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Thoughts on the Maelstrom 1 Handed/Shield Weapons

Xsorus
Xsorus
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ZOS....seriously....Its god awful.

1. Wasting 2k stamina to do 800 more damage on a *fully charged* Heavy Attack and get 200 stamina back is downright dreadful...Its Slightly more damage then the actual Magic Damage/Stamina Return glyph....In fact its probably less damage and stamina return over time considering you can proc that glyph probably atleast twice before you get a fully charged heavy attack off.

2. Physical/Spell resist while nice is pointless....Because if its PVE, they're going to be capped anyway from their sets..and if its PvP...they're going to want Weapon Damage.

There is absolutely nothing remotely appealing about the weapon..Its just bad....
  • Ishammael
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    Agreed. Add the phys/spell resist to the shield and add ~100 spell/wpn dmg to the sword. Boring, but more effective.
  • Birdovic
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    Ishammael wrote: »
    Agreed. Add the phys/spell resist to the shield and add ~100 spell/wpn dmg to the sword. Boring, but more effective.

    Higher spellres/armor on shield is boring yea, but definitely more useful than the enchant you can get in other ways.
    As for the 1h, I think the stamina return needs to be LOT higher, wouldn't add weapon Dmg tho. That's what the DW maelstrom weapon already does.
  • code65536
    code65536
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    For a character who already has high resistance, you'd probably get a bigger resistance bonus from crafting a sword with the Defending trait.

    And you're get a better return with an absorb stam glyph.
    Edited by code65536 on October 20, 2015 11:55AM
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  • hrothbern
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    Xsorus wrote: »
    2. Physical/Spell resist while nice is pointless....Because if its PVE, they're going to be capped anyway from their sets..and if its PvP...they're going to want Weapon Damage.

    Why not remove the hard cap Armor Resistance?
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • Prizax
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    The shield visually looks very nice but the stats are a joke...
  • Ruben
    Ruben
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    hrothbern wrote: »
    Xsorus wrote: »
    2. Physical/Spell resist while nice is pointless....Because if its PVE, they're going to be capped anyway from their sets..and if its PvP...they're going to want Weapon Damage.

    Why not remove the hard cap Armor Resistance?

    People would run around with 100% damage reduction and solo every PvE content in the game.
    DK Stamina DPS
    DK Magicka DPS
    DK Tank
    Templar Healer
    Sorcerer Stamina DPS
    Nightblade Magicka DPS
    Nightblade Stamina DPS
  • shugg
    shugg
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    They have got this wrong , tanks dont need the damage - it should be chance on hit to reduce the enermy damage by 30% or cost return the stam for heroic slash
  • hrothbern
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    Ruben wrote: »
    hrothbern wrote: »
    Xsorus wrote: »
    2. Physical/Spell resist while nice is pointless....Because if its PVE, they're going to be capped anyway from their sets..and if its PvP...they're going to want Weapon Damage.

    Why not remove the hard cap Armor Resistance?

    People would run around with 100% damage reduction and solo every PvE content in the game.

    You will never get to 100% damage mitigation
    If you truly think that
    please skip the rest of the lines I write and go back to school to learn your Math >:)

    It is the principle !!! that Spell/Weapon Damage are NOT capped and can get truly max damage at the expense of less resistance.
    and Armor Resistance IS capped which only affects Heavy Armor Tanky buids, that now CANNOT get max resistance at the expense of Damage output.

    This is inconsistent, asymetrical and detrimental for people that like to do more tanky roles.
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • kkampaseb17_ESO
    kkampaseb17_ESO
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    hrothbern wrote: »
    Ruben wrote: »
    hrothbern wrote: »
    Xsorus wrote: »
    2. Physical/Spell resist while nice is pointless....Because if its PVE, they're going to be capped anyway from their sets..and if its PvP...they're going to want Weapon Damage.

    Why not remove the hard cap Armor Resistance?

    People would run around with 100% damage reduction and solo every PvE content in the game.

    You will never get to 100% damage mitigation
    If you truly think that
    please skip the rest of the lines I write and go back to school to learn your Math >:)

    It is the principle !!! that Spell/Weapon Damage are NOT capped and can get truly max damage at the expense of less resistance.
    and Armor Resistance IS capped which only affects Heavy Armor Tanky buids, that now CANNOT get max resistance at the expense of Damage output.

    This is inconsistent, asymetrical and detrimental for people that like to do more tanky roles.

    Did you ever consider that ZoS let the choice of increasing your weapon/spell damage due to the highest you can achieve actually equates to certain amount of damage and that amount is actually intentional?

    While allowing insane high amount of mitigation could create several artifacts. Would you prefer if they halved the bonuses you get from armor/spell resistance so when you fully commit to a defensive spec to have exactly 50% mitigation?
    Edited by kkampaseb17_ESO on October 20, 2015 5:07PM
  • hrothbern
    hrothbern
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    hrothbern wrote: »
    Ruben wrote: »
    hrothbern wrote: »
    Xsorus wrote: »
    2. Physical/Spell resist while nice is pointless....Because if its PVE, they're going to be capped anyway from their sets..and if its PvP...they're going to want Weapon Damage.

    Why not remove the hard cap Armor Resistance?

    People would run around with 100% damage reduction and solo every PvE content in the game.

    You will never get to 100% damage mitigation
    If you truly think that
    please skip the rest of the lines I write and go back to school to learn your Math >:)

    It is the principle !!! that Spell/Weapon Damage are NOT capped and can get truly max damage at the expense of less resistance.
    and Armor Resistance IS capped which only affects Heavy Armor Tanky buids, that now CANNOT get max resistance at the expense of Damage output.

    This is inconsistent, asymetrical and detrimental for people that like to do more tanky roles.

    Did you ever consider that ZoS let the choice of increasing your weapon/spell damage due to the highest you can achieve actually equates to certain amount of damage and that amount is actually intentional?

    While allowing insane high amount of mitigation could create several artifacts. Would you prefer if they halved the bonuses you get from armor/spell resistance so when you fully commit to a defensive spec to have exactly 50% mitigation?

    @kkampaseb17_ESO ,

    I like to keeps things simple.
    Let me give a simple thought experiment and then answer your comment.

    Say I have two characters, exactly the same, with equally skilled players, that duel 1vs1.
    They use one damage output button for 4000 damage
    A. The outcome can be a draw when damage mitigation is high enough compared to damage output.
    B. The outcome is that the character that hits first wins.

    Say we take type B. to do the following:
    One character increases his Spell Damage with 100 and does now 4100 Damage (2.5% more damage).
    The other character increases his Armor Resistance with 2.5% (absolute %)
    a 100% symetrical
    If they fight now, the result will be exactly the same: Type B: the character that hits first wins.
    The TTK, Time to Kill, the duration of the fight, is also the same.

    So the choice to be more tanky or more towards max damage is in this example fully psychological: one chooses what fits to one's liking. There is no derailing or OP effect at all for the big picture of the game.
    It delivers diversity and personal profiling.


    What you say is really speculating how ZOS thinks....




    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • kkampaseb17_ESO
    kkampaseb17_ESO
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    hrothbern wrote: »
    hrothbern wrote: »
    Ruben wrote: »
    hrothbern wrote: »
    Xsorus wrote: »
    2. Physical/Spell resist while nice is pointless....Because if its PVE, they're going to be capped anyway from their sets..and if its PvP...they're going to want Weapon Damage.

    Why not remove the hard cap Armor Resistance?

    People would run around with 100% damage reduction and solo every PvE content in the game.

    You will never get to 100% damage mitigation
    If you truly think that
    please skip the rest of the lines I write and go back to school to learn your Math >:)

    It is the principle !!! that Spell/Weapon Damage are NOT capped and can get truly max damage at the expense of less resistance.
    and Armor Resistance IS capped which only affects Heavy Armor Tanky buids, that now CANNOT get max resistance at the expense of Damage output.

    This is inconsistent, asymetrical and detrimental for people that like to do more tanky roles.

    Did you ever consider that ZoS let the choice of increasing your weapon/spell damage due to the highest you can achieve actually equates to certain amount of damage and that amount is actually intentional?

    While allowing insane high amount of mitigation could create several artifacts. Would you prefer if they halved the bonuses you get from armor/spell resistance so when you fully commit to a defensive spec to have exactly 50% mitigation?

    @kkampaseb17_ESO ,

    I like to keeps things simple.
    Let me give a simple thought experiment and then answer your comment.

    Say I have two characters, exactly the same, with equally skilled players, that duel 1vs1.
    They use one damage output button for 4000 damage
    A. The outcome can be a draw when damage mitigation is high enough compared to damage output.
    B. The outcome is that the character that hits first wins.

    Say we take type B. to do the following:
    One character increases his Spell Damage with 100 and does now 4100 Damage (2.5% more damage).
    The other character increases his Armor Resistance with 2.5% (absolute %)
    a 100% symetrical
    If they fight now, the result will be exactly the same: Type B: the character that hits first wins.
    The TTK, Time to Kill, the duration of the fight, is also the same.

    So the choice to be more tanky or more towards max damage is in this example fully psychological: one chooses what fits to one's liking. There is no derailing or OP effect at all for the big picture of the game.
    It delivers diversity and personal profiling.


    What you say is really speculating how ZOS thinks....




    It is too oversimplified example that doesn't include percentage increases from other skills/trees/CPs/items. It is not as you describe it. Your example although mathematically correct it doesn't hold water cause it is oversimplified.

    This is not it works. Devs take the max stats with max CPs and they unfortunately/fortunately balance things there.
    Edited by kkampaseb17_ESO on October 20, 2015 5:51PM
  • Stalwart385
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    I run a full tank setup and a dps/tank setup. I find the sword dreadful and the shield useful.

    I'm all about the tri-stats for my tank/dps build so I like the shield. I do magica dps so tri-glyphs are crucial. On my pure tank its just meh. Wouldn't use it on that build unless it was an open slot.

    I don't use low slash any more. Stamina is just too precious. To use the sword I would have to fit low slash in, use a lot of stamina on it, then open my self up with a heavy attack so that I get some bonus stam back. Overall a stamina loss and just a pain to pull off. Also the armor and spell resist is useless, as my pure tank builds are always at mitigation caps anyway. I don't use it but all these tanks with the armor master set will be at mit cap easy. The sword should either present a way to create stamina as an overall gain, add mitigation other than armor/spell resist or add spell/weapon damage.

    If I had it my way the sword would have this:
    Activating low slash decreases block cost by x% for y seconds. While equipped, adds z spell and weapon damage.

    Pure tanks and s&b dps alike would then find it useful.

    EDIT: I thought you could enchant the shield with a tri glyph on top of its original one. N/m, the shield is a joke.
    Edited by Stalwart385 on October 23, 2015 10:53AM
  • Sneakles
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    I agree with most of the recommendations of this thread.

    The bottom line is, the Maelstrom 1H sword and shield have to prove to be useful. The previous epic standalone weapon, the Master Sword, not only provided a bonus to health but also a decent heal for a tanky character. I'd like to see the 1H sword do something of use to the tank, either by restoring/saving a significant amount of stamina, or place some sort of substantial Heal or HoT.

    As for the shield, I think added resistances, armor, or maybe even a reduced block cost (a shield the lowers the block cost; seems appropriate, right?) would be a great idea. I understand that ZOS might be hesitant with the shield, as there was never any Master Shield with DSA, but considering you can duel wield swords, I think it's only fitting that S&B builds get an equal advantage as DW.
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