HackTheMinotaur wrote: »Regarding Week 4 PTS:
Putting a heal onto Cephaliarc was a nice change! HOWEVER, this new version only heals once per cast for a small amount (1800 ish?) regardless of how many enemies are hit. Since this is an AOE skill, players should be rewarded for each enemy hit with additional healing. Look at Necromancer Scythe for an example of a more effective and useful healing/damage skill:
acastanza_ESO wrote: »HackTheMinotaur wrote: »Regarding Week 4 PTS:
Putting a heal onto Cephaliarc was a nice change! HOWEVER, this new version only heals once per cast for a small amount (1800 ish?) regardless of how many enemies are hit. Since this is an AOE skill, players should be rewarded for each enemy hit with additional healing. Look at Necromancer Scythe for an example of a more effective and useful healing/damage skill:
Absolutely not. Heals on offensive abilities is already fundamentally bad game design, making them stronger is a terrible idea. Arcanist already gets a HOT on one of their shields now. We don't need another class with broken self healing.
And speaking of broken. The shield on Fatecarver CAN NOT be allowed to go to live. It is extremely problematic. The shield scales on offensive stats (you know, the feature that sorcs have repeatedly asked for on their shields only for it to be repeatedly shot down as "too strong"), it procs instantly on an ability that can be made literally free to cast, and it can be stacked with other shields. All of that adds up to an extremely broken ability.
I'm fine with certain channeled/cast time abilities being made uninterruptable while under the effects of a class shield - in fact, I think this is a really cool mechanic that is great game design and should be extended to Sorcerers (it would be a substantial fix to a core problem with the Sorcerer kit). The problem is with Fatecarver generating it's own shield, combined with how the ability cost works.
What should have happened is this: Fatecarver can not be interrupted while under the effects of an Arcanist shield. This would let their existing defensive abilities protect their offensive abilities and completely eliminates the extremely broken situation that the Fatecarver-created shield produces. @ZOS_Kevin please pass this feedback along, the problems with putting a shield like this on Fatecarver are extreme.
acastanza_ESO wrote: »HackTheMinotaur wrote: »Regarding Week 4 PTS:
Putting a heal onto Cephaliarc was a nice change! HOWEVER, this new version only heals once per cast for a small amount (1800 ish?) regardless of how many enemies are hit. Since this is an AOE skill, players should be rewarded for each enemy hit with additional healing. Look at Necromancer Scythe for an example of a more effective and useful healing/damage skill:
Absolutely not. Heals on offensive abilities is already fundamentally bad game design, making them stronger is a terrible idea. Arcanist already gets a HOT on one of their shields now. We don't need another class with broken self healing.
And speaking of broken. The shield on Fatecarver CAN NOT be allowed to go to live. It is extremely problematic.
I tried the suggested Runeblade x3, Tentacular Dread x1, Runeblade x3, Fatecarver. What I found was that, in open world or delves, by the time I got to the third Runeblade, the mob was already upon me. So I swapped out Tentacular for Cephiliarch's, and that becomes my third crux generator. So Runeblade x2, Cephiliarch's x1, then Fatecarver. It seems to flow MUCH better, at least for easier content (which is what I mostly play).
I tried the suggested Runeblade x3, Tentacular Dread x1, Runeblade x3, Fatecarver. What I found was that, in open world or delves, by the time I got to the third Runeblade, the mob was already upon me. So I swapped out Tentacular for Cephiliarch's, and that becomes my third crux generator. So Runeblade x2, Cephiliarch's x1, then Fatecarver. It seems to flow MUCH better, at least for easier content (which is what I mostly play).
You could also try using Cephaliarch's Flail as a spammable if you haven't already, so it's just 3x Cephiliarch's followed by Fatecarver. It saves a precious barslot on the Oakensoul build, you potentially get two extra heals and the damage output will roughly be the same I believe (it works well enough in veteran solo arena's at least).
I have a BUG to report, at least it better be a bug. The Runeblades skill does NOT generate Crux on the first cast... it actually generates a Crux on the SECOND cast, then another on the THIRD cast, and another on the FOURTH cast... which means it takes four casts of Runeblades to generate three Crux... which should not be how it works. I tried both morphs and it was the same. From my understanding of the tool tips, it should generate a Crux with each cast, but that's not how it's working. Unless it's a visual thing, but I don't see three Crux appear until the fourth cast of Runeblades.
@ZOS_GinaBruno Is this a bug or working as intended??
Elvenheart wrote: »I have a BUG to report, at least it better be a bug. The Runeblades skill does NOT generate Crux on the first cast... it actually generates a Crux on the SECOND cast, then another on the THIRD cast, and another on the FOURTH cast... which means it takes four casts of Runeblades to generate three Crux... which should not be how it works. I tried both morphs and it was the same. From my understanding of the tool tips, it should generate a Crux with each cast, but that's not how it's working. Unless it's a visual thing, but I don't see three Crux appear until the fourth cast of Runeblades.
@ZOS_GinaBruno Is this a bug or working as intended??
I may be totally wrong in this, but what may be happening is that if you are starting the combat by casting runeblades, the first cast might not be considered in combat until it hits the mob, and if crux is only generated when you are in combat, that first cast would not generate crux? I THINK I noticed this when I tried Arcanist the first couple of weeks it was on PTS.
Elvenheart wrote: »I have a BUG to report, at least it better be a bug. The Runeblades skill does NOT generate Crux on the first cast... it actually generates a Crux on the SECOND cast, then another on the THIRD cast, and another on the FOURTH cast... which means it takes four casts of Runeblades to generate three Crux... which should not be how it works. I tried both morphs and it was the same. From my understanding of the tool tips, it should generate a Crux with each cast, but that's not how it's working. Unless it's a visual thing, but I don't see three Crux appear until the fourth cast of Runeblades.
@ZOS_GinaBruno Is this a bug or working as intended??
I may be totally wrong in this, but what may be happening is that if you are starting the combat by casting runeblades, the first cast might not be considered in combat until it hits the mob, and if crux is only generated when you are in combat, that first cast would not generate crux? I THINK I noticed this when I tried Arcanist the first couple of weeks it was on PTS.
If that's true then it needs to be fixed, because there is nothing in the tool tips that state 'must be in combat to generate crux'; it should generate crux upon hitting a target.
UPDATE: Just checked, and YES, you have to be 'in combat' before crux will generate (which is dumb and hopefully gets fixed). If you initiate combat using your class spammable it should generate crux from initial cast, because it technically is putting you 'in combat'. So if you initiate combat using Runeblades (which makes sense) then you have to cast it FOUR TIMES to generate three crux.