Araneae6537 wrote: »I don’t think Arcanist is the strongest class in the Endless Archives or any content but rather seems balanced. Necro feels weakest of the different classes I’ve tried in EA as in all content. Sorc is frustrating once pets are near insta-killed (which should be fixed in addition to non-pet builds having viable heal and dps options). Dragonknight feels strong, and I don’t wish for that class to be nerfed any more than arcanist; rather I hope necro and sorc get some improvements and additional options for viable builds.
Seems balanced but you can push 1 button and out dps every other class....Right not to mention you slot the shield and you aint dying either...
Totally balanced.
Arcanist isnt op, that's why in all trifecta push score groups all dds are arcanists ( with 2 supports dk/sorc/necro okay )
IZZEFlameLash wrote: »Arcanist isnt op, that's why in all trifecta push score groups all dds are arcanists ( with 2 supports dk/sorc/necro okay )
Because the class is easy to play. And when you bring easy to play class for your trifectas, you tend to succeed that run more often. It allows DDs to actually die less because there's less things to keep in mind since bosses hit back unlike idle dummy that get parsed on. Flails + beam + ult combo is as easy as it gets to get reasonable DPS. But you still need trial gears and rotation mastery to hit top notch DPS that is on similar levels to other classes.
IZZEFlameLash wrote: »Arcanist isnt op, that's why in all trifecta push score groups all dds are arcanists ( with 2 supports dk/sorc/necro okay )
Because the class is easy to play. And when you bring easy to play class for your trifectas, you tend to succeed that run more often. It allows DDs to actually die less because there's less things to keep in mind since bosses hit back unlike idle dummy that get parsed on. Flails + beam + ult combo is as easy as it gets to get reasonable DPS. But you still need trial gears and rotation mastery to hit top notch DPS that is on similar levels to other classes.
No it because cleave damage on boss.
IZZEFlameLash wrote: »IZZEFlameLash wrote: »Arcanist isnt op, that's why in all trifecta push score groups all dds are arcanists ( with 2 supports dk/sorc/necro okay )
Because the class is easy to play. And when you bring easy to play class for your trifectas, you tend to succeed that run more often. It allows DDs to actually die less because there's less things to keep in mind since bosses hit back unlike idle dummy that get parsed on. Flails + beam + ult combo is as easy as it gets to get reasonable DPS. But you still need trial gears and rotation mastery to hit top notch DPS that is on similar levels to other classes.
No it because cleave damage on boss.
And yes, innate nature of their damage being AoE makes it so that you don't have to adjust in between fights. And how does their nature of damage being cleave make them OP? More than anything, other classes need their passives updated. Since some classes passives and skills are stuck way back in the beginning of the game or made worse since then because of all the nerf callings.
To start with, this is NOT a "please nerf" thread. I personally feel the arcanist is fine in strength and if anything needs to change the other classes should be brought up to it. That being said, after about 15 or so hours in Endless Archive on various classes it's definitely obvious that the Arcanist is much stronger than the other classes. We saw this with both the Warden and Necro when they came out, both classes were very strong initially before being toned down heaps. For necros they have probably gone from once being the strongest class to likely the weakest now. Sooo, how much longer do we have before we start seeing the same cycle with the Arcanist? Will we start to see it with the next major update or will we have another quarter to enjoy them?
IZZEFlameLash wrote: »IZZEFlameLash wrote: »Arcanist isnt op, that's why in all trifecta push score groups all dds are arcanists ( with 2 supports dk/sorc/necro okay )
Because the class is easy to play. And when you bring easy to play class for your trifectas, you tend to succeed that run more often. It allows DDs to actually die less because there's less things to keep in mind since bosses hit back unlike idle dummy that get parsed on. Flails + beam + ult combo is as easy as it gets to get reasonable DPS. But you still need trial gears and rotation mastery to hit top notch DPS that is on similar levels to other classes.
No it because cleave damage on boss.
And yes, innate nature of their damage being AoE makes it so that you don't have to adjust in between fights. And how does their nature of damage being cleave make them OP? More than anything, other classes need their passives updated. Since some classes passives and skills are stuck way back in the beginning of the game or made worse since then because of all the nerf callings.
francesinhalover wrote: »To start with, this is NOT a "please nerf" thread. I personally feel the arcanist is fine in strength and if anything needs to change the other classes should be brought up to it. That being said, after about 15 or so hours in Endless Archive on various classes it's definitely obvious that the Arcanist is much stronger than the other classes. We saw this with both the Warden and Necro when they came out, both classes were very strong initially before being toned down heaps. For necros they have probably gone from once being the strongest class to likely the weakest now. Sooo, how much longer do we have before we start seeing the same cycle with the Arcanist? Will we start to see it with the next major update or will we have another quarter to enjoy them?
Warden has been the worst dps on parsing since 2017. Still worse than necro
IZZEFlameLash wrote: »IZZEFlameLash wrote: »Arcanist isnt op, that's why in all trifecta push score groups all dds are arcanists ( with 2 supports dk/sorc/necro okay )
Because the class is easy to play. And when you bring easy to play class for your trifectas, you tend to succeed that run more often. It allows DDs to actually die less because there's less things to keep in mind since bosses hit back unlike idle dummy that get parsed on. Flails + beam + ult combo is as easy as it gets to get reasonable DPS. But you still need trial gears and rotation mastery to hit top notch DPS that is on similar levels to other classes.
No it because cleave damage on boss.
And yes, innate nature of their damage being AoE makes it so that you don't have to adjust in between fights. And how does their nature of damage being cleave make them OP? More than anything, other classes need their passives updated. Since some classes passives and skills are stuck way back in the beginning of the game or made worse since then because of all the nerf callings.
It's not just AoE. It's combionation of dmg, sustain and survivability. Arcanist have all of these aspects either the best or one of the best accros the board.
Just sustain alone is insane on arcanist compared to other classes. When other classes in oder to produce high numbers need to consume on average 2-3k reource per second when arcanist uses fatecarver he is consuming like 1k resource per second while also having lots of resource return.
Than there is shield on pragmatic fatecarver that can reach over 25k which adds tons of passive survivability when needed.
It's also worth to mention that even CP system is favouring arcanist because when other classes need to find balance between single target and AoE dmg, arcanist have way easier time with CP distribution due to the fact majority of his dmg is AoE DoT.
As it is right now fatecarver is extremly overloaded ability that combineds too many things at once.
IZZEFlameLash wrote: »IZZEFlameLash wrote: »IZZEFlameLash wrote: »Arcanist isnt op, that's why in all trifecta push score groups all dds are arcanists ( with 2 supports dk/sorc/necro okay )
Because the class is easy to play. And when you bring easy to play class for your trifectas, you tend to succeed that run more often. It allows DDs to actually die less because there's less things to keep in mind since bosses hit back unlike idle dummy that get parsed on. Flails + beam + ult combo is as easy as it gets to get reasonable DPS. But you still need trial gears and rotation mastery to hit top notch DPS that is on similar levels to other classes.
No it because cleave damage on boss.
And yes, innate nature of their damage being AoE makes it so that you don't have to adjust in between fights. And how does their nature of damage being cleave make them OP? More than anything, other classes need their passives updated. Since some classes passives and skills are stuck way back in the beginning of the game or made worse since then because of all the nerf callings.
It's not just AoE. It's combionation of dmg, sustain and survivability. Arcanist have all of these aspects either the best or one of the best accros the board.
Just sustain alone is insane on arcanist compared to other classes. When other classes in oder to produce high numbers need to consume on average 2-3k reource per second when arcanist uses fatecarver he is consuming like 1k resource per second while also having lots of resource return.
Than there is shield on pragmatic fatecarver that can reach over 25k which adds tons of passive survivability when needed.
It's also worth to mention that even CP system is favouring arcanist because when other classes need to find balance between single target and AoE dmg, arcanist have way easier time with CP distribution due to the fact majority of his dmg is AoE DoT.
As it is right now fatecarver is extremly overloaded ability that combineds too many things at once.
CP points distribution goes to whatever the class's primary viable defenses and offenses are. No one is having harder time deciding which points goes where with CP than other classes really. If someone does, that just means the person is playing the class without much knowledge of the class. Non-beginner wouldn't make a pvp NB or Sorc investing in DoT and AoE damage boost CPs when their class is all about direct, single target damage. Also, non-beginner player wouldn't make a PvE build without actually taking a look at what skills are their main sources of damage
Also, Fatecarver isn't really overloaded. It isn't stacked with named buffs as secondary like many of NB skills. All it does is damage that one can miss because it needs to be aimed. You can actually miss the damage on a boss that is just banging on your tank because for some reason, your aim apparently isn't targetting the boss despite looking straight at it.
Shield on Fatecarver isn't a strange thing. Almost every single offensive channel time skills have some sort of healing and/or damage reduction attached to them with the exception of Soul Assault (but then, it does force your opponent into blocking or kiting with fairly high damage). Shield is another form of damage mitigation in the game that hadn't been used by ZOS before on channel time skills and is thematic to the class. It is consistent with other channel skills in the game.
Sustain, I don't know. This is too subjective for the most part, because it depends on the player's resource management skills as I've come to learn. Not everyone can sustain equally on the same recovery number. So, due to 'your experience may vary' factor, won't comment further than this.
IZZEFlameLash wrote: »IZZEFlameLash wrote: »IZZEFlameLash wrote: »Arcanist isnt op, that's why in all trifecta push score groups all dds are arcanists ( with 2 supports dk/sorc/necro okay )
Because the class is easy to play. And when you bring easy to play class for your trifectas, you tend to succeed that run more often. It allows DDs to actually die less because there's less things to keep in mind since bosses hit back unlike idle dummy that get parsed on. Flails + beam + ult combo is as easy as it gets to get reasonable DPS. But you still need trial gears and rotation mastery to hit top notch DPS that is on similar levels to other classes.
No it because cleave damage on boss.
And yes, innate nature of their damage being AoE makes it so that you don't have to adjust in between fights. And how does their nature of damage being cleave make them OP? More than anything, other classes need their passives updated. Since some classes passives and skills are stuck way back in the beginning of the game or made worse since then because of all the nerf callings.
It's not just AoE. It's combionation of dmg, sustain and survivability. Arcanist have all of these aspects either the best or one of the best accros the board.
Just sustain alone is insane on arcanist compared to other classes. When other classes in oder to produce high numbers need to consume on average 2-3k reource per second when arcanist uses fatecarver he is consuming like 1k resource per second while also having lots of resource return.
Than there is shield on pragmatic fatecarver that can reach over 25k which adds tons of passive survivability when needed.
It's also worth to mention that even CP system is favouring arcanist because when other classes need to find balance between single target and AoE dmg, arcanist have way easier time with CP distribution due to the fact majority of his dmg is AoE DoT.
As it is right now fatecarver is extremly overloaded ability that combineds too many things at once.
CP points distribution goes to whatever the class's primary viable defenses and offenses are. No one is having harder time deciding which points goes where with CP than other classes really. If someone does, that just means the person is playing the class without much knowledge of the class. Non-beginner wouldn't make a pvp NB or Sorc investing in DoT and AoE damage boost CPs when their class is all about direct, single target damage. Also, non-beginner player wouldn't make a PvE build without actually taking a look at what skills are their main sources of damage
Also, Fatecarver isn't really overloaded. It isn't stacked with named buffs as secondary like many of NB skills. All it does is damage that one can miss because it needs to be aimed. You can actually miss the damage on a boss that is just banging on your tank because for some reason, your aim apparently isn't targetting the boss despite looking straight at it.
Shield on Fatecarver isn't a strange thing. Almost every single offensive channel time skills have some sort of healing and/or damage reduction attached to them with the exception of Soul Assault (but then, it does force your opponent into blocking or kiting with fairly high damage). Shield is another form of damage mitigation in the game that hadn't been used by ZOS before on channel time skills and is thematic to the class. It is consistent with other channel skills in the game.
Sustain, I don't know. This is too subjective for the most part, because it depends on the player's resource management skills as I've come to learn. Not everyone can sustain equally on the same recovery number. So, due to 'your experience may vary' factor, won't comment further than this.
The difference is that most classes have way less distinctive primary sources of dmg. When other classes have like 50/50, 60/40 or 70/30 split between AoE and single target or between DoT and direct dmg arcanist deals around 90% dmg as AoE and around 90% dmg as DoT so it's becoming way easier for him to buff his dmg through CPs because 2 specific slotable perks will be buffing more than 90% of his dmg when for other classes 2 specific slotable perks will be buffing maybe 70% of their dmg. Arcanist is literally getting 1 slottable perk for free simply because biting aura and thaumaturge for him works as good or even better than biting aura+thaumaturge+master at arms/deadly aim for other classes.
Fatecarver is overloaded. It's highest AoE+single target dmg, ranged ability with extremly low cost that can be also used as defensive tool with pragmatic fatecarver morph. Thing with named buffs is that in group content You will be getting most of the important named buffs anyway. This is why mentioned by You nb despite having tons of named buffs is now considered as one of the weakest group content DDs, because he is lacking unique features. Features that fatecarver is full of. Oh and guess what every ability needs to be aimed fatecarver just have different rules for aiming that are really not hard to learn.
Shield on a chanell ability is not consistant with other chanell skills in the game. Not 25k+ shield atleast. The difference between healing or dmg reduction on other chanelled abilities and fatecarver is that shield is Your HP extension. If You are about to take 40k hit that small dmg reduction or healing will do nothing for You but 25k shield will allow You to facetank that hit. And funnily enough arcanist also have healing on a flail.
If You want to produce high numbers You need to consume certain amount of resources and that's a fact. Resource managment can be subjective but arcanist is objectively way easier to manage resources than any other class as DD simply because fatacerver is extra cheap to use. Players resource managment skills won't change the fact that in order to produce high numbers You will have to use skills that cost 2-3k almost every second on every class except arcanist. That also gives arcanist way more freedom to micromanage sets like coral riptide.
This is obviously low MMR since it's a brand new character. But this is my first instance of PVPing on arcanist. I have 42k health in BGs pushing 2-3M damage most games, effortlessly surviving everything. When I say effortless, I mean that I can survive an entire team hitting me without ever feeling like I'm at risk of dying. By the way, I'm running full damage sets. Damage 5 PC on the body, mdw front, vat ice back, maarselok, 1 druid 1 trainee, DDF.
Defensively, the class is broken. Easily the tankiest thing in the game from a PVP perspective. Offensively it's not the best in PVP - but in PVE it's a strong DPS and by far the easiest spec to DPS on.
It needs defensive nerfs. The shield ultimate needs to be re evaluated, and the impervious runeward morph absolutely needs to be nerfed. I know that PVE tank players aren't going to like me saying this, but shields or heals that scale with max HP promote an extremely unhealthy PVP meta that encourages players to build as tanky as possible while sourcing all their damage from proc sets, dots, and status effects. This needs to be addressed.
MudcrabAttack wrote: »Currently one beam cast replaces the perfect execution of light attack, skill, light attack, skill, light attack, skill, light attack, skill, light attack, skill. The main reason it could feel OP is it provides max efficiency in one button press, the other option of light attack weaving every second can add fractions of a second between all the skills and drop DPS
OtarTheMad wrote: »Well first off you, like you mentioned, are in low MMR matches which for those who do not understand what that means… it means that a good player could walk into a low MMR match with divines light armor and probably tank a ton of damage because low MMR usually means players who don’t know battlegrounds or pvp and don’t have the right builds for it. Also, you are wearing the completely broken meta sets so that really skews the numbers.
OtarTheMad wrote: »I do agree that Arcanist is tanky, probably the 2nd or third best tank in the game, and I do agree that the shield ultimate needs to be adjusted but I disagree with Imprevious and things being based on HP. It’s really hard to base any opinion on Arcanist when anyone is wearing those broken sets. The same thing happened with Necro and harmony bombing. Everyone complained about necro bombers and then harmony got nerfed but so did the self-synergy grave robber and now the ability is trash. All because some didn’t understand that it was harmony that made that so great, not necro. Hell, players were also bombing with Templar Nova LoL.
I disagree. Rather than buffing proc sets and unmitigable free damage, which are things that are exacerbating the current disgusting meta we have, why not address the actual issue which is that max health is too high in PVP and health scaling defenses are too effective?OtarTheMad wrote: »I think there could be more things in the game to combat things based on health builds. Maybe buff oblivion damage a bit, buff Hrothgar set a bit, that new set that gives pen to you when hitting players blocking could be buffed too. Players also sometimes have to learn that it’s okay to have different builds and bars for different situations in PvP.
@React
You've shown us that; a highly skilled, high performing player with OP sets, absolutely smoked a lot of "green players."
Could arguably do that with any class.
I'm more concerned with the couple of deaths you had. WTH happened?? You must have got knocked off a ledge or mouse died.
Arcanist isn't an OP class in any way is it? They are tough to kill in PvP, but they are tough to get decent dps out of at the same time. So it's pretty balanced class isn't it?
OtarTheMad wrote: »Well first off you, like you mentioned, are in low MMR matches which for those who do not understand what that means… it means that a good player could walk into a low MMR match with divines light armor and probably tank a ton of damage because low MMR usually means players who don’t know battlegrounds or pvp and don’t have the right builds for it. Also, you are wearing the completely broken meta sets so that really skews the numbers.
This whole statement is inaccurate. It doesn't matter how good you are, if you're getting hit by 4 people in no CP while wearing light divines you will instantly die.
Furthermore, suggesting that "the data is skewed because you're wearing meta sets" doesn't make any sense. I'm wearing meta damage sets, and the part of the class that is broken is the defensive side. Have you tried playing solo wearing full damage on any other class recently? It is extremely difficult to survive any outnumbered scenario without serious investment into defense right now, because of the absurd amount of free damage present from status effects, proc sets, dots, ele susc, etc. If I were to take this build on any other class into the same battleground environment, with many of those classes being ones I have thousands of hours on instead of the one hour I spent on these BG games, I'd have had probably 10+ deaths.OtarTheMad wrote: »I do agree that Arcanist is tanky, probably the 2nd or third best tank in the game, and I do agree that the shield ultimate needs to be adjusted but I disagree with Imprevious and things being based on HP. It’s really hard to base any opinion on Arcanist when anyone is wearing those broken sets. The same thing happened with Necro and harmony bombing. Everyone complained about necro bombers and then harmony got nerfed but so did the self-synergy grave robber and now the ability is trash. All because some didn’t understand that it was harmony that made that so great, not necro. Hell, players were also bombing with Templar Nova LoL.
What experience exactly are you basing this claim of it being the "2nd or 3rd best tank in the game" on? I have played 4 classes solo open world this patch. Arcanist, NB, DK, and sorc. I am running 1-3 defensive sets on all 3 of the other classes, and I have thousands of hours of experience on all of them - and surviving on any of those classes compared to my arcanist who is wearing 0 defensive sets is night and day. I can effortlessly face tank people and make infinite mistakes on the arcanist because the classes defenses are so strong. I make one mistake on NB or sorc and I die, and my DK who is wearing thrassians, kynmarchers, trickery, and bloodspawn in 4 pieces of heavy armor isn't even half as tanky as my full damage arcanist.
I just don't know how anybody with actual PVP experience could state that health scaling heals/wards aren't completely broken. Arcanist is the hardest thing to kill because you can run 40k hp with a health scaling ward that makes you effectively have 60k hp, and heals that scale off that health as well. You know what the next hardest thing to kill after any given 40k+ hp arcanist is? A 40k+ hp warden using polar wind, another health scaling heal.I disagree. Rather than buffing proc sets and unmitigable free damage, which are things that are exacerbating the current disgusting meta we have, why not address the actual issue which is that max health is too high in PVP and health scaling defenses are too effective?OtarTheMad wrote: »I think there could be more things in the game to combat things based on health builds. Maybe buff oblivion damage a bit, buff Hrothgar set a bit, that new set that gives pen to you when hitting players blocking could be buffed too. Players also sometimes have to learn that it’s okay to have different builds and bars for different situations in PvP.@React
You've shown us that; a highly skilled, high performing player with OP sets, absolutely smoked a lot of "green players."
Could arguably do that with any class.
You say this, but I don't think you have the experience to back it up. Speaking as that player, I would not have gotten these same scoreboards on other classes.I'm more concerned with the couple of deaths you had. WTH happened?? You must have got knocked off a ledge or mouse died.
So you agree then, the class is nearly unkillable. Great.
OtarTheMad wrote: »Arcanist isn't an OP class in any way is it? They are tough to kill in PvP, but they are tough to get decent dps out of at the same time. So it's pretty balanced class isn't it?
This is how I kind of feel. I feel the class is pretty balanced except for the shield ultimate. Everything that is powerful has a downside already.
Billium813 wrote: »OtarTheMad wrote: »Arcanist isn't an OP class in any way is it? They are tough to kill in PvP, but they are tough to get decent dps out of at the same time. So it's pretty balanced class isn't it?
This is how I kind of feel. I feel the class is pretty balanced except for the shield ultimate. Everything that is powerful has a downside already.
What's the downside of Fatecarver? I suggest you not say damage without crux. It's comparable to Biting Jabs, but has a 22m range and an entire 4 second channel. I think Templars would kill for that version of Jabs.
OtarTheMad wrote: »Billium813 wrote: »OtarTheMad wrote: »Arcanist isn't an OP class in any way is it? They are tough to kill in PvP, but they are tough to get decent dps out of at the same time. So it's pretty balanced class isn't it?
This is how I kind of feel. I feel the class is pretty balanced except for the shield ultimate. Everything that is powerful has a downside already.
What's the downside of Fatecarver? I suggest you not say damage without crux. It's comparable to Biting Jabs, but has a 22m range and an entire 4 second channel. I think Templars would kill for that version of Jabs.
In PvE, Fatecarver is the bread and butter of the damage... it is all Arcanist needs... but see that's the problem... it's all Arcanist has. Runeblades is average at best, dps are forced to use it for crux, abyssal impact is good for the ink deduff but as a spammable is rather clunky and as an execute is below average. Imperfect ring is also only a PvE ability really, so you see... without Fatecarver Arcanist is just as bad as Necromancer. Imagine a class that's dps is so reliant on ONE skill. If it's nerfed, Arcanists are RIP.
Billium813 wrote: »OtarTheMad wrote: »Billium813 wrote: »OtarTheMad wrote: »Arcanist isn't an OP class in any way is it? They are tough to kill in PvP, but they are tough to get decent dps out of at the same time. So it's pretty balanced class isn't it?
This is how I kind of feel. I feel the class is pretty balanced except for the shield ultimate. Everything that is powerful has a downside already.
What's the downside of Fatecarver? I suggest you not say damage without crux. It's comparable to Biting Jabs, but has a 22m range and an entire 4 second channel. I think Templars would kill for that version of Jabs.
In PvE, Fatecarver is the bread and butter of the damage... it is all Arcanist needs... but see that's the problem... it's all Arcanist has. Runeblades is average at best, dps are forced to use it for crux, abyssal impact is good for the ink deduff but as a spammable is rather clunky and as an execute is below average. Imperfect ring is also only a PvE ability really, so you see... without Fatecarver Arcanist is just as bad as Necromancer. Imagine a class that's dps is so reliant on ONE skill. If it's nerfed, Arcanists are RIP.
Just FYI, I'm not discussing PvP. I know there is some cross discussion here, so its fine. My experience with Arcanist in PvP is that I get stun locked and can't break free and destroyed... that might not be current Arcanist, idk.
For PvE, I feel like we've been here before with Templar. When Jabs is too strong, it's all Templar does and all it needs. They nerf Jabs and the community cries out, the death of the class is cried from the mountain tops. But they do attempt to distribute that power elsewhere. I just see similarities in both Jabs and Fatecarver, in Arcanist and Templar. Radiant Destruction is another similarity. There's been much call for redistributing the power of that Skill elsewhere in Templars kit and I would welcome the same for Fatecarver.
OtarTheMad wrote: »Billium813 wrote: »OtarTheMad wrote: »Billium813 wrote: »OtarTheMad wrote: »Arcanist isn't an OP class in any way is it? They are tough to kill in PvP, but they are tough to get decent dps out of at the same time. So it's pretty balanced class isn't it?
This is how I kind of feel. I feel the class is pretty balanced except for the shield ultimate. Everything that is powerful has a downside already.
What's the downside of Fatecarver? I suggest you not say damage without crux. It's comparable to Biting Jabs, but has a 22m range and an entire 4 second channel. I think Templars would kill for that version of Jabs.
In PvE, Fatecarver is the bread and butter of the damage... it is all Arcanist needs... but see that's the problem... it's all Arcanist has. Runeblades is average at best, dps are forced to use it for crux, abyssal impact is good for the ink deduff but as a spammable is rather clunky and as an execute is below average. Imperfect ring is also only a PvE ability really, so you see... without Fatecarver Arcanist is just as bad as Necromancer. Imagine a class that's dps is so reliant on ONE skill. If it's nerfed, Arcanists are RIP.
Just FYI, I'm not discussing PvP. I know there is some cross discussion here, so its fine. My experience with Arcanist in PvP is that I get stun locked and can't break free and destroyed... that might not be current Arcanist, idk.
For PvE, I feel like we've been here before with Templar. When Jabs is too strong, it's all Templar does and all it needs. They nerf Jabs and the community cries out, the death of the class is cried from the mountain tops. But they do attempt to distribute that power elsewhere. I just see similarities in both Jabs and Fatecarver, in Arcanist and Templar. Radiant Destruction is another similarity. There's been much call for redistributing the power of that Skill elsewhere in Templars kit and I would welcome the same for Fatecarver.
Fair enough about PvP. I have trouble with stuns too but it’s more about lag and skill delay. If break free worked like it does in PvE then stuns wouldn’t be as big a pain.
The issue with the Templar nerf is it just takes ZOS too long to balance out the class. It’s still hurting along with Necro. I fear the same will happen to Arcanist. They will either nerf it and take years to rediscover/redistribute the balance or they will do what they did to necro which is basically just nerf it then take behind the barn and shoot it.
So that’s why I say it’s okay if Arcanist is easier to do dps on, that helps the game. There is nothing wrong with something being easier as I don’t see how it affects the game in a bad way. Sure, ZOS could work on those other abilities so that if Fatecarver is ever nerfed Arcanist isn’t completely screwed but I truly hope it’s never touched.