Kinda seems like the Crux mechanic hasn't been taken to very well by the playerbase. I also wouldn't mind it just going away. Even being level 50 and fully (normally) buffed Fatecarver doesn't do actual good damage unless you've spent three Crux on cast.
Runemend cost far to much for how little it actually heals when compared to other classes heals.
Zodiarkslayer wrote: »Runemend cost far to much for how little it actually heals when compared to other classes heals.
???
My Runemend heals for over 20,7k, not counting the 7,7k HoT after the burst.
Is that not enough?
And the cost is standardized among class burst heals, isn't it? They all cost the same, right? 4590 Magicka, if I am not mistaken.
LittlePinkDot wrote: »Zodiarkslayer wrote: »Runemend cost far to much for how little it actually heals when compared to other classes heals.
???
My Runemend heals for over 20,7k, not counting the 7,7k HoT after the burst.
Is that not enough?
And the cost is standardized among class burst heals, isn't it? They all cost the same, right? 4590 Magicka, if I am not mistaken.
But healing is nerfed in PvP.
And you need 3 Crux to get the maximum heal.
If somebody bursts your health down and forces you to use 3 Crux on that Rune ward, now you don't have 3 Crux to heal with or 3 Crux to attack with fatecarver.
Also if you get to attack first and you miss, now you don't have Crux left to attack with and they will counter attack and you will be defenseless.
Monsters in dungeons are too dumb.
A real human being can clearly see when you have 3 Crux or not, and act accordingly.
Zodiarkslayer wrote: »LittlePinkDot wrote: »Zodiarkslayer wrote: »Runemend cost far to much for how little it actually heals when compared to other classes heals.
???
My Runemend heals for over 20,7k, not counting the 7,7k HoT after the burst.
Is that not enough?
And the cost is standardized among class burst heals, isn't it? They all cost the same, right? 4590 Magicka, if I am not mistaken.
But healing is nerfed in PvP.
And you need 3 Crux to get the maximum heal.
If somebody bursts your health down and forces you to use 3 Crux on that Rune ward, now you don't have 3 Crux to heal with or 3 Crux to attack with fatecarver.
Also if you get to attack first and you miss, now you don't have Crux left to attack with and they will counter attack and you will be defenseless.
Monsters in dungeons are too dumb.
A real human being can clearly see when you have 3 Crux or not, and act accordingly.
Wha...?
Runemend generates Crux...
Zodiarkslayer wrote: »Runemend cost far to much for how little it actually heals when compared to other classes heals.
???
My Runemend heals for over 20,7k, not counting the 7,7k HoT after the burst.
Is that not enough?
And the cost is standardized among class burst heals, isn't it? They all cost the same, right? 4590 Magicka, if I am not mistaken.
kynesgrove wrote: »Arcanist has ruined the other classes for me.
RaddlemanNumber7 wrote: »I do overland questing mostly. Arcanist skills don't suit my play style. I prefer big damage, up-front - a sudden impact combo that will kill overland mobs in a couple of seconds. Arcanist needs to build crux, casting 3 or 4 spells per encounter before they can do their best damage. Making crux drop off after 30 seconds has made that worse.
The 4 second channel for Fate Carver feels clumsy.
And that's fine, they can play something else. ZOS said they created Arcanist to be different than all the other classes, if people don't like it, they can play the other classes.
LittlePinkDot wrote: »Zodiarkslayer wrote: »LittlePinkDot wrote: »Zodiarkslayer wrote: »Runemend cost far to much for how little it actually heals when compared to other classes heals.
???
My Runemend heals for over 20,7k, not counting the 7,7k HoT after the burst.
Is that not enough?
And the cost is standardized among class burst heals, isn't it? They all cost the same, right? 4590 Magicka, if I am not mistaken.
But healing is nerfed in PvP.
And you need 3 Crux to get the maximum heal.
If somebody bursts your health down and forces you to use 3 Crux on that Rune ward, now you don't have 3 Crux to heal with or 3 Crux to attack with fatecarver.
Also if you get to attack first and you miss, now you don't have Crux left to attack with and they will counter attack and you will be defenseless.
Monsters in dungeons are too dumb.
A real human being can clearly see when you have 3 Crux or not, and act accordingly.
Wha...?
Runemend generates Crux...
Look at the passives
Generating a Crux after I already needed 3 Crux is almost useless.
And its still too expensive. It sucks that it uses whichever resource is higher. I need my stamina for attacking. I want to use magicka for healing.
Need to have restoration staff back bar to get a magicka based heal.
Would've prefered a frost staff back bar for weakness to elements.
NordSwordnBoard wrote: »LittlePinkDot wrote: »Zodiarkslayer wrote: »LittlePinkDot wrote: »Zodiarkslayer wrote: »Runemend cost far to much for how little it actually heals when compared to other classes heals.
???
My Runemend heals for over 20,7k, not counting the 7,7k HoT after the burst.
Is that not enough?
And the cost is standardized among class burst heals, isn't it? They all cost the same, right? 4590 Magicka, if I am not mistaken.
But healing is nerfed in PvP.
And you need 3 Crux to get the maximum heal.
If somebody bursts your health down and forces you to use 3 Crux on that Rune ward, now you don't have 3 Crux to heal with or 3 Crux to attack with fatecarver.
Also if you get to attack first and you miss, now you don't have Crux left to attack with and they will counter attack and you will be defenseless.
Monsters in dungeons are too dumb.
A real human being can clearly see when you have 3 Crux or not, and act accordingly.
Wha...?
Runemend generates Crux...
Look at the passives
Generating a Crux after I already needed 3 Crux is almost useless.
And its still too expensive. It sucks that it uses whichever resource is higher. I need my stamina for attacking. I want to use magicka for healing.
Need to have restoration staff back bar to get a magicka based heal.
Would've prefered a frost staff back bar for weakness to elements.
Have you tried mag recovery food with stam pots, or vice versa? I have about 1 or 2k more mag than stam so my hybrid skills are magic and get my breton bonuses. With buffs up you get your crux back really fast, I only hold back on fate carver to make sure it has 3 before cast. I'm happy to use crux to add a heal to my shield on the same cast, can't use saved crux when dead.
RaddlemanNumber7 wrote: »Disappointed is the word. I do overland questing mostly. Arcanist skills don't suit my play style. I prefer big damage, up-front - a sudden impact combo that will kill overland mobs in a couple of seconds. Arcanist needs to build crux, casting 3 or 4 spells per encounter before they can do their best damage. Making crux drop off after 30 seconds has made that worse.
The 4 second channel for Fate Carver feels clumsy.
The 5 x 15 AoE used for Arcanist abilities is not so good as the cones or character-centred circles used by other other classes. It's easy to miss outliers in a trash pack with tentacles and Fate Carver.
I benched my Arcanist. My 18 other characters are all more fun to play.
RaddlemanNumber7 wrote: »Disappointed is the word. I do overland questing mostly. Arcanist skills don't suit my play style. I prefer big damage, up-front - a sudden impact combo that will kill overland mobs in a couple of seconds. Arcanist needs to build crux, casting 3 or 4 spells per encounter before they can do their best damage. Making crux drop off after 30 seconds has made that worse.
The 4 second channel for Fate Carver feels clumsy.
The 5 x 15 AoE used for Arcanist abilities is not so good as the cones or character-centred circles used by other other classes. It's easy to miss outliers in a trash pack with tentacles and Fate Carver.
I benched my Arcanist. My 18 other characters are all more fun to play.
Wait, are you not 1-2 tapping overland mobs with runeblades? (just like any other spamable in the game)
as for the laser, you know you can block cancel the channel at any point, right? also it's 22x3 AOE
The 5x15 AOE is the tenticles which are best saved for debuffing big stuff, like world bosses so they melt just that little bit faster
Don't really see the argument since the beam will nuke any overland mob in like 2 ticks so under a second leaving you with another 4 seconds to just aim at whatever is left.
Far as runeblades are concerned probs could use a slight buff tbh no one is really using them over flail or beam in any serious content
RaddlemanNumber7 wrote: »RaddlemanNumber7 wrote: »Disappointed is the word. I do overland questing mostly. Arcanist skills don't suit my play style. I prefer big damage, up-front - a sudden impact combo that will kill overland mobs in a couple of seconds. Arcanist needs to build crux, casting 3 or 4 spells per encounter before they can do their best damage. Making crux drop off after 30 seconds has made that worse.
The 4 second channel for Fate Carver feels clumsy.
The 5 x 15 AoE used for Arcanist abilities is not so good as the cones or character-centred circles used by other other classes. It's easy to miss outliers in a trash pack with tentacles and Fate Carver.
I benched my Arcanist. My 18 other characters are all more fun to play.
Wait, are you not 1-2 tapping overland mobs with runeblades? (just like any other spamable in the game)
as for the laser, you know you can block cancel the channel at any point, right? also it's 22x3 AOE
The 5x15 AOE is the tenticles which are best saved for debuffing big stuff, like world bosses so they melt just that little bit faster
Overland trash packs are often 3 mobs. Using runeblades would take at least 6 shots, 2 each, and they get a chance to fight back. Not my style.
Sudden impact is the thing. I use Oakensoul builds with AoE abilites and a proc set. Then, for example, Blastbones + Stampede(Crit Rush) + selistrix takes down the whole pack, and they're dead before they can do anything. 60K mobs like Trolls may occasionally require one swing of Brawler to finish them off.
The crux mechanic is awful.
Just balance the skills to be in line with other skills without crux and delete it. You'll never balance the class for PvP with it. Ever. The base will either be too strong that with crux it'll be broken, or be so weak that without crux it's a useless skill.
In PvE, planning crux consumption is fine. It's manageable and works (although getting 3 crux, channel beam for .5 seconds and then needing to block is annoying).
But PvP is too reactive. I save my crux to burst someone down, but they survive and hit me big. I now have no crux to get a good heal and recover. Or I save my crux for defence only, but then my class skills hit like noodles so I have to use weapon skills. But other classes use them better, so what's the point.
The portal is bad in PvP. I don't see any use. It moves you 5 foot and then you wait 5 seconds. What's the point. Mist formis better. Or just a speed buff that does something else (like RAT).
The tentacle is awful. It's clunky, can't be cast while rolling and has to be bugged that the execute damage isn't scaling. I was hitting people on 10% health for like 3k max, with 6k spell damage and 10k+ pen. Bae space in PvP is premium, so I can't justify it for the 5% damage increase either.
I tried PvE tanking on it though and it's very good. Enjoyable to play, has good group buffs and survives well. I did vet MoS and LoM on it as my first two dungeons to tank. And I've never tanked them ever, on any class. Did absolutely fine with no healer and helped keep group alive with shields and bits of healing.