Come next patch they really should revert structured entropy and degeneration back to how it was.
Both morphs give major sorcery/brutality
Both do a small DoT
1 morph heals a little while the other morph is more damage centered
So, I've been pondering small improvements to the Mages Guild skill line in general, mainly focusing on the Entropy, Fire Rune, and Equilibrium skills and their respective morphs, and adding an execute function in the vein of Poison Injection to the base of Entropy was something I too was considering to fit with the "increasing chaos" idea. It needs some help since it just functions as a DoT at base. I also would like to see more elemental damages in the line aside from Fire and Magic; ideally with 4 potential morphs dealing damage one would be assigned to each of the Fire, Frost, Shock, Magic damage types. At the moment, here are the general changes I'm thinking along the lines of:
- Entropy (base):
- - - Deals up to 100%(?) more damage to enemies under 50%.
- - Degeneration (morph):
- - - - Now deals Shock Damage instead of Magic Damage
- - - - Increase the execute damage to 150% (?)
- - Structured Entropy (morph):
- - - - This morph still heals over time
- Fire Rune (base):
- - - Add the additional Flame Damage over time from Scalding Rune morph to the base ability
- - - This ability also grants Minor Force for the duration
- - Volcanic Rune (morph):
- - - - This morph retains its additional effects
- - Scalding Rune (morph):
- - - - Rename this morph to Shattering Rune
- - - - Now deals Frost Damage instead of Fire Damage
- - - - Now applies Minor Breach to enemies effected (?) -or- Roots enemies hit (?) -or- Increase initial damage (?)
- Equilibrium (base):
- - - This ability no longer reduces healing done and shield strength
- - - Add the 33% reduced cost of next Magicka ability from Spell Symmetry to the base ability
- - Spell Symmetry (morph):
- - - - This morph now provides Major Sorcery & Brutality for 30 seconds
- - Balance (morph):
- - - - This morph now provides Major Resolve for 30 seconds (up from 25)
They admittedly are still rough in some areas (I likewise have no idea what to do with Scalding Rune, besides giving it a different damage type). I'd also like to see a 5th ability added to the skill line along the lines of a summonable Flame Atronach in the vein of the Sorcerer summons where it remains active as long as the skill is slotted. Perhaps one morph is a cold-flame atronach which deals Frost Damage while the other does... something?
But I've gotten a bit higher scope and off track. I agree, add an execute functionality to the base ability of Entropy. The DoT alone is boring.
francesinhalover wrote: »stam sorcerer doesn't even have one.
and tbh i don't consider whirlwind worth using. does little more dmg at 15% hp? oh wow so worth it.
francesinhalover wrote: »stam sorcerer doesn't even have one.
and tbh i don't consider whirlwind worth using. does little more dmg at 15% hp? oh wow so worth it.
El_Borracho wrote: »I would love more executes. But the only non-class execute I can think of worth anything is Executioner/Reverse Slice, and its only for 2H. Sorry, but Whirling Blades stinks; about 1,400 more stamina for 300% LESS damage than Executioner.
Instead of messing with Entropy, why not give Undaunted an execute skill that can be a stamina or magicka morph? Not asking for something like Radiant Destruction (which is incredible), but something in the range of Reverse Slice. 300% more damage for enemies under 50% health for 2,000-2,500 resource cost.
francesinhalover wrote: »stam sorcerer doesn't even have one.
and tbh i don't consider whirlwind worth using. does little more dmg at 15% hp? oh wow so worth it.
WrathOfInnos wrote: »Executioner will be available on Magicka builds in a few weeks. Front barring a greatsword is looking like a good option just for that skill, especially since Ele Weapon is getting buffed to the point where Force Pulse is not needed. Even on Mag Sorc, Executioner is a better option than Endless Fury or Mage's Wrath, assuming you can be within melee distance. I think only Nightblades and Templars will use their class execute.
Everest_Lionheart wrote: »WrathOfInnos wrote: »Executioner will be available on Magicka builds in a few weeks. Front barring a greatsword is looking like a good option just for that skill, especially since Ele Weapon is getting buffed to the point where Force Pulse is not needed. Even on Mag Sorc, Executioner is a better option than Endless Fury or Mage's Wrath, assuming you can be within melee distance. I think only Nightblades and Templars will use their class execute.
Mag users running double 2H with a maelstrom 2H backbar. Hope you have the sustain for a crazy setup like that. Maybe just buff staves to give more sustain pressure over the course of the fight to compete with executioner.
Everest_Lionheart wrote: »WrathOfInnos wrote: »Executioner will be available on Magicka builds in a few weeks. Front barring a greatsword is looking like a good option just for that skill, especially since Ele Weapon is getting buffed to the point where Force Pulse is not needed. Even on Mag Sorc, Executioner is a better option than Endless Fury or Mage's Wrath, assuming you can be within melee distance. I think only Nightblades and Templars will use their class execute.
Mag users running double 2H with a maelstrom 2H backbar. Hope you have the sustain for a crazy setup like that. Maybe just buff staves to give more sustain pressure over the course of the fight to compete with executioner.
So, I've been pondering small improvements to the Mages Guild skill line in general, mainly focusing on the Entropy, Fire Rune, and Equilibrium skills and their respective morphs, and adding an execute function in the vein of Poison Injection to the base of Entropy was something I too was considering to fit with the "increasing chaos" idea. It needs some help since it just functions as a DoT at base. I also would like to see more elemental damages in the line aside from Fire and Magic; ideally with 4 potential morphs dealing damage one would be assigned to each of the Fire, Frost, Shock, Magic damage types. At the moment, here are the general changes I'm thinking along the lines of:
- Entropy (base):
- - - Deals up to 100%(?) more damage to enemies under 50%.
- - Degeneration (morph):
- - - - Now deals Shock Damage instead of Magic Damage
- - - - Increase the execute damage to 150% (?)
- - Structured Entropy (morph):
- - - - This morph still heals over time
- Fire Rune (base):
- - - Add the additional Flame Damage over time from Scalding Rune morph to the base ability
- - - This ability also grants Minor Force for the duration
- - Volcanic Rune (morph):
- - - - This morph retains its additional effects
- - Scalding Rune (morph):
- - - - Rename this morph to Shattering Rune
- - - - Now deals Frost Damage instead of Fire Damage
- - - - Now applies Minor Breach to enemies effected (?) -or- Roots enemies hit (?) -or- Increase initial damage (?)
- Equilibrium (base):
- - - This ability no longer reduces healing done and shield strength
- - - Add the 33% reduced cost of next Magicka ability from Spell Symmetry to the base ability
- - Spell Symmetry (morph):
- - - - This morph now provides Major Sorcery & Brutality for 30 seconds
- - Balance (morph):
- - - - This morph now provides Major Resolve for 30 seconds (up from 25)
They admittedly are still rough in some areas (I likewise have no idea what to do with Scalding Rune, besides giving it a different damage type). I'd also like to see a 5th ability added to the skill line along the lines of a summonable Flame Atronach in the vein of the Sorcerer summons where it remains active as long as the skill is slotted. Perhaps one morph is a cold-flame atronach which deals Frost Damage while the other does... something?
But I've gotten a bit higher scope and off track. I agree, add an execute functionality to the base ability of Entropy. The DoT alone is boring.
Buff staves? 😂😂😂😂😂
When 8 of 9 DPS in every trials group are using staves, that is an extremely clear indicator that staves need absolutely no buffing.
Buff staves? 😂😂😂😂😂
When 8 of 9 DPS in every trials group are using staves, that is an extremely clear indicator that staves need absolutely no buffing.
Next patch mag users are likely going to be DW front bar and maelstrom GS backbar. So yeah inferno staves should probably be buffed.
Seraphayel wrote: »francesinhalover wrote: »stam sorcerer doesn't even have one.
and tbh i don't consider whirlwind worth using. does little more dmg at 15% hp? oh wow so worth it.
Stamina builds right now have half a dozen executes from weapon skill lines and passives. In U33 they have all the Magicka class executes, too.
Magicka has zero weapon or skill line based executes. They only have class based executes. Stamina really cannot complain here, not at all.
Extinct_Solo_Player wrote: »Seraphayel wrote: »francesinhalover wrote: »stam sorcerer doesn't even have one.
and tbh i don't consider whirlwind worth using. does little more dmg at 15% hp? oh wow so worth it.
Stamina builds right now have half a dozen executes from weapon skill lines and passives. In U33 they have all the Magicka class executes, too.
Magicka has zero weapon or skill line based executes. They only have class based executes. Stamina really cannot complain here, not at all.
Yes and magicka will have Access to all stam executes too. I wouldn't call whirling blades and reverse slice "half a dozen"
Seraphayel wrote: »Extinct_Solo_Player wrote: »Seraphayel wrote: »francesinhalover wrote: »stam sorcerer doesn't even have one.
and tbh i don't consider whirlwind worth using. does little more dmg at 15% hp? oh wow so worth it.
Stamina builds right now have half a dozen executes from weapon skill lines and passives. In U33 they have all the Magicka class executes, too.
Magicka has zero weapon or skill line based executes. They only have class based executes. Stamina really cannot complain here, not at all.
Yes and magicka will have Access to all stam executes too. I wouldn't call whirling blades and reverse slice "half a dozen"
Magicka has a hard time making use of them because they’re weapon bound. Class executes are not.
Stamina has Poison Injection and Slaughter (DW passive) as well, don’t forget them. For Magicka there are exactly zero, 0, execute abilities. There are just the class executed. Warden, Necromancer (besides that pretty underwhelming passive for more crit) and Dragon Knight don’t even have that.
Everest_Lionheart wrote: »Seraphayel wrote: »Extinct_Solo_Player wrote: »Seraphayel wrote: »francesinhalover wrote: »stam sorcerer doesn't even have one.
and tbh i don't consider whirlwind worth using. does little more dmg at 15% hp? oh wow so worth it.
Stamina builds right now have half a dozen executes from weapon skill lines and passives. In U33 they have all the Magicka class executes, too.
Magicka has zero weapon or skill line based executes. They only have class based executes. Stamina really cannot complain here, not at all.
Yes and magicka will have Access to all stam executes too. I wouldn't call whirling blades and reverse slice "half a dozen"
Magicka has a hard time making use of them because they’re weapon bound. Class executes are not.
Stamina has Poison Injection and Slaughter (DW passive) as well, don’t forget them. For Magicka there are exactly zero, 0, execute abilities. There are just the class executed. Warden, Necromancer (besides that pretty underwhelming passive for more crit) and Dragon Knight don’t even have that.
For what it’s worth if DK had an execute nobody would play any of the other mag classes. I mean we are talking about pushing 110K parsing wearing Zen’s right now. Imagine that plus an execute. 🤣
Seraphayel wrote: »Everest_Lionheart wrote: »Seraphayel wrote: »Extinct_Solo_Player wrote: »Seraphayel wrote: »francesinhalover wrote: »stam sorcerer doesn't even have one.
and tbh i don't consider whirlwind worth using. does little more dmg at 15% hp? oh wow so worth it.
Stamina builds right now have half a dozen executes from weapon skill lines and passives. In U33 they have all the Magicka class executes, too.
Magicka has zero weapon or skill line based executes. They only have class based executes. Stamina really cannot complain here, not at all.
Yes and magicka will have Access to all stam executes too. I wouldn't call whirling blades and reverse slice "half a dozen"
Magicka has a hard time making use of them because they’re weapon bound. Class executes are not.
Stamina has Poison Injection and Slaughter (DW passive) as well, don’t forget them. For Magicka there are exactly zero, 0, execute abilities. There are just the class executed. Warden, Necromancer (besides that pretty underwhelming passive for more crit) and Dragon Knight don’t even have that.
For what it’s worth if DK had an execute nobody would play any of the other mag classes. I mean we are talking about pushing 110K parsing wearing Zen’s right now. Imagine that plus an execute. 🤣
That’s just the recent state of the game due to some (over)buffing. This happens from time to time with every spec / class. I just thing on a level playing field all classes / builds should have access to at least one class and one weapon / skill line based execute.
Mushroomancer wrote: »I would agree that a non-class, single target, magicka execute is needed, and Entropy would probably be a good fit.
However, OP, I know that you are a big proponent of frost damage (see you post something about it like every other day, along with a couple of other people), but can we please not with just slapping frost damage onto random abilities?
Magden would most likely be the only class that can really take frost damage to the extreme, so just maybe work with the frost damage dealing abilities we have and make them work better for DDs, if what you want is good frost damage options.