"If you are quitting, can I have your stuff??"
Waffennacht wrote: »The catch is, within 35 seconds, most opponents can kill you.
Waffennacht wrote: »The catch is, within 35 seconds, most opponents can kill you.
Is the heal effected by battle spirit? Healing debuffs?
"If you are quitting, can I have your stuff??"
Drummerx04 wrote: »Waffennacht 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.
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.
"If you are quitting, can I have your stuff??"
This goes back to beta, remember then the theorycrafters found Magicka Furnace to be way OPDrummerx04 wrote: »Waffennacht 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.
"If you are quitting, can I have your stuff??"
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.
Drummerx04 wrote: »Waffennacht 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.
https://i.ytimg.com/vi/S4rXsrZRchQ/maxresdefault.jpgssewallb14_ESO wrote: »Drummerx04 wrote: »Waffennacht 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.
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.
Drummerx04 wrote: »Waffennacht 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.
Drummerx04 wrote: »Waffennacht 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.
Drummerx04 wrote: »Waffennacht 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.
Drummerx04 wrote: »Waffennacht 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.
Drummerx04 wrote: »Waffennacht 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.