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Suggestion to a small change for Ring of Pale Order Mythic

  • Varana
    Varana
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    That's the idea, yes. It's not as clear-cut in practice - there are dungeons or trials where having Echoing Vigor or a similar heal slotted, is helpful, sometimes only for some people in specific roles, or some may choose to have it on the bar just in case, but expect to use the skill only for emergencies.
    But generally, a DD loadout for an organised trial group doesn't need a self-heal.
    For buffs, that's usually sorted out by the team leader beforehand. Some DDs may be assigned to run specific buffs or buff sets. If not, use sets that buff your own damage, and fire with all you have.
    Edited by Varana on 14 September 2024 22:46
  • mdjessup4906
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    So from what I understand if your in team play you don't run any heals or buffs if your DPS. You just deal damage but you don't buff or heal bc thats the other teammate's job?
    heaven13 wrote: »
    And if you took off your ring, your healer could heal you. If you're going to play group content, particularly in more difficult content, please be prepared to play as a team, and not as a solo person surrounded by other people.

    Exactly. Sometimes as a dps you will be away from the healers and will need extra survivability, like during cloudrest portals, etc. But u don't need the ring for that, just a heal skill. It's enough to get the job done.
  • mdjessup4906
    mdjessup4906
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    So from what I understand if your in team play you don't run any heals or buffs if your DPS. You just deal damage but you don't buff or heal bc thats the other teammate's job?
    heaven13 wrote: »
    And if you took off your ring, your healer could heal you. If you're going to play group content, particularly in more difficult content, please be prepared to play as a team, and not as a solo person surrounded by other people.

    I have a trial to get to right now lol but I'll post some examples later of different group builds for trials.

    Also what server u on?
  • TheDragonMeister
    [
    I never paticipated in trials so I don't know the mechanics of all of them. But that doesn't mean I don't want to try. Besides if their is a specific healing mechanic then I'd be on a different character for that trial. I have 5 characters. But my nightblade vamp also runs the sated fury skill so I can't be healed by others when it's active anyway so I run pale order bc nightblades don't have many heals either. which is why I said that specific build relies on pale order. I have other characters but they aren't nearly as strong.

    Trials and dungeons are built around the idea of group coordination. The whole point is to play a role on the team. If you are willing to switch off for this one mech, then why not others?

    Also, thr trial sanity edge has a similar ice mech to sunspire. It's always something.

    Well I want to do some trials with my strongest character. Is that really a bad thing?
    I don't want to forced to massively change the gear either just for a trial run. Seems like too much work for 1 little thing.

    Like I said, I never really did trials so I have no insight on the mechanics at all. I lived in a house with horrible internet connection and heavy player areas like active cities, cyrodiil sieges, trials, etc. rendered my game to constantly lag so I couldn't do anything on my game at all.

    I just don't see why they won't allow pale order to work in a trial. Even if it's small like only healing 8% of dmg when grouped with 5+ people and still 20% when solo.
    Banzi-Dar - Khajiit - Nightblade - Thief/Crafter
    Acidir Secades - Imperial - Nightblade - Vampire/Dark Brotherhood Assassin
    Jaiko Medess - Bosmer (Bosmer+Dunmer bloodline) - Nightblade - Werewolf/Thief/Dark Brotherhood Assassin
    Theor Teloth - Dunmer (Ashlander+Telvanni bloodline) - Necromancer - Mephala Cultist
    Spriggan Rose-Thorn - Bosmer - Warden - Warrior hearted/PvP

    Server: PC/NA
    Names: TheDragonMeister, Dragon
  • TheRoamingSpirit
    I think the twins have some thoughtful concerns and don't mean to discount them.

    As a player who runs Oakensoul on every character, that is also a mythic that is not appropriate for trials. All those buffs the ring gives you are redundant in trials, but the one bar restriction remains. So I'd argue there is a hidden second drawback to Oakensoul when it comes to large groups. Just a thought. :)

    As a healer, I used to hate Pale Order, having routinely spent lots of magic before realizing my target was wearing Pale Order. Thankfully, the new UI health bar feature let's me see right away if my heals will be wasted.

    Oh, That is interesting. I didn't know Oakensoul didn't work in trials either. I appreciate your reply and honesty.
    Daezagi-Jo - Khajiit - Vamp DK - Scholar/Thief/ Wizard
    Zafar Medess - Dunmer (Dunmer+Bosmer Bloodline) - Blind Vamp Warden/Cyromancer - Psijic Mage, AOE Build
    Siticino Callnix - Breton - Vamp Necromancer - Vaermina Cultist & Dark Brotherhood Assassin
    Edonas Sagemire - Bosmer - Werewolf Nightblade - Wild & Drudic
    Brestian Goldagia - Imperial - Sorcerer - Protective Bodyguard with a previous pirate history
    Koruzan - Dunmer (Actually wanted to make a Dremora) - Sorcerer - Follower of Sanguine but previously enslaved by Molag Bal
    My Server: PC/NA - My Username: TheRoamingSpirit
    You call me Spirit, Roaming, or TRS.
  • TheDragonMeister
    I have a trial to get to right now lol but I'll post some examples later of different group builds for trials.

    Also what server u on?

    Me and Spirit (TheRoamingSpirit) play PC/NA server
    Banzi-Dar - Khajiit - Nightblade - Thief/Crafter
    Acidir Secades - Imperial - Nightblade - Vampire/Dark Brotherhood Assassin
    Jaiko Medess - Bosmer (Bosmer+Dunmer bloodline) - Nightblade - Werewolf/Thief/Dark Brotherhood Assassin
    Theor Teloth - Dunmer (Ashlander+Telvanni bloodline) - Necromancer - Mephala Cultist
    Spriggan Rose-Thorn - Bosmer - Warden - Warrior hearted/PvP

    Server: PC/NA
    Names: TheDragonMeister, Dragon
  • Theist_VII
    Theist_VII
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    When Pale Order received it’s nerf, healers were much less supportive than they are now, while there were zero other options for Mythics.

    Now we have so many damage options that are ridiculous, just look at the Velothi Necklace! 15% Damage + Penetration? You would lose so much damage running 10 damage dealers with Pale Order that it wouldn’t be worth it to any competitive group.

    If anything, removing that negative scaling from the ring would help the bottom line of players and increase their inclusion into harder content while encouraging proper rotations for healing to complement players that want both bars.
  • Tommy_The_Gun
    Tommy_The_Gun
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    1st alliteration of Pale Older ring did not had the group limitation and it was added later on & there were 2 reasons why:
    1. PvE DPS players figured out that they don't need healers in vet hm trial score runs (yes it was meta item).
    2. PvP Ball groups were abusing this item way to much.

    If I remember correctly, ZOS explained later on that they intended Pale Order ring to be a mythic for solo play.
    Edited by Tommy_The_Gun on 14 September 2024 22:55
  • Theist_VII
    Theist_VII
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    It might be worth a test during a PTS cycle.
  • TheDragonMeister
    1st alliteration of Pale Older ring did not had the group limitation and it was added later on & there were 2 reasons why:
    1. PvE DPS players figured out that they don't need healers in vet hm trial score runs (yes it was meta item).
    2. PvP Ball groups were abusing this item way to much.

    If I remember correctly, ZOS explained later on that they intended Pale Order ring to be a mythic for solo play.

    Do you know how many mythics are in this game now? How many better mythics for things like trials dmg dealers and pvp zergers have now? It's not like this is the only mythic in the game. They release new mythic items every chapter.

    How is this suggestion causing so much people to flip out. At this point I'm just thinking some of you just like to hate on everything without even thinking about it. I assume those hating on this suggestion hate pale order and everyone that runs it.
    Banzi-Dar - Khajiit - Nightblade - Thief/Crafter
    Acidir Secades - Imperial - Nightblade - Vampire/Dark Brotherhood Assassin
    Jaiko Medess - Bosmer (Bosmer+Dunmer bloodline) - Nightblade - Werewolf/Thief/Dark Brotherhood Assassin
    Theor Teloth - Dunmer (Ashlander+Telvanni bloodline) - Necromancer - Mephala Cultist
    Spriggan Rose-Thorn - Bosmer - Warden - Warrior hearted/PvP

    Server: PC/NA
    Names: TheDragonMeister, Dragon
  • heaven13
    heaven13
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    heaven13 wrote: »
    And if you took off your ring, your healer could heal you. If you're going to play group content, particularly in more difficult content, please be prepared to play as a team, and not as a solo person surrounded by other people.

    Healers aren't just healing, but healing is still part of their role.

    Additionally, healers use multiple different spells (depending on class) and many of these can heal more than one person at a time. So you can heal the tank and still heal other people. In particularly tank-heavy encounters, you can have one healer focus on tank and the other on the group. But they're still healing. A healer who only casts heals and no buffs isn't a good healer, sure, but neither should they be only casting buffs and no heals.

    Are you familiar with the Sunspire trial? There is a mechanic that REQUIRES healing. You cannot heal yourself because you are completely encased in ice and unable to move. The healer has to get your health all the way to 100% before you are released. If they can't do this, you die (and often the explosion of you dying wipes the group). Even if the ring was effective in a group, you still wouldn't be able to heal yourself because you'd be frozen and unable to do damage. So you wouldn't be able to heal yourself and a healer couldn't heal you. Congratulations, you just wiped the group.

    You both seem a little more inexperienced, so it's normal not to be aware of some of this stuff. I'd advise considering the points people have made and trying to look at it through a different perspective. None of us want the ring nerfed; I'm sure plenty of us use it in solo content ourselves! But the suggestions you've made would absolutely lead to it being nerfed into oblivion because it would end up way overpowered in group content.

    I am inexperienced in trials cause I tried twice but both times the group sped through it before I could even accept the quest for the trial, I not ashamed to admit that I never really got to do trials. But can you be a little nicer with your replies? If some trials require healing I'll play on my tank sorc rather than my vamp DK. Not changing my gear pieces.

    I apologize if my internet tone is coming across as not nice/polite. I'm trying to explain in more basic terms since, as I mentioned, you both seem inexperienced, which again, is not a bad thing; we've all been there. In fact, my first time in group dungeons was way back in ye olden days (before we had chapters, I think it was just Orsinium/Dark Brotherhood/Thieves Guild) and I had not yet learned the perils of attempting to play group content in first person. Needless to say, I still have a kneejerk reaction to Fungal Grotto II. It took time and the help of some wonderful people who were patient to explain mechanics and gear to me for me to get to the point that I was doing vet hard modes. But I also had to be willing to accept that feedback and do work on myself to get decent gear and be prepared and practice so that I knew what my skills did and what a rotation was.

    I'm not sure what platform y'all play on (it doesn't seem to be in your signatures) but I'd definitely recommend joining a guild that does group content for newbies, or people who usually solo, or people who are interested in the story of the trial and want to go slow to read/explore/do the quest. I know PC-NA has/had those types of groups and while I don't know what groups are still around and actively doing content, that's also how I started getting into more trials and stuff. I was terrified to do my vet trial but the guild I started with was super helpful and patient so getting a good guild can go a long way towards the enjoyment of that particular content.
    PC/NA
    Mountain God | Leave No Bone Unbroken | Apex Predator | Pure Lunacy | Depths Defier | No Rest for the Wicked | In Defiance of Death
    Defanged the Devourer | Nature's Wrath | Relentless Raider | True Genius | Bane of Thorns | Subterranean Smasher | Ardent Bibliophile

    vAA HM | vHRC HM | vSO HM | vDSA | vMoL HM | vHoF HM | vAS+2 | vCR+2 | vBRP | vSS HM | vKA | vRG
    Meet my characters :
    IT DOESN'T MATTER BECAUSE THEY'RE ALL THE SAME NOW, THANKS ZOS
  • TaSheen
    TaSheen
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    I don't hate Pale Order, and I don't use it myself. Only thing I know about it is the situation with the trials leads in the beginning (and not because I do trials, I just have some friends who are leads/do trials), and since it hadn't come up lately, I hadn't heard any more about it from them.

    I use Oakensoul, as I solo exclusively. I do no group content at all.
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • heaven13
    heaven13
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    So from what I understand if your in team play you don't run any heals or buffs if your DPS. You just deal damage but you don't buff or heal bc thats the other teammate's job?

    Yes, pretty much. Certain classes have some built in healing like with their spammable (templars have jabs, nightblades have swallow soul, etc) and that's usually sufficient in group content when you have a good healer. Sometimes a shield is handy as well, depending on the mechanics but otherwise I trust my healer.

    How is this suggestion causing so much people to flip out. At this point I'm just thinking some of you just like to hate on everything without even thinking about it. I assume those hating on this suggestion hate pale order and everyone that runs it.

    As I mentioned before, a lot of us use Pale Order. I do. I've used it in arenas, I've used it in Infinite Archive. I think it's great and I use it for the content it's designed for (ie, solo content). If it were to be made more "well-rounded" so it was good in both types of content, it would have to lose some of its effectiveness. It started out that way and it was deemed too powerful, hence the changes to bring it to what it is today.
    PC/NA
    Mountain God | Leave No Bone Unbroken | Apex Predator | Pure Lunacy | Depths Defier | No Rest for the Wicked | In Defiance of Death
    Defanged the Devourer | Nature's Wrath | Relentless Raider | True Genius | Bane of Thorns | Subterranean Smasher | Ardent Bibliophile

    vAA HM | vHRC HM | vSO HM | vDSA | vMoL HM | vHoF HM | vAS+2 | vCR+2 | vBRP | vSS HM | vKA | vRG
    Meet my characters :
    IT DOESN'T MATTER BECAUSE THEY'RE ALL THE SAME NOW, THANKS ZOS
  • TheDragonMeister
    Since the question was asked more than once, Spirit and I added our server in our signatures.
    Banzi-Dar - Khajiit - Nightblade - Thief/Crafter
    Acidir Secades - Imperial - Nightblade - Vampire/Dark Brotherhood Assassin
    Jaiko Medess - Bosmer (Bosmer+Dunmer bloodline) - Nightblade - Werewolf/Thief/Dark Brotherhood Assassin
    Theor Teloth - Dunmer (Ashlander+Telvanni bloodline) - Necromancer - Mephala Cultist
    Spriggan Rose-Thorn - Bosmer - Warden - Warrior hearted/PvP

    Server: PC/NA
    Names: TheDragonMeister, Dragon
  • TheDragonMeister
    heaven13 wrote: »
    Yes, pretty much. Certain classes have some built in healing like with their spammable (templars have jabs, nightblades have swallow soul, etc) and that's usually sufficient in group content when you have a good healer. Sometimes a shield is handy as well, depending on the mechanics but otherwise I trust my healer.


    As I mentioned before, a lot of us use Pale Order. I do. I've used it in arenas, I've used it in Infinite Archive. I think it's great and I use it for the content it's designed for (ie, solo content). If it were to be made more "well-rounded" so it was good in both types of content, it would have to lose some of its effectiveness. It started out that way and it was deemed too powerful, hence the changes to bring it to what it is today.

    Well I'll keep that in mind and just drop all heals and buffs for dmg only, dropping lifesteal and dmg buffs, probably dropping nightblade resource sustain skill "siphoning attacks" since I just need to deal dmg only so probably drop all class skill that provide buff, even when dealing damage, for weapon skills thats dmg only meaning no scribe skills either bc you can put buffs on those. makes no sense to me though since my dmg would lower because of lack of dmg increase buffs like brutality/sorcery, savagery/prophecy, berserk/force, etc. not sure what mundus stone or sets to run. obviously nothing buff related right?

    I know pale order designed for solo play currently but I'm just saying that it could have more potential now. Their is a lot of mythic items now and I don't see it losing effectiveness if they allow it used in group play. Sorry for suggesting it. I know it was obviously terrible considering all the negativity.
    Banzi-Dar - Khajiit - Nightblade - Thief/Crafter
    Acidir Secades - Imperial - Nightblade - Vampire/Dark Brotherhood Assassin
    Jaiko Medess - Bosmer (Bosmer+Dunmer bloodline) - Nightblade - Werewolf/Thief/Dark Brotherhood Assassin
    Theor Teloth - Dunmer (Ashlander+Telvanni bloodline) - Necromancer - Mephala Cultist
    Spriggan Rose-Thorn - Bosmer - Warden - Warrior hearted/PvP

    Server: PC/NA
    Names: TheDragonMeister, Dragon
  • TheRoamingSpirit
    heaven13 wrote: »
    I apologize if my internet tone is coming across as not nice/polite. I'm trying to explain in more basic terms since, as I mentioned, you both seem inexperienced, which again, is not a bad thing; we've all been there. In fact, my first time in group dungeons was way back in ye olden days (before we had chapters, I think it was just Orsinium/Dark Brotherhood/Thieves Guild) and I had not yet learned the perils of attempting to play group content in first person. Needless to say, I still have a kneejerk reaction to Fungal Grotto II. It took time and the help of some wonderful people who were patient to explain mechanics and gear to me for me to get to the point that I was doing vet hard modes. But I also had to be willing to accept that feedback and do work on myself to get decent gear and be prepared and practice so that I knew what my skills did and what a rotation was.

    I'm not sure what platform y'all play on (it doesn't seem to be in your signatures) but I'd definitely recommend joining a guild that does group content for newbies, or people who usually solo, or people who are interested in the story of the trial and want to go slow to read/explore/do the quest. I know PC-NA has/had those types of groups and while I don't know what groups are still around and actively doing content, that's also how I started getting into more trials and stuff. I was terrified to do my vet trial but the guild I started with was super helpful and patient so getting a good guild can go a long way towards the enjoyment of that particular content.

    I'm sorry that I misunderstood your explanation not nice, I misunderstand often. I am in a guild on ESO they do weekly trials but I never tried asking to join up with them. Cause I'm not usually online at the times they run trials. Sometimes I am but most of the time, I'm not.
    Daezagi-Jo - Khajiit - Vamp DK - Scholar/Thief/ Wizard
    Zafar Medess - Dunmer (Dunmer+Bosmer Bloodline) - Blind Vamp Warden/Cyromancer - Psijic Mage, AOE Build
    Siticino Callnix - Breton - Vamp Necromancer - Vaermina Cultist & Dark Brotherhood Assassin
    Edonas Sagemire - Bosmer - Werewolf Nightblade - Wild & Drudic
    Brestian Goldagia - Imperial - Sorcerer - Protective Bodyguard with a previous pirate history
    Koruzan - Dunmer (Actually wanted to make a Dremora) - Sorcerer - Follower of Sanguine but previously enslaved by Molag Bal
    My Server: PC/NA - My Username: TheRoamingSpirit
    You call me Spirit, Roaming, or TRS.
  • heaven13
    heaven13
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    heaven13 wrote: »
    I apologize if my internet tone is coming across as not nice/polite. I'm trying to explain in more basic terms since, as I mentioned, you both seem inexperienced, which again, is not a bad thing; we've all been there. In fact, my first time in group dungeons was way back in ye olden days (before we had chapters, I think it was just Orsinium/Dark Brotherhood/Thieves Guild) and I had not yet learned the perils of attempting to play group content in first person. Needless to say, I still have a kneejerk reaction to Fungal Grotto II. It took time and the help of some wonderful people who were patient to explain mechanics and gear to me for me to get to the point that I was doing vet hard modes. But I also had to be willing to accept that feedback and do work on myself to get decent gear and be prepared and practice so that I knew what my skills did and what a rotation was.

    I'm not sure what platform y'all play on (it doesn't seem to be in your signatures) but I'd definitely recommend joining a guild that does group content for newbies, or people who usually solo, or people who are interested in the story of the trial and want to go slow to read/explore/do the quest. I know PC-NA has/had those types of groups and while I don't know what groups are still around and actively doing content, that's also how I started getting into more trials and stuff. I was terrified to do my vet trial but the guild I started with was super helpful and patient so getting a good guild can go a long way towards the enjoyment of that particular content.

    I'm sorry that I misunderstood your explanation not nice, I misunderstand often. I am in a guild on ESO they do weekly trials but I never tried asking to join up with them. Cause I'm not usually online at the times they run trials. Sometimes I am but most of the time, I'm not.

    Oh, totally understand that. Back when I was doing group content, trying to find a time that all 12 of us were available was sometimes harder than the bosses themselves, lol. That's why I liked the group I did my first trial with. They had an open roster so it was a first come, first serve every week so you could sign up for one, and then not for quite a few more. Rather than a progression thing that you're expected to be around for each week.
    PC/NA
    Mountain God | Leave No Bone Unbroken | Apex Predator | Pure Lunacy | Depths Defier | No Rest for the Wicked | In Defiance of Death
    Defanged the Devourer | Nature's Wrath | Relentless Raider | True Genius | Bane of Thorns | Subterranean Smasher | Ardent Bibliophile

    vAA HM | vHRC HM | vSO HM | vDSA | vMoL HM | vHoF HM | vAS+2 | vCR+2 | vBRP | vSS HM | vKA | vRG
    Meet my characters :
    IT DOESN'T MATTER BECAUSE THEY'RE ALL THE SAME NOW, THANKS ZOS
  • TheRoamingSpirit
    heaven13 wrote: »
    Oh, totally understand that. Back when I was doing group content, trying to find a time that all 12 of us were available was sometimes harder than the bosses themselves, lol. That's why I liked the group I did my first trial with. They had an open roster so it was a first come, first serve every week so you could sign up for one, and then not for quite a few more. Rather than a progression thing that you're expected to be around for each week.

    I'm in game currently running a dungeon with my twin Dragon. Maybe we can join up for a trial sometime. I just won't use my Vamp DK. Cause his build doesn't work in trials.
    Daezagi-Jo - Khajiit - Vamp DK - Scholar/Thief/ Wizard
    Zafar Medess - Dunmer (Dunmer+Bosmer Bloodline) - Blind Vamp Warden/Cyromancer - Psijic Mage, AOE Build
    Siticino Callnix - Breton - Vamp Necromancer - Vaermina Cultist & Dark Brotherhood Assassin
    Edonas Sagemire - Bosmer - Werewolf Nightblade - Wild & Drudic
    Brestian Goldagia - Imperial - Sorcerer - Protective Bodyguard with a previous pirate history
    Koruzan - Dunmer (Actually wanted to make a Dremora) - Sorcerer - Follower of Sanguine but previously enslaved by Molag Bal
    My Server: PC/NA - My Username: TheRoamingSpirit
    You call me Spirit, Roaming, or TRS.
  • Nharimlur_Finor
    Nharimlur_Finor
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    notyuu wrote: »
    If they removed the diminishing effect from number of group members then they'd need to re-add the cap to the healing per instance to avoid the ring being op, if I recall correctly it was capped at 4.2k healing
    LaintalAy wrote: »
    Why can't it just drop from Dragonthorn plants? At the same rate as Aetherial dust.

    What?

    Suggestion to a small change for Ring of Pale Order Mythic
    is the topic.

    Why can't it just drop from Dragonthorn plants?
    Is the change that I'd like to see instead.

    I'm right, so there's no need to waste any time pondering it.
  • AlterBlika
    AlterBlika
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    Pale order is meant to be one of the best (at least in easier content) solo mythics, can't see why would you want to use it in groups when you have healers by your side
  • Dagoth_Rac
    Dagoth_Rac
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    Pale Order is just healing, it doesn't buff your damage.

    It buffs group damage. If you drop the healers and just have the DPS equip Pale Order in a trial, you can run 10 DPS and 2 tanks instead of 8 DPS, 2 tanks, and 2 healers. This may not increase any individual player's DPS, but it buffs group DPS by about 25%. In a dungeon, running 3 DPS and 1 tank instead of 2 DPS, 1 tank, and 1 healer, you buff group DPS by about 50%. Yes, this is more of a problem with dedicated, organized guild groups than your average PUG group. But a single item that buffs group DPS by 25%-50% would be really, really powerful. And there is probably no reliably effective way to make sure it works in "bad" groups but not "good" groups.

    Ultimately, the mythic simply breaks group dynamics in a way ZOS wants to avoid. There are some sets that work in PvE but not PvP or vice versa (usually via the "against monsters" clause or "against players" clause or "when battle spirit is active" clause) because they break PvP/PvE dynamics in ways they want to avoid. They do not split the baby and try to make it kinda sorta work in both. Pale Order is gear that works in solo/duo scenarios but not larger groups.

    So while it has two drawbacks, it is because without the second drawback, the first ceasing being much of a drawback at all in a good group.
  • TheRoamingSpirit
    AlterBlika wrote: »
    Pale order is meant to be one of the best (at least in easier content) solo mythics, can't see why would you want to use it in groups when you have healers by your side

    Well, From what I was told from different people is never to depend on healers or tanks. Whether in PVP or PVE. Because if one person falls the whole group is dead. This is also not about just trials, it's also about the new 8v8 battlegrounds that is coming with update 44. In PVP I was told it's essential to have heals and buffs for yourself if you wind up in a fight with no allies around. This also helps in dungeons when I first ran them with my twin, one of us died and the other had to self sustain during a boss fight. (That doesn't happen too often now, unless we forgot the boss mechanics or it's a new dungeon)

    Also the reason Dragon and I only run dungeons with just us two is cause of criticism, Others didn't like our playstyle and builds so they weren't nice to us when we attempted to run dungeons with other people.
    Daezagi-Jo - Khajiit - Vamp DK - Scholar/Thief/ Wizard
    Zafar Medess - Dunmer (Dunmer+Bosmer Bloodline) - Blind Vamp Warden/Cyromancer - Psijic Mage, AOE Build
    Siticino Callnix - Breton - Vamp Necromancer - Vaermina Cultist & Dark Brotherhood Assassin
    Edonas Sagemire - Bosmer - Werewolf Nightblade - Wild & Drudic
    Brestian Goldagia - Imperial - Sorcerer - Protective Bodyguard with a previous pirate history
    Koruzan - Dunmer (Actually wanted to make a Dremora) - Sorcerer - Follower of Sanguine but previously enslaved by Molag Bal
    My Server: PC/NA - My Username: TheRoamingSpirit
    You call me Spirit, Roaming, or TRS.
  • Northwold
    Northwold
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    The mythic is intended to make harder content playable solo. It isn't intended to override how group gameplay works and make certain group play styles redundant.

    It's similar to other mythics that only help you if you engage with specific gameplay in specific ways. Think Oakensoul -- for those who can't deal with two bar but want to increase DPS (it also has MAJOR drawbacks associated with losing a bar), Sea Serpents Coil (the raison d'être of which is PvP), etc.

    Facilitating a specific play style and not giving players superhero powers in every field of gameplay is basically what the mythics are about.
    Edited by Northwold on 15 September 2024 01:06
  • TaSheen
    TaSheen
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    LaintalAy wrote: »
    notyuu wrote: »
    If they removed the diminishing effect from number of group members then they'd need to re-add the cap to the healing per instance to avoid the ring being op, if I recall correctly it was capped at 4.2k healing
    LaintalAy wrote: »
    Why can't it just drop from Dragonthorn plants? At the same rate as Aetherial dust.

    What?

    Suggestion to a small change for Ring of Pale Order Mythic
    is the topic.

    Why can't it just drop from Dragonthorn plants?
    Is the change that I'd like to see instead.

    I'm right, so there's no need to waste any time pondering it.

    Ummmm.... ooookay.... No one here is talking about where it drops (or should drop) from....
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • TheDragonMeister
    Dagoth_Rac wrote: »
    Pale Order is just healing, it doesn't buff your damage.

    It buffs group damage. If you drop the healers and just have the DPS equip Pale Order in a trial, you can run 10 DPS and 2 tanks instead of 8 DPS, 2 tanks, and 2 healers. This may not increase any individual player's DPS, but it buffs group DPS by about 25%. In a dungeon, running 3 DPS and 1 tank instead of 2 DPS, 1 tank, and 1 healer, you buff group DPS by about 50%. Yes, this is more of a problem with dedicated, organized guild groups than your average PUG group. But a single item that buffs group DPS by 25%-50% would be really, really powerful. And there is probably no reliably effective way to make sure it works in "bad" groups but not "good" groups.

    Ultimately, the mythic simply breaks group dynamics in a way ZOS wants to avoid. There are some sets that work in PvE but not PvP or vice versa (usually via the "against monsters" clause or "against players" clause or "when battle spirit is active" clause) because they break PvP/PvE dynamics in ways they want to avoid. They do not split the baby and try to make it kinda sorta work in both. Pale Order is gear that works in solo/duo scenarios but not larger groups.

    So while it has two drawbacks, it is because without the second drawback, the first ceasing being much of a drawback at all in a good group.

    Logically how many DPS would drop a dmg monster set/dmg mythic for a self heal... I see little dps actually doing that tbh. Be logical here. I think it'd be more likely all DPS in a trial running the best dmg increase mythic over a healing one.

    Examples of other mythics that might be more worth it for pure dps builds \/
    Velothi Ur-Mage's Amulet
    (1 item) Adds 1650 Offensive Penetration, Increase your damage done to monsters by 15%, gain Minor Force at all times, increasing your Critical Damage done by 10%, and reduce your Light and Heavy Attack damage by 99%.
    Malacath's Band of Brutality
    (1 item) Increases your damage done by 16% but decreases your Critical Damage done by 50%.
    Oakensoul Ring
    (1 item) While equipped, you are unable to swap between your Primary and Backup Weapon Sets and gain Minor Berserk, Minor Courage, Major Brutality, Major Sorcery, Major Prophecy, Major Savagery, Minor Force, Minor Protection, Major Resolve, Minor Mending, Minor Fortitude, Minor Intellect, Minor Endurance, Minor Heroism, Minor Slayer, Minor Aegis, and Empower.

    Where as a build using Pale Order is likely not purely DPS anyway but a bit of a hybrid build for self sustain.

    Pale order does not buff your damage. It's just a passive heal similar to a cp "Reaving Blows: heals you 7% of your direct damage". I mean really what difference is there than people that use this CP vs pale order. I already suggested to lower the healing to 8% when grouped with 5+ people so it's just 1% more than the cp star.

    How is this a bad suggestion vs how it is now that pale order is completely useless when grouped with 5+ people?
    Banzi-Dar - Khajiit - Nightblade - Thief/Crafter
    Acidir Secades - Imperial - Nightblade - Vampire/Dark Brotherhood Assassin
    Jaiko Medess - Bosmer (Bosmer+Dunmer bloodline) - Nightblade - Werewolf/Thief/Dark Brotherhood Assassin
    Theor Teloth - Dunmer (Ashlander+Telvanni bloodline) - Necromancer - Mephala Cultist
    Spriggan Rose-Thorn - Bosmer - Warden - Warrior hearted/PvP

    Server: PC/NA
    Names: TheDragonMeister, Dragon
  • TaSheen
    TaSheen
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    That's how the devs set it up. If they want to change it, they will. And if they do, I hope you like what they change it to - because my experience is it's not going to be what you asked for.
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • AlterBlika
    AlterBlika
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    Well, From what I was told from different people is never to depend on healers or tanks. Whether in PVP or PVE.

    In PVE it's just wrong. It only works if you go pugging as a fake tank and you can solo all dungeons in the game (on vet with hm), yeah, in this case you can say you don't depend on healers and dds, in pugs only. Otherwise it never works. For achievements and trials you'd better get a well coordinated team where dds only do damage and don't trade their damage for something healers would provide. If you do some dd mechanic then maybe you can have a little defense, but that's it. If tank is dead and boss is coming after you, you time dodges against every attack while someone else is ressing the tank, the best you can do actually.
    Also the reason Dragon and I only run dungeons with just us two is cause of criticism, Others didn't like our playstyle and builds so they weren't nice to us when we attempted to run dungeons with other people.

    Soloing is actually pretty helpful, you learn how to make your own builds and how to actually play the game (not just stand behind bosses and do rotation). It'd do you good in the endgame. Some players don't know how to dodge and still go in vet trials.
  • virtus753
    virtus753
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    Dagoth_Rac wrote: »
    Pale Order is just healing, it doesn't buff your damage.

    It buffs group damage. If you drop the healers and just have the DPS equip Pale Order in a trial, you can run 10 DPS and 2 tanks instead of 8 DPS, 2 tanks, and 2 healers. This may not increase any individual player's DPS, but it buffs group DPS by about 25%. In a dungeon, running 3 DPS and 1 tank instead of 2 DPS, 1 tank, and 1 healer, you buff group DPS by about 50%. Yes, this is more of a problem with dedicated, organized guild groups than your average PUG group. But a single item that buffs group DPS by 25%-50% would be really, really powerful. And there is probably no reliably effective way to make sure it works in "bad" groups but not "good" groups.

    Ultimately, the mythic simply breaks group dynamics in a way ZOS wants to avoid. There are some sets that work in PvE but not PvP or vice versa (usually via the "against monsters" clause or "against players" clause or "when battle spirit is active" clause) because they break PvP/PvE dynamics in ways they want to avoid. They do not split the baby and try to make it kinda sorta work in both. Pale Order is gear that works in solo/duo scenarios but not larger groups.

    So while it has two drawbacks, it is because without the second drawback, the first ceasing being much of a drawback at all in a good group.

    Logically how many DPS would drop a dmg monster set/dmg mythic for a self heal... I see little dps actually doing that tbh. Be logical here. I think it'd be more likely all DPS in a trial running the best dmg increase mythic over a healing one.

    Examples of other mythics that might be more worth it for pure dps builds \/
    Velothi Ur-Mage's Amulet
    (1 item) Adds 1650 Offensive Penetration, Increase your damage done to monsters by 15%, gain Minor Force at all times, increasing your Critical Damage done by 10%, and reduce your Light and Heavy Attack damage by 99%.
    Malacath's Band of Brutality
    (1 item) Increases your damage done by 16% but decreases your Critical Damage done by 50%.
    Oakensoul Ring
    (1 item) While equipped, you are unable to swap between your Primary and Backup Weapon Sets and gain Minor Berserk, Minor Courage, Major Brutality, Major Sorcery, Major Prophecy, Major Savagery, Minor Force, Minor Protection, Major Resolve, Minor Mending, Minor Fortitude, Minor Intellect, Minor Endurance, Minor Heroism, Minor Slayer, Minor Aegis, and Empower.

    Where as a build using Pale Order is likely not purely DPS anyway but a bit of a hybrid build for self sustain.

    Pale order does not buff your damage. It's just a passive heal similar to a cp "Reaving Blows: heals you 7% of your direct damage". I mean really what difference is there than people that use this CP vs pale order. I already suggested to lower the healing to 8% when grouped with 5+ people so it's just 1% more than the cp star.

    How is this a bad suggestion vs how it is now that pale order is completely useless when grouped with 5+ people?

    They may be similar in the sense of percentage-based health returns, but the magnitude is not 7% vs 8%, as Reaving Blows heals off of "direct damage" while ROPO heals off of all damage. (Non-proc damage, that is, as proc damage does not proc either Reaving Blows or ROPO, from some quick tests with Pillar of Nirn and Azureblight.)

    Now Reaving Blows is still noticeable, even in PvE on a Templar (where our main spammable is a DoT), but it is not doing 7/8ths of what ROPO at 8% would do. I don't know how damage breaks down in a BG, but that proportion would be critical in finding a point of rough equivalence in magnitude here.

    ETA: On reflection, I'm recalling that ZOS doesn't consider actual damage proportions in calculating CP magnitude. Thaumaturge, Biting Aura, Master at Arms, and Deadly Aim are all 6%, regardless of the fact that builds are rarely exactly evenly split in terms of direct vs. DoT or single target vs. AoE. The potential is equivalent. So if Reaving Blows is returning 7% of direct damage as heals, then ROPO by that logic would return 3.5% of all damage.
    Edited by virtus753 on 15 September 2024 02:24
  • Artim_X
    Artim_X
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    A proper curse for a delectable kiss. Its current design is fine and permits it to do what it needs to do without overstepping and becoming bis in places where it shouldn't be.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Burn/Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Inferno/Lightning Staff (infused/shock enchant), and Rage of the Ursauk jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Twilight Tormentor (Twilight Matriarch for solo roleplay variant of build), and Power Overload.
    • Ability-Bar 2: Crushing Shock/Storm Pulsar, Streak, Flame/Shock Reach, Unstable Wall of Fire/Storms, Twilight Tormentor (Twilight Matriarch for solo roleplay variant of build) and Fiery/Thunderous Rage.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Mother Ciannait's (1 light and 1 medium. Divines and Max Mag Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), CP restoration staff (Infused with hardening enchant), and CP ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact for regular and NoCP build/Oblivion's Foe for dot build (medium chest and body pieces light. All Impenetrable. Max Mag Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Max Mag Enchants). Knight Slayer/Pariah jewelry/Plaguebreak for dot build (bloodthirsty with spell damage enchant)/lightning staff (infused with oblivion enchant for regular and noCP build/absorb magicka enchant and Sharpened for dot build. Sharpened for dot build)/restoration staff (infused with oblivion enchant regular and noCP build/absorb magicka enchant and Sharpened for dot build).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Empowered Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that only utilizes Aedric Spear abilities.
    • Gear: 5 Infallible Aether (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (Infused/shock enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on head and everything else Magicka Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Max Health Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant/Stealth-Draining Poison IX), and Knight Slayer jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with Spell Damage Enchant).
    • Ability-Bar 1:Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver (Shatter Soul).
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Lover for penetration when playing a sorc or temp.
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Biting Aura, Thaumaturge, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvE Temp: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Fighting Finesse, Master-at-Arms, Weapons Expert, Biting Aura, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • sarahthes
    sarahthes
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    OP, I know your original question has generally been answered, but I did want to say - if you like playing on your dk dragonknight, you should look into the armory system (which was mentioned a few times). You get two free 'build' slots plus can buy more (but don't need to if you don't want to).

    I play my dragonknight in all kinds of content, and sometimes he's a vampire with a pretty high amount of health (tank), sometimes not a vampire with all points into mag (dps), sometimes something in between but still a vampire (archive/pvp). Exploring what you can do with the armory could let you experience all kinds of content on your primary character.
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