Andre_Noir wrote: »You are way too obsessed by pure damage. I'm using blockade on my mNB and happy with it.
But I'll be even more happy if ZOS decide to remove this ground-DOT-based gameplay completely. And the staff from vMA is one of the biggest mistakes ever made by them
MindOfTheSwarm wrote: »On a side not which I’m gonna do in another post Unstable also deals more damage as an AOE spammable than Elemental Ring.
You’re saying 1 tick of dot plus ring deals more? Not sure about that.MindOfTheSwarm wrote: »On a side not which I’m gonna do in another post Unstable also deals more damage as an AOE spammable than Elemental Ring.
It deals less damage than unstable+ring though
MindOfTheSwarm wrote: »You’re saying 1 tick of dot plus ring deals more? Not sure about that.MindOfTheSwarm wrote: »On a side not which I’m gonna do in another post Unstable also deals more damage as an AOE spammable than Elemental Ring.
It deals less damage than unstable+ring though
MindOfTheSwarm wrote: »You’re saying 1 tick of dot plus ring deals more? Not sure about that.MindOfTheSwarm wrote: »On a side not which I’m gonna do in another post Unstable also deals more damage as an AOE spammable than Elemental Ring.
It deals less damage than unstable+ring though
It is strange that unstable's backloaded explosion goes off when recasted. I can't remember if it's always been that way but it feels wrong.
Like maybe the longer you leave it the greater proportion of the explosion it does if recasted early, but getting the full explosion immediately seems broken.
I'm not really complaining though, lol.
MindOfTheSwarm wrote: »MindOfTheSwarm wrote: »You’re saying 1 tick of dot plus ring deals more? Not sure about that.MindOfTheSwarm wrote: »On a side not which I’m gonna do in another post Unstable also deals more damage as an AOE spammable than Elemental Ring.
It deals less damage than unstable+ring though
It is strange that unstable's backloaded explosion goes off when recasted. I can't remember if it's always been that way but it feels wrong.
Like maybe the longer you leave it the greater proportion of the explosion it does if recasted early, but getting the full explosion immediately seems broken.
I'm not really complaining though, lol.
Another idea would be if skills had synergy between them. For example Elemental Ring could trigger Unstable Wall to explode, but the wall would not disappear allowing you to spam Elemental Ring and cause your wall to explode multiple times in a single cast. Obviously the explosion of wall damage would need a little nerf to compensate but could be fun. This synergistic idea could apply to other skill lines too.
Septimus_Magna wrote: »I agree, it would also be nice if blockade had an increased chance to proc the status effect to make it more suitable for support classes.
ESO_Nightingale wrote: »Septimus_Magna wrote: »I agree, it would also be nice if blockade had an increased chance to proc the status effect to make it more suitable for support classes.
I'm definitely of the opinion that blockade should provide more support while unstable provides more damage. I enjoy using unstable far more because of the explosion.
Chilly-McFreeze wrote: »Andre_Noir wrote: »You are way too obsessed by pure damage. I'm using blockade on my mNB and happy with it.
But I'll be even more happy if ZOS decide to remove this ground-DOT-based gameplay completely. And the staff from vMA is one of the biggest mistakes ever made by them
Just out of curiosity. What makes you think that? What is your issue with ground dots?
Andre_Noir wrote: »
MY issue ? LOL There is clearly no issue when AoE ground based DOT vastly superior almost any single-target DOT (even on a single target) and all direct AoE spells in every aspect.
Evil_Rurouni wrote: »The main reason blockade is less used is the need for smooth rotations.
If most of your DoTs are in the 8-12 second duration range, extending elemental from 10 seconds to 14 just makes things needlesly finnicky.
You'd need to jack blockade up to around 16- 24 seconds so that it could be cast every second rotation in order to make it a valid alternitive for most magDPS builds.
Doubt that's gonna happen.
14 second blockade works pretty well on a mDK BTW, because several of their class DoTs are either boosted to 14 seconds by their searing heat passives, or are around that duration by default.
What you lose by not having the explosion you regain (give or take a little bit) from smoother rotations, better maelstrom staff uptime, burning uptime, and more hits on spread out mobs.
Blockade isn't completely ignored by magDPS.
You said it all. DD use unstable, rest use Blockade. Nuff said.MindOfTheSwarm wrote: »Right now Unstable gives best DPS by far while blockade is barely used outside of healers and tanks
You said it all. DD use unstable, rest use Blockade. Nuff said.MindOfTheSwarm wrote: »Right now Unstable gives best DPS by far while blockade is barely used outside of healers and tanks
MindOfTheSwarm wrote: »You said it all. DD use unstable, rest use Blockade. Nuff said.MindOfTheSwarm wrote: »Right now Unstable gives best DPS by far while blockade is barely used outside of healers and tanks
Isn't that a bit of a shame though? I mean why restrict blockade to just a few roles. Why not increase its DoT damage but keep the burst on Unstable? seems like a fair trade.
Zodiarkslayer wrote: »Keep in mind, that Ele Blockade is a much larger Area of damage. I believe it is 12x18m instead of Unstable Walls 8x18? Could be 6x18m, though. Most skill book sources online only list the 18 metre range, not the width. Which is missleading.
So, more area means more damage to more enemies.
And the longer duration means also, that your damage glyph on the backbar ticks more often. Means also higher uptime of the buff and also more time on frontbar for spammable spamming. Which usually means higher DPS.
Most extreme example for this is the (admittedly, not ELE Blockade, but you should get the point) Stamplar with the choice betweeen time for more Jabs with Endless Hail, than with any other backbar AoE DoT. I get about 11 Jabs per one Endless Hail and only 7 to (maybe) 8 when using Arrow Barrage, Stampede or Deadly Cloack. In a 140 sec fight, one gets about four more Jabs off when using Endless Hail, than with Arrow Barrage.
That principle applies to Ele Drain, too.
The stronger your Spammable and the longer the fight, the more you want the longer duration Morphs.