brandonv516 wrote: »What's Siphon Spirit? Never heard of it lol.
Not liking the change to Refreshing Path at all. Just more SapTank nerfs - Mirage (rip evasion), Funnel Health (50% less damage) and Refreshing Path (zero damage).
It's pretty hard to "sap" the life out of your enemy when your skills do no damage...
Mystrius_Archaion wrote: »Which is another point, Sap Essence could use some work, but in some situations it outclasses Refreshing Path also.
Silver_Strider wrote: »Stop it people, you're breaking my heart I already made the graves for my NB Tank and Healer. Let me morn in peace.
Mystrius_Archaion wrote: »Silver_Strider wrote: »Stop it people, you're breaking my heart I already made the graves for my NB Tank and Healer. Let me morn in peace.
They will rise again, since you buried them in a flood plain and bodies and caskets float. Just ask New Orleans where they bury everybody in above ground mausoleums because the water table is so high and in case of floods.
Seriously though, I hope they do rise again since I like the way some of the skills work, like Siphoning Strikes, and how it all looks with the darkness theme.
FYI, "mourn" is the correct spelling.
Lightspeedflashb14_ESO wrote: »That is a lot of words op and I am still not 100% what the problem is. Twisting=DPS, refreshing=healers/tanks. If your main complaint as a healer using refreshing path is your team has to be in front of you, you are bad healer, as your team ought to be in front of you because of combat prayer.
You also can't compare springs. That is a spammable that stacks with itself. Regeneration is also not really comparable, you would have to cast regeneration 3 times to heal as many people as you can with one cast of refreshing path, as all AOE heals have a cap of 6 people healed at once. Comparing it to cleansing ritual is no bueno too, cleansing ticks every 2 seconds, refreshing hits every second. the areaof refreshing/twisting is the same size and wall and the same size as combat prayer, both of which have no trouble hitting their intended targets. And you are going to give everyone in it the major buff for speed.
Refreshing path (as it is now on live) is a much needed utility skill for stamblades. It's important to look at 'how' this skill is used in order to understand it's value to stamblades like me:
Many stamblades are soloists (pve) and as such it isn't easy for us to sustain. Judging our ability to sustain based on target dummy parsing, ganker (pvp) builds, or builds that engage in vanilla pve content paints a false picture. It is difficult for stamblades to engage in (solo) sustained combat - a problem that began with the Morrowind patch.
Fast forward to today - stamblade sustain is going through another round of nerfs - our most powerful ability has virtually doubled in cost (nearly 4K stamina assuming the spectral bow procs 2x per cast) and our spammable execute got a 30% cost increase. Speed buff nerfs end up putting additional pressure on our ability to sustain.
What about heavy attacking? The bottom line is that you can't always heavy attack (multiple mobs clawing at your ankles, or too much 'red on the ground', etc.) When you can't heavy attack to regen stamina AND when you are low on health, you generally kite (trying to create distance between you and the mob in order to get a few tics of regen before re-engaging). But, kiting means sprinting and that costs stamina.
This is where the utility of refreshing path (with the DOT) comes in -
You cast refreshing path in front of you as you are running - the short speed boost helps you gain a some distance between you and the mob chasing you, but not very much. But, if you are wearing Bahraha's Curse, the DOT from refreshing path will often trigger the armor set to proc ... the armor set procs a speed trap which briefly slows down the enemy. Now you can get a sufficient amount of distance, if only for a short amount of time. The small stamblade heal from refreshing path isn't much (maybe 400 hp or so), but ... when Bahraha's procs, you also get a small heal from that ... these two heals combined are usually enough to tide you over until you can cast vigor and re-engage in combat (or wait till your potion timer is up so you can use a pot to heal/replenish stamina).
Sustain has been a real issue ever since Morrowind and while it's improved slightly, it's still a major issue ... something we struggle with all the time. The amount of ridicule on the forums is horrendous when the 'sustain topic' is brought up by a NB, so it is seldom brought up. Many of my 'fellow-forum warriors' don't understand how difficult it is for us to sustain (in the situation previously described). Creativity only takes you so far when it comes to figuring out work-arounds to the sustain issue. What I describe has been a 'do-able' work-around ... as you can see from my description there's nothing OP or over the top in having refreshing path also deal damage ... having it do both is vitally needed for this 'impossible to replace' class utility skill that stamblades (like me) need.
So, please don't remove the damage refreshing path causes.Note: I have gone through many iterations of many builds ... when you solo more difficult pve content there is a delicate balance and difficult choices to be made in terms of max resources, resource regen, weapon damage, penetration, resistance, etc ... the key is 'balance' and simply upping one stat as a way of compensating ends up creating 'imbalance' and, with it, more problems in the long run. Just saying.
Lightspeedflashb14_ESO wrote: »That is a lot of words op and I am still not 100% what the problem is. Twisting=DPS, refreshing=healers/tanks. If your main complaint as a healer using refreshing path is your team has to be in front of you, you are bad healer, as your team ought to be in front of you because of combat prayer.
You also can't compare springs. That is a spammable that stacks with itself. Regeneration is also not really comparable, you would have to cast regeneration 3 times to heal as many people as you can with one cast of refreshing path, as all AOE heals have a cap of 6 people healed at once. Comparing it to cleansing ritual is no bueno too, cleansing ticks every 2 seconds, refreshing hits every second. the areaof refreshing/twisting is the same size and wall and the same size as combat prayer, both of which have no trouble hitting their intended targets. And you are going to give everyone in it the major buff for speed.
Refreshing path (as it is now on live) is a much needed utility skill for stamblades. It's important to look at 'how' this skill is used in order to understand it's value to stamblades like me:
Many stamblades are soloists (pve) and as such it isn't easy for us to sustain. Judging our ability to sustain based on target dummy parsing, ganker (pvp) builds, or builds that engage in vanilla pve content paints a false picture. It is difficult for stamblades to engage in (solo) sustained combat - a problem that began with the Morrowind patch.
Fast forward to today - stamblade sustain is going through another round of nerfs - our most powerful ability has virtually doubled in cost (nearly 4K stamina assuming the spectral bow procs 2x per cast) and our spammable execute got a 30% cost increase. Speed buff nerfs end up putting additional pressure on our ability to sustain.
What about heavy attacking? The bottom line is that you can't always heavy attack (multiple mobs clawing at your ankles, or too much 'red on the ground', etc.) When you can't heavy attack to regen stamina AND when you are low on health, you generally kite (trying to create distance between you and the mob in order to get a few tics of regen before re-engaging). But, kiting means sprinting and that costs stamina.
This is where the utility of refreshing path (with the DOT) comes in -
You cast refreshing path in front of you as you are running - the short speed boost helps you gain a some distance between you and the mob chasing you, but not very much. But, if you are wearing Bahraha's Curse, the DOT from refreshing path will often trigger the armor set to proc ... the armor set procs a speed trap which briefly slows down the enemy. Now you can get a sufficient amount of distance, if only for a short amount of time. The small stamblade heal from refreshing path isn't much (maybe 400 hp or so), but ... when Bahraha's procs, you also get a small heal from that ... these two heals combined are usually enough to tide you over until you can cast vigor and re-engage in combat (or wait till your potion timer is up so you can use a pot to heal/replenish stamina).
Sustain has been a real issue ever since Morrowind and while it's improved slightly, it's still a major issue ... something we struggle with all the time. The amount of ridicule on the forums is horrendous when the 'sustain topic' is brought up by a NB, so it is seldom brought up. Many of my 'fellow-forum warriors' don't understand how difficult it is for us to sustain (in the situation previously described). Creativity only takes you so far when it comes to figuring out work-arounds to the sustain issue. What I describe has been a 'do-able' work-around ... as you can see from my description there's nothing OP or over the top in having refreshing path also deal damage ... having it do both is vitally needed for this 'impossible to replace' class utility skill that stamblades (like me) need.
So, please don't remove the damage refreshing path causes.Note: I have gone through many iterations of many builds ... when you solo more difficult pve content there is a delicate balance and difficult choices to be made in terms of max resources, resource regen, weapon damage, penetration, resistance, etc ... the key is 'balance' and simply upping one stat as a way of compensating ends up creating 'imbalance' and, with it, more problems in the long run. Just saying.
Whatever you do is somehow weird.
I can understand what you mean but you do it the most complicated way somone has ever attempted.
Most players prefer the easy way to get scores over 600k im vMA what in my opinion is the hardest solo content in the entire game.
Lightspeedflashb14_ESO wrote: »That is a lot of words op and I am still not 100% what the problem is. Twisting=DPS, refreshing=healers/tanks. If your main complaint as a healer using refreshing path is your team has to be in front of you, you are bad healer, as your team ought to be in front of you because of combat prayer.
You also can't compare springs. That is a spammable that stacks with itself. Regeneration is also not really comparable, you would have to cast regeneration 3 times to heal as many people as you can with one cast of refreshing path, as all AOE heals have a cap of 6 people healed at once. Comparing it to cleansing ritual is no bueno too, cleansing ticks every 2 seconds, refreshing hits every second. the areaof refreshing/twisting is the same size and wall and the same size as combat prayer, both of which have no trouble hitting their intended targets. And you are going to give everyone in it the major buff for speed.
I agree that refreshing path needs to keep the damage portion, the skill as it is on live doesn't do great damage, doesn't give great heals, gives short duration major expedition, but all those things combined gives it great utility.
Silver_Strider wrote: »Lightspeedflashb14_ESO wrote: »That is a lot of words op and I am still not 100% what the problem is. Twisting=DPS, refreshing=healers/tanks. If your main complaint as a healer using refreshing path is your team has to be in front of you, you are bad healer, as your team ought to be in front of you because of combat prayer.
You also can't compare springs. That is a spammable that stacks with itself. Regeneration is also not really comparable, you would have to cast regeneration 3 times to heal as many people as you can with one cast of refreshing path, as all AOE heals have a cap of 6 people healed at once. Comparing it to cleansing ritual is no bueno too, cleansing ticks every 2 seconds, refreshing hits every second. the areaof refreshing/twisting is the same size and wall and the same size as combat prayer, both of which have no trouble hitting their intended targets. And you are going to give everyone in it the major buff for speed.
By this logic, Cleansing Ritual and morphs should be given a similar treatment to Path. Remove the base heal from Cleansing, leaving only the purge Synergy to keep it as utility, much like Path only provides Major Expedition at base form. Ritual of Retribution should lose all healing it does for damage effects, save the purge synergy and Extended Ritual should have the HoT.
The trade off here being that Ritual has a much bigger radius so it only heals every 2 seconds vs Path healing every 1 second.
Such fun for all.
Mystrius_Archaion wrote: »Which is another point, Sap Essence could use some work, but in some situations it outclasses Refreshing Path also.
And the other morph is getting a buff but not Sap Essence... /facepalm
LiquidPony wrote: »Mystrius_Archaion wrote: »Which is another point, Sap Essence could use some work, but in some situations it outclasses Refreshing Path also.
And the other morph is getting a buff but not Sap Essence... /facepalm
Why is this a facepalm?
Power Extraction is garbage. Literally the only reason to use it is if you can't get Major Brutality elsewhere.
Power Extraction does not heal like Sap Essence and it does terrible damage compared to Steel Tornado. It is horrible, probably one of the least-used skills in the game.