I've also played with both skills, and while I see the merits of Leeching Strikes/Siphoning Attacks when it comes to sustain, it's a garbage skill for healing.
I'm not on the PTS, so maybe you can answer my question:
Did ZOS remove all crit. heals in cloak completly or is it still possible to let Rally crit?
1st Rally-->Cloak-->2nd Rally-->crit. heal
Thx
Sap Essence (Morph): Siphon the vigor from your enemies’ blood, dealing x Magic Damage to all nearby enemies and healing you and your allies for x plus 20% for each enemy hit.
If an enemy is hit, you gain Major Brutality and Major Sorcery, increasing Weapon and Spell Damage by 20% for 20 seconds
Sap Essence (Morph): Siphon the vigor from your enemies’ blood, dealing x Magic Damage to all nearby enemies and healing you and your allies for x plus 20% for each enemy hit. You restore x stamina and magicka per enemy hit.
If an enemy is hit, you gain Major Sorcery, increasing Spell Damage by 20% for 20 seconds
I know after this post most NB players will criticize me but this will bring to NB a balance. Shadowy Disguise skill need some change. As we all know NBs always doing this rolldodge+sneak all the times and its really hard to detect them. I mean for detection best way is using piercing mark but not everyone has that skill and mage light sometimes not helping. My offer is bring cloak fatigue so every next cast in 5 sec cost more magicka like sorcerer's streak fatigue. This would be fair enaugh. Consider it.
Littlebluelizard wrote: »What if sap essence returned resources, essentially working like the old siphoning attacks? My proposal would be something like this:
Old:Sap Essence (Morph): Siphon the vigor from your enemies’ blood, dealing x Magic Damage to all nearby enemies and healing you and your allies for x plus 20% for each enemy hit.
If an enemy is hit, you gain Major Brutality and Major Sorcery, increasing Weapon and Spell Damage by 20% for 20 seconds
New:Sap Essence (Morph): Siphon the vigor from your enemies’ blood, dealing x Magic Damage to all nearby enemies and healing you and your allies for x plus 20% for each enemy hit. You restore x stamina and magicka per enemy hit.
If an enemy is hit, you gain Major Sorcery, increasing Spell Damage by 20% for 20 seconds
The aim is to help sustain for NB tanks. They were gutted in Morrowind patch with the siphoning strikes changes, which don't get me wrong were definitly needed, but NB tank unique playstyle is dead. This change would bring it back, and would distinct tank NB from other classes much more. This will also help healers, which is a big plus but I doubt it would make them OP. As for MagDD using this, doubt it would be OP as well.
Could even change Power Extraction (stamina morph), so it restores stamina for each enemy hit as well. That skill is really weak compared to Steel Tornado, this would make it a more viable choice rather than just being there for the Major Brutality buff, which is easily obtained through pots.
I would also like to see more changes to Dark Shade. They are really usefull now, since it's an AoE minor maim, but it's such an easy debuff to get access to, I am not sure if it will be enough. Adding a snare or immobilization would seal the deal imo. It will make a must for NB Tank, and would be a viable option for PvP as well.
I've also played with both skills, and while I see the merits of Leeching Strikes/Siphoning Attacks when it comes to sustain, it's a garbage skill for healing.
It's not exactly awesome for sustain either depending on the role you play. It's what? A couple of heavy attacks worth of resources once every 20 seconds... The cast cost needs to swap pools, the 'on light/heavy attack' needs to be changed to on damage with cooldown or dodge (would help NB tanks get use from from it - they have no class friendly sustain), the healing can be dodged so that should be changed too. NB get what I beleive to be the only dodgable heal in the game? (and the only suicide - all classes should get this, i'm calling for balance!!) Needs to go back to restoring resources and not be a heal.
The best bits of this skill are the passives
Littlebluelizard wrote: »What if sap essence returned resources, essentially working like the old siphoning attacks? My proposal would be something like this:
Old:Sap Essence (Morph): Siphon the vigor from your enemies’ blood, dealing x Magic Damage to all nearby enemies and healing you and your allies for x plus 20% for each enemy hit.
If an enemy is hit, you gain Major Brutality and Major Sorcery, increasing Weapon and Spell Damage by 20% for 20 seconds
New:Sap Essence (Morph): Siphon the vigor from your enemies’ blood, dealing x Magic Damage to all nearby enemies and healing you and your allies for x plus 20% for each enemy hit. You restore x stamina and magicka per enemy hit.
If an enemy is hit, you gain Major Sorcery, increasing Spell Damage by 20% for 20 seconds
The aim is to help sustain for NB tanks. They were gutted in Morrowind patch with the siphoning strikes changes, which don't get me wrong were definitly needed, but NB tank unique playstyle is dead. This change would bring it back, and would distinct tank NB from other classes much more. This will also help healers, which is a big plus but I doubt it would make them OP. As for MagDD using this, doubt it would be OP as well.
Could even change Power Extraction (stamina morph), so it restores stamina for each enemy hit as well. That skill is really weak compared to Steel Tornado, this would make it a more viable choice rather than just being there for the Major Brutality buff, which is easily obtained through pots.
I would also like to see more changes to Dark Shade. They are really usefull now, since it's an AoE minor maim, but it's such an easy debuff to get access to, I am not sure if it will be enough. Adding a snare or immobilization would seal the deal imo. It will make a must for NB Tank, and would be a viable option for PvP as well.
xAk_MoRRoWiNdx wrote: »I've also played with both skills, and while I see the merits of Leeching Strikes/Siphoning Attacks when it comes to sustain, it's a garbage skill for healing.
It's not exactly awesome for sustain either depending on the role you play. It's what? A couple of heavy attacks worth of resources once every 20 seconds... The cast cost needs to swap pools, the 'on light/heavy attack' needs to be changed to on damage with cooldown or dodge (would help NB tanks get use from from it - they have no class friendly sustain), the healing can be dodged so that should be changed too. NB get what I beleive to be the only dodgable heal in the game? (and the only suicide - all classes should get this, i'm calling for balance!!) Needs to go back to restoring resources and not be a heal.
The best bits of this skill are the passives
If the class suicide is Offering that you're referring to, I believe they changed that last patch where you cannot kill yourself with the ability anymore. Lol xD
Healing counts as negative damage (In the game's code. That's why healing was dodgable for a time) so as long as the heal is direct and coming from you it should be a crit hit.
@ZOS_RichLambert
Personally I'm fine with it not critting though
Healing counts as negative damage (In the game's code. That's why healing was dodgable for a time) so as long as the heal is direct and coming from you it should be a crit hit.
@ZOS_RichLambert
Personally I'm fine with it not critting though
Thx, that's exactly what I tried to ask. Maybe anyone could test on PTS, if Rally Burstheal still crit after cloak?
Actually siphoning attacks should also crit.
leendertp1 wrote: »When I run with 3DD, my biggest issue is that I don't have a burst heal. Dark cloak addresses this to a degree (I have tested). But my primary issue with dark cloak is that it is pure health based, which is not great given the play style you want from a nightblade tank. It should scale off magicka and health, like coagulating blood because as a Sap tank you should be running a pretty high magicka pool to amplify your damage and as a result your support heals. So a pure health based self-heal is conflicting with nightblade tanks and amplifying their funnel and sap heals. Like I said in the other thread; it should heal me the same whether I have 60k Health and 0 Magicka or 30k Health and 25k Magicka.
Yea so I'm pretty sure you don't understand what I'm talking about.So let me explain the crit rating is currently scaling off just spell crit not both.So my tank who has higher weapon crit won't get the heal to crit.The heal is still scaling off max health but the crit rating is only scaling from spell crit.Which needs to be fix.It scales of health because ZoS want it to be for tanks. DPS have much higher crit than tanks so if it were to scale from crit, NB DPS would be getting larger heals than tanks.
WhipSmartMcoy wrote: »I know after this post most NB players will criticize me but this will bring to NB a balance. Shadowy Disguise skill need some change. As we all know NBs always doing this rolldodge+sneak all the times and its really hard to detect them. I mean for detection best way is using piercing mark but not everyone has that skill and mage light sometimes not helping. My offer is bring cloak fatigue so every next cast in 5 sec cost more magicka like sorcerer's streak fatigue. This would be fair enaugh. Consider it.
If you know that you'll be criticized for your opinion then its probably because you're aware that its wrong lol
Cloak fatigue will not balance a Nb. It's also dumb trying to justify it by using streak. Streak is an aoe stun that teleports your character to a new location. Cloak negates all incoming and single target damage but you still have to manually reposition your character all while avoiding the NUMEROUS ways to be pulled out of stealth.
well said nerf incapDoing this hurts stamblade PVE DPS.So they won't make that change.They are better off removing the stun.They won't increase the cost or remove the damage buff.Extinct_Solo_Player wrote: »The flat damage bonus of 20 percent more damage for 6 seconds is too strong on an ultimate (incap) that already hits hard, has a stun and has a potent debuff such as major defile with it. Would be nice if you changed the flat percent damage buff to all your damage to something like empower which would make the skill much more in line for its low cost.
Why should Incap retain the 20% when everyone loses the ability to empower skills? And they didn’t touch Incap at all - it remains the same absurdly overloaded skill that would have lost either the defile, the knockback or the damage if it were any other class.
It’s fine only for Nightblades apparently.