It's not as powerful as you think it is.
Sitting at approximately 4k weapon damage & 38-40k stamina when I have my gear optimized, this set will result "only" in a 8.94% increase in Surprise Attack damage for 6 seconds at the cost of +33% skill costs.
When fully buffed around 5.5k weapon damage (rough estimates), the benefit from this set will be "only" equal to around +7.5% damage.
Granted, it'll be a bigger boost for builds with lower weapon/spell damage but still...
The sky is not falling.
Quite the opposite, this is a solid, good set now and atleast worth using.
I think the cost reduction at this point is an unknown. I am sure there was some thought to why they reduced the cost. Either way, I am sure the 33% cost increase will be felt in PvP unless you get to just sit there and nuke, which hardly ever is the case.
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It's not as powerful as you think it is.
Sitting at approximately 4k weapon damage & 38-40k stamina when I have my gear optimized, this set will result "only" in a 8.94% increase in Surprise Attack damage for 6 seconds at the cost of +33% skill costs.
It's not as powerful as you think it is.
Sitting at approximately 4k weapon damage & 38-40k stamina when I have my gear optimized, this set will result "only" in a 8.94% increase in Surprise Attack damage for 6 seconds at the cost of +33% skill costs.
Very curious with how you plan on getting 40K stam with 4K weapon damage? Is this including the buff from molag kena?
@Xsorus drop the masters bow and take a V16 weapon damage on hit enchantment. You will end up with more weapon damage due to the 250ish wep dmg difference between v14 and v16.
It's not as powerful as you think it is.
Sitting at approximately 4k weapon damage & 38-40k stamina when I have my gear optimized, this set will result "only" in a 8.94% increase in Surprise Attack damage for 6 seconds at the cost of +33% skill costs.
When fully buffed around 5.5k weapon damage (rough estimates), the benefit from this set will be "only" equal to around +7.5% damage.
Granted, it'll be a bigger boost for builds with lower weapon/spell damage but still...
The sky is not falling.
Quite the opposite, this is a solid, good set now and atleast worth using.
WW is nearly impossible to sustain stamina with as it is, so I'm unsure Morag Kena will work too well with it. Though, for burst options it will of course be ridiculous. I'll have to test that out :P see if I can one-shot howl someone to death.
Please remember tho, that 8% damage increase if your damage is already pretty good, is a strong buff. This set puts every other set to shame and should be brought down in line with the rest of the gear in this game. Here I was, starting to pvp in this game thinking player skill meant most and that itemization helped along the way, not the other way around. Guess I was wrong, very wrong.
Please remember tho, that 8% damage increase if your damage is already pretty good, is a strong buff. This set puts every other set to shame and should be brought down in line with the rest of the gear in this game. Here I was, starting to pvp in this game thinking player skill meant most and that itemization helped along the way, not the other way around. Guess I was wrong, very wrong.
8% increase in dmg is around 1k more on tooltip of Surprise Attack & 800ish (have to check) on Ambush.
Skoria proc is atleast 7k.
Conclusion: this set provides less burst dmg than Skoria.
They nerf this set from this, it'll be as useless as the other new sets (yes, they are almost all bad if you know numbers) and we have another generation of useless gear no one wears in the game.
Even right now, it's debatable whether this set is actually worth using in PvE (depends highly on class/build), and for PvP it probably isn't that good for sustain builds.
Also keep in mind, this is a MMO and gear will always play a huge part in MMO PvP.
Hiero_Glyph wrote: »Please remember tho, that 8% damage increase if your damage is already pretty good, is a strong buff. This set puts every other set to shame and should be brought down in line with the rest of the gear in this game. Here I was, starting to pvp in this game thinking player skill meant most and that itemization helped along the way, not the other way around. Guess I was wrong, very wrong.
8% increase in dmg is around 1k more on tooltip of Surprise Attack & 800ish (have to check) on Ambush.
Skoria proc is atleast 7k.
Conclusion: this set provides less burst dmg than Skoria.
They nerf this set from this, it'll be as useless as the other new sets (yes, they are almost all bad if you know numbers) and we have another generation of useless gear no one wears in the game.
Even right now, it's debatable whether this set is actually worth using in PvE (depends highly on class/build), and for PvP it probably isn't that good for sustain builds.
Also keep in mind, this is a MMO and gear will always play a huge part in MMO PvP.
Skoria is an unpredictable RNG proc that may or may not be effective depending on the health of the target. Kena is a 100% controlled effect that can be used exactly when you want to provide instant burst damage to finish an enemy when you need it. Yeah, let's run those numbers again using proc chance and RNG. Also, let's not forget that Skoria only procs on DoTs so not every class can use it easily whereas Kena just requires 2 light attacks and every weapon can do that. Conclusion: Kena needs to be reverted back to 50% increased costs.
Hiero_Glyph wrote: »I agree that there are reasons to use other sets over Kena, but when ZoS goes out of their way to prevent OHKOs and crazy burst damage and then goes and gives players the means to burst opponent's down again it kind of defeats the purpose. As you noted the effect only lasts for 6 seconds but that is more than enough time to kill someone or to place them entirely on the defensive and prevent them from killing you.
The cost increase is actually irrelevant unless ZoS prevents the insane regen values that are posssible. Besides, Molag Kena is about killing now and recovering (6s) later so at least increasing the cost by 50% forces them to recover for longer (and has zero effect on burst potential).
It's called balance for a reason and both sides need to be controlled. The alternative is to reduce the overall bonus just as they did with the Lord Warden set when they only buffed it once (and nerfed it twice). By comparison Kena got 3 seperate buffs. Again, I'm not saying to nerf Kena but I think ZoS certainly overbuffed it so reverting the cost increase seems good enough to prevent the set from being used by the majority of all builds. We are talking about a 17% cost difference, and all it affects is the recovery period after being used.
Hiero_Glyph wrote: »I agree that there are reasons to use other sets over Kena, but when ZoS goes out of their way to prevent OHKOs and crazy burst damage and then goes and gives players the means to burst opponent's down again it kind of defeats the purpose. As you noted the effect only lasts for 6 seconds but that is more than enough time to kill someone or to place them entirely on the defensive and prevent them from killing you.
The cost increase is actually irrelevant unless ZoS prevents the insane regen values that are posssible. Besides, Molag Kena is about killing now and recovering (6s) later so at least increasing the cost by 50% forces them to recover for longer (and has zero effect on burst potential).
It's called balance for a reason and both sides need to be controlled. The alternative is to reduce the overall bonus just as they did with the Lord Warden set when they only buffed it once (and nerfed it twice). By comparison Kena got 3 seperate buffs. Again, I'm not saying to nerf Kena but I think ZoS certainly overbuffed it so reverting the cost increase seems good enough to prevent the set from being used by the majority of all builds. We are talking about a 17% cost difference, and all it affects is the recovery period after being used.
Eh, if you have to hit your opponent with two consecutive light attacks and then line up burst for him, that's hardly a "OHKO". You can't even proc this set in stealth, where most damage comes from for stamina builds.
This set does not give any more damage (8-10%) than a Ravager proc would, and you're acting as if the set bonus instead said "kill your opponent".
Guess what, after this set procs you can simply roll dodge those hits and your opponent is going to spend a crap ton of resources on nothing.
Also, this set on a regen heavy build is not going to do what you're afraid it's going to do. Regen heavy builds tend to hit like wet noodles, especially on PTS with the Battle Spirit changes. So yes, the +33% cost increase is a big deal and almost a deal breaker for PvE, where you'd look to use this set over a long duration.
Before the 2-set bonus got buffed, I wasn't even going to use it.
I was going 1x Blood Spawn 1x Molag Kena because that was in all simplicity the better way to go.
1-set bonus>2-set bonus, as if that makes any sense...
Now that they buffed it and it's worth using in both PvE & PvP, people want to nerf it?
Seriously, I think they should implement a new forum rule: if you don't know how to theorycraft, you shouldn't be commenting sets & set bonuses, period.
Hiero_Glyph wrote: »Hiero_Glyph wrote: »I agree that there are reasons to use other sets over Kena, but when ZoS goes out of their way to prevent OHKOs and crazy burst damage and then goes and gives players the means to burst opponent's down again it kind of defeats the purpose. As you noted the effect only lasts for 6 seconds but that is more than enough time to kill someone or to place them entirely on the defensive and prevent them from killing you.
The cost increase is actually irrelevant unless ZoS prevents the insane regen values that are posssible. Besides, Molag Kena is about killing now and recovering (6s) later so at least increasing the cost by 50% forces them to recover for longer (and has zero effect on burst potential).
It's called balance for a reason and both sides need to be controlled. The alternative is to reduce the overall bonus just as they did with the Lord Warden set when they only buffed it once (and nerfed it twice). By comparison Kena got 3 seperate buffs. Again, I'm not saying to nerf Kena but I think ZoS certainly overbuffed it so reverting the cost increase seems good enough to prevent the set from being used by the majority of all builds. We are talking about a 17% cost difference, and all it affects is the recovery period after being used.
Eh, if you have to hit your opponent with two consecutive light attacks and then line up burst for him, that's hardly a "OHKO". You can't even proc this set in stealth, where most damage comes from for stamina builds.
This set does not give any more damage (8-10%) than a Ravager proc would, and you're acting as if the set bonus instead said "kill your opponent".
Guess what, after this set procs you can simply roll dodge those hits and your opponent is going to spend a crap ton of resources on nothing.
Also, this set on a regen heavy build is not going to do what you're afraid it's going to do. Regen heavy builds tend to hit like wet noodles, especially on PTS with the Battle Spirit changes. So yes, the +33% cost increase is a big deal and almost a deal breaker for PvE, where you'd look to use this set over a long duration.
Before the 2-set bonus got buffed, I wasn't even going to use it.
I was going 1x Blood Spawn 1x Molag Kena because that was in all simplicity the better way to go.
1-set bonus>2-set bonus, as if that makes any sense...
Now that they buffed it and it's worth using in both PvE & PvP, people want to nerf it?
Seriously, I think they should implement a new forum rule: if you don't know how to theorycraft, you shouldn't be commenting sets & set bonuses, period.
I never associated Molag Kena with OHKOs, only noted that ZoS went out of their way to remove them along with burst DPS. If you actually read what I wrote I associate burst DPS with Molag Kena, and never refer to OHKOs other than mentioning it with ZoS' intentions with 1.7. Sorry for your confusion.
Back on topic, if my opponent dodge rolls for 6s I'll just CC them and insta-win. Anyway, the damage increase isn't over the top but for spell damage it is certainly worth 5 separate spell damage bonuses which is more than most players use in total. While compared to the total spell damage this may be minor, but when compared to other spell damage bonuses this will be over a +100% increase (often accounting for a 25%+ increase in total spell damage). Weapon damage is already pretty easy to stack so you are right that the bonus will be far less for stamina builds but a 10% damage buff is still significant on its own.
Lastly, no one runs a massivie regen build and expects to deal lots of damage but you can always have enough regen to sustain and use Kena to provide additional burst damage and still manage your resources well enough. The point is that you should have to recover after actiating Kena. If you opponent is not dead already then you should be at a slight disadvantage. If your damage is lower and your regen higher, then you can maintain the bonus for longer. Again, it's about balance not making it the preferred 2-piece set.
Let's see how it plays out on the PTS but it's better to buff it later than to nerf it after players have spent time farming for it. As such I'd rather see it released at 50% and later changed to 33% if ZoS feels it is still too weak but let them gather some data when other sets and builds are in play, not in a controlled environment like PTS where everyone has v16 characters and gear.
EDIT: As for your final comment I think having a difference of opinion is good as it leads to new ways of thinking (hopefully for all parties involved). Do you really think that I am an uneducated individual that is lacking in theoretical and/or applied practices? Think before you speak (or write in this case).