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Molten Armaments

  • Arcanasx
    Arcanasx
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    Xvorg wrote: »
    Arcanasx wrote: »
    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for the group", any player with basic competence will be relying on their own damage buff anyway; the base skill is outdated.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.
  • Xvorg
    Xvorg
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    Arcanasx wrote: »
    Xvorg wrote: »
    Arcanasx wrote: »
    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
    Edited by Xvorg on May 6, 2019 8:33PM
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Arcanasx
    Arcanasx
    ✭✭✭✭✭

    Xvorg wrote: »
    Arcanasx wrote: »
    Xvorg wrote: »
    Arcanasx wrote: »
    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.
  • Juhasow
    Juhasow
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    Xvorg 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)

    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.
    Edited by Juhasow on May 6, 2019 9:30PM
  • Xvorg
    Xvorg
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    ✭✭
    Arcanasx wrote: »
    Xvorg wrote: »
    Arcanasx wrote: »
    Xvorg wrote: »
    Arcanasx wrote: »
    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
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Xvorg
    Xvorg
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    Juhasow wrote: »
    Xvorg 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)

    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
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Arcanasx
    Arcanasx
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    Xvorg wrote: »
    Arcanasx wrote: »
    Xvorg wrote: »
    Arcanasx wrote: »
    Xvorg wrote: »
    Arcanasx wrote: »
    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

    What I'm saying is that any competent DPS is going to rely on their own buffs, any DPS that relies on a DK tank giving them their major brutality/sorcery does not have an effective build. If anything, the main use for a DK tank that uses molten weapons and its morphs would be for activating the earthen heart passives which includes minor brutality for the group. But igneous shields does a better job at that because it also provides a buff that's more useful for the tank and the group. And tell me, I'm very curious to know what other potions that a stam/mag DPS might possibly use other than a weapon damage/spell power potion if they actually want to be efficient?

    Edit: The only real use I could find, is for DPS to save some potions; and that isn't a good enough reason the justify igneous weapons in its current state.
    Edited by Arcanasx on May 7, 2019 3:26AM
  • Pr0Skygon
    Pr0Skygon
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    Since Heavy Attack is utterly useless nowadays in term of DPS, I'm 100% agree for a change to Molten Weapon skill as a whole (the other morph sucks even harder).
  • Xogath
    Xogath
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    Davadin wrote: »
    Xogath 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

    Basically, folks are putting Noxious Breath on both their front and back bars (from what I've seen) and using it every 4 seconds to keep the Seething Fury buff active. I'm unsure if Whip has to be on the same bar as the non-Whip Ardent Flame ability or not, but that's the way it seems. It's just a 5 second buff that stacks 3 times for a passive 375 Weapon Damage. This is why you may have seen people parsing on the PTS and using Breath 3 times before beginning their rotation.

    Maybe for MagDKs that's a great mechanic, and possibly needed for them.. I could give ZOS that one. But for Stamina? No, no no, pls no.

    I'd rather see the debuffs from Venomous Claw and Noxious Breath interact in some way shape or form.. or get another Stamina morph altogether.

    As it stands, I'm benching my StamDK because I refuse to play a "stance dance" kind of build. I've played.. other games.. with that sort of playstyle before, and while it can be fairly fast-paced and active feeling, it just isn't fun when you have so much else going on also. In ESO's case, it's our 90% DoT rotation, some of which is tied to 10 second buffs which are critical to keep active 100% of the time.
    Edited by Xogath on May 7, 2019 5:26AM
  • Jeezye
    Jeezye
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    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
  • Arcanasx
    Arcanasx
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    Jeezye wrote: »
    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

    You're not the only one, I play a heavy attack based stam dk and its fun and effective, particularly for PvP. This thing about wanting to take away unique class skills that can absolutely be utilised well and homogenize the classes isn't the direction we should be going.
  • techprince
    techprince
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    I used to play heavy attack + offbalance build with armor of truth when Shattering Rocks was applying offbalance. Now theorycrafting the same with Molten Whip as whip gives WD as well. Might be worth slotting for pvp.
  • OwnerOfSuccuby
    OwnerOfSuccuby
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    Xvorg 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?
    Edited by OwnerOfSuccuby on May 7, 2019 7:56AM
  • Faulgor
    Faulgor
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    Jeezye wrote: »
    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.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Arcanasx
    Arcanasx
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    Faulgor wrote: »
    Jeezye wrote: »
    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.

    Its actually been buffed to 50% on PTS, although it seems they forget to mention that in the PTS notes.

    Edit: I do believe though that HA's are underperforming a bit on classes other than DK. Maybe a small decrease in the time that it takes to "fully charge" a HA. Say 10%, so they feel a bit more fluid and feel better to use. This would also tie into the dev's "vision" of wanting smoother combat.
    Edited by Arcanasx on May 7, 2019 9:43AM
  • Xvorg
    Xvorg
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    Xvorg 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?

    a 20% extra dmg in light and heavy attacks is bad? I mean, you can weave LA better, then CC, use a full heavy attack and do more dmg that just full heavy attacks and that's not only good for ranged, but for melee too.

    If you think it is bad, then you should learn how to weave. Besides, currently it is full heavy or nothing. Medium weaves do not receive the 40% extra bonus so if for some reson you cannot channel the full attack you are losing the buff.
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Juhasow
    Juhasow
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    Xvorg wrote: »
    Juhasow wrote: »
    Xvorg 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)

    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

    Meele Dk is far from being "in strange position". And as the name "meele" says it's obvious You wont put pressure from distance as every meele build. Actually when it comes to distance dk is atm the best in distance category due tyo additional 2 meters for meele attacks which I think too many people ignores when in fact it's really strong feature. The reason to not buy both is simple it would be too much for meele dk. Also I dont know what is that fetish with range DK when it was never the case with dk since game started. Also I wouldnt call seething fury stupid , it's really decent change for dk.
  • PureEnvelope35
    PureEnvelope35
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    Jeezye wrote: »
    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

    This^

    I don't even use heavy attacks as my main source of damage but I really like that they can hit for upwards of 10k these days, the group utility is really nice too for rolling with small groups in voice.

    Don't really see how much of a difference a change to LA damage would make given DK dps is really damned nice in PvE next patch too.
    Fashion is the true endgame.PC EU
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