FuryOfTyphon wrote: »CameraBeardThePirate wrote: »
Bone Armor - Change Minor Resolve to something else since Vigor already has Minor Resolve, for example Minor Vitality it will be useful for pve and pvp
Uh no. Keep Minor Resolve on Armor. Not being forced to run Vigor is one of the biggest buffs Necro is receiving this patch. Bar space is critical on Necro, and the actual heal from Vigor isn't necessary because you have a myriad of other great healing options.
Umm no. Terrible Take.
If you are a PvPer and you dont have vigor on, you are nerfing yourself for absolutely no reason.
If you are a PvE DPS, you dont need an armor buff, but you're complaining about bar space?
Put Vigor on, have a heal + Minor Resolve.
If you are a PvE Tank/Heals, you should have vigor on for the heal, for the Resolve or to proc Powerful Assault.
Vigor is one of the best heals in the game in any form of content, and should be on most builds.
Having Minor Protection or Vitality would be more useful in nearly every situation.
spaceghost8 wrote: »
Changing the Necro death knell passive to grant a base 5% crit chance for each grave lord ability slotted instead of 10% for each ability slotted against enemies under 25% health would be a great boost for the Necro
spaceghost8 wrote: »
Changing the Necro death knell passive to grant a base 5% crit chance for each grave lord ability slotted instead of 10% for each ability slotted against enemies under 25% health would be a great boost for the Necro
It sounds great, but 5% crit chance is too much, 2% will be good.
FuryOfTyphon wrote: »CameraBeardThePirate wrote: »
Bone Armor - Change Minor Resolve to something else since Vigor already has Minor Resolve, for example Minor Vitality it will be useful for pve and pvp
Uh no. Keep Minor Resolve on Armor. Not being forced to run Vigor is one of the biggest buffs Necro is receiving this patch. Bar space is critical on Necro, and the actual heal from Vigor isn't necessary because you have a myriad of other great healing options.
Umm no. Terrible Take.
If you are a PvPer and you dont have vigor on, you are nerfing yourself for absolutely no reason.
If you are a PvE DPS, you dont need an armor buff, but you're complaining about bar space?
Put Vigor on, have a heal + Minor Resolve.
If you are a PvE Tank/Heals, you should have vigor on for the heal, for the Resolve or to proc Powerful Assault.
Vigor is one of the best heals in the game in any form of content, and should be on most builds.
Having Minor Protection or Vitality would be more useful in nearly every situation.
Skjaldbjorn wrote: »spaceghost8 wrote: »
Changing the Necro death knell passive to grant a base 5% crit chance for each grave lord ability slotted instead of 10% for each ability slotted against enemies under 25% health would be a great boost for the Necro
It sounds great, but 5% crit chance is too much, 2% will be good.
Yeah this kind of ignores the fact that crit damage is super easy to cap (in structured PVE content) and has a very clear cap where going over gets you nothing. Crit is good up to like ~90%, so giving crit in a passive is massively powerful compare to crit damage.
Skjaldbjorn wrote: »MashmalloMan wrote: »Regarding Warden changes I like the general direction taken this patch, but it's half baked. Stam warden has been forgotten in an effort to make frost staff warden viable. Always 2 steps forward, 1 step back.
The idea of class passives being attached to a weapon never made any sense, but it was necessary to prop up frost staff because it lacks damage passives. Look at sorc and dk, they lean more towards the shock and fire staves, but nothing in their kit specifically states the requirement.
Ice staff needs the same warden treatment relating to a health threshold that gives tank or DPS based passives. This is brilliant and fixes a long standing issue. Although, 30k is way too little, it should be at least 35-40k. A pve tank can easily hit this, pretty much all PVP builds use at least 30k hp as a baseline so it's not much of a choice. The only place you have below 30k is pve dps.
Changes like these are needed for destro staff:
- "When health above 40,000 increase block mitigation and reduce block cost. When health below 40,000 increase crit chance by 6%."
- "When health above 40,000 fully charged heavy attacks grant a damage shield. When health below 40,000 fully charged heavy attacks spawn an ice spike that deals x damage and slows nearby enemies."
- "Chilled status effect now always applies minor brittle without the need of an ice staff equiped." Since ice staff now has its own damage passives, it no longer requires a unique debuff that can now be obtained by many other sources like sets and arcanist.
Gonna disagree with you on a few points.
1. Staves absolutely should not have a crit passive until the 2h line does.
2. 40k is too high for PVE tanks. Many tanks find the sweet spot to be in the 35-38k range depending on content. ~32k is about right.
3. Stam Warden is directly helped with this change, so not sure why you're saying they're forgotten. Unless you mean by the former iteration that force ice staves, then I'd agree obviously.
MashmalloMan wrote: »3. Yes. I'm saying the current design forgot about stam warden, which is probably why the new design is being implemented, but now it's forgetting ice staff needs that extra bonus to make it viable for warden. The first solution is updating staves like I suggested, but I'd also prefer them to move back to a frost damage bonus rather than a general bonus. Something like bleed/frost damage +5% to parallel how well dk/sorc are designed.
Buff nova and increase brightness please.
Call down THE sun, dealing 125000 Sun Damage every 1 second for 8 seconds to enemies in the ZONE and afflicting them with SUNBURN, reducing them to ash if they are a vampire. An ally near the SUN can activate the Gravity Crush synergy, dealing 250000 Omega Sun Damage to all enemies in Tamriel and stunning them for 5 seconds.
I know you’re being facetious, but Nova, among other never used Templar skills are terrible and could use a rework.
There are maybe 5/32 Templar skills that are weighted well enough to be worth using…
Radiant Glory
Total Dark
Extended Ritual
Honor the Dead
Restoring Rune
Everything else? There are better options either through Scribing, generic skill lines, or on other classes.
Joy_Division wrote: »About Arcanist's Abyssal Impact morphs, the nerf was not necessary.
The problem here is these two morphs are not competing with each other. Tentacular Dread competes with Fatecarver.
Cephaliarch's Flail builds crux. Tentacular Dread consumes it. I don't use Cephaliarch's because it is always better. I use it because it does not consume Crux. If I am beaming, I will never use Tentacular Dread not matter how much the other morph is nerfed (because I will use the unspectacular Runeblades to build Crux).
If the reason is Arcanists are already broken for DPS, then say that in the actual explanation, rather than a Red Herrring about morph choices. And then resolve the actual issue: the combination of specific gear combination of Deadly and Velothi coupled with the centerpiece of class's damage: the Beam. After all, that is what is competing with the Tentacular Dread morph that nobody uses.
Arcanist already have zero delayed burst skills in their kit, thus making them proc Bots for PvP. Cephaliarch's nerf will just unnecessarily hurt Arcanists - who nobody fears offensively in PvP - who actually want to use that morph for PvP.
Not necessary and the wrong approach to making the other morph desirable.
Pretty much this.
It's the fact one generates and the other consumes.
Yamenstein wrote: »Joy_Division wrote: »About Arcanist's Abyssal Impact morphs, the nerf was not necessary.
The problem here is these two morphs are not competing with each other. Tentacular Dread competes with Fatecarver.
Cephaliarch's Flail builds crux. Tentacular Dread consumes it. I don't use Cephaliarch's because it is always better. I use it because it does not consume Crux. If I am beaming, I will never use Tentacular Dread not matter how much the other morph is nerfed (because I will use the unspectacular Runeblades to build Crux).
If the reason is Arcanists are already broken for DPS, then say that in the actual explanation, rather than a Red Herrring about morph choices. And then resolve the actual issue: the combination of specific gear combination of Deadly and Velothi coupled with the centerpiece of class's damage: the Beam. After all, that is what is competing with the Tentacular Dread morph that nobody uses.
Arcanist already have zero delayed burst skills in their kit, thus making them proc Bots for PvP. Cephaliarch's nerf will just unnecessarily hurt Arcanists - who nobody fears offensively in PvP - who actually want to use that morph for PvP.
Not necessary and the wrong approach to making the other morph desirable.
Pretty much this.
It's the fact one generates and the other consumes.
My only issue with flail is that it does a lot and allows a player to dump all their crux on defence when in PvP. Sure add back the execute - but make it use crux instead.
master_vanargand wrote: »However, ZoS do it's natural to decide that it is OP and nerf Arcanist.
You can easily understand this by looking at the history of ESO.
Make a new class OP, sell it, then nerf it. Yes, business as usual.
master_vanargand wrote: »In my experience, if you use detect pot when fighting NB in PvP, you can easily kill NB with 90%+ probability.
If you can't kill NB even with detect pot, you have a problem with palying or builds.
[...]
master_vanargand wrote: »In my experience, if you use detect pot when fighting NB in PvP, you can easily kill NB with 90%+ probability.
If you can't kill NB even with detect pot, you have a problem with palying or builds.
[...]
Good players don't just die because you can see them.
master_vanargand wrote: »master_vanargand wrote: »In my experience, if you use detect pot when fighting NB in PvP, you can easily kill NB with 90%+ probability.
If you can't kill NB even with detect pot, you have a problem with palying or builds.
[...]
Good players don't just die because you can see them.
Yes, the 10% of good NB may survive.
But the 90% of NB will be panicked and unable to make rational decisions and will die.
In short, Detect Pot is great and if you hate NB, use it.