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One of the top broken PvP metas U50 - no skill, no effort, no grind

jjjozo
jjjozo
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Status effects are obviously out of control and this is one of the gear alterations for top PvP meta.

Also my point is...
It's so bad, I can be 200% above PvP average from 2 crafted sets and basically free Mythic.
Do with this information whatever you want, destroy PvP or whatever, I hope status effects will get tweaked/tunned/nerfed/reworked to be reasonable.

2 crafted sets + status ring + vateshran staff + trainee:
- Threads of War - free status effect with each light attack wave, surpasses any other set for bursts
- Serpent's Disdain - obvious choice
- Shattered Paths Signet - obvious choice
- Vateshran's Ice Staff - good use of back bar, extra direct damage -> extra status procs
- Armor of Trainee - the best +HP set

You can do Lightning Staff frontbar for insane amounts of Concussion.
Or you can go Mace dual-wield frontbar for insane amounts of Sundered.

Frontbar Wield Soul (soul magic scribing) skill with Bleed+Bleed+MajorDefile as the Hemorrhaging source.
Frontbar Elemental Weapon (psijic) skill for another free status proc for your burst weave.
Elemental Susceptibility -> Elemental Weapon -> Light Attack -> Wield Soul === proc trillion billion of everything :neutral:

blue CP Force of Nature (660 pene per status effect) is super important because you'll have perma 6x to 8x 660 pene -> 3960 to 5280
red CP Strategic Reserve (30 health recovery per ultimate point) is actually pretty good when you are non-vamp because you don't use ultimate with this build.

And obviously Sorc will do good with this because of Static Reverberation extra procing and Streak mobility.
DK great too because Resolute Defense and Heart of Flame make you basically immortal on back bar. (OK vs 5 skilled or OK vs 15 noskilled players)
Hearh of Flame also infinite sustain with high resource pools. (more sustain with Sugar Skull than with gold Orzoga)

I tested some supplemental frontbar sets on PTS and they are worthless (you maybe thought about them):
- Xanmeer Spellweaver - now when damage percentages are additive, this set is worthless about 1% damage increase in final calculation
- Runecarver's Blaze - proc only on DoT's, not on status effects, completely worthless
- Symmetry of the Weald - when you get 600% status effect chance instead of 400% you won't even notice, worthless
- Caluurion's Legacy - too slow, too weak, meaningless, worthless

sdfasdfs.jpg


  • jjjozo
    jjjozo
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    Btw, this is one of the toxic Sorc gear alterations that burst-kills you with 1 or 2 Bound Armament weaves because every single Bound Armament projectile is proccing status effects separately and that's just no-brain broken.
  • jjjozo
    jjjozo
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    I tried it once in PvP and felt like complete idiot because it's so easy and effortless.
    I can't understand how some Sorcs play this already since Gold Road and especially now for a month with extra boost from the Shattered ring.
    It's such a braindead noskill play.
  • moo_2021
    moo_2021
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    What about Draugrkin's?

    I guess Serpent's Disdain is only good when you can't keep refreshing status effects. With high chance (charged 235 + destro 100 + arcanist 55 + CP 60), force pulse and threads of war can keep them refreshed all the time. So Draugrkin's could be more useful in theory?
  • jjjozo
    jjjozo
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    moo_2021 wrote: »
    What about Draugrkin's?

    I guess Serpent's Disdain is only good when you can't keep refreshing status effects. With high chance (charged 235 + destro 100 + arcanist 55 + CP 60), force pulse and threads of war can keep them refreshed all the time. So Draugrkin's could be more useful in theory?

    Yeah, Draugrkin for stronger bursts for sure.

    Depends if you want to be more intense ganky or brawling oriented.
    I personally go head on in every fight and don't run away much or hug textures too often.
    And I resort more to block than roll-dodge.
    This is also just for example 5 heavy + 1 light + 1 medium setup and I didn't go for 1 piece Monster bonus, but Trainee HP.

    Serpent disdain makes it easier for chaotic Cyro brawling.
    You can tag multiple targets, keep the long status pressure on them.
    Some players are big runners, longer sustained pressure helps there too, when they avoid many of your combos.
    Also when you are outnumbered in defensive, you can still place Elemental Susceptibility from back bar while blocking and healing and keep long lasting status pressure easier.

    Yes, just a taste for different play styles.


  • jjjozo
    jjjozo
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    Either way. Status effects are broken right now and I would propose GCD for them.
    Not exactly 1 second, but some kind of reasonable limit. And probably for each status type separately.
    Because there is no proc ceiling right now.
    It's bad.
  • jjjozo
    jjjozo
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    When you have one of many traditional burst setups, maybe tankier for brawling,
    the pressure is survivable for example 2500 PvP DPS and you rely on good timing of things you do
    and enemies may outplay you or not.
    traditional.jpg

    But when you go status effect meta,
    the pressure of raw DPS and billion debuffs is just overwhelming,
    because this is about 4000 PvP DPS
    and 80% of players in Cyro can't handle that pressure.
    That's why Serpent Disdain, for one and half page of debuffs above 90% uptime. It's insanity.
    And you don't even think, just spam the ability bar.
    status.jpg
  • Luneca
    Luneca
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    They can't put a cooldown on status effects because then:

    1. It will increase server load tremendously
    2. It will affect the power budget of many sets and skills (all would need a rework)
    3. It would affect the changes they've made with status effect damage in mind (entire past two years of balancing)
    4. It might make the problem worse

    (4) being that because there's a limit on a system, then attempting to stack it won't be as valuable, so they will just increase the damage and find other instances of damage to stack along with it.

    What you have to understand about this game and balance is that for the most part there are many ways to achieve the same end result, often enabled by the same exact core mechanics.

    Even without Serpent and that mythic it's been possible to stack many instances of damage and one shot people. And really, does how it is achieved really matter when the end result is the same?

    It starts to become a problem though, when we start adding in the fact that it can be done without any drawback. And that issue isn't just the gear itself, but lies within the classes utilizing these builds in the first place.

    Take away the status effects and the builds are still tanky-damage dealers that have the flexibility to slot other gear and increase their burst with no real way to fight back anyway. Even nerfed, they will just move on to somethin else or optimize it with the nerf in mind.
  • YandereGirlfriend
    YandereGirlfriend
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    Luneca wrote: »
    They can't put a cooldown on status effects because then:

    1. It will increase server load tremendously
    2. It will affect the power budget of many sets and skills (all would need a rework)
    3. It would affect the changes they've made with status effect damage in mind (entire past two years of balancing)
    4. It might make the problem worse

    (4) being that because there's a limit on a system, then attempting to stack it won't be as valuable, so they will just increase the damage and find other instances of damage to stack along with it.

    What you have to understand about this game and balance is that for the most part there are many ways to achieve the same end result, often enabled by the same exact core mechanics.

    Even without Serpent and that mythic it's been possible to stack many instances of damage and one shot people. And really, does how it is achieved really matter when the end result is the same?

    It starts to become a problem though, when we start adding in the fact that it can be done without any drawback. And that issue isn't just the gear itself, but lies within the classes utilizing these builds in the first place.

    Take away the status effects and the builds are still tanky-damage dealers that have the flexibility to slot other gear and increase their burst with no real way to fight back anyway. Even nerfed, they will just move on to somethin else or optimize it with the nerf in mind.

    In hindsight, adding (and/or massively amplifying) the base damage of status effects was not a wise balance decision.

    Ditto for the insane proliferation of guaranteed status effects that have been stapled onto heaps of abilities. They added flavor to some classes, yes, but at what cost.

    It is literally in the name, "status" effect, that the primary function of such mechanics are to apply debuffs rather than to deal damage on their own (excluding obvious damage statuses such as Poisoned or Burning).

    IMO, we should return to those fundamentals.
  • jjjozo
    jjjozo
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    Luneca wrote: »
    They can't put a cooldown on status effects because then:

    1. It will increase server load tremendously
    2. It will affect the power budget of many sets and skills (all would need a rework)
    3. It would affect the changes they've made with status effect damage in mind (entire past two years of balancing)
    4. It might make the problem worse

    (4) being that because there's a limit on a system, then attempting to stack it won't be as valuable, so they will just increase the damage and find other instances of damage to stack along with it.

    What you have to understand about this game and balance is that for the most part there are many ways to achieve the same end result, often enabled by the same exact core mechanics.

    Even without Serpent and that mythic it's been possible to stack many instances of damage and one shot people. And really, does how it is achieved really matter when the end result is the same?

    It starts to become a problem though, when we start adding in the fact that it can be done without any drawback. And that issue isn't just the gear itself, but lies within the classes utilizing these builds in the first place.

    Take away the status effects and the builds are still tanky-damage dealers that have the flexibility to slot other gear and increase their burst with no real way to fight back anyway. Even nerfed, they will just move on to somethin else or optimize it with the nerf in mind.

    I just feel that status effects as something without any proc cap are the easiest way to stack damage and it surpasses any other kind of stacking by unhealthy large difference.
    If CGCD on status effects would be too performance demanding then I don't know what to do.

    Btw, they just made Shattered Path Signet PvE only.
    The meta status effect builds still work perfectly fine as the ring wasn't even a problem because damage percentages are already just additive.

  • IZZEFlameLash
    IZZEFlameLash
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    jjjozo wrote: »
    Luneca wrote: »
    They can't put a cooldown on status effects because then:

    1. It will increase server load tremendously
    2. It will affect the power budget of many sets and skills (all would need a rework)
    3. It would affect the changes they've made with status effect damage in mind (entire past two years of balancing)
    4. It might make the problem worse

    (4) being that because there's a limit on a system, then attempting to stack it won't be as valuable, so they will just increase the damage and find other instances of damage to stack along with it.

    What you have to understand about this game and balance is that for the most part there are many ways to achieve the same end result, often enabled by the same exact core mechanics.

    Even without Serpent and that mythic it's been possible to stack many instances of damage and one shot people. And really, does how it is achieved really matter when the end result is the same?

    It starts to become a problem though, when we start adding in the fact that it can be done without any drawback. And that issue isn't just the gear itself, but lies within the classes utilizing these builds in the first place.

    Take away the status effects and the builds are still tanky-damage dealers that have the flexibility to slot other gear and increase their burst with no real way to fight back anyway. Even nerfed, they will just move on to somethin else or optimize it with the nerf in mind.

    I just feel that status effects as something without any proc cap are the easiest way to stack damage and it surpasses any other kind of stacking by unhealthy large difference.
    If CGCD on status effects would be too performance demanding then I don't know what to do.

    Btw, they just made Shattered Path Signet PvE only.
    The meta status effect builds still work perfectly fine as the ring wasn't even a problem because damage percentages are already just additive.

    Pulse ganking will still persist through Monomyth probably. So, they addressed nothing pretty much.
    Edited by IZZEFlameLash on 30 June 2026 04:12
    Imperials, the one and true masters of all mortal races of Tamriel
  • Goregram1
    Goregram1
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    Imagen if the devs played there own game.
  • JustLovely
    JustLovely
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    jjjozo wrote: »
    Luneca wrote: »
    They can't put a cooldown on status effects because then:

    1. It will increase server load tremendously
    2. It will affect the power budget of many sets and skills (all would need a rework)
    3. It would affect the changes they've made with status effect damage in mind (entire past two years of balancing)
    4. It might make the problem worse

    (4) being that because there's a limit on a system, then attempting to stack it won't be as valuable, so they will just increase the damage and find other instances of damage to stack along with it.

    What you have to understand about this game and balance is that for the most part there are many ways to achieve the same end result, often enabled by the same exact core mechanics.

    Even without Serpent and that mythic it's been possible to stack many instances of damage and one shot people. And really, does how it is achieved really matter when the end result is the same?

    It starts to become a problem though, when we start adding in the fact that it can be done without any drawback. And that issue isn't just the gear itself, but lies within the classes utilizing these builds in the first place.

    Take away the status effects and the builds are still tanky-damage dealers that have the flexibility to slot other gear and increase their burst with no real way to fight back anyway. Even nerfed, they will just move on to somethin else or optimize it with the nerf in mind.

    I just feel that status effects as something without any proc cap are the easiest way to stack damage and it surpasses any other kind of stacking by unhealthy large difference.
    If CGCD on status effects would be too performance demanding then I don't know what to do.

    Btw, they just made Shattered Path Signet PvE only.
    The meta status effect builds still work perfectly fine as the ring wasn't even a problem because damage percentages are already just additive.

    Pulse ganking will still persist through Monomyth probably. So, they addressed nothing pretty much.

    Pulse ganking does still exist, but it's no where near as easy to make an effective build now. The last couple days of PvP have been a lot nicer IMO. This was a good change to the mythic. Especially since the mythic was so easy to get. If you did much of the NM at all you got it without even trying.
  • VinnyGambini
    VinnyGambini
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    JustLovely wrote: »
    jjjozo wrote: »
    Luneca wrote: »
    They can't put a cooldown on status effects because then:

    1. It will increase server load tremendously
    2. It will affect the power budget of many sets and skills (all would need a rework)
    3. It would affect the changes they've made with status effect damage in mind (entire past two years of balancing)
    4. It might make the problem worse

    (4) being that because there's a limit on a system, then attempting to stack it won't be as valuable, so they will just increase the damage and find other instances of damage to stack along with it.

    What you have to understand about this game and balance is that for the most part there are many ways to achieve the same end result, often enabled by the same exact core mechanics.

    Even without Serpent and that mythic it's been possible to stack many instances of damage and one shot people. And really, does how it is achieved really matter when the end result is the same?

    It starts to become a problem though, when we start adding in the fact that it can be done without any drawback. And that issue isn't just the gear itself, but lies within the classes utilizing these builds in the first place.

    Take away the status effects and the builds are still tanky-damage dealers that have the flexibility to slot other gear and increase their burst with no real way to fight back anyway. Even nerfed, they will just move on to somethin else or optimize it with the nerf in mind.

    I just feel that status effects as something without any proc cap are the easiest way to stack damage and it surpasses any other kind of stacking by unhealthy large difference.
    If CGCD on status effects would be too performance demanding then I don't know what to do.

    Btw, they just made Shattered Path Signet PvE only.
    The meta status effect builds still work perfectly fine as the ring wasn't even a problem because damage percentages are already just additive.

    Pulse ganking will still persist through Monomyth probably. So, they addressed nothing pretty much.

    Pulse ganking does still exist, but it's no where near as easy to make an effective build now. The last couple days of PvP have been a lot nicer IMO. This was a good change to the mythic. Especially since the mythic was so easy to get. If you did much of the NM at all you got it without even trying.

    Making it easy to get is a great thing. Previous patches were always P2W (monomyth, saint and seducer, ssc).
  • Chase0351
    Chase0351
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    Not for nothing, but I think Zos is starting to realize that newer players don’t want to grind and many veteran players are tired of having to grind as well. Otherwise it just turns newer players off from a game with an already shrinking player population. Future games will probably have less grinding and more time spent playing end game. Also we’d probably see higher skill caps and build diversity in the player population if the best gear wasn’t gate-kept behind activities most people don’t want to go through or don’t have time to go through in order to get.

    🍻
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