Lord_Dexter wrote: »Lord_Dexter wrote: »Why Velidreth offers 1 piece stamina damage only?
Why not magic damage? Or where is Magicka only damage 1 piece and where is 1 piece magicka recovery ?
No awnser?? Seems like developers are biased towards stamina..
Why are there so many Magicka skill lines? Why can magicka builds tank, heal and DPS on one character while Stam builds can only DPS and at times off tank to a much lesser extent?
The reason is that Magicka and Stamina both have their places and just because one of them gets something, it does not mean the other should get it too.
Lord_Dexter wrote: »Why Velidreth offers 1 piece stamina damage only?
Why not magic damage? Or where is Magicka only damage 1 piece and where is 1 piece magicka recovery ?
Lord_Dexter wrote: »Why Velidreth offers 1 piece stamina damage only?
Why not magic damage? Or where is Magicka only damage 1 piece and where is 1 piece magicka recovery ?
As a historical note, when Kena first came out on the PTS, the 1p was WD, not WD+SD. It was later changed to WD+SD so that it would be a more "universal" set.
Yolokin_Swagonborn wrote: »Really not looking forward to fighting full zergs or organized groups running this:
Sounds really frustrating based on what already is happening currently with shuffle and RNG.
Lord_Dexter wrote: »Yolokin_Swagonborn wrote: »Really not looking forward to fighting full zergs or organized groups running this:
Sounds really frustrating based on what already is happening currently with shuffle and RNG.
6 second is nothing, major evision is easy to get and 80% are running with it..
Lord_Dexter wrote: »Yolokin_Swagonborn wrote: »Really not looking forward to fighting full zergs or organized groups running this:
Sounds really frustrating based on what already is happening currently with shuffle and RNG.
6 second is nothing, major evision is easy to get and 80% are running with it..
Yolokin_Swagonborn wrote: »Really not looking forward to fighting full zergs or organized groups running this:
Sounds really frustrating based on what already is happening currently with shuffle and RNG.
Shadesofkin wrote: »Yolokin_Swagonborn wrote: »Really not looking forward to fighting full zergs or organized groups running this:
Sounds really frustrating based on what already is happening currently with shuffle and RNG.
if it makes you feel better there are plenty of players who are too cheap or too stubborn to buy the dlc or sub, and they're too uninterested in doing the dungeons to farm it properly.
Only request: grant Velidreth 1pc bonus Spell Damage also, like Molag Kena set. Do not completely ruin one set for magicka builds. 2pc is OK to be usefull for stamina builds but 1pc must be universal.
exiledtyrant wrote: »Tested some sets after patch 2.5.1.
Red Mountain - This is a good example of what other flat damage sets should be raised to. The damage is good and the proc rate it easy to keep up with. I do wonder if it will push the viper sting set out however. With perfect RNG the set is 2 procs ahead of the viper set. Average RNG is still putting the set 1 proc chance above Viper. Even stamina DPS that used viper would probably be better off using red mountain as long as they are averaging 4+ hits a second. CP can't even close the gap an extra 8-16k damage provides.
Hands of Mephala - A bad set in my opinion. The set pieces offer nothing new and the capstone is bad. The snare is very short range. The snare is stationary. The snare damage is low. The snare provides a debuff that can be applied far more consistently through poison or bow. I would change the 5 piece in several ways:
- Have the webs tether enemies in a large radius.
- Enemies would have to run from the webs to break them.
- The damage would be based on max health ( 10%? 15%?).
- The armor debuff would unique like Night Mother's Gaze.
Widowmaker - This set does not proc twice if you use the same poison on both weapons. If you use different poisons on each weapon you can make the set proc twice during the 10 second down time. I'm not sure how i feel about this set. It encourages more weapon swapping than what may be feasible. Usually one bar is set to defense and one to offense, or one is set to single target and one to aoe. This set looks to waste time on a defensive bar or encourages the use of a less viable set of skills to proc the poison. I don't know if this poison interaction is really worth it.
If the set lowered the poison CD, or gave a window where poisons switched off and enchantments switched on I think it would be a lot more useful.
Storm Knight - This set appears to have a 100% or near 100% proc rate at the moment. When testing on flame and storm atronachs each elemental attack they did procced the storm knight passive each time. While this may be considered a bug I have to ask is this really a bad thing? This set requires a pretty big commitment. Why can't it proc the storm knight passive each time you are hit with spell damage? The lightning aura isn't game changing, but it is noticeable.
Velidreth's Mask - Interesting 2 piece. I am glad that this damage does not shotgun 1 target. It appears to hit multiple targets but each target can only take 1 instance of damage. This set seems very well designed.
Haj Mota - Simple and useful. Major Ward / Resolve are pretty nasty buffs to compete with. I worry that this set may not see much action simply because Major Ward/ Resolve abilities offer so much utility combined with the buffs. Maybe this set should modify Major Ward / Resolve abilities instead of trying to outright replace it.
Mazzatun - This set appears to echo whats wrong with a lot of low health sets in the game at the moment. The cooldowns are usually to long, the effects are usually underwhelming, and the health threshold is usually dangerously low. That is exactly how I feel about this set. Why not make this set like a new version of 0grim scales? Have it increase all resource regen by x% while at or below 50% health.
Red Mountain set. This is a stamina set and should therefore have Poison/Disease damage as 5th Bonus. Flame damage is for magicka users but most of the other Bonuses def indicate it is a Stamina set. Also the 3rd Bonus Spelldamage should be changed to Stamina Bonus.
So my Suggestions:
3rd Bonus change it to Extra Stamina
5th Bonus change the Flame damage to Poison Damage
exiledtyrant wrote: »Tested some sets after patch 2.5.1.
Red Mountain - This is a good example of what other flat damage sets should be raised to. The damage is good and the proc rate it easy to keep up with. I do wonder if it will push the viper sting set out however. With perfect RNG the set is 2 procs ahead of the viper set. Average RNG is still putting the set 1 proc chance above Viper. Even stamina DPS that used viper would probably be better off using red mountain as long as they are averaging 4+ hits a second. CP can't even close the gap an extra 8-16k damage provides.
Hands of Mephala - A bad set in my opinion. The set pieces offer nothing new and the capstone is bad. The snare is very short range. The snare is stationary. The snare damage is low. The snare provides a debuff that can be applied far more consistently through poison or bow. I would change the 5 piece in several ways:
- Have the webs tether enemies in a large radius.
- Enemies would have to run from the webs to break them.
- The damage would be based on max health ( 10%? 15%?).
- The armor debuff would unique like Night Mother's Gaze.
Widowmaker - This set does not proc twice if you use the same poison on both weapons. If you use different poisons on each weapon you can make the set proc twice during the 10 second down time. I'm not sure how i feel about this set. It encourages more weapon swapping than what may be feasible. Usually one bar is set to defense and one to offense, or one is set to single target and one to aoe. This set looks to waste time on a defensive bar or encourages the use of a less viable set of skills to proc the poison. I don't know if this poison interaction is really worth it.
If the set lowered the poison CD, or gave a window where poisons switched off and enchantments switched on I think it would be a lot more useful.
Storm Knight - This set appears to have a 100% or near 100% proc rate at the moment. When testing on flame and storm atronachs each elemental attack they did procced the storm knight passive each time. While this may be considered a bug I have to ask is this really a bad thing? This set requires a pretty big commitment. Why can't it proc the storm knight passive each time you are hit with spell damage? The lightning aura isn't game changing, but it is noticeable.
Velidreth's Mask - Interesting 2 piece. I am glad that this damage does not shotgun 1 target. It appears to hit multiple targets but each target can only take 1 instance of damage. This set seems very well designed.
Haj Mota - Simple and useful. Major Ward / Resolve are pretty nasty buffs to compete with. I worry that this set may not see much action simply because Major Ward/ Resolve abilities offer so much utility combined with the buffs. Maybe this set should modify Major Ward / Resolve abilities instead of trying to outright replace it.
Mazzatun - This set appears to echo whats wrong with a lot of low health sets in the game at the moment. The cooldowns are usually to long, the effects are usually underwhelming, and the health threshold is usually dangerously low. That is exactly how I feel about this set. Why not make this set like a new version of 0grim scales? Have it increase all resource regen by x% while at or below 50% health.
Whats sad is; if I can get it in impen eventually i will use it because its absolutely amazing for PvP.
There is also set called Ashen Grip that 5pc bonus doing exactly same fire breath effect but it is crafable. Why can't zos make 1 set for magicka users, one for stamina.Mettaricana wrote: »Red Mountain set. This is a stamina set and should therefore have Poison/Disease damage as 5th Bonus. Flame damage is for magicka users but most of the other Bonuses def indicate it is a Stamina set. Also the 3rd Bonus Spelldamage should be changed to Stamina Bonus.
So my Suggestions:
3rd Bonus change it to Extra Stamina
5th Bonus change the Flame damage to Poison Damage
Drop spell dmg for more weapon dmg and make it poision dmg and I'd be all over This set
There is also set called Ashen Grip that 5pc bonus doing exactly same fire breath effect but it is crafable. Why can't zos make 1 set for magicka users, one for stamina.Mettaricana wrote: »Red Mountain set. This is a stamina set and should therefore have Poison/Disease damage as 5th Bonus. Flame damage is for magicka users but most of the other Bonuses def indicate it is a Stamina set. Also the 3rd Bonus Spelldamage should be changed to Stamina Bonus.
So my Suggestions:
3rd Bonus change it to Extra Stamina
5th Bonus change the Flame damage to Poison Damage
Drop spell dmg for more weapon dmg and make it poision dmg and I'd be all over This set
Make one of the monster set for magicka pls.... with magicka recovery or something ...i dont understand stamina players pays u or something?