It is my opinion that Bloodthirst and Blood craze belong together. DW is in a very good shape atm. and i dont want a trade-off tbh.
Battle Spirit is the "problem". It should exclude damage based healing like on Bloodthirst or Templer skills. Because with 50% damage and 50% less healing those skills are double nerfed.
I think “feel” is the key word here. If you crunch the numbers, i think it will be on par with other weapon skill spammables, such as force shock. Not sure though. But to have any real discussion, someone needs to show some actual damage numbers to compare with.
I think “feel” is the key word here. If you crunch the numbers, i think it will be on par with other weapon skill spammables, such as force shock. Not sure though. But to have any real discussion, someone needs to show some actual damage numbers to compare with.
For my StamBlade, noCP, no damage modifiers, with 25,502 max stamina and 4309 weapon damage, my tooltips are:
7,309 Surprise Attack
10,299 Dizzying Swing (10299/0.8 = 12,873.75 DPS)
9,771 Rapid Strikes (9771/0.6 = 16,285 DPS)
As I mained in PvP DW - Bow Stam Sorc for 3+ years the struggle is real. I have rallied for years to get this buffed or changed in a way that would be beneficial to the DW playstyle in PvP mainly.
Unfortunately your fighting a losing battle - PvE player's reign supreme as a community of getting things buffed and nerfed. Sadley ZOS now balances stuff based PVE test dummie parses and no diverse creative way of playing anymore.
The PvP community is neglected and poorly handled. Do i feel flurry needs to be changed ? Yes for many years now, mainly because players don't sit in one spot in PvP while you can spam flurry.( it's not jabs) * common sence shocker !
The only thing I'd change is put a hard snare on it for the first hit on just 1 morph.
Tip : In PvP when using flurry channel it ahead of the enemy. Use quick cloak to speed up then channel, sadly when you channel you don't keep your movement speed.
Remember when your going through these comments, PvE players are salty becuase the highest DPS parses are on using flurry for VMA weapons.
You can't please everyone and there's always going to be strong opinions and forum politics.
Goodluck hope it's buffed before I get back in mid 2020. 👍
I think “feel” is the key word here. If you crunch the numbers, i think it will be on par with other weapon skill spammables, such as force shock. Not sure though. But to have any real discussion, someone needs to show some actual damage numbers to compare with.
For my StamBlade, noCP, no damage modifiers, with 25,502 max stamina and 4309 weapon damage, my tooltips are:
7,309 Surprise Attack
10,299 Dizzying Swing (10299/0.8 = 12,873.75 DPS)
9,771 Rapid Strikes (9771/0.6 = 16,285 DPS)
You can´t bypass the GCD with rapid strikes - 0.6s channel time does not mean you can use the skill every 0.6s. Apart from that it still doesn´t function properly in that regard (the animation takes longer than 0.6s and so does the dmg to land).
Then you can´t only compare pure numerical tooltip value in pvp. Functionality is key.
Compare force pulse to elemental weapon. They´re playing in the same league TT wise - but elemental weapon is vastly superior for most pvp uses.
One ability applies it´s dmg in 3 small hits the other does in 1. Figuring in crit the dmg of pulse is more consistent while ele weapon is bursty.
Same is true for rapid strikes vs other spammables - and it simply pales in comparison to wb.
Don’t think this needs a buff. Flurry deals quite a bit of damage already, if it’s buffed any further it’ll definitely screw up DPS in PVE and just make this too strong a melee spammable compared with everything else.
Shokasegambit1 wrote: »Don’t think this needs a buff. Flurry deals quite a bit of damage already, if it’s buffed any further it’ll definitely screw up DPS in PVE and just make this too strong a melee spammable compared with everything else.
Exactly why it needs a 1 sec hard snare, it' doesn't make it too overpowered in both PvE and PvP.
It just gives it functionality in PvP to be useful enough to apply the entire channel.
When you channel it you don't keep your movement speed. You become extremely slow like Soul Assault or any channel in the game.
Thus making it nearly impossible to hit a moving target at regular speed. Players really don't sit still in PvP to let you apply a rotation. 😂
Shokasegambit1 wrote: »Don’t think this needs a buff. Flurry deals quite a bit of damage already, if it’s buffed any further it’ll definitely screw up DPS in PVE and just make this too strong a melee spammable compared with everything else.
Exactly why it needs a 1 sec hard snare, it' doesn't make it too overpowered in both PvE and PvP.
It just gives it functionality in PvP to be useful enough to apply the entire channel.
When you channel it you don't keep your movement speed. You become extremely slow like Soul Assault or any channel in the game.
Thus making it nearly impossible to hit a moving target at regular speed. Players really don't sit still in PvP to let you apply a rotation. 😂
You can animation cancel flurry. Rapid strike works perfectly because currently it is the highest damage spammable along with dizzying swing so the channel/cast time is fair. This means that the skill has a trade off, so using it only when the user deems it to be usable will it work to its fullest potential. Simply, it means that conditionally it is the highest DPS spammable. IT IS supposed to expose you while allowing you to potentially deal a LOT of spammable damage. Successfully pulling off 1-2 rapid strikes in your rotation along with other skills and most light/medium armor opponents are probably executable or dead.
I think “feel” is the key word here. If you crunch the numbers, i think it will be on par with other weapon skill spammables, such as force shock. Not sure though. But to have any real discussion, someone needs to show some actual damage numbers to compare with.
For my StamBlade, noCP, no damage modifiers, with 25,502 max stamina and 4309 weapon damage, my tooltips are:
7,309 Surprise Attack
10,299 Dizzying Swing (10299/0.8 = 12,873.75 DPS)
9,771 Rapid Strikes (9771/0.6 = 16,285 DPS)
You can´t bypass the GCD with rapid strikes - 0.6s channel time does not mean you can use the skill every 0.6s. Apart from that it still doesn´t function properly in that regard (the animation takes longer than 0.6s and so does the dmg to land).
Then you can´t only compare pure numerical tooltip value in pvp. Functionality is key.
Compare force pulse to elemental weapon. They´re playing in the same league TT wise - but elemental weapon is vastly superior for most pvp uses.
One ability applies it´s dmg in 3 small hits the other does in 1. Figuring in crit the dmg of pulse is more consistent while ele weapon is bursty.
Same is true for rapid strikes vs other spammables - and it simply pales in comparison to wb.
Shokasegambit1 wrote: »Don’t think this needs a buff. Flurry deals quite a bit of damage already, if it’s buffed any further it’ll definitely screw up DPS in PVE and just make this too strong a melee spammable compared with everything else.
Exactly why it needs a 1 sec hard snare, it' doesn't make it too overpowered in both PvE and PvP.
It just gives it functionality in PvP to be useful enough to apply the entire channel.
When you channel it you don't keep your movement speed. You become extremely slow like Soul Assault or any channel in the game.
Thus making it nearly impossible to hit a moving target at regular speed. Players really don't sit still in PvP to let you apply a rotation. 😂
You can animation cancel flurry. Rapid strike works perfectly because currently it is the highest damage spammable along with dizzying swing so the channel/cast time is fair. This means that the skill has a trade off, so using it only when the user deems it to be usable will it work to its fullest potential. Simply, it means that conditionally it is the highest DPS spammable. IT IS supposed to expose you while allowing you to potentially deal a LOT of spammable damage. Successfully pulling off 1-2 rapid strikes in your rotation along with other skills and most light/medium armor opponents are probably executable or dead.
There was some build posted here, Concealed Mountain, or something like that with the dude using flurry to proc way of fire and red mountain on 2 second cooldown in nocp. Kinda cool.
Otherwise, its a pve skill, why wreck it just because it isn't perfect for pvp? 'Cause when Zos touches it, it will get wrecked. Thinking of Flying Blade.
I think “feel” is the key word here. If you crunch the numbers, i think it will be on par with other weapon skill spammables, such as force shock. Not sure though. But to have any real discussion, someone needs to show some actual damage numbers to compare with.
For my StamBlade, noCP, no damage modifiers, with 25,502 max stamina and 4309 weapon damage, my tooltips are:
7,309 Surprise Attack
10,299 Dizzying Swing (10299/0.8 = 12,873.75 DPS)
9,771 Rapid Strikes (9771/0.6 = 16,285 DPS)
You can´t bypass the GCD with rapid strikes - 0.6s channel time does not mean you can use the skill every 0.6s. Apart from that it still doesn´t function properly in that regard (the animation takes longer than 0.6s and so does the dmg to land).
Then you can´t only compare pure numerical tooltip value in pvp. Functionality is key.
Compare force pulse to elemental weapon. They´re playing in the same league TT wise - but elemental weapon is vastly superior for most pvp uses.
One ability applies it´s dmg in 3 small hits the other does in 1. Figuring in crit the dmg of pulse is more consistent while ele weapon is bursty.
Same is true for rapid strikes vs other spammables - and it simply pales in comparison to wb.
You can't bypass GCD with any of those skills, so it was a wash as far as I'm concerned. I was using that as simply an illustration to show over the same amount of time what theoretically does more damage from a strict numbers perspective between dizzy and rapid.
Of course there's value in the other pieces of a given skill, like the knock back from dizzy, but that's not really quantifiable... It's a choice based on what is more valuable to the player.
Flurry hits pretty hard and I personally had better results with it than surprise attack on my StamBlade. I haven't tried dizzy since it was shortened to .8 seconds, but I generally rely on fear for my CC. So, that's why I've chosen to use rapid strikes as a spammable.
I play mostly in BGs and haven't noticed any problems landing the channel. Once cast, the channel seems to follow the target as long as you don't interfere.
MurderMostFoul wrote: »On my dw/SnB stamden, it was either flurry or dive for my front bar spammable. In BGs, flurry did seem to perform better. I still feel like the skill could use a little PvP love though.
By that logic DPS of supprise attack either doesnt exist if we assume it have 0 second cast time or it goes into infinity if we assume it's close to zero but never reaches it. That is why DPS stands for damage per second not damage per part of second.