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PTS Update 16 - Feedback Thread for Item Sets & Asylum Weapons

  • Savos_Saren
    Savos_Saren
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    Can someone clarify something for me?

    If ZoS is requiring the Master/Maelstrom/Asylum DW and SnB to be a two piece set- will it drop as two pieces at the end? Surely they wouldn't require DW and SnB to run the arenas twice as much as their 2-handed counterparts.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    jaburns wrote: »
    Can someone clarify something for me?

    If ZoS is requiring the Master/Maelstrom/Asylum DW and SnB to be a two piece set- will it drop as two pieces at the end? Surely they wouldn't require DW and SnB to run the arenas twice as much as their 2-handed counterparts.


    It is already this for dual wield weapons in vMA, been that way for months. i would imagine they will update vDSA to drop the same way. you get free shield in the mail for each master/vMA S/B you have in your inventory when you log in.
    Edited by Lightspeedflashb14_ESO on September 19, 2017 2:11AM
  • Gnortranermara
    Gnortranermara
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    VMA, Master, and Asylum weapons are supposed to be better than standard set weapons.

    Standard set weapons provide:
    An enchantment or poison
    A general set bonus (usually a stat buff of some kind)

    VMA and Master weapons used to provide:
    A unique ability altering enchantment (which could be overriden with poison)
    A strong stat buff to replace the lost set bonus

    Now the VMA/Master/Asylum weapons will provide:
    An enchantment or poison
    A set bonus that is NOT generally useful, buffing only a single skill

    This makes VMA/Master/Asylum weapons generally inferior to standard set weapons, except perhaps for specialized uses on the backbar. These weapons are supposed to be superior! The stat buff MUST be restored to keep these weapons on par with standard set weapons. I agree with those who have stated the buff can be lowered to match the standard values of other set bonuses, but taking the bonus away entirely kills these weapons. Players who put in the work to earn the hardest-to-earn weapons in the game should not be slapped in the face with a nerf this heavy handed. Give us back our stat buff!
  • Dymence
    Dymence
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    VMA, Master, and Asylum weapons are supposed to be better than standard set weapons.

    Standard set weapons provide:
    An enchantment or poison
    A general set bonus (usually a stat buff of some kind)

    VMA and Master weapons used to provide:
    A unique ability altering enchantment (which could be overriden with poison)
    A strong stat buff to replace the lost set bonus

    Now the VMA/Master/Asylum weapons will provide:
    An enchantment or poison
    A set bonus that is NOT generally useful, buffing only a single skill

    This makes VMA/Master/Asylum weapons generally inferior to standard set weapons, except perhaps for specialized uses on the backbar. These weapons are supposed to be superior! The stat buff MUST be restored to keep these weapons on par with standard set weapons. I agree with those who have stated the buff can be lowered to match the standard values of other set bonuses, but taking the bonus away entirely kills these weapons. Players who put in the work to earn the hardest-to-earn weapons in the game should not be slapped in the face with a nerf this heavy handed. Give us back our stat buff!

    They are still the strongest for PVE. Being able to put a damage enchant (e.g. shock, fire) actually makes them stronger than before.
  • Kanar
    Kanar
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    Dymence wrote: »
    VMA, Master, and Asylum weapons are supposed to be better than standard set weapons.

    Standard set weapons provide:
    An enchantment or poison
    A general set bonus (usually a stat buff of some kind)

    VMA and Master weapons used to provide:
    A unique ability altering enchantment (which could be overriden with poison)
    A strong stat buff to replace the lost set bonus

    Now the VMA/Master/Asylum weapons will provide:
    An enchantment or poison
    A set bonus that is NOT generally useful, buffing only a single skill

    This makes VMA/Master/Asylum weapons generally inferior to standard set weapons, except perhaps for specialized uses on the backbar. These weapons are supposed to be superior! The stat buff MUST be restored to keep these weapons on par with standard set weapons. I agree with those who have stated the buff can be lowered to match the standard values of other set bonuses, but taking the bonus away entirely kills these weapons. Players who put in the work to earn the hardest-to-earn weapons in the game should not be slapped in the face with a nerf this heavy handed. Give us back our stat buff!

    They are still the strongest for PVE. Being able to put a damage enchant (e.g. shock, fire) actually makes them stronger than before.

    Not really. First, an enchant is not necessarily stronger than the WD, especially after including major brutality & etc. Second, bow and destro will be good solely on the basis of their special ability, but 2h and DW will get even further outpaced by standard set items. Resto, how will that enchant buff healing?
  • Savos_Saren
    Savos_Saren
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    I can already see the new stamDK build:

    2 Bloodspawn
    5 Seventh Legion
    3 Potentates
    1 Asylum 2H: Disciplined Slash (Perfected)
    When you deal damage with Reverse Slash, you generate up to 15 Ultimate based on how much execute bonus damage it dealt.

    Throw a Master/Maelstrom/Asylum SnB on the backbar, too. ;)
    Edited by Savos_Saren on September 19, 2017 2:51AM
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • Dymence
    Dymence
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    Kanar wrote: »
    Dymence wrote: »
    VMA, Master, and Asylum weapons are supposed to be better than standard set weapons.

    Standard set weapons provide:
    An enchantment or poison
    A general set bonus (usually a stat buff of some kind)

    VMA and Master weapons used to provide:
    A unique ability altering enchantment (which could be overriden with poison)
    A strong stat buff to replace the lost set bonus

    Now the VMA/Master/Asylum weapons will provide:
    An enchantment or poison
    A set bonus that is NOT generally useful, buffing only a single skill

    This makes VMA/Master/Asylum weapons generally inferior to standard set weapons, except perhaps for specialized uses on the backbar. These weapons are supposed to be superior! The stat buff MUST be restored to keep these weapons on par with standard set weapons. I agree with those who have stated the buff can be lowered to match the standard values of other set bonuses, but taking the bonus away entirely kills these weapons. Players who put in the work to earn the hardest-to-earn weapons in the game should not be slapped in the face with a nerf this heavy handed. Give us back our stat buff!

    They are still the strongest for PVE. Being able to put a damage enchant (e.g. shock, fire) actually makes them stronger than before.

    Not really. First, an enchant is not necessarily stronger than the WD, especially after including major brutality & etc. Second, bow and destro will be good solely on the basis of their special ability, but 2h and DW will get even further outpaced by standard set items. Resto, how will that enchant buff healing?

    You have no idea how strong an infused damage enchant is.

    2h and DW aren't even used anymore in their current condition. Resto isn't used either. Master Resto is better. As always, specifically talking PVE here: being able to enchant them makes them better for DPS.
  • Toc de Malsvi
    Toc de Malsvi
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    From my testing Asylum bow is a good 1-2k dps loss compared to masters in same slot, and 2-3k loss compared to VMA in the same slot. Basically it's worthless, 1-2k behind Master bow is on par with any other bow in game. Better to go 5/4/2 with monster set than slot Asylum.
    Edited by Toc de Malsvi on September 19, 2017 3:03AM
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Neoauspex
    Neoauspex
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    Tyrobag wrote: »
    My first reactions on the Asylum Weapons:

    Destro- Looks good
    DW- Potentially very good
    2h- Looks good
    Resto- totally useless
    S&B- Not worth using
    Bow- has potential

    The ones that definitely need to be improved are the resto staff and the S&B.

    The resto staff would be good if you made it last 10 seconds instead of only working on the next ability, as is it just doesn't really help.

    The Sword and Shield would be meh as a 1 piece, but i for one am definitely not giving up two pieces from other sets for this. The magicka restore is just too low and unreliable. It would be better if it restored 100 magicka per second while active, and when you absorb/reflect a projectile the remaining amount is instantly restored to you, with 50% going to nearby allies as well.

    This. It's a huge advantage getting a set bonus with 1 piece... 2 pieces of a crafted set like Seducer does nearly the exact same thing without costing any stamina to activate it.
  • Everstorm
    Everstorm
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    Mad Tinkerer's Set:
    the AI on this proc pet is....bad. It seems like over half the time it just..misses the enemy, or rolls to where it used to be. And that's not even factoring in the times it spawns and then dies without even moving. It's the same issue that Flame Blossom has.
    I used it against the Training Dummy and it missed. It missed the stationary training dummy. Just rolled right on past it.

    I kindda assume it is supposed to roll passed it or else the discription doesn't make any sense. If it would stop at the nearest enemy there wouldn't be any enemies in the way. I think the idea is like a bowling ball aimed at the nearest enemy and then rolling on for a set distance damaging everything it encounters. Of course if it didn't damage the dummy it's bugged anyway.
  • Kanar
    Kanar
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    Dymence wrote: »
    Kanar wrote: »
    Dymence wrote: »
    VMA, Master, and Asylum weapons are supposed to be better than standard set weapons.

    Standard set weapons provide:
    An enchantment or poison
    A general set bonus (usually a stat buff of some kind)

    VMA and Master weapons used to provide:
    A unique ability altering enchantment (which could be overriden with poison)
    A strong stat buff to replace the lost set bonus

    Now the VMA/Master/Asylum weapons will provide:
    An enchantment or poison
    A set bonus that is NOT generally useful, buffing only a single skill

    This makes VMA/Master/Asylum weapons generally inferior to standard set weapons, except perhaps for specialized uses on the backbar. These weapons are supposed to be superior! The stat buff MUST be restored to keep these weapons on par with standard set weapons. I agree with those who have stated the buff can be lowered to match the standard values of other set bonuses, but taking the bonus away entirely kills these weapons. Players who put in the work to earn the hardest-to-earn weapons in the game should not be slapped in the face with a nerf this heavy handed. Give us back our stat buff!

    They are still the strongest for PVE. Being able to put a damage enchant (e.g. shock, fire) actually makes them stronger than before.

    Not really. First, an enchant is not necessarily stronger than the WD, especially after including major brutality & etc. Second, bow and destro will be good solely on the basis of their special ability, but 2h and DW will get even further outpaced by standard set items. Resto, how will that enchant buff healing?

    You have no idea how strong an infused damage enchant is.

    2h and DW aren't even used anymore in their current condition. Resto isn't used either. Master Resto is better. As always, specifically talking PVE here: being able to enchant them makes them better for DPS.

    Tell me how strong it is then. How much DPS does an infused enchant provide? A current infused maelstrom bow will do less damage than the configuration you have in mind? With these changes the infused trait will do nothing for the hail damage and you lose the infused bonus to weapon damage. Better off with precise for hail damage, oh but then no infused damage enchant.

    2H and DW maelstrom weapons aren't used, so they should be nerfed? If no one uses them for their special skill effect, then we only use them for the WD which is now gone. Better off with a normal set weapon.
  • Lord_Eomer
    Lord_Eomer
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    The destro seems extremely OP in PvP

    You're getting:
    • 8% more damage
    • reduce target damage by %15
    • A flame DoT

    All with near 100% uptime, from a 1 piece set. This is more than you get from a lot of full 5 piece sets.

    Something like 100% chance to apply 1 of the 3 effects every 4/5 seconds would be a lot more balanced.

    Lol.,

    One status effect would be a big nerf!
  • WreckfulAbandon
    WreckfulAbandon
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    100% uptime on Chilled, Concussed, and Burned for just spamming Force Shock seems a bit much. If it applied just one of those effects for 4 seconds (same cooldown) it would be more balanced for PvP.

    Please don't ignore all of the people saying that Asylum Destro Staves are over the top, please don't ignore PvP balance with these new Asylum Weapons.
    PC NA

    All my comments are regarding PvP
  • Masel
    Masel
    Class Representative
    I don't see a lot of tested feedback here... Can you test the items before calling them "underwhelming" or "overpowered"?

    Because that is feedback the devs can actually rely on, rather than just saying "seems op" or "isn't competitive".
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Lord_Eomer
    Lord_Eomer
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    Master weapon 1h/sword got descent enchantment buff for heals and physical/spell resistance, this is strong for PVE and PVE!

    Asylum Weapon 1h/sword restore Magicka, good for PVP and PVE, its weak enchantment comparing Master

    Malestorm 1h/sword requires you to perform heavy attack to restore 2k Mag and Stam?

    this seems disappointment comparing above two as heavy attack restores lot of resources already and this is not really adding value, this does not fit in PVP or PVE!
    Edited by Lord_Eomer on September 19, 2017 5:55AM
  • Lord_Eomer
    Lord_Eomer
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    Asylum DW enchantment buff ultimate?

    this is very strong and can use as potential killer DOT in PVP!
  • Lord_Eomer
    Lord_Eomer
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    Why not change to Maelstorn 2H Sword, Destro, Bow and Dual Wield Weapon enhancement?

    Why 2H sword has not been buff? WD bonus is removed and its enchantment is pretty weak.

    Master weapon becomes greater than Maelstorm weapons, there enhancement becomes more powerful.

    This is nerf to Maelstorm weapons!
  • Toc de Malsvi
    Toc de Malsvi
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    Masel92 wrote: »
    I don't see a lot of tested feedback here... Can you test the items before calling them "underwhelming" or "overpowered"?

    Because that is feedback the devs can actually rely on, rather than just saying "seems op" or "isn't competitive".

    I'll try to post pictures tomorrow. I tried out a variation of 4 armor sets trying different pairings, TFS, Swamp Raider, Briar Heart, and Spriggans(mostly because these were what was provided in the bags, at least what was useful for my particular setup).

    I used VMA back bar, with Masters or Asylum main bar. This required alterations on setup because Asylum requires Acid Spray which is not something I would normally run for a dummy test. Due to the high cost of Acid Spray and the need for constant usage, I chose to replace rearming trap, as it's cost is similarly high and I could not sustain elsewise.

    Regardless of armor setup, running Asylum main bar ran between 26.4k and 29k.

    Comparatively with Masters on main bar the swing was between 28.4k and 32k.

    With the Asylum setup stamina was a constant issue that required precise and constant heavy attack usage in order to not run dry. This was not nearly as a concern with Masters, where stamina only became a serious issue if I significantly messed up the rotation by over casting dots or missing multiple heavy attacks.

    As the Asylum setup requires use of Acid Spray to buff Snipe, Scatter Shot, or Poison Arrow, I felt it is best judged from the perspective of a bow/bow build. As such it is woefully lacking compared to its counterparts in Masters and Maelstrom weapons. It might have some creative use in PVP, I was not able to test this at this time.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Master weapon 1h/sword got descent enchantment buff for heals and physical/spell resistance, this is strong for PVE!

    Asylum Weapon 1h/sword restore Magicka, good for PVP and PVE, its weak enchantment comparing Master

    Malestorm 1h/sword requires you to perform heavy attack to restore 2k Mag and Stam?

    this seems disappointment comparing above two as heavy attack restores lot of resources already and this is not really adding value, this does not fit in PVP or PVE!

    Have you ever tanked in this game? Tanking is basically resource management, the extra healing and resists you get are worth nothing in a group environment where you have a healer and you don't need the extra resists, I have tanked all but vhof with around 30k spell and 27K physical resits. Your opinion on the way these might be used is likely reverse of what will happen, in PvP you need the extra resist and you need to be able to heal and damage at the same time, something the master s/b does.

    And holy crap, do you use exclamation points like that all the time? You seem to be hysterical and need to relax.
    Edited by Lightspeedflashb14_ESO on September 19, 2017 5:53AM
  • Toc de Malsvi
    Toc de Malsvi
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    Bow does not need another % modifier, it already suffers from too many % modifiers as is. The 50% buff for Snipe comes out to around a 20-25% increase once fully buffed.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Lord_Eomer
    Lord_Eomer
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    Master weapon 1h/sword got descent enchantment buff for heals and physical/spell resistance, this is strong for PVE!

    Asylum Weapon 1h/sword restore Magicka, good for PVP and PVE, its weak enchantment comparing Master

    Malestorm 1h/sword requires you to perform heavy attack to restore 2k Mag and Stam?

    this seems disappointment comparing above two as heavy attack restores lot of resources already and this is not really adding value, this does not fit in PVP or PVE!

    Have you ever tanked in this game? Tanking is basically resource management, the extra healing and resists you get are worth nothing in a group environment where you have a healer and you don't need the extra resists, I have tanked all but vhof with around 30k spell and 27K physical resits. Your opinionion on the way these might be used is likely reverse of what will happen, in PvP you need the extra resist and you need to be able to heal and damage at the same time, something the master s/b do.

    Healing becomes half in PVP, but no doubt this is strong in PVP, i may have missed adding PVP.

    Enchantment is pretty descent, resistance is still needed in PVE. You can tank at 27K, most players prefer around 30k in PVE.'

    FYI, i have tanked countless time, i do not have to prove anything to you and do not start teaching others or trying to make rude posts!
    Edited by Lord_Eomer on September 19, 2017 5:58AM
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Master weapon 1h/sword got descent enchantment buff for heals and physical/spell resistance, this is strong for PVE!

    Asylum Weapon 1h/sword restore Magicka, good for PVP and PVE, its weak enchantment comparing Master

    Malestorm 1h/sword requires you to perform heavy attack to restore 2k Mag and Stam?

    this seems disappointment comparing above two as heavy attack restores lot of resources already and this is not really adding value, this does not fit in PVP or PVE!

    Have you ever tanked in this game? Tanking is basically resource management, the extra healing and resists you get are worth nothing in a group environment where you have a healer and you don't need the extra resists, I have tanked all but vhof with around 30k spell and 27K physical resits. Your opinionion on the way these might be used is likely reverse of what will happen, in PvP you need the extra resist and you need to be able to heal and damage at the same time, something the master s/b do.

    Healing becomes half in PVP, it does not matter its PVP or PVE.

    It is no doubt strong in PVP, i may have missed adding PVP.

    Enchantment is pretty descent, resistance is still needed in PVE. You can tank at 27K, most players prefer around 30k in PVE.

    What are you on about man? You first say you say master is strong, I say the mealstorm is better for pve and you just ignore that? Then you go on saying that you can tank is less ressits the I said, well duh, then what is the the value that the master s/b brings compared to the vMA s/b?
  • Masel
    Masel
    Class Representative
    Masel92 wrote: »
    I don't see a lot of tested feedback here... Can you test the items before calling them "underwhelming" or "overpowered"?

    Because that is feedback the devs can actually rely on, rather than just saying "seems op" or "isn't competitive".

    I'll try to post pictures tomorrow. I tried out a variation of 4 armor sets trying different pairings, TFS, Swamp Raider, Briar Heart, and Spriggans(mostly because these were what was provided in the bags, at least what was useful for my particular setup).

    I used VMA back bar, with Masters or Asylum main bar. This required alterations on setup because Asylum requires Acid Spray which is not something I would normally run for a dummy test. Due to the high cost of Acid Spray and the need for constant usage, I chose to replace rearming trap, as it's cost is similarly high and I could not sustain elsewise.

    Regardless of armor setup, running Asylum main bar ran between 26.4k and 29k.

    Comparatively with Masters on main bar the swing was between 28.4k and 32k.

    With the Asylum setup stamina was a constant issue that required precise and constant heavy attack usage in order to not run dry. This was not nearly as a concern with Masters, where stamina only became a serious issue if I significantly messed up the rotation by over casting dots or missing multiple heavy attacks.

    As the Asylum setup requires use of Acid Spray to buff Snipe, Scatter Shot, or Poison Arrow, I felt it is best judged from the perspective of a bow/bow build. As such it is woefully lacking compared to its counterparts in Masters and Maelstrom weapons. It might have some creative use in PVP, I was not able to test this at this time.

    This is in line with my testing... Acid spray is very very expensive and in order to make it usable, the asylum bow needs to also reduce the cost of the skill by a significant amount...
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • olsborg
    olsborg
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    The destro seems extremely OP in PvP

    You're getting:
    • 8% more damage
    • reduce target damage by %15
    • A flame DoT

    All with near 100% uptime, from a 1 piece set. This is more than you get from a lot of full 5 piece sets.

    Something like 100% chance to apply 1 of the 3 effects every 4/5 seconds would be a lot more balanced.

    What he said. Period.

    PC EU
    PvP only
  • Lord_Eomer
    Lord_Eomer
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    Master weapon 1h/sword got descent enchantment buff for heals and physical/spell resistance, this is strong for PVE!

    Asylum Weapon 1h/sword restore Magicka, good for PVP and PVE, its weak enchantment comparing Master

    Malestorm 1h/sword requires you to perform heavy attack to restore 2k Mag and Stam?

    this seems disappointment comparing above two as heavy attack restores lot of resources already and this is not really adding value, this does not fit in PVP or PVE!

    Have you ever tanked in this game? Tanking is basically resource management, the extra healing and resists you get are worth nothing in a group environment where you have a healer and you don't need the extra resists, I have tanked all but vhof with around 30k spell and 27K physical resits. Your opinionion on the way these might be used is likely reverse of what will happen, in PvP you need the extra resist and you need to be able to heal and damage at the same time, something the master s/b do.

    Healing becomes half in PVP, it does not matter its PVP or PVE.

    It is no doubt strong in PVP, i may have missed adding PVP.

    Enchantment is pretty descent, resistance is still needed in PVE. You can tank at 27K, most players prefer around 30k in PVE.

    What are you on about man? You first say you say master is strong, I say the mealstorm is better for pve and you just ignore that? Then you go on saying that you can tank is less ressits the I said, well duh, then what is the the value that the master s/b brings compared to the vMA s/b?

    What are you about on dude?

    I am not in for long debates, you are just dragging in/out.

    My whole point was,

    Maelstrom 1h/shield enchantment is not worth dropping monster set items and useless in PVE as DK and Warden can get resources back from various ways.

    Resources have never been an issue in good groups so VMA 1h/shield is dead choice or will have rarely any use!

    This enchantment need buff to be competitive
    Edited by Lord_Eomer on September 19, 2017 6:21AM
  • Derra
    Derra
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    olsborg wrote: »
    The destro seems extremely OP in PvP

    You're getting:
    • 8% more damage
    • reduce target damage by %15
    • A flame DoT

    All with near 100% uptime, from a 1 piece set. This is more than you get from a lot of full 5 piece sets.

    Something like 100% chance to apply 1 of the 3 effects every 4/5 seconds would be a lot more balanced.

    What he said. Period.

    Any decent build already has 100% uptime on maim and 50+% uptime on concussed.

    With an imperfect asylum weapon you have ~70% uptime on maim, burning and concussed at the cost of a) a 5p bonus or b) 2p undaunted bonus
    With a perfect asylum weapon i managed roughly 90% uptime (but not many players will be able to get them in the first place - i do take issue in locking gear that is relevant for pvp behind 12 man vet pve content).
    You trade burning and minimally higher concussed uptime to a 5p setbonus or undaunted.

    Master bow, asylum 2h, master daggers and maelstrom 1h shield all offer equally compelling choices compared to the asylum destro.
    Stop acting like the builds would not get the statuseffects right now.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • SodanTok
    SodanTok
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    Masel92 wrote: »
    Masel92 wrote: »
    I don't see a lot of tested feedback here... Can you test the items before calling them "underwhelming" or "overpowered"?

    Because that is feedback the devs can actually rely on, rather than just saying "seems op" or "isn't competitive".

    I'll try to post pictures tomorrow. I tried out a variation of 4 armor sets trying different pairings, TFS, Swamp Raider, Briar Heart, and Spriggans(mostly because these were what was provided in the bags, at least what was useful for my particular setup).

    I used VMA back bar, with Masters or Asylum main bar. This required alterations on setup because Asylum requires Acid Spray which is not something I would normally run for a dummy test. Due to the high cost of Acid Spray and the need for constant usage, I chose to replace rearming trap, as it's cost is similarly high and I could not sustain elsewise.

    Regardless of armor setup, running Asylum main bar ran between 26.4k and 29k.

    Comparatively with Masters on main bar the swing was between 28.4k and 32k.

    With the Asylum setup stamina was a constant issue that required precise and constant heavy attack usage in order to not run dry. This was not nearly as a concern with Masters, where stamina only became a serious issue if I significantly messed up the rotation by over casting dots or missing multiple heavy attacks.

    As the Asylum setup requires use of Acid Spray to buff Snipe, Scatter Shot, or Poison Arrow, I felt it is best judged from the perspective of a bow/bow build. As such it is woefully lacking compared to its counterparts in Masters and Maelstrom weapons. It might have some creative use in PVP, I was not able to test this at this time.

    This is in line with my testing... Acid spray is very very expensive and in order to make it usable, the asylum bow needs to also reduce the cost of the skill by a significant amount...

    Significant would probably not be enough. You are still using skill that deals 40% less damage (if you let it deal the full acid spray DOT) than the snipe which you then buff by 50% that is not even real 50% because of how it all interacts so you actually arent getting damage vs using 2 snipes. The only real advantage is that it is little faster
    You could make the skill free and in single target fights you would barely notice DPS increase.
    Edited by SodanTok on September 19, 2017 6:22AM
  • code65536
    code65536
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    Yet another garbage restoration staff. I can guarantee you that no healer worth their salt will use the Asylum restoration staff.

    Do you guys know what the support roles actually want and do? First the Maelstrom 1HS and then this.

    Imagine how much more useful it would be if it granted those healed 100 SD/WD...
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  • DerpyShadowz
    DerpyShadowz
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    Dymence wrote: »
    Dragonstar Arena staves should be getting 1500 damage bonus per tick on destructive touch, rather than just the initial impact damage.

    Or the Dragonstar Arena dual wield should be buffing only the impact hit for 1500 and not every tick. But then we'd have two useless weapon types.

    Also the fact that the Asylum dual wield is affecting the Lacerate ultimate is not a good thing. These ability altering weapons should stay clear of ultimates.

    This.

    There is no justifiable reason that the staff has a much weaker bonus variant to it than dual wield, especially now since you can enchant weapons and retain the set bonus, allowing dual wield to now have 2 enchantments with the set bonus while magicka is still only limited to 1 with a much weaker set bonus.

    Edited by DerpyShadowz on September 23, 2017 9:34AM
    Lurking in the shadows.
  • Brrrofski
    Brrrofski
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    Derra wrote: »
    olsborg wrote: »
    The destro seems extremely OP in PvP

    You're getting:
    • 8% more damage
    • reduce target damage by %15
    • A flame DoT

    All with near 100% uptime, from a 1 piece set. This is more than you get from a lot of full 5 piece sets.

    Something like 100% chance to apply 1 of the 3 effects every 4/5 seconds would be a lot more balanced.

    What he said. Period.

    Any decent build already has 100% uptime on maim and 50+% uptime on concussed.

    With an imperfect asylum weapon you have ~70% uptime on maim, burning and concussed at the cost of a) a 5p bonus or b) 2p undaunted bonus
    With a perfect asylum weapon i managed roughly 90% uptime (but not many players will be able to get them in the first place - i do take issue in locking gear that is relevant for pvp behind 12 man vet pve content).
    You trade burning and minimally higher concussed uptime to a 5p setbonus or undaunted.

    Master bow, asylum 2h, master daggers and maelstrom 1h shield all offer equally compelling choices compared to the asylum destro.
    Stop acting like the builds would not get the statuseffects right now.

    A sorc is not getting 100% uptime on maim. Most don't use wizards, even if they do, it's not 100%. Same with concussed. Mostly they use fire staff. Only lightning damage if mages wrath and the one part of crushing shock. Streak too now and then.
    Edited by Brrrofski on September 19, 2017 8:15AM
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