If it gets basic nerfed it will become useless in solo or PVE play
Then again that won't be anything new
Shut up I'm tired of sets getting nerfed into uselessness because of PvP. That thing does nothing but heal and cleanse one ground AoE. If a whole zerg is running it then they have no damage helms. Deal with it.
Shut up I'm tired of sets getting nerfed into uselessness because of PvP. That thing does nothing but heal and cleanse one ground AoE. If a whole zerg is running it then they have no damage helms. Deal with it.
I have a lot that I can say to explain how deal with it doesn’t quite work but I will put it very simple.
Healer cast mutagen on two people in a group then stays inside a keep.
The two players join a group outside the door 10 secs later(healer still inside)
The group gets hit with 1 destro ultimate.Mutagen tick hits below 50%. The healer inside the keep saves the whole group gets rid of a Destro ult and never even looked/went outside.
When 1 hot tick can save multiple people from death it’s kinda hard to “Deal with”.
I still kill. I still earn Ap. But I wish I could kill a group from a monster set( only 2 pieces) without even having to fight anyone.
Shut up I'm tired of sets getting nerfed into uselessness because of PvP. That thing does nothing but heal and cleanse one ground AoE. If a whole zerg is running it then they have no damage helms. Deal with it.
Shut up I'm tired of sets getting nerfed into uselessness because of PvP. That thing does nothing but heal and cleanse one ground AoE. If a whole zerg is running it then they have no damage helms. Deal with it.
That’s the point though. The heal is essentially 3 free BoLs for the whole raid in the vicinity. That’s a problem in PvE as well, and the set is used there to dispel mechanics (I read somewhere that it’s used for the Sun Eaters in MoL for example).
Granted, there are no good healing sets other than SPC, Worm and Sanctuary, and the healing monster sets are all bad (hello Bogdan the Nightflame).
But Earthgore is so absurdly overpowered not only because it does what it does, but also because of the lack of alternatives. It’s bad design, and therefore should be adjusted.
Shut up I'm tired of sets getting nerfed into uselessness because of PvP. That thing does nothing but heal and cleanse one ground AoE. If a whole zerg is running it then they have no damage helms. Deal with it.
That’s the point though. The heal is essentially 3 free BoLs for the whole raid in the vicinity. That’s a problem in PvE as well, and the set is used there to dispel mechanics (I read somewhere that it’s used for the Sun Eaters in MoL for example).
Granted, there are no good healing sets other than SPC, Worm and Sanctuary, and the healing monster sets are all bad (hello Bogdan the Nightflame).
But Earthgore is so absurdly overpowered not only because it does what it does, but also because of the lack of alternatives. It’s bad design, and therefore should be adjusted.
Picking a monster helm that directly counters a mechanic? Oh the humanity!
It's the same thing as running Negate on a sorc for vMoL or vAA. You give up an ult slot to deal with a mechanic. You wear Earthgore to deal with a mechanic, and you can't run a second five-piece set.
We give something up to get something else.
It's not broken except in PvP, and if ZOS wants to stop zergs from heal spamming with it, then they can adjust the PvP buffs/debuffs to do it, not gut the thing so no one gets to use it.
Shut up I'm tired of sets getting nerfed into uselessness because of PvP. That thing does nothing but heal and cleanse one ground AoE. If a whole zerg is running it then they have no damage helms. Deal with it.
Shut up I'm tired of sets getting nerfed into uselessness because of PvP. That thing does nothing but heal and cleanse one ground AoE. If a whole zerg is running it then they have no damage helms. Deal with it.
Lol. Don’t chime in on things you don’t understand. ZOS refuses to balance PvP and PvE separately, so here we are. Besides PvE groups got along just fine without this set, and since it’s a problem in PvP why should it not be changed? Just so some PvErs can have an extra set if they want it? PvE is the reason the giant sustain nerfs were made, which totally screwed PvP.
Shut up I'm tired of sets getting nerfed into uselessness because of PvP. That thing does nothing but heal and cleanse one ground AoE. If a whole zerg is running it then they have no damage helms. Deal with it.
That’s the point though. The heal is essentially 3 free BoLs for the whole raid in the vicinity. That’s a problem in PvE as well, and the set is used there to dispel mechanics (I read somewhere that it’s used for the Sun Eaters in MoL for example).
Granted, there are no good healing sets other than SPC, Worm and Sanctuary, and the healing monster sets are all bad (hello Bogdan the Nightflame).
But Earthgore is so absurdly overpowered not only because it does what it does, but also because of the lack of alternatives. It’s bad design, and therefore should be adjusted.
DeadlyRecluse wrote: »Honestly I'd like to see earthgore go live in the current state (negate-clear axed, heal untouched) and see how it feels before asking for more nerfs (and I HATE earthgore). See if it needs further adjustment after that.
It currently has about the same HPS potential over a proc window as Grothdar has for DPS.
DeadlyRecluse wrote: »Honestly I'd like to see earthgore go live in the current state (negate-clear axed, heal untouched) and see how it feels before asking for more nerfs (and I HATE earthgore). See if it needs further adjustment after that.
It currently has about the same HPS potential over a proc window as Grothdar has for DPS.
DeadlyRecluse wrote: »Honestly I'd like to see earthgore go live in the current state (negate-clear axed, heal untouched) and see how it feels before asking for more nerfs (and I HATE earthgore). See if it needs further adjustment after that.
It currently has about the same HPS potential over a proc window as Grothdar has for DPS.
The only difference is that Grothdar doesnt do 30k dmg over 3 seconds on everyone. If it was working like that, it would be the most busted set this game has ever seen. The long cd is irrelevant.
DeadlyRecluse wrote: »DeadlyRecluse wrote: »Honestly I'd like to see earthgore go live in the current state (negate-clear axed, heal untouched) and see how it feels before asking for more nerfs (and I HATE earthgore). See if it needs further adjustment after that.
It currently has about the same HPS potential over a proc window as Grothdar has for DPS.
The only difference is that Grothdar doesnt do 30k dmg over 3 seconds on everyone. If it was working like that, it would be the most busted set this game has ever seen. The long cd is irrelevant.
No argument here.
...though I'd argue if Earthgore was changed to a "Healing grothdar" (lower overall numbers, follows the healer, higher uptime) it would also be thoroughly broken.
(1 items) Adds 129 Magica Recovery
(2 items) When you use a heal ability, you have a 15% chance to summon a strangler sapling that heals you or an ally for 19565 Health over 4 seconds. This effect can occur once every 10 seconds.
(1 items) Adds 1096 Max Magicka
(2 items) When you heal a friendly target, you have a 5% chance to summon a totem for 6 seconds that heals you and your allies in area for 3483 Health every 1 second. This effect can occur once every 6 seconds.
(1 items) Adds 2% Healing Done
(2 items) When you heal a friendly target that is under 50% Health you conjure a pool of quenching blood underneath them, which soaks up enemy placed effects instantly and heals all friendly targets in the area for 30000 Health over 3 seconds. This effect can occur once every 35 seconds.