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BUFF MAELSTROM DUAL WIELD WEAPONS

Shadzilla
Shadzilla
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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.
Edited by Shadzilla on July 14, 2017 12:54AM
  • Aliyavana
    Aliyavana
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    I'm waiting for the guy that says vma weps are still viable dispite the lack to hold up the rotation due to sustain issues
  • Izaki
    Izaki
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    "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).
    Edited by Izaki on July 14, 2017 1:03AM
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • static_recharge
    static_recharge
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    I have never obtained them myself. Can you describe the complicated rotation you mentioned for those that don't know what you mean?
  • Chiefpoppasquat
    Vma rotation for dw not hard. I used rotation before ever had vma weapons. Instead of buffing damage I would be happy if reduced cost of flurry based on whether using 1 or 2 vma weapons
  • SoLooney
    SoLooney
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    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
  • Edziu
    Edziu
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    "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
  • ValkynSketha
    ValkynSketha
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    They should change them so they give bonus damage to light/heavy attack, since they want everyone heavy attack everything to death : p
  • Izaki
    Izaki
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    SoLooney wrote: »
    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

    @SoLooney

    2 words. Hunding's Rage.

    http://xboxdvr.com/gamer/lI Izaki Il/screenshot/6761172
    ^ Live

    https://imgur.com/fxVhSZu
    ^ Horns of the Reach PTS template with 250 ping

    In both parses I use the exact same setup (and I use this setup in every trial too): 5 Hunding's Rage, 5 Two-Fanged Snake, 2 Kra'gh, vMA Bow. The only difference are traits, mundus stone and obviously CP allocation.

    Sure its slightly harder to sustain than with VO. But its more damage. The thing with VO is that Minor Slayer is additive with your CP and your other % modifiers (like Minor Berserk, or Molten Armaments, or Biting Jabs, or Sorc Energized Passive, or Killer's Blade and Incap, or the extra damage on Dual Wield abilities below 25% health, or the Poison Injection execute damage, or Major Slayer from Master Architect and War Machine, etc).

    The more % modifiers you have the less effective each individual one is. No matter what class you play, you already have a lot of % modifiers, so the benefit of Minor Slayer isn't 5%, but less than that (usually 3-4%).

    Funny isn't it? Something as simple as Hunding's Rage doing more damage than a almost impossible to get trial setup due to the way that the calculations work in this game. Much like this "vMA DW weapons problem".

    So don't use vMA weapons while waiting on the VO ones. Craft yourself a glorious set of Hunding's and never bother with farming anything. #CraftedSetsOP
    Edited by Izaki on July 14, 2017 2:13AM
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • Wing
    Wing
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    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.
    ESO player since beta.
    game got too disappointing.
  • Izaki
    Izaki
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    Edziu 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

    Yeah, that doesn't change the fact that the vMA rotation itself was never anything close to complicated. The fact that sustain prohibits the use of this rotation doesn't make it harder, it makes it non-viable. The rotation itself is still ridiculously easy.

    There is space for spammable skills in Morrowind by the way. There's no point in finishing a boss fight with a full stamina pool, right? Heavy Attack just enough, not too much and you'll have space for your spammable skills. This obviously doesn't apply to the vMA rotation, because you only have 4 seconds worth of "filler" space in between the DoT applications. 4 seconds is 2 heavy attacks. Theoretically that's enough to sustain the rotation. But then you have no space left for your class skills.
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • Midori_Oku
    Midori_Oku
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    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.
    Midori Oku - Female High Elf - Magicka Sorcerer
    Allesse Nightvale - Female Wood Elf - Stamina Dragonknight
    Raelette Velaoche - Female Breton - Magicka Templar
  • Shadzilla
    Shadzilla
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    "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.
  • Shadzilla
    Shadzilla
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    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.

    Completely agree, thank you.
  • Shadzilla
    Shadzilla
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    Wing wrote: »
    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.

    got_salt__by_spellsnspooks-d3gr3af.jpg

    Your constructive criticism is very much appreciated, I do not know what this thread could have done without you. In all honesty all I see in your post is a massive amount of salt spewing out of the pores of your fingers and into your keyboard. Why do I care? I play stamina dps toons much more often than mag, the playstyle is way better! As for scamming noobs out of gold... I have a large amount of friends that just rather sell me a bunch of stuff for a bit less than they would get off kiosks. They get the gold right away, and don't have to wait for days for kiosks to sell. Sorry you are not very happy that I have a large amount of gold, hopefully things look up for you in the future and you can provide some sort of relevant unbiased opinions on the subject at hand and not your lack of gold (along with abnormal amount of jealousy).
  • Mettaricana
    Mettaricana
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    But cruel furry enchant was nerfed lie 3 dlcs ago needs to stay nerfed putting way to much emphasis on singular items being bis
  • Rataroto
    Rataroto
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    Shadzilla wrote: »
    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.

    Mah man shaaaaaaaaaaaaaaaaaaaaaaaaad, go away *mic **** sounds*

    lol ok. Its fine to buff then somewhat, but I really like having NB using Surprise Attack and templars using Jabs, I don't want the rapid strikes metta again, it was boring as ***, always the same rule and rotation for every class. Maybe they should think of a new enchant on them idk. Revamp them for sure. Making them meta for every stam in the game, no
  • Oompuh
    Oompuh
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    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.
    Xbox NA - Oompa
    Khajiit DK Tank
    Founder of Major Aegis
    Main Tank of Dissonant Crusade Uprising Savages
  • derpmander
    derpmander
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    Oompuh 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.

    Because right now the BiS weapons for stamina is 3 year old content gear.
    What Mechanics
    One Frag No Magicka - Magicka Sorcerer
  • Aliyavana
    Aliyavana
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    derpmander wrote: »
    Oompuh 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.

    Because right now the BiS weapons for stamina is 3 year old content gear.
    Oompuh 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.

    Your argument was destroyed
  • Olupajmibanan
    Olupajmibanan
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    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.

    Uhm....maelstrom swords and maces? Nobody used that bs since opening of MSA.
    If maelstrom axes and daggers need buff, what need swords and maces then?
    Edited by Olupajmibanan on July 15, 2017 7:25AM
  • Chufu
    Chufu
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    Agree...!

    Finally got my weapons and now they are not BIS anymore.

    Switched to my 2h-Build with DSA weapon. Better!
  • Fischblut
    Fischblut
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    If I didn't have those weapons, I wouldn't care. If I had them some time ago when they were significantly nerfed from ~3000 weapon damage to ~2000, I would be so angry... :/ But I got them when they were already nerfed and I didn't know any better - of course I want them to be buffed now :) I lost my crafted maces and set of choice just to use trophy MA weapons, let alone suffered through many unhealthy vMA completions.
  • Izaki
    Izaki
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    Shadzilla 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 :D

    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.
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • GreenhaloX
    GreenhaloX
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    Yes.. sure.. while we are at it, buff everything back that have been nerfed! Zen/Dev, you all *beep*, for nerfing.
  • Shadzilla
    Shadzilla
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    Shadzilla 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 :D

    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.
  • Izaki
    Izaki
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    Shadzilla wrote: »
    Shadzilla 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 :D

    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.
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • Shadzilla
    Shadzilla
    ✭✭✭✭✭
    Shadzilla wrote: »
    Shadzilla 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 :D

    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.

    Even having claw as a dk they don't either. That is the main point we all agree on. These weapons are under powered, and do less damage compared to craftable sets.
  • acw37162
    acw37162
    ✭✭✭✭✭
    They are super powerful.

    They were already toned down because they were entirely to strong.
  • leepalmer95
    leepalmer95
    ✭✭✭✭✭
    ✭✭✭✭✭
    Make DW weps give spell dmg as well as wpn dmg.

    My poor dw pvp mag builds.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Shadzilla
    Shadzilla
    ✭✭✭✭✭
    acw37162 wrote: »
    They are super powerful.

    They were already toned down because they were entirely to strong.

    Your first line is incorrect, your second is correct. Currently they are 66.6% as powerful as they used to be and are not used anymore due to the fact that crafted gear outperforms them in all situations, has been like that since 1 tamriel dropped. The nerf that they suffered was too much of a nerf, and they are not viable weapons now. That should be fixed, IMO.
    Edited by Shadzilla on July 16, 2017 4:05AM
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