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So whats the catch with the Earthgore Monster Set?

Ir0nB34r
Ir0nB34r
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That is one heck of a healing bonus with such a small cooldown of only 35 seconds.

Since I am on console I do not have any hands on experience with it in PTS. A friend in game said it was gonna get nerfed because there is no way you can get a 30k heal and effect remover every 35 seconds. But I have been watching the PTS Patch notes and no change came.

So I have to ask, what is the catch here? Its basically a free healing ultimate every 35 seconds.
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  • Waffennacht
    Waffennacht
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    The catch is, within 35 seconds, most opponents can kill you.
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • FloppyTouch
    FloppyTouch
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    The catch is, within 35 seconds, most opponents can kill you.

    This, 35 sec is a long time
  • Drummerx04
    Drummerx04
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    The catch is, within 35 seconds, most opponents can kill you.

    Sure, one player running it in the wild probably won't get super high utility out of it.

    Imagine the unkillable guild ball groups running primarily this, 8-15 earthgore sets. You negate them, the set procs... and no more negate or ANY other negative ground placed effects. No meteor dot, no banner, no nova, no veil, literally all ground effects gone. Any destro bomb you put on these groups will also have to contend with the healing burst from multiple procs of this set.

    This is once again a time where ZoS says, "Oh this set should be kind of nice and balanced with the cooldown!" But they seem to forget that large groups exist with independent cooldowns and activation times.

    But hey, maybe I'm wrong. Maybe it's not actually super broken powerful for groups.
    PC/NA - Nightfighters, Raid Leader and Officer
    Lilith Arujo - DC sorc tank/dps/healer - Dro-m'Athra Destroyer, Gryphon Heart, Grand Warlord
    Lilith Tortorici - DC templar trials healer

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  • Danksta
    Danksta
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    Is the heal effected by battle spirit? Healing debuffs?
    BawKinTackWarDs PS4/NA

  • Zvorgin
    Zvorgin
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    There are lots of AoEs the set doesn't impact. Should watch some streams of PTS tests if you want to know what it does and doesn't do.
  • Ir0nB34r
    Ir0nB34r
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    Danksta wrote: »
    Is the heal effected by battle spirit? Healing debuffs?

    The tooltip just says when you heal another player that is under 50%.


    And for everyone else, I should probably clarify that this is for PvE, not PvP. I am not very into the pvp aspect so I don't really know what they meta is there except for all the proc sets people seem to complain about.
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  • Royaji
    Royaji
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    35 seconds is way too long for PvE. It's more than enough time for the group to get wiped twice before the set procs again.
  • SammyFable
    SammyFable
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    In PvE it will be only used by healers, which you will not find more than 2 in a raid group. The 35s cooldown makes it pretty obsolete in a pve environment. Atleast, thats my early opinion.
    Dro m'Athra Destroyer
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    Immortal Memer
    Gryphon Heart
  • casparian
    casparian
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    Drummerx04 wrote: »
    The catch is, within 35 seconds, most opponents can kill you.

    Sure, one player running it in the wild probably won't get super high utility out of it.

    Imagine the unkillable guild ball groups running primarily this, 8-15 earthgore sets. You negate them, the set procs... and no more negate or ANY other negative ground placed effects. No meteor dot, no banner, no nova, no veil, literally all ground effects gone. Any destro bomb you put on these groups will also have to contend with the healing burst from multiple procs of this set.

    This is once again a time where ZoS says, "Oh this set should be kind of nice and balanced with the cooldown!" But they seem to forget that large groups exist with independent cooldowns and activation times.

    But hey, maybe I'm wrong. Maybe it's not actually super broken powerful for groups.

    Every single new patch, people get on the forums and say "imagine what it will be like when an entire group runs this at once in PVP; it will be so OP!" To this day I have never seen such a thing. The forums predicted that people would do this with the new Clouding Swarm; they predicted that we would see ball groups of 24 people spamming cliff racers; they predicted ball groups of Knight Slayer heavy attack spammers, etc. None of that has happened, or at least not at any large scale. The standard mixed groups with a diversity of roles, ults, and sets are just stronger.

    This set is primarily about countering Negate. Negate is incredibly powerful. It needed a counter. I'm glad it's getting one.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Ir0nB34r
    Ir0nB34r
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    SammyFable wrote: »
    In PvE it will be only used by healers, which you will not find more than 2 in a raid group. The 35s cooldown makes it pretty obsolete in a pve environment. Atleast, thats my early opinion.

    Well I am looking at it from a healer standpoint. Its basically a free ultimate heal, and with you doing your actual ult heals you're doing more massive heals more consistently.
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  • zaria
    zaria
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    casparian wrote: »
    Drummerx04 wrote: »
    The catch is, within 35 seconds, most opponents can kill you.

    Sure, one player running it in the wild probably won't get super high utility out of it.

    Imagine the unkillable guild ball groups running primarily this, 8-15 earthgore sets. You negate them, the set procs... and no more negate or ANY other negative ground placed effects. No meteor dot, no banner, no nova, no veil, literally all ground effects gone. Any destro bomb you put on these groups will also have to contend with the healing burst from multiple procs of this set.

    This is once again a time where ZoS says, "Oh this set should be kind of nice and balanced with the cooldown!" But they seem to forget that large groups exist with independent cooldowns and activation times.

    But hey, maybe I'm wrong. Maybe it's not actually super broken powerful for groups.

    Every single new patch, people get on the forums and say "imagine what it will be like when an entire group runs this at once in PVP; it will be so OP!" To this day I have never seen such a thing. The forums predicted that people would do this with the new Clouding Swarm; they predicted that we would see ball groups of 24 people spamming cliff racers; they predicted ball groups of Knight Slayer heavy attack spammers, etc. None of that has happened, or at least not at any large scale. The standard mixed groups with a diversity of roles, ults, and sets are just stronger.

    This set is primarily about countering Negate. Negate is incredibly powerful. It needed a counter. I'm glad it's getting one.
    This goes back to beta, remember then the theorycrafters found Magicka Furnace to be way OP :)

    On the other hand an well coordinated PvP raid group hitting an zerg is PvE. This is old as dirt, Roman empire was build that way.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • EvilCroc
    EvilCroc
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    This set's effects perfectly match Nightblade healers. Going to create one.
  • Ir0nB34r
    Ir0nB34r
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    I dunno why people are saying 35 seconds is a long time. Its not like you as a healer will just stop healing for 35 seconds. You are still going to be tossing out heals and ult heals along the way. This just adds a HUGE (on par with an ult) free extra heal in an emergency.

    Now run this as well as Draugr's Rest from HotR, and you have an even more sustainable heal rotation.
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    Breton | Sorcerer | Damage Dealer - Build Info (Coming Soon)
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  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Ir0nB34r wrote: »
    I dunno why people are saying 35 seconds is a long time. Its not like you as a healer will just stop healing for 35 seconds. You are still going to be tossing out heals and ult heals along the way. This just adds a HUGE (on par with an ult) free extra heal in an emergency.

    Now run this as well as Draugr's Rest from HotR, and you have an even more sustainable heal rotation.

    There are just better sets, like bogdans, it will give you 30k heals over 6 seconds, every 6 secs. Or sentinel. It will give you and your team free stam. But in reality, good, serious healers will be wearing two five piece sets that support the team with more then just heals.
  • ssewallb14_ESO
    ssewallb14_ESO
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    casparian wrote: »
    Drummerx04 wrote: »
    The catch is, within 35 seconds, most opponents can kill you.

    Sure, one player running it in the wild probably won't get super high utility out of it.

    Imagine the unkillable guild ball groups running primarily this, 8-15 earthgore sets. You negate them, the set procs... and no more negate or ANY other negative ground placed effects. No meteor dot, no banner, no nova, no veil, literally all ground effects gone. Any destro bomb you put on these groups will also have to contend with the healing burst from multiple procs of this set.

    This is once again a time where ZoS says, "Oh this set should be kind of nice and balanced with the cooldown!" But they seem to forget that large groups exist with independent cooldowns and activation times.

    But hey, maybe I'm wrong. Maybe it's not actually super broken powerful for groups.

    Every single new patch, people get on the forums and say "imagine what it will be like when an entire group runs this at once in PVP; it will be so OP!" To this day I have never seen such a thing. The forums predicted that people would do this with the new Clouding Swarm; they predicted that we would see ball groups of 24 people spamming cliff racers; they predicted ball groups of Knight Slayer heavy attack spammers, etc. None of that has happened, or at least not at any large scale. The standard mixed groups with a diversity of roles, ults, and sets are just stronger.

    This set is primarily about countering Negate. Negate is incredibly powerful. It needed a counter. I'm glad it's getting one.

    Ball groups with large amounts of bird spamming Wardens are actually a thing right now.
    Edited by ssewallb14_ESO on August 9, 2017 11:23PM
  • zaria
    zaria
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    casparian wrote: »
    Drummerx04 wrote: »
    The catch is, within 35 seconds, most opponents can kill you.

    Sure, one player running it in the wild probably won't get super high utility out of it.

    Imagine the unkillable guild ball groups running primarily this, 8-15 earthgore sets. You negate them, the set procs... and no more negate or ANY other negative ground placed effects. No meteor dot, no banner, no nova, no veil, literally all ground effects gone. Any destro bomb you put on these groups will also have to contend with the healing burst from multiple procs of this set.

    This is once again a time where ZoS says, "Oh this set should be kind of nice and balanced with the cooldown!" But they seem to forget that large groups exist with independent cooldowns and activation times.

    But hey, maybe I'm wrong. Maybe it's not actually super broken powerful for groups.

    Every single new patch, people get on the forums and say "imagine what it will be like when an entire group runs this at once in PVP; it will be so OP!" To this day I have never seen such a thing. The forums predicted that people would do this with the new Clouding Swarm; they predicted that we would see ball groups of 24 people spamming cliff racers; they predicted ball groups of Knight Slayer heavy attack spammers, etc. None of that has happened, or at least not at any large scale. The standard mixed groups with a diversity of roles, ults, and sets are just stronger.

    This set is primarily about countering Negate. Negate is incredibly powerful. It needed a counter. I'm glad it's getting one.

    Ball groups with large amounts of bird spamming Wardens is actually a thing right now.
    https://i.ytimg.com/vi/S4rXsrZRchQ/maxresdefault.jpg
    Counter is
    https://i.makeagif.com/media/8-19-2015/SUJYF3.gif
    Ok I have an idea for an new sorc ultimate :)
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Royaji
    Royaji
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    Ir0nB34r wrote: »
    I dunno why people are saying 35 seconds is a long time. Its not like you as a healer will just stop healing for 35 seconds. You are still going to be tossing out heals and ult heals along the way. This just adds a HUGE (on par with an ult) free extra heal in an emergency.

    Now run this as well as Draugr's Rest from HotR, and you have an even more sustainable heal rotation.

    It's not an emergency heal though. Emergency means you can have it on standby and deploy quickly at the critical moment. This set doesn't fit this purpose. Most of the time it will actually be overhealing a group that was doing fine.
  • brandonv516
    brandonv516
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    casparian wrote: »
    Drummerx04 wrote: »
    The catch is, within 35 seconds, most opponents can kill you.

    Sure, one player running it in the wild probably won't get super high utility out of it.

    Imagine the unkillable guild ball groups running primarily this, 8-15 earthgore sets. You negate them, the set procs... and no more negate or ANY other negative ground placed effects. No meteor dot, no banner, no nova, no veil, literally all ground effects gone. Any destro bomb you put on these groups will also have to contend with the healing burst from multiple procs of this set.

    This is once again a time where ZoS says, "Oh this set should be kind of nice and balanced with the cooldown!" But they seem to forget that large groups exist with independent cooldowns and activation times.

    But hey, maybe I'm wrong. Maybe it's not actually super broken powerful for groups.

    Every single new patch, people get on the forums and say "imagine what it will be like when an entire group runs this at once in PVP; it will be so OP!" To this day I have never seen such a thing. The forums predicted that people would do this with the new Clouding Swarm; they predicted that we would see ball groups of 24 people spamming cliff racers; they predicted ball groups of Knight Slayer heavy attack spammers, etc. None of that has happened, or at least not at any large scale. The standard mixed groups with a diversity of roles, ults, and sets are just stronger.

    This set is primarily about countering Negate. Negate is incredibly powerful. It needed a counter. I'm glad it's getting one.

    The counter has always been negate.
  • Thogard
    Thogard
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    I'm worried about having a counter to negate in the game.

    At present, there are a few 2x magplar groups in the BGs that are virtually unkillable. That is, unkillable unless you hit them with a negate. Then they just melt.

    I don't like this because having a counter for negate means the 2x healer groups will have NO counter, since they can counter our only counter :(
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  • Vapirko
    Vapirko
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    casparian wrote: »
    Drummerx04 wrote: »
    The catch is, within 35 seconds, most opponents can kill you.

    Sure, one player running it in the wild probably won't get super high utility out of it.

    Imagine the unkillable guild ball groups running primarily this, 8-15 earthgore sets. You negate them, the set procs... and no more negate or ANY other negative ground placed effects. No meteor dot, no banner, no nova, no veil, literally all ground effects gone. Any destro bomb you put on these groups will also have to contend with the healing burst from multiple procs of this set.

    This is once again a time where ZoS says, "Oh this set should be kind of nice and balanced with the cooldown!" But they seem to forget that large groups exist with independent cooldowns and activation times.

    But hey, maybe I'm wrong. Maybe it's not actually super broken powerful for groups.

    Every single new patch, people get on the forums and say "imagine what it will be like when an entire group runs this at once in PVP; it will be so OP!" To this day I have never seen such a thing. The forums predicted that people would do this with the new Clouding Swarm; they predicted that we would see ball groups of 24 people spamming cliff racers; they predicted ball groups of Knight Slayer heavy attack spammers, etc. None of that has happened, or at least not at any large scale. The standard mixed groups with a diversity of roles, ults, and sets are just stronger.

    This set is primarily about countering Negate. Negate is incredibly powerful. It needed a counter. I'm glad it's getting one.

    Except negate is the only counter to the destro ultis and those are exactly the groups that will be running this kind of heals. So now what?
  • Shadzilla
    Shadzilla
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    casparian wrote: »
    Drummerx04 wrote: »
    The catch is, within 35 seconds, most opponents can kill you.

    Sure, one player running it in the wild probably won't get super high utility out of it.

    Imagine the unkillable guild ball groups running primarily this, 8-15 earthgore sets. You negate them, the set procs... and no more negate or ANY other negative ground placed effects. No meteor dot, no banner, no nova, no veil, literally all ground effects gone. Any destro bomb you put on these groups will also have to contend with the healing burst from multiple procs of this set.

    This is once again a time where ZoS says, "Oh this set should be kind of nice and balanced with the cooldown!" But they seem to forget that large groups exist with independent cooldowns and activation times.

    But hey, maybe I'm wrong. Maybe it's not actually super broken powerful for groups.

    Every single new patch, people get on the forums and say "imagine what it will be like when an entire group runs this at once in PVP; it will be so OP!" To this day I have never seen such a thing. The forums predicted that people would do this with the new Clouding Swarm; they predicted that we would see ball groups of 24 people spamming cliff racers; they predicted ball groups of Knight Slayer heavy attack spammers, etc. None of that has happened, or at least not at any large scale. The standard mixed groups with a diversity of roles, ults, and sets are just stronger.

    This set is primarily about countering Negate. Negate is incredibly powerful. It needed a counter. I'm glad it's getting one.

    Imagine a ball group with 10 synchronized destro ults though, wait... That is already everywhere.
  • husskash
    husskash
    Soul Shriven
    I'm using it on my templar. it's great! For pve if you're a good healer you only need it in "oh ***" moments. It works also with mutagen or heal over time on so you don't have to cast literally a healing to make it work. It came really handy in a lot of fights, e.g. when you drop from top with Lord Warden your health gets to 30% and this blood shower just saves you immediately. I think 35 seconds is correct otherwise it's just overpowered.
  • Chibs
    Chibs
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    I personally don’t use it, or any monster 2 piece for that matter. Most monster sets for healers are pretty underwhelming in my opinion, so I just use double sustain monster sets (Shadowrend + Chokethorn). I used earthgore when I was new to healing but the more you play the less you need it. I’ve healed all 4 man vet and Hard Mode content on a DK healer without earthgore. Never really felt like I’ve been in any situations where it’s particularly useful. I will say that Earthgore is too good not to use in trials, but in 4 man content, it isn’t really useful unless you are new or maybe not so great at healing.
  • Mureel
    Mureel
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    Drummerx04 wrote: »
    The catch is, within 35 seconds, most opponents can kill you.

    Sure, one player running it in the wild probably won't get super high utility out of it.

    Imagine the unkillable guild ball groups running primarily this, 8-15 earthgore sets. You negate them, the set procs... and no more negate or ANY other negative ground placed effects. No meteor dot, no banner, no nova, no veil, literally all ground effects gone. Any destro bomb you put on these groups will also have to contend with the healing burst from multiple procs of this set.

    This is once again a time where ZoS says, "Oh this set should be kind of nice and balanced with the cooldown!" But they seem to forget that large groups exist with independent cooldowns and activation times.

    But hey, maybe I'm wrong. Maybe it's not actually super broken powerful for groups.

    Get off Earthgore. It's already had its nerf.

    Also, the rain is stationary, so just stahp.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Mureel wrote: »
    Drummerx04 wrote: »
    The catch is, within 35 seconds, most opponents can kill you.

    Sure, one player running it in the wild probably won't get super high utility out of it.

    Imagine the unkillable guild ball groups running primarily this, 8-15 earthgore sets. You negate them, the set procs... and no more negate or ANY other negative ground placed effects. No meteor dot, no banner, no nova, no veil, literally all ground effects gone. Any destro bomb you put on these groups will also have to contend with the healing burst from multiple procs of this set.

    This is once again a time where ZoS says, "Oh this set should be kind of nice and balanced with the cooldown!" But they seem to forget that large groups exist with independent cooldowns and activation times.

    But hey, maybe I'm wrong. Maybe it's not actually super broken powerful for groups.

    Get off Earthgore. It's already had its nerf.

    Also, the rain is stationary, so just stahp.

    this thread is from August of 2017, before they nerfed it. please check the dates before posting something like this.
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