Even so simple a change as changing the DOT to a bleed would make these weapons relevant again. Alternatively, make them work like Master Destros, adding damage to and reducing the cost of crit rush.
VMA, DSA, and Asylum 2h weapons already count for two set slots. Take a look at the dual wield and 1h/shield sets from those same dungeons - they require both item slots to take effect.
Get your facts straight before running and complaining on the forums that your candy got stolen again.
VMA, DSA, and Asylum 2h weapons already count for two set slots. Take a look at the dual wield and 1h/shield sets from those same dungeons - they require both item slots to take effect.
Get your facts straight before running and complaining on the forums that your candy got stolen again.
* The vMA bow will still be mandatory I think for stamina DPS. No other tool in the game gives so much "free" DPS as the bow. One of the most overperforming weapons in the game if you ask me.
* vMA destruction staff will probably keep their purpose now that heavy and light attacks does more damage.
* The vMA bow will still be mandatory I think for stamina DPS. No other tool in the game gives so much "free" DPS as the bow. One of the most overperforming weapons in the game if you ask me.
* vMA destruction staff will probably keep their purpose now that heavy and light attacks does more damage.
* The vMA bow will still be mandatory I think for stamina DPS. No other tool in the game gives so much "free" DPS as the bow. One of the most overperforming weapons in the game if you ask me.
* vMA destruction staff will probably keep their purpose now that heavy and light attacks does more damage.
Nope.
agree.
only short while ago- we had a real diversity in the way you could build- you could go
5-5-2- back bar one set- front bar the other- and a monster helm
5-3-2-1 body set, agility/willpower, monster set, backbar maelstroms weapons
5-4-2-1 body set, 4 piece moon/Ia, monster set, back bar maelstrom
the asylum , maelstrom and master weapons are meant to be the bIS weapons in the game- theyre hard earned and have always had a mystique and reverence- not now- but back in the day - a sharp 2hand great sword or sharp inferno maelstrom was something to covet and work towards. now that you can have essentially more sets active at once- there is no way a maelstrom, master or asylum build would be able to compete with a 5-5-2 (monster helm)setup, no way.
ZOS always do this - and is a fundamental failure in their approach. trying to create a goal (of more diversity in builds) but without thoroughly understanding consequences - and end up actually doing the opposite- and creating a more narrow build meta. anyone seen anything other than a mag sorc or magblade wearing mechanical acuity in trials lately? exactly. 4 years in and we ve got literally 2/10 classes wearing 1/100 gear sets in a trial.
theres your build diversity after 4 years. I'm hoping they ll do this right- but I'm not confident.
SaintSubwayy wrote: »* The vMA bow will still be mandatory I think for stamina DPS. No other tool in the game gives so much "free" DPS as the bow. One of the most overperforming weapons in the game if you ask me.
* vMA destruction staff will probably keep their purpose now that heavy and light attacks does more damage.
Nope.
Whats your Nope based on?
Those weapons will actually stay bis even if they dont get buffed. Cause you can run a buffsets that procs on the mainbar like acuity,bsw, scanthing ect. And vma bow/staff on the backbar. While having a 5 pcs set on the body (both bars) and a monsterset.
Maelstrom 2 hander is just absurd now. You cannot find a more ridiculous weapon. I mean, they nerf crit charge damage into the ground because "gap closers shouldn't do damage" and then on the other hand we have vMA 2hander...whose bonus is to add more damage to a gap closer.
Just another example of zos' lack of direction at the moment, especially when combined with these new SS changes to sets and how it contradicts the vMA WD nerf.
I don't think unique weapons are what need a buff. They all have strong effects that allow for build diversity and there are several ways to combo unique weapons with 2-5-5 setups.
IMO, what should really be buffed are the 3 pc jewellery sets as these were what really made the old vMA 2h setups so powerful; raw stats. Right now, they barely offer more stats on live and with the new 2h bonus changes they will be obsolete.
Items like 2h vMA weapons should never be build defining, simply icing on the cake, which they were back when they were stat sticks. A build should work using gear the average player can obtain. Unique weapons simply "perfect" these builds.
Make 2-5-3 setups competitive with 2-5-5 setups and you'll see plenty of vMA/vDSA/vAS weapon use.
Specifically to vMA 2h, I run them on my stam sorc and the damage it provides is noticeable. That said, I do think changing the effect to a Bleed would be appropriate.Maelstrom 2 hander is just absurd now. You cannot find a more ridiculous weapon. I mean, they nerf crit charge damage into the ground because "gap closers shouldn't do damage" and then on the other hand we have vMA 2hander...whose bonus is to add more damage to a gap closer.
Just another example of zos' lack of direction at the moment, especially when combined with these new SS changes to sets and how it contradicts the vMA WD nerf.
You're looking at it one dimensionally. Gap closers aren't meant to deal damage, they are meant to maintain pressure on your opponents, which is exactly what vMA 2h sword/axe/maul does. So in that sense, the reasoning behind the effect actually makes sense.
vAS 2h'ers are designed to reward you for killing/build up ultimate for a killing burst and are thereby tied to an execute and vDSA 2h'ers are designed to increase 2h AoE performance hence why they are tied to Cleave. All 3 weapons perform perfectly in the sense that they amplify the effectiveness of the skills that they modify.
vAS--> Fights over?/Not enough burst? Here's a reward for a job well done/Here's an ultimate for burst
vDSA--> Need to deal more AoE damage? Here's more damage.
vMA--> Trying to maintain pressure? Here's some passive pressure.
Abysswarrior45 wrote: »I don't think unique weapons are what need a buff. They all have strong effects that allow for build diversity and there are several ways to combo unique weapons with 2-5-5 setups.
IMO, what should really be buffed are the 3 pc jewellery sets as these were what really made the old vMA 2h setups so powerful; raw stats. Right now, they barely offer more stats on live and with the new 2h bonus changes they will be obsolete.
Items like 2h vMA weapons should never be build defining, simply icing on the cake, which they were back when they were stat sticks. A build should work using gear the average player can obtain. Unique weapons simply "perfect" these builds.
Make 2-5-3 setups competitive with 2-5-5 setups and you'll see plenty of vMA/vDSA/vAS weapon use.
Specifically to vMA 2h, I run them on my stam sorc and the damage it provides is noticeable. That said, I do think changing the effect to a Bleed would be appropriate.Maelstrom 2 hander is just absurd now. You cannot find a more ridiculous weapon. I mean, they nerf crit charge damage into the ground because "gap closers shouldn't do damage" and then on the other hand we have vMA 2hander...whose bonus is to add more damage to a gap closer.
Just another example of zos' lack of direction at the moment, especially when combined with these new SS changes to sets and how it contradicts the vMA WD nerf.
You're looking at it one dimensionally. Gap closers aren't meant to deal damage, they are meant to maintain pressure on your opponents, which is exactly what vMA 2h sword/axe/maul does. So in that sense, the reasoning behind the effect actually makes sense.
vAS 2h'ers are designed to reward you for killing/build up ultimate for a killing burst and are thereby tied to an execute and vDSA 2h'ers are designed to increase 2h AoE performance hence why they are tied to Cleave. All 3 weapons perform perfectly in the sense that they amplify the effectiveness of the skills that they modify.
vAS--> Fights over?/Not enough burst? Here's a reward for a job well done/Here's an ultimate for burst
vDSA--> Need to deal more AoE damage? Here's more damage.
vMA--> Trying to maintain pressure? Here's some passive pressure.
The dot on vMA 2h is minuscule and easily ignored. A weapon that supposed to be hard to obtain should be powerful and definitely BiS, but its not. I don't want it to over perform but it needs a buff/rework.
VMA, DSA, and Asylum 2h weapons already count for two set slots. Take a look at the dual wield and 1h/shield sets from those same dungeons - they require both item slots to take effect.
Get your facts straight before running and complaining on the forums that your candy got stolen again.