MehrunesFlagon wrote: »grannas211 wrote: »So if you had 6 Necros you just wouldn’t be able to cast the ultimate? Didn’t read most of it but you had that bolded.
You could certainly use it, but not get major vulnerability from it.
That would not be a good change.
Care to elaborate?
Its pretty obvious why its not a good idea.
Basically you arent allowed to have more than 1 necro if you want full effect screwing over anyone who wants to play their main dd if they run necro main dd, also what if someone wants to run necro healer or tank or maybe both, they wouldnt be using the flesh collosus ult they would be running horn to buff the group that way but would add the detriment, also this would be screwing over 1 class in particular where as any other class there is no detriment to running multiple of the same class sure you might not get a full bonus from having multiple classes but at least you wouldnt be screwed over even more as you would with necros. Need more details why this idea is not a good idea?
Igneous Weapons: dont decrease the duration and length. i want this to replace Forward Momentum.
Igneous Weapons: dont decrease the duration and length. i want this to replace Forward Momentum.
It already has over double the duration of Forward Momentum, with these new changes, while also providing Minor Brutality and just under 1k stam on cast. Reducing to 32 seconds (36 with Eternal Mountains passive) leaves it still having 16 seconds longer on the duration, in addition to the Minor Brutality and 1k stam, and the Minor Heroism which is damage and sustain on DK. It was already comparable to Forward Momentum, features-wise (only problem was the obscenely high cost), this honestly makes it an actual alternative, if you can afford the 4.3k mag every 36 seconds.
Sorcerer
Daedric Summoning
· Summon Unstable Clannfear (morph): Decreased the cost of the special activate to 3500, down from 4500. And now it costs stamina to activate, the reduction works in line with the cheaper cost of stamina-based abilities
As a Sorc tank , this is terrible .
Sorcerer
Daedric Summoning
· Summon Unstable Clannfear (morph): Decreased the cost of the special activate to 3500, down from 4500. And now it costs stamina to activate, the reduction works in line with the cheaper cost of stamina-based abilities
Storm Calling
· Lightning Splash: Increased the damage per tick by approximately 10%.
· Blur:
· Mirage (morph): This Morph now grants major expedition for 6 seconds, in line with the Elude-Shuffle Standard. It no longer grants minor resolve and minor ward. Each assassination skill slotted increases the duration by 1 second
TriangularChicken wrote: »Srsly just bring the DoT damage back to U22, no more no less. Remove the DoT from Entropy and morph and reduce Soul trap DoT. Strong ranged DoTs are killing solo and small scale PvP and allow potatoes to get easy IR achievments.
Scythe is also in a good spot right now, it shouldn't be much stronger, it applies AOE off balance after all...
Dragonknight
Ardent Flame
· Lava Whip: The base skill now grants seething fury passive. If you strike an enemy that is immobile or stunned, you set them Off Balance. While slotted, whenever you activate a different Ardent Flame ability, you gain a stack of Seething Fury, which increases the damage of your next Lava Whip by 33% and your Weapon and Spell Damage by 75 for 5 seconds. This effect can stack up to 3 times.
· Flame Lash (morph): Targetting an off balance enemy grants you a more powerful attack that deals increased damage and heals you over 2 seconds, this effect can occur once every 6 seconds, up from 3 seconds.
· Molten Whip (morph): Renamed this morph to Furious Whip. This morph now scales off your maximum stamina and weapon damage and deals physical damage, Each time you strike an enemy with Furious Whip you reduce its damage done by 1,5%, up to a maximum of 5%.
Sorcerer
Daedric Summoning
· Summon Unstable Clannfear (morph): Decreased the cost of the special activate to 3500, down from 4500. And now it costs stamina to activate, the reduction works in line with the cheaper cost of stamina-based abilities
As a Sorc tank , this is terrible .
Yeah. Not the best to go through block. Im aware. However, sorcerer have access to bound armaments, dark deal and balance/spell simmetry at the same time, allowing for a very unique ressource management with some strategic awareness and gameplay. The change is intended to allow for better sustain for stamina dps rotations along with the use of daedric pray and even soul trap. In that scenario the use of dark conversion for stamina based damage dealers makes them rennounce to damage output time opportunities in favour of the time they would need to invest to regain their magicka back and certainly not obtainable via heavy attacks
Why would a templar use your javelin morph? i definitely dislike the current iteration of javelin but atleast it serves a purpose for such untenable cost. I just feel that lowering crit is not that important in really most situations.
Second i disagree with your suggestions with entropy. Major sorcery is the only reason to slot the skill to begin with and should be part of base skill. In comparison to foward momentum/rally your suggestions are drastically inferior.
Entropy and morphs cannot be pre buffed soo damage component is the tradeoff but the damage doesnt need to be as powerful as it currently is. 1 morph healing component other morph sustain component.
All cost increases reverted would be good.
Sorcerer
Daedric Summoning
· Summon Unstable Clannfear (morph): Decreased the cost of the special activate to 3500, down from 4500. And now it costs stamina to activate, the reduction works in line with the cheaper cost of stamina-based abilities
As a Sorc tank , this is terrible .
Yeah. Not the best to go through block. Im aware. However, sorcerer have access to bound armaments, dark deal and balance/spell simmetry at the same time, allowing for a very unique ressource management with some strategic awareness and gameplay. The change is intended to allow for better sustain for stamina dps rotations along with the use of daedric pray and even soul trap. In that scenario the use of dark conversion for stamina based damage dealers makes them rennounce to damage output time opportunities in favour of the time they would need to invest to regain their magicka back and certainly not obtainable via heavy attacks
I'm not sure if this is meant to apply to PvP or PvE but Dark Deal is a DPS loss for stamsorc in their rotations and could result in death in some cases. Not only that but because it scales off of max Health, it won't be providing the greatest amount of healing for the cost. I understand using the primary resource statistic would seem optimal but the off stat is better in that regard like for the use of Critical Surge and well, Dark Deal too (though not necessarily for the heal).
Dragonknight
Ardent Flame
· Lava Whip: The base skill now grants seething fury passive. If you strike an enemy that is immobile or stunned, you set them Off Balance. While slotted, whenever you activate a different Ardent Flame ability, you gain a stack of Seething Fury, which increases the damage of your next Lava Whip by 33% and your Weapon and Spell Damage by 75 for 5 seconds. This effect can stack up to 3 times.
· Flame Lash (morph): Targetting an off balance enemy grants you a more powerful attack that deals increased damage and heals you over 2 seconds, this effect can occur once every 6 seconds, up from 3 seconds.
· Molten Whip (morph): Renamed this morph to Furious Whip. This morph now scales off your maximum stamina and weapon damage and deals physical damage, Each time you strike an enemy with Furious Whip you reduce its damage done by 1,5%, up to a maximum of 5%.
Honestly, I would love this as a magDK main, but Flame Lash would be fairly overloaded. Both Molten Whip and Flame Lash provide similar value, and putting them both into one is fairly substantial, even with Flame Lash only proc'ing every 6 seconds. There's plenty of times where I can get 2 Power Lashes off against a single player, but it's not every single time, and in the last few patches where you could only get it once per Off Balance wasn't a major detriment I found. Making the skill function as both a burst and a proc based heal is probably a little too much.
Just what nightblade tanks need, a nerf to mirage. Like nightblade tanking wasn't already hard enough as is.
All that work for nothing.. lmao...
All that work for nothing.. lmao...
Yes, I know for a fact they value way more the actual data from pts testing rather than gut feeling or experience/insight. But still I thought it might very well worth a try, no harm in trying, if anything it can give other players their own ideas. By the way. Anyone knows if you can install pts in a different partition than the live game? So I can have them separate and not crowding the same partition, its 160 gb both of them after all and makes my pc go way slower
Dragonknight
Ardent Flame
· Lava Whip: The base skill now grants seething fury passive. If you strike an enemy that is immobile or stunned, you set them Off Balance. While slotted, whenever you activate a different Ardent Flame ability, you gain a stack of Seething Fury, which increases the damage of your next Lava Whip by 33% and your Weapon and Spell Damage by 75 for 5 seconds. This effect can stack up to 3 times.
· Flame Lash (morph): Targetting an off balance enemy grants you a more powerful attack that deals increased damage and heals you over 2 seconds, this effect can occur once every 6 seconds, up from 3 seconds.
· Molten Whip (morph): Renamed this morph to Furious Whip. This morph now scales off your maximum stamina and weapon damage and deals physical damage, Each time you strike an enemy with Furious Whip you reduce its damage done by 1,5%, up to a maximum of 5%.
Honestly, I would love this as a magDK main, but Flame Lash would be fairly overloaded. Both Molten Whip and Flame Lash provide similar value, and putting them both into one is fairly substantial, even with Flame Lash only proc'ing every 6 seconds. There's plenty of times where I can get 2 Power Lashes off against a single player, but it's not every single time, and in the last few patches where you could only get it once per Off Balance wasn't a major detriment I found. Making the skill function as both a burst and a proc based heal is probably a little too much.
Yes, the idea was to not damage magicka dragonknights options with the introduction of Furious whip. But I also think 6 second cooldown is not enough to balance it down. What do you think is better? A larger cooldown? Reduced damage or reduced healing? Im inclined towards burst since it would have access to seething fury
It's obvious that you play as a MagDK