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PTS Update 19 - Feedback Thread for Item Sets & General Itemization

  • Feanor
    Feanor
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    Feanor wrote: »
    pieratsos wrote: »
    None of Heavy Armor or Light Armor set are impreasive, disappointed to see another junk sets

    Change 5th piece effect for both of heavy and light armors set or they will fail like 50 other existing junk sets.

    Moon Hunter set 5th piece bonus should change as it will give good burst in PVP to mag blades

    One of the light armor sets gives 600 spell dmg with prety much 60% uptime. I wouldnt exactly call that junk.

    I mentioned about Moon Hunter set if you read.

    He meant the poison one though.

    Moon Hunter set is poison one,

    https://eso-sets.com/set/moon-hunter

    Correct. My bad.
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • Lord_Eomer
    Lord_Eomer
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    Zer0oo wrote: »
    Any chance we will get an improvement for an old werewolf set?

    Salvation:
    Set bonus
    (2 items) Adds 1096 Maximum Stamina
    (3 items) Adds 129 Stamina Recovery
    (4 items) Adds 1096 Maximum Stamina
    (5 items) Reduces the cost of your Werewolf Transformation ability by 33%. While in Werewolf form, your Weapon Damage is increased by 150.

    The last bonus should have a way higher weapon damage bonus to be attractive(~300) or an additional stam bonus while in werewolf.

    Nobody cares about wolf transformation cost,

    Either reduce to 15% or simply remove and increase damage to 400 weapon damage

    If not changing damage then add 150 stam recovery or 1500 stam
    Edited by Lord_Eomer on July 13, 2018 12:35PM
  • Lord_Eomer
    Lord_Eomer
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    Zer0oo wrote: »
    Any chance we will get an improvement for an old werewolf set?

    Salvation:
    Set bonus
    (2 items) Adds 1096 Maximum Stamina
    (3 items) Adds 129 Stamina Recovery
    (4 items) Adds 1096 Maximum Stamina
    (5 items) Reduces the cost of your Werewolf Transformation ability by 33%. While in Werewolf form, your Weapon Damage is increased by 150.

    The last bonus should have a way higher weapon damage bonus to be attractive(~300) or an additional stam bonus while in werewolf.

    Nobody cares about wolf transformation cost,

    I do not mind either reduce to 15% or simply remove and increase damage to 400 weapon damage

    If not changing damage then add 150 stam recovery
  • Tzayad
    Tzayad
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    I'm going to post a topic I made here as well.
    yrw5x3d6yvl2.jpg
    vzqwt68834e4.png
    Item Sets
    • Crest of Cyrodiil: This item set has been redesigned, and its old effect has been moved to the Ward of Cyrodiil Item Set.
      • OLD:
        • 2: Weapon Damage
        • 3: Max Health
        • 4: Healing Taken
        • 5: When you deal melee damage, you apply Minor Defile to the enemy for 5 seconds, reducing their healing received by 30%. This effect can occur once every 5 seconds.
      • NEW:
        • 2: Stamina Recovery
        • 3: Max Health
        • 4: Max Health
        • 5: After successfully blocking, heal for 8000 Health. This effect can occur every 5 seconds.

    This is literally the only change I'm upset about in the PTS notes. I have a golded out set of this, now it's worthless for all the builds I use it for. This change is fairly upsetting. I know that the set bonuses are moving to the Ward of cyrodiil set, but unless my current crest set is getting magically changed to ward, then I'm just out all the mats/gold I invested into this set.

    Why not make this change some other way that doesn't totally screw people who have this set golded out?
    Beren Tinamion | Nightblade
  • Amdar_Godkiller
    Amdar_Godkiller
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    Clearing up concerns on Balorgh:

    Balorgh grants bonus Spell and Weapon Damage based on twice the amount of Ultimate CONSUMED. For example, if you use Dragon Leap right as you gain 125 Ultimate, you will gain 250 Spell and Weapon Damage for 10 seconds. If you save up 500 Ultimate before using Dragon Leap, you will instead gain 1000 Spell and Weapon Damage for 10 seconds!

    As of right now, Balorgh is granting bonus Spell and Weapon Damage based on the second to last Ultimate cast, instead of the last one. We are investigating this bug and plan to address it.

    That's actually much cooler. As a werewarden with one ultimate that costs 50 and another that costs 300., I'd consider leaving it that way.

  • Aliyavana
    Aliyavana
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    Lets see some changes to sloads on monday
  • IAVITNI
    IAVITNI
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    Zer0oo wrote: »
    Any chance we will get an improvement for an old werewolf set?

    Salvation:
    Set bonus
    (2 items) Adds 1096 Maximum Stamina
    (3 items) Adds 129 Stamina Recovery
    (4 items) Adds 1096 Maximum Stamina
    (5 items) Reduces the cost of your Werewolf Transformation ability by 33%. While in Werewolf form, your Weapon Damage is increased by 150.

    The last bonus should have a way higher weapon damage bonus to be attractive(~300) or an additional stam bonus while in werewolf.

    Nobody cares about wolf transformation cost,

    I do not mind either reduce to 15% or simply remove and increase damage to 400 weapon damage

    If not changing damage then add 150 stam recovery

    400 weapon damage is insanely strong. WW LAs and bleeds are already strong enough. It would have to be 400 weapon damage to WW skills only, similar to the Vampire Lord set. Maybe have it reduce the cost of ALL werewolf skills. So ultimate and skills by 8%5
  • Lord_Eomer
    Lord_Eomer
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    IAVITNI wrote: »
    Zer0oo wrote: »
    Any chance we will get an improvement for an old werewolf set?

    Salvation:
    Set bonus
    (2 items) Adds 1096 Maximum Stamina
    (3 items) Adds 129 Stamina Recovery
    (4 items) Adds 1096 Maximum Stamina
    (5 items) Reduces the cost of your Werewolf Transformation ability by 33%. While in Werewolf form, your Weapon Damage is increased by 150.

    The last bonus should have a way higher weapon damage bonus to be attractive(~300) or an additional stam bonus while in werewolf.

    Nobody cares about wolf transformation cost,

    I do not mind either reduce to 15% or simply remove and increase damage to 400 weapon damage

    If not changing damage then add 150 stam recovery

    400 weapon damage is insanely strong. WW LAs and bleeds are already strong enough. It would have to be 400 weapon damage to WW skills only, similar to the Vampire Lord set. Maybe have it reduce the cost of ALL werewolf skills. So ultimate and skills by 8%5

    If you use Automation it will be even better regardless of 400 Weapon Damage buff to Salvation set!
  • Strider__Roshin
    Strider__Roshin
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    Zer0oo wrote: »
    Any chance we will get an improvement for an old werewolf set?

    Salvation:
    Set bonus
    (2 items) Adds 1096 Maximum Stamina
    (3 items) Adds 129 Stamina Recovery
    (4 items) Adds 1096 Maximum Stamina
    (5 items) Reduces the cost of your Werewolf Transformation ability by 33%. While in Werewolf form, your Weapon Damage is increased by 150.

    The last bonus should have a way higher weapon damage bonus to be attractive(~300) or an additional stam bonus while in werewolf.

    I think rather than reducing the cost to transform it should reduce the cost of abilities while in WW form by 15%.
  • ezio45
    ezio45
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    The sloads nerf was a joke, reduced by 15% is 130 dmg per tic. Not to mention It can still stack and proc immediately after if runs out.

    It needs a longer cooldown, (AT LEAST 12s) and to not stack
  • Septimus_Magna
    Septimus_Magna
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    Clearing up concerns on Balorgh:

    Balorgh grants bonus Spell and Weapon Damage based on twice the amount of Ultimate CONSUMED. For example, if you use Dragon Leap right as you gain 125 Ultimate, you will gain 250 Spell and Weapon Damage for 10 seconds. If you save up 500 Ultimate before using Dragon Leap, you will instead gain 1000 Spell and Weapon Damage for 10 seconds!

    As of right now, Balorgh is granting bonus Spell and Weapon Damage based on the second to last Ultimate cast, instead of the last one. We are investigating this bug and plan to address it.

    How will this work with Sorcerer’s Overload ultimate? Will the spell/weapon dmg continue to stack for 10 seconds?
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Clearing up concerns on Balorgh:

    Balorgh grants bonus Spell and Weapon Damage based on twice the amount of Ultimate CONSUMED. For example, if you use Dragon Leap right as you gain 125 Ultimate, you will gain 250 Spell and Weapon Damage for 10 seconds. If you save up 500 Ultimate before using Dragon Leap, you will instead gain 1000 Spell and Weapon Damage for 10 seconds!

    As of right now, Balorgh is granting bonus Spell and Weapon Damage based on the second to last Ultimate cast, instead of the last one. We are investigating this bug and plan to address it.

    How will this work with Sorcerer’s Overload ultimate? Will the spell/weapon dmg continue to stack for 10 seconds?

    It does not work with overload.
  • Zippy81
    Zippy81
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    Ward of Cyrodiil: Redesigned this item set.
    OLD:
    2: Stamina Recovery
    3: Mounted Speed
    4: Max Health
    5: Increase the amount of damage you block by 8%.
    NEW:
    2: Weapon Damage
    3: Stamina Recovery
    4: Stamina Recovery
    5: When you deal melee damage, you apply Major Defile to the enemy for 4 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 5 seconds.


    Speed is crucial in any game. I think it's the only set used to speed up your mount. I use 3 pieces of that set when I'm collecting rewards from chests and surveys, it helps me a lot. I know it's a niche bonus and usage but there are 50 other sets with stamina recovery.

    Overall the 3 Cyrodiil dropped sets changes don't make much sense in my opinion. Making them similar to sets from other places won't make them attractive. Cyrodiil has certain challenges absent in battlegrounds and Imperial City. PVP in that zone focuses on big scale fights so such sets should focus on buffing and debuffing groups. If that mounted speed buff could apply to 12 players by using rapid maneuvers, it could be used more often. What about siege and other stuff that are Cyrodiil exclusive only? Why not make these sets specifically useful in Cyrodiil?
    Edited by Zippy81 on July 15, 2018 12:25PM
    Kind regards,
    Zippy
  • Lord_Eomer
    Lord_Eomer
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    Zippy81 wrote: »
    Ward of Cyrodiil: Redesigned this item set.
    OLD:
    2: Stamina Recovery
    3: Mounted Speed
    4: Max Health
    5: Increase the amount of damage you block by 8%.
    NEW:
    2: Weapon Damage
    3: Stamina Recovery
    4: Stamina Recovery
    5: When you deal melee damage, you apply Major Defile to the enemy for 4 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 5 seconds.


    Speed is crucial in any game. I think it's the only set used to speed up your mount. I use 3 pieces of that set when I'm collecting rewards from chests and surveys, it helps me a lot. I know it's a niche bonus and usage but there are 50 other sets with stamina recovery.

    Overall the 3 Cyrodiil dropped sets changes don't make much sense in my opinion. Making them similar to sets from other places won't make them attractive. Cyrodiil has certain challenges absent in battlegrounds and Imperial City. PVP in that zone focuses on big scale fights so such sets should focus on buffing and debuffing groups. If that mounted speed buff could apply to 12 players by using rapid maneuvers, it could be used more often. What about siege and other stuff that are Cyrodiil exclusive only? Why not make these sets specifically useful in Cyrodiil?

    This new set effect is not bad but you are nor ready to leave mount speed buff!
  • Bowser
    Bowser
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    • Blood Moon (Medium)
      • 2: Weapon Damage
      • 3: Weapon Critical
      • 4: Weapon Critical
      • 5: When you deal Critical Damage with a melee Light Attack, you gain a stack of Blood Scent for 8 seconds. When you gain 5 stacks, you become Frenzied for 5 seconds, increasing your melee Light Attack damage by 50% and attack speed by 50%. This effect can occur every 18 seconds.

    I was really excited for this set, but its horrible if you're not a werewolf.

    Here's some of the problems with the set:
    • Gaining Blood Scent stacks is random, which makes building up 5 too unpredictable to use in a rotation.
    • Effectively can only be built up on the front bar because stam dps use bow on backbar.
    • The stacking buff doesn't last long enough and tends to fall off during a bar swap.
    • The random buildup combined with the long cooldown and the other issues means this rarely procs. Maybe once every 3 to 4 rotations. The highest uptime I had was around 23% and that was only with spamming light attacks.

    Here's some suggestions to make it better:
    • Gain stacks on all melee light attacks, removing the unpredictability
    • Make the stacking buff last between 12 to 15 seconds.
    • Balance the buildup and the cooldown to fit in with an alternating rotation, either by
      • Requiring fewer stacks (2 to 3) with a long cooldown, triggering the effect in the first (odd) rotation.
        OR
      • Needing more stacks with a shorter cooldown, causing the effect to happen in the second (even) rotation.
    • It would be really cool if the increased attack speed part also worked on abilities with cast times and channels such as Uppercut, Flurry and Jabs.
    @King-Koopa
    World First DK Tank Execute on Rakkhat HM
    Play how you want - no meta allowed!
  • Rianai
    Rianai
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    Durok's Bane breaks Cloak on live servers and since i didn't saw any notes about this getting changed i assume it still does on PTS, so pls fix.
  • Sleep724
    Sleep724
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    Rianai wrote: »
    Durok's Bane breaks Cloak on live servers and since i didn't saw any notes about this getting changed i assume it still does on PTS, so pls fix.

    Since when? Used it before and never noticed this. Fasallas does but that’s because it’s debuff is an aoe of sorts.
  • ManDraKE
    ManDraKE
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    Tzayad wrote: »

    This is literally the only change I'm upset about in the PTS notes. I have a golded out set of this, now it's worthless for all the builds I use it for. This change is fairly upsetting. I know that the set bonuses are moving to the Ward of cyrodiil set, but unless my current crest set is getting magically changed to ward, then I'm just out all the mats/gold I invested into this set.

    Why not make this change some other way that doesn't totally screw people who have this set golded out?

    that's normal, i have over 10 golded sets sitting on the bank that are literaly useless now. That's going to happen a lot, so get used to lol.
  • AmericanSpy
    AmericanSpy
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    Morkuldin is not working properly. I killed 2 dummies without it procing once(using only LA)
  • Avran_Sylt
    Avran_Sylt
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    Audio Team, dat howl is BEAST on Vykosa. (Set)

    Art and Animation: The only thing I could suggest is adding a faint glow to the Helm or Pauldrons letting the player know when the cooldown is up. (How about a faint red glowing of the Wolves eyes on the shoulders?)
    Edited by Avran_Sylt on July 16, 2018 10:46PM
  • Colecovision
    Colecovision
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    Just a reminder that everyone gets a 5th set bonus. This crazy request to deny it when someone is the second sloads proc isn't a pvp balance issue, it's much bigger. I don't care about the set, I don't sell it, I don't use it and I won't defend what it does. But, I do care about people researching traits, farming mats, crafting armor, using it, getting it to proc and then it doesn't count. Or it just gets in line to be purged 10 seconds later without doing any damage at all.

    Maybe when attackers start getting their set bonus ignored, the defender should as well. If not, what's the trade off? Each person is an individual player. We aren't talking about a trash mob from a public dungeon.

    Nerf it to the ground if that means balance and there are many suggestions on how to do that. Just please don't do it in a way that trashes the entire bonus system, crafting and individual players alike.
  • Cinbri
    Cinbri
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    Jailer Tenacity set need buff to its 5pc. At least change it to proc upon 20%hp, not 25%.

    There is already viable recovery sets, namely Daedric Trickery, which is strong after some ninja buffs. It has 50% uptime and access to major buffs that is superior to major vitality - major heroism, major protection, major mending. No point to wear Jailer when you can craft set that has 50% uptime of stronger buffs without proc limitation conditions. We also have Sanctuary set - it is only half of major vitality strength - 12%, but you can stack those 12% with any other buff, you have 100% uptime of it and it apply on entire raid nearby.

    Jailer must have proc that would grant buff more than 50% uptime in combat, with current 25%hp in pve it will proc only on boss heavy attacks, and in pvp it might proc mostly when you gonna die next seconds anyway.
    P.S.: it not work with fall damage btw. Fall damage is hardest hitting ability in-game :p
  • Pijng
    Pijng
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    Oh gosh, thanks. Now I can slot Balorgh and stick with it, instead of swapping domi/kena and grothdarr all the time on my bomblade :р
    Edited by Pijng on July 18, 2018 4:46PM
  • jypcy
    jypcy
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    Just a reminder that everyone gets a 5th set bonus. This crazy request to deny it when someone is the second sloads proc isn't a pvp balance issue, it's much bigger. I don't care about the set, I don't sell it, I don't use it and I won't defend what it does. But, I do care about people researching traits, farming mats, crafting armor, using it, getting it to proc and then it doesn't count. Or it just gets in line to be purged 10 seconds later without doing any damage at all.

    Maybe when attackers start getting their set bonus ignored, the defender should as well. If not, what's the trade off? Each person is an individual player. We aren't talking about a trash mob from a public dungeon.

    Nerf it to the ground if that means balance and there are many suggestions on how to do that. Just please don't do it in a way that trashes the entire bonus system, crafting and individual players alike.

    Having a 5th pc bonus negated by someone else running the same thing isn’t really novel, though. Ebon, Worm’s, and Hircine’s have been around since close to launch, and tmk have never been stackable with themselves. Any 5pc bonus that gives a named buff also isn’t stackable, e.g., Warrior-Poet has two 5-pc buffs, but the special one (minor toughness) is basically moot if you’re a warden or have a warden who’s healing you. I had to do a quick review of crafted sets to see which actually procced on a target instead of yourself, and I think the only three are Alessia’s bulwark, Night mother’s gaze, and Sload’s semblance. I haven’t tested Alessia, but I’m guessing both it and NMG can’t proc from multiple sources on the same target, or if they can, would replace the previous instance of the debuff. Idk if limiting sload’s to only one proc on a player at a time is the way to go, but I don’t think it’s any big slap in the face to it’s consumers if ZoS chooses to go that route considering there’s certainly precedence for such a limitation.
  • Colecovision
    Colecovision
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    jypcy wrote: »
    Just a reminder that everyone gets a 5th set bonus. This crazy request to deny it when someone is the second sloads proc isn't a pvp balance issue, it's much bigger. I don't care about the set, I don't sell it, I don't use it and I won't defend what it does. But, I do care about people researching traits, farming mats, crafting armor, using it, getting it to proc and then it doesn't count. Or it just gets in line to be purged 10 seconds later without doing any damage at all.

    Maybe when attackers start getting their set bonus ignored, the defender should as well. If not, what's the trade off? Each person is an individual player. We aren't talking about a trash mob from a public dungeon.

    Nerf it to the ground if that means balance and there are many suggestions on how to do that. Just please don't do it in a way that trashes the entire bonus system, crafting and individual players alike.

    Having a 5th pc bonus negated by someone else running the same thing isn’t really novel, though. Ebon, Worm’s, and Hircine’s have been around since close to launch, and tmk have never been stackable with themselves. Any 5pc bonus that gives a named buff also isn’t stackable, e.g., Warrior-Poet has two 5-pc buffs, but the special one (minor toughness) is basically moot if you’re a warden or have a warden who’s healing you. I had to do a quick review of crafted sets to see which actually procced on a target instead of yourself, and I think the only three are Alessia’s bulwark, Night mother’s gaze, and Sload’s semblance. I haven’t tested Alessia, but I’m guessing both it and NMG can’t proc from multiple sources on the same target, or if they can, would replace the previous instance of the debuff. Idk if limiting sload’s to only one proc on a player at a time is the way to go, but I don’t think it’s any big slap in the face to it’s consumers if ZoS chooses to go that route considering there’s certainly precedence for such a limitation.

    Yeah, I think warhorn kills warrior poet and puncture kills nmg. Nmg is completely worthless outside a couple solo stam builds. Not cool imo.

    But there is a difference between buffs, debuffs and damage. None of the major or minors stack, but I don't think there is damage from a set that doesn't count. This would be new afaik.

    The one comment from a sloads non stack hopeful that at least made some sense, was to have the set apply a debuff that does the damage. Not a solution I care for, but it at least fits that system more than simply ignoring damage.

    Honestly having it not stack just kills it. So I'm hoping they just kill it a different way, if that's the plan..
  • Czekoludek
    Czekoludek
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    If you wants to make older sets viable, can you change the form of Essence Thief proc so we won't need to grab the rune to gain bonus? It could be such a good set and it's almost painful to see how bad it is right now
  • Minno
    Minno
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    Cinbri wrote: »
    Jailer Tenacity set need buff to its 5pc. At least change it to proc upon 20%hp, not 25%.

    There is already viable recovery sets, namely Daedric Trickery, which is strong after some ninja buffs. It has 50% uptime and access to major buffs that is superior to major vitality - major heroism, major protection, major mending. No point to wear Jailer when you can craft set that has 50% uptime of stronger buffs without proc limitation conditions. We also have Sanctuary set - it is only half of major vitality strength - 12%, but you can stack those 12% with any other buff, you have 100% uptime of it and it apply on entire raid nearby.

    Jailer must have proc that would grant buff more than 50% uptime in combat, with current 25%hp in pve it will proc only on boss heavy attacks, and in pvp it might proc mostly when you gonna die next seconds anyway.
    P.S.: it not work with fall damage btw. Fall damage is hardest hitting ability in-game :p

    DT got ninja buffed?!
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • casparian
    casparian
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    Um...how closely were the new dungeon sets looked at? They seem developed entirely from a PVE perspective, which would be fine if they couldn't also be used in PVP. Some of them will be highly problematic in Cyrodiil/BGs:
    • Jailer's Tenacity: this set needs a cooldown. Otherwise it's a pretty huge buff to PVP healtanks, which I thought we were trying to nerf? And if a PVE tank is taking hits for 25% of their health that often, the boss probably deserves to win.
    • Hanu's Compassion: are you trying to make small groups even more disadvantaged when outnumbered than they already are?

    Otherwise
    Minno wrote: »
    Cinbri wrote: »
    Jailer Tenacity set need buff to its 5pc. At least change it to proc upon 20%hp, not 25%.

    There is already viable recovery sets, namely Daedric Trickery, which is strong after some ninja buffs. It has 50% uptime and access to major buffs that is superior to major vitality - major heroism, major protection, major mending. No point to wear Jailer when you can craft set that has 50% uptime of stronger buffs without proc limitation conditions. We also have Sanctuary set - it is only half of major vitality strength - 12%, but you can stack those 12% with any other buff, you have 100% uptime of it and it apply on entire raid nearby.

    Jailer must have proc that would grant buff more than 50% uptime in combat, with current 25%hp in pve it will proc only on boss heavy attacks, and in pvp it might proc mostly when you gonna die next seconds anyway.
    P.S.: it not work with fall damage btw. Fall damage is hardest hitting ability in-game :p

    DT got ninja buffed?!

    @Cinbri tell us more
    Edited by casparian on July 23, 2018 5:00PM
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Adenoma
    Adenoma
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    @casparian , low key super excited for jailer's tenacity. Definitely will test it.
    Edited by Adenoma on July 23, 2018 4:58PM
    Adenoma-Badenoma-Sadenoma
  • Aliyavana
    Aliyavana
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    The projectile change to sloads is a nice step but still not enough. Magika classes can't afford to dodge roll out of sloads proc in an outnumbered situation. If we are going the projectile route, changing it to function like velidreth would add skill in getting it to land. Oblivion damage is the most destructive damage type and it being dodgable isn't a viable solution for magika setups.
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