"DK godmode." "Whip is OP."
They have been subpar since the great nerfs of 1.6, with a brief rise in the desert rose, black rose meta, pre sustain nerf. Whip is good, no denial, though the undogeable is on powerlash, a procced attack which requires CC/offbalance, so can easily be negated. Other spammables are better depending, bird having a delay for burst, all undodgable and similar damage.
+Ninja whip
+1v1s?
+Leap (if it works)
-Block only viable defense nerfed. Wings UP and buggy as ***.
-Low mobility
-Low dmg due to tanky play style
-Very low sustain
-No defense against ranged anymore
If you think Mag DK is weak this patch you really haven't PvPed enough. I have never seen this many Mag DKs on console before. Very strong atm and possibly the best Magicka setup too since damage has gone up, which scales far better with tankiness through resistances than any damage shield.
The roots, man. And passive snare. Once they closed the distance once, they control the fight. Can never hit them, as they're always behind you.
Then there's the free 25% damage bonus on everything against 75% of Cyro population, on top of that ridiculous tankiness.
(>.>)
Whip is OP, there's no denying that. It's a problem.
They definitely need to look into increasing its cost and even decreasing its damage, as of now completely broken skill. It costing more than force pulse, of course makes no sense. I think whether or not force pulse needs to have its cost decreased, is debatable.
well - then maybe lets talk about surprise attack, dizzying swing/wrecking blow, Executioner etc. you get spammed by all these stam players. Dodge rolling 10 times in between that you cannot even attack them...
I don't even want to start a discussion concerning poison injection...
I consider stam to be so vastly overpowered compared to mag that I don't even consider mag to be viable for roles other than heals at this point. For heals, mag is just fine.
Other than that, stam blows mag out of the water by such a large extent that the current meta is just completely unbalanced.
Are you talking about PvE or PvP?
It would be wrong on both sides anyway.
nah.
Great answer. Those are the posts great discussions are based on
I guess by now it's clear you don't play PvP or else you would be agreeing with me, but I was specifically referring to PvP.
Stam is dominant in PvE too. Their DPS is a lot higher there as well!
This all makes for a meta that is terribly unbalanced, and for anyone trying to play mag as a dd whether it be on PvE or PvP, you will be at an inherent disadvantage and left out in the woods
Given all this, a rebalance and buffing of mag's damage potential is necessary.
I play both PvE and PvP, stam has higher single target but AoE damage of mag is still much higher and 4/6 trials are more than 90% AoE fights where you want magdds. Also you need ranged DDs for certain encounters, Maw 1st Boss, the Mage.
Also Ranged DDs can do their rota easier as there are more mechanics for meeles than ranged which leads to higher damage in some encounters.
I've been playing PvP since the closed Beta. I encountered the humangod dks, unkillable Sorcs with 50k shield and no streak penalty, vigor being unlocked at pvp rank 30, unkillable malubeth tanks, storm knight zerg busters and i played during proc set plague
I can tell you there is no class in pvp that is totally outclassed except for stamdk that is just a shade of stamwarden.
Magplar needs better ults, Soulassault needs to be nerfed, incap needs it's stun removed and poisons need to be kicked out of the game.
But no magicka builds perform great.
Magnbs are strong from Solo up to zerg play, magsorcs never lost their viability, magplars are still the best healers ( after scaling fix they are back at being strong dds ) Magdk is stronger than it ever was after Patch 1.6, magwarden isn't weaker than stamwarden atm, no there is really no reason to buff magicka or nerf stamina overall.
Whip is OP, there's no denying that. It's a problem.
They definitely need to look into increasing its cost and even decreasing its damage, as of now completely broken skill. It costing more than force pulse, of course makes no sense. I think whether or not force pulse needs to have its cost decreased, is debatable.
well - then maybe lets talk about surprise attack, dizzying swing/wrecking blow, Executioner etc. you get spammed by all these stam players. Dodge rolling 10 times in between that you cannot even attack them...
I don't even want to start a discussion concerning poison injection...
I consider stam to be so vastly overpowered compared to mag that I don't even consider mag to be viable for roles other than heals at this point. For heals, mag is just fine.
Other than that, stam blows mag out of the water by such a large extent that the current meta is just completely unbalanced.
Are you talking about PvE or PvP?
It would be wrong on both sides anyway.
nah.
Great answer. Those are the posts great discussions are based on
I guess by now it's clear you don't play PvP or else you would be agreeing with me, but I was specifically referring to PvP.
Stam is dominant in PvE too. Their DPS is a lot higher there as well!
This all makes for a meta that is terribly unbalanced, and for anyone trying to play mag as a dd whether it be on PvE or PvP, you will be at an inherent disadvantage and left out in the woods
Given all this, a rebalance and buffing of mag's damage potential is necessary.
I play both PvE and PvP, stam has higher single target but AoE damage of mag is still much higher and 4/6 trials are more than 90% AoE fights where you want magdds. Also you need ranged DDs for certain encounters, Maw 1st Boss, the Mage.
Also Ranged DDs can do their rota easier as there are more mechanics for meeles than ranged which leads to higher damage in some encounters.
I've been playing PvP since the closed Beta. I encountered the humangod dks, unkillable Sorcs with 50k shield and no streak penalty, vigor being unlocked at pvp rank 30, unkillable malubeth tanks, storm knight zerg busters and i played during proc set plague
I can tell you there is no class in pvp that is totally outclassed except for stamdk that is just a shade of stamwarden.
Magplar needs better ults, Soulassault needs to be nerfed, incap needs it's stun removed and poisons need to be kicked out of the game.
But no magicka builds perform great.
Magnbs are strong from Solo up to zerg play, magsorcs never lost their viability, magplars are still the best healers ( after scaling fix they are back at being strong dds ) Magdk is stronger than it ever was after Patch 1.6, magwarden isn't weaker than stamwarden atm, no there is really no reason to buff magicka or nerf stamina overall.
@BohnT Are you talking about sweeps and radiant?? When did ZOS fix the scaling?? Been broken since Morrowind and I can´t remember any patchnotes about any fix
"DK godmode." "Whip is OP."
They have been subpar since the great nerfs of 1.6, with a brief rise in the desert rose, black rose meta, pre sustain nerf. Whip is good, no denial, though the undogeable is on powerlash, a procced attack which requires CC/offbalance, so can easily be negated. Other spammables are better depending, bird having a delay for burst, all undodgable and similar damage.
+Ninja whip
+1v1s?
+Leap (if it works)
-Block only viable defense nerfed. Wings UP and buggy as ***.
-Low mobility
-Low dmg due to tanky play style
-Very low sustain
-No defense against ranged anymore
If you think Mag DK is weak this patch you really haven't PvPed enough. I have never seen this many Mag DKs on console before. Very strong atm and possibly the best Magicka setup too since damage has gone up, which scales far better with tankiness through resistances than any damage shield.
The roots, man. And passive snare. Once they closed the distance once, they control the fight. Can never hit them, as they're always behind you.
Then there's the free 25% damage bonus on everything against 75% of Cyro population, on top of that ridiculous tankiness.
(>.>)
"DK godmode." "Whip is OP."
They have been subpar since the great nerfs of 1.6, with a brief rise in the desert rose, black rose meta, pre sustain nerf. Whip is good, no denial, though the undogeable is on powerlash, a procced attack which requires CC/offbalance, so can easily be negated. Other spammables are better depending, bird having a delay for burst, all undodgable and similar damage.
+Ninja whip
+1v1s?
+Leap (if it works)
-Block only viable defense nerfed. Wings UP and buggy as ***.
-Low mobility
-Low dmg due to tanky play style
-Very low sustain
-No defense against ranged anymore
If you think Mag DK is weak this patch you really haven't PvPed enough. I have never seen this many Mag DKs on console before. Very strong atm and possibly the best Magicka setup too since damage has gone up, which scales far better with tankiness through resistances than any damage shield.
The roots, man. And passive snare. Once they closed the distance once, they control the fight. Can never hit them, as they're always behind you.
Then there's the free 25% damage bonus on everything against 75% of Cyro population, on top of that ridiculous tankiness.
(>.>)
If you play vamp get used to the Flame damage penalty or learn to play without undeath healing ward spam that shouldn't be there in the first place.
It's pretty easy escaping a magdk that's not using chains.
Magblade cloaks and won't be caught, sorcs can streak away with no penalty if used with Dark Deal after every second streak, magplar laughs his ass off when the magdk tries to attack him, magwarden just heals through and kills the magdk with shalks , bugs and bird spam where the main defence of dks again ranged builds is ignored. Magdk vs magdk have a fair fight, Stamchars can Run away except for stamdk because they are forced to run heavy but who even plays stamdk? Just go stamwarden and be better in every aspect you could ask for.
Magdk is only as strong as the enemy is dumb enough to be locked down by it.
"DK godmode." "Whip is OP."
They have been subpar since the great nerfs of 1.6, with a brief rise in the desert rose, black rose meta, pre sustain nerf. Whip is good, no denial, though the undogeable is on powerlash, a procced attack which requires CC/offbalance, so can easily be negated. Other spammables are better depending, bird having a delay for burst, all undodgable and similar damage.
+Ninja whip
+1v1s?
+Leap (if it works)
-Block only viable defense nerfed. Wings UP and buggy as ***.
-Low mobility
-Low dmg due to tanky play style
-Very low sustain
-No defense against ranged anymore
If you think Mag DK is weak this patch you really haven't PvPed enough. I have never seen this many Mag DKs on console before. Very strong atm and possibly the best Magicka setup too since damage has gone up, which scales far better with tankiness through resistances than any damage shield.
The roots, man. And passive snare. Once they closed the distance once, they control the fight. Can never hit them, as they're always behind you.
Then there's the free 25% damage bonus on everything against 75% of Cyro population, on top of that ridiculous tankiness.
(>.>)
If you play vamp get used to the Flame damage penalty or learn to play without undeath healing ward spam that shouldn't be there in the first place.
It's pretty easy escaping a magdk that's not using chains.
Magblade cloaks and won't be caught, sorcs can streak away with no penalty if used with Dark Deal after every second streak, magplar laughs his ass off when the magdk tries to attack him, magwarden just heals through and kills the magdk with shalks , bugs and bird spam where the main defence of dks again ranged builds is ignored. Magdk vs magdk have a fair fight, Stamchars can Run away except for stamdk because they are forced to run heavy but who even plays stamdk? Just go stamwarden and be better in every aspect you could ask for.
Magdk is only as strong as the enemy is dumb enough to be locked down by it.
That's the problem I have. Running away isn't a satisfying solution.
"DK godmode." "Whip is OP."
They have been subpar since the great nerfs of 1.6, with a brief rise in the desert rose, black rose meta, pre sustain nerf. Whip is good, no denial, though the undogeable is on powerlash, a procced attack which requires CC/offbalance, so can easily be negated. Other spammables are better depending, bird having a delay for burst, all undodgable and similar damage.
+Ninja whip
+1v1s?
+Leap (if it works)
-Block only viable defense nerfed. Wings UP and buggy as ***.
-Low mobility
-Low dmg due to tanky play style
-Very low sustain
-No defense against ranged anymore
If you think Mag DK is weak this patch you really haven't PvPed enough. I have never seen this many Mag DKs on console before. Very strong atm and possibly the best Magicka setup too since damage has gone up, which scales far better with tankiness through resistances than any damage shield.
The roots, man. And passive snare. Once they closed the distance once, they control the fight. Can never hit them, as they're always behind you.
Then there's the free 25% damage bonus on everything against 75% of Cyro population, on top of that ridiculous tankiness.
(>.>)
If you play vamp get used to the Flame damage penalty or learn to play without undeath healing ward spam that shouldn't be there in the first place.
It's pretty easy escaping a magdk that's not using chains.
Magblade cloaks and won't be caught, sorcs can streak away with no penalty if used with Dark Deal after every second streak, magplar laughs his ass off when the magdk tries to attack him, magwarden just heals through and kills the magdk with shalks , bugs and bird spam where the main defence of dks again ranged builds is ignored. Magdk vs magdk have a fair fight, Stamchars can Run away except for stamdk because they are forced to run heavy but who even plays stamdk? Just go stamwarden and be better in every aspect you could ask for.
Magdk is only as strong as the enemy is dumb enough to be locked down by it.
That's the problem I have. Running away isn't a satisfying solution.
You won't have to run away from 95% of all magdks as it's pretty easy to fight them if you are anything other than stamplar or stamdk.
And if you meet that dk which is in the 5% be happy that he's a dk because that's one of 2 classes you can actually get away from.
"DK godmode." "Whip is OP."
They have been subpar since the great nerfs of 1.6, with a brief rise in the desert rose, black rose meta, pre sustain nerf. Whip is good, no denial, though the undogeable is on powerlash, a procced attack which requires CC/offbalance, so can easily be negated. Other spammables are better depending, bird having a delay for burst, all undodgable and similar damage.
+Ninja whip
+1v1s?
+Leap (if it works)
-Block only viable defense nerfed. Wings UP and buggy as ***.
-Low mobility
-Low dmg due to tanky play style
-Very low sustain
-No defense against ranged anymore
If you think Mag DK is weak this patch you really haven't PvPed enough. I have never seen this many Mag DKs on console before. Very strong atm and possibly the best Magicka setup too since damage has gone up, which scales far better with tankiness through resistances than any damage shield.
The roots, man. And passive snare. Once they closed the distance once, they control the fight. Can never hit them, as they're always behind you.
Then there's the free 25% damage bonus on everything against 75% of Cyro population, on top of that ridiculous tankiness.
(>.>)
If you play vamp get used to the Flame damage penalty or learn to play without undeath healing ward spam that shouldn't be there in the first place.
It's pretty easy escaping a magdk that's not using chains.
Magblade cloaks and won't be caught, sorcs can streak away with no penalty if used with Dark Deal after every second streak, magplar laughs his ass off when the magdk tries to attack him, magwarden just heals through and kills the magdk with shalks , bugs and bird spam where the main defence of dks again ranged builds is ignored. Magdk vs magdk have a fair fight, Stamchars can Run away except for stamdk because they are forced to run heavy but who even plays stamdk? Just go stamwarden and be better in every aspect you could ask for.
Magdk is only as strong as the enemy is dumb enough to be locked down by it.
That's the problem I have. Running away isn't a satisfying solution.
You won't have to run away from 95% of all magdks as it's pretty easy to fight them if you are anything other than stamplar or stamdk.
And if you meet that dk which is in the 5% be happy that he's a dk because that's one of 2 classes you can actually get away from.
How?
kyle.wilson wrote: »DK God mode in pvp? If your talking about permablock builds, its the people attacking like idiots that make it difficult.
You have played in that last 2 years right?
Only a few good people play mag dk in pvp now. I don't consider block builds mag dk.
The reason force pulse is more expensive is that it is a ranged attack v the melee of the dk whip.
So what are the PvE reasons?
Whip is OP, there's no denying that. It's a problem.
They definitely need to look into increasing its cost and even decreasing its damage, as of now completely broken skill. It costing more than force pulse, of course makes no sense. I think whether or not force pulse needs to have its cost decreased, is debatable.
Whip is OP, there's no denying that. It's a problem.
They definitely need to look into increasing its cost and even decreasing its damage, as of now completely broken skill. It costing more than force pulse, of course makes no sense. I think whether or not force pulse needs to have its cost decreased, is debatable.
I'm fine at leaving whip where it is. But Force Pulse needs a cost reduction
Whip does not return 3600 Magic on Mob death like Force Pulse does. Look at your Destro PassivesOr deal 10% extra penetration on targets, or have a chance to proc burning/concussion/chilled status effects.Can we all please stop posting logical informative replies and just get back to why Forcepulse needs to be nerfed. Thanks.Lightspeedflashb14_ESO wrote: »Or can be casted from 28+ meters away.
Heavy attacks are used so much because a) they return resources and b) they become stronger with high CP levels relative to skills, plus Maelstrom staves for magicka builds.
Not sure what that has to do with the topic, though. If you want to get rid of heavy attack meta, look at heavy attacks. Once that is dealt with and the meta adjusted you will see where sustain is at in different classes and on which mechanics it relies. A cost increase on another class's spammable "to make Sorcs feel better about themselves" helps no one.
Heavy attacks are used so much because a) they return resources and b) they become stronger with high CP levels relative to skills, plus Maelstrom staves for magicka builds.
Not sure what that has to do with the topic, though. If you want to get rid of heavy attack meta, look at heavy attacks. Once that is dealt with and the meta adjusted you will see where sustain is at in different classes and on which mechanics it relies. A cost increase on another class's spammable "to make Sorcs feel better about themselves" helps no one.
He is asking to reduce FP, not make whip costly, on the grounds that whip is better.
Sounds like a sorcerer complaining