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[3.0.4] HA/LA damage changes vs Molten Armaments

Sugaroverdose
Sugaroverdose
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Molten Armaments increases damage of fully charged heavy attack by 40%(on live it's currently useful only for one shot inferno staff DK's) and wasn't mentioned in latest ESO Live about HA/LA damage/resource return changes, so is it going to be changed some way or you plan to make it completely useless? I'm asking in PvP perspective of course.
@Wrobel @ZOS_RichLambert
Edited by Sugaroverdose on May 15, 2017 10:55AM
  • Aedaryl
    Aedaryl
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    If you think molten armaments is a skill make for magicka dk, you are wrong.

    This is actually extremely strong on stamina build, because of other mechanics around it.

    And I don't think the change will make this skill useless, but just balanced.
  • Voryn_Dagoth
    Voryn_Dagoth
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    Lets buff it and give the effect to the whole group. o:)
    Edited by Voryn_Dagoth on May 15, 2017 11:08AM
  • Avran_Sylt
    Avran_Sylt
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    Don't forget that HA charge times are going to be reduced as well.
  • Vapirko
    Vapirko
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    Avran_Sylt wrote: »
    Don't forget that HA charge times are going to be reduced as well.

    Yup, faster heavier attacks and the damage will be reduced, they didn't say worse or equal to light attacks, makes molten armaments very viable for single target dps in Morrowind. In fact Stam DKs look like they'll have a leg up on single target dps this patch.
  • Elsonso
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    Heavy attacks do less damage (but still more than light attacks). Molten Armaments increases the damage of a fully charged heavy attack by 40%. Sounds to me like MA is more valuable now than it was before the change to heavy.
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  • Sugaroverdose
    Sugaroverdose
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    Heavy attacks do less damage (but still more than light attacks). Molten Armaments increases the damage of a fully charged heavy attack by 40%. Sounds to me like MA is more valuable now than it was before the change to heavy.
    Even if it deals 2x damage it's not competitive to 2xLA+2xLash in those two seconds from burst perspective
  • LiquidPony
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    Heavy attacks do less damage (but still more than light attacks). Molten Armaments increases the damage of a fully charged heavy attack by 40%. Sounds to me like MA is more valuable now than it was before the change to heavy.
    Even if it deals 2x damage it's not competitive to 2xLA+2xLash in those two seconds from burst perspective

    And? You can't sustain spammable rotations anymore without gimping your DPS with sustain sets and enchantments.

    So if you need 2 seconds of burst, then do a LA/spammable weave, but if you need 5 minutes of sustained DPS, use heavy attacks (and DK heavy attacks hit like a truck on PTS right now).
  • STEVIL
    STEVIL
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    LiquidPony wrote: »
    Heavy attacks do less damage (but still more than light attacks). Molten Armaments increases the damage of a fully charged heavy attack by 40%. Sounds to me like MA is more valuable now than it was before the change to heavy.
    Even if it deals 2x damage it's not competitive to 2xLA+2xLash in those two seconds from burst perspective

    And? You can't sustain spammable rotations anymore without gimping your DPS with sustain sets and enchantments.

    So if you need 2 seconds of burst, then do a LA/spammable weave, but if you need 5 minutes of sustained DPS, use heavy attacks (and DK heavy attacks hit like a truck on PTS right now).

    Either...
    or...
    trade-offs...
    what a concept!
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    YFMV Your Fun May Vary.

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  • olsborg
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    This will be a buff if you are currently not using molten armaments.

    PC EU
    PvP only
  • Yuke
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    how *** do you have to be to change the cast time of a ranged heavy attack but not the ones you have to use in melee while surrounded by 10+ enemies.

    again: piece of *** company beyond everything
    Save Us, Microsoft.

    Noricum & Kitesquad™
    YT-Channel
  • Sugaroverdose
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    LiquidPony wrote: »
    Heavy attacks do less damage (but still more than light attacks). Molten Armaments increases the damage of a fully charged heavy attack by 40%. Sounds to me like MA is more valuable now than it was before the change to heavy.
    Even if it deals 2x damage it's not competitive to 2xLA+2xLash in those two seconds from burst perspective

    And? You can't sustain spammable rotations anymore without gimping your DPS with sustain sets and enchantments.

    So if you need 2 seconds of burst, then do a LA/spammable weave, but if you need 5 minutes of sustained DPS, use heavy attacks (and DK heavy attacks hit like a truck on PTS right now).
    What "So what"?
    Do you understand that you've didn't said anything opposite, but something witch lies in other layer of game mechanics?

    I don't say that MA and HA aren't the only ZOS idea how people should sustain, but in other hand we have magicka DK who always use unusual ways to sustain because usual does not work for them at f all.
    Edited by Sugaroverdose on May 15, 2017 3:06PM
  • Durham
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    Moltin will get nerfed ... just watch... the DK has been heavily nerfed this patch... yea let's look at more of their abilities....
    PVP DEADWAIT
    PVP The Unguildables
  • Sugaroverdose
    Sugaroverdose
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    After reading 3.0.4 patch notes i think it still useful for one shot inferno magDK, so it's not completely useless as i thought
    Edited by Sugaroverdose on May 15, 2017 3:53PM
  • leepalmer95
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    If people are going to be throwing more heavy i'd think this skill would seem better?

    15% nerf isn't going to make heavy attacks hit like paper.
    PS4 EU DC

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


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  • Toc de Malsvi
    Toc de Malsvi
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    Molten has always been central to my DK bow builds for PVP. This change is a nerf to damage for sure, however I think with additional sustain they should be able to weather the changes.
    Legendary Archer of Valenwood
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  • Sugaroverdose
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    Molten has always been central to my DK bow builds for PVP. This change is a nerf to damage for sure, however I think with additional sustain they should be able to weather the changes.
    If your build main thing is heavy attack, whatever your cost reduction and regen you have infinite sustain, yes

  • Toc de Malsvi
    Toc de Malsvi
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    Molten has always been central to my DK bow builds for PVP. This change is a nerf to damage for sure, however I think with additional sustain they should be able to weather the changes.
    If your build main thing is heavy attack, whatever your cost reduction and regen you have infinite sustain, yes

    Not infinite, but very good. However to land a heavy outside of stealth required sitting waiting for gapcloser and releasing heavy into draining and dragon leap. Something along those lines obviously each PVP situation is different. It provided okayish support when you could land heavy attacks. Bow heavies have extremely delayed flight time which leads to lots of dodged attacks.

    I had a video at one point where I tried to jump someone riding past me and the silver shards I cast after the heavy, hit before the heavy, the guy dismounted and cast wings and I took the hit from the heavy.

    Really good sustain is required because you don't have the upfront power to pressure players that are half decent. Which leads to trying to either out resource them or look for windows where they make a mistake or are unaware of what you are trying to do.

    Started with trying to gank people, got really good at one shots with Marksman/Alchemist, siting on my ult and using Corrosive+immovability to burst players that pressured me outside of stealth. Corrosive effectively stopped working and they never fixed it so moved away from that play style towards more open survivability trying to use bow mainbar. Moved away from Alchemist, using immovability pots while trying to maintain 2k stam recovery to keep sustain high.

    Landing heavies with a bow is not impossible just very hard, especially so on any stamina build with shuffle, I swear shuffle has an inbuilt 60% dodge for heavy attacks. If the player has a ping advantage on stamina you might as well walk away, you wont be able to hit them. This playing on console though so no addon to let people know to dodge.

    My thought is though that heavy attack sustain changes will slightly lower the burst but increase survival versus poisons. The play isn't without risks, charging heavies means leaving yourself open to CC and damage. A smart player will not over commit and they will mitigate your heavy with either block, dodge, shield, or reflect, which means and advantage for them most of the time as you end up having to turtle and run while they can continue on offense.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • sg_01prb19_ESO
    sg_01prb19_ESO
    Soul Shriven
    What I'm wondering about is that the sorc skill that roughly did the same was changed to light attacks, but molten armaments is still heavy attack. Almost sounds like an oversight to me.
    Bound Armaments (Bound Armor morph): This morph converts the ability into a Stamina ability and now increases your damage done with Light Attacks while slotted, instead of Heavy Attacks.
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