exeeter702 wrote: »
Sorry but you are putting way to much stock into "animation canceling" in this regard. Yes it will be nice to mask the bow firing animation, making it harder to react to in melee range but the projectile travel speed is not changed and thus this will have little actual effect from 20+ meters. Animation canceling isnt going to do anything for you outside of masking the bow firing animation. You will not be speeding anything up and macros are DEFINITELY not going to do you any favors here lol.
exeeter702 wrote: »If you think an offensively well built templar or warden isnt as much of a threat as a nb than i dont know what to say. If you believe for some silly arbitrary reason that only templars and wardens should be allowed to build into a strong healer than you have a lot to learn about how the game is designed.
Unless of course your hyperbolic jibberish is pure sarcasm.
exeeter702 wrote: »
Sorry but you are putting way to much stock into "animation canceling" in this regard. Yes it will be nice to mask the bow firing animation, making it harder to react to in melee range but the projectile travel speed is not changed and thus this will have little actual effect from 20+ meters. Animation canceling isnt going to do anything for you outside of masking the bow firing animation. You will not be speeding anything up and macros are DEFINITELY not going to do you any favors here lol.
The animation cancelling is not about masking the animation, it's about how close together you can get the the bow and incap to hit. It will absolutely change how tight your burst can be. This change will enable you to simultaneously hit both the bow and incap (or another ulti) in many more situations than currently possible. The trick is to not fire it from 20 meters away.
I guess you didn’t comprehend my comment about macros. I know they won’t do any favors. My point was, jokingly, that people will complain more about macros and animation cancelling due to how fast they will drop from an instant assassin’s will when its used right.exeeter702 wrote: »If you think an offensively well built templar or warden isnt as much of a threat as a nb than i dont know what to say. If you believe for some silly arbitrary reason that only templars and wardens should be allowed to build into a strong healer than you have a lot to learn about how the game is designed.
Unless of course your hyperbolic jibberish is pure sarcasm.
Everything in this game can be a threat, I personally think the classes are quite balanced. Idk why you're putting words in my mouth other than the fact that youre not very good at rhetoric or debate.
That being said, nothing has as much potential burst damage as a nightblade. They have both the quickest and also the hardest hitting offensive profile. That’s literally what burst damage is….chaining hard hitting abilities together quickly. Both aspects NBs excel at. Nightblades also have the strongest damage modifiers in the game as well. That’s not even a matter of opinion guy, It’s something you can look up the numbers on.
exeeter702 wrote: »exeeter702 wrote: »
Sorry but you are putting way to much stock into "animation canceling" in this regard. Yes it will be nice to mask the bow firing animation, making it harder to react to in melee range but the projectile travel speed is not changed and thus this will have little actual effect from 20+ meters. Animation canceling isnt going to do anything for you outside of masking the bow firing animation. You will not be speeding anything up and macros are DEFINITELY not going to do you any favors here lol.
The animation cancelling is not about masking the animation, it's about how close together you can get the the bow and incap to hit. It will absolutely change how tight your burst can be. This change will enable you to simultaneously hit both the bow and incap (or another ulti) in many more situations than currently possible. The trick is to not fire it from 20 meters away.
I guess you didn’t comprehend my comment about macros. I know they won’t do any favors. My point was, jokingly, that people will complain more about macros and animation cancelling due to how fast they will drop from an instant assassin’s will when its used right.exeeter702 wrote: »If you think an offensively well built templar or warden isnt as much of a threat as a nb than i dont know what to say. If you believe for some silly arbitrary reason that only templars and wardens should be allowed to build into a strong healer than you have a lot to learn about how the game is designed.
Unless of course your hyperbolic jibberish is pure sarcasm.
Everything in this game can be a threat, I personally think the classes are quite balanced. Idk why you're putting words in my mouth other than the fact that youre not very good at rhetoric or debate.
That being said, nothing has as much potential burst damage as a nightblade. They have both the quickest and also the hardest hitting offensive profile. That’s literally what burst damage is….chaining hard hitting abilities together quickly. Both aspects NBs excel at. Nightblades also have the strongest damage modifiers in the game as well. That’s not even a matter of opinion guy, It’s something you can look up the numbers on.
Im not sure what you are trying to get at nor do i really want to get into the mud with you on this but oh well..
You hit assasins will and once the GCD refreshes, you hit incap, no amount of animation canceling is going to shorten the gcd or allow you to circumvent it entirely. Prior to this change, the cast time on assasins will was nearly identical to the GCD so the window in which you would activate AW and an ult is entirely unchanged with AW being instant cast. The only differences now are that you are able to take an action that is off the GCD such as roll dodge, block or bar swap without losing AW since there is no longer a cast time. And the burst combo is actually marginally WORSE as far as possible reaction time is concerned simply because prior to this change, AW cast time pushed the resolution point of the skill slightly to the end of the GCD (100ms) which meant that by the time it fires, the GCD is 10 percent in and you can go into an ult or impale or whatever that much sooner. Animation canceling in no way shape or form will allow you to string 2 consecutive abilities together faster than the games GCD will allow. Competent players use abilities right off the GCD regardless, which causes the byproduct of "animation canceling" to even be a thing.
The 20 meter comment was specifically made because of the fact that at melee range little has changed and you are not reacting to it at melee range regardless. But at 20 meters which is a rough range of which you can see and react to the projectile it will be harder since you can block, bar swap or roll and they wont see the bow firing animation... curious then is it that the latest PTS has nerfed the projectile speed?
Assasins Will cast =100ms
Global Cool Down =1000ms
Cast time removed, projectile speed reduced by 10%
You are not going to fire the bow and use another skill, including an ULT since ults obey the GCD, within any smaller a window than 2 seconds front to back.
1=Assasins Will activation(triggering cast time)
2(*)=Assasins Will bow fire
3=Incap
*=100ms
We are going from this:
1*2(*)*******3
To this:
2**********3
exeeter702 wrote: »exeeter702 wrote: »
Sorry but you are putting way to much stock into "animation canceling" in this regard. Yes it will be nice to mask the bow firing animation, making it harder to react to in melee range but the projectile travel speed is not changed and thus this will have little actual effect from 20+ meters. Animation canceling isnt going to do anything for you outside of masking the bow firing animation. You will not be speeding anything up and macros are DEFINITELY not going to do you any favors here lol.
The animation cancelling is not about masking the animation, it's about how close together you can get the the bow and incap to hit. It will absolutely change how tight your burst can be. This change will enable you to simultaneously hit both the bow and incap (or another ulti) in many more situations than currently possible. The trick is to not fire it from 20 meters away.
I guess you didn’t comprehend my comment about macros. I know they won’t do any favors. My point was, jokingly, that people will complain more about macros and animation cancelling due to how fast they will drop from an instant assassin’s will when its used right.exeeter702 wrote: »If you think an offensively well built templar or warden isnt as much of a threat as a nb than i dont know what to say. If you believe for some silly arbitrary reason that only templars and wardens should be allowed to build into a strong healer than you have a lot to learn about how the game is designed.
Unless of course your hyperbolic jibberish is pure sarcasm.
Everything in this game can be a threat, I personally think the classes are quite balanced. Idk why you're putting words in my mouth other than the fact that youre not very good at rhetoric or debate.
That being said, nothing has as much potential burst damage as a nightblade. They have both the quickest and also the hardest hitting offensive profile. That’s literally what burst damage is….chaining hard hitting abilities together quickly. Both aspects NBs excel at. Nightblades also have the strongest damage modifiers in the game as well. That’s not even a matter of opinion guy, It’s something you can look up the numbers on.
Im not sure what you are trying to get at nor do i really want to get into the mud with you on this but oh well..
You hit assasins will and once the GCD refreshes, you hit incap, no amount of animation canceling is going to shorten the gcd or allow you to circumvent it entirely. Prior to this change, the cast time on assasins will was nearly identical to the GCD so the window in which you would activate AW and an ult is entirely unchanged with AW being instant cast. The only differences now are that you are able to take an action that is off the GCD such as roll dodge, block or bar swap without losing AW since there is no longer a cast time. And the burst combo is actually marginally WORSE as far as possible reaction time is concerned simply because prior to this change, AW cast time pushed the resolution point of the skill slightly to the end of the GCD (100ms) which meant that by the time it fires, the GCD is 10 percent in and you can go into an ult or impale or whatever that much sooner. Animation canceling in no way shape or form will allow you to string 2 consecutive abilities together faster than the games GCD will allow. Competent players use abilities right off the GCD regardless, which causes the byproduct of "animation canceling" to even be a thing.
The 20 meter comment was specifically made because of the fact that at melee range little has changed and you are not reacting to it at melee range regardless. But at 20 meters which is a rough range of which you can see and react to the projectile it will be harder since you can block, bar swap or roll and they wont see the bow firing animation... curious then is it that the latest PTS has nerfed the projectile speed?
Assasins Will cast =100ms
Global Cool Down =1000ms
Cast time removed, projectile speed reduced by 10%
You are not going to fire the bow and use another skill, including an ULT since ults obey the GCD, within any smaller a window than 2 seconds front to back.
1=Assasins Will activation(triggering cast time)
2(*)=Assasins Will bow fire
3=Incap
*=100ms
We are going from this:
1*2(*)*******3
To this:
2**********3
To be fair, it's very deadly now the other way around (Incap->AW) - very hard to CC break & dodge in time.
Though I'm a EU player, so it might be still possible to CC break->dodge roll without the latency.
Maybe some NA player could test that on PTS?
ZOS_Wrobel wrote: »We’d like to address a few common concerns we’ve been seeing in this thread. First: Agony. We appreciate all the feedback we’ve received so far on the changes to this ability, but understand some of you feel casting Agony on multiple players currently feels too risky. To counter this, we’re planning to change this to an upfront cost instead of damage each tick, and reduce its duration. We also want to make Executioner more useful, and will be implementing some changes in an upcoming PTS patch. This will include having it give resources back instantly, and making it proc when an enemy dies within a couple seconds of using an Assassination ability.
As an aside, we’re also looking at making Assassin’s Will an instant cast instead of having it be a super short cast.
We’ve also seen requests to modify Power Extraction, and to add an ability that scales off your maximum health. While we won’t be addressing these in this update, it’s something we’re exploring for the future.
We appreciate everyone who’s taken the time to test the class changes on the PTS and provide feedback. Keep it coming!
Would also like to add I think this skill looks like it's intended for use by NB healers. I don't think it's intended to be used by NB DPS or tanks, so either of those roles saying they won't use it, is probably correct.
@ZOS_Wrobel
Malevolent/Healthy/Shrewd Offering.
First of all, I can only speak from a PVP DPS point of view. Also, as I understand it, in PVP the damage isn't affected by battle spirit, but the heal is. I presume this is an oversight, and not intended, so what I write assumes that this is corrected further down the line so we get the true heal in PVP.
The skill in it's first iteration, I would have used; the skill as it is now, I couldn't touch.
I'm a mageblade in light armour. I build enough health into my setup to be able to survive being attacked, and react. Often I'll get taken to <5k health before I can pop a shield, then set a HoT running to bring my health back up. With the latest update, I could not rely on this skill as I might not even be able to cast it.
This is of course specific to how I would use the skill. I read nightblade healers saying how this change is better for them, and that of course is great.
My point here is that we have two morphs. Why not for example leave Healthy Offering in it's first iteration with the DoT and HoT, and have Shrewd Offering in it's newer form with the up front damage and HoT?
NBs just got a nice Executioner passive buff. Nobody talking about those of course.
inf.toniceb17_ESO wrote: »NBs just got a nice Executioner passive buff. Nobody talking about those of course.
It is indeed a nice buff but it still has very limited usage. Only 3 skills and a proc from the skilltree do damage: Death stroke Ult, Assasin's Blade, Teleport Strike and Assasin's Will proc. And since it requires a kill - it's almost usless during boss fights.
Let's look at it from PvE perspective as a DD: you don't really use Ults on adds normally, most of them have too low hp to use an execute and Teleport Strike is downright useless in PvE. That leaves us with an occasional Assasins' Will proc. So yeah while it's a nice buff you don't really want to rely on that passive too much.
Now, the most fun part: They mentioned that it will be a buff for NB tanks. However none of these skills are of any use for a tank. Only Assassination tree skills that are useful for a tank don't do any damage.
I can't really comment on how good it is from PvP perspective but i imagine it's also not that good since every fight is similar to a PvE boss fight. Unless you are steamrolling over a bunch of noobs.
Short version: Just like heals from Assasin's Blade and Mark Target new passive is nothing more than a nice bonus. It's not something you can rely on or build around.
You don't need to kill. You just need to do damage and the opponent to die within 2 seconds. That's pretty strong in PvP.
ZOS_Wrobel wrote: »We’ve also seen requests to modify Power Extraction, and to add an ability that scales off your maximum health. While we won’t be addressing these in this update, it’s something we’re exploring for the future.
Bladerunner1 wrote: »ZOS_Wrobel wrote: »We’ve also seen requests to modify Power Extraction, and to add an ability that scales off your maximum health. While we won’t be addressing these in this update, it’s something we’re exploring for the future.
I've always liked Power Extraction, am I the only one? Sure it's not as awesome to a Stamblade as Sap Essence is to a Magblade, but I think that's why the complaint threads came up in the first place, just people whining that their Stamblade can't heal like the Magblades who plow through hordes of mobs without the slightest blip to their health.
The skill is amazing, do I want a big AOE damaging skill close to the radius of steelnado while dealing approximately the same damage of steelnado while gaining major brutality while spending 30% less stamina? Yes please.
Any Stamblade who's going into a dungeon for the first time, or playing casually, or pugging has much to gain from this skill. It's on my "Cheap DPS" bar, I hardly ever use up power potions, and my optional 2-H build uses this for more AOE DPS.
Bladerunner1 wrote: »ZOS_Wrobel wrote: »We’ve also seen requests to modify Power Extraction, and to add an ability that scales off your maximum health. While we won’t be addressing these in this update, it’s something we’re exploring for the future.
I've always liked Power Extraction, am I the only one? Sure it's not as awesome to a Stamblade as Sap Essence is to a Magblade, but I think that's why the complaint threads came up in the first place, just people whining that their Stamblade can't heal like the Magblades who plow through hordes of mobs without the slightest blip to their health.
The skill is amazing, do I want a big AOE damaging skill close to the radius of steelnado while dealing approximately the same damage of steelnado while gaining major brutality while spending 30% less stamina? Yes please.
Any Stamblade who's going into a dungeon for the first time, or playing casually, or pugging has much to gain from this skill. It's on my "Cheap DPS" bar, I hardly ever use up power potions, and my optional 2-H build uses this for more AOE DPS.
It has less range than Steel Tornado, deals less damage most of the time (depends on target health) and isn't currently part of any PvE/PvP build for a reason.
If you want access to Major Brutality without using pots or 2H, Shrouded Daggers provides you way more AoE DPS and is actually a very good skill in PvP as well (3rd bounce of it deals more damage than a Surprise Attack), while costing only 10% more stamina (not that this matters for most builds).
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Bladerunner1 wrote: »ZOS_Wrobel wrote: »We’ve also seen requests to modify Power Extraction, and to add an ability that scales off your maximum health. While we won’t be addressing these in this update, it’s something we’re exploring for the future.
I've always liked Power Extraction, am I the only one? Sure it's not as awesome to a Stamblade as Sap Essence is to a Magblade, but I think that's why the complaint threads came up in the first place, just people whining that their Stamblade can't heal like the Magblades who plow through hordes of mobs without the slightest blip to their health.
The skill is amazing, do I want a big AOE damaging skill close to the radius of steelnado while dealing approximately the same damage of steelnado while gaining major brutality while spending 30% less stamina? Yes please.
Any Stamblade who's going into a dungeon for the first time, or playing casually, or pugging has much to gain from this skill. It's on my "Cheap DPS" bar, I hardly ever use up power potions, and my optional 2-H build uses this for more AOE DPS.
It has less range than Steel Tornado, deals less damage most of the time (depends on target health) and isn't currently part of any PvE/PvP build for a reason.
If you want access to Major Brutality without using pots or 2H, Shrouded Daggers provides you way more AoE DPS and is actually a very good skill in PvP as well (3rd bounce of it deals more damage than a Surprise Attack), while costing only 10% more stamina (not that this matters for most builds).
Bladerunner1 wrote: »ZOS_Wrobel wrote: »We’ve also seen requests to modify Power Extraction, and to add an ability that scales off your maximum health. While we won’t be addressing these in this update, it’s something we’re exploring for the future.
I've always liked Power Extraction, am I the only one? Sure it's not as awesome to a Stamblade as Sap Essence is to a Magblade, but I think that's why the complaint threads came up in the first place, just people whining that their Stamblade can't heal like the Magblades who plow through hordes of mobs without the slightest blip to their health.
The skill is amazing, do I want a big AOE damaging skill close to the radius of steelnado while dealing approximately the same damage of steelnado while gaining major brutality while spending 30% less stamina? Yes please.
Any Stamblade who's going into a dungeon for the first time, or playing casually, or pugging has much to gain from this skill. It's on my "Cheap DPS" bar, I hardly ever use up power potions, and my optional 2-H build uses this for more AOE DPS.
It has less range than Steel Tornado, deals less damage most of the time (depends on target health) and isn't currently part of any PvE/PvP build for a reason.
If you want access to Major Brutality without using pots or 2H, Shrouded Daggers provides you way more AoE DPS and is actually a very good skill in PvP as well (3rd bounce of it deals more damage than a Surprise Attack), while costing only 10% more stamina (not that this matters for most builds).
What would you change it to? I think it would be bad for balance overall if Power Extraction simply outperformed Steel Tornado as an AoE DPS ability.
ZOS_Wrobel wrote: »We’d like to address a few common concerns we’ve been seeing in this thread. First: Agony. We appreciate all the feedback we’ve received so far on the changes to this ability, but understand some of you feel casting Agony on multiple players currently feels too risky. To counter this, we’re planning to change this to an upfront cost instead of damage each tick, and reduce its duration. We also want to make Executioner more useful, and will be implementing some changes in an upcoming PTS patch. This will include having it give resources back instantly, and making it proc when an enemy dies within a couple seconds of using an Assassination ability.
As an aside, we’re also looking at making Assassin’s Will an instant cast instead of having it be a super short cast.
We’ve also seen requests to modify Power Extraction, and to add an ability that scales off your maximum health. While we won’t be addressing these in this update, it’s something we’re exploring for the future.
We appreciate everyone who’s taken the time to test the class changes on the PTS and provide feedback. Keep it coming!
Will the instant cast of Assassin's Will apply to Assassin's Scourge also? Will it change travel time at all? I'm excited to see if this will prevent the ability sometimes doing nothing after casting then bar swapping.
The executioner passive change sounds very powerful. Maybe a reduction in magicka returned if you don't get the kill?
The_Protagonist wrote: »How about a change to cripple? For Stamblades?
Bladerunner1 wrote: »ZOS_Wrobel wrote: »We’ve also seen requests to modify Power Extraction, and to add an ability that scales off your maximum health. While we won’t be addressing these in this update, it’s something we’re exploring for the future.
I've always liked Power Extraction, am I the only one? Sure it's not as awesome to a Stamblade as Sap Essence is to a Magblade, but I think that's why the complaint threads came up in the first place, just people whining that their Stamblade can't heal like the Magblades who plow through hordes of mobs without the slightest blip to their health.
The skill is amazing, do I want a big AOE damaging skill close to the radius of steelnado while dealing approximately the same damage of steelnado while gaining major brutality while spending 30% less stamina? Yes please.
Any Stamblade who's going into a dungeon for the first time, or playing casually, or pugging has much to gain from this skill. It's on my "Cheap DPS" bar, I hardly ever use up power potions, and my optional 2-H build uses this for more AOE DPS.
It has less range than Steel Tornado, deals less damage most of the time (depends on target health) and isn't currently part of any PvE/PvP build for a reason.
If you want access to Major Brutality without using pots or 2H, Shrouded Daggers provides you way more AoE DPS and is actually a very good skill in PvP as well (3rd bounce of it deals more damage than a Surprise Attack), while costing only 10% more stamina (not that this matters for most builds).
What would you change it to? I think it would be bad for balance overall if Power Extraction simply outperformed Steel Tornado as an AoE DPS ability.
I would change it to something completely different. It's not like stamina builds lack any AoE (in fact, with vMA bow you usually don't even slot spammable AoE in Trials for example).
I'd like to see the stamina morph become a single target delayed heal (I believe ZOS actually stated they intend for Siphoning to become a "healing" skill line). Something like this:
Power Extraction
Cast Time: Instant
Target: Enemy
Range: 28 meters
Duration: X seconds
Cost: X stamina
Apply a ticking bomb on the enemy that deals Y damage after X seconds and heals you for Z. You may detonate the bomb earlier for less damage and healing.
Also grants you Major Brutality for 30 seconds.
Just an idea, anything really works as long as it's better than the current form (worst, most unreliable way of getting Major Brutality in game).
@Bladerunner1 with all due respect to Jeckll (who's a fantastic player), I'm quite certain Shrouded Daggers would perform better in most situations.
There are edge cases where you're fighting 6 or more enemies where Power Extraction would possibly perform better, but those are too niche imo (and usually just steamrolled through as those are pretty much always trash mob encounters) to really warrant slotting Power Extraction. Most of the time you're better off with Shrouded Daggers.
Besides, designing skills so that they are only worth using as a new player significantly reduces build diversity at the top level, where things like min-maxing & even having a build start to matter.
Good skill design is designing skills that are fun to use and useful at all level ranges, especially in a game with extremely limited number of skills you can slot. Skills that aren't too similar to other skills (e.g. Steel Tornado).
Bladerunner1 wrote: »Bladerunner1 wrote: »ZOS_Wrobel wrote: »We’ve also seen requests to modify Power Extraction, and to add an ability that scales off your maximum health. While we won’t be addressing these in this update, it’s something we’re exploring for the future.
I've always liked Power Extraction, am I the only one? Sure it's not as awesome to a Stamblade as Sap Essence is to a Magblade, but I think that's why the complaint threads came up in the first place, just people whining that their Stamblade can't heal like the Magblades who plow through hordes of mobs without the slightest blip to their health.
The skill is amazing, do I want a big AOE damaging skill close to the radius of steelnado while dealing approximately the same damage of steelnado while gaining major brutality while spending 30% less stamina? Yes please.
Any Stamblade who's going into a dungeon for the first time, or playing casually, or pugging has much to gain from this skill. It's on my "Cheap DPS" bar, I hardly ever use up power potions, and my optional 2-H build uses this for more AOE DPS.
It has less range than Steel Tornado, deals less damage most of the time (depends on target health) and isn't currently part of any PvE/PvP build for a reason.
If you want access to Major Brutality without using pots or 2H, Shrouded Daggers provides you way more AoE DPS and is actually a very good skill in PvP as well (3rd bounce of it deals more damage than a Surprise Attack), while costing only 10% more stamina (not that this matters for most builds).
What would you change it to? I think it would be bad for balance overall if Power Extraction simply outperformed Steel Tornado as an AoE DPS ability.
I would change it to something completely different. It's not like stamina builds lack any AoE (in fact, with vMA bow you usually don't even slot spammable AoE in Trials for example).
I'd like to see the stamina morph become a single target delayed heal (I believe ZOS actually stated they intend for Siphoning to become a "healing" skill line). Something like this:
Power Extraction
Cast Time: Instant
Target: Enemy
Range: 28 meters
Duration: X seconds
Cost: X stamina
Apply a ticking bomb on the enemy that deals Y damage after X seconds and heals you for Z. You may detonate the bomb earlier for less damage and healing.
Also grants you Major Brutality for 30 seconds.
Just an idea, anything really works as long as it's better than the current form (worst, most unreliable way of getting Major Brutality in game).
@Bladerunner1 with all due respect to Jeckll (who's a fantastic player), I'm quite certain Shrouded Daggers would perform better in most situations.
There are edge cases where you're fighting 6 or more enemies where Power Extraction would possibly perform better, but those are too niche imo (and usually just steamrolled through as those are pretty much always trash mob encounters) to really warrant slotting Power Extraction. Most of the time you're better off with Shrouded Daggers.
Besides, designing skills so that they are only worth using as a new player significantly reduces build diversity at the top level, where things like min-maxing & even having a build start to matter.
Good skill design is designing skills that are fun to use and useful at all level ranges, especially in a game with extremely limited number of skills you can slot. Skills that aren't too similar to other skills (e.g. Steel Tornado).
The only reason I had for bringing this up was Wrobel's comment:
"We’ve also seen requests to modify Power Extraction, and to add an ability that scales off your maximum health."
The sentence reeks of tanking. Think about it, they just took one "useless" nightblade skill and turned it into a "healing" skill.
We don't need them to take what you consider a useless skill and turned it into a "tanking" skill. 90% of the stamblade DPS playerbase has need of it in it's current form because shrouded daggers is so lame, it hits up to three targets if you aim at the furthest enemy, and the other two are standing within a 5meter end-to-end arrangement like dominos falling over. Aim at the middle enemy and you get two hits...it's lame.
Players without a Maelstrom bow have terrible AOE DPS, and more often than not they don't have power pots, and those players make up a majority of Stamblades.