zParallaxz wrote: »zParallaxz wrote: »PVE exists as well...
This, Zos might not have said it this way, but they made it so silver bolts has a 100% chance to pull targets that are not immune (or the pull does not bug out) because of the advantage DK tanks have with tanking.
Case in point, MoL Twins. Typically a competitive group will have the tank pulls the dark adds in rather than require a DPS DK be in the group and have their DPS drop as a result. Of course there are other instances the pull helps the tanking role.
Okay, well mark this as instance where Pve benefits from a lore breaking skill. However, pvp will still suffer from a skill that is overtuned in terms of synergy and damage so much that it over shadows chains. Chains doesn’t hit as hard as silver bolts, doesn’t give weapon or spell damage for slotting, doesn’t produce a 40% snare, and finally the cost is substantially higher for chains even thought it offers half the utility.
This statement does not seem to be correct.
1. Costs for both skills are identical when cost reduction is not taken into account.
2. Yes, leash applies a snare, but chains provide major momentum and reduces movement speed of target by 15%, both of which you conveniently left out.
3. Yes, base damage of leash is a little higher, that much you are correct on.
4. leash does increase weapon damage due to the Slayer passive but that does not increase spell damage. The tooltip is very accurate on that. However, slotting chains increases flame AoE damage by 6% but that is probably a little less useful.
Further, chains cannot be avoided with dodge roll (tooltip). My guess is leash can be since it is not noted otherwise. Hopefully someone who has tested it can verify.
So in the end, the only thing you are truly accurate on is leash damage is a little higher. There rest was either completely incorrect (skill cost) or left out very meaningful information.
When comparing skills it must be done correctly. It helps to double check the information first. Granted, I have made similar mistakes before. After all, idk.
Yes I was inherently wrong on a couple of those statements, but from a pvp perspective they remain true.
zParallaxz wrote: »zParallaxz wrote: »PVE exists as well...
This, Zos might not have said it this way, but they made it so silver bolts has a 100% chance to pull targets that are not immune (or the pull does not bug out) because of the advantage DK tanks have with tanking.
Case in point, MoL Twins. Typically a competitive group will have the tank pulls the dark adds in rather than require a DPS DK be in the group and have their DPS drop as a result. Of course there are other instances the pull helps the tanking role.
Okay, well mark this as instance where Pve benefits from a lore breaking skill. However, pvp will still suffer from a skill that is overtuned in terms of synergy and damage so much that it over shadows chains. Chains doesn’t hit as hard as silver bolts, doesn’t give weapon or spell damage for slotting, doesn’t produce a 40% snare, and finally the cost is substantially higher for chains even thought it offers half the utility.
This statement does not seem to be correct.
1. Costs for both skills are identical when cost reduction is not taken into account.
2. Yes, leash applies a snare, but chains provide major momentum and reduces movement speed of target by 15%, both of which you conveniently left out.
3. Yes, base damage of leash is a little higher, that much you are correct on.
4. leash does increase weapon damage due to the Slayer passive but that does not increase spell damage. The tooltip is very accurate on that. However, slotting chains increases flame AoE damage by 6% but that is probably a little less useful.
Further, chains cannot be avoided with dodge roll (tooltip). My guess is leash can be since it is not noted otherwise. Hopefully someone who has tested it can verify.
So in the end, the only thing you are truly accurate on is leash damage is a little higher. There rest was either completely incorrect (skill cost) or left out very meaningful information.
When comparing skills it must be done correctly. It helps to double check the information first. Granted, I have made similar mistakes before. After all, idk.
The cost is the same without cost reduction, but in reality there’s no cost reduction for any dragon knight skill so the fact remains as silver bolts cost less to use. The second point of snares, the 40% snare is a lot more effective in terms of controlling your target from running away from you. Even though dk passive has a 15% snare it’s as effective as world in ruin passive giving a 6% damage increase to aoe abilities. The only skills that get a buff is flames of oblivion, standard, and engulfing flames. But don’t forget how hard is to land the conal aoe engulfing flames. Major expedition is wasted on this skill. Lastly, didn’t mean to say that increased spell damage, I meant the 3% weapon damage you get by slotting it.
Reistr_the_Unbroken wrote: »Lmao what about werewolves?
Reistr_the_Unbroken wrote: »Lmao what about werewolves?
pretty obvious: to pull in adds and trash in dungeons.zParallaxz wrote: »PVE exists as well...
Yes, it does exist. But for what reason would a pve person need silver bolts to effect any and everyone including non vampires. The skill itself is overloaded especially with the snare it adds and how it syncs with the fighter guild passives. But it now effectively works as a gap closer, free weapon damage increase, hard hitting, and stun. The skill already out performs chains which had several reworks and is still trash.
zParallaxz wrote: »I fought several different stambuilds both in open world and in duels against mainly stamplars. As a magdk who isn’t a vampire, why can I pulled by a skill that does significant damage as a projectile, has a 28 m range, and is non reflectable. Besides blocking it has no counter.
Edit 1: What if it only pull enemy “players” who are vampires, similar to the ambush change where it only cc’s npc and snares enemy players.
russelmmendoza wrote: »No, it should do bonus damage to player vampires and stun them for longer.
It should do regular damage and whatever to regular players.
Silver Bolt is fine, learn to predict your opponent's next ability while not making yourself so predictable to other players.
zParallaxz wrote: »zParallaxz wrote: »PVE exists as well...
This, Zos might not have said it this way, but they made it so silver bolts has a 100% chance to pull targets that are not immune (or the pull does not bug out) because of the advantage DK tanks have with tanking.
Case in point, MoL Twins. Typically a competitive group will have the tank pulls the dark adds in rather than require a DPS DK be in the group and have their DPS drop as a result. Of course there are other instances the pull helps the tanking role.
Okay, well mark this as instance where Pve benefits from a lore breaking skill. However, pvp will still suffer from a skill that is overtuned in terms of synergy and damage so much that it over shadows chains. Chains doesn’t hit as hard as silver bolts, doesn’t give weapon or spell damage for slotting, doesn’t produce a 40% snare, and finally the cost is substantially higher for chains even thought it offers half the utility.
This statement does not seem to be correct.
1. Costs for both skills are identical when cost reduction is not taken into account.
2. Yes, leash applies a snare, but chains provide major momentum and reduces movement speed of target by 15%, both of which you conveniently left out.
3. Yes, base damage of leash is a little higher, that much you are correct on.
4. leash does increase weapon damage due to the Slayer passive but that does not increase spell damage. The tooltip is very accurate on that. However, slotting chains increases flame AoE damage by 6% but that is probably a little less useful.
Further, chains cannot be avoided with dodge roll (tooltip). My guess is leash can be since it is not noted otherwise. Hopefully someone who has tested it can verify.
So in the end, the only thing you are truly accurate on is leash damage is a little higher. There rest was either completely incorrect (skill cost) or left out very meaningful information.
When comparing skills it must be done correctly. It helps to double check the information first. Granted, I have made similar mistakes before. After all, idk.
The cost is the same without cost reduction, but in reality there’s no cost reduction for any dragon knight skill so the fact remains as silver bolts cost less to use.
zParallaxz wrote: »zParallaxz wrote: »PVE exists as well...
This, Zos might not have said it this way, but they made it so silver bolts has a 100% chance to pull targets that are not immune (or the pull does not bug out) because of the advantage DK tanks have with tanking.
Case in point, MoL Twins. Typically a competitive group will have the tank pulls the dark adds in rather than require a DPS DK be in the group and have their DPS drop as a result. Of course there are other instances the pull helps the tanking role.
Okay, well mark this as instance where Pve benefits from a lore breaking skill. However, pvp will still suffer from a skill that is overtuned in terms of synergy and damage so much that it over shadows chains. Chains doesn’t hit as hard as silver bolts, doesn’t give weapon or spell damage for slotting, doesn’t produce a 40% snare, and finally the cost is substantially higher for chains even thought it offers half the utility.
This statement does not seem to be correct.
1. Costs for both skills are identical when cost reduction is not taken into account.
2. Yes, leash applies a snare, but chains provide major momentum and reduces movement speed of target by 15%, both of which you conveniently left out.
3. Yes, base damage of leash is a little higher, that much you are correct on.
4. leash does increase weapon damage due to the Slayer passive but that does not increase spell damage. The tooltip is very accurate on that. However, slotting chains increases flame AoE damage by 6% but that is probably a little less useful.
Further, chains cannot be avoided with dodge roll (tooltip). My guess is leash can be since it is not noted otherwise. Hopefully someone who has tested it can verify.
So in the end, the only thing you are truly accurate on is leash damage is a little higher. There rest was either completely incorrect (skill cost) or left out very meaningful information.
When comparing skills it must be done correctly. It helps to double check the information first. Granted, I have made similar mistakes before. After all, idk.
The second point of snares, the 40% snare is a lot more effective in terms of controlling your target from running away from you. Even though dk passive has a 15% snare it’s as effective as world in ruin passive giving a 6% damage increase to aoe abilities.
zParallaxz wrote: »I want to thank OP and the others who have complained about Silver Leash for bringing it to my attention. It is my favorite new PvP skill. Without the complaint threads, I would never have thought to try it. I've made a few converts; they thank you as well.
Some observations:
1) Silver Leash won't fire roughly 50% of the time due to player immunities.
2) Good players dodge fairly often
3) The range is tiny compared to other ranged skills and is not buffed by Assault passives. It barely reaches through a keep entry tunnel, so I have to expose myself to the horde on the other side to use it. That's fair.
4) Pesky sorcs just Streak right over you if you if you happen to snag one. Use with caution against stick-wielders.
5) Only afk DKs fall for this one.
6) It's great for pulling ball groups apart.
7) The easiest fish to catch are bowblades. They always seemed shocked to be yanked from the safety of the back of the zerg to the front, where they suddenly have to fight.
8) It's nice to buff your front bar weapon damage with the Fighters Guild passive, especially if you slot Dawnbreaker. But it's not much of a buff.
9) It's not as cheap as OP implies. Avoid spamming.
10) It's great against bunny-hoppers and those hyper-speed builds. Why chase or range when you can yank 'em close enough to smell your halitosis?
Silver Leash is much like fishing. Sometimes you catch one; sometimes you don't.
I don’t HATE it, I just dislike it. If it didn’t have the snare on top of the skill I wouldnt give two f*cks. But what I’m dumbfounded by is that it’s a projectile yet it can’t be reflected. It could be absorbed by shimmering shield yet will gladly go through wings.
zParallaxz wrote: »zParallaxz wrote: »PVE exists as well...
Yes, it does exist. But for what reason would a pve person need silver bolts to effect any and everyone including non vampires. The skill itself is overloaded especially with the snare it adds and how it syncs with the fighter guild passives. But it now effectively works as a gap closer, free weapon damage increase, hard hitting, and stun. The skill already out performs chains which had several reworks and is still trash.
Tanks who aren’t DK.
DK tanks who use their limited magicka pool for group buffs.
You don’t know what you’re talking about. Please stop.
I’m not talking about a pve perspective, nor do I care about pve. I never enjoyed fighting a static system of adds that people just look on YouTube to find the mechanics for.