They could just give it the empower treatment and only apply status effects if battle spirit isn't active.
Prior to Shattered Path Signet, anyone dying to Ele Sus by itself deserves to cry.ArctosCethlenn wrote: »even without the mythic it hits harder than a free skill with a 43 yard range (before reach) should.
Wrong approach that ruins it in PvE, especially for tanks and healers. As a tank, my entire build depends on this skill procing statuses on demand by allowing me to proc Baron Zaldrus for ultimate generation, and it being free or at least a low cost is also pivotal for support roles.
The first hit remains guaranteed, but it does not apply more afterwards over its duration. It should become dodgeable and receive a small magicka cost; like 1k+
That's where I would begin without once again making a skill useless for everyone because PvP got messed up by broken items.
YandereGirlfriend wrote: »Wrong approach that ruins it in PvE, especially for tanks and healers. As a tank, my entire build depends on this skill procing statuses on demand by allowing me to proc Baron Zaldrus for ultimate generation, and it being free or at least a low cost is also pivotal for support roles.
The first hit remains guaranteed, but it does not apply more afterwards over its duration. It should become dodgeable and receive a small magicka cost; like 1k+
That's where I would begin without once again making a skill useless for everyone because PvP got messed up by broken items.
I... don't really care about that because it's Gogiga-cheese in PvE as well.
Like any other sane person, I use it + Zaudrus in the Archive because you would be completely throwing not to. But I freely acknowledge that it is stupid and should not exist. Zaudrus certainly was not released anticipating doubling your ult-gen by casting a edge-case gimmick of a skill.
Make people earn their status effects the old-fashioned way not through cheesy auto-procs.
MashmalloMan wrote: »
- Add a cost, decreases per rank.
- Reduce duration from 30s to 20s, but gain increased status effect chance while active.
- Swap 3x effects for 1x effect based on staff type, but every 5s, including on cast.
- Like Blockade, name changes based on staff type.
Example tooltip:Concussive Susceptibility IV
Target: Enemy
Range: 28m
Cost: 2430
Use your mastery over the elements to sap an enemy's defenses, empowering yourself with +100% status effect chance and afflicting them with Major Breach for 20 seconds, reducing their Physical and Spell Resistance by 5948. Every 4 seconds the enemy is afflicted with the Concussion status effect.
New effect
Applies a status effect based on your Staff type periodically and increase your chance to apply status effects while active, reduces cost as the ability ranks up.
Something like this would solve a lot of problem it's had well before Signet. It's not only because it's free, it applies 7 negative effects for a whopping 30 seconds; Major Breach, Minor Maim, Minor Brittle, Minor Vuln, Chill, Burning, and Concussed.
To be a bit general, a base status effect deals about 1/6th of a ranged spammable, so applying 3 at the same time is already half, a modifier of 2x is enough to compete, Signet is giving close to 3x in conjunction with class/set bonuses. It's very easy to take the somewhat balanced damage at its core to obscene levels as we found previously with Infinite Archive with the Focussed Efforts Vision invalidating any other build path.
Ele Sus is so overloaded, it's competing with basic 20s dots for pure DPS despite being meant as a utility skill. Quick comparison with base stats to Reach within the same line:Ele Sus:
(336 (Burning x 3) + 370 (Chill) + 370 (Concuss)) x 5 over 30 seconds
= (1748) x 5
= 8740
Reach:
(336 (Burning x 3)) + 1161 Direct + 3470 over 20s
= 1008 + 1161 + 3470
= 5639
TLDR: 8740 / 5639 = 1.55 x stronger, bigger gap if you use Reach with a Shock/Frost staff.
Obviously Reach is kinda crap, but that's more to do with auxillary effects rather than its baseline tooltip which every 20s dot shares. It's at least better than Consuming Trap and Degen. Regardless, highlights how dumb Ele Sus is.
Also, using the same math, my version of 1 Status Effect every 5s would amount to 1850 for Chill/Concuss and 5040 for Burning over 20s, but only if under a best case scenaio without another source of burning. Would heavily reduce the negative effects to 3ish instead of 7, with a balanced cost for what is a utility skill, for a reasonable 20s, and a self buff that competes with Throwing Knife's 100% Status Effect buff to make D Staff more interesting to play with as a main weapon.
Turtle_Bot wrote: »MashmalloMan wrote: »
- Add a cost, decreases per rank.
- Reduce duration from 30s to 20s, but gain increased status effect chance while active.
- Swap 3x effects for 1x effect based on staff type, but every 5s, including on cast.
- Like Blockade, name changes based on staff type.
Example tooltip:Concussive Susceptibility IV
Target: Enemy
Range: 28m
Cost: 2430
Use your mastery over the elements to sap an enemy's defenses, empowering yourself with +100% status effect chance and afflicting them with Major Breach for 20 seconds, reducing their Physical and Spell Resistance by 5948. Every 4 seconds the enemy is afflicted with the Concussion status effect.
New effect
Applies a status effect based on your Staff type periodically and increase your chance to apply status effects while active, reduces cost as the ability ranks up.
Something like this would solve a lot of problem it's had well before Signet. It's not only because it's free, it applies 7 negative effects for a whopping 30 seconds; Major Breach, Minor Maim, Minor Brittle, Minor Vuln, Chill, Burning, and Concussed.
To be a bit general, a base status effect deals about 1/6th of a ranged spammable, so applying 3 at the same time is already half, a modifier of 2x is enough to compete, Signet is giving close to 3x in conjunction with class/set bonuses. It's very easy to take the somewhat balanced damage at its core to obscene levels as we found previously with Infinite Archive with the Focussed Efforts Vision invalidating any other build path.
Ele Sus is so overloaded, it's competing with basic 20s dots for pure DPS despite being meant as a utility skill. Quick comparison with base stats to Reach within the same line:Ele Sus:
(336 (Burning x 3) + 370 (Chill) + 370 (Concuss)) x 5 over 30 seconds
= (1748) x 5
= 8740
Reach:
(336 (Burning x 3)) + 1161 Direct + 3470 over 20s
= 1008 + 1161 + 3470
= 5639
TLDR: 8740 / 5639 = 1.55 x stronger, bigger gap if you use Reach with a Shock/Frost staff.
Obviously Reach is kinda crap, but that's more to do with auxillary effects rather than its baseline tooltip which every 20s dot shares. It's at least better than Consuming Trap and Degen. Regardless, highlights how dumb Ele Sus is.
Also, using the same math, my version of 1 Status Effect every 5s would amount to 1850 for Chill/Concuss and 5040 for Burning over 20s, but only if under a best case scenaio without another source of burning. Would heavily reduce the negative effects to 3ish instead of 7, with a balanced cost for what is a utility skill, for a reasonable 20s, and a self buff that competes with Throwing Knife's 100% Status Effect buff to make D Staff more interesting to play with as a main weapon.
I like the premise of this idea (and have mentioned something similar in the past), however I would keep the resource cost below 2k and give it a more frequent tick rate (2 or 3 seconds) to be closer to twin slashes, especially if we are going to remove the extra status effect procs and tie them to the staff type.
Turtle_Bot wrote: »In saying this, reach/clench should probably get reworks at the same time if ele sus goes this route since they have been unusable for a long time now (outside of frost specifically on frost warden DPS or tanks for taunt/brittle/shields)