IzakiBrotherSs wrote: »"Complicated rotation"
What's so complicated about doing Rapid Strikes > Trap > Hail > Injection > Caltrops > Rapid Strikes > Rending Slashes and filling in the 4 remaining seconds with class abilities?
What's so complicated about weaving with a 0.6 second channel vs weaving with a instant ability? There's much more room for error in terms of execution speed with an instant cast ability (i.e. Surprise Attack).
The vMA DW rotation was never complicated. What really sucked about it is that all classes had to use it in order to be relevant. Now each class plays to its strengths which is much more interesting, because each class has a unique playstyle. So I'm personally all for buffing vMA DW weapons, but I'm all against making them the absolutely indisputable BiS they used to be.
And your final argument is very much flawed. Sure vMA staves are BiS weapons, but you only need 1 vMA staff in your setup, leaving you the freedom to fill up the weapon slot on your other bar with an extra set bonus. The vMA bow has exactly the same role. Just as vMA staves are essential for magicka DPS, the vMA bow is essential for stamina DPS. I'll even add that stamina are losing much more DPS (about 4k) without the vMA bow, than magicka are losing without the vMA staff (2k max).
The current meta seems like 5 two fanged, 5 vicious ophidian, and a monster set for stam users. Great sustain and great dmg.
Problem is, getting two fanged or vicious ophidian daggers and axes are rare, and the people who you run with who do get them will likely keep or auction it off to the highest bidder in the raid party.
Im currently wearing my maelstrom daggers and axe until i get blessed with those weapons
IzakiBrotherSs wrote: »"Complicated rotation"
What's so complicated about doing Rapid Strikes > Trap > Hail > Injection > Caltrops > Rapid Strikes > Rending Slashes and filling in the 4 remaining seconds with class abilities?
What's so complicated about weaving with a 0.6 second channel vs weaving with a instant ability? There's much more room for error in terms of execution speed with an instant cast ability (i.e. Surprise Attack).
The vMA DW rotation was never complicated. What really sucked about it is that all classes had to use it in order to be relevant. Now each class plays to its strengths which is much more interesting, because each class has a unique playstyle. So I'm personally all for buffing vMA DW weapons, but I'm all against making them the absolutely indisputable BiS they used to be.
And your final argument is very much flawed. Sure vMA staves are BiS weapons, but you only need 1 vMA staff in your setup, leaving you the freedom to fill up the weapon slot on your other bar with an extra set bonus. The vMA bow has exactly the same role. Just as vMA staves are essential for magicka DPS, the vMA bow is essential for stamina DPS. I'll even add that stamina are losing much more DPS (about 4k) without the vMA bow, than magicka are losing without the vMA staff (2k max).
sustain
now you almost dont have space to your "spammable" skill because of problem with sustain and many dots...instead of spammable skill you have now heavy attack, we needed to replace rapid strikes by heavy attack and its no space for rapid strikes as they not giving that much to dps now when we dont have now that much stamina
IzakiBrotherSs wrote: »"Complicated rotation"
What's so complicated about doing Rapid Strikes > Trap > Hail > Injection > Caltrops > Rapid Strikes > Rending Slashes and filling in the 4 remaining seconds with class abilities?
What's so complicated about weaving with a 0.6 second channel vs weaving with a instant ability? There's much more room for error in terms of execution speed with an instant cast ability (i.e. Surprise Attack).
The vMA DW rotation was never complicated. What really sucked about it is that all classes had to use it in order to be relevant. Now each class plays to its strengths which is much more interesting, because each class has a unique playstyle. So I'm personally all for buffing vMA DW weapons, but I'm all against making them the absolutely indisputable BiS they used to be.
And your final argument is very much flawed. Sure vMA staves are BiS weapons, but you only need 1 vMA staff in your setup, leaving you the freedom to fill up the weapon slot on your other bar with an extra set bonus. The vMA bow has exactly the same role. Just as vMA staves are essential for magicka DPS, the vMA bow is essential for stamina DPS. I'll even add that stamina are losing much more DPS (about 4k) without the vMA bow, than magicka are losing without the vMA staff (2k max).
Midori_Oku wrote: »I agree. The maelstrom axe and dagger need to be buffed slightly. Maybe by lowering the cost of flurry a little bit, or upping the weapon damage given? Everything behind locked harder content such as VMA, VDSA, etc.... should be useful in some way. However, I do agree that it should not be absolute top tier to the point of being necessary like the maelstrom bow.
i don't agree, there should not be a clear best in slot
besides why do you care? everyone knows you spend all your time scamming noobs out of there gold.

Alright, its time. Maelstrom daggers and axes are no longer BIS, and they should be. Considering many of us have done 100s of runs to get solid traited weapons, can we buff the damage bonus a bit? There really should be a significant increase in damage while using them, and currently there isn't. The sustain issues you have using them is beyond ruthless... If players are going to have horrible sustain using what should be the best weapons in the game, they should be rewarded with big burst potential. Even if sustain was not an issue, the damage is wayyyyy to similar to other sets. For such a complicated rotation these weapons require, and the extreme difficulty you go through to attain them, they should be doing noticeably more damage. As of now you are better off running two 5 pieces with a monster set. This should not be the case. VMA staves are essential for most BIS magicka dps builds, should also be the case with dual wield stam dps.
If you agree, please respond to this thread and generate more support for a potential change. We all know if anything is going to get a change it has to have overwhelming support on the forums. If you do not agree, please explain why.
Why should 19 month old content be best on slot? Master daggers are absolute trash and no one's making a fuss about those. Times change, content gets outdated.
derpmander wrote: »
Why should 19 month old content be best on slot? Master daggers are absolute trash and no one's making a fuss about those. Times change, content gets outdated.
Midori_Oku wrote: »I agree. The maelstrom axe and dagger need to be buffed slightly. Maybe by lowering the cost of flurry a little bit, or upping the weapon damage given? Everything behind locked harder content such as VMA, VDSA, etc.... should be useful in some way. However, I do agree that it should not be absolute top tier to the point of being necessary like the maelstrom bow.
IzakiBrotherSs wrote: »"Complicated rotation"
What's so complicated about doing Rapid Strikes > Trap > Hail > Injection > Caltrops > Rapid Strikes > Rending Slashes and filling in the 4 remaining seconds with class abilities?
What's so complicated about weaving with a 0.6 second channel vs weaving with a instant ability? There's much more room for error in terms of execution speed with an instant cast ability (i.e. Surprise Attack).
The vMA DW rotation was never complicated. What really sucked about it is that all classes had to use it in order to be relevant. Now each class plays to its strengths which is much more interesting, because each class has a unique playstyle. So I'm personally all for buffing vMA DW weapons, but I'm all against making them the absolutely indisputable BiS they used to be.
And your final argument is very much flawed. Sure vMA staves are BiS weapons, but you only need 1 vMA staff in your setup, leaving you the freedom to fill up the weapon slot on your other bar with an extra set bonus. The vMA bow has exactly the same role. Just as vMA staves are essential for magicka DPS, the vMA bow is essential for stamina DPS. I'll even add that stamina are losing much more DPS (about 4k) without the vMA bow, than magicka are losing without the vMA staff (2k max).
Its complicated enough. If you mess up once, a whole rotation can suffer pretty serious damage loss. Getting off a trap hail injection after doing a rapid strikes within 3 seconds is not always the easiest thing in the world if you are doing a mechanic heavy boss. If you do not keep all the dots up, buffed by the rapid strike increase, you lose significant damage. I appreciate that you are for buffing the weapons, and I agree with the fact that they should not be insane over the top damage like they were for the middle of 2016 (best 2 patches this game has ever seen IMO, stam FTW). As for the last argument, the bow is very much like staves but even more essential. The fact still remains that maelstrom dual wield weapons are "supposed" to be doing damage then just using a 5 piece hunding's set instead. That currently is not the case. Which should end up resulting into a buff for the maelstrom weapons (not a massive one), that can put them into a slightly higher damage bracket for the players that grinded 100s of vma runs to get the "best" weapons possible.
IzakiBrotherSs wrote: »IzakiBrotherSs wrote: »"Complicated rotation"
What's so complicated about doing Rapid Strikes > Trap > Hail > Injection > Caltrops > Rapid Strikes > Rending Slashes and filling in the 4 remaining seconds with class abilities?
What's so complicated about weaving with a 0.6 second channel vs weaving with a instant ability? There's much more room for error in terms of execution speed with an instant cast ability (i.e. Surprise Attack).
The vMA DW rotation was never complicated. What really sucked about it is that all classes had to use it in order to be relevant. Now each class plays to its strengths which is much more interesting, because each class has a unique playstyle. So I'm personally all for buffing vMA DW weapons, but I'm all against making them the absolutely indisputable BiS they used to be.
And your final argument is very much flawed. Sure vMA staves are BiS weapons, but you only need 1 vMA staff in your setup, leaving you the freedom to fill up the weapon slot on your other bar with an extra set bonus. The vMA bow has exactly the same role. Just as vMA staves are essential for magicka DPS, the vMA bow is essential for stamina DPS. I'll even add that stamina are losing much more DPS (about 4k) without the vMA bow, than magicka are losing without the vMA staff (2k max).
Its complicated enough. If you mess up once, a whole rotation can suffer pretty serious damage loss. Getting off a trap hail injection after doing a rapid strikes within 3 seconds is not always the easiest thing in the world if you are doing a mechanic heavy boss. If you do not keep all the dots up, buffed by the rapid strike increase, you lose significant damage. I appreciate that you are for buffing the weapons, and I agree with the fact that they should not be insane over the top damage like they were for the middle of 2016 (best 2 patches this game has ever seen IMO, stam FTW). As for the last argument, the bow is very much like staves but even more essential. The fact still remains that maelstrom dual wield weapons are "supposed" to be doing damage then just using a 5 piece hunding's set instead. That currently is not the case. Which should end up resulting into a buff for the maelstrom weapons (not a massive one), that can put them into a slightly higher damage bracket for the players that grinded 100s of vma runs to get the "best" weapons possible.
Hehe I get you. I'm actually prefering Morrowind over DB and SotH in terms of stamina classes. Everyone and their mother was playing Stamina, it was just like Magicka before and after those 2 patches. It was boring and in no way better than what happened during 1T, Homestead (and the patches before TG). Not only did every single stamina class use the exact same gear, they also played and felt exactly the same.
In Morrowind, there's a nice balance between Stamina and Magicka builds and every Stamina class plays very different although most use the same gear. NBs use Surprise Attack, Templars use Jabs.
About the rotation, yes that part "could" be tricky, but I mean doing mechanics while keeping up the rotation is something that you have to learn no matter what rotation you're doing. But yes, I have to agree that the using those 3 DoTs within 4 seconds of the previous Rapid Strikes has to be quick and on point. I still think that most of the stamina build rotations in Morrowind are much more fun to execute (Sorc doesn't count. It was always a boring class, it didn't change).
The Heavy Attack DK is something I personally really like because I've always wanted to try it even when the vMA weapons were meta, gives them sorta this unique rotation where the spammable is the Heavy. The NB and the Templar are just so good now. Plenty of different rotation options, cheap ultimates, lots of stuff to work with. And the sustain is fine on both of them even without perma heavy attacking, rather just heavy attacking at the right moments. Sorc is boring and Warden is slow/clunky imo, so I can't say much about those 2
I think that the vMA DW should have their very niche place, for single target DoT heavy builds. Only problem with that? There's only 1 class that has "extra" single target DoTs. And that particular class doesn't have the sustain to sustain a full light attack weaving rotation. So the real problem isn't exactly the values, its just the sustain required to pull off a rotation like that is almost impossible to achieve in Morrowind if you want to conserve good damage.
IzakiBrotherSs wrote: »IzakiBrotherSs wrote: »"Complicated rotation"
What's so complicated about doing Rapid Strikes > Trap > Hail > Injection > Caltrops > Rapid Strikes > Rending Slashes and filling in the 4 remaining seconds with class abilities?
What's so complicated about weaving with a 0.6 second channel vs weaving with a instant ability? There's much more room for error in terms of execution speed with an instant cast ability (i.e. Surprise Attack).
The vMA DW rotation was never complicated. What really sucked about it is that all classes had to use it in order to be relevant. Now each class plays to its strengths which is much more interesting, because each class has a unique playstyle. So I'm personally all for buffing vMA DW weapons, but I'm all against making them the absolutely indisputable BiS they used to be.
And your final argument is very much flawed. Sure vMA staves are BiS weapons, but you only need 1 vMA staff in your setup, leaving you the freedom to fill up the weapon slot on your other bar with an extra set bonus. The vMA bow has exactly the same role. Just as vMA staves are essential for magicka DPS, the vMA bow is essential for stamina DPS. I'll even add that stamina are losing much more DPS (about 4k) without the vMA bow, than magicka are losing without the vMA staff (2k max).
Its complicated enough. If you mess up once, a whole rotation can suffer pretty serious damage loss. Getting off a trap hail injection after doing a rapid strikes within 3 seconds is not always the easiest thing in the world if you are doing a mechanic heavy boss. If you do not keep all the dots up, buffed by the rapid strike increase, you lose significant damage. I appreciate that you are for buffing the weapons, and I agree with the fact that they should not be insane over the top damage like they were for the middle of 2016 (best 2 patches this game has ever seen IMO, stam FTW). As for the last argument, the bow is very much like staves but even more essential. The fact still remains that maelstrom dual wield weapons are "supposed" to be doing damage then just using a 5 piece hunding's set instead. That currently is not the case. Which should end up resulting into a buff for the maelstrom weapons (not a massive one), that can put them into a slightly higher damage bracket for the players that grinded 100s of vma runs to get the "best" weapons possible.
Hehe I get you. I'm actually prefering Morrowind over DB and SotH in terms of stamina classes. Everyone and their mother was playing Stamina, it was just like Magicka before and after those 2 patches. It was boring and in no way better than what happened during 1T, Homestead (and the patches before TG). Not only did every single stamina class use the exact same gear, they also played and felt exactly the same.
In Morrowind, there's a nice balance between Stamina and Magicka builds and every Stamina class plays very different although most use the same gear. NBs use Surprise Attack, Templars use Jabs.
About the rotation, yes that part "could" be tricky, but I mean doing mechanics while keeping up the rotation is something that you have to learn no matter what rotation you're doing. But yes, I have to agree that the using those 3 DoTs within 4 seconds of the previous Rapid Strikes has to be quick and on point. I still think that most of the stamina build rotations in Morrowind are much more fun to execute (Sorc doesn't count. It was always a boring class, it didn't change).
The Heavy Attack DK is something I personally really like because I've always wanted to try it even when the vMA weapons were meta, gives them sorta this unique rotation where the spammable is the Heavy. The NB and the Templar are just so good now. Plenty of different rotation options, cheap ultimates, lots of stuff to work with. And the sustain is fine on both of them even without perma heavy attacking, rather just heavy attacking at the right moments. Sorc is boring and Warden is slow/clunky imo, so I can't say much about those 2
I think that the vMA DW should have their very niche place, for single target DoT heavy builds. Only problem with that? There's only 1 class that has "extra" single target DoTs. And that particular class doesn't have the sustain to sustain a full light attack weaving rotation. So the real problem isn't exactly the values, its just the sustain required to pull off a rotation like that is almost impossible to achieve in Morrowind if you want to conserve good damage.
Even if sustain was infinite, the damage you achieve with vma dual wield weapons is still very much on par with using just a 5 piece hundings instead. Just does not make sense. I am all for that great diversity we currently have, and I do not want to see these weapons be a must have meta for everyone. That being said, they should do more damage then they currently are. From what I have been reading in this thread that seems to be the general consensus between 90% of the replies.
IzakiBrotherSs wrote: »IzakiBrotherSs wrote: »IzakiBrotherSs wrote: »"Complicated rotation"
What's so complicated about doing Rapid Strikes > Trap > Hail > Injection > Caltrops > Rapid Strikes > Rending Slashes and filling in the 4 remaining seconds with class abilities?
What's so complicated about weaving with a 0.6 second channel vs weaving with a instant ability? There's much more room for error in terms of execution speed with an instant cast ability (i.e. Surprise Attack).
The vMA DW rotation was never complicated. What really sucked about it is that all classes had to use it in order to be relevant. Now each class plays to its strengths which is much more interesting, because each class has a unique playstyle. So I'm personally all for buffing vMA DW weapons, but I'm all against making them the absolutely indisputable BiS they used to be.
And your final argument is very much flawed. Sure vMA staves are BiS weapons, but you only need 1 vMA staff in your setup, leaving you the freedom to fill up the weapon slot on your other bar with an extra set bonus. The vMA bow has exactly the same role. Just as vMA staves are essential for magicka DPS, the vMA bow is essential for stamina DPS. I'll even add that stamina are losing much more DPS (about 4k) without the vMA bow, than magicka are losing without the vMA staff (2k max).
Its complicated enough. If you mess up once, a whole rotation can suffer pretty serious damage loss. Getting off a trap hail injection after doing a rapid strikes within 3 seconds is not always the easiest thing in the world if you are doing a mechanic heavy boss. If you do not keep all the dots up, buffed by the rapid strike increase, you lose significant damage. I appreciate that you are for buffing the weapons, and I agree with the fact that they should not be insane over the top damage like they were for the middle of 2016 (best 2 patches this game has ever seen IMO, stam FTW). As for the last argument, the bow is very much like staves but even more essential. The fact still remains that maelstrom dual wield weapons are "supposed" to be doing damage then just using a 5 piece hunding's set instead. That currently is not the case. Which should end up resulting into a buff for the maelstrom weapons (not a massive one), that can put them into a slightly higher damage bracket for the players that grinded 100s of vma runs to get the "best" weapons possible.
Hehe I get you. I'm actually prefering Morrowind over DB and SotH in terms of stamina classes. Everyone and their mother was playing Stamina, it was just like Magicka before and after those 2 patches. It was boring and in no way better than what happened during 1T, Homestead (and the patches before TG). Not only did every single stamina class use the exact same gear, they also played and felt exactly the same.
In Morrowind, there's a nice balance between Stamina and Magicka builds and every Stamina class plays very different although most use the same gear. NBs use Surprise Attack, Templars use Jabs.
About the rotation, yes that part "could" be tricky, but I mean doing mechanics while keeping up the rotation is something that you have to learn no matter what rotation you're doing. But yes, I have to agree that the using those 3 DoTs within 4 seconds of the previous Rapid Strikes has to be quick and on point. I still think that most of the stamina build rotations in Morrowind are much more fun to execute (Sorc doesn't count. It was always a boring class, it didn't change).
The Heavy Attack DK is something I personally really like because I've always wanted to try it even when the vMA weapons were meta, gives them sorta this unique rotation where the spammable is the Heavy. The NB and the Templar are just so good now. Plenty of different rotation options, cheap ultimates, lots of stuff to work with. And the sustain is fine on both of them even without perma heavy attacking, rather just heavy attacking at the right moments. Sorc is boring and Warden is slow/clunky imo, so I can't say much about those 2
I think that the vMA DW should have their very niche place, for single target DoT heavy builds. Only problem with that? There's only 1 class that has "extra" single target DoTs. And that particular class doesn't have the sustain to sustain a full light attack weaving rotation. So the real problem isn't exactly the values, its just the sustain required to pull off a rotation like that is almost impossible to achieve in Morrowind if you want to conserve good damage.
Even if sustain was infinite, the damage you achieve with vma dual wield weapons is still very much on par with using just a 5 piece hundings instead. Just does not make sense. I am all for that great diversity we currently have, and I do not want to see these weapons be a must have meta for everyone. That being said, they should do more damage then they currently are. From what I have been reading in this thread that seems to be the general consensus between 90% of the replies.
Well... Look at it this way.
Injection, Trap and Rending Slashes are 15%-20% of my total damage (and even that is an exaggeration). So that means that I'm buffing 20% of my damage by 2k weapon damage, so that's 400 effective weapon damage. Then you get 188 from the weapons themselves. So you gain 588 weapon damage with vMA DW.
Hunding's gives 299 weapon damage, 3.2% (4.96% on PTS) crit chance, a poison enchant that deals 1k DPS (2.7k on PTS) and 348 weapon damage 50% of the time (457 75% of the time when Infused on PTS).
Obviously with only 3 ST DoTs vMA weapons don't stand a chance.
They are super powerful.
They were already toned down because they were entirely to strong.