xiZeroPointix wrote: »come in here with a solution to the problem instead of looking like a jacka**
xiZeroPointix wrote: »come in here with a solution to the problem instead of looking like a jacka**
Solution? Run a weapon that boosts one of those skills.
xiZeroPointix wrote: »You can now have a nirnhoned maelstrom weapon guys........
xiZeroPointix wrote: »come in here with a solution to the problem instead of looking like a jacka**
xiZeroPointix wrote: »You can now have a nirnhoned maelstrom weapon guys........
You could have one prior...
Solution? Run a weapon that boosts one of those skills.
So now I'm forced to run a skill on my bar that I may not want to?
Like I said, this change does not affect me negatively at all. But the design philosophy is stupid. It needlessly nerf builds that were in no way over performing.
A real solution would be to make the default enchantment the bonus weapon/spell damage and let it work with poisons.
No nerfs. Only buffs. If you want to play a simplified game that essentially dictates what skills to run on your bar, than sure support this change. Skill bars are already tight enough (not too tight imo, about right), and this change just makes you feel like you HAVE to run those skills now.
Solution? Run a weapon that boosts one of those skills.
So now I'm forced to run a skill on my bar that I may not want to?
Like I said, this change does not affect me negatively at all. But the design philosophy is stupid. It needlessly nerf builds that were in no way over performing.
A real solution would be to make the default enchantment the bonus weapon/spell damage and let it work with poisons.
No nerfs. Only buffs. If you want to play a simplified game that essentially dictates what skills to run on your bar, than sure support this change. Skill bars are already tight enough (not too tight imo, about right), and this change just makes you feel like you HAVE to run those skills now.
xiZeroPointix wrote: »
Solution? Run a weapon that boosts one of those skills.
So now I'm forced to run a skill on my bar that I may not want to?
Like I said, this change does not affect me negatively at all. But the design philosophy is stupid. It needlessly nerf builds that were in no way over performing.
A real solution would be to make the default enchantment the bonus weapon/spell damage and let it work with poisons.
No nerfs. Only buffs. If you want to play a simplified game that essentially dictates what skills to run on your bar, than sure support this change. Skill bars are already tight enough (not too tight imo, about right), and this change just makes you feel like you HAVE to run those skills now.
It was nerfed because after cwc it would have been over performing..but the master staff is in a bad place. Destructive touch dies hit hard in pvp from my experience but still needs some help
xiZeroPointix wrote: »
Solution? Run a weapon that boosts one of those skills.
So now I'm forced to run a skill on my bar that I may not want to?
Like I said, this change does not affect me negatively at all. But the design philosophy is stupid. It needlessly nerf builds that were in no way over performing.
A real solution would be to make the default enchantment the bonus weapon/spell damage and let it work with poisons.
No nerfs. Only buffs. If you want to play a simplified game that essentially dictates what skills to run on your bar, than sure support this change. Skill bars are already tight enough (not too tight imo, about right), and this change just makes you feel like you HAVE to run those skills now.
It was nerfed because after cwc it would have been over performing..but the master staff is in a bad place. Destructive touch dies hit hard in pvp from my experience but still needs some help
No it wouldn't. Definitely not as far as the staves are concerned
preedb16_ESO2 wrote: »For those of us who use infused maelstrom staff and do alot of heavy attacking this nerf is going to suck hard..
A spell dmg glyph on the MA staff will not make up for the loss of 245 spell damage and 403 points lost from the wall of fire bonus.. Especially since I don't really attack with my maelstrom staff since I swap to other bar after casting LL+Blockade, as I want to do the attacking with an infused staff with shock glyph from a 5x set.. And isn't the wpn/spell dmg glyph like 20% chance to proc? So even if I do light->LL->light->Blockade->light->bar swap it will barely proc half the time, and I only swap back to recast LL+Blockade every 8s and the glyph is only 5s duration.. So I MIGHT have an uptime of like 25% on the glyph..
*sigh*
I estimate somewhere around 2-3k dps loss from this vMA is going to suck even more, especially since I still havent managed to get a nirnhoned lightning staff.. Oh well, maybe maelstrom staff wont even be worth using after this nerf.. Then I can just slit my wrists after all the hard work and time I've put into beating the place and trying to get the weapons I need from there..
xiZeroPointix wrote: »80% uptime on an infused staff with over 400 spell damage i will take anyday over a constant 180 something piece of crap enchant. Good Day
preedb16_ESO2 wrote: »xiZeroPointix wrote: »80% uptime on an infused staff with over 400 spell damage i will take anyday over a constant 180 something piece of crap enchant. Good Day
I run infused MA staff, and I will lose 245 spell dmg AND 403 points to the wall of elements effect.. And since I will max do 1-2 light attacks with maelstrom before I swap to my 5x set weapon to do the actual attacking, the uptime on spell dmg glyph on MA staff will be maybe 25% at most..
So for me that run a heavy attack focused build, it's going to suck HARD..
xiZeroPointix wrote: »preedb16_ESO2 wrote: »xiZeroPointix wrote: »80% uptime on an infused staff with over 400 spell damage i will take anyday over a constant 180 something piece of crap enchant. Good Day
I run infused MA staff, and I will lose 245 spell dmg AND 403 points to the wall of elements effect.. And since I will max do 1-2 light attacks with maelstrom before I swap to my 5x set weapon to do the actual attacking, the uptime on spell dmg glyph on MA staff will be maybe 25% at most..
So for me that run a heavy attack focused build, it's going to suck HARD..
Infused doesnt effect the wall of elements just the spell damage portion. Scroll up and read my recent posts. Disregard som negative comments i made earlier and i apologize. Just frustrating when your trying to help people and you are met with argument instead of ideas on build changes
xiZeroPointix wrote: »
Solution? Run a weapon that boosts one of those skills.
So now I'm forced to run a skill on my bar that I may not want to?
Like I said, this change does not affect me negatively at all. But the design philosophy is stupid. It needlessly nerf builds that were in no way over performing.
A real solution would be to make the default enchantment the bonus weapon/spell damage and let it work with poisons.
No nerfs. Only buffs. If you want to play a simplified game that essentially dictates what skills to run on your bar, than sure support this change. Skill bars are already tight enough (not too tight imo, about right), and this change just makes you feel like you HAVE to run those skills now.
It was nerfed because after cwc it would have been over performing..but the master staff is in a bad place. Destructive touch dies hit hard in pvp from my experience but still needs some help
xiZeroPointix wrote: »
Solution? Run a weapon that boosts one of those skills.
So now I'm forced to run a skill on my bar that I may not want to?
Like I said, this change does not affect me negatively at all. But the design philosophy is stupid. It needlessly nerf builds that were in no way over performing.
A real solution would be to make the default enchantment the bonus weapon/spell damage and let it work with poisons.
No nerfs. Only buffs. If you want to play a simplified game that essentially dictates what skills to run on your bar, than sure support this change. Skill bars are already tight enough (not too tight imo, about right), and this change just makes you feel like you HAVE to run those skills now.
It was nerfed because after cwc it would have been over performing..but the master staff is in a bad place. Destructive touch dies hit hard in pvp from my experience but still needs some help
did you test that?, no. then how would you know. let me break this down for you, my maelstrom/willpower set has around 2500 spell damage right now, another one of my builds that uses 2 5 pc sets and a monster set has around 4000 spell damage.... even if they didn't nerf maelstrom weapons it still wouldn't be as good as the later build.
so again how would you know?.
xiZeroPointix wrote: »xiZeroPointix wrote: »
Solution? Run a weapon that boosts one of those skills.
So now I'm forced to run a skill on my bar that I may not want to?
Like I said, this change does not affect me negatively at all. But the design philosophy is stupid. It needlessly nerf builds that were in no way over performing.
A real solution would be to make the default enchantment the bonus weapon/spell damage and let it work with poisons.
No nerfs. Only buffs. If you want to play a simplified game that essentially dictates what skills to run on your bar, than sure support this change. Skill bars are already tight enough (not too tight imo, about right), and this change just makes you feel like you HAVE to run those skills now.
It was nerfed because after cwc it would have been over performing..but the master staff is in a bad place. Destructive touch dies hit hard in pvp from my experience but still needs some help
No it wouldn't. Definitely not as far as the staves are concerned
They never tell you all of the rhings they change. On pts right now vma staff with nirn with beserker enchant are out performing all other traits. Even when you are not at pen cap it is still beating sharpened go figure. Since sharpened was beat out by infused with hotr. Now sharpened beats out infused in which infused is now tied with precise. Nirn somehow came out of the shadows and became bis. Which is excactly what i predicted. Those that already have nirn it will suck...but will still be very strong
xiZeroPointix wrote: »xiZeroPointix wrote: »
Solution? Run a weapon that boosts one of those skills.
So now I'm forced to run a skill on my bar that I may not want to?
Like I said, this change does not affect me negatively at all. But the design philosophy is stupid. It needlessly nerf builds that were in no way over performing.
A real solution would be to make the default enchantment the bonus weapon/spell damage and let it work with poisons.
No nerfs. Only buffs. If you want to play a simplified game that essentially dictates what skills to run on your bar, than sure support this change. Skill bars are already tight enough (not too tight imo, about right), and this change just makes you feel like you HAVE to run those skills now.
It was nerfed because after cwc it would have been over performing..but the master staff is in a bad place. Destructive touch dies hit hard in pvp from my experience but still needs some help
No it wouldn't. Definitely not as far as the staves are concerned
They never tell you all of the rhings they change. On pts right now vma staff with nirn with beserker enchant are out performing all other traits. Even when you are not at pen cap it is still beating sharpened go figure. Since sharpened was beat out by infused with hotr. Now sharpened beats out infused in which infused is now tied with precise. Nirn somehow came out of the shadows and became bis. Which is excactly what i predicted. Those that already have nirn it will suck...but will still be very strong
Nirnhorned on mainxiZeroPointix wrote: »xiZeroPointix wrote: »
Solution? Run a weapon that boosts one of those skills.
So now I'm forced to run a skill on my bar that I may not want to?
Like I said, this change does not affect me negatively at all. But the design philosophy is stupid. It needlessly nerf builds that were in no way over performing.
A real solution would be to make the default enchantment the bonus weapon/spell damage and let it work with poisons.
No nerfs. Only buffs. If you want to play a simplified game that essentially dictates what skills to run on your bar, than sure support this change. Skill bars are already tight enough (not too tight imo, about right), and this change just makes you feel like you HAVE to run those skills now.
It was nerfed because after cwc it would have been over performing..but the master staff is in a bad place. Destructive touch dies hit hard in pvp from my experience but still needs some help
No it wouldn't. Definitely not as far as the staves are concerned
They never tell you all of the rhings they change. On pts right now vma staff with nirn with beserker enchant are out performing all other traits. Even when you are not at pen cap it is still beating sharpened go figure. Since sharpened was beat out by infused with hotr. Now sharpened beats out infused in which infused is now tied with precise. Nirn somehow came out of the shadows and became bis. Which is excactly what i predicted. Those that already have nirn it will suck...but will still be very strong
You are babbling.
My point is that vMA staff with 189 Spell Damage is not overpowered when compared to the Asylum Staff that gives burning, off balance and maim with near 100% uptime. Ergo it didn't need to be nerfed because it wouldn't be overpeforming.
xiZeroPointix wrote: »Wall of lighting does proc concussion and off balance as well and destructive touch+knockdown and pulsar+10% decrease in total health by the way
xiZeroPointix wrote: »189 base damage boost plus ninhoned trait plus beserker enchant( or any enchant in the game you want to run)....hmmm not overpowered? How so?