MartiniDaniels wrote: »Obsidian Shard morph of stam fist (NEW!) - absolutely underwhelming
wild_kmacdb16_ESO wrote: »Heroic Slash - Give it Major Heroism instead of Minor (although what’s heroic about hitting you opponents ankle I’m not sure)
Ragnarock41 wrote: »Igneous weapons and molten armaments are still way too expensive at 4k+ magicka costs, Increasing the uptime doesn't really help as these are required to be used every 20 seconds to have uptime on earthen heart passives, so going in the reverse direction, decreasing cost and also decreasing the extremely long uptime of this skill and its morphs would be a big positive.
I believe keeping your buffs up is part of what makes a good player and I don't consider the last patch's changes as a buff because of this reason. A good player will pick weapon&guild line options that provide stronger benefits along with their major brutality/sorcery buffs, and save themselves tons of sustain by doing so.
And even a bad Dk player would start building the habit by using a brutality/sorcery ability with uptime around 20 seconds so they would start building the habit of buffing up along with volatile armor.
I don't consider giving your allies brutality/sorcery as an equal effect as it falls very short in actual usefulness, and any decent player will already have near %100 uptime on those buffs while in combat.
Ragnarock41 wrote: »Igneous weapons and molten armaments are still way too expensive at 4k+ magicka costs, Increasing the uptime doesn't really help as these are required to be used every 20 seconds to have uptime on earthen heart passives, so going in the reverse direction, decreasing cost and also decreasing the extremely long uptime of this skill and its morphs would be a big positive.
I believe keeping your buffs up is part of what makes a good player and I don't consider the last patch's changes as a buff because of this reason. A good player will pick weapon&guild line options that provide stronger benefits along with their major brutality/sorcery buffs, and save themselves tons of sustain by doing so.
And even a bad Dk player would start building the habit by using a brutality/sorcery ability with uptime around 20 seconds so they would start building the habit of buffing up along with volatile armor.
I don't consider giving your allies brutality/sorcery as an equal effect as it falls very short in actual usefulness, and any decent player will already have near %100 uptime on those buffs while in combat.
Absolutely agree. It is one of the most boring and useless Skills in the game. I already mentioned that in a post I made many patches ago. It costs almost twice as much as Degeneration, while Degeneration applies a Dot and gives you 2% more Magicka and Magicka Regen from the Mages Guild passive. There is no reason at all to run Igneous Weapons or Molten Armaments. Even in PvE it is useless since everyone buffs themselve with Potions. This might be a over the top, I'm not sure, but what I think would make sense since Dks evolve around Flame Damage and Battle Roar:
- bring down the cost to something around 2500
- reduce the Major Sorcery uptime to 20 seconds
- add a unique buff with a 20 second uptime: every time you deal damage with a lightattack you gain 3 Ultimate, this can occur every 2 seconds.
This would make the Skill more useful and interesting and make it fit into Dks skillset. Another idea:
-bring down the cost to something around 2500
-reduce the Major Sorcery uptime to 20 seconds
-restores 1350 Magicka and Stamina over 20 seconds
There are many more solutions possible.
Igneous weapons and molten armaments are still way too expensive at 4k+ magicka costs, Increasing the uptime doesn't really help as these are required to be used every 20 seconds to have uptime on earthen heart passives, so going in the reverse direction, decreasing cost and also decreasing the extremely long uptime on this skill and its morphs would be a big positive.
Ragnarock41 wrote: »Igneous weapons and molten armaments are still way too expensive at 4k+ magicka costs, Increasing the uptime doesn't really help as these are required to be used every 20 seconds to have uptime on earthen heart passives, so going in the reverse direction, decreasing cost and also decreasing the extremely long uptime of this skill and its morphs would be a big positive.
I believe keeping your buffs up is part of what makes a good player and I don't consider the last patch's changes as a buff because of this reason. A good player will pick weapon&guild line options that provide stronger benefits along with their major brutality/sorcery buffs, and save themselves tons of sustain by doing so.
And even a bad Dk player would start building the habit by using a brutality/sorcery ability with uptime around 20 seconds so they would start building the habit of buffing up along with volatile armor.
I don't consider giving your allies brutality/sorcery as an equal effect as it falls very short in actual usefulness, and any decent player will already have near %100 uptime on those buffs while in combat.
Absolutely agree. It is one of the most boring and useless Skills in the game. I already mentioned that in a post I made many patches ago. It costs almost twice as much as Degeneration, while Degeneration applies a Dot and gives you 2% more Magicka and Magicka Regen from the Mages Guild passive. There is no reason at all to run Igneous Weapons or Molten Armaments. Even in PvE it is useless since everyone buffs themselve with Potions. This might be a over the top, I'm not sure, but what I think would make sense since Dks evolve around Flame Damage and Battle Roar:
- bring down the cost to something around 2500
- reduce the Major Sorcery uptime to 20 seconds
- add a unique buff with a 20 second uptime: every time you deal damage with a lightattack you gain 3 Ultimate, this can occur every 2 seconds.
This would make the Skill more useful and interesting and make it fit into Dks skillset. Another idea:
-bring down the cost to something around 2500
-reduce the Major Sorcery uptime to 20 seconds
-restores 1350 Magicka and Stamina over 20 seconds
There are many more solutions possible.
The heavy attack buff from molten armaments is fine. It is the only skill in the game that buffs heavy attacks and gives something to dks that no other class has access to. And no, being able to increase the damage of heavy attacks isn't useless at all and can be effective if you know how to utilize it right, especially in PvP. Igneous weapons is largely redundant as players will generally find ways to provide their own major brutality/sorcery buffs. But I do believe both a cost and duration reduction would be better so you can make better use of the earthen heart passives.
Ragnarock41 wrote: »Igneous weapons and molten armaments are still way too expensive at 4k+ magicka costs, Increasing the uptime doesn't really help as these are required to be used every 20 seconds to have uptime on earthen heart passives, so going in the reverse direction, decreasing cost and also decreasing the extremely long uptime of this skill and its morphs would be a big positive.
I believe keeping your buffs up is part of what makes a good player and I don't consider the last patch's changes as a buff because of this reason. A good player will pick weapon&guild line options that provide stronger benefits along with their major brutality/sorcery buffs, and save themselves tons of sustain by doing so.
And even a bad Dk player would start building the habit by using a brutality/sorcery ability with uptime around 20 seconds so they would start building the habit of buffing up along with volatile armor.
I don't consider giving your allies brutality/sorcery as an equal effect as it falls very short in actual usefulness, and any decent player will already have near %100 uptime on those buffs while in combat.
Absolutely agree. It is one of the most boring and useless Skills in the game. I already mentioned that in a post I made many patches ago. It costs almost twice as much as Degeneration, while Degeneration applies a Dot and gives you 2% more Magicka and Magicka Regen from the Mages Guild passive. There is no reason at all to run Igneous Weapons or Molten Armaments. Even in PvE it is useless since everyone buffs themselve with Potions. This might be a over the top, I'm not sure, but what I think would make sense since Dks evolve around Flame Damage and Battle Roar:
- bring down the cost to something around 2500
- reduce the Major Sorcery uptime to 20 seconds
- add a unique buff with a 20 second uptime: every time you deal damage with a lightattack you gain 3 Ultimate, this can occur every 2 seconds.
This would make the Skill more useful and interesting and make it fit into Dks skillset. Another idea:
-bring down the cost to something around 2500
-reduce the Major Sorcery uptime to 20 seconds
-restores 1350 Magicka and Stamina over 20 seconds
There are many more solutions possible.
The heavy attack buff from molten armaments is fine. It is the only skill in the game that buffs heavy attacks and gives something to dks that no other class has access to. And no, being able to increase the damage of heavy attacks isn't useless at all and can be effective if you know how to utilize it right, especially in PvP. Igneous weapons is largely redundant as players will generally find ways to provide their own major brutality/sorcery buffs. But I do believe both a cost and duration reduction would be better so you can make better use of the earthen heart passives.
Since heavy attacks were designed to restore ressources the heavy attack buff makes no sense and yes it is pretty useless unless you're zerging and dont get focused at all. Otherwise hitting a heavy attack with a firestaff gl with that or if you play a dk gankbuild, gl with that too.
Ragnarock41 wrote: »Igneous weapons and molten armaments are still way too expensive at 4k+ magicka costs, Increasing the uptime doesn't really help as these are required to be used every 20 seconds to have uptime on earthen heart passives, so going in the reverse direction, decreasing cost and also decreasing the extremely long uptime of this skill and its morphs would be a big positive.
I believe keeping your buffs up is part of what makes a good player and I don't consider the last patch's changes as a buff because of this reason. A good player will pick weapon&guild line options that provide stronger benefits along with their major brutality/sorcery buffs, and save themselves tons of sustain by doing so.
And even a bad Dk player would start building the habit by using a brutality/sorcery ability with uptime around 20 seconds so they would start building the habit of buffing up along with volatile armor.
I don't consider giving your allies brutality/sorcery as an equal effect as it falls very short in actual usefulness, and any decent player will already have near %100 uptime on those buffs while in combat.
Absolutely agree. It is one of the most boring and useless Skills in the game. I already mentioned that in a post I made many patches ago. It costs almost twice as much as Degeneration, while Degeneration applies a Dot and gives you 2% more Magicka and Magicka Regen from the Mages Guild passive. There is no reason at all to run Igneous Weapons or Molten Armaments. Even in PvE it is useless since everyone buffs themselve with Potions. This might be a over the top, I'm not sure, but what I think would make sense since Dks evolve around Flame Damage and Battle Roar:
- bring down the cost to something around 2500
- reduce the Major Sorcery uptime to 20 seconds
- add a unique buff with a 20 second uptime: every time you deal damage with a lightattack you gain 3 Ultimate, this can occur every 2 seconds.
This would make the Skill more useful and interesting and make it fit into Dks skillset. Another idea:
-bring down the cost to something around 2500
-reduce the Major Sorcery uptime to 20 seconds
-restores 1350 Magicka and Stamina over 20 seconds
There are many more solutions possible.
The heavy attack buff from molten armaments is fine. It is the only skill in the game that buffs heavy attacks and gives something to dks that no other class has access to. And no, being able to increase the damage of heavy attacks isn't useless at all and can be effective if you know how to utilize it right, especially in PvP. Igneous weapons is largely redundant as players will generally find ways to provide their own major brutality/sorcery buffs. But I do believe both a cost and duration reduction would be better so you can make better use of the earthen heart passives.
Since heavy attacks were designed to restore ressources the heavy attack buff makes no sense and yes it is pretty useless unless you're zerging and dont get focused at all. Otherwise hitting a heavy attack with a firestaff gl with that or if you play a dk gankbuild, gl with that too.
This kind of comment just shows me that you're not capable enough of making effective utilization of heavy attacks. Because there is nothing useless at all about increasing the damage of an attack that by itself does more damage than light attacks on a per hit basis (better for burst), can be winded up outside of target range and sight, and on top of that actually generating resources for you when you land those hits, or at least burning the opponents resources when they try to mitigate those attacks.
I mean, if you aren't capable enough to use heavy attacks properly in an outnumbered fight, (because apparently you can only pull off heavy attacks when you either outnumber or surprise gank the enemy; according to you) that's actually your problem. Either learn how you can utilize heavy attacks better, or accept that your build/playstyle has limitations and there are mechanics in this game that you cannot take advantage of. Try that, instead of asking for the only heavy attack buffing skill in the game to be changed into some mindless, boring, hands off fire and forget passive skill with no real interaction, just because you personally are unable to make effective use of that skill.