First people complaining about nerfs to dps, then complaining about buffs to dps
enzoisadog wrote: »
First people complaining about nerfs to dps, then complaining about buffs to dps
Honestly I think this is going to raise the ceiling a bit and make it much more difficult for casual players to reach close to top tier dps. On my mag necro on PTS for "optimal" dps not only do I have to refresh blockade, boneyard, skeletal arcanist, siphon, and trap or channeled acceleration as they fall offwhile using blastbones every third gcd in between all of these abilities, I now have to use Flame Reach, Entropy, and Soul Trap for "optimal" dps. That's three extra dots to keep track of/refresh, or seven dots total to keep track of. This doesn't really bother me too much, but most players have a hard enough time with their rotation as it is with like 2-3 dots, adding in three extra dots to keep track of and refresh for optimal dps is going to make it even harder for them.
Is juggling 7 dots the way dps rotations are intended to be? If so it's only going to widen the gap between the top and the bottom, or even the top and the middle.
Like I said in another thread, the meta with this patch will be to run all single target dots on bosses and aoe dots on trash. Which isn't bad with add-ons, but I pity console players so much....
On a Magicka Necromancer in PvP gear with a Flame Staff and un-morphed Skeletal Mage (since Arcanist simply makes it worse for PvP), I'm at:Lightspeedflashb14_ESO wrote: »What is the problem ?
Everyone cry about DPS loss and ZoS give you an alternate way to build to keep dmg up.
And now you complain ? I don't get it.
If ZoS give me a new strong heal skill to replace Grand healing, I'll be happy.
So, don't complain plz, at least DPS have possibility to still be effective.
The tooltips are high enough that they look like they'll be mandatory to slot, potentially replacing class skills. Right now on my mag necro I don't have a class skill that does more damage per gcd than reach, entropy, or soul trap, meaning these three dots will now be part of my rotation no matter what. It's completely crowding out any class skills, which are weak in comparison.
Skeletal arcanist will. What is your tool tip of that skill?
Is this really that bad? Fetcher Flies usually has a 22~24k tooltip for a 10 sec DoT and that's before the 50% extra dmg buff.
Is this really that bad? Fetcher Flies usually has a 22~24k tooltip for a 10 sec DoT and that's before the 50% extra dmg buff.
22-24k... you can viably build a 34k tooltip now which gets boosted up to 51k dot over 10s on the second cast... boost penetration with onslaught and you have yourself one potent dot
Entropy and Soul Trap. They're about twice as good as class abilities at this point. I guess this is homogenization? Everyone has soul trap and entropy on their bar?
Instead of talking about tooltip - why not talk about actual combat.
The abilities don´t seem to be OP there. Just actually vaible.
Instead of talking about tooltip - why not talk about actual combat.
The abilities don´t seem to be OP there. Just actually vaible.
Yeah I dunno, the more I think about this, the more I realize how much more than "viable" it's going to be in terms of outgoing pressure from range. Reach/entropy/soul trap all ticking while a curse goes off plus something like crystal frags is going to be a huge amount of pressure, or the new deathbolt, or on top of cripple, or vampire's bane, etc etc, and then add a spammable on top of that, and it's going to be from range. That kind of dot pressure can barely be applied by stam in melee and even then mag gets an extra 5k pen from the light armor passive, which I always thought was the justification for magicka abilities (in pvp at least) doing slightly less than their stamina counterparts. Parsing earlier on my magcro, those three dots are now roughly 20% of my dps.
It looks nice on paper for mag but once you get into a BG and have two of each on you from across a BG I think most people are going to reconsider how they feel about them. I know that on my stamdk that if I can dot someone up (claw/breath (was just nerfed)/carve (also nerfed)/rending) and do basically anything else, they're almost immediately on the defensive, but I have to be in melee to do that, and against good players, getting four uninterrupted gcd's in melee isn't the easiest thing. From range it is though
I haven't done any PvP on the PTS yet, but it's possible that there will indeed be too much widespread DOT pressure. Some builds will get a straight buff to their damage from the live server, since they were already using Entropy for the Major Sorcery (even though it's a terrible ability otherwise). Soul Trap and Destructive Reach will generally require some amount of build-alteration to make use of, though. The former was never used in PvP, and the latter was typically used for CC and/or a spammable with a Master's Staff.Instead of talking about tooltip - why not talk about actual combat.
The abilities don´t seem to be OP there. Just actually vaible.
Yeah I dunno, the more I think about this, the more I realize how much more than "viable" it's going to be in terms of outgoing pressure from range. Reach/entropy/soul trap all ticking while a curse goes off plus something like crystal frags is going to be a huge amount of pressure, or the new deathbolt, or on top of cripple, or vampire's bane, etc etc, and then add a spammable on top of that, and it's going to be from range. That kind of dot pressure can barely be applied by stam in melee and even then mag gets an extra 5k pen from the light armor passive, which I always thought was the justification for magicka abilities (in pvp at least) doing slightly less than their stamina counterparts. Parsing earlier on my magcro, those three dots are now roughly 20% of my dps.
It looks nice on paper for mag but once you get into a BG and have two of each on you from across a BG I think most people are going to reconsider how they feel about them. I know that on my stamdk that if I can dot someone up (claw/breath (was just nerfed)/carve (also nerfed)/rending) and do basically anything else, they're almost immediately on the defensive, but I have to be in melee to do that, and against good players, getting four uninterrupted gcd's in melee isn't the easiest thing. From range it is though
On a Magicka Necromancer in PvP gear with a Flame Staff and un-morphed Skeletal Mage (since Arcanist simply makes it worse for PvP), I'm at:
Skeletal Mage - 5,479 every 2 seconds
Entropy - 28,952 over 12 seconds
I don't remember exactly what my CP allocation is offhand, but I know I'm at 40 in Thaumaturge.