Is Unleashed Ritualist being adjusted in U46?
I saw two different sets of numbers for live and pts, and it seems that the improvement on PTS is greater, but I don't seem to find any relevant explanation in the patch notes.
in live
in pts
I think it was stealth buffed, I think maybe skinny or someone mentioned it. It is still not going to be worth using even at 25% probably, unless they buffed pet dmg in other ways maybe.
As someone often playing Pillager/SPC/Pearls healer the nerfs to Pillager and Pearls are beyond all reason to me. They are going to especially hurt mid level groups and also casual groups that don't coordinate well enough to take full advantage of other means of generating ult. Players at the top end will just continue regardless because they have the coordination to push everything to the limit, so we are simply losing a unique and interesting playstyle interaction from Pearls just to hurt mid level and casual groups...
As has been said above as well, useful sets for a healer are pretty rare. We don't want or need sustain sets. There are also extremely few cases where defensive sets are worth considering (just some rare fights like Ansuul HM). What do trial groups even replace Pillager with? Same with mythics... there are not many that are useful for a good healer. This leaves trial healers in a much worse place.
MSattrtand wrote: »That was already mentioned in this thread, but I wanted to double-check it, if it wasn't stealthily changed, but no, it wasn't.
The new heavy trial set, Dolorous Arena, drops all the stack if you stop blocking even for a moment. You can't even barswap without losing all the stacks. It's a really bad set design which encourages you to permablock and not even swap your bars.
YandereGirlfriend wrote: »As someone often playing Pillager/SPC/Pearls healer the nerfs to Pillager and Pearls are beyond all reason to me. They are going to especially hurt mid level groups and also casual groups that don't coordinate well enough to take full advantage of other means of generating ult. Players at the top end will just continue regardless because they have the coordination to push everything to the limit, so we are simply losing a unique and interesting playstyle interaction from Pearls just to hurt mid level and casual groups...
As has been said above as well, useful sets for a healer are pretty rare. We don't want or need sustain sets. There are also extremely few cases where defensive sets are worth considering (just some rare fights like Ansuul HM). What do trial groups even replace Pillager with? Same with mythics... there are not many that are useful for a good healer. This leaves trial healers in a much worse place.
I agree with you but it also says something about encounter design if defensive buff sets for healers aren't needed in PvE.
Overall, hard healing checks should make a return to restore healing to the heart of the role rather than merely being buff bots.
YandereGirlfriend wrote: »MSattrtand wrote: »That was already mentioned in this thread, but I wanted to double-check it, if it wasn't stealthily changed, but no, it wasn't.
The new heavy trial set, Dolorous Arena, drops all the stack if you stop blocking even for a moment. You can't even barswap without losing all the stacks. It's a really bad set design which encourages you to permablock and not even swap your bars.
EZ changes to turn this set into a staple set:
1. Set ticks at t=0 (when wearer first establishes blocking state) and then again at t=2 and t=4 (so 4 seconds to build max stacks rather than the current 6 seconds, which are built at t=2, t=4, and t=6). This makes it much more responsive to use and easier to recover from if needing to Dodge-Roll a boss Heavy Attack, for example.
Harmony in Chaos:
Completely disregarding the actual game situation, there is almost no opportunity to click synergy once every 10 seconds, and 430 points of damage is not enough for players to choose this set. By comparison, Peace and Serenity provides a fully passive 460 damage and recovery buff, while Siroria provides 630 points.
Recovery Convergence:
30 seconds of cooldown is too long, and why would I waste the 5-piece bonus to do something that Symphony of Blades (2 sets) and Grand Rejuvenation (2 sets) can do?
Kazpian's Cruel Signet:
Since the base damage is so low and the 6 second delay is so long, even the 33% damage increase isn't enough to justify choosing this set, and when you use area direct damage once, only 1 target will get the Sword. And apart from Cephaliarch's Flail used by Arc, almost no other class has the ability to spam area direct damage.
Dolorous Arena:
Maybe there is a chance to replace Alkosh, which is the only set in this trial that people will be motivated to farm.
Freelancer_ESO wrote: »Rakkhat's Voidmantle
I like the idea of light attacks being lower damage and restoring resources and heavy attacks doing more damage and not restoring resources.
However, I think the implementation of it hits some potential issues:
If you are doing lots of Heavy Attacks, you aren't going to actually need the resources that light attacks will provide you with because Heavy Attacks are free. If you aren't doing lots of Heavy Attacks, the item likely is not worth using as it blocks you from having a monster set and blocks you from using another mythic.
On optimized builds it can one shot Overland npcs with heavy attacks without stealth or criting and that might be a bit too much damage for Overland content.
I apologize if I'm behind but last I knew dealing a bit too much damage to other players with Trifocus was still a thing. With an additional 50% Heavy Attack damage you can likely do some incredibly nasty damage to other players. As I don't have friends I can't test it myself to double check but, my guess is you could probably one shot people using this Mythic onto an npc/summon.
BananaBender wrote: »Kazpian's Cruel Signet is still just a really bad set. The proc damage is just awful, but as stated in the patch notes it's supposed to me more of a buff set rather than a proc damage set. It still just fails in this regard because of the multiple limitations on this set.
Because you can only get one proc per cast on normal abilities such as Whirling Blades, this means you can get up to 6 swords on targets before the first one expires, losing you the damage buff. So even in a perfect scenario which requires 6 targets who stay alive for an extended period, since if they die you lose your buff, this set is still just worse than Ansuul which gives 7% buff by doing nothing. You do get the proc damage, but this is usually around 1-2% of your damage, making it just barely better than Ansuul (when not taking into account the interrupt buff) in the most optimal situation. In reality I can't think of a single fight where you can actually get value out of this set. In these high mob density fights, majority of the enemies don't live long enough to get the proc on them and then staying alive to actually benefit from the buff.
Even if you use something like jabs or beam to proc the set, you can apply the stacks quicker and you can get to a theoretical maximum of 12 stacks, it's still way too weak, since scenarios where you are continuously fighting against 12 or more targets. Even in this extremely rare scenario it's very slightly better than Tide-Born Windstalker, because of the tiny proc damage you get, and weaker or on par with Deadly Strikes. Not to mention that beam can only hit 6 targets at once making it even more of a pain to try to get everything out of this set.
In short, in it's optimal state this set is still outperformed by Ansuul and especially Coral and fights where this set would perform extremely well, are exceedingly rare (meaning I can't think of any, but I'm sure there are some).
Ideas for improvements:
- Buff the damage buff it grants. 1% is simply just way too little per target. It's rare to fight more than 3 targets for an extended period making the damage buff from this set 3%. For this set to see any use it would have to outperform Ansuul at the very least, because why would anyone use a set which does the exact same thing than another set but worse? With 3% buff per target it would barely be better than Ansuul in a 3 target fight.
- Make the proc condition more universal, such as any direct damage. I think this would help it so more builds could even get any use out of this set.
- Remove the 0.5 second cooldown. This would allow other than beams and jabs to get any practical use out of this set. The set would still be kept in check in terms of power, since you need the targets to stay alive longer to get benefits from the buff (unlike Azureblight).
Horny_Poney wrote: »Recovery Convergence, the new healer set from the trial, is totally useless. Healers don’t need sets that restore ressources, and yet, we get a new one, again.
Useful healer sets are now so rare that, because of the nerf to pillager and pearls, one of the healers is now half naked because we don’t even have something to replace it.
It’s been a while that ZOS sends signals saying that healers are not needed in TESO for most contents.