Maelstrom's Dual Wield weapons:
Cruel Flurry adds 2000 weapon damage to the next single target DoT effect applied within 10 seconds of the use of Flurry abilities.
There's is currently a bug: every tick of Poison Injection is consuming the Cruel Flurry buff. (Please fix!) I was still able to test these weapons however and came to the following conclusions:
There's one thing that prevents the use of these weapons: Rearming Trap consuming the Cruel Flurry buff twice. I understand that this is a bug fix. However, let me illustrate why the weapons were so great and how Rearming Trap played a huge role in that:
As many of you may remember, the "Maelstrom Daggers" rotation was very efficient in the way that it empowered all the single target DoTs, here's a very rough description of the rotation:
Cruel Flurry > Rearming Trap > Endless Hail > Poison Injection > Cruel Flurry > Rending Slashes.
You were able to empower Rearming Trap and Poison Injection with just one cast of Cruel Flurry, which allowed for a very smooth and efficient rotation, which is no longer possible. Now, Rearming Trap consuming the buff isn't a problem in itself, its possible to work your way around that. However, the second "arming" of the Trap also consumes the buff, and that is very problematic since you can't control when the Trap rearms, so you can't control when to cast Cruel Flurry to empower it. It also means that to empower one DoT you need to cast Cruel Flurry twice. I understand why it is happening and I also understand that its logical, since Rearming Trap is in fact 2 DoTs that are placed with 1 cast, so it makes sense that both Traps consume Cruel Flurry. What I'm trying to say here, is that its impossible to use the weapons due to the fact that you can't control the consumption of the buff on the second arming of Rearming Trap.
I will also mention that its almost impossible to perform a rotation that buffs all of your single target DoTs and includes heavy attacks, which are mandatory for sustain since Morrowind.
Now let's discuss the second aspect of these weapons: the value of the Cruel Flurry buff.
Here are a few parses of mine without Maelstrom weapons on all the different classes:
So from these parses, you can see that the "universal" single target DoTs (Rending Slashes, Rearming Trap and Poison Injection) amount to about 15% of the total damage (I was generous there), meaning that the 2003 Cruel Flurry damage buff is only giving you an average weapon damage of about 300 (= 2003 * 0.15). This is comparable to the 5th piece of Hunding's Rage. However, to use Cruel Flurry, you need to spend 2 item slots, thus sacrificing another bonus, in the case of Hunding's Rage, this is Critical Chance. BUT: the more single target DoTs you have in your kit, the better these weapons become. Another DoT that can be empowered is Rend (roughly 6% of the total damage), which is the ultimate you should be using with these weapons. This tips the scale in favor of the Maelstrom weapons over a simple Hunding's Rage. On a Dragonknight you have Noxious Breath and Venomous Claw, which adds further value to these weapons. So the value of the buff definitely isn't a problem, in fact its great!
So the verdict is: the weapons are unusable in their current state, although they have great potential since the amount of effective weapon damage that Cruel Flurry is offering is competitive to the bonuses of popular 5 piece DPS sets.
So I would like to propose a solution that will alter the way these weapons work, making them much simpler to use, thus making them once again a viable option for PvE Stamina DPS.
Cruel Flurry: Flurry abilites add 2003 weapon damage to all the single target DoT effects applied within the next X seconds. X = 3 (X = 4 would be the maximum)
No more "Cruel Flurry buff consumption". DoTs don't consume the buff, in fact, nothing consumes the buff at all, it just stays active for a very short time allowing to bypass the problems of the way Rearming Trap consumes the buff twice as well as limiting the need of using this ability extremely frequently which eases the sustain requirements. So you would apply Cruel Flurry then apply as many DoTs as possible within the next 3 seconds, in order to empower them with one cast of Cruel Flurry. In the end, this will make the rotation similar to what it has been pre-Morrowind.
@ZOS_GinaBruno @ZOS_Wrobel
I really hope you take the time to read this post, since the Maelstrom weapons have so much potential that is simply wasted on the fact that you can't control them. My suggestion is allowing a simple change in functionality to adapt them to the Morrowind sustain and to the fix of the Rearming Trap bug. Thank you for your time!
/IzakiOut
Cruel Flurry adds 2000 weapon damage to the next single target DoT effect applied within 10 seconds of the use of Flurry abilities.
There's is currently a bug: every tick of Poison Injection is consuming the Cruel Flurry buff. (Please fix!) I was still able to test these weapons however and came to the following conclusions:
There's one thing that prevents the use of these weapons: Rearming Trap consuming the Cruel Flurry buff twice. I understand that this is a bug fix. However, let me illustrate why the weapons were so great and how Rearming Trap played a huge role in that:
As many of you may remember, the "Maelstrom Daggers" rotation was very efficient in the way that it empowered all the single target DoTs, here's a very rough description of the rotation:
Cruel Flurry > Rearming Trap > Endless Hail > Poison Injection > Cruel Flurry > Rending Slashes.
You were able to empower Rearming Trap and Poison Injection with just one cast of Cruel Flurry, which allowed for a very smooth and efficient rotation, which is no longer possible. Now, Rearming Trap consuming the buff isn't a problem in itself, its possible to work your way around that. However, the second "arming" of the Trap also consumes the buff, and that is very problematic since you can't control when the Trap rearms, so you can't control when to cast Cruel Flurry to empower it. It also means that to empower one DoT you need to cast Cruel Flurry twice. I understand why it is happening and I also understand that its logical, since Rearming Trap is in fact 2 DoTs that are placed with 1 cast, so it makes sense that both Traps consume Cruel Flurry. What I'm trying to say here, is that its impossible to use the weapons due to the fact that you can't control the consumption of the buff on the second arming of Rearming Trap.
I will also mention that its almost impossible to perform a rotation that buffs all of your single target DoTs and includes heavy attacks, which are mandatory for sustain since Morrowind.
Now let's discuss the second aspect of these weapons: the value of the Cruel Flurry buff.
Here are a few parses of mine without Maelstrom weapons on all the different classes:
Sorcerer:
![9dxdpcT.png?2]()
Dragonknight:
![QtNaVzh.png?1]()
Templar:
![qfxk3z2.png?1]()
NIghtblade:
![AFS0y0S.png?1]()
The reason for 6 million target dummy on Nightblade is that on the 3 million ones, the fight is far too short to analyse anthing due to the ability of self-buffing Minor Berserk and Major Fracture, its all about burst and lucky critical hits. I could post my 50.3k parse on the 3 million dummy, but it wouldn't give any insight.
The reason for 6 million target dummy on Dragonknight is that on the 3 million ones, the fights is also too short and you are only able to use the Standard of Might once, thus falsifying the results, the fact that Major Fracture is present in the test also means that the 6 million dummy is better suited for these tests.

Dragonknight:

Templar:

NIghtblade:

The reason for 6 million target dummy on Nightblade is that on the 3 million ones, the fight is far too short to analyse anthing due to the ability of self-buffing Minor Berserk and Major Fracture, its all about burst and lucky critical hits. I could post my 50.3k parse on the 3 million dummy, but it wouldn't give any insight.
The reason for 6 million target dummy on Dragonknight is that on the 3 million ones, the fights is also too short and you are only able to use the Standard of Might once, thus falsifying the results, the fact that Major Fracture is present in the test also means that the 6 million dummy is better suited for these tests.
So from these parses, you can see that the "universal" single target DoTs (Rending Slashes, Rearming Trap and Poison Injection) amount to about 15% of the total damage (I was generous there), meaning that the 2003 Cruel Flurry damage buff is only giving you an average weapon damage of about 300 (= 2003 * 0.15). This is comparable to the 5th piece of Hunding's Rage. However, to use Cruel Flurry, you need to spend 2 item slots, thus sacrificing another bonus, in the case of Hunding's Rage, this is Critical Chance. BUT: the more single target DoTs you have in your kit, the better these weapons become. Another DoT that can be empowered is Rend (roughly 6% of the total damage), which is the ultimate you should be using with these weapons. This tips the scale in favor of the Maelstrom weapons over a simple Hunding's Rage. On a Dragonknight you have Noxious Breath and Venomous Claw, which adds further value to these weapons. So the value of the buff definitely isn't a problem, in fact its great!
So the verdict is: the weapons are unusable in their current state, although they have great potential since the amount of effective weapon damage that Cruel Flurry is offering is competitive to the bonuses of popular 5 piece DPS sets.
So I would like to propose a solution that will alter the way these weapons work, making them much simpler to use, thus making them once again a viable option for PvE Stamina DPS.
Cruel Flurry: Flurry abilites add 2003 weapon damage to all the single target DoT effects applied within the next X seconds. X = 3 (X = 4 would be the maximum)
No more "Cruel Flurry buff consumption". DoTs don't consume the buff, in fact, nothing consumes the buff at all, it just stays active for a very short time allowing to bypass the problems of the way Rearming Trap consumes the buff twice as well as limiting the need of using this ability extremely frequently which eases the sustain requirements. So you would apply Cruel Flurry then apply as many DoTs as possible within the next 3 seconds, in order to empower them with one cast of Cruel Flurry. In the end, this will make the rotation similar to what it has been pre-Morrowind.
@ZOS_GinaBruno @ZOS_Wrobel
I really hope you take the time to read this post, since the Maelstrom weapons have so much potential that is simply wasted on the fact that you can't control them. My suggestion is allowing a simple change in functionality to adapt them to the Morrowind sustain and to the fix of the Rearming Trap bug. Thank you for your time!
/IzakiOut