Miloscpolski wrote: »Davedipy04 wrote: »So right now, players are testing the new "Stamina Whip" in parses, dueling, and whatever else. I believe everyone's opinion on the new change is somewhat mixed as well. However, I think everyone can agree that the skill is kind of hard to sustain and awkward to use on a stamina set up, considering the skill still costs magicka to cast. Now I'm not sure what everyone else thinking, but what if the cost of the skill was determined by the highest of your two resources instead. Example: If you have more max stamina than you do max magicka, the skill now costs stamina instead of magicka. This could also change the way the animation and damage type works as well though. When you have more max stamina than magicka, it could change the animation into a toxic whip that does poison damage instead of fire damage. The name of the skill would most likely need to be changed a little as well, but you get the point. Now I also think this could be a thing on other classes as well, but it should also only apply to class skills, nothing else. This could be a start to some unique morphs and changes to certain class skills in this game. Especially to pretty useless skills, I'm looking at you malevolent offering. Anyway, that's my take on this, what do you guys think?
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Miloscpolski wrote: »Davedipy04 wrote: »So right now, players are testing the new "Stamina Whip" in parses, dueling, and whatever else. I believe everyone's opinion on the new change is somewhat mixed as well. However, I think everyone can agree that the skill is kind of hard to sustain and awkward to use on a stamina set up, considering the skill still costs magicka to cast. Now I'm not sure what everyone else thinking, but what if the cost of the skill was determined by the highest of your two resources instead. Example: If you have more max stamina than you do max magicka, the skill now costs stamina instead of magicka. This could also change the way the animation and damage type works as well though. When you have more max stamina than magicka, it could change the animation into a toxic whip that does poison damage instead of fire damage. The name of the skill would most likely need to be changed a little as well, but you get the point. Now I also think this could be a thing on other classes as well, but it should also only apply to class skills, nothing else. This could be a start to some unique morphs and changes to certain class skills in this game. Especially to pretty useless skills, I'm looking at you malevolent offering. Anyway, that's my take on this, what do you guys think?
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Davedipy04 wrote: »Miloscpolski wrote: »Davedipy04 wrote: »So right now, players are testing the new "Stamina Whip" in parses, dueling, and whatever else. I believe everyone's opinion on the new change is somewhat mixed as well. However, I think everyone can agree that the skill is kind of hard to sustain and awkward to use on a stamina set up, considering the skill still costs magicka to cast. Now I'm not sure what everyone else thinking, but what if the cost of the skill was determined by the highest of your two resources instead. Example: If you have more max stamina than you do max magicka, the skill now costs stamina instead of magicka. This could also change the way the animation and damage type works as well though. When you have more max stamina than magicka, it could change the animation into a toxic whip that does poison damage instead of fire damage. The name of the skill would most likely need to be changed a little as well, but you get the point. Now I also think this could be a thing on other classes as well, but it should also only apply to class skills, nothing else. This could be a start to some unique morphs and changes to certain class skills in this game. Especially to pretty useless skills, I'm looking at you malevolent offering. Anyway, that's my take on this, what do you guys think?
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Specifically what spammable are you talking about? Poop rock is bad, dw is bad, bow is bad, the only actual spammable sdk has is dswing and deep slash, which due to server performance dswing is terrible, the want for a stam whip is purely to move away from classes having to use weapon abilities as spammable and not having any class identity (hello stamsorc).
Miloscpolski wrote: »Davedipy04 wrote: »So right now, players are testing the new "Stamina Whip" in parses, dueling, and whatever else. I believe everyone's opinion on the new change is somewhat mixed as well. However, I think everyone can agree that the skill is kind of hard to sustain and awkward to use on a stamina set up, considering the skill still costs magicka to cast. Now I'm not sure what everyone else thinking, but what if the cost of the skill was determined by the highest of your two resources instead. Example: If you have more max stamina than you do max magicka, the skill now costs stamina instead of magicka. This could also change the way the animation and damage type works as well though. When you have more max stamina than magicka, it could change the animation into a toxic whip that does poison damage instead of fire damage. The name of the skill would most likely need to be changed a little as well, but you get the point. Now I also think this could be a thing on other classes as well, but it should also only apply to class skills, nothing else. This could be a start to some unique morphs and changes to certain class skills in this game. Especially to pretty useless skills, I'm looking at you malevolent offering. Anyway, that's my take on this, what do you guys think?
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Among those you mentioned, only one is really played : dizziying. The rest are not popular and I told you before that stonefist is a big joke. Other stam classes also have access to these skills.
Miloscpolski wrote: »Miloscpolski wrote: »Davedipy04 wrote: »So right now, players are testing the new "Stamina Whip" in parses, dueling, and whatever else. I believe everyone's opinion on the new change is somewhat mixed as well. However, I think everyone can agree that the skill is kind of hard to sustain and awkward to use on a stamina set up, considering the skill still costs magicka to cast. Now I'm not sure what everyone else thinking, but what if the cost of the skill was determined by the highest of your two resources instead. Example: If you have more max stamina than you do max magicka, the skill now costs stamina instead of magicka. This could also change the way the animation and damage type works as well though. When you have more max stamina than magicka, it could change the animation into a toxic whip that does poison damage instead of fire damage. The name of the skill would most likely need to be changed a little as well, but you get the point. Now I also think this could be a thing on other classes as well, but it should also only apply to class skills, nothing else. This could be a start to some unique morphs and changes to certain class skills in this game. Especially to pretty useless skills, I'm looking at you malevolent offering. Anyway, that's my take on this, what do you guys think?
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Among those you mentioned, only one is really played : dizziying. The rest are not popular and I told you before that stonefist is a big joke. Other stam classes also have access to these skills.
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Miloscpolski wrote: »Davedipy04 wrote: »So right now, players are testing the new "Stamina Whip" in parses, dueling, and whatever else. I believe everyone's opinion on the new change is somewhat mixed as well. However, I think everyone can agree that the skill is kind of hard to sustain and awkward to use on a stamina set up, considering the skill still costs magicka to cast. Now I'm not sure what everyone else thinking, but what if the cost of the skill was determined by the highest of your two resources instead. Example: If you have more max stamina than you do max magicka, the skill now costs stamina instead of magicka. This could also change the way the animation and damage type works as well though. When you have more max stamina than magicka, it could change the animation into a toxic whip that does poison damage instead of fire damage. The name of the skill would most likely need to be changed a little as well, but you get the point. Now I also think this could be a thing on other classes as well, but it should also only apply to class skills, nothing else. This could be a start to some unique morphs and changes to certain class skills in this game. Especially to pretty useless skills, I'm looking at you malevolent offering. Anyway, that's my take on this, what do you guys think?
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Miloscpolski wrote: »Davedipy04 wrote: »Miloscpolski wrote: »Davedipy04 wrote: »So right now, players are testing the new "Stamina Whip" in parses, dueling, and whatever else. I believe everyone's opinion on the new change is somewhat mixed as well. However, I think everyone can agree that the skill is kind of hard to sustain and awkward to use on a stamina set up, considering the skill still costs magicka to cast. Now I'm not sure what everyone else thinking, but what if the cost of the skill was determined by the highest of your two resources instead. Example: If you have more max stamina than you do max magicka, the skill now costs stamina instead of magicka. This could also change the way the animation and damage type works as well though. When you have more max stamina than magicka, it could change the animation into a toxic whip that does poison damage instead of fire damage. The name of the skill would most likely need to be changed a little as well, but you get the point. Now I also think this could be a thing on other classes as well, but it should also only apply to class skills, nothing else. This could be a start to some unique morphs and changes to certain class skills in this game. Especially to pretty useless skills, I'm looking at you malevolent offering. Anyway, that's my take on this, what do you guys think?
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Specifically what spammable are you talking about? Poop rock is bad, dw is bad, bow is bad, the only actual spammable sdk has is dswing and deep slash, which due to server performance dswing is terrible, the want for a stam whip is purely to move away from classes having to use weapon abilities as spammable and not having any class identity (hello stamsorc).
so many spammle abilities for stamdk that you can't choose which one to play and ask for stamwhip?
thadjarvis wrote: »This skill is a real treat imo as no other class has access to a spam skill that costs the opposite pool. This has a lot of potential value in PvE. PvP wise I know some older stamsorc builds would have a lot of mag recovery in builds, and there's more tools for that today.
Davedipy04 wrote: »thadjarvis wrote: »This skill is a real treat imo as no other class has access to a spam skill that costs the opposite pool. This has a lot of potential value in PvE. PvP wise I know some older stamsorc builds would have a lot of mag recovery in builds, and there's more tools for that today.
It can definitely be used with some slight adjustments to builds but what do you think about the dynamic skill cost idea? Maybe not for whip but maybe other abilities.
Stone giant is a big joke that should never have existed. This skill was created a few years ago because the developers didn't want a stamwhip. But that was before.
Silver bolts is the worst spammable animation in this game. Who is playing with ? Seriously. It's almost the same with crushing weapon which is not very popular.
Snipe is good but for a distance based build. Many players use the arc only for poison injection.
Flurry is interesting but doesn't have as much damage as dizziying and dual wield doesn't tank as much as sword and shield.
Dizziying and power slaa are the only popular and viable melee skills. Dizziying is boring and power slam it depends if we play with fossilization or not.
ZoS definitely should make a poison stine giantke.sardenb14_ESO wrote: »Personally I would like one of 2 changes
1. Stonegiant(while not fun to use) is by all accounts, still the true spammable for stamina(even if tank are the primary users of the skill). Make the Stonegiant do poison damage to benefit from world in ruin, and possibly inflicts poison status for sustain.
2. Change combustion so that burning gives X mag and X stamina, and vice-versa for poison. I figure this change would help literally all styles of play.