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.
SidewalkChalk5 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!
SidewalkChalk5 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.
SidewalkChalk5 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?
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.
StopDropAndBear wrote: »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.
SidewalkChalk5 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.
ssewallb14_ESO 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.
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".
Lord_Dexter wrote: »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!
Lightspeedflashb14_ESO wrote: »Lord_Dexter wrote: »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.
Lord_Dexter wrote: »Lightspeedflashb14_ESO wrote: »Lord_Dexter wrote: »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.
Toc de Malsvi 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.
ssewallb14_ESO 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.
Lightspeedflashb14_ESO wrote: »Lord_Dexter wrote: »Lightspeedflashb14_ESO wrote: »Lord_Dexter wrote: »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?
ssewallb14_ESO 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.
Toc de Malsvi 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...
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.
ssewallb14_ESO 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.