I like Molten Armaments the way it is, it's a unique buff that gives DKs some flavor and can be used for interesting heavy attack builds. Personally I would prefer to have a major brutality buff instead of the major sorcery buff as that would be much more convenient for me, but I wouldn't want to screw over mag dks who have been using that skill for a while.
If I could change the skill, I would give molten weapons (the base skill) the HA bonus damage. Make the igneous weapons morph grant major sorcery and have molten armaments morph grant major brutality instead. I would choose major brutality for molten armaments because that's the one that sets your weapon on fire, which in my opinion suits the stamina based weapons more (better aesthetics), and plus a fiery ice staff or lightning staff does look a bit odd.
The base skill itself is actually incredibly lackluster, providing major sorcery and that's it. Other buffs come with another effect. Take surge (another base skill) for example; It gives you major brutality and also gives you heals on critical strikes. And for anyone thinking "But its major sorcery for the group", any player with basic competence will be relying on their own damage buff anyway; the base skill is outdated. It would also give more options for stam DKs as they wouldn't have to rely on two handed so much for major brutality, or miss out on some good potions just to get major brutality; for PvP at least.
Edit: Grammar.
You cannot do that. Igneous is the morph used for tanks to buff the group without pigeonhole them into magicka or stamina.
I like Molten Armaments the way it is, it's a unique buff that gives DKs some flavor and can be used for interesting heavy attack builds. Personally I would prefer to have a major brutality buff instead of the major sorcery buff as that would be much more convenient for me, but I wouldn't want to screw over mag dks who have been using that skill for a while.
If I could change the skill, I would give molten weapons (the base skill) the HA bonus damage. Make the igneous weapons morph grant major sorcery and have molten armaments morph grant major brutality instead. I would choose major brutality for molten armaments because that's the one that sets your weapon on fire, which in my opinion suits the stamina based weapons more (better aesthetics), and plus a fiery ice staff or lightning staff does look a bit odd.
The base skill itself is actually incredibly lackluster, providing major sorcery and that's it. Other buffs come with another effect. Take surge (another base skill) for example; It gives you major brutality and also gives you heals on critical strikes. And for anyone thinking "But its major sorcery for the group", any player with basic competence will be relying on their own damage buff anyway; the base skill is outdated. It would also give more options for stam DKs as they wouldn't have to rely on two handed so much for major brutality, or miss out on some good potions just to get major brutality; for PvP at least.
Edit: Grammar.
You cannot do that. Igneous is the morph used for tanks to buff the group without pigeonhole them into magicka or stamina.
I'm not sure if I'm understanding this correctly. Any DPS either stam or magicka only needs major brutality or major sorcery respectively. And they get their respective buff by either their own skills or potions. If you're saying that this buff is supposed to help "hybrids" that's not a good reason at all, because of the way damage scaling works in this game if you want to be effective at dealing damage (especially for PvE) you invest in either stamina or magicka.
I like Molten Armaments the way it is, it's a unique buff that gives DKs some flavor and can be used for interesting heavy attack builds. Personally I would prefer to have a major brutality buff instead of the major sorcery buff as that would be much more convenient for me, but I wouldn't want to screw over mag dks who have been using that skill for a while.
If I could change the skill, I would give molten weapons (the base skill) the HA bonus damage. Make the igneous weapons morph grant major sorcery and have molten armaments morph grant major brutality instead. I would choose major brutality for molten armaments because that's the one that sets your weapon on fire, which in my opinion suits the stamina based weapons more (better aesthetics), and plus a fiery ice staff or lightning staff does look a bit odd.
The base skill itself is actually incredibly lackluster, providing major sorcery and that's it. Other buffs come with another effect. Take surge (another base skill) for example; It gives you major brutality and also gives you heals on critical strikes. And for anyone thinking "But its major sorcery for the group", any player with basic competence will be relying on their own damage buff anyway; the base skill is outdated. It would also give more options for stam DKs as they wouldn't have to rely on two handed so much for major brutality, or miss out on some good potions just to get major brutality; for PvP at least.
Edit: Grammar.
You cannot do that. Igneous is the morph used for tanks to buff the group without pigeonhole them into magicka or stamina.
I'm not sure if I'm understanding this correctly. Any DPS either stam or magicka only needs major brutality or major sorcery respectively. And they get their respective buff by either their own skills or potions. If you're saying that this buff is supposed to help "hybrids" that's not a good reason at all, because of the way damage scaling works in this game if you want to be effective at dealing damage (especially for PvE) you invest in either stamina or magicka.
Tank uses igneous = no need for DPS to get the buff from other sources.
Igneous buff the group, same as armaments, but that only increases magicka based builds:
http://prntscr.com/nl9832
Since you are not giving anything to ranged DK, is there any chance you could change the 40% bonus to full heavy attacks into 20% extra dmg on Light and heavy attacks, just like Queen's Elegance set? That way at least Dks will have something unique to use from afar and in close quarters (making imbue weapons a good option to build around)
I like Molten Armaments the way it is, it's a unique buff that gives DKs some flavor and can be used for interesting heavy attack builds. Personally I would prefer to have a major brutality buff instead of the major sorcery buff as that would be much more convenient for me, but I wouldn't want to screw over mag dks who have been using that skill for a while.
If I could change the skill, I would give molten weapons (the base skill) the HA bonus damage. Make the igneous weapons morph grant major sorcery and have molten armaments morph grant major brutality instead. I would choose major brutality for molten armaments because that's the one that sets your weapon on fire, which in my opinion suits the stamina based weapons more (better aesthetics), and plus a fiery ice staff or lightning staff does look a bit odd.
The base skill itself is actually incredibly lackluster, providing major sorcery and that's it. Other buffs come with another effect. Take surge (another base skill) for example; It gives you major brutality and also gives you heals on critical strikes. And for anyone thinking "But its major sorcery for the group", any player with basic competence will be relying on their own damage buff anyway; the base skill is outdated. It would also give more options for stam DKs as they wouldn't have to rely on two handed so much for major brutality, or miss out on some good potions just to get major brutality; for PvP at least.
Edit: Grammar.
You cannot do that. Igneous is the morph used for tanks to buff the group without pigeonhole them into magicka or stamina.
I'm not sure if I'm understanding this correctly. Any DPS either stam or magicka only needs major brutality or major sorcery respectively. And they get their respective buff by either their own skills or potions. If you're saying that this buff is supposed to help "hybrids" that's not a good reason at all, because of the way damage scaling works in this game if you want to be effective at dealing damage (especially for PvE) you invest in either stamina or magicka.
Tank uses igneous = no need for DPS to get the buff from other sources.
Igneous buff the group, same as armaments, but that only increases magicka based builds:
http://prntscr.com/nl9832
Stam DPS will get their own major brutality from weapon power potions. Mag DPS will get their own major sorcery from spellpower potions. This makes the group buff from igneus weapons redundant.
Since you are not giving anything to ranged DK, is there any chance you could change the 40% bonus to full heavy attacks into 20% extra dmg on Light and heavy attacks, just like Queen's Elegance set? That way at least Dks will have something unique to use from afar and in close quarters (making imbue weapons a good option to build around)
Umm what ? So because ranged dk (which I think is not even main design goal for dk) did not recived any buffs lets give every type of dk meele and range very strong buff despite the fact that class especially meele builds already recived decent buffs and it'll make meele version of the class even stronger ? Interresting logic.
I like Molten Armaments the way it is, it's a unique buff that gives DKs some flavor and can be used for interesting heavy attack builds. Personally I would prefer to have a major brutality buff instead of the major sorcery buff as that would be much more convenient for me, but I wouldn't want to screw over mag dks who have been using that skill for a while.
If I could change the skill, I would give molten weapons (the base skill) the HA bonus damage. Make the igneous weapons morph grant major sorcery and have molten armaments morph grant major brutality instead. I would choose major brutality for molten armaments because that's the one that sets your weapon on fire, which in my opinion suits the stamina based weapons more (better aesthetics), and plus a fiery ice staff or lightning staff does look a bit odd.
The base skill itself is actually incredibly lackluster, providing major sorcery and that's it. Other buffs come with another effect. Take surge (another base skill) for example; It gives you major brutality and also gives you heals on critical strikes. And for anyone thinking "But its major sorcery for the group", any player with basic competence will be relying on their own damage buff anyway; the base skill is outdated. It would also give more options for stam DKs as they wouldn't have to rely on two handed so much for major brutality, or miss out on some good potions just to get major brutality; for PvP at least.
Edit: Grammar.
You cannot do that. Igneous is the morph used for tanks to buff the group without pigeonhole them into magicka or stamina.
I'm not sure if I'm understanding this correctly. Any DPS either stam or magicka only needs major brutality or major sorcery respectively. And they get their respective buff by either their own skills or potions. If you're saying that this buff is supposed to help "hybrids" that's not a good reason at all, because of the way damage scaling works in this game if you want to be effective at dealing damage (especially for PvE) you invest in either stamina or magicka.
Tank uses igneous = no need for DPS to get the buff from other sources.
Igneous buff the group, same as armaments, but that only increases magicka based builds:
http://prntscr.com/nl9832
Stam DPS will get their own major brutality from weapon power potions. Mag DPS will get their own major sorcery from spellpower potions. This makes the group buff from igneus weapons redundant.
What I'm saying is that DPS in a PvE group DO NOT NEED those skills or potions. They can slot something different. In general Tanks have a more flexible bar providing buffs and debuffs
Silver_Strider wrote: »Considering that DK DPS did just receive some really great buffs...
Seething Fury, on the other hand.. pigeonholes the ENTIRE CLASS in to a braindead, stance-dance kind of rotation that isn't even fun.
can you give more details? I still cant figure out how to do proper rotation in PTS... what do u mean not fun? which part? the puking part? lol
Am I the only one that actually likes having the strongest heavy attacks in the game?? I’m playing a lighting staff build in PvP and the damage of dots and heavys is a nightmare for most to deal with.
I really like that playstyle and don’t see why it should be nerfed, as dks have more than enough damage already on their kit
Since you are not giving anything to ranged DK, is there any chance you could change the 40% bonus to full heavy attacks into 20% extra dmg on Light and heavy attacks, just like Queen's Elegance set? That way at least Dks will have something unique to use from afar and in close quarters (making imbue weapons a good option to build around)
Am I the only one that actually likes having the strongest heavy attacks in the game?? I’m playing a lighting staff build in PvP and the damage of dots and heavys is a nightmare for most to deal with.
I really like that playstyle and don’t see why it should be nerfed, as dks have more than enough damage already on their kit
Am I the only one that actually likes having the strongest heavy attacks in the game?? I’m playing a lighting staff build in PvP and the damage of dots and heavys is a nightmare for most to deal with.
I really like that playstyle and don’t see why it should be nerfed, as dks have more than enough damage already on their kit
No, I loved it, but ever since Summerset when they nerfed Heavy Attack damage, it just feels too weak.
Sorcerers had Heavy Attack bonus damage as well, but theirs was converted to Light Attack damage. I said at the time that Molten Armaments needs a similar treatment or its bonus increased to make up for the HA nerf, but nothing happened.
I think I calculated that MA would need at least 60% bonus damage, but I don't recall the exact numbers rn.
OwnerOfSuccuby wrote: »Since you are not giving anything to ranged DK, is there any chance you could change the 40% bonus to full heavy attacks into 20% extra dmg on Light and heavy attacks, just like Queen's Elegance set? That way at least Dks will have something unique to use from afar and in close quarters (making imbue weapons a good option to build around)
Are you mad? It is perfect now. Not need any changes. Work good, i can even say perfect ant do not need any changes !!!
You say you do not give anything and ask to nerf it even more? Now you can hawy attack and you ask to emove even this option? I can now by range dd becouse of heavy attack damage, if it will be nerfed nit heawy or light attacks will be effective. You ask low damage to 20+%, just becouse DK have no range dmg, so remove even more?
What kind of stupidity is this?
Since you are not giving anything to ranged DK, is there any chance you could change the 40% bonus to full heavy attacks into 20% extra dmg on Light and heavy attacks, just like Queen's Elegance set? That way at least Dks will have something unique to use from afar and in close quarters (making imbue weapons a good option to build around)
Umm what ? So because ranged dk (which I think is not even main design goal for dk) did not recived any buffs lets give every type of dk meele and range very strong buff despite the fact that class especially meele builds already recived decent buffs and it'll make meele version of the class even stronger ? Interresting logic.
Melee DK builds received a buff after a nerf that put them in a strange position. No way to put pressure from distance and they cannot go in a pew pew exchange just because their ranged playing stye is pretty bad.
So why not buff both, ranged and melee instead of that stupid seething fury? In don't see anything good in that overbuff
Am I the only one that actually likes having the strongest heavy attacks in the game?? I’m playing a lighting staff build in PvP and the damage of dots and heavys is a nightmare for most to deal with.
I really like that playstyle and don’t see why it should be nerfed, as dks have more than enough damage already on their kit