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Shade of Mortis


NOFORKNKNIFE

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It's nice to see that the Dev Team are trying to increase the burst but the rage cost is too high, here are my thoughts

 

Firstly I think that the 25% Critical Chance per Massacre is far too great for a spec that is already hitting high critical chance, I also think that Carnage does not have the Rage to play with to be able to fund such a tactical even though the tactical will probably still net an increase as it is.

 

Here's how i think it could work. (Two Ideas) The latter of the two i think would be better as it avoids Spamming a singular ability to suffice for a rotation.

 

CC = Critical Chance

CM = Critical Multiplier

(First Idea) - Sustain Related however possible to Spam massacre for high yield.

 

Original Cost : Massacre cost 3 with a refund of 1

First Stack : Massacre cost 4 with a refund of 1 (15% CM Gain. Total 15%)

Second Stack : Massacre cost 5 with a refund of 1 (15% CM Gain. Total 30%)

Third/Final Stack : Massacre cost 0 with a refund of 1 (No CM Gain. Total 30%)

 

*Using Massacre / Blade Rush adds Hyper stacks to you, increasing your critical Multiplier by 15% per stack and increasing the cost of your next Massacre / Blade Rush by 1 rage / focus until you Reach *Maximum Hyper* reducing the cost of your next Massacre / Blade Rush to 0 Rage/Focus Whilst holding your Critical Multiplier at 30%. When you deal damage with another ability, Hyper and Maximum Hyper are removed * (Sorry about the wording not my thing :D )

 

(Second Idea) - Rotational Burst and Punish for Spamming

 

Original Cost : Massacre cost 3 with a refund of 1

First Stack : Massacre cost 2 with a refund of 1 (5% CC + CM Gain. Total 5%)

Second Stack : Massacre cost 1 with a refund of 1 (5% CC + CM Gain. Total 10%)

Third/Final Stack : Massacre cost 4 with a refund of 1 (25% CC + CM Gain. Total 35%)

 

Using Massacre / Blade Rush adds Hyper stacks to you, increasing your Critical Multiplier and Critical Chance by 5% per stack and decreasing the cost of your next Massacre / Blade Rush by 1 rage / focus until you reach "Maximum Hyper" increasing your Critical Multiplier and Critical Chance by 25% and the cost of your next Massacre / Blade Rush by 1 rage / focus. When you deal damage with another ability, Hyper and Maximum Hyper are removed*

 

 

In my opinion i think the second option is the better one, Would like to hear what people think though, Feel free to hmu on discord. I'll leave it at the bottom.

 

Also on a side note Gore still losing it's sunder (Armour break) effect when using Driving Gore mod. Not sure if that's intended.

 

if any of the devs want to get in touch to talk about the class specifically i'd be willing to help although i've quit the game since 7.0 launched however i still theorycraft.

 

-Will (William#8623)

Played Carnage since 5.0 ( 2x Top 3 Ranked And NiM raider)

Edited by NOFORKNKNIFE
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The devs are like, "So, we hear you Carnage Marauders have massive rage generation issues and generally pathetic DPS? Here's a tactical that further increases rage consumption" :D

 

I used to play WoW, so I'm going to use the Blizzard argument. Even though they have a tendency to molest their female co-workers, at least in my experience they fix in-game issues on a weekly basis...

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I also think that Carnage does not have the Rage to play with to be able to fund such a tactical even though the tactical will probably still net an increase as it is.

 

This is my biggest problem with this tactical. I finally got a chance to play around with it and while I don't know if it's a DPS increase, I'll leave that to the more numbers-inclined players, it doesn't feel fun to play with. I'm sure you can make it work, but it feels awful. You have to throw in more Strikes, or just drop abilities out of the rotation since we don't have the Focus/Rage to spare when using this tactical. Setting up a Precision window that takes advantage of this buff sucks.

 

It reeks of a developer wanting to create a new tactical for our class to "replace" Fanged God Form without understanding the fundamental issues with the class that Fanged God Form was trying to fix. We don't have the resources to spare to make this tactical work in a way that keeps the class feeling "fun", that was the whole point of FGF in the first place.

 

Honestly, I think Fanged God Form would have been fine if they just changed it so that using any ability at max stacks would remove them, including Blade Rush/Massacre. The whole spam gimmick was stupid to begin with, but that would kill it dead. We needed the boost to our resource management, this new tactical is the complete opposite direction. I'm guessing that's why the crit is so high, to make up for the fact that it pushes one of our biggest weaknesses even further instead of helping it.

 

Also saw the suggestion made elsewhere to separate the change to Blade Rush/Massacre's cost from the stacks and just make the tactical reduce the cost by 1 at all times (with the stacks just providing a crit buff of whatever %). With that, you'd never get to a point where it refunds resources like the old FGF did, so that also kills the spam gimmick while still doing something to aid in our current resource woes.

 

Would just like to see this tactical make an effort to improve our playstyle, not make it less fun.

Edited by The-Kaitou-Kid
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Carnage has two main problems. Poor rage management and poor damage (burst and sustain).

This new tactical tries to increase burst and sustain damage, but at the expense of turning poor rage management into practically non existent rage management.

 

Rage issues could be fixed by adding an extra passive to Ataru form that causes it to generate rage whenever the extra Ataru strike deals damage.

If that is too much, simply add a short (3?) second rate limit on it (that goes down with alacrity to prevent complications).

The rage generation limit could even be temporarily disabled during berserk windows to allow for one or two more uses of gore.

 

A change like that + the new (worse) fanged god form shard thing + another couple buffs should get the spec into a solid but not op spot.

 

Other options could involve:

  • Promoting a playstyle that alternates massacre and other abilities - giving non-massacre abilities bonus crit chance and damage
  • Using massacre to stack a passive that procs when using devastating blast. Each stack (up to say, 4) causes devastating blast to basically turn into force crush where for each stack, there's a dot tick before a final big hit. Each stack increasing the damage via extra ticks of the dot and a buffed final big burst.

Edited by LordCamTheGreat
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'member when the Devs balanced to;

 

Damage Groupings for Damage Dealing Disciplines

Melee Sustained Damage Dealers (up to +5% of target DPS)

Annihilation Marauder / Watchman Sentinel

Hatred Assassin / Serenity Shadow

Lethality Operative / Ruffian Scoundrel

Pyrotech Powertech / Plasmatech Vanguard

Vengeance Juggernaut / Vigilance Guardian

 

Melee Quasi-Burst Damage Dealer (up to +2.5% of target DPS)

Fury Marauder / Concentration Sentinel

 

Melee Burst/Ranged Sustained Damage Dealers (at the target DPS)

Advanced Prototype Powertech / Tactics Vanguard

Carnage Marauder / Combat Sentinel

Concealment Operative / Scrapper Scoundrel

Deception Assassin / Infiltration Shadow

Engineering Sniper / Saboteur Gunslinger

Innovative Ordnance Mercenary / Assault Specialist Commando

Madness Sorcerer / Balance Sage

Rage Juggernaut / Focus Guardian

 

Ranged Quasi-Sustained Damage Dealer (down to -2.5% of target DPS)

Virulence Sniper / Dirty Fighting Gunslinger

 

Ranged Burst Damage Dealers (down to -5% of target DPS)

Arsenal Mercenary / Gunnery Command

Lightning Sorcerer / Telekinetics Sage

Marksmanship Sniper / Sharpshooter Gunslinger

 

Claiming that the burst spec has a burst tactical in Shade Of Mortis is a bit of a meme. What happened to the sweet target dps. :( Now we have a burst spec with a dot tactical cause of lack of creativity. ;) You'll burst it'll just cost you reaching your next Ferocity window ;)

 

Swear the tacticals are ruining all class identity which we wanted see more of after the pruning.

Edited by NOFORKNKNIFE
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Shard of Mortis got an update in the PTS patch today it seems. It now generates 1 focus/rage for each Hyper stack removed when you use a damaging ability other than Blade Rush/Massacre. Played around with it a bit on the PTS and it feels a lot better to use now than it did before at the very least.
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I'm not too sure, Last time i wrote a post a post before the lot i did for this PTS is when they banned me for no reason :'D. So who knows. Just my bad i guess, I think people still understand what i wrote even though i wrote it all on my phone just before work :p Edited by NOFORKNKNIFE
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