targets. The upside is that one also gets Major Prophecy, which is can be useful depending on the build.
Also the pseudo-burst heal of cauterize can be useful in certain situations. For one, the initial cast granting a heal can be more useful than a normal HoT if used in the middle of combat, after already taking damage. Another, rather specific, example is one can cast Cauterize, cast mist form, and then the next tick of the heal will be granted once exiting mist form.
@Ryanoxx Very interesting suggestions. Why are you against offense and defense being tied together? Granted this shouldn't be the case for all skills, but some with certain proc conditions or ultimates, it seems to be fine.
Coagulating Blood has the tradeoff of getting that extremely high healing, higher than BoL, only at low hp. I think ZoS' skill audit took this into account. They set a standard for single target heals, and then add flavor to each one. Perhaps their standard should be lower? I am not sure, even full buffed, with Burning spell weave and infused spell damage glyph, the tooltip for my new Coagblood would be lower than a Templar with 500 less effective spell damage (SD + magicka/10.5). Only with a 10% modifier would coag outpace BoL, which I understand would come from the Burning Heart passive. I believe the essence of the DK is self healing.
Shattering rocks scales off your own stats for the heal.
Overall, very interesting and seemingly balanced suggestions.
BlackMadara wrote: »@phantasmalD Cauterize ticks 4 times. Once on the initial cast, and then once every 5 seconds for the remaining 15 seconds, so 4 ticks in total. Its total amount healed to a single target has about a 20% higher scaling compared to Rapid Regen, the higher healing morph of Regeneration. The downside of Cauterize compared to Regeneration is that the latter applies to 2 targets. The upside is that one also gets Major Prophecy, which is can be useful depending on the build.
Also the pseudo-burst heal of cauterize can be useful in certain situations. For one, the initial cast granting a heal can be more useful than a normal HoT if used in the middle of combat, after already taking damage. Another, rather specific, example is one can cast Cauterize, cast mist form, and then the next tick of the heal will be granted once exiting mist form.
@Ryanoxx Very interesting suggestions. Why are you against offense and defense being tied together? Granted this shouldn't be the case for all skills, but some with certain proc conditions or ultimates, it seems to be fine.
Coagulating Blood has the tradeoff of getting that extremely high healing, higher than BoL, only at low hp. I think ZoS' skill audit took this into account. They set a standard for single target heals, and then add flavor to each one. Perhaps their standard should be lower? I am not sure, even full buffed, with Burning spell weave and infused spell damage glyph, the tooltip for my new Coagblood would be lower than a Templar with 500 less effective spell damage (SD + magicka/10.5). Only with a 10% modifier would coag outpace BoL, which I understand would come from the Burning Heart passive. I believe the essence of the DK is self healing.
Shattering rocks scales off your own stats for the heal.
Overall, very interesting and seemingly balanced suggestions.
Im against offense and defense being tied together on abilities like lash. I think the heal is important and makes the ability unique though it is too high at the moment. I like it because I play Dk myself but it's too high to be honest. Im fine with ultimates and sets combining defense and offense since they require dropping another set or have high ultimate cost or a short duration.
Coagulating blood has a lower tool but if you're at low health you get too much healing making it easy to outheal dmg combos of other players.
No Shattering Rocks doesnt scale off your own stats. Try it, if someone with lower magicka power hits u after being stunned by it or if a player with high magicka power hits u. It doesn't scale with your own stats. It shows that on the tool but its actually not the case.
Whip is a bad spammable... I still think poison whip will be worse than puncture, heroic or whirlwind blades. Even the new flurry is much better.
MDKs use whip just because there's no other melee magicka skill. Make pierce armor a magicka skill and no DK would ever use whip.
Thats not true, in PvE Stamdks use Noxious Breath as spammable in the current state of Pts. Even if Pierce Armor was a magicka skill there would be no reason to run it. I play MagDk since 2 years and I would not drop Whip. Powerlash provides good damage and even a heal. Whip is not a bad spammable. A Poison Whip would set enemies off balance so stamdks could use the truth set for example.
True, I did made a mistake there, the first tick is rather sneaky.BlackMadara wrote: »Cauterize ticks 4 times. Once on the initial cast, and then once every 5 seconds for the remaining 15 seconds, so 4 ticks in total
. Its total amount healed to a single target has about a 20% higher scaling compared to Rapid Regen, the higher healing morph of Regeneration.
There are so many real burst healing skills for when you truly need to get a large burst of health.Also the pseudo-burst heal of cauterize can be useful in certain situations. For one, the initial cast granting a heal can be more useful than a normal HoT if used in the middle of combat, after already taking damage.
But that means you aren't running Inferno which is a pretty important part of DK burst damage, no?Another, rather specific, example is one can cast Cauterize, cast mist form, and then the next tick of the heal will be granted once exiting mist form.
I must've looked at the wrong numbers, you are correct on the 13% figure. Cauterize seems to target the lowest health ally, which can be annoying or useful at the same time. It is rather cheap. So you can spam it to assist an ally with a moderate heal.phantasmalD wrote: »True, I did made a mistake there, the first tick is rather sneaky.BlackMadara wrote: »Cauterize ticks 4 times. Once on the initial cast, and then once every 5 seconds for the remaining 15 seconds, so 4 ticks in total. Its total amount healed to a single target has about a 20% higher scaling compared to Rapid Regen, the higher healing morph of Regeneration.
Well, looking at the coefficents, it's about 13% better scalingRapid Regen IV- $1 = 0.267488 Magicka + 2.80879 SD + 70.9537 (Magicka, R2 = 0.999994, ratio = 10.50)
Cauterize IV - $1 = 0.0756981 Magicka + 0.795278 SD - 0.437058 (Magicka, R2 = 0.999999, ratio = 10.51)
4xCauterize ball/entire Rapid Regen
0.3027924/ 0.267488 = 1,13198
But that's assuming that all the balls hit the same target. Which pretty much requires only having one target.
More than one target and Cauterize rapidly drops in efficiency.There are so many real burst healing skills for when you truly need to get a large burst of health.Also the pseudo-burst heal of cauterize can be useful in certain situations. For one, the initial cast granting a heal can be more useful than a normal HoT if used in the middle of combat, after already taking damage.But that means you aren't running Inferno which is a pretty important part of DK burst damage, no?Another, rather specific, example is one can cast Cauterize, cast mist form, and then the next tick of the heal will be granted once exiting mist form.
And DKs have so much built-in self healing, why would you use a skill that's main purpose is to heal others over like Dragonblood, Ember spamming, Whip proccing, Battle Roar activation?
Whip is a bad spammable... I still think poison whip will be worse than puncture, heroic or whirlwind blades. Even the new flurry is much better.
MDKs use whip just because there's no other melee magicka skill. Make pierce armor a magicka skill and no DK would ever use whip.
Thats not true, in PvE Stamdks use Noxious Breath as spammable in the current state of Pts. Even if Pierce Armor was a magicka skill there would be no reason to run it. I play MagDk since 2 years and I would not drop Whip. Powerlash provides good damage and even a heal. Whip is not a bad spammable. A Poison Whip would set enemies off balance so stamdks could use the truth set for example.
It is slow, it is dodgeable (telegraphed from the other side of tamriel) It depends of a very unreliable mechanic to do high dmg and a decent heal. Its proc has a cooldown (a very long one and the only one in the whole game), it is very expesive on a class that has problem with sustain. It is used by mDKs just because there's no other option, not because it is good. If elemental weapon was less clunky it would be a nice option, giving you extra magicka, or minor vulnerability/maim to the enemy
Regarding sDKs, the new noxious just do what it has to do, high dmg and applying major fracture, which makes claw hit harder. It seems as a much better option than poison whip will ever be... consider Noxious not only is undodgeable, but it's also quite helpful against NBs.
Flame Lash has gone from a good skill to a crappy skill in all the patches since Morrowind. It lost it free proc (which was not free in the first place since you needed to set the enemy off balance and that costs resources), it lost its stun, it was made dodgeable, it was given a cooldown and, due to a strange way of balancing things on ZoS side, its reach was reduced from 8 mts to 5 (7 if you have Elder Dragon). 5 nerfes in 2 or 3 patches. Oh, it got an increased heal (not very necesary on a class that already has 3 heals in the same line whip is located)
If you say whip is good, then you are playing pre-morrowind, which was a very good patch imho (and I would like to play it too).
On the bright side, whip looks cool, but nothing else.
So, Poison whip doing strong dmg... I don't think so... the sole idea implies to copy mDK playing style and what stam DKs needs is not that. What stam DK needs is a better synergy with weapon lines. Stam DK should be the Man-at-Arms of ESO (it is the Knight, for Talos' sake!!) and not the slow brother Kobra Khan (MotU reference btw)
...Whip is a bad spammable... I still think poison whip will be worse than puncture, heroic or whirlwind blades. Even the new flurry is much better.
MDKs use whip just because there's no other melee magicka skill. Make pierce armor a magicka skill and no DK would ever use whip.
Thats not true, in PvE Stamdks use Noxious Breath as spammable in the current state of Pts. Even if Pierce Armor was a magicka skill there would be no reason to run it. I play MagDk since 2 years and I would not drop Whip. Powerlash provides good damage and even a heal. Whip is not a bad spammable. A Poison Whip would set enemies off balance so stamdks could use the truth set for example.
Regarding sDKs, the new noxious just do what it has to do, high dmg and applying major fracture, which makes claw hit harder. It seems as a much better option than poison whip will ever be... consider Noxious not only is undodgeable, but it's also quite helpful against NBs.
...
...Whip is a bad spammable... I still think poison whip will be worse than puncture, heroic or whirlwind blades. Even the new flurry is much better.
MDKs use whip just because there's no other melee magicka skill. Make pierce armor a magicka skill and no DK would ever use whip.
Thats not true, in PvE Stamdks use Noxious Breath as spammable in the current state of Pts. Even if Pierce Armor was a magicka skill there would be no reason to run it. I play MagDk since 2 years and I would not drop Whip. Powerlash provides good damage and even a heal. Whip is not a bad spammable. A Poison Whip would set enemies off balance so stamdks could use the truth set for example.
Regarding sDKs, the new noxious just do what it has to do, high dmg and applying major fracture, which makes claw hit harder. It seems as a much better option than poison whip will ever be... consider Noxious not only is undodgeable, but it's also quite helpful against NBs.
...
so that's how it is in PTS for sDK?
Nox and claw on same bar with Whip slotted for passive, that's it?
...Whip is a bad spammable... I still think poison whip will be worse than puncture, heroic or whirlwind blades. Even the new flurry is much better.
MDKs use whip just because there's no other melee magicka skill. Make pierce armor a magicka skill and no DK would ever use whip.
Thats not true, in PvE Stamdks use Noxious Breath as spammable in the current state of Pts. Even if Pierce Armor was a magicka skill there would be no reason to run it. I play MagDk since 2 years and I would not drop Whip. Powerlash provides good damage and even a heal. Whip is not a bad spammable. A Poison Whip would set enemies off balance so stamdks could use the truth set for example.
Regarding sDKs, the new noxious just do what it has to do, high dmg and applying major fracture, which makes claw hit harder. It seems as a much better option than poison whip will ever be... consider Noxious not only is undodgeable, but it's also quite helpful against NBs.
...
so that's how it is in PTS for sDK?
Nox and claw on same bar with Whip slotted for passive, that's it?
yes
Whip is a bad spammable... I still think poison whip will be worse than puncture, heroic or whirlwind blades. Even the new flurry is much better.
MDKs use whip just because there's no other melee magicka skill. Make pierce armor a magicka skill and no DK would ever use whip.
Thats not true, in PvE Stamdks use Noxious Breath as spammable in the current state of Pts. Even if Pierce Armor was a magicka skill there would be no reason to run it. I play MagDk since 2 years and I would not drop Whip. Powerlash provides good damage and even a heal. Whip is not a bad spammable. A Poison Whip would set enemies off balance so stamdks could use the truth set for example.
It is slow, it is dodgeable (telegraphed from the other side of tamriel) It depends of a very unreliable mechanic to do high dmg and a decent heal. Its proc has a cooldown (a very long one and the only one in the whole game), it is very expesive on a class that has problem with sustain. It is used by mDKs just because there's no other option, not because it is good. If elemental weapon was less clunky it would be a nice option, giving you extra magicka, or minor vulnerability/maim to the enemy
Regarding sDKs, the new noxious just do what it has to do, high dmg and applying major fracture, which makes claw hit harder. It seems as a much better option than poison whip will ever be... consider Noxious not only is undodgeable, but it's also quite helpful against NBs.
Flame Lash has gone from a good skill to a crappy skill in all the patches since Morrowind. It lost it free proc (which was not free in the first place since you needed to set the enemy off balance and that costs resources), it lost its stun, it was made dodgeable, it was given a cooldown and, due to a strange way of balancing things on ZoS side, its reach was reduced from 8 mts to 5 (7 if you have Elder Dragon). 5 nerfes in 2 or 3 patches. Oh, it got an increased heal (not very necesary on a class that already has 3 heals in the same line whip is located)
If you say whip is good, then you are playing pre-morrowind, which was a very good patch imho (and I would like to play it too).
On the bright side, whip looks cool, but nothing else.
So, Poison whip doing strong dmg... I don't think so... the sole idea implies to copy mDK playing style and what stam DKs needs is not that. What stam DK needs is a better synergy with weapon lines. Stam DK should be the Man-at-Arms of ESO (it is the Knight, for Talos' sake!!) and not the slow brother Kobra Khan (MotU reference btw)
Indeed the last time I played really active was in Homestead when MagDk was really strong. However, Whip is still a strong spammable. The heal gives a lot survivability even though the uptime isn't as high. For 1vX Flame Lash will still be better than Molten Whip for that reason. Other spammables don't even have the option to deal increased damage when an enemy is set off-balance. In that regard Flame Lash has an advantage. It is correct that it is fairly slow compared to other abilities which could definitly be improved. Spammables are dodgable, Whip isn't a exception. Noxious isn't a good spammable at all in PvP. It is really easy to avoid there isn't even a reason to dodge it. The only reason Noxious is helpful in PvP is because you can get Nbs out of cloak. Also the Passives I mentioned that should be changed would help Whip to do better. Whip is a spammable like Reach, Force Pulse, Elemental Weapon or Surprise Attack and shouldn't be stronger. Surprise Attack is a really strong spammable due to the physical penetration it gives. That doesn't mean though that Whip has to be on the same level as it because it is a completely different playstyle.
zParallaxz wrote: »Whip is a bad spammable... I still think poison whip will be worse than puncture, heroic or whirlwind blades. Even the new flurry is much better.
MDKs use whip just because there's no other melee magicka skill. Make pierce armor a magicka skill and no DK would ever use whip.
Thats not true, in PvE Stamdks use Noxious Breath as spammable in the current state of Pts. Even if Pierce Armor was a magicka skill there would be no reason to run it. I play MagDk since 2 years and I would not drop Whip. Powerlash provides good damage and even a heal. Whip is not a bad spammable. A Poison Whip would set enemies off balance so stamdks could use the truth set for example.
It is slow, it is dodgeable (telegraphed from the other side of tamriel) It depends of a very unreliable mechanic to do high dmg and a decent heal. Its proc has a cooldown (a very long one and the only one in the whole game), it is very expesive on a class that has problem with sustain. It is used by mDKs just because there's no other option, not because it is good. If elemental weapon was less clunky it would be a nice option, giving you extra magicka, or minor vulnerability/maim to the enemy
Regarding sDKs, the new noxious just do what it has to do, high dmg and applying major fracture, which makes claw hit harder. It seems as a much better option than poison whip will ever be... consider Noxious not only is undodgeable, but it's also quite helpful against NBs.
Flame Lash has gone from a good skill to a crappy skill in all the patches since Morrowind. It lost it free proc (which was not free in the first place since you needed to set the enemy off balance and that costs resources), it lost its stun, it was made dodgeable, it was given a cooldown and, due to a strange way of balancing things on ZoS side, its reach was reduced from 8 mts to 5 (7 if you have Elder Dragon). 5 nerfes in 2 or 3 patches. Oh, it got an increased heal (not very necesary on a class that already has 3 heals in the same line whip is located)
If you say whip is good, then you are playing pre-morrowind, which was a very good patch imho (and I would like to play it too).
On the bright side, whip looks cool, but nothing else.
So, Poison whip doing strong dmg... I don't think so... the sole idea implies to copy mDK playing style and what stam DKs needs is not that. What stam DK needs is a better synergy with weapon lines. Stam DK should be the Man-at-Arms of ESO (it is the Knight, for Talos' sake!!) and not the slow brother Kobra Khan (MotU reference btw)
Indeed the last time I played really active was in Homestead when MagDk was really strong. However, Whip is still a strong spammable. The heal gives a lot survivability even though the uptime isn't as high. For 1vX Flame Lash will still be better than Molten Whip for that reason. Other spammables don't even have the option to deal increased damage when an enemy is set off-balance. In that regard Flame Lash has an advantage. It is correct that it is fairly slow compared to other abilities which could definitly be improved. Spammables are dodgable, Whip isn't a exception. Noxious isn't a good spammable at all in PvP. It is really easy to avoid there isn't even a reason to dodge it. The only reason Noxious is helpful in PvP is because you can get Nbs out of cloak. Also the Passives I mentioned that should be changed would help Whip to do better. Whip is a spammable like Reach, Force Pulse, Elemental Weapon or Surprise Attack and shouldn't be stronger. Surprise Attack is a really strong spammable due to the physical penetration it gives. That doesn't mean though that Whip has to be on the same level as it because it is a completely different playstyle.
The reason flame lash needs to be undodgeable was because it required you to set someone off balance. As soon as you are set off balance by a dk, most competent people will immediately dodgeroll. It is tremendously hard to hit whip on a good stam player, as soon as you cc them they will dodgeroll. Only solution I see to this besides making it undodgeable is providing a passive that sets people off balance. As it is right now molten lash is the better option.
Whip is a bad spammable... I still think poison whip will be worse than puncture, heroic or whirlwind blades. Even the new flurry is much better.
MDKs use whip just because there's no other melee magicka skill. Make pierce armor a magicka skill and no DK would ever use whip.
Thats not true, in PvE Stamdks use Noxious Breath as spammable in the current state of Pts. Even if Pierce Armor was a magicka skill there would be no reason to run it. I play MagDk since 2 years and I would not drop Whip. Powerlash provides good damage and even a heal. Whip is not a bad spammable. A Poison Whip would set enemies off balance so stamdks could use the truth set for example.