soul tether ulti, increase the dmg based on how many players are hit by x %, I would also love to see lotus fan radius increased by a couple of meters so that it hit more targets, anyone agree?
Metemsycosis wrote: »I don't think they're trash (curious which you think are just bad) but they are tricky to synergize unless you trod old paths. Refreshing path is imo among the most overloaded skills but does require resto staff to make it truly shine. So I get wym there, isk. Same with crippling grasp, it's decent by itself, worth 8% max magicka increase plus a decent dot plus two ccs, but isn't it better combined with clench over hysteria? Ofc. Veil of blades ulti is perfect for flag grabs but doesn't fit a mobile play at all.
I think with magblade you need to say, what am I trying to accomplish, what is my actual intended playstyle here, and how can I accomplish it? Why magblade over another class, what is this class giving?
Starting with defense. Stand your ground with shields/resistance/block mechanic, avoidance, or high healing?
Offensively, pure burst combos, a dot game, a strong single target spammable, proc damage, a cc game, defiles?
Once you determine how you want it to play you decide what is good. Class strengths are high max stats, high crit damage, defensive rewards for being on the offensive, first strike potential is peak, and i think there are good arguments to be made for using any weapon available in the game, ie there's a ton of flexibility.
Metemsycosis wrote: »It's crazy the different places we come from.
Expedition isn't everywhere. But for the magblade it is. That's a part of the way i think about the kit, specific skills imo mesh really well (path-shade-shade-path is an excellent way to engage-escape). It is easier to maintain 100% uptime on expedition bc it's involved with several skills. That's a double-edged sword. Practically i like it but when building maybe I only want ONE source of expedition and other sources are redundant, so i value the skills less. I think a good way to balance this would be to reduce redundance among skills, aside from passives, without eliminating it. (Im looking at double take and think it's useless compared to path, for example)
I get that passives aren't a part of the abilities but you can't overlook the passives they trigger when assigning value to them in your build. Having a 100% uptime on the shadow barrier passive is huge, since imo magblade is one of the most active classes - you won't have that 4k resistance boost otherwise, and it's significant.
Rn bc of the tank-heal meta, magblade suffers bc as u say we don't have a comparable tool to the rest of the classes. No matriarch, Dragon blood, breath of life, trellis, etc. If we did tho cloak would imo deserve an instant nerf bc a good cloaking magblade WILL avoid more damage than a noncloaking magblade. Conclusion, imo, dark cloak should provide a burst heal but one that isn't as strong as breath of life or matriarch, bc magblades still have shade.
Metemsycosis wrote: »It's crazy the different places we come from.
Expedition isn't everywhere. But for the magblade it is. That's a part of the way i think about the kit, specific skills imo mesh really well (path-shade-shade-path is an excellent way to engage-escape). It is easier to maintain 100% uptime on expedition bc it's involved with several skills. That's a double-edged sword. Practically i like it but when building maybe I only want ONE source of expedition and other sources are redundant, so i value the skills less. I think a good way to balance this would be to reduce redundance among skills, aside from passives, without eliminating it. (Im looking at double take and think it's useless compared to path, for example)
I get that passives aren't a part of the abilities but you can't overlook the passives they trigger when assigning value to them in your build. Having a 100% uptime on the shadow barrier passive is huge, since imo magblade is one of the most active classes - you won't have that 4k resistance boost otherwise, and it's significant.
Rn bc of the tank-heal meta, magblade suffers bc as u say we don't have a comparable tool to the rest of the classes. No matriarch, Dragon blood, breath of life, trellis, etc. If we did tho cloak would imo deserve an instant nerf bc a good cloaking magblade WILL avoid more damage than a noncloaking magblade. Conclusion, imo, dark cloak should provide a burst heal but one that isn't as strong as breath of life or matriarch, bc magblades still have shade.
Metemsycosis wrote: »A sorcs pets can die is why I said that, @brandonv516
@Iskiab how many sources of expedition do other classes have relative to nb?
Metemsycosis wrote: »A sorcs pets can die is why I said that, @brandonv516
@Iskiab how many sources of expedition do other classes have relative to nb?
largely irrelevant given the commonness of it on guild lines (not to mention bow & dw) when discussing actual class strengths IMO, but DK has it on a gap closer, Warden has it with a minor beserk (qq), Sorc has it on their major resolve buff...
also, what sources of major expedition do nbs even still have? isn't it just path ...? I must have missed something heh.
Metemsycosis wrote: »Wait phantasmal and crippling grasp no longer grant expedition?
Metemsycosis wrote: »Smh sorry I shelved my magblade, seemingly for a reason lol
Does concealed weapon???
brandonv516 wrote: »Metemsycosis wrote: »Wait phantasmal and crippling grasp no longer grant expedition?
Correct.
And...
-Fear no longer provides Minor Maim.
-Merciless no longer provides Minor Berserk
-Swallow Soul no longer provides Minor Vitality
In case you missed those too.
Can you explain how this actually adds any group utility?
I cannot see it doing anything besides increasing the power of a solo bomber build, but maybe its just me. If you really want to have its utility you should be asking for them to remove the delay on healing on the skill (tether), and a removal of cast time on soul siphon if they are planning to keep the cast time.
It's ridiculous to have to hold block to use an ultimate for a heal, or die trying.