SupremeRissole wrote: »I couldn't sustain the asyulm, zaan, elfbane FG setup, however I did hit harder with the imperfect master inferno, swapping talons for destro reach and pulse for whip. Sustain was way better too and I dont think my rota was very optimised for master inferno either so it could definately go higher.
In summary, it's sad a normal vDSA weapon is stronger than a vAS HM weapon.
The asylum staff has had a classic sledgehammer triple nerf. There’s the bug fix, the increase to needing 3 casts and the reduced 5 second window for those casts down from 10 seconds. The combination of all three basically deletes the staff from the game. Would just the bug fix have been enough to balance it?
Pal, that would require delicacy, subtlety and precision. ZOS devs don't do that.
You can have either broken OP or decon trash, nothing in between. Take your pick.
SupremeRissole wrote: »I couldn't sustain the asyulm, zaan, elfbane FG setup, however I did hit harder with the imperfect master inferno, swapping talons for destro reach and pulse for whip. Sustain was way better too and I dont think my rota was very optimised for master inferno either so it could definately go higher.
In summary, it's sad a normal vDSA weapon is stronger than a vAS HM weapon.
Isn't that sp. dmg. buff from master staff only 4 secs? While the DOT from it is 10 secs buffed to 15 with Elf Bane?
I imagine you reapplied a lot faster than 15" otherwise you'd have <30% uptime which makes it useless.
Rotation will be trash. Start with Trap and then Reach->DoT->DoT->DoT->Reach->DoT->DoT->DoT->Reach->Whip->Whip->Whip .... repeat until trap? Like playing Magblade with Merciless? BORING!
SupremeRissole wrote: »I couldn't sustain the asyulm, zaan, elfbane FG setup, however I did hit harder with the imperfect master inferno, swapping talons for destro reach and pulse for whip. Sustain was way better too and I dont think my rota was very optimised for master inferno either so it could definately go higher.
In summary, it's sad a normal vDSA weapon is stronger than a vAS HM weapon.
Isn't that sp. dmg. buff from master staff only 4 secs? While the DOT from it is 10 secs buffed to 15 with Elf Bane?
I imagine you reapplied a lot faster than 15" otherwise you'd have <30% uptime which makes it useless.
Rotation will be trash. Start with Trap and then Reach->DoT->DoT->DoT->Reach->DoT->DoT->DoT->Reach->Whip->Whip->Whip .... repeat until trap? Like playing Magblade with Merciless? BORING!
SupremeRissole wrote: »Just looked at the parse then, 63% uptime on destructive impact buff
seerevaloc wrote: »Make both sets proc on 2 instead of 3.
Mag dk with asylum was so strong because of a bug also.
Also since the sets have chnaged the skills also will, therefore slotting molten whip changing sets around will probably achieve about the same result as pre nerf.
Iv'e made a post a few days ago about what they should improve in this patch.
Which set is altering Molten Whip?
seerevaloc wrote: »Make both sets proc on 2 instead of 3.
Mag dk with asylum was so strong because of a bug also.
Also since the sets have chnaged the skills also will, therefore slotting molten whip changing sets around will probably achieve about the same result as pre nerf.
Iv'e made a post a few days ago about what they should improve in this patch.
Which set is altering Molten Whip?
What do you mean? No set alters molten whip, but it's a much better spammable than force pulse, with this nerf mag dk will probably switch around a few sets are return using whip as their spammable.




I tried the old setup with pulse and whip, in the new trial on hardmode, couldn't sustain. Swapped to blood for blood and had more then enough sustain.
Some parses from two of the hardmode fights
I'm sure theirs a better setup to what I currently have, but for now this is working for me.
So what’ sets for these? I think vamp skills may be the new meta for a lot of classes if they can sustain itI tried the old setup with pulse and whip, in the new trial on hardmode, couldn't sustain. Swapped to blood for blood and had more then enough sustain.
Some parses from two of the hardmode fights
I'm sure theirs a better setup to what I currently have, but for now this is working for me.

flacidstone wrote: »77k is not worth taking up that melee spot. Might be a big ole rip
Alchimiste1 wrote: »SidraWillowsky wrote: »Is there a reason your LA/second ratio is so much lower in the PTS? Ie, is it related to the nerfs somehow, or just shoddy PTS performance?
If it's just the PTS being clunky then I think it's really hard to compare these bc the LA/sec ratios are so different.
yeah I cant sustain at all, I get to about 70% of the raid dummy's health before Im almost out of sustain
Atherakhia wrote: »It needs to be said that the take away from this thread shouldn't be to simply revert the changes to the Asylum staff or buff it in some fashion. It's clear that the MagDK as a whole is only functional because of this weapon and has larger issues that need to be resolved. Simply changing the staff to every 2nd cast instead of every 3rd is effectively a bandaid for a severed limb. The class isn't competitive without abusing a questionable mechanic and needs to change.
PvP is similarly not that much better.

am i the only one shocked by "burning" status effect doing 12k dps on live? oO
it also seems that it crited to 27k on pts, which is another thing i dont get.
basically numbers says you're loosing 9k dps with just burning status effect and Zaan, you already said that you had to do many HA for sustain (probably because not having the extra 10% regen from live's vamp).
sounds logical, not justified or whatever, just logical.
well your burning damage was pathetic on pts so it wasn't applying it which means you were not getting the sustain from the passive.
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so question is, why were you not applying burning so often on pts? bugged or something else
Could bring it up to 85k replacing false gods with siroria, since you have 0 sustain issues if using blood for blood as your spammable anyway.
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