LiquidPony wrote: »Lightspeedflashb14_ESO wrote: »mystic orbs on dps ought to be a thing. look at this tooltip-
1358*2 = 2716 dps and it is not even at level 4. that is insane, and the cost is not that much for the damage, 3.2k on a mag sorc.
@Lightspeedflashb14_ESO
LiquidPony wrote: »Lightspeedflashb14_ESO wrote: »mystic orbs on dps ought to be a thing. look at this tooltip-
1358*2 = 2716 dps and it is not even at level 4. that is insane, and the cost is not that much for the damage, 3.2k on a mag sorc.
@Lightspeedflashb14_ESO
@Marshall1289 What is Entropic Touch?
LiquidPony wrote: »@Marshall1289 @Lightspeedflashb14_ESO Entropic Touch seems to be the new name for the Volatile Familiar's basic melee attack.
And it feels fine in testing, better than using Scalding Rune. Would be even stronger on a magden (+6% magic damage) or a magnecro (+10% DoT damage) I assume. Also the tooltip for the synergy is nearly 12k damage fully buffed up, so if 7 other DDs all pop your orb that's an additional 84k damage every 20 seconds.
Lightspeedflashb14_ESO wrote: »LiquidPony wrote: »@Marshall1289 @Lightspeedflashb14_ESO Entropic Touch seems to be the new name for the Volatile Familiar's basic melee attack.
And it feels fine in testing, better than using Scalding Rune. Would be even stronger on a magden (+6% magic damage) or a magnecro (+10% DoT damage) I assume. Also the tooltip for the synergy is nearly 12k damage fully buffed up, so if 7 other DDs all pop your orb that's an additional 84k damage every 20 seconds.
pretty sure the synergy can crit too, so way more then 84k. how does this make you feel, running orbs on a dps?
LiquidPony wrote: »Lightspeedflashb14_ESO wrote: »LiquidPony wrote: »@Marshall1289 @Lightspeedflashb14_ESO Entropic Touch seems to be the new name for the Volatile Familiar's basic melee attack.
And it feels fine in testing, better than using Scalding Rune. Would be even stronger on a magden (+6% magic damage) or a magnecro (+10% DoT damage) I assume. Also the tooltip for the synergy is nearly 12k damage fully buffed up, so if 7 other DDs all pop your orb that's an additional 84k damage every 20 seconds.
pretty sure the synergy can crit too, so way more then 84k. how does this make you feel, running orbs on a dps?
Pretty cool actually. Stam DPS run spiders, mag DPS run orbs.
And yeah, it can crit, it should be much higher in practice. Maybe like 7k+ DPS added to the group if everyone synergizes off cooldown? Maybe more? Dunno, would have to test with a full group using it probably. It's really strong either way, even without the synergy.
LiquidPony wrote: »Lightspeedflashb14_ESO wrote: »LiquidPony wrote: »@Marshall1289 @Lightspeedflashb14_ESO Entropic Touch seems to be the new name for the Volatile Familiar's basic melee attack.
And it feels fine in testing, better than using Scalding Rune. Would be even stronger on a magden (+6% magic damage) or a magnecro (+10% DoT damage) I assume. Also the tooltip for the synergy is nearly 12k damage fully buffed up, so if 7 other DDs all pop your orb that's an additional 84k damage every 20 seconds.
pretty sure the synergy can crit too, so way more then 84k. how does this make you feel, running orbs on a dps?
Pretty cool actually. Stam DPS run spiders, mag DPS run orbs.
And yeah, it can crit, it should be much higher in practice. Maybe like 7k+ DPS added to the group if everyone synergizes off cooldown? Maybe more? Dunno, would have to test with a full group using it probably. It's really strong either way, even without the synergy.
Lightspeedflashb14_ESO wrote: »LiquidPony wrote: »Lightspeedflashb14_ESO wrote: »LiquidPony wrote: »@Marshall1289 @Lightspeedflashb14_ESO Entropic Touch seems to be the new name for the Volatile Familiar's basic melee attack.
And it feels fine in testing, better than using Scalding Rune. Would be even stronger on a magden (+6% magic damage) or a magnecro (+10% DoT damage) I assume. Also the tooltip for the synergy is nearly 12k damage fully buffed up, so if 7 other DDs all pop your orb that's an additional 84k damage every 20 seconds.
pretty sure the synergy can crit too, so way more then 84k. how does this make you feel, running orbs on a dps?
Pretty cool actually. Stam DPS run spiders, mag DPS run orbs.
And yeah, it can crit, it should be much higher in practice. Maybe like 7k+ DPS added to the group if everyone synergizes off cooldown? Maybe more? Dunno, would have to test with a full group using it probably. It's really strong either way, even without the synergy.
i agree with you, i love supporting the group, with more than just good dps. though i just want to point out, you only have 340 ticks of orbs on that parse, which is 226 seconds long, which mean that you could have had ~450 ticks with orbs, you are missing out on ~32% of the potential ticks and therefore damage, from the skill. is this because of the floating nature or you just not used to casting the skill?
also, @masel what do you think about this?
Marshall1289 wrote: »Lightspeedflashb14_ESO wrote: »LiquidPony wrote: »Lightspeedflashb14_ESO wrote: »LiquidPony wrote: »@Marshall1289 @Lightspeedflashb14_ESO Entropic Touch seems to be the new name for the Volatile Familiar's basic melee attack.
And it feels fine in testing, better than using Scalding Rune. Would be even stronger on a magden (+6% magic damage) or a magnecro (+10% DoT damage) I assume. Also the tooltip for the synergy is nearly 12k damage fully buffed up, so if 7 other DDs all pop your orb that's an additional 84k damage every 20 seconds.
pretty sure the synergy can crit too, so way more then 84k. how does this make you feel, running orbs on a dps?
Pretty cool actually. Stam DPS run spiders, mag DPS run orbs.
And yeah, it can crit, it should be much higher in practice. Maybe like 7k+ DPS added to the group if everyone synergizes off cooldown? Maybe more? Dunno, would have to test with a full group using it probably. It's really strong either way, even without the synergy.
i agree with you, i love supporting the group, with more than just good dps. though i just want to point out, you only have 340 ticks of orbs on that parse, which is 226 seconds long, which mean that you could have had ~450 ticks with orbs, you are missing out on ~32% of the potential ticks and therefore damage, from the skill. is this because of the floating nature or you just not used to casting the skill?
also, @masel what do you think about this?
I'm guessing the rotation was static and maybe just a little too close to the target which is honestly more reasonable for the majority of the player base and a better representation of that builds potential.
The rotation had to be at least 8.5-9s long so you can let unstable wall explode, possibly even 10-10.5s if you want most dots to get it's last tick.
2m/s with 8m radius means at 8m from your target you get 16m for damage ticks which is 8s of damage. Zaan caps at 8m distance so this is kind of perfect. If he stood at 6m too close, he effectively cut out 1s out of 8s on the ability. If the static rotation was about 10s long, that is about 7/10s on the rotation for damage or 32% less ticks.
TLDR: Not sure if it could of been any better.
Lightspeedflashb14_ESO wrote: »LiquidPony wrote: »Lightspeedflashb14_ESO wrote: »LiquidPony wrote: »@Marshall1289 @Lightspeedflashb14_ESO Entropic Touch seems to be the new name for the Volatile Familiar's basic melee attack.
And it feels fine in testing, better than using Scalding Rune. Would be even stronger on a magden (+6% magic damage) or a magnecro (+10% DoT damage) I assume. Also the tooltip for the synergy is nearly 12k damage fully buffed up, so if 7 other DDs all pop your orb that's an additional 84k damage every 20 seconds.
pretty sure the synergy can crit too, so way more then 84k. how does this make you feel, running orbs on a dps?
Pretty cool actually. Stam DPS run spiders, mag DPS run orbs.
And yeah, it can crit, it should be much higher in practice. Maybe like 7k+ DPS added to the group if everyone synergizes off cooldown? Maybe more? Dunno, would have to test with a full group using it probably. It's really strong either way, even without the synergy.
i agree with you, i love supporting the group, with more than just good dps. though i just want to point out, you only have 340 ticks of orbs on that parse, which is 226 seconds long, which mean that you could have had ~450 ticks with orbs, you are missing out on ~32% of the potential ticks and therefore damage, from the skill. is this because of the floating nature or you just not used to casting the skill?
also, @masel what do you think about this?
Marshall1289 wrote: »These opinions are coming from someone who does not play as a healer, but has been slightly interested for some time so take it with a grain of salt:
Happy to see some changes to the play style, spamming orbs and springs never seemed fun to me. HPS going down means maybe the healing done % stat will actually be important instead of basically building for regen (regen also less needed since orbs took up a huge chunk of sustain) and damage stats. So for the first time I'm actually considering making a healer next patch.
Last thing I'd like to see changed is the over reliance on War Horn. It looks like very boring gameplay for tanks and healers, a skill being essentially forced to be used because it's a direct DPS increase and tanking/healing ultimates aren't required in the meta with all the overhealing. I'd happily see it deleted since all dps in the game has sky rocketed beyond what it was even 2 years ago, obviously newer trials need to be balanced better because they make them with the current meta in mind.. I've just never seen an mmo quite like this 1 where those 2 roles seem slightly redundant and reduced to buff/debuff specs.
On another note, if you have orbs moving 2m/s with an 8m radius it makes it much easier for DPS to reach instead of running after a stray orb, now there's less spam, but you can rely on less spam of Springs so more chances for an orb every 5s or so.
Wall of elements and Illustrious healing now last 12s freeing up GCD's and simplifying some of the rotation. Cast an orb every 4-6s since if your dps is stacked and you are about 6m from your target. it would take about that time for the orb to pass out of range for healing and around 5s ensures a proper interval for someone to catch the next orb when it's available if they missed it or the synergy was on CD. This also helps increase minor berserk uptime since you have more time now to cast your aoe burst heal.
ZOS knows classes lack an aoe hot like Templar and are adjusting as such to bring them in line as seen with the Warden and future Sorc change, so the concern of current HPS being too little can still be adjusted, but this removal of reliance on spamming 2 skills is great at least from my perspective to see.
On the note of Sorc healer: They should change Surge to provide Major Brutality and Major Sorcery on the base. I'd expect Crit Surge to add additional healing for just yourself as it's morph and Power Surge to allow less healing, but provide the heal to anyone in a 12m radius from yourself. This would help double down on Sorc being a "dps type healer role". Lightning splash (used for the synergy) only does damage, but combined with a new Power Surge would help proc the pseudo hot. This also reinforces the idea of the persistent damage from Matriarch on your burst heal and Minor Prophecy providing Spell Crit.
I actually really like the orb change. One cast every 8-10 seconds is better then having to cast it all the time. For a pve trial healer perspective it’s one of the best changes.
LiquidPony wrote: »Marshall1289 wrote: »Lightspeedflashb14_ESO wrote: »LiquidPony wrote: »Lightspeedflashb14_ESO wrote: »LiquidPony wrote: »@Marshall1289 @Lightspeedflashb14_ESO Entropic Touch seems to be the new name for the Volatile Familiar's basic melee attack.
And it feels fine in testing, better than using Scalding Rune. Would be even stronger on a magden (+6% magic damage) or a magnecro (+10% DoT damage) I assume. Also the tooltip for the synergy is nearly 12k damage fully buffed up, so if 7 other DDs all pop your orb that's an additional 84k damage every 20 seconds.
pretty sure the synergy can crit too, so way more then 84k. how does this make you feel, running orbs on a dps?
Pretty cool actually. Stam DPS run spiders, mag DPS run orbs.
And yeah, it can crit, it should be much higher in practice. Maybe like 7k+ DPS added to the group if everyone synergizes off cooldown? Maybe more? Dunno, would have to test with a full group using it probably. It's really strong either way, even without the synergy.
i agree with you, i love supporting the group, with more than just good dps. though i just want to point out, you only have 340 ticks of orbs on that parse, which is 226 seconds long, which mean that you could have had ~450 ticks with orbs, you are missing out on ~32% of the potential ticks and therefore damage, from the skill. is this because of the floating nature or you just not used to casting the skill?
also, @masel what do you think about this?
I'm guessing the rotation was static and maybe just a little too close to the target which is honestly more reasonable for the majority of the player base and a better representation of that builds potential.
The rotation had to be at least 8.5-9s long so you can let unstable wall explode, possibly even 10-10.5s if you want most dots to get it's last tick.
2m/s with 8m radius means at 8m from your target you get 16m for damage ticks which is 8s of damage. Zaan caps at 8m distance so this is kind of perfect. If he stood at 6m too close, he effectively cut out 1s out of 8s on the ability. If the static rotation was about 10s long, that is about 7/10s on the rotation for damage or 32% less ticks.
TLDR: Not sure if it could of been any better.
I don't think it's possible to have a "static" rotation on any mag spec right now due to the huge amount of DoTs and their varying durations. It was completely dynamic, all DoTs cast off cooldown as much as possible.
The missed ticks are likely due to distance, since Barbed Trap is in the rotation. I'll try adjusting distance a bit to see if I can increase the Orbs DPS.
I don't really play magsorc any more and I only parsed Orbs a couple of times so I'm sure there's plenty of room for improvement one way or the other.