VaranisArano wrote: »I can see where the strong heals are a problem for small groups. Its harder for opposing small groups to generate enough damage to overcome the heals.
In a organized raid v organized raid situation, the main problem is that Earthgore removed all of the AOEs that do a ton of damage, then the second Earthgore procs and removes them all again, and we've been fighting groups that had 14 earthgore sets in their raid. The raid has the damage to overcome the heals, but not if most of their damage is negated by a single Earthgore, followed by more when the raid tries again.
So for raid v raid, I'm okay for the healing factor because that can be overcome as long as the group isn't getting free negates on the majority of incoming damage every time an Earthgore set procs. Limiting it to 1 AOE effect being removed seems like a good balance of keeping the set effective and still making it possible for opposing groups to overcome it.
asneakybanana wrote: »VaranisArano wrote: »I can see where the strong heals are a problem for small groups. Its harder for opposing small groups to generate enough damage to overcome the heals.
In a organized raid v organized raid situation, the main problem is that Earthgore removed all of the AOEs that do a ton of damage, then the second Earthgore procs and removes them all again, and we've been fighting groups that had 14 earthgore sets in their raid. The raid has the damage to overcome the heals, but not if most of their damage is negated by a single Earthgore, followed by more when the raid tries again.
So for raid v raid, I'm okay for the healing factor because that can be overcome as long as the group isn't getting free negates on the majority of incoming damage every time an Earthgore set procs. Limiting it to 1 AOE effect being removed seems like a good balance of keeping the set effective and still making it possible for opposing groups to overcome it.
Would be interesting to see the healing get changed to a single target heal and have the cooldown reduced by 10 or 15s. So instead of having 1 person go under 50% and then proc the aoe heal for everyone in the area when the player drops below 50% it sends a HoT to that player with the same strength as teh current aoe heal. Since this will only effect 1 player now dropping the cooldown to 20s or so will make it fairly balanced since the negate portion, while still nice only removes 1 ground aoe and there can be many ground AoEs down every 20s.
Lord_Dexter wrote: »asneakybanana wrote: »VaranisArano wrote: »I can see where the strong heals are a problem for small groups. Its harder for opposing small groups to generate enough damage to overcome the heals.
In a organized raid v organized raid situation, the main problem is that Earthgore removed all of the AOEs that do a ton of damage, then the second Earthgore procs and removes them all again, and we've been fighting groups that had 14 earthgore sets in their raid. The raid has the damage to overcome the heals, but not if most of their damage is negated by a single Earthgore, followed by more when the raid tries again.
So for raid v raid, I'm okay for the healing factor because that can be overcome as long as the group isn't getting free negates on the majority of incoming damage every time an Earthgore set procs. Limiting it to 1 AOE effect being removed seems like a good balance of keeping the set effective and still making it possible for opposing groups to overcome it.
Would be interesting to see the healing get changed to a single target heal and have the cooldown reduced by 10 or 15s. So instead of having 1 person go under 50% and then proc the aoe heal for everyone in the area when the player drops below 50% it sends a HoT to that player with the same strength as teh current aoe heal. Since this will only effect 1 player now dropping the cooldown to 20s or so will make it fairly balanced since the negate portion, while still nice only removes 1 ground aoe and there can be many ground AoEs down every 20s.
If you need single target then go for Chokethorn
AOE healing set is needed and this is what earthgore for.
No need to kill variety, AOE heal proc in 30 second should not be an issue. If you are fighting zerg and complaining about this set then even without this set you can not beat them!
Lord_Dexter wrote: »asneakybanana wrote: »VaranisArano wrote: »I can see where the strong heals are a problem for small groups. Its harder for opposing small groups to generate enough damage to overcome the heals.
In a organized raid v organized raid situation, the main problem is that Earthgore removed all of the AOEs that do a ton of damage, then the second Earthgore procs and removes them all again, and we've been fighting groups that had 14 earthgore sets in their raid. The raid has the damage to overcome the heals, but not if most of their damage is negated by a single Earthgore, followed by more when the raid tries again.
So for raid v raid, I'm okay for the healing factor because that can be overcome as long as the group isn't getting free negates on the majority of incoming damage every time an Earthgore set procs. Limiting it to 1 AOE effect being removed seems like a good balance of keeping the set effective and still making it possible for opposing groups to overcome it.
Would be interesting to see the healing get changed to a single target heal and have the cooldown reduced by 10 or 15s. So instead of having 1 person go under 50% and then proc the aoe heal for everyone in the area when the player drops below 50% it sends a HoT to that player with the same strength as teh current aoe heal. Since this will only effect 1 player now dropping the cooldown to 20s or so will make it fairly balanced since the negate portion, while still nice only removes 1 ground aoe and there can be many ground AoEs down every 20s.
If you need single target then go for Chokethorn
AOE healing set is needed and this is what earthgore for.
No need to kill variety, AOE heal proc in 30 second should not be an issue. If you are fighting zerg and complaining about this set then even without this set you can not beat them!
Lord_Dexter wrote: »asneakybanana wrote: »VaranisArano wrote: »I can see where the strong heals are a problem for small groups. Its harder for opposing small groups to generate enough damage to overcome the heals.
In a organized raid v organized raid situation, the main problem is that Earthgore removed all of the AOEs that do a ton of damage, then the second Earthgore procs and removes them all again, and we've been fighting groups that had 14 earthgore sets in their raid. The raid has the damage to overcome the heals, but not if most of their damage is negated by a single Earthgore, followed by more when the raid tries again.
So for raid v raid, I'm okay for the healing factor because that can be overcome as long as the group isn't getting free negates on the majority of incoming damage every time an Earthgore set procs. Limiting it to 1 AOE effect being removed seems like a good balance of keeping the set effective and still making it possible for opposing groups to overcome it.
Would be interesting to see the healing get changed to a single target heal and have the cooldown reduced by 10 or 15s. So instead of having 1 person go under 50% and then proc the aoe heal for everyone in the area when the player drops below 50% it sends a HoT to that player with the same strength as teh current aoe heal. Since this will only effect 1 player now dropping the cooldown to 20s or so will make it fairly balanced since the negate portion, while still nice only removes 1 ground aoe and there can be many ground AoEs down every 20s.
If you need single target then go for Chokethorn
AOE healing set is needed and this is what earthgore for.
No need to kill variety, AOE heal proc in 30 second should not be an issue. If you are fighting zerg and complaining about this set then even without this set you can not beat them!
That's what healers are for. 2 pieces of gear shouldn't be able to save a player like a healer should.
Ragnarock41 wrote: »Lord_Dexter wrote: »asneakybanana wrote: »VaranisArano wrote: »I can see where the strong heals are a problem for small groups. Its harder for opposing small groups to generate enough damage to overcome the heals.
In a organized raid v organized raid situation, the main problem is that Earthgore removed all of the AOEs that do a ton of damage, then the second Earthgore procs and removes them all again, and we've been fighting groups that had 14 earthgore sets in their raid. The raid has the damage to overcome the heals, but not if most of their damage is negated by a single Earthgore, followed by more when the raid tries again.
So for raid v raid, I'm okay for the healing factor because that can be overcome as long as the group isn't getting free negates on the majority of incoming damage every time an Earthgore set procs. Limiting it to 1 AOE effect being removed seems like a good balance of keeping the set effective and still making it possible for opposing groups to overcome it.
Would be interesting to see the healing get changed to a single target heal and have the cooldown reduced by 10 or 15s. So instead of having 1 person go under 50% and then proc the aoe heal for everyone in the area when the player drops below 50% it sends a HoT to that player with the same strength as teh current aoe heal. Since this will only effect 1 player now dropping the cooldown to 20s or so will make it fairly balanced since the negate portion, while still nice only removes 1 ground aoe and there can be many ground AoEs down every 20s.
If you need single target then go for Chokethorn
AOE healing set is needed and this is what earthgore for.
No need to kill variety, AOE heal proc in 30 second should not be an issue. If you are fighting zerg and complaining about this set then even without this set you can not beat them!
That's what healers are for. 2 pieces of gear shouldn't be able to save a player like a healer should.
people are doing vDSA with 3 DDs and an earthgore on the tank, it does the healer's job. lol.
Ragnarock41 wrote: »Lord_Dexter wrote: »asneakybanana wrote: »VaranisArano wrote: »I can see where the strong heals are a problem for small groups. Its harder for opposing small groups to generate enough damage to overcome the heals.
In a organized raid v organized raid situation, the main problem is that Earthgore removed all of the AOEs that do a ton of damage, then the second Earthgore procs and removes them all again, and we've been fighting groups that had 14 earthgore sets in their raid. The raid has the damage to overcome the heals, but not if most of their damage is negated by a single Earthgore, followed by more when the raid tries again.
So for raid v raid, I'm okay for the healing factor because that can be overcome as long as the group isn't getting free negates on the majority of incoming damage every time an Earthgore set procs. Limiting it to 1 AOE effect being removed seems like a good balance of keeping the set effective and still making it possible for opposing groups to overcome it.
Would be interesting to see the healing get changed to a single target heal and have the cooldown reduced by 10 or 15s. So instead of having 1 person go under 50% and then proc the aoe heal for everyone in the area when the player drops below 50% it sends a HoT to that player with the same strength as teh current aoe heal. Since this will only effect 1 player now dropping the cooldown to 20s or so will make it fairly balanced since the negate portion, while still nice only removes 1 ground aoe and there can be many ground AoEs down every 20s.
If you need single target then go for Chokethorn
AOE healing set is needed and this is what earthgore for.
No need to kill variety, AOE heal proc in 30 second should not be an issue. If you are fighting zerg and complaining about this set then even without this set you can not beat them!
That's what healers are for. 2 pieces of gear shouldn't be able to save a player like a healer should.
people are doing vDSA with 3 DDs and an earthgore on the tank, it does the healer's job. lol.
I don’t use Earth Gore but I do tank VDSA with 3 DD.
All hail Templar Tank lol
healing on the sets tool tip should be cut 50% along with the negate change it had. The heal is just insane on this 2pc
jakeedmundson wrote: »healing on the sets tool tip should be cut 50% along with the negate change it had. The heal is just insane on this 2pc
Then it would just be another garbage set no one uses. Maybe if you cut the healing to 50% in pvp... i get that issue.
But if that happened as a blanket nerf, the set wouldn't be worth getting for pve either.
jakeedmundson wrote: »healing on the sets tool tip should be cut 50% along with the negate change it had. The heal is just insane on this 2pc
Then it would just be another garbage set no one uses. Maybe if you cut the healing to 50% in pvp... i get that issue.
But if that happened as a blanket nerf, the set wouldn't be worth getting for pve either.
asneakybanana wrote: »jakeedmundson wrote: »healing on the sets tool tip should be cut 50% along with the negate change it had. The heal is just insane on this 2pc
Then it would just be another garbage set no one uses. Maybe if you cut the healing to 50% in pvp... i get that issue.
But if that happened as a blanket nerf, the set wouldn't be worth getting for pve either.
If you nerf the healing by 50% it wouldn't really change much in pve, it would be a 15k base tooltip over 3s then factor in increased healing CP, powered weapon, ritual mundus, and minor/major mending and you're still looking at a 25k+ tooltip over 3s which is more health than anyone runs in pve apart from tanks.
jakeedmundson wrote: »asneakybanana wrote: »jakeedmundson wrote: »healing on the sets tool tip should be cut 50% along with the negate change it had. The heal is just insane on this 2pc
Then it would just be another garbage set no one uses. Maybe if you cut the healing to 50% in pvp... i get that issue.
But if that happened as a blanket nerf, the set wouldn't be worth getting for pve either.
If you nerf the healing by 50% it wouldn't really change much in pve, it would be a 15k base tooltip over 3s then factor in increased healing CP, powered weapon, ritual mundus, and minor/major mending and you're still looking at a 25k+ tooltip over 3s which is more health than anyone runs in pve apart from tanks.
Tanks are the one that use this set. I've found it especially useful in vet dungeon pugs. You know... horribly low dps and bad healers? sometimes this set is the only thing that saves a wipe in places like WGT.
And i'm not saying it doesn't need ANY tweaking... 50% is just too much imo.
Plus, what would be the incentive to even DO bloodroot on vet if the helm is worthless? Unless you're in some elite, dedicated group... this dungeon is extremely difficult.
asneakybanana wrote: »jakeedmundson wrote: »asneakybanana wrote: »jakeedmundson wrote: »healing on the sets tool tip should be cut 50% along with the negate change it had. The heal is just insane on this 2pc
Then it would just be another garbage set no one uses. Maybe if you cut the healing to 50% in pvp... i get that issue.
But if that happened as a blanket nerf, the set wouldn't be worth getting for pve either.
If you nerf the healing by 50% it wouldn't really change much in pve, it would be a 15k base tooltip over 3s then factor in increased healing CP, powered weapon, ritual mundus, and minor/major mending and you're still looking at a 25k+ tooltip over 3s which is more health than anyone runs in pve apart from tanks.
Tanks are the one that use this set. I've found it especially useful in vet dungeon pugs. You know... horribly low dps and bad healers? sometimes this set is the only thing that saves a wipe in places like WGT.
And i'm not saying it doesn't need ANY tweaking... 50% is just too much imo.
Plus, what would be the incentive to even DO bloodroot on vet if the helm is worthless? Unless you're in some elite, dedicated group... this dungeon is extremely difficult.
You are proving the point that the set does the work for you and is a fairly brainless set. And even with a nerf it would still benefit you for being sloppy and not keeping your health topped off which is never something that should be emphasised.
Also bloodroot isn't that hard, my PvP guild, most of which never does pve except for gear and dungeons, was clearing it in 30 mins-1 hr consistently the week it came out to farm this set.
jediprime74 wrote: »If people are going on about a *healing* proc set I think it might be time to just revisit proc sets as a whole and remove them from the game entirely. Personally I like proc sets, including Earthgore, but it would reduce the complaints in these forums by about one third if they were removed. I, for one, consider that a good tradeoff. Though I suppose people would just find other things to gripe about at that point...
asneakybanana wrote: »jakeedmundson wrote: »asneakybanana wrote: »jakeedmundson wrote: »healing on the sets tool tip should be cut 50% along with the negate change it had. The heal is just insane on this 2pc
Then it would just be another garbage set no one uses. Maybe if you cut the healing to 50% in pvp... i get that issue.
But if that happened as a blanket nerf, the set wouldn't be worth getting for pve either.
If you nerf the healing by 50% it wouldn't really change much in pve, it would be a 15k base tooltip over 3s then factor in increased healing CP, powered weapon, ritual mundus, and minor/major mending and you're still looking at a 25k+ tooltip over 3s which is more health than anyone runs in pve apart from tanks.
Tanks are the one that use this set. I've found it especially useful in vet dungeon pugs. You know... horribly low dps and bad healers? sometimes this set is the only thing that saves a wipe in places like WGT.
And i'm not saying it doesn't need ANY tweaking... 50% is just too much imo.
Plus, what would be the incentive to even DO bloodroot on vet if the helm is worthless? Unless you're in some elite, dedicated group... this dungeon is extremely difficult.
You are proving the point that the set does the work for you and is a fairly brainless set. And even with a nerf it would still benefit you for being sloppy and not keeping your health topped off which is never something that should be emphasised.
Also bloodroot isn't that hard, my PvP guild, most of which never does pve except for gear and dungeons, was clearing it in 30 mins-1 hr consistently the week it came out to farm this set.