Some sets NEED to be nerfed and some need to be buffed.
Morag Tong
Cyrodiils Light
those 2 sets need to be changed or we gonna have a fun time in cyrodiil.
Oh dear... just realized they made Cyrodiil's Light V16
ZOS... trust me, you don't want to do that (as long as it affects Templar Sweeps).
Make it affect cast spells only (not channeled) & it'll be fine - might even make people use Healing Ritual.
Some sets NEED to be nerfed and some need to be buffed.
Morag Tong
Cyrodiils Light
those 2 sets need to be changed or we gonna have a fun time in cyrodiil.
Oh dear... just realized they made Cyrodiil's Light V16
ZOS... trust me, you don't want to do that (as long as it affects Templar Sweeps).
Make it affect cast spells only (not channeled) & it'll be fine - might even make people use Healing Ritual.
There's a lot of testing that needs to happen, this and morag tong may end up being incredibly over the top, they may not. I remember running this on a magplar at v14 and that was still during the time when a DK could hold block and hit nothing but whip while I hit nothing but puncturing sweep - and I'd lose. You can't block while channeling, so the damage reduction is significantly less than if you were block casting your main attack. I think it will end up being one of the stronger builds, but it's also something easily countered with a root.
And no, there are not enough cast skills for this set to be worth it with your recommended change. The problem with healing ritual was never the fact that you take too much damage while casting it, it's the delayed heal in a combat system where you either get the heal you need out right away or you/your group dies. The number of DK's interrupting with inhale also makes this a no bueno skill. Casted only leaves dark flare and crystal frags - no thanks.
it gives 25% damage reduction only while channeling active which isn't OP it's barely comparable to HA builds who have comparable survivability as 100% time passive.Some sets NEED to be nerfed and some need to be buffed.
Morag Tong
Cyrodiils Light
those 2 sets need to be changed or we gonna have a fun time in cyrodiil.
Oh dear... just realized they made Cyrodiil's Light V16
ZOS... trust me, you don't want to do that (as long as it affects Templar Sweeps).
Make it affect cast spells only (not channeled) & it'll be fine - might even make people use Healing Ritual.
Sugaroverdose wrote: »it gives 25% damage reduction only while channeling active which isn't OP it's barely comparable to HA builds who have comparable survivability as 100% time passive.
Sugaroverdose wrote: »Also you can't get 5xHA+Light of Cyrodiil just because it don't have weapons, and don't have necklace, so your build is locked with at least 3xLA.
7x LA without armor increase trait is something like 9k golden, MA is 14k golden, HA 21k golden, 5k diff yeah.Sugaroverdose wrote: »it gives 25% damage reduction only while channeling active which isn't OP it's barely comparable to HA builds who have comparable survivability as 100% time passive.
Heavy Armor doesn't give anywhere near 25% damage reduction in PvP. The armor delta between HA and MA is about 4-5k... which is ~5%.Sugaroverdose wrote: »Also you can't get 5xHA+Light of Cyrodiil just because it don't have weapons, and don't have necklace, so your build is locked with at least 3xLA.
We don't know yet which set pieces they will include. If they stick with the traditional pieces, then you are of course correct.
Some sets NEED to be nerfed and some need to be buffed.
Morag Tong
Cyrodiils Light
those 2 sets need to be changed or we gonna have a fun time in cyrodiil.
If you do this for dungeon sets this is gonna be my level of excitement.
I did calculate the difference a while ago, heavy armor gave around 12-18% (depending on how many light/heavy pieces, reinforced traits etc) more mitigation than light armor.
This set gives +25% that stacks on top of normal armor mitigation (meaning you can go over 50% with it).
It's just broken with Templar sweeps & needs to be changed to cast abilities only (not channels).
Sugaroverdose wrote: »7x LA without armor increase trait is something like 9k golden, MA is 14k golden, HA 21k golden, 5k diff yeah.Sugaroverdose wrote: »it gives 25% damage reduction only while channeling active which isn't OP it's barely comparable to HA builds who have comparable survivability as 100% time passive.
Heavy Armor doesn't give anywhere near 25% damage reduction in PvP. The armor delta between HA and MA is about 4-5k... which is ~5%.Sugaroverdose wrote: »Also you can't get 5xHA+Light of Cyrodiil just because it don't have weapons, and don't have necklace, so your build is locked with at least 3xLA.
We don't know yet which set pieces they will include. If they stick with the traditional pieces, then you are of course correct.
Moglijuana wrote: »
No, they aren't additive like that.
Explain how will you jump over 50% dmg reduction with 3xLA locked? With armor master you will loose a lot of potential dmg and in result will outplay HA builds only in fully buffed state.I did calculate the difference a while ago, heavy armor gave around 12-18% (depending on how many light/heavy pieces, reinforced traits etc) more mitigation than light armor.
This set gives +25% that stacks on top of normal armor mitigation (meaning you can go over 50% with it).
It's just broken with Templar sweeps & needs to be changed to cast abilities only (not channels).
Moglijuana wrote: »
Some sets NEED to be nerfed and some need to be buffed.
Morag Tong
Cyrodiils Light
those 2 sets need to be changed or we gonna have a fun time in cyrodiil.
Yeah, these two are gonna have to be changed (nerfed).
The other sets need some buffs though. Especially the Heavy Armor ones (minus Ravager).
Moglijuana wrote: »
No, they aren't additive like that.
correct, they end up multiplying.
They reduce damage one after another, so it will work like dmg*0.75*0.25≈82% mitigationMoglijuana wrote: »Moglijuana wrote: »
No, they aren't additive like that.
correct, they end up multiplying.
So what does that mean in Wrobel's land? Above 100% mitigation? Close? Or like 85% ish?
Sugaroverdose wrote: »They reduce damage one after another, so it will work like dmg*0.75*0.25≈82% mitigationMoglijuana wrote: »Moglijuana wrote: »
No, they aren't additive like that.
correct, they end up multiplying.
So what does that mean in Wrobel's land? Above 100% mitigation? Close? Or like 85% ish?
Unfortunately no, zerg will wipe you in 2 seconds anyway)Moglijuana wrote: »Sugaroverdose wrote: »They reduce damage one after another, so it will work like dmg*0.75*0.25≈82% mitigationMoglijuana wrote: »Moglijuana wrote: »
No, they aren't additive like that.
correct, they end up multiplying.
So what does that mean in Wrobel's land? Above 100% mitigation? Close? Or like 85% ish?
Gotcha...That's still OP af lol.
Sugaroverdose wrote: »Unfortunately no, zerg will wipe you in 2 seconds anyway)Moglijuana wrote: »Sugaroverdose wrote: »They reduce damage one after another, so it will work like dmg*0.75*0.25≈82% mitigationMoglijuana wrote: »Moglijuana wrote: »
No, they aren't additive like that.
correct, they end up multiplying.
So what does that mean in Wrobel's land? Above 100% mitigation? Close? Or like 85% ish?
Gotcha...That's still OP af lol.
kendellking_chaosb14_ESO wrote: »@ZOS_JessicaFolsom is the heavy Pact Armor Bastion of The Heartland comfirmed to be CP160?