Yes, they are bad. Either durations of buffs are too short to matter or they are just useless comparing to existing sets. Only Hanu will have use in bigger scale pve and pvp. Fast ressing templar with Hanu+Jorvuld will benefit himself and team mates a lot with fast and long ulti gain buff.
Yes, they are bad. Either durations of buffs are too short to matter or they are just useless comparing to existing sets. Only Hanu will have use in bigger scale pve and pvp. Fast ressing templar with Hanu+Jorvuld will benefit himself and team mates a lot with fast and long ulti gain buff.
Yes, they are bad. Either durations of buffs are too short to matter or they are just useless comparing to existing sets. Only Hanu will have use in bigger scale pve and pvp. Fast ressing templar with Hanu+Jorvuld will benefit himself and team mates a lot with fast and long ulti gain buff.
WillhelmBlack wrote: »3. Restoring Focus armour buff needs to be on the character, not on the ground. Some Magplars may stand in the same spot, healers/tanks so Channeled Focus, getting Magicka back is kinda balanced, you need to be around the Rune to get that really good buff. Restoring is different tho, the morph most Stamplar's take, you lose all your buffs from it in literally a second if you're sprinting.
WillhelmBlack wrote: »WillhelmBlack wrote: »3. Restoring Focus armour buff needs to be on the character, not on the ground. Some Magplars may stand in the same spot, healers/tanks so Channeled Focus, getting Magicka back is kinda balanced, you need to be around the Rune to get that really good buff. Restoring is different tho, the morph most Stamplar's take, you lose all your buffs from it in literally a second if you're sprinting.
The buffs stick to you for 8 seconds on cast, however that duration could surely be increased to make the skill more viable
You tested it's range? Last time I checked armour buff would disappear after a few short metres. If it does indeed last 8 secs then they should make it 12 secs same as Sorc.
Yes, they are bad. Either durations of buffs are too short to matter or they are just useless comparing to existing sets. Only Hanu will have use in bigger scale pve and pvp. Fast ressing templar with Hanu+Jorvuld will benefit himself and team mates a lot with fast and long ulti gain buff.
Yes, they are bad. Either durations of buffs are too short to matter or they are just useless comparing to existing sets. Only Hanu will have use in bigger scale pve and pvp. Fast ressing templar with Hanu+Jorvuld will benefit himself and team mates a lot with fast and long ulti gain buff.
Yes, they are bad. Either durations of buffs are too short to matter or they are just useless comparing to existing sets. Only Hanu will have use in bigger scale pve and pvp. Fast ressing templar with Hanu+Jorvuld will benefit himself and team mates a lot with fast and long ulti gain buff.
I see Savage WW helping those in Blooddrinker and Master's Axes (when untransformed) DoT down tanks. It strikes me as very niche rather than broadly effective, and niche is probably what bleed builds should be. I would up it to 1.5k-2k per tick though, so that with battle spirit we're looking at 750-1k, or just increase the frequency to every 1 second for a 4 second duration.
Nothing here struck me as helping PvE dps, although the other medium set has potential, if we could get much higher uptime.
A kags templar healer will get excellent use out of Hanu in large group Cyrodiil. It may even be helpful in some coordinated BGs.
The magicka dps set seems made for the rune cage combo, so again very niche, if grating.
I like the idea of a Major Maim monster set, and I think @Liofa 's suggestion on a different proc condition would be helpful. Taunting is supposed to clearly demarcate the monster set as a tanking set, but if we add uptime based on a taunt, we could have many stamina duelists with cheap access to major maim with high uptime. Of course, we'd have to be careful that whatever new proc condition we create doesn't do the same, or make Nova completely useless in PvE.
Mojomonkeyman wrote: »Runecage basically untouched, Zaans not nerfed, Sloads barely, Warden still has no CC - is that it, after months? Not impressed.
Was class rep feedback already incorporated into those patch changes?
WARDEN STILL HAS NO CLASS CC ???
Matthew_Galvanus wrote: »NupidStoob wrote: »
Or you simply learn how to deal with shields. Oblivion damage is rather new in the game and people were able to deal with shields before that too. Every form of defense in this game is annoying for those who can't deal with it. Permablock, roll dodging, insane heals, reflects, speed, immovability...
Then, by that logic, learn how to deal with oblivion damage.
hard to deal with something that bypasses all forms of defense and can stack multiple times and can refresh itself over and over. the problem isn't the oblivion damage itself, the problem is it can be stacked which completely screws over squishy DD players in PvP.
ZOS_GinaBruno wrote: »
- Welkynar and Dremora motif knowledge has been added to the template (the latter being available during the Witches Festival, more details on that soon!).
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.
Please No. This set was in his own way unique since no other set offered mount speed and it was nice to have if you had to ride a lot like in cyrodill or with the psijic guild grind.
There are already more than enough heal debuff sets leave this alone.
@ZOS_GinaBruno , @ZOS_JessicaFolsom, @ZOS_RichLambert
ZOS_GinaBruno wrote: »New Homes
There are two new homes to test during this PTS cycle.
- Hunter’s Glade: An underground entrance way leads through a portal to an expansive forested glade in Hircine's Oblivion realm of The Hunting Grounds. Those "blessed" with lycanthropy can maintain werewolf form indefinitely in this otherworldly wilderness.
I think I just lost consciousness.
Dont get so excited... its barely 1 ruined tower entrance downstairs, one cave with small pond and whole 1 room after this..
ZOS_GinaBruno wrote: »...
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.
- 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.
I really don't like that ZOS is making people choose only one role in in the activity finder. It's hard enough getting in a random dungeon as a dps. Now it'll be even harder.
ZOS_GinaBruno wrote: »[*]Radiant Destruction: Increased the maximum bonus execute damage dealt by this ability and its morph to 400% from 330%.
[*]Rune Focus:
- This ability and its morphs now apply Major Ward, Major Resolve, and all morph effects to you directly for 15 seconds.
- Standing within the area of effect now increases the Major Ward and Major Resolve effects by 50%.
- Increased the cost of this ability and Restoring Focus to 2700 Magicka from 1890.
- Channeled Focus (morph): Increased the cost of this ability to 1891 Magicka from 1080.
Peekachu99 wrote: »The_Patriarch wrote: »I'm not sure yet if I like the WW healing change, especially for PvP. But overall, I like the changes. Glad I finally leveled my 4th WW last night. lol
WW house, ftw!!!
It means you have to spec somewhat into survivability. They did this given the new bleed and light attack sets that would totally unbalance the WW meta as is on live. All that damage AND a burst heal that brings you back to full health. Oh Lawd, the QQ would be off the charts.
It makes Claws of Life a more attractive option now, and consequently we'd have to make a set sacrifice if we wanted access to major defile.
Another way of looking at the healing changes would be as a buff to PvE werewolves: we now have an extremely effective burst heal to get out of trouble (Fortitude, not rage, since we still get Major Brutality from weapon pots in PvE).
Also, for most werewolves, this is a buff to the heal, as the heal no longer scales with max mag and spell power.
Chilly-McFreeze wrote: »ZOS_GinaBruno wrote: »
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.
- 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.
Are you kidding me? Did you just switch the 5p bonus from Crest of Cyro to Ward of Cyro? Why? If you maintain the same 5p effect at all, why switch it from one set to another instead of just altering Ward of Cyro? Can I get my tempers back?
The changes to the dungeon queue are well-intentioned, but I don't like them.
First, because there are people who can legitimately do two roles on one character. My nightblades, for example, carry a set of heavy armor that they can swap into with a press of a button in Dressing Room. I've tanked vet DLC dungeons using them.
Second, because the people who "cheat" the system to get in faster can still keep doing so. If someone wants to queue as a "fake tank", not being able to select the DPS role isn't going to suddenly make them behave. They'll keep doing what they've always been doing.
So... basically, this solves nothing. While hampering legitimate use cases. Please reconsider, @ZOS_RichLambert
I really don't like that ZOS is making people choose only one role in in the activity finder. It's hard enough getting in a random dungeon as a dps. Now it'll be even harder. Now I'll just have to say that I'm a healer to get in a dungeon in less than 30 min.
Keep Recall Stones
We’ve added a new method of navigating Cyrodiil! Keep Recall Stones are new items you use from your inventory or quickslot wheel to recall to a Keep or Outpost. These can be purchased for 20,000 AP or earned from Rewards of the Worthy. There are several restrictions in place to use these items:
You cannot recall to a structure that is under attack (shown on the UI as a starburst icon).
You cannot recall to a structure while standing inside the region of a Keep, Resource, Outpost or Town.
You cannot use a Recall Stone while actively in combat.
Recall Stones can be used while in Caves of Cyrodiil, but not in the Imperial City.
Recall Stones are account bound, so they can be banked but not traded to other players.
You cannot use a Recall Stone while carrying an Elder Scroll.