Ring – Monomyth Reforged
1 – While in combat and on your Primary Weapon gain Major Force, Minor Berserk, and Minor Vulnerability
While in combat and on your Secondary Weapon gain Major Protection, Minor Vitality, and Minor Timidity..
Non-beam builds also hit 170k+I hope to see further buffs to Tide-born. Considering it only boosts direct damage, this set has the potential to be key in helping non-Arcanist classes compete with Arcanists—but its current values aren't strong enough to let other classes rival Beam builds. Over the past week on PTS, we've already seen many Beam parses hitting 170k+, while non-Beam builds struggle to reach even 160k+. Given that Tide-born's bonuses only apply to monsters, I believe the devs could afford to give it more aggressive numbers. At the very least, it should match Deadly's 15% bonus.
RlyDontKnow wrote: »The problem isn't beam, it's assassination and null arca.
Slimecraw: Separated this set's 1 piece Critical Chance into the 2 piece, so it is no longer stronger than other 1 piece sets that grant the bonus.
If you mean why then it must be because it’s too weak on live. And on pts it’s not worth using either. But then why nerf curse, it’s odd. Unless ritualist was buffed by accident?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
Zyaneth_Bal wrote: »If you mean why then it must be because it’s too weak on live. And on pts it’s not worth using either. But then why nerf curse, it’s odd. Unless ritualist was buffed by accident?
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.
Erickson9610 wrote: »If the purpose of Rakkhat's Voidmantle is to emulate Skyrim's light/heavy attack system, then Heavy Attacks need to cost resources depending on the equipped weapon type.
Erickson9610 wrote: »If the purpose of Rakkhat's Voidmantle is to emulate Skyrim's light/heavy attack system, then Heavy Attacks need to cost resources depending on the equipped weapon type.
Did they say that somewhere? I doubt that is what the mythic is about. Hopefully they are just trying to bring heavy attacks up some after the heavy handed nerfs to passives.