Two-Handed: Critical charge deals a total extra 4300 damage over 5 seconds. It was always just a nice but hardly overpowering bonus two PvPers. That damage is divided by two and further mitigated by resistances. It was used in PvP for the +189 weapon damage and poison use. Wear a Monster set or a 4th piece bonus that gives 129 weapon damage instead.
Joy_Division wrote: »PvE and PvP matter a lot with the Asylum Destruction staff so it's hard to make make a judgment without writing a book.
5amber/shackle + 5riposte/lich backbar + 1 domi + weapon of choice is really solid as in this configuration it comes in exchange for a monster set 2p to which it can definetly compete.
5amber/shackle + 5riposte/lich backbar + 1 domi + weapon of choice is really solid as in this configuration it comes in exchange for a monster set 2p to which it can definetly compete.
That's exactly the set up I was going for in the next patch with Asylum Destro. Until they nerfed the non-Perfect to the ground and kept the Perfect behind Vet HM that is.
5amber/shackle + 5riposte/lich backbar + 1 domi + weapon of choice is really solid as in this configuration it comes in exchange for a monster set 2p to which it can definetly compete.
That's exactly the set up I was going for in the next patch with Asylum Destro. Until they nerfed the non-Perfect to the ground and kept the Perfect behind Vet HM that is.
Tbh - at this point i just think they should have kept the old versions.
The new non-perfect is instant decon while the new perfected is only good in pvp (as far as i understand it so far).
It´s depressing.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Shouldn't everyone use the official thread to help cutdown on the fluff threads that might not be seen by the devs?
https://forums.elderscrollsonline.com/en/discussion/371898/pts-update-16-feedback-thread-for-item-sets-asylum-weapons#latest
Shouldn't everyone use the official thread to help cutdown on the fluff threads that might not be seen by the devs?
https://forums.elderscrollsonline.com/en/discussion/371898/pts-update-16-feedback-thread-for-item-sets-asylum-weapons#latest
Joy_Division wrote: »On the whole, I think ZoS is overestimating the value of the Master/Maelstrom/Asylum reward weapons.
At the end of the day, if players are going to use these, they have to give up an set bonus, and a potentially powerful one at that if it’s a full 5-piece or Monster set. There is an opportunity cost; the bonus does not come for free; it merely replaces something else we can use instead. And, of course, the skill has to be slotted and actually used in the first place. And even if you're using it, it's likely going to be only once every 8 or 10 seconds. @Gilliamtherogue has a video here demonstrating just trying to use the new Asylum dual wield weapons makes for a less versatile build that does less DPS.
Before this patch, these weapons gave the user something above and beyond the modified skill that compensated for a lost set bonus. Master Staves gave upwards to 1000+ magicka bonus. Maelstrom Destruction staves granted 189 spell damage. Even if I did not specialize or even use the augmented skill, these weapons provided a versatile and tangible bonus that was always active, under every situation, and in every fight.
Now that’s gone. ZoS and other people are trying to tell me that since now I can put a spell/weapon damage glyph on the weapon, it doesn’t matter. Yes it does. First of all, there is no glyph that adds 1000+ magicka. Secondly it takes a perfect rotation with perfect animation cancelling to get the 174 spell damage from that glyph. And I can't use a poison. So the glyph loses versatility, is not always active, needs to proc, and is not as good as what it is replacing.
Most of all, I can put that glyph on a generic crafted weapon and get exactly the same benefits. The only thing these weapons are actually doing is augmenting a single ability. That’s it. And since I could put that glyph on a weapon that completes a 5th piece set bonus or allows me to use a full Monster set, the only reason to use a Master/Maelstrom/Aslyum weapon is if the actual augmentation of the ability is better than the full set bonus that you’re potentially losing.
That’s probably not going to happen with too many of these weapons.
Seen from this perspective, the value of many of these reward weapons is lacking. Why would I ever use a Master’s Inferno staff that just adds a one-time 1500 damage to an expensive skill that many DPS ignore in the first place? That’s just +187 DPS if I have a perfect rotation. I’m doing 35,000+ DPS on a target dummy! The benefit is imperceptible. Why would I trade that for a full Julianos set that will increase the damage of every skill I cast (which are further increased by common buffs and other raid multipliers) or just wear a Grothdar set that will do even more than 1500 damage per second to everything around me? You’d never do it. Even if you’re not completing a full set bonus, a 2nd, 3rd, and 4th piece bonus is still going to better. +1100 magicka (that is further amped by other % bonuse) or nearly 4% critical chance to everything? Yes, please.
The point: the benefits for using these weapons are so specialized, only augmenting a single ability, that the ability better be versatile and good enough to want to use in the first place and the actual augmentation needs to “wow.” The Sword and Shield and dual wield sets exacerbate this issue as you’re giving up two set piece bonus.
For this, I’ll use a color code to indicate how strong I think each weapon bonus is. My evaluation does not view these sets in isolation, rather it compares that bonus to a potential armor set bonus(es) that the user could have instead.
Goldish – very strong
Purple – good; probably worth using in some instances
Blue – worth testing; perhaps sacrificing better all-around performance for some specialization
Green – too situational; you’re more versatile and stronger in more situations more often when not using this weapon.
Red – Trap; it’s bad
Master’s
- Bow for PvP (For PvE the Maelstrom is a lot stronger) +301 weapon damage to targets that affected by my poison arrow. That’s great because the skill is good and offers a terrific benefit to all my damage skills. That’s the model all these weapons should have!
- Two-Handed: adds a one-time 2000 damage to a skill rarely used in DPS rotations in the first place. That’s +200 DPS assuming a perfect rotation. It’s terrible.
- Duel Wield: Increases Twin slashes bleed by 1500 per tick. I got to give up two set-piece bonuses to get this, but that’s tempting. Twin slashes is a good skill and that’s +1500 DPS (that also effects heals I’d assume). It makes me want to test this, which is precisely what a reward weapon should do.
- Sword & Shield: Heal for 2500 damage, +2500 spell and physical restiance. Most tanks don’t need this and will want group support so won’t use it. That being said, Puncture is a good skill and +2500 heal on demand and some resistance is nothing to sneeze at. I can see a PvP build using this, although it’s two set-piece bonuses so they’d be giving up something.
- Destruction staff: Already covered. Spell is expensive (even with the bonus). Even the Flame Reach spammers in Cyrodiil will be better off with something else (such as the Domihaus 1-piece set that adds 1100 magicka and stamina that scales).
- Restoration Staff: +258 stamina restored on the first tick of Healing Springs. Somewhat overrated, it’s not much stamina at all. I could cast this 4 times and it wouldn’t even cover half the cost for a tank who wanted to use Heroic Slash. I’d have to cast Springs 14 times to cover the cost of a single dodge roll. On stationary fights with burn phases like the Mage boss, it's strong for sure. But most Boss fights are not that and the staff offers marginal benefit for magicka raids so it's value is going to fluctuate and can sometimes be Green . When I used this as a healer, it was mostly because of the 1000+ magicka I got for simply equipping it.
Maelstrom
- Bow is PvE gold, Increase volley damage 161 per tick (further increase 56 every tick). Very narrow, yet very strong. Good design.
- Two-Handed: Critical charge deals a total extra 4300 damage over 5 seconds. It was always just a nice but hardly overpowering bonus two PvPers. That damage is divided by two and further mitigated by resistances. It was used in PvP for the +189 weapon damage and poison use. Wear a Monster set or a 4th piece bonus that gives 129 weapon damage instead.
- Duel Wield: adds a one-time 2003 weapon damage buff to next DoT ability used after flurry. My stamina PvE friends tell me this set was not worth it since they were nerfed even when the weapons provided the bonus damage for equipping them. They certainly aren’t going to give up 2 set-piece bonuses now.
- Sword and shield: Restore an additional 2000 magicka and stamina if a fully charged heavy attack is competed 5 seconds after Low slash. Not bad. I’d consider that because Low slash is a good skill and getting both resources is a nice boon.
- Destruction Staff: Basic attacks deal an additional 1341 damage to enemies in my Wall of Elements. Archetypically a PvE “back bar” weapon, albeit a good one. The skill is strong and it amps up something I potentially do every second independent of the skill.
- Restoration Staff: restore 800 magicka when critically heal an ally with regeneration. 4 second cooldown. This is iffy. Regeneration is too cumbersome to use in raids, but in smaller scale content, maybe. You’re never going to get this to proc on cooldown. You’re going to get more Magicka from a Lich staff and a 5 piece Seducer. I'd use it if I were running 4 man content and if the alternative was a generic staff, but that's not exactly a ringing endorsement.
Asylum
- Bow: Adds 50% more direct damage to Snipe, Poison Arrow, and Magnum shot to enemies hit by Acid Spray. I know very little about ESO bow play. I do know Acid Spray is not a popular ability to begin with and I have a hard time seeing how this weapon would be comparable to PvE Maelstrom bow and PvP Master bow. I hestiated to make this red but people are telling me it needs help.
- Two Handed: Generate up to 15 Ultimate depending on how much execute damage is done with Reverse Slice. Strong effect for a commonly used skill. It’s something I’d want to try.
- Duel Wield: Add 10 seconds to Rend, Twin Slashes, and Blade cloak when you deal damage with Whirlwind. I’m not giving up two set-piece bonuses to just add some time to DoTs.
- Sword and Shield: Gain 2000 magicka when absorbing a spell projectile with Defensive Stance. Gain 5000 magicka if Defensive Stance expires without reflecting anything. While that bonus sounds strong, it’s not free. You’ve got to give up 2 set piece bonuses and that’s going to have more value than some situational magicka return.
I use Defensive Posture, but I won’t be using this set. Right now, my templar uses Wizard’s Riposte, Valkyn Skoria, Amberplasm, and dual Willpower swords – that’s 3 full set bonuses. I’d have to lose one of these full set bonus plus an additional set just to equip this set that gives me some magicka that I do just fine without right now. Lose the Valkyn? That means losing 1200 health and irreplaceable burst damage. No way. Lose the amberplasm? Why? That’s already giving me a big magicka regen bonus and stamina regen bonus (both further amped by other percents) and 129 spell damage. That’s a huge downgrade in every respect. If I drop Wizard’s Riposte, then I am losing minor main on every enemy that attacks me (important as I’m wearing light armor) and a magicka regen bonus that by itself gives me nearly 60% of that big 5000 return the sets gives. Full piece armor bonuses are powerful, you want them – and another 4th piece – more than this set.
The one build that this set might be blue, and it’s just a might, be good is a no damage troll DK tank in PvP. But if they go this route, that means no Desert Rose, no Reactive, no Impregnable, or no Bloodspawn, so I’m not sure it’s strictly better as it’s not like a troll tank needs this set. Besides, I don’t think this is the sort of build we should be encouraging- Destruction Staff: in PvP if you want to use Force Pulse (better with sorcerer or NB). Also, one PvE DPS, probably NB, is going to want to have this in a raid. But it's limited in many other aspects. and the imperfect version is bad. Every second of cast of Force Pulse will always proc concussion, burning, and chilled. The set that got nerfed before people even actually tried and tested it. These status effects are not that hard to put on an enemy (tank/skills/sets will maim and an infused or charged glyph will concuss people) so why am I giving up a Monster set (say a clannfear that will maim, do damage, and proc my necropotance) for this? The imperfect staff will probably merely overwrite already existing effects since you have to spam the skill just to get the benefit.
- Restoration Staff: when you cast Combat Prayer (Healers do not use the other morph), the next cost of Grand Healing, Regeneration, or Steadfast Ward is reduced by 50%. This is terrible. I find it telling that the Force Siphon skill is so bad, it was forgotten about. Healers have almost always eschewed selfish buffs or additional healing in favor of things that support the group. If I really need to resource management from a staff, I’m going to use a Maelstrom. The Asylum weapon is thus redundant. How about using Blessing of Protection (the base skill), you get the effect of both morphs?
It can be hard to rate these as there is usually a big difference betwee PvP and PvE. And some people will just value certain skills more than others. Nevertheless, an conclusion can be drawn: the spell augmentations aren’t bad, in fact some of them are quite good. Rather it’s to get those augmentations, we must potentially give up very desirable armor piece bonuses that strengthen our entire build and every spell we cast. For weapons that offer benefits beyond the actual skill (such as the Master’s Bow), these are the preferred design and generally desirable. Those weapons that are just offering a small boon to a skill we might cast only once every 8 or 10 seconds, wow, that benefit has to be *really* good, in particular if the spell to begin with just isn’t very strong (such as the Master’s Destruction Staff). These such weapons are almost all decon fodder.
Joy_Division wrote: »On the whole, I think ZoS is overestimating the value of the Master/Maelstrom/Asylum reward weapons.
At the end of the day, if players are going to use these, they have to give up an set bonus, and a potentially powerful one at that if it’s a full 5-piece or Monster set. There is an opportunity cost; the bonus does not come for free; it merely replaces something else we can use instead. And, of course, the skill has to be slotted and actually used in the first place. And even if you're using it, it's likely going to be only once every 8 or 10 seconds. @Gilliamtherogue has a video here demonstrating just trying to use the new Asylum dual wield weapons makes for a less versatile build that does less DPS.
Before this patch, these weapons gave the user something above and beyond the modified skill that compensated for a lost set bonus. Master Staves gave upwards to 1000+ magicka bonus. Maelstrom Destruction staves granted 189 spell damage. Even if I did not specialize or even use the augmented skill, these weapons provided a versatile and tangible bonus that was always active, under every situation, and in every fight.
Now that’s gone. ZoS and other people are trying to tell me that since now I can put a spell/weapon damage glyph on the weapon, it doesn’t matter. Yes it does. First of all, there is no glyph that adds 1000+ magicka. Secondly it takes a perfect rotation with perfect animation cancelling to get the 174 spell damage from that glyph. And I can't use a poison. So the glyph loses versatility, is not always active, needs to proc, and is not as good as what it is replacing.
Most of all, I can put that glyph on a generic crafted weapon and get exactly the same benefits. The only thing these weapons are actually doing is augmenting a single ability. That’s it. And since I could put that glyph on a weapon that completes a 5th piece set bonus or allows me to use a full Monster set, the only reason to use a Master/Maelstrom/Aslyum weapon is if the actual augmentation of the ability is better than the full set bonus that you’re potentially losing.
That’s probably not going to happen with too many of these weapons.
Seen from this perspective, the value of many of these reward weapons is lacking. Why would I ever use a Master’s Inferno staff that just adds a one-time 1500 damage to an expensive skill that many DPS ignore in the first place? That’s just +187 DPS if I have a perfect rotation. I’m doing 35,000+ DPS on a target dummy! The benefit is imperceptible. Why would I trade that for a full Julianos set that will increase the damage of every skill I cast (which are further increased by common buffs and other raid multipliers) or just wear a Grothdar set that will do even more than 1500 damage per second to everything around me? You’d never do it. Even if you’re not completing a full set bonus, a 2nd, 3rd, and 4th piece bonus is still going to better. +1100 magicka (that is further amped by other % bonuse) or nearly 4% critical chance to everything? Yes, please.
The point: the benefits for using these weapons are so specialized, only augmenting a single ability, that the ability better be versatile and good enough to want to use in the first place and the actual augmentation needs to “wow.” The Sword and Shield and dual wield sets exacerbate this issue as you’re giving up two set piece bonus.
For this, I’ll use a color code to indicate how strong I think each weapon bonus is. My evaluation does not view these sets in isolation, rather it compares that bonus to a potential armor set bonus(es) that the user could have instead.
Goldish – very strong
Purple – good; probably worth using in some instances
Blue – worth testing; perhaps sacrificing better all-around performance for some specialization
Green – too situational; you’re more versatile and stronger in more situations more often when not using this weapon.
Red – Trap; it’s bad
Master’s
- Bow for PvP (For PvE the Maelstrom is a lot stronger) +301 weapon damage to targets that affected by my poison arrow. That’s great because the skill is good and offers a terrific benefit to all my damage skills. That’s the model all these weapons should have!
- Two-Handed: adds a one-time 2000 damage to a skill rarely used in DPS rotations in the first place. That’s +200 DPS assuming a perfect rotation. It’s terrible.
- Duel Wield: Increases Twin slashes bleed by 1500 per tick. I got to give up two set-piece bonuses to get this, but that’s tempting. Twin slashes is a good skill and that’s +1500 DPS (that also effects heals I’d assume). It makes me want to test this, which is precisely what a reward weapon should do.
- Sword & Shield: Heal for 2500 damage, +2500 spell and physical restiance. Most tanks don’t need this and will want group support so won’t use it. That being said, Puncture is a good skill and +2500 heal on demand and some resistance is nothing to sneeze at. I can see a PvP build using this, although it’s two set-piece bonuses so they’d be giving up something.
- Destruction staff: Already covered. Spell is expensive (even with the bonus). Even the Flame Reach spammers in Cyrodiil will be better off with something else (such as the Domihaus 1-piece set that adds 1100 magicka and stamina that scales).
- Restoration Staff: +258 stamina restored on the first tick of Healing Springs. Somewhat overrated, it’s not much stamina at all. I could cast this 4 times and it wouldn’t even cover half the cost for a tank who wanted to use Heroic Slash. I’d have to cast Springs 14 times to cover the cost of a single dodge roll. On stationary fights with burn phases like the Mage boss, it's strong for sure. But most Boss fights are not that and the staff offers marginal benefit for magicka raids so it's value is going to fluctuate and can sometimes be Green . When I used this as a healer, it was mostly because of the 1000+ magicka I got for simply equipping it.
Maelstrom
- Bow is PvE gold, Increase volley damage 161 per tick (further increase 56 every tick). Very narrow, yet very strong. Good design.
- Two-Handed: Critical charge deals a total extra 4300 damage over 5 seconds. It was always just a nice but hardly overpowering bonus two PvPers. That damage is divided by two and further mitigated by resistances. It was used in PvP for the +189 weapon damage and poison use. Wear a Monster set or a 4th piece bonus that gives 129 weapon damage instead.
- Duel Wield: adds a one-time 2003 weapon damage buff to next DoT ability used after flurry. My stamina PvE friends tell me this set was not worth it since they were nerfed even when the weapons provided the bonus damage for equipping them. They certainly aren’t going to give up 2 set-piece bonuses now.
- Sword and shield: Restore an additional 2000 magicka and stamina if a fully charged heavy attack is competed 5 seconds after Low slash. Not bad. I’d consider that because Low slash is a good skill and getting both resources is a nice boon.
- Destruction Staff: Basic attacks deal an additional 1341 damage to enemies in my Wall of Elements. Archetypically a PvE “back bar” weapon, albeit a good one. The skill is strong and it amps up something I potentially do every second independent of the skill.
- Restoration Staff: restore 800 magicka when critically heal an ally with regeneration. 4 second cooldown. This is iffy. Regeneration is too cumbersome to use in raids, but in smaller scale content, maybe. You’re never going to get this to proc on cooldown. You’re going to get more Magicka from a Lich staff and a 5 piece Seducer. I'd use it if I were running 4 man content and if the alternative was a generic staff, but that's not exactly a ringing endorsement.
Asylum
- Bow: Adds 50% more direct damage to Snipe, Poison Arrow, and Magnum shot to enemies hit by Acid Spray. I know very little about ESO bow play. I do know Acid Spray is not a popular ability to begin with and I have a hard time seeing how this weapon would be comparable to PvE Maelstrom bow and PvP Master bow. I hestiated to make this red but people are telling me it needs help.
- Two Handed: Generate up to 15 Ultimate depending on how much execute damage is done with Reverse Slice. Strong effect for a commonly used skill. It’s something I’d want to try.
- Duel Wield: Add 10 seconds to Rend, Twin Slashes, and Blade cloak when you deal damage with Whirlwind. I’m not giving up two set-piece bonuses to just add some time to DoTs.
- Sword and Shield: Gain 2000 magicka when absorbing a spell projectile with Defensive Stance. Gain 5000 magicka if Defensive Stance expires without reflecting anything. While that bonus sounds strong, it’s not free. You’ve got to give up 2 set piece bonuses and that’s going to have more value than some situational magicka return.
I use Defensive Posture, but I won’t be using this set. Right now, my templar uses Wizard’s Riposte, Valkyn Skoria, Amberplasm, and dual Willpower swords – that’s 3 full set bonuses. I’d have to lose one of these full set bonus plus an additional set just to equip this set that gives me some magicka that I do just fine without right now. Lose the Valkyn? That means losing 1200 health and irreplaceable burst damage. No way. Lose the amberplasm? Why? That’s already giving me a big magicka regen bonus and stamina regen bonus (both further amped by other percents) and 129 spell damage. That’s a huge downgrade in every respect. If I drop Wizard’s Riposte, then I am losing minor main on every enemy that attacks me (important as I’m wearing light armor) and a magicka regen bonus that by itself gives me nearly 60% of that big 5000 return the sets gives. Full piece armor bonuses are powerful, you want them – and another 4th piece – more than this set.
The one build that this set might be blue, and it’s just a might, be good is a no damage troll DK tank in PvP. But if they go this route, that means no Desert Rose, no Reactive, no Impregnable, or no Bloodspawn, so I’m not sure it’s strictly better as it’s not like a troll tank needs this set. Besides, I don’t think this is the sort of build we should be encouraging- Destruction Staff: in PvP if you want to use Force Pulse (better with sorcerer or NB). Also, one PvE DPS, probably NB, is going to want to have this in a raid. But it's limited in many other aspects. and the imperfect version is bad. Every second of cast of Force Pulse will always proc concussion, burning, and chilled. The set that got nerfed before people even actually tried and tested it. These status effects are not that hard to put on an enemy (tank/skills/sets will maim and an infused or charged glyph will concuss people) so why am I giving up a Monster set (say a clannfear that will maim, do damage, and proc my necropotance) for this? The imperfect staff will probably merely overwrite already existing effects since you have to spam the skill just to get the benefit.
- Restoration Staff: when you cast Combat Prayer (Healers do not use the other morph), the next cost of Grand Healing, Regeneration, or Steadfast Ward is reduced by 50%. This is terrible. I find it telling that the Force Siphon skill is so bad, it was forgotten about. Healers have almost always eschewed selfish buffs or additional healing in favor of things that support the group. If I really need to resource management from a staff, I’m going to use a Maelstrom. The Asylum weapon is thus redundant. How about using Blessing of Protection (the base skill), you get the effect of both morphs?
It can be hard to rate these as there is usually a big difference betwee PvP and PvE. And some people will just value certain skills more than others. Nevertheless, an conclusion can be drawn: the spell augmentations aren’t bad, in fact some of them are quite good. Rather it’s to get those augmentations, we must potentially give up very desirable armor piece bonuses that strengthen our entire build and every spell we cast. For weapons that offer benefits beyond the actual skill (such as the Master’s Bow), these are the preferred design and generally desirable. Those weapons that are just offering a small boon to a skill we might cast only once every 8 or 10 seconds, wow, that benefit has to be *really* good, in particular if the spell to begin with just isn’t very strong (such as the Master’s Destruction Staff). These such weapons are almost all decon fodder.
Joy_Division wrote: »On the whole, I think ZoS is overestimating the value of the Master/Maelstrom/Asylum reward weapons.
At the end of the day, if players are going to use these, they have to give up an set bonus, and a potentially powerful one at that if it’s a full 5-piece or Monster set. There is an opportunity cost; the bonus does not come for free; it merely replaces something else we can use instead. And, of course, the skill has to be slotted and actually used in the first place. And even if you're using it, it's likely going to be only once every 8 or 10 seconds. @Gilliamtherogue has a video here demonstrating just trying to use the new Asylum dual wield weapons makes for a less versatile build that does less DPS.
I personally think the masters bow is OP. When combined with the agility set you get 494 weapon damage, and 1451 stamina... that's the total value of a 5 piece set in only 4 pieces.