12-09-2019, 07:23 AM
Spell: Water Whip
I’ll start with this considering the issues it’s caused as a stun confirm. Yes, it’s incredibly powerful for adding some additional damage and a few seconds of stun to build which already have a stun. But for builds that just go into water/spec, it’s absolutly needed for landing certain hits. I don’t think the spell itself should be changed, rather that stuns should not stack. It would remove the need for Water Whip In builds that need a confirm on stuns.
Spell: Blood Whip
At this point your just doing me dirty here. Blood whip getting a damage nerf and losing its GCDE is a massive game changer. It’s there do do the bulk of Blood’s damage. In a tree that lacks a massive third option in this combo (Water Whip-Blood Whip-Water beam for me), you’ve just nerfed the overall damage that Blood Mages can do.
To even pull off that combo, you’ve got to land a stun. The options for someone who goes all into blood are Tidal Wave and Water Whip. If you’re smart, you can iron body/Mistform/ do any sort of DR for seeing a water mage run up to you. Tidal Wave is actually a problem; the stun should only last as long as the knockback. Overall, the biggest nerf to Blood Whip wasnt the cooldown or damage reduction, but the removal of its GCDE. The damage can be kept, but please return it’s GCDe. Otherwise you’re just dicking Blood Mages for no reason.
I’ll start with this considering the issues it’s caused as a stun confirm. Yes, it’s incredibly powerful for adding some additional damage and a few seconds of stun to build which already have a stun. But for builds that just go into water/spec, it’s absolutly needed for landing certain hits. I don’t think the spell itself should be changed, rather that stuns should not stack. It would remove the need for Water Whip In builds that need a confirm on stuns.
Spell: Blood Whip
At this point your just doing me dirty here. Blood whip getting a damage nerf and losing its GCDE is a massive game changer. It’s there do do the bulk of Blood’s damage. In a tree that lacks a massive third option in this combo (Water Whip-Blood Whip-Water beam for me), you’ve just nerfed the overall damage that Blood Mages can do.
To even pull off that combo, you’ve got to land a stun. The options for someone who goes all into blood are Tidal Wave and Water Whip. If you’re smart, you can iron body/Mistform/ do any sort of DR for seeing a water mage run up to you. Tidal Wave is actually a problem; the stun should only last as long as the knockback. Overall, the biggest nerf to Blood Whip wasnt the cooldown or damage reduction, but the removal of its GCDE. The damage can be kept, but please return it’s GCDe. Otherwise you’re just dicking Blood Mages for no reason.