DeadlyRecluse wrote: »Everyone I know who's tried Zaan in openworld PvP says that it's more fun/funny than it is effective. Haven't tried it out yet myself.
I've yet to die to any of these sets, but I've only PvPed about 9-10 hours since patch. We'll see if they become more prevalent.
WuffyCerulei wrote: »I'm still sticking to Shacklebreaker and Lich. I'm not sacrificing sustain for some damage and measly negative effect that can be purged.
There's too much movement in pvp for Zaan to tick to its full potential. You also have to proc it off a light or heavy attack which breaks rotations. People just move out of range and an 18 second cool down is a lifetime in pvp.
Thorvukun is good to desecrate a certain area but once again there's too much movement for it to be effective. People just move out of the way.
So please actually test and use the sets in action first before calling for nerfs. It's misleading to just post random nerf threads without actually using the damn sets. Sick and tired of nerf threads for L2P issues that end up nerfing fun and not power.
There's too much movement in pvp for Zaan to tick to its full potential. You also have to proc it off a light or heavy attack which breaks rotations. People just move out of range and an 18 second cool down is a lifetime in pvp.
Thorvukun is good to desecrate a certain area but once again there's too much movement for it to be effective. People just move out of the way.
So please actually test and use the sets in action first before calling for nerfs. It's misleading to just post random nerf threads without actually using the damn sets. Sick and tired of nerf threads for L2P issues that end up nerfing fun and not power.
You need to either be set up for kiting or tanking to utilize zaan. You also need a snare, gap closer, and a CC that goes through block. It’s something you build around because it’s that strong and if you make a build to utilize its full potential then oh boy...
There's too much movement in pvp for Zaan to tick to its full potential. You also have to proc it off a light or heavy attack which breaks rotations. People just move out of range and an 18 second cool down is a lifetime in pvp.
Thorvukun is good to desecrate a certain area but once again there's too much movement for it to be effective. People just move out of the way.
So please actually test and use the sets in action first before calling for nerfs. It's misleading to just post random nerf threads without actually using the damn sets. Sick and tired of nerf threads for L2P issues that end up nerfing fun and not power.
You need to either be set up for kiting or tanking to utilize zaan. You also need a snare, gap closer, and a CC that goes through block. It’s something you build around because it’s that strong and if you make a build to utilize its full potential then oh boy...
Basically: MDK. Lol
There's too much movement in pvp for Zaan to tick to its full potential. You also have to proc it off a light or heavy attack which breaks rotations. People just move out of range and an 18 second cool down is a lifetime in pvp.
Thorvukun is good to desecrate a certain area but once again there's too much movement for it to be effective. People just move out of the way.
So please actually test and use the sets in action first before calling for nerfs. It's misleading to just post random nerf threads without actually using the damn sets. Sick and tired of nerf threads for L2P issues that end up nerfing fun and not power.
You need to either be set up for kiting or tanking to utilize zaan. You also need a snare, gap closer, and a CC that goes through block. It’s something you build around because it’s that strong and if you make a build to utilize its full potential then oh boy...
Basically: MDK. Lol
Yeah, mDK looks tough with zaan.
I think it looks best on mageblade, particularly DW or SnB. Lotus(gap closer+snare), fear(cc through block), and cloak+shade(kiting).
I don’t think it looks terrible on magplar since sweeps and toppling can punish block and kiting respectively and obviously magplar has the ability to survive between procs, maybe pop spell wall then go offensive while zaan is up and melt someone while you’re basically invincible. Maybe rock Acuity front bar and line up the zaan+Acuity procs and delete people.
I hate the new proc sets, but not because they do crazy damage. I just wish the set designers would actually come up with interesting ideas instead of this boring free damage junk.
I'm starting to feel the same way about them as I felt about the makers of pokemon B/W- they're clearly out of good design ideas, so they're just making dumb stuff like a pile of garbage and an ice cream cone now.
Haven't really tried any of the new 5 Piece sets yet, but Zaan feel like more of a novelty than anything.
I swapped it in for Blood Spawn on my stam sorc for a couple of Battleground games, and I think it net me a grand total of two kills.
Even as the fastest damn thing in the game, people were still able to break the tether, despite my efforts to stick to them and keep them snared.
You can build around Zaan and probably get some good results in 1v1 situations, but beyond that, you are going to haave sub-par performance.
Waffennacht wrote: »Haven't really tried any of the new 5 Piece sets yet, but Zaan feel like more of a novelty than anything.
I swapped it in for Blood Spawn on my stam sorc for a couple of Battleground games, and I think it net me a grand total of two kills.
Even as the fastest damn thing in the game, people were still able to break the tether, despite my efforts to stick to them and keep them snared.
You can build around Zaan and probably get some good results in 1v1 situations, but beyond that, you are going to haave sub-par performance.
Let me put it this way, how many kills does ice heart give anyone?
Then on flag games, with a tanky spec, you're gonna own that space, either they get out of the flag zone or die to Zaan. It's a win win.
Again it's not about killing everyone all the time. It's about circumstances. Literally Dive was not killing the majority of players, but those that were weak to it were really weak, same goes with Zaan. It practically makes immobile builds obsolete
Just took 23k dmg in 2 seconds (3 ticks) from zaan, nope, totally not broken ...
Just took 23k dmg in 2 seconds (3 ticks) from zaan, nope, totally not broken ...
... How? I don't doubt you, but I feel like this is a user end issue resulting from a bad build or lack of CP.
BG: It took the full 6s to take 18k on my MDK, and that is because I couldn't mist due to relic. Assuming I was blocking and mitigated 55% of what I would non block, full damage would be 40k as punishment for standing in stupid. Then if I mist 40 x 0.25 would be 10k. Less if I has used talons, which is 15% mit. I assume in CP it'd be around the same, their defense and my offense cancelling. But
If you can't outplay a ST melee range proc, you have issues. If I was a templar i'd purge. An NB, cloak, a sorc, streak. Tada, all damage gone with a cooldown too.
The tooltip is 4648 on DK. half so 2324, then that increasing should be (2324)+(2324*1.5)+(2324*1.5*1.5) You know what, i'll even throw in exploiter, dunmer passive, flame staff and engulfing. The max it can get with that is 14292 in 3 ticks assuming absolutely no resistance and either noCP or no resultant CP. It'd be ±10% at max CP even if his CP was spec'd into it better. With resists it will go down heavily. With skill, it should go down completely
The only reason it should kill you is as an Xv1 or as part of a well timed hit in an organized (i.e. too much hiding/misting etc gets you dq'd. In which case zaan is probably banned) duel vs a DK, as a class with no counters to it.
Just took 23k dmg in 2 seconds (3 ticks) from zaan, nope, totally not broken ...
... How? I don't doubt you, but I feel like this is a user end issue resulting from a bad build or lack of CP.
BG: It took the full 6s to take 18k on my MDK, and that is because I couldn't mist due to relic. Assuming I was blocking and mitigated 55% of what I would non block, full damage would be 40k as punishment for standing in stupid. Then if I mist 40 x 0.25 would be 10k. Less if I has used talons, which is 15% mit. I assume in CP it'd be around the same, their defense and my offense cancelling. But
If you can't outplay a ST melee range proc, you have issues. If I was a templar i'd purge. An NB, cloak, a sorc, streak. Tada, all damage gone with a cooldown too.
The tooltip is 4648 on DK. half so 2324, then that increasing should be (2324)+(2324*1.5)+(2324*1.5*1.5) You know what, i'll even throw in exploiter, dunmer passive, flame staff and engulfing. The max it can get with that is 14292 in 3 ticks assuming absolutely no resistance and either noCP or no resultant CP. It'd be ±10% at max CP even if his CP was spec'd into it better. With resists it will go down heavily. With skill, it should go down completely
The only reason it should kill you is as an Xv1 or as part of a well timed hit in an organized (i.e. too much hiding/misting etc gets you dq'd. In which case zaan is probably banned) duel vs a DK, as a class with no counters to it.
I heard that Mechanical Acuity allows procs to crit, so that could explain the higher damage. If that's true, there is some synergy between Zaan and Mechanical Acuity, courtesy of the 15s cooldown light/heavy attack crit activation of Zaan's 5s proc effect and Mechanical Acuity's 18s cooldown of 5s of guaranteed crit. I would test it, but I don't have either set
I´m more scared of a build that utilizes Doylemish than the other/new proc-sets to be honest.......That set is strong af if used correctly....
I´m more scared of a build that utilizes Doylemish than the other/new proc-sets to be honest.......That set is strong af if used correctly....
Still procs of bow HA?
As for caluurion, on a dummy I managed 70k in 2.5s with a HA+inferno+prox+ rotation on a MDK. No outside buffs either. Just from hidden to full dmg.
This was with really bad setup as well. Purple Like 2 shackle, 2 valkyn (no hit) 3 sun and 5 caluurion. I can easily enough get a full gank for 100k on dummy with proper gear. So around 30/40k in 2s in practice. All impen.
Planning 5 spinner, 1 kena or domi and 5 caluurion.
MA, Proxi, FOO, Empower, heavy attack, spam pulse until dead. Most chance caluurion will proc of first pulse and they will be rip.