Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Burning Ambers needs significant changes:
1. only one lingering heal - currently you can run through hordes of enemys apply a dot on every one and recieve a 10k+++ heal every second (hihgest so far was above 25k for me..)
2. spell cost an ability healing for far more than templars BoL while still dealing not unsignificant dmg the spell costs especially with 1. in mind is way to low it needs to be 3-4x its current cost.
Burning Ambers needs significant changes:
1. only one lingering heal - currently you can run through hordes of enemys apply a dot on every one and recieve a 10k+++ heal every second (hihgest so far was above 25k for me..)
2. spell cost an ability healing for far more than templars BoL while still dealing not unsignificant dmg the spell costs especially with 1. in mind is way to low it needs to be 3-4x its current cost.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Tower_Of_Shame wrote: »It is capped at six at leastso noone will cry, though the delay is interesting...
Tower_Of_Shame wrote: »It is capped at six at leastso noone will cry, though the delay is interesting...
It doesn't have delay. Currently on pts most visual effects has huge desync.
ZOS_GinaBruno wrote:
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
leepalmer95 wrote: »DoctorSwampy wrote: »DoctorSwampy wrote: »As a magicka build, is there any reason to use Igneous for the Sorcery buff or is Entropy still better for Major Sorcery?
tbh i prefer entropy over molten based purely on the fact of the 8% extra health.
That's exactly what I was thinking. Plus the extra magicka and regen from the passives in the Mages Guild tree are nice too. The heavy attack damage doesn't really matter to me because I'm a PvPer that uses DW for the extra spell damage you get from it. I'm also interested to see if using chains is any better than just using petrify. Petrify is just so great to get a power lash off of in my opinion that it's hard to consider dropping it.
Chains seems like a gap closer though, the empower will make your whip hit harder as well. Also the movement speed buff will be useful. Petrify is still a cc though and can go through block, though its a lot weaker than fear sadly
MaxwellCrystal wrote: »I won't rant on this thread but let's go here are the issues with this so far.
Removal of molten armaments damage modifiers when using a heavy attack on enemies with 50% health or less was not good as each class has a executioner DK at-least had this pseudo execution that it sucked but works if the enemy wasn't blocking or suddenly heal pass the 50% threshold. The added 43% heavy attack damage was good too might I add.
Flames of Oblivion I'll cut the sarcasm that I was going to say and just say this. The ability needs to be changed to something unique, give me back my AoE spiral vortex of flaming doom so I'll at-least have a unique ability that no other class has (AoE/DoT that centers around you all the time). This ability needs something to make it worth using all I want is something to replace caltrops and this ability prior to the changes in 1.6 was the best for it.
Sea of flames - Gigantic face-palm for magicka Dks everywhere. No magicka DK going for damage wants to heal allies with that mage light re-skin. Make it so it hits an enemy and gives the caster x amount of magicka back (20% of it's initial hit would work). Also give it spell critical and take spell critical out of flames of oblivion.
Stone giant - Make it physical damage and make it scale off of max stamina instead of max magicka. I'm tired of having no good stamina class abilities. I have 2 that still considerably horrible amounts of damage even though the improvements were nice (for the burning breath).
Standard of might and Shifting standard - Make shifting standard either cost 150 or 175 ultimate but make standard of might cost 200 ultimate please. also change the debuff back to 50% to make it Unique instead of making it in line with every off skill I mean come on this is an ultimate it's suppose to be unique qualities to it.
Igneous shield needs to give 30% major mending buff do not nerf it to 25%, we DKs do not need more nerfs please understand.
Make comets reflect-able again, short and simple right there.
Fix Green dragons blood - Make it so the stamina recovery stacks with potions or make it so you restore x amount of stamina (restore stamina over time as if you are healing for stamina instead).
Flame lash - Please for the love of DKs I hate having outsource all my damage dealing abilities to other weapon class skills. Unstable flames and burning breath are decent in PvE but don't do anything in PvP. If you could make flame lash either attributed where it scales off of max resource then I would definitely be happy.
Scaled armor - Spell resistance gain is ok but there should also be a physical resistance gain too.
Iron skin - either add something to it like reduce cost of break frees or just something to that passive please.
Heavy armor - Re-balance the entire heavy armor skill line to provide more useful passives that can be used inside/outside of PvP and PvE. Example: Reducing cost of break frees, providing extra stamina regeneration while wearing x amount of armor, and increasing resources gain when receiving damage (That passive could be called Berserker )
leepalmer95 wrote: »DoctorSwampy wrote: »DoctorSwampy wrote: »As a magicka build, is there any reason to use Igneous for the Sorcery buff or is Entropy still better for Major Sorcery?
tbh i prefer entropy over molten based purely on the fact of the 8% extra health.
That's exactly what I was thinking. Plus the extra magicka and regen from the passives in the Mages Guild tree are nice too. The heavy attack damage doesn't really matter to me because I'm a PvPer that uses DW for the extra spell damage you get from it. I'm also interested to see if using chains is any better than just using petrify. Petrify is just so great to get a power lash off of in my opinion that it's hard to consider dropping it.
Chains seems like a gap closer though, the empower will make your whip hit harder as well. Also the movement speed buff will be useful. Petrify is still a cc though and can go through block, though its a lot weaker than fear sadly
@leepalmer95 @DoctorSwampy @DKsUnite
When it comes to Entropy vs Molten- remember this:
Structured Entropy not only raises max health, gives extra magicka, gives extra regen, and Major Sorcery... it gives Empower, too. Look at the last passive of the Mage's Guild abilities: Might of the Guild.
I always begin an attack with Structured Entropy followed by Eruption (empowered damage/plust DoT/snare). Then another Structured Entropy followed by Burning Embers (empowered DoT/Heal). And then burn them down with Molten Whip (which is still receiving the Major Sorcery buff from Structured Entropy)
Basically Structured Entropy does a combination of Empowered Chains and Molten Armaments. Why would I want Major Sorcery if I only get a bonus to Heavy Attacks?
leepalmer95 wrote: »DoctorSwampy wrote: »DoctorSwampy wrote: »As a magicka build, is there any reason to use Igneous for the Sorcery buff or is Entropy still better for Major Sorcery?
tbh i prefer entropy over molten based purely on the fact of the 8% extra health.
That's exactly what I was thinking. Plus the extra magicka and regen from the passives in the Mages Guild tree are nice too. The heavy attack damage doesn't really matter to me because I'm a PvPer that uses DW for the extra spell damage you get from it. I'm also interested to see if using chains is any better than just using petrify. Petrify is just so great to get a power lash off of in my opinion that it's hard to consider dropping it.
Chains seems like a gap closer though, the empower will make your whip hit harder as well. Also the movement speed buff will be useful. Petrify is still a cc though and can go through block, though its a lot weaker than fear sadly
@leepalmer95 @DoctorSwampy @DKsUnite
When it comes to Entropy vs Molten- remember this:
Structured Entropy not only raises max health, gives extra magicka, gives extra regen, and Major Sorcery... it gives Empower, too. Look at the last passive of the Mage's Guild abilities: Might of the Guild.
I always begin an attack with Structured Entropy followed by Eruption (empowered damage/plust DoT/snare). Then another Structured Entropy followed by Burning Embers (empowered DoT/Heal). And then burn them down with Molten Whip (which is still receiving the Major Sorcery buff from Structured Entropy)
Basically Structured Entropy does a combination of Empowered Chains and Molten Armaments. Why would I want Major Sorcery if I only get a bonus to Heavy Attacks?
Tower_Of_Shame wrote: »It is capped at six at leastso noone will cry, though the delay is interesting...
It doesn't have delay. Currently on pts most visual effects has huge desync.
hail to the changes to animation canceling, lazy implementation once again, instead of a fluent animatoin start they implemented a hard offset to the animation start:ZOS_GinaBruno wrote:
Burning Ambers needs significant changes:
1. only one lingering heal - currently you can run through hordes of enemys apply a dot on every one and recieve a 10k+++ heal every second (hihgest so far was above 25k for me..)
2. spell cost an ability healing for far more than templars BoL while still dealing not unsignificant dmg the spell costs especially with 1. in mind is way to low it needs to be 3-4x its current cost.
ebethke_ESO wrote: »Burning Ambers needs significant changes:
1. only one lingering heal - currently you can run through hordes of enemys apply a dot on every one and recieve a 10k+++ heal every second (hihgest so far was above 25k for me..)
2. spell cost an ability healing for far more than templars BoL while still dealing not unsignificant dmg the spell costs especially with 1. in mind is way to low it needs to be 3-4x its current cost.
No. You are casting a DoT that gives a heal at the END/recast of the skill. To receive a 10k+ heal you must wait for the DoT to progress/expire. What this means is that the heal is at the end of the skill is big (similar to rally, except rally gets a HoT). These 25k heals are at the end of an 8.5s DoT, which means you must wait 8.5 seconds to receive such a large heal! Averaging this buffed heal over the 8.5 seconds averages it out to ~2.9k heal/second, in line with other healing skills buffed in a similar fashion (vigor anyone?).
Magicka DK is waiting 8.5 seconds to get a burst heal, while others can use a healing ward or BoL or vigor for instant heal/HoT.
AddictionX wrote: »ebethke_ESO wrote: »Burning Ambers needs significant changes:
1. only one lingering heal - currently you can run through hordes of enemys apply a dot on every one and recieve a 10k+++ heal every second (hihgest so far was above 25k for me..)
2. spell cost an ability healing for far more than templars BoL while still dealing not unsignificant dmg the spell costs especially with 1. in mind is way to low it needs to be 3-4x its current cost.
No. You are casting a DoT that gives a heal at the END/recast of the skill. To receive a 10k+ heal you must wait for the DoT to progress/expire. What this means is that the heal is at the end of the skill is big (similar to rally, except rally gets a HoT). These 25k heals are at the end of an 8.5s DoT, which means you must wait 8.5 seconds to receive such a large heal! Averaging this buffed heal over the 8.5 seconds averages it out to ~2.9k heal/second, in line with other healing skills buffed in a similar fashion (vigor anyone?).
Magicka DK is waiting 8.5 seconds to get a burst heal, while others can use a healing ward or BoL or vigor for instant heal/HoT.
Vigor doesnt give 25k burst heals, we might have to wait for a 30 second rally critical. Your heal now deals damage to the enemy.
Shader_Shibes wrote: »
ebethke_ESO wrote: »AddictionX wrote: »ebethke_ESO wrote: »Burning Ambers needs significant changes:
1. only one lingering heal - currently you can run through hordes of enemys apply a dot on every one and recieve a 10k+++ heal every second (hihgest so far was above 25k for me..)
2. spell cost an ability healing for far more than templars BoL while still dealing not unsignificant dmg the spell costs especially with 1. in mind is way to low it needs to be 3-4x its current cost.
No. You are casting a DoT that gives a heal at the END/recast of the skill. To receive a 10k+ heal you must wait for the DoT to progress/expire. What this means is that the heal is at the end of the skill is big (similar to rally, except rally gets a HoT). These 25k heals are at the end of an 8.5s DoT, which means you must wait 8.5 seconds to receive such a large heal! Averaging this buffed heal over the 8.5 seconds averages it out to ~2.9k heal/second, in line with other healing skills buffed in a similar fashion (vigor anyone?).
Magicka DK is waiting 8.5 seconds to get a burst heal, while others can use a healing ward or BoL or vigor for instant heal/HoT.
Vigor doesnt give 25k burst heals, we might have to wait for a 30 second rally critical. Your heal now deals damage to the enemy.
You are correct, vigor gives a strong HoT, which embers does not. I am just pointing out that a large heal that requires you to wait 8.5 seconds to have it be that large deserves to be large. I like the comparison to Rally better TBH: Rally gives a buff to damage, provides a HoT, and can do a burst heal after waiting some time. Embers does a medium DoT, provides no buffs and no HoT, and can do a burst heal after waiting some time. Seems pretty even, considering that before embers is reactivated/expires it does no healing.
leepalmer95 wrote: »DoctorSwampy wrote: »DoctorSwampy wrote: »As a magicka build, is there any reason to use Igneous for the Sorcery buff or is Entropy still better for Major Sorcery?
tbh i prefer entropy over molten based purely on the fact of the 8% extra health.
That's exactly what I was thinking. Plus the extra magicka and regen from the passives in the Mages Guild tree are nice too. The heavy attack damage doesn't really matter to me because I'm a PvPer that uses DW for the extra spell damage you get from it. I'm also interested to see if using chains is any better than just using petrify. Petrify is just so great to get a power lash off of in my opinion that it's hard to consider dropping it.
Chains seems like a gap closer though, the empower will make your whip hit harder as well. Also the movement speed buff will be useful. Petrify is still a cc though and can go through block, though its a lot weaker than fear sadly
@leepalmer95 @DoctorSwampy @DKsUnite
When it comes to Entropy vs Molten- remember this:
Structured Entropy not only raises max health, gives extra magicka, gives extra regen, and Major Sorcery... it gives Empower, too. Look at the last passive of the Mage's Guild abilities: Might of the Guild.
I always begin an attack with Structured Entropy followed by Eruption (empowered damage/plust DoT/snare). Then another Structured Entropy followed by Burning Embers (empowered DoT/Heal). And then burn them down with Molten Whip (which is still receiving the Major Sorcery buff from Structured Entropy)
Basically Structured Entropy does a combination of Empowered Chains and Molten Armaments. Why would I want Major Sorcery if I only get a bonus to Heavy Attacks?
leepalmer95 wrote: »DoctorSwampy wrote: »DoctorSwampy wrote: »As a magicka build, is there any reason to use Igneous for the Sorcery buff or is Entropy still better for Major Sorcery?
tbh i prefer entropy over molten based purely on the fact of the 8% extra health.
That's exactly what I was thinking. Plus the extra magicka and regen from the passives in the Mages Guild tree are nice too. The heavy attack damage doesn't really matter to me because I'm a PvPer that uses DW for the extra spell damage you get from it. I'm also interested to see if using chains is any better than just using petrify. Petrify is just so great to get a power lash off of in my opinion that it's hard to consider dropping it.
Chains seems like a gap closer though, the empower will make your whip hit harder as well. Also the movement speed buff will be useful. Petrify is still a cc though and can go through block, though its a lot weaker than fear sadly
@leepalmer95 @DoctorSwampy @DKsUnite
When it comes to Entropy vs Molten- remember this:
Structured Entropy not only raises max health, gives extra magicka, gives extra regen, and Major Sorcery... it gives Empower, too. Look at the last passive of the Mage's Guild abilities: Might of the Guild.
I always begin an attack with Structured Entropy followed by Eruption (empowered damage/plust DoT/snare). Then another Structured Entropy followed by Burning Embers (empowered DoT/Heal). And then burn them down with Molten Whip (which is still receiving the Major Sorcery buff from Structured Entropy)
Basically Structured Entropy does a combination of Empowered Chains and Molten Armaments. Why would I want Major Sorcery if I only get a bonus to Heavy Attacks?
dont forgett the hot, on a magickabuild its 1,7k 3 times over 12 sec, well not mutch but better than 0
The Uninvited wrote: »Best changes I like so far are Molten Armaments and Burning Embers, finally I will slot both skills again on my bar.
Weaving feels a bit clunky, until you get the hang of it. The timing of the button/mouse press is a litlle different now, will take some time to get used to.