About that skill "Deep Breath"

Veg
Veg
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7PRHCvQ.png

So the morph from inhale increases the damage of the ability. So instead of doing 80% less damage than the other time delayed AoE burst abilities it gets to do about 55% less damage then the other time delayed AoE burst abilities... and still costs twice as much... and it wont activate unless you hit someone with the initial cast...

Now call me crazy but I think that perhaps, just maaaaybe, this skill is complete garbage and no one uses it.

Perhaps it could like... oh, I don't know,
  • No longer have a target requirement for activating the ability (I mean really... come on...)
  • Increase the delayed damage by about 55%
  • No longer stun/damage targets that are channeling when you make the initial cast (what a weird stun)
  • Reduce the cost of this ability and it's other morph down to 2500-3000 magic
  • Have some other effect when you cast the ability like "increase damage by x% for each person within X meters when you activate the ability" or literally any minor/major buff/debuff

Or maybe I'm just crazy and Mag DK's are totally fine with spending 4k magic on an ability that may not even do anything.
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  • master_vanargand
    master_vanargand
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    Warden and Necromancer are overpowered.
    Need nerf the OP skills.
  • Veg
    Veg
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    Warden and Necromancer are overpowered.
    Need nerf the OP skills.

    Maybe, but this Deep Breath skill.. It's gotta change no matter what. Also, lets be real. Warden and Necro are not going to get nerfed. Just look at how long warden has had these abilities.

    To this day the only class that has had its core mechanic gutted is DK. Goodbye wings R.I.P
    Edited by Veg on June 3, 2021 9:27AM
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  • lolo_01b16_ESO
    lolo_01b16_ESO
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    Veg wrote: »
    To this day the only class that has had its core mechanic nerfed is DK. Goodbye wings R.I.P
    And Blinding Flashes, the core defensive skill of Templars works still as it did on day one... oh, no wait instead of just nerfing it, they removed it entirely.

    But back to topic: I agree that deep breath deserves a damage buff. But in my opinion it should keep the aoe interrupt as that is quite handy for tanks in fights where a lot of adds need to be interrupted.
    Edited by lolo_01b16_ESO on June 3, 2021 9:07AM
  • Veg
    Veg
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    Veg wrote: »
    To this day the only class that has had its core mechanic nerfed is DK. Goodbye wings R.I.P
    And Blinding Flashes, the core defensive skill of Templars works still as it did on day one... oh, no wait instead of just nerfing it, they removed it entirely.

    But back to topic: I agree that deep breath deserves a damage buff. But in my opinion it should keep the aoe interrupt as that is quite handy for tanks in fights where a lot of adds need to be interrupted.

    TBH I always considered the 5x purge to be templars mechanic. like this:
    • DK: Wings(Reflect)
    • Sorc: Teleport/AoE_stun
    • Night Blade: Invisibility
    • Templar: Purify
    But ya we cant have a skill that costs 4k magic, does very low damage and may not even do anything. I would also give the stun/heal effect to the other morph "Draw Essence". That morph heals for more so it seems more like a utility skill than anything else. Deep Breath is just bad at everything it does.
    Edited by Veg on June 3, 2021 9:29AM
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  • Ragnarock41
    Ragnarock41
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    Veg wrote: »
    7PRHCvQ.png

    So the morph from inhale increases the damage of the ability. So instead of doing 80% less damage than the other time delayed AoE burst abilities it gets to do about 55% less damage then the other time delayed AoE burst abilities... and still costs twice as much... and it wont activate unless you hit someone with the initial cast...

    Now call me crazy but I think that perhaps, just maaaaybe, this skill is complete garbage and no one uses it.

    Perhaps it could like... oh, I don't know,
    • No longer have a target requirement for activating the ability (I mean really... come on...)
    • Increase the delayed damage by about 55%
    • No longer stun/damage targets that are channeling when you make the initial cast (what a weird stun)
    • Reduce the cost of this ability and it's other morph down to 2500-3000 magic
    • Have some other effect when you cast the ability like "increase damage by x% for each person within X meters when you activate the ability" or literally any minor/major buff/debuff

    Or maybe I'm just crazy and Mag DK's are totally fine with spending 4k magic on an ability that may not even do anything.

    When the class rep program was first introduced a lot of players were very vocal about buffing this ability so it could compete with deep fissure and also make one morph a stamina ability. Interestingly one of the class reps was also really, really ''enthusiastic'' about pushing stonefist as a stamina spammable. With that word I mean he was more like ''this is probably the best I could convince them to do''.
  • Syrpynt
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    They should remove the self heal entirely or make it only one of the morphs, while the other does no magic damage and increased fire damage.

    It's trying to be a weird hybrid between healer and damage dealer, and that's why it's so weak. The biggest problem with ESO is that self healing is too closely linked to damage power. Zeni knows this, and that's why this ability is weak.

    But PvP'ers will fight tooth and nail to have both, despite tanks not being able to properly deal damage at the same level. The irony is they complain about the Heavy armor meta though. And part of that meta is heavy armor regen and healing taken--Another reason for broken PvP... But I digress...
  • Veg
    Veg
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    Veg wrote: »
    7PRHCvQ.png

    So the morph from inhale increases the damage of the ability. So instead of doing 80% less damage than the other time delayed AoE burst abilities it gets to do about 55% less damage then the other time delayed AoE burst abilities... and still costs twice as much... and it wont activate unless you hit someone with the initial cast...

    Now call me crazy but I think that perhaps, just maaaaybe, this skill is complete garbage and no one uses it.

    Perhaps it could like... oh, I don't know,
    • No longer have a target requirement for activating the ability (I mean really... come on...)
    • Increase the delayed damage by about 55%
    • No longer stun/damage targets that are channeling when you make the initial cast (what a weird stun)
    • Reduce the cost of this ability and it's other morph down to 2500-3000 magic
    • Have some other effect when you cast the ability like "increase damage by x% for each person within X meters when you activate the ability" or literally any minor/major buff/debuff

    Or maybe I'm just crazy and Mag DK's are totally fine with spending 4k magic on an ability that may not even do anything.

    When the class rep program was first introduced a lot of players were very vocal about buffing this ability so it could compete with deep fissure and also make one morph a stamina ability. Interestingly one of the class reps was also really, really ''enthusiastic'' about pushing stonefist as a stamina spammable. With that word I mean he was more like ''this is probably the best I could convince them to do''.

    Ya that's pretty sad. I don't see how you can reason changing a skill like 300$fist over simply buffing Deep Breath. If you're changing 300$fist then you should already be buffing Deep Breath.

    [snip]
    [edited to remove inappropriate content]
    Edited by ZOS_Ragnar on June 3, 2021 2:46PM
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  • Jameson18
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    Sure. Buff it.

    But take the heal away. That's literally why it costs more and does less damage.
  • tenryuta
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    no nerf needed, an aoe dmg/heal doing less damage than pure damage, and delayed damage skills doing more pure cast is called balance, also, sometimes both bones and skalks just suck(stupid spear *** temps spamming nonstop stabs)
    Edited by tenryuta on June 3, 2021 3:10PM
  • Veg
    Veg
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    Jameson18 wrote: »
    Sure. Buff it.

    But take the heal away. That's literally why it costs more and does less damage.

    Couldn't agree more, the other morph "Draw Essence" should be the one that heals. Its morph bonus is more healing and return on magic. I would even give it the stun as well. No need to have The "Deep Breath" morph increase damage only to give it bad damage and healing.

    The actual heal from Deep Breath in pvp is on average 1-3k health. Then you get about the same for damage after 2.5 seconds. It's just bad a t everything is does.
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  • Veg
    Veg
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    tenryuta wrote: »
    no nerf needed, an aoe dmg/heal doing less damage than pure damage, and delayed damage skills doing more pure cast is called balance, also, sometimes both bones and skalks just suck(stupid spear *** temps spamming nonstop stabs)

    So an ability that excels at nothing is just fine? Why not further push the morphs to their descriptions?
    • Deep Breath: New effect
      Initial hit interrupts enemies that are casting. Final explosion damage increased.
    • Draw Essence: New effect
      Initial hit heals for more. Final explosion refunds Magicka for each enemy struck.
    Wouldn't it make more sense to have one morph be for healing and the other for damage just like the skill description indicates?
    Edited by Veg on June 3, 2021 3:19PM
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  • Fennwitty
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    Agree primarily it's too expensive.

    The Interrupt is useful, and the skill seems to fire more quickly than Crushing Shock, so it's great for very short interrupt windows. But the cost makes it almost unusable outside of that one situation.
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  • Sahidom
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    This skill does have a cost rebate dependent on the number of targets hit. This means you can spam the AOE skill and literally not die, if your resistances are sufficient to slow incoming damage. I've also made videos using this skill alone to clear trash mobs in veteran trials.

    Despite this awesome fact. It could use some cost reduction but not too much. The removal of the target cap turned this skill into overdrive efficient in PVE game play.
  • LightYagami
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    That skill is good for cleaning PvE trash mobs, especially the healing morph.

    BUT, the tiny bit of healing and low burst delayed damage isn't good for PvP at all, both morphs.

    The biggest problem of this skill and its morphs is that players need to land the first hit in order to trigger the second hit. That makes the skill even more useless for highly dynamic PvP fights.

    I'd rather remove the healing from the damage morph, but have a reduction in cost, a buff in damage, and not need to land the first hit in order to trigger he second.
    No improvement on Cyrodill servers -> no ESO plus renewal.
  • Veg
    Veg
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    Sahidom wrote: »
    This skill does have a cost rebate dependent on the number of targets hit. This means you can spam the AOE skill and literally not die, if your resistances are sufficient to slow incoming damage. I've also made videos using this skill alone to clear trash mobs in veteran trials.

    Despite this awesome fact. It could use some cost reduction but not too much. The removal of the target cap turned this skill into overdrive efficient in PVE game play.

    You're talking about the other morph Draw Essence. You get 10% cost return per target hit by the 2.5s delayed AoE. By definition that isn't spammable since you have to wait 2.5s between casts. Also the AoE damage on it is so low you can expect to see 2-3k crits from a glass canon build in pvp.

    Anyways, my complaint is about the morph Deep Breath. It's high cost, low damage and low healing makes it bad at everything it does. It's single useful mechanic is the interrupt/stun but comes at a cost of 4k magic so it's not worth it. Both morphs need to be further pushed to their new effect descriptions.

    Deep Breath
    • Further increase damage by 50-60%
    • No longer heal
    • No longer require a target to activate the ability
    • Reduce the cost to 2500-3000 magic
    Draw Essence
    • Reduce cost to 2500-3000 magic (magic return remains at 10% per target of 2.5s delayed AoE since it's percent based)
    • No longer require a target to activate the ability

    If we got these changes both morphs would have their own separate functions that actually do something useful.

    I'd also like to take a moment to acknowledge just how ridiculous the target requirement for this ability is. Like you're inhaling air and then what? You stop breathing half way? DK's just give up on breathing and refuse to exhale if they cant take someone else's air? How does this make any sense? Pretty weird considering how much the devs base their combat balance on lore...(vamps get arrested on sight now lmao).
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  • Sahidom
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    That skill is good for cleaning PvE trash mobs, especially the healing morph.

    BUT, the tiny bit of healing and low burst delayed damage isn't good for PvP at all, both morphs.

    The biggest problem of this skill and its morphs is that players need to land the first hit in order to trigger the second hit. That makes the skill even more useless for highly dynamic PvP fights.

    I'd rather remove the healing from the damage morph, but have a reduction in cost, a buff in damage, and not need to land the first hit in order to trigger he second.

    I agree with the dependency on the first hit. It'd probably work better adapting how Haunting Curse functions with an initial hit and the secondary hit calculates the heal.
  • Ippokrates
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    I am using it. It is great for opener and can provide quite nice dmg boost once every 3 sec and because it is a skill for killing mobs, with new CP system magicka costs is not a problem when you are killing mobs.

    The only thing I always wanted to change is turn magic dmg to flame, so you could use BSV with a really great efficiency and here we are ;)
  • Veg
    Veg
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    Ippokrates wrote: »
    I am using it. It is great for opener and can provide quite nice dmg boost once every 3 sec and because it is a skill for killing mobs, with new CP system magicka costs is not a problem when you are killing mobs.

    The only thing I always wanted to change is turn magic dmg to flame, so you could use BSV with a really great efficiency and here we are ;)

    There are no skills that are only meant for killing mobs. PvP does exist. It doesn't matter how much any skill costs when you're getting 3k+ magic return on each kill so you cant judge an ability purely by farming mobs. You never see Inhale or any of it's morphs being used in PvP because ability cost actually matters there and the cost to damage ratio on Deep Breath is about 2:1 while all the other AoE burst abilities are more like 1:2.

    Also Deep Breath does do fire damage. If you're referring to the initial casts damage that heals you then there's really no point in changing it because its damage value is so low that the extra 6% damage from ardent flames passive wouldn't even add another 100 damage to the base value. Also BSW will activate on the 2.5s delayed AoE and will increase its damage on activation.
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  • Ippokrates
    Ippokrates
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    Veg wrote: »
    Ippokrates wrote: »
    I am using it. It is great for opener and can provide quite nice dmg boost once every 3 sec and because it is a skill for killing mobs, with new CP system magicka costs is not a problem when you are killing mobs.

    The only thing I always wanted to change is turn magic dmg to flame, so you could use BSV with a really great efficiency and here we are ;)

    There are no skills that are only meant for killing mobs. PvP does exist. It doesn't matter how much any skill costs when you're getting 3k+ magic return on each kill so you cant judge an ability purely by farming mobs. You never see Inhale or any of it's morphs being used in PvP because ability cost actually matters there and the cost to damage ratio on Deep Breath is about 2:1 while all the other AoE burst abilities are more like 1:2.

    Also Deep Breath does do fire damage. If you're referring to the initial casts damage that heals you then there's really no point in changing it because its damage value is so low that the extra 6% damage from ardent flames passive wouldn't even add another 100 damage to the base value. Also BSW will activate on the 2.5s delayed AoE and will increase its damage on activation.

    Yes, there are. And there is plenty of skills useful only in PvP.

    Have you tried to use javelin or sorcerer's daggers in PvE?

    And delayed burst is great cause:

    1. You can get return of depleted magicka from BSW.

    2. Works quite nice for combo, even in pvp.
    Edited by Ippokrates on June 4, 2021 10:15AM
  • Veg
    Veg
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    Ippokrates wrote: »
    Veg wrote: »
    Ippokrates wrote: »
    I am using it. It is great for opener and can provide quite nice dmg boost once every 3 sec and because it is a skill for killing mobs, with new CP system magicka costs is not a problem when you are killing mobs.

    The only thing I always wanted to change is turn magic dmg to flame, so you could use BSV with a really great efficiency and here we are ;)

    There are no skills that are only meant for killing mobs. PvP does exist. It doesn't matter how much any skill costs when you're getting 3k+ magic return on each kill so you cant judge an ability purely by farming mobs. You never see Inhale or any of it's morphs being used in PvP because ability cost actually matters there and the cost to damage ratio on Deep Breath is about 2:1 while all the other AoE burst abilities are more like 1:2.

    Also Deep Breath does do fire damage. If you're referring to the initial casts damage that heals you then there's really no point in changing it because its damage value is so low that the extra 6% damage from ardent flames passive wouldn't even add another 100 damage to the base value. Also BSW will activate on the 2.5s delayed AoE and will increase its damage on activation.

    Yes, there are. And there is plenty of skills useful only in PvP.

    Have you tried to use javelin or sorcerer's daggers in PvE?

    And delayed burst is great cause:

    1. You can get return of depleted magicka from BSW.

    2. Works quite nice for combo, even in pvp.

    I'm not sure if you're using Draw Essence or you think that BSW gives you magic. I'll assume the former. Anyways, no ability is meant to only be used when farming a bunch of zombies or whatever the exp farm is. This game required you to level by questing when it was first made (you got separate vet exp for completing quests). Mass exp farming was literally not indented. As for using Draw Essence for farming mobs, it's just not worth using. Whatever sustain you can get from it is irrelevant when your kills return 3k+ magic so you're better off doing more damage with impulse or talons.

    It it a bad skill for making a burst combo in pvp because of it's low damage and high cost. You need to build purely into damage if you want the other morph Deep Breath to even come close to hitting for 5k damage which leaves you way to vulnerable. Were talking a bomb-blade build on a mag DK here but with about half as much damage and no cloak. Also the fact that the initial cast requires a target to activate the ability removes any possibility of lining up a reliable attack.

    All the changes pointed out in the above posts would put this skill in a much better position. Mag DK certainly needs any buffs it can get right now.
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  • Ippokrates
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    5K you say? Damn, my role-play char definitely goes out of line ^^ (not mentioning 67%+ crit dmg)

    https://imgur.com/a/gpa7h16

    No, i am using Combustion. You should know that, if you are making attempt to influence a change of class-base skill.

    And no, this whole game is about grinding. Experience, equipment, motifs, etc. It is our everyday life, regardless if you are dung dweller, lone wolf or just want to furnish this damn house and have a nice outfit, it is neverending grinding for stuff or money.

    I don't know from where you are taking information to make such a bold statements.
    Edited by Ippokrates on June 4, 2021 3:32PM
  • Veg
    Veg
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    Ippokrates wrote: »
    5K you say? Damn, my role-play char definitely goes out of line ^^ (not mentioning 67%+ crit dmg)

    https://imgur.com/a/gpa7h16

    No, i am using Combustion. You should know that, if you are making attempt to influence a change of class-base skill.

    And no, this whole game is about grinding. Experience, equipment, motifs, etc. It is our everyday life, regardless if you are dung dweller, lone wolf or just want to furnish this damn house and have a nice outfit, it is neverending grinding for stuff or money.

    I don't know from where you are taking information to make such a bold statements.

    I was talking about PvP. My tool tip also about 11k damage on my glass canon build. the damage you actually deal is cut in half by battle spirit and reduced by resistances. So the actual damage done will range from 3-6k damage. Now comparing this to Deep Fisher or Blast Bones and you start to see 9-13k damage being dealt to players.

    The build in that screenshot is clearly meant for PVE. It wouldn't really work in PvP.

    Here is an example of a 12k tooltip on Deep Breath.
    https://imgur.com/1ov1OOD
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  • Ippokrates
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    Veg wrote: »
    Ippokrates wrote: »
    5K you say? Damn, my role-play char definitely goes out of line ^^ (not mentioning 67%+ crit dmg)

    https://imgur.com/a/gpa7h16

    No, i am using Combustion. You should know that, if you are making attempt to influence a change of class-base skill.

    And no, this whole game is about grinding. Experience, equipment, motifs, etc. It is our everyday life, regardless if you are dung dweller, lone wolf or just want to furnish this damn house and have a nice outfit, it is neverending grinding for stuff or money.

    I don't know from where you are taking information to make such a bold statements.

    I was talking about PvP. My tool tip also about 11k damage on my glass canon build. the damage you actually deal is cut in half by battle spirit and reduced by resistances. So the actual damage done will range from 3-6k damage. Now comparing this to Deep Fisher or Blast Bones and you start to see 9-13k damage being dealt to players.

    The build in that screenshot is clearly meant for PVE. It wouldn't really work in PvP.

    Here is an example of a 12k tooltip on Deep Breath.
    https://imgur.com/1ov1OOD

    As i said, it is mainly for rpg, but it worked quite well during BGs, especially during flag games.
    Edited by Ippokrates on June 4, 2021 5:29PM
  • tsaescishoeshiner
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    I'm down for a damage buff for this skill, but I don't think it makes sense to compare it to damage skills as far as balance, since it's a self-healing skill. They also have to consider the other class skills—magDKs are bursty already, and if this skill was AS bursty as blastbones or fissure, they'd be over the top.

    I used this skill for my magDK's vMA clear, and it was very helpful and satisfying with the magicka return morph. Hopefully it can be buffed to be more useful, or maybe benefit struggling DK healers? I do agree there's something missing here to make it useful, even situationally.

    Getting rid of the requirement to hit a target would be nice. Maybe that, a cost reduction, and a heal nerf would make it good? Idk if tanks use it for the heal at all.
    PC-NA
    in-game: @tsaescishoeshiner
  • Veg
    Veg
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    I'm down for a damage buff for this skill, but I don't think it makes sense to compare it to damage skills as far as balance, since it's a self-healing skill. They also have to consider the other class skills—magDKs are bursty already, and if this skill was AS bursty as blastbones or fissure, they'd be over the top.

    I used this skill for my magDK's vMA clear, and it was very helpful and satisfying with the magicka return morph. Hopefully it can be buffed to be more useful, or maybe benefit struggling DK healers? I do agree there's something missing here to make it useful, even situationally.

    Getting rid of the requirement to hit a target would be nice. Maybe that, a cost reduction, and a heal nerf would make it good? Idk if tanks use it for the heal at all.

    The skill description for the Deep Breath morph is increased damage. If that doesn't tell you that's it's a damage ability then nothing will. Also if having Deep Breath do good damage made DK's over the top then Necros and wardens are currently way over the top. Especially necros as they have yet another AoE burst skill even stronger than blast bones and can be timed pretty easily for an Avid Boneyard + Blast Bones + Dawn Breaker burst. Mag DK would be getting Deep Breath + Leap for combos. Keep in mind that Dawn Breaker will do more damage than leap if you are in heavy armor (your spell and weapon pen are equal)
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  • ResidentContrarian
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    I might be the Contrarian here, but I happen to like the stun & interrupt on deep breath.

    With that skill, I never have to bother running a hard CC ability on my bar and can fit otherwise useless DoTs. I only really need to stun a few kinds of people in the game to kill them anyway: mag sorcs, stam sorcs, time stop spammers in ball groups.

    For everyone else, there's leap or meteor with a heavy attack to break the salt silo open, and then DoTs if they are lucky enough to survive that ;)

    After seeing Warden and Stamsorc being toned down, I think mag DK is not doing too bad. They could adjust the cost of some of these skills though; being forced to use an ult to sustain and then having the highest costing skills in the game is not exactly "balanced" to me.
  • Veg
    Veg
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    I might be the Contrarian here, but I happen to like the stun & interrupt on deep breath.

    With that skill, I never have to bother running a hard CC ability on my bar and can fit otherwise useless DoTs. I only really need to stun a few kinds of people in the game to kill them anyway: mag sorcs, stam sorcs, time stop spammers in ball groups.

    For everyone else, there's leap or meteor with a heavy attack to break the salt silo open, and then DoTs if they are lucky enough to survive that ;)

    After seeing Warden and Stamsorc being toned down, I think mag DK is not doing too bad. They could adjust the cost of some of these skills though; being forced to use an ult to sustain and then having the highest costing skills in the game is not exactly "balanced" to me.

    So your wombo combo for PvP is a heavy attack, an ult and DoT effects that deal damage over 14 seconds (not even 1k per second on target). Ya i'm pretty sure Deep Breath needs these changes.
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  • ResidentContrarian
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    Veg wrote: »
    I might be the Contrarian here, but I happen to like the stun & interrupt on deep breath.

    With that skill, I never have to bother running a hard CC ability on my bar and can fit otherwise useless DoTs. I only really need to stun a few kinds of people in the game to kill them anyway: mag sorcs, stam sorcs, time stop spammers in ball groups.

    For everyone else, there's leap or meteor with a heavy attack to break the salt silo open, and then DoTs if they are lucky enough to survive that ;)

    After seeing Warden and Stamsorc being toned down, I think mag DK is not doing too bad. They could adjust the cost of some of these skills though; being forced to use an ult to sustain and then having the highest costing skills in the game is not exactly "balanced" to me.

    So your wombo combo for PvP is a heavy attack, an ult and DoT effects that deal damage over 14 seconds (not even 1k per second on target). Ya i'm pretty sure Deep Breath needs these changes.

    If you're actually built for damage, then it would do 1.5-2k per tick, but hey, better to pretend that's not the case and wearing heavy shouldn't have consequences...
  • Veg
    Veg
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    Veg wrote: »
    I might be the Contrarian here, but I happen to like the stun & interrupt on deep breath.

    With that skill, I never have to bother running a hard CC ability on my bar and can fit otherwise useless DoTs. I only really need to stun a few kinds of people in the game to kill them anyway: mag sorcs, stam sorcs, time stop spammers in ball groups.

    For everyone else, there's leap or meteor with a heavy attack to break the salt silo open, and then DoTs if they are lucky enough to survive that ;)

    After seeing Warden and Stamsorc being toned down, I think mag DK is not doing too bad. They could adjust the cost of some of these skills though; being forced to use an ult to sustain and then having the highest costing skills in the game is not exactly "balanced" to me.

    So your wombo combo for PvP is a heavy attack, an ult and DoT effects that deal damage over 14 seconds (not even 1k per second on target). Ya i'm pretty sure Deep Breath needs these changes.

    If you're actually built for damage, then it would do 1.5-2k per tick, but hey, better to pretend that's not the case and wearing heavy shouldn't have consequences...

    Heavy armor doesn't have any draw backs when your base damage values are almost twice as high as what Mag DK gets. That's why stam builds can run 5 heavy and still pop people with multiple 10k damage attacks.

    Also if we take burning embers on a high damage PvP build you end up with a tooltip around 15k damage over 14 seconds. Now cut that in half then apply resistances. Bam, 600-800 damage per second. Great.

    Now imagine you could put 6-8k damage on top of your Heavy attack + leap combo. Suddenly you can actually do something. Lets get Deep Breath back in the game.
    ᕙ༼ຈل͜ຈ༽ᕗ
  • ResidentContrarian
    ResidentContrarian
    ✭✭✭✭✭
    Veg wrote: »
    Veg wrote: »
    I might be the Contrarian here, but I happen to like the stun & interrupt on deep breath.

    With that skill, I never have to bother running a hard CC ability on my bar and can fit otherwise useless DoTs. I only really need to stun a few kinds of people in the game to kill them anyway: mag sorcs, stam sorcs, time stop spammers in ball groups.

    For everyone else, there's leap or meteor with a heavy attack to break the salt silo open, and then DoTs if they are lucky enough to survive that ;)

    After seeing Warden and Stamsorc being toned down, I think mag DK is not doing too bad. They could adjust the cost of some of these skills though; being forced to use an ult to sustain and then having the highest costing skills in the game is not exactly "balanced" to me.

    So your wombo combo for PvP is a heavy attack, an ult and DoT effects that deal damage over 14 seconds (not even 1k per second on target). Ya i'm pretty sure Deep Breath needs these changes.

    If you're actually built for damage, then it would do 1.5-2k per tick, but hey, better to pretend that's not the case and wearing heavy shouldn't have consequences...

    Heavy armor doesn't have any draw backs when your base damage values are almost twice as high as what Mag DK gets. That's why stam builds can run 5 heavy and still pop people with multiple 10k damage attacks.

    Also if we take burning embers on a high damage PvP build you end up with a tooltip around 15k damage over 14 seconds. Now cut that in half then apply resistances. Bam, 600-800 damage per second. Great.

    Now imagine you could put 6-8k damage on top of your Heavy attack + leap combo. Suddenly you can actually do something. Lets get Deep Breath back in the game.

    Definitely not a damage build if its that low.
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