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Mystic Orb nerf WHEN?

  • JinMori
    JinMori
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    @JinMori On Magden, I’ve found the best rotations are based around the bear cooldown, typically 20-21s or 22s with the Vamp cost increase. As non-Vamp I just do Shalks every 3rd skill or 7 times in 21s, and other DoTs fit into that twice (every 10-11s, shifting around Shalks). The main benefit to Shalks every 3rd skill is that you’ll always be on front bar when they hit.

    With Vamp this all changes, because Blood for Blood hits about as hard as Shalks, so doing anywhere from 4-6 Shalks in 22s is just as effective as trying to fit 7. It’s an easier static rotation now too.

    I’ve seen other Magdens getting good results with a 12s rotation too, using 4 casts of Shalks and just letting Fetcher, Orb and Wall fall off for 2s. I think 93-94k is possible with that setup.

    Thanks, personally i use dynamic, but i do run into the backbar dot problem. So it's better to cast the dot rather than fissure 1 sec earlier?

    Well, the difference is probably so small that i'm overthinking it, it's just 1 sec afterall.
    Edited by JinMori on June 8, 2020 7:24PM
  • WrathOfInnos
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    xaraan wrote: »
    These types of threads always interest me b/c one person points out 1 skill out of 8 is over-tuned and should be brought down to equal those others, then everyone chimes in with not to nerf that one skill, but buff the 7 others. As if they easier thing isn't to adjust one over seven. Power creep is already a very big deal, we don't need to keep buffing everything up to equal one thing that is over-tuned. And in the end, nerfing that one down or buffing the other seven accomplishes the same thing in the end, but buffing just constantly pushes power creep even more than every new season of gear will.

    Idk, I think gradual power creep is good for the game. People need a sense of progress over time. This needs to be balanced by difficultly of new content, and IMO Kyne’s Aegis is a little too easy (we shouldn’t have 10 minutes to spare on trifecta time after a few weeks of progression). In a few more weeks the Dawnbringer title will be more common than Godslayer, and end game PVE groups will be waiting 5-11 months for a new challenge. Things like vAA can get easier over time as new skills and gear are introduced, making trials a little more accessible for new players trying to catch up.

    As for nerfing the one skill, even if it was overperforming (which I don’t think it is), it won’t result in much DPS difference. For example, if Orb is doing 7% of damage in a rotation, and it gets nerfed by 50%, it’s never going to result in a 3.5% DPS loss. Instead it would just not get a bar slot, and players would cast one more Blood for Blood. In my example above this would end up being around 1 to 1.5% DPS loss, although less fun visually and rotationally. I’m not a fan of reducing fun, or making rotations have more one-button spam, especially when there is no problem to begin with.
  • Mindcr0w
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    xaraan wrote: »
    These types of threads always interest me b/c one person points out 1 skill out of 8 is over-tuned and should be brought down to equal those others, then everyone chimes in with not to nerf that one skill, but buff the 7 others. As if they easier thing isn't to adjust one over seven.

    Because consistently doing the easier thing over the right thing isn't a leading cause of combat homogenization and loss of class identity.
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