Yes, the set is overperforming on PTS (it can negate an entire Vigor), but it's also one of the only ways a medium armor build would be able to kill a permablocking healbot.
There is nothing fun about building around maximum burst (and sacrificing sustain to achieve that goal), landing your entire burst unblocked/dodged (no easy feat) and then seeing a magplar for example just CC break, hold block & heal back to full health spamming Honor the Dead with your Incap's Major Defile still on them.
Alternative: take a close look at current overperforming defensive sets like Impregnable, Earthgore, Troll King etc as well as offensive/defensive heavy armor sets such as 7th Legion & Fury.
I get that people like to blame NBs for everything, but that's just illogical.
- NBs aren't the only class with higher crit modifier, Templars get +10% as well from passive.
- Crit Resistance is subtracted directly from opponent's Crit Modifier. In case of Impregnable, that's -38% crit damage regardless of whom you're fighting. 50% Crit Modifier becomes 12%, 60% becomes 22% - the damage mitigated by slotting Impregnable is the same.
You are right, but templars also don't have the burst dmg bonuses or flexible utility that nightblades do, nor can they increase their crit chance per ability slotted. We also had our main spamable nerfed by the evasion changes, because medium wanted to feel special lol.
Impreg hard counters high crit chance and high crit dmg, but you do sacrifice alot to get between 1.7-1.8 (impreg+trans+full Impen+30-40 CP) but all it takes is 20% CP and minor force self buff to hit 1.8 (1 skill and 56 CP). It also won't protect you from proc sets or high dmg stacking.
If it takes 2 sets, all traits and some CP to weaken a skill + marginal CP stack, then I don't think impreg is overperforming.
+8% to base value = 1% nerf in damage with the above mitigation.Puncturing Strikes:
Increased the damage dealt to the closest target only by approximately 8% for this ability and its morphs.
...safe to say, not a nerf compared to pre-patch.Spear Shards: Increased the damage done by this ability and the Luminous Shards morph by approximately 67%.
Blazing Spear (morph): Increased the damage done from this ability by approximately 60%.
...again, safe to say 66% more damage (or a variable amount depending on CP allocation if you were using the physical damage morph before on magplar) with this ultimate is not going to hurt magplar burst, even with more people using Major Evasion now.Radial Sweep
Empowering Sweep (morph): This morph now deals Physical Damage instead of Magic Damage, and also now grants Major Protection for 6 seconds, plus 1 second for each target hit.
Yes, the set is overperforming on PTS (it can negate an entire Vigor), but it's also one of the only ways a medium armor build would be able to kill a permablocking healbot.
There is nothing fun about building around maximum burst (and sacrificing sustain to achieve that goal), landing your entire burst unblocked/dodged (no easy feat) and then seeing a magplar for example just CC break, hold block & heal back to full health spamming Honor the Dead with your Incap's Major Defile still on them.
This is exactly the line of thinking that leads to poor balance decisions. You can’t just add a set bonus so strong that it lets you kill unkillable builds - those builds need to be addressed. If you can cut through that much healing, a typical player on a typical build has no chance.
Similar logic would be: NB can’t gank a healtank Templar, so let’s double Nightblade DPS. It solves one problem but makes everything else way worse.
We need counters that only counter the thing they are meant to counter, not just crazy sets that work so well in every situation that nothing can compete with them.Alternative: take a close look at current overperforming defensive sets like Impregnable, Earthgore, Troll King etc as well as offensive/defensive heavy armor sets such as 7th Legion & Fury.
See? You get it!
However, I don’t think any of those defensive sets you listed are overpowered on their own, but can be when combined in certain ways on certain builds. It’s difficult to balance them when there will always be people who want to make characters that can’t kill or be killed.
I agree that heavy armor should not have such strong damage sets, though. (Edit: this is even more glaring now that we can transmute jewelry)
Soldier of Anguish is vastly overpowered, maybe more so than any ESO armor set ever proposed. Glad to see the devs recognized that, at least to some extent. It needs to be re-worked entirely, not just toned down. Its just too devastating to healers, and too easy to proc, with near 100% uptime. I like the idea of making it the stam equivalent of Spell Strategist.
Also its wrong to make that a 'medium armor' thing, because players could still use 5 heavy armor and use Soldier of Anguish on two small pieces, jewelry or weapons. In any event, adding a set is a dumb way to fix medium armor; if you want to fix medium armor, fix the passives, don't just add a medium armor god set that any stam build would use with 5 heavy from other sets.
ZOS_Liforce wrote: »Spell Strategist
Made for an assassin playstyle, Spell Strategist greatly increases your damage output, but only for single targets. In areas with high player concentrations or PvE content featuring multiple targets, players should find a drop-off in overall DPS. In addition, while your damage output on single targets increases, you gain no benefits to your healing abilities outside of abilities that scale off of your damage, such as Strife. Spell Strategist could be considered as a glass cannon item set and as of right now, will not be changed.
ZOS_Liforce wrote: »The Murkmire update has a total of 18 new item sets, making it one of the most set dense updates to date. Here is the Combat Team’s insight on some of the most debated sets on the forums:
Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
Spell Strategist
Made for an assassin playstyle, Spell Strategist greatly increases your damage output, but only for single targets. In areas with high player concentrations or PvE content featuring multiple targets, players should find a drop-off in overall DPS. In addition, while your damage output on single targets increases, you gain no benefits to your healing abilities outside of abilities that scale off of your damage, such as Strife. Spell Strategist could be considered as a glass cannon item set and as of right now, will not be changed.
Blackrose Weapons
Most forum discussions about the Blackrose Weapons showcase the weapons in PvP environments. The Combat Design team develops item sets based on the environment the sets are acquired in, such that PvP sets are typically acquired in PvP zones, PvE sets are typically acquired in PvE zones, and crafted sets and Monster Masks acting as a mix. That being said, we understand Blackrose is incredibly challenging, and the rewards should feel more awesome, particularly Radial Uppercut, Razor Shot, Wild Impulse, and Spectral Cloak. We are evaluating player feedback and examining these sets more closely.
We understand that not all item sets benefit all playstyles, but when creating each update, we try to craft item sets for the greatest variety of players. We scour the forums for constructive criticism to help inform our decision making and make the item sets that make for fun and exciting choices for our players, because at the end of the day, we make sets that we want to play with!
Joy_Division wrote: »ZOS_Liforce wrote: »The Murkmire update has a total of 18 new item sets, making it one of the most set dense updates to date. Here is the Combat Team’s insight on some of the most debated sets on the forums:
Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
Medium armor just can't have nice things it seems.
Yes, the set is overperforming on PTS (it can negate an entire Vigor), but it's also one of the only ways a medium armor build would be able to kill a permablocking healbot.
There is nothing fun about building around maximum burst (and sacrificing sustain to achieve that goal), landing your entire burst unblocked/dodged (no easy feat) and then seeing a magplar for example just CC break, hold block & heal back to full health spamming Honor the Dead with your Incap's Major Defile still on them.
So here's what I'd like to see:
- Keep the value as is.
- Prevent stacking.
- Reduce the duration of the debuff to 2 seconds so that it's still strong against burst heals but doesn't equal to a "100% heal debuff" vs most heal over time effects
Alternative: take a close look at current overperforming defensive sets like Impregnable, Earthgore, Troll King etc as well as offensive/defensive heavy armor sets such as 7th Legion & Fury.
That's rich coming from you who complained so much and so hard about anything that kills your I'm not investing anything into defense, I'm just going to rely on twitch reflexes and cloak build. After 4 and half years of crusading, I hope you're finally happy about shields.
Eh, not sure how any of that is related.
I'm not saying healbots should die to something guaranteed, I'm saying they should die to a person who invests into burst damage and lands the entire burst combo unblocked/undodged (i.e. plays better than the defender). Unfortunately the itemization in this game and how it favours defensive sets prevents this from ever being the case.
A person super skillfully holding block & spamming Breath of Life gets to live, where as the person utilizing multiple skills in a complex burst combo (with Major Defile) gets to waste time and resources.
Also no, I'm not happy about the shield change. Shields haven't been a problem for multiple patch cycles, but that's just from the perspective of someone who builds for maximum damage though (I can get through any shield stack on Live).
I even made a post about it on how it could be made more fair: https://forums.elderscrollsonline.com/en/discussion/436067/cast-time-for-shields-why-not-a-channel-instead
Please link me a post of mine from the past... 2 years(?) where I've complained about dmg shields.
Unburstable tank builds are the problem, have been for a long time.
And if they don't get better counters to them, there's going to be a whole lot more of them after the changes to damage shields.
WuffyCerulei wrote: »I guess Spell Strategist is pretty balanced after seeing other comments, but apparently separate people can't use the set on the same target. Is that intended or a bug, like Relequen?
Joy_Division wrote: »Joy_Division wrote: »ZOS_Liforce wrote: »The Murkmire update has a total of 18 new item sets, making it one of the most set dense updates to date. Here is the Combat Team’s insight on some of the most debated sets on the forums:
Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
Medium armor just can't have nice things it seems.
Yes, the set is overperforming on PTS (it can negate an entire Vigor), but it's also one of the only ways a medium armor build would be able to kill a permablocking healbot.
There is nothing fun about building around maximum burst (and sacrificing sustain to achieve that goal), landing your entire burst unblocked/dodged (no easy feat) and then seeing a magplar for example just CC break, hold block & heal back to full health spamming Honor the Dead with your Incap's Major Defile still on them.
So here's what I'd like to see:
- Keep the value as is.
- Prevent stacking.
- Reduce the duration of the debuff to 2 seconds so that it's still strong against burst heals but doesn't equal to a "100% heal debuff" vs most heal over time effects
Alternative: take a close look at current overperforming defensive sets like Impregnable, Earthgore, Troll King etc as well as offensive/defensive heavy armor sets such as 7th Legion & Fury.
That's rich coming from you who complained so much and so hard about anything that kills your I'm not investing anything into defense, I'm just going to rely on twitch reflexes and cloak build. After 4 and half years of crusading, I hope you're finally happy about shields.
Eh, not sure how any of that is related.
I'm not saying healbots should die to something guaranteed, I'm saying they should die to a person who invests into burst damage and lands the entire burst combo unblocked/undodged (i.e. plays better than the defender). Unfortunately the itemization in this game and how it favours defensive sets prevents this from ever being the case.
A person super skillfully holding block & spamming Breath of Life gets to live, where as the person utilizing multiple skills in a complex burst combo (with Major Defile) gets to waste time and resources.
Also no, I'm not happy about the shield change. Shields haven't been a problem for multiple patch cycles, but that's just from the perspective of someone who builds for maximum damage though (I can get through any shield stack on Live).
I even made a post about it on how it could be made more fair: https://forums.elderscrollsonline.com/en/discussion/436067/cast-time-for-shields-why-not-a-channel-instead
Please link me a post of mine from the past... 2 years(?) where I've complained about dmg shields.
Unburstable tank builds are the problem, have been for a long time.
And if they don't get better counters to them, there's going to be a whole lot more of them after the changes to damage shields.
You have zero problem using a totally busted set that involves no skill to negate defensive mechanics, that you ironically mock as unskillful.
Yeah, we know that you feel that you should be able to invest everything into offense and "skillfully" from this games system of stealth, which will catch opponents unaware and unblocking, kill targets that invest everything into defense. To you that fair. What you think is unfair is when your invest nothing into defense build is caught out in the open and gets killed, from which you make post after post after post about how 90% of templar damage is undodgeable, sorc burst is a death sentence, and DK power lash undogeable totally is unfair to dodge builds. In short, what other players do against you is not skilled or poor mechanics, and your stealth oriented burst build in a game that has zero cooldown for cloak is a good example of skill for how the game should be modeled.
Joy_Division wrote: »We make tank builds, you complain that you can;t kill us. We make non-tank builds, you complain that we kill you too easily.
Joy_Division wrote: »How generous to make shields a channel. That's totally fair to make them wait an entire second to gain the full benefits of their primary defense while you immediately cloak cloak cloak and shade shade shade. But since we're being fair and all, templas can BOL, BOL, BOL instantly and DKs can Blockcast Dragon's blood instantly too.
Joy_Division wrote: »While your calls for nerfs has for the most shifted away from shields and more toward combos/mechanics that you deem unskillful that either kill you or prevent you from getting a kill, it's clear you still don't like them.
June 23: "Oh yes... heal over times, totally useless to replenish your health pool while hiding behind 30k shield stacks. Who needs those, right?" and "Oh yes, what a shame... you have the option to stack full into damage (Magicka is just as good as Spell Damage) and still survive most of the things that would kill other classes/builds"
June 3: "The 4448 stamina I spend to cast Snipe+Bombard* (with Marksman+Hawk's Eye to reduce costs) gets rid of 10,1k out of 22,8k (44.29% of shields) Hardened+Harness shield stack** that costs 6886 magicka to cast.
Or 13,7k out of 22,8k with Asylum Bow debuff accounted for (60.08% of shields).
*Fully buffed, including 5x Hawk Eye stacks
**5/1/1 light armor setup with 50k magicka & 28 points in Bastion.
In other words, you deal 2,2 dmg for each point of stamina spent (or 3 dmg with Asylum debuff), while a sorc shields for 3,3 dmg for each point of magicka spent."
I get that people like to blame NBs for everything, but that's just illogical.
- NBs aren't the only class with higher crit modifier, Templars get +10% as well from passive.
- Crit Resistance is subtracted directly from opponent's Crit Modifier. In case of Impregnable, that's -38% crit damage regardless of whom you're fighting. 50% Crit Modifier becomes 12%, 60% becomes 22% - the damage mitigated by slotting Impregnable is the same.
You are right, but templars also don't have the burst dmg bonuses or flexible utility that nightblades do, nor can they increase their crit chance per ability slotted. We also had our main spamable nerfed by the evasion changes, because medium wanted to feel special lol.
Impreg hard counters high crit chance and high crit dmg, but you do sacrifice alot to get between 1.7-1.8 (impreg+trans+full Impen+30-40 CP) but all it takes is 20% CP and minor force self buff to hit 1.8 (1 skill and 56 CP). It also won't protect you from proc sets or high dmg stacking.
If it takes 2 sets, all traits and some CP to weaken a skill + marginal CP stack, then I don't think impreg is overperforming.
What burst damage bonuses? All you need to compare to is the maximum burst of each class, in which templar btw outranks NB (especially next patch) & apply the crit mitigation to that.
And the Major Evasion is less impactful than you'd think and more than covered by the massive boosts to magplar burst in this patch.
For future reference, with zero armor mitigation & Minor Protection (now passively granted by using sweeps/jabs btw) the damage reduction from Blade Cloak would be only 9% in PvP due to how mitigation is bundled up.
If you add more armor or more damage reduction buffs, the benefit from Blade Cloak gets smaller and smaller.
Helpful links:
https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-updated-for-morrowind-new-calculator/p1
[Mitigation Calculator]: https://jscalc.io/calc/fiasVNPSGsOdmsF6
Meanwhile, let's see how Templar AoE skills were affected:+8% to base value = 1% nerf in damage with the above mitigation.Puncturing Strikes:
Increased the damage dealt to the closest target only by approximately 8% for this ability and its morphs....safe to say, not a nerf compared to pre-patch.Spear Shards: Increased the damage done by this ability and the Luminous Shards morph by approximately 67%.
Blazing Spear (morph): Increased the damage done from this ability by approximately 60%....again, safe to say 66% more damage (or a variable amount depending on CP allocation if you were using the physical damage morph before on magplar) with this ultimate is not going to hurt magplar burst, even with more people using Major Evasion now.Radial Sweep
Empowering Sweep (morph): This morph now deals Physical Damage instead of Magic Damage, and also now grants Major Protection for 6 seconds, plus 1 second for each target hit.
Purifying Light, jbeam, Total Dark etc etc remain unaffected.
Impreg hard counters all burst (well, except proc sets... shame medium doesn't have any good ones left for burst) & creates toxic unkillable builds. That's why so many people use it.
When I can get +38% crit damage from a set let me know. Closest there is would be Archer's Mind that gets me +5% permanently (like Impregnable does for resistance) and +10% when I attack from stealth (total +15% from stealth and horrible 2-4p bonuses that don't help burst).
ZOS_Liforce wrote: »Spell Strategist
Made for an assassin playstyle, Spell Strategist greatly increases your damage output, but only for single targets. In areas with high player concentrations or PvE content featuring multiple targets, players should find a drop-off in overall DPS. In addition, while your damage output on single targets increases, you gain no benefits to your healing abilities outside of abilities that scale off of your damage, such as Strife. Spell Strategist could be considered as a glass cannon item set and as of right now, will not be changed.
If this were a stam set you would be correct, but it's not and therefore your logic is flawed. A lot of magicka classes have their healing derived from damage done; not to mention the 2-4 piece is max magicka, spell damage, and spell damage. Nothing glass cannon about it. Not to mention due to its low cool down you can change targets quite frequently without suffering from a loss in damage.
If stam doesn't get a set identical to this it's going to be quite unfair.
I get that people like to blame NBs for everything, but that's just illogical.
- NBs aren't the only class with higher crit modifier, Templars get +10% as well from passive.
- Crit Resistance is subtracted directly from opponent's Crit Modifier. In case of Impregnable, that's -38% crit damage regardless of whom you're fighting. 50% Crit Modifier becomes 12%, 60% becomes 22% - the damage mitigated by slotting Impregnable is the same.
You are right, but templars also don't have the burst dmg bonuses or flexible utility that nightblades do, nor can they increase their crit chance per ability slotted. We also had our main spamable nerfed by the evasion changes, because medium wanted to feel special lol.
Impreg hard counters high crit chance and high crit dmg, but you do sacrifice alot to get between 1.7-1.8 (impreg+trans+full Impen+30-40 CP) but all it takes is 20% CP and minor force self buff to hit 1.8 (1 skill and 56 CP). It also won't protect you from proc sets or high dmg stacking.
If it takes 2 sets, all traits and some CP to weaken a skill + marginal CP stack, then I don't think impreg is overperforming.
What burst damage bonuses? All you need to compare to is the maximum burst of each class, in which templar btw outranks NB (especially next patch) & apply the crit mitigation to that.
And the Major Evasion is less impactful than you'd think and more than covered by the massive boosts to magplar burst in this patch.
For future reference, with zero armor mitigation & Minor Protection (now passively granted by using sweeps/jabs btw) the damage reduction from Blade Cloak would be only 9% in PvP due to how mitigation is bundled up.
If you add more armor or more damage reduction buffs, the benefit from Blade Cloak gets smaller and smaller.
Helpful links:
https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-updated-for-morrowind-new-calculator/p1
[Mitigation Calculator]: https://jscalc.io/calc/fiasVNPSGsOdmsF6
Meanwhile, let's see how Templar AoE skills were affected:+8% to base value = 1% nerf in damage with the above mitigation.Puncturing Strikes:
Increased the damage dealt to the closest target only by approximately 8% for this ability and its morphs....safe to say, not a nerf compared to pre-patch.Spear Shards: Increased the damage done by this ability and the Luminous Shards morph by approximately 67%.
Blazing Spear (morph): Increased the damage done from this ability by approximately 60%....again, safe to say 66% more damage (or a variable amount depending on CP allocation if you were using the physical damage morph before on magplar) with this ultimate is not going to hurt magplar burst, even with more people using Major Evasion now.Radial Sweep
Empowering Sweep (morph): This morph now deals Physical Damage instead of Magic Damage, and also now grants Major Protection for 6 seconds, plus 1 second for each target hit.
Purifying Light, jbeam, Total Dark etc etc remain unaffected.
Impreg hard counters all burst (well, except proc sets... shame medium doesn't have any good ones left for burst) & creates toxic unkillable builds. That's why so many people use it.
When I can get +38% crit damage from a set let me know. Closest there is would be Archer's Mind that gets me +5% permanently (like Impregnable does for resistance) and +10% when I attack from stealth (total +15% from stealth and horrible 2-4p bonuses that don't help burst).
Nb has 20% dmg buff off incap with an pretty much on demand burst spell by stacking light/heavy attacks. Templar has to work for this purfying light/potl and his jabs is at mercy of swift stacks with burning light procs on single target cooldown (oh and we have no escape mechanic to reset fights).
You can get 10% from your NB passive, 20% from CP, and 10% from race against time. That's 40%, impreg gives 35% on purple (2412). with 5 impen it's defense against a 71% modifer, still leaving you a 1.20 left.
So 1 set (with 3 max stats on the other bonuses), 7 impen, and rest CP required to beat the easy 10 off a free passive, 10 off a 10sec duration self buff, and 56 CP? It's a very balanced set, by hardly overpowered. Overpowered would be, you can roll all non-impen traits and no crit resist CP to get the same as a 1.7 modifer.
If impreg was OP, then why does it closely match reposte/pariah/armor master?:
https://forums.elderscrollsonline.com/en/discussion/383840/math-pvp-defensive-set-comparison-impreg-brass-pariah-riposte-more/p1
An important thing to remember when looking at damage mitigation is that a few percentage points difference between options can represent a significant amount of extra damage mitigated. For example if option A has 90% mitigation and option B has 91%, there may only be a single percentage point different, but that means option B is mitigating at extra 10% more damage then option A. Just something to keep in mind when looking at the seemingly insignificant differences of any of the blocking stats.
Lord_Dexter wrote: »ZOS_Liforce wrote: »Spell Strategist
Made for an assassin playstyle, Spell Strategist greatly increases your damage output, but only for single targets. In areas with high player concentrations or PvE content featuring multiple targets, players should find a drop-off in overall DPS. In addition, while your damage output on single targets increases, you gain no benefits to your healing abilities outside of abilities that scale off of your damage, such as Strife. Spell Strategist could be considered as a glass cannon item set and as of right now, will not be changed.
If this were a stam set you would be correct, but it's not and therefore your logic is flawed. A lot of magicka classes have their healing derived from damage done; not to mention the 2-4 piece is max magicka, spell damage, and spell damage. Nothing glass cannon about it. Not to mention due to its low cool down you can change targets quite frequently without suffering from a loss in damage.
If stam doesn't get a set identical to this it's going to be quite unfair.
MNB already losing there healing from main damage skill, stam sorc got more healing for surge than magicka.
This set need no nerf but should be available in future for stam!
This set may be good for duels but 1 vs x this set is a loser!) Also no heals buff!
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Soldier of Anguish is vastly overpowered, maybe more so than any ESO armor set ever proposed. Glad to see the devs recognized that, at least to some extent. It needs to be re-worked entirely, not just toned down. Its just too devastating to healers, and too easy to proc, with near 100% uptime. I like the idea of making it the stam equivalent of Spell Strategist.
Also its wrong to make that a 'medium armor' thing, because players could still use 5 heavy armor and use Soldier of Anguish on two small pieces, jewelry or weapons. In any event, adding a set is a dumb way to fix medium armor; if you want to fix medium armor, fix the passives, don't just add a medium armor god set that any stam build would use with 5 heavy from other sets.
Well, for heavy armor to use Soldier of Anguish they'd have to drop another equally (if not more) overperforming set like 7th or Fury and thus they'd actually lose a lot of tankiness.
The thing with Soldier of Anguish (and other dmg/burst oriented sets that have been nerfed in the past; Viper, Poisonous Serpent, Selene, Veli etc etc) is that they don't really contribute to your defense at all - i.e. they come with a drawback that's not present in sets such as Fury & 7th which massively boost both your healing and damage.
...and that's one reason why I would never slot a stamina version of Spell Strategist.
Why slot a set that doesn't boost your healing at all when there's options available that not only give you more damage (either burst via a proc or just more raw stats), but also help your healing?
For light armor builds there's a couple of such sets already, such as Moon Hunter (600 spell dmg, for both healing/damage - easy to proc) and Burning Spellweave (525 spell dmg for both healing/damage & a DoT that can proc more Skorias, also easy to proc), as well as sets that provide more burst (e.g. Caluurion) or just more sustained dmg via procs (e.g. Overwhelming).
For heavy there's the obvious 7th Legion to boost both healing & damage with 500 weapon dmg (+additional heals from procs) as well as Fury (up to 750 to both healing/damage) & Ravager (645 to both healing/damage).
Even medium has better options (450 to healing/damage from Briar for example + additional heals every crit > 500 to damage only), as well as better burst options (e.g. Sunderflame) & better sustained damage via procs (e.g. Sheer Venom)
ZOS_Liforce wrote: »The Murkmire update has a total of 18 new item sets, making it one of the most set dense updates to date. Here is the Combat Team’s insight on some of the most debated sets on the forums:
Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
Spell Strategist
Made for an assassin playstyle, Spell Strategist greatly increases your damage output, but only for single targets. In areas with high player concentrations or PvE content featuring multiple targets, players should find a drop-off in overall DPS. In addition, while your damage output on single targets increases, you gain no benefits to your healing abilities outside of abilities that scale off of your damage, such as Strife. Spell Strategist could be considered as a glass cannon item set and as of right now, will not be changed.
Blackrose Weapons
Most forum discussions about the Blackrose Weapons showcase the weapons in PvP environments. The Combat Design team develops item sets based on the environment the sets are acquired in, such that PvP sets are typically acquired in PvP zones, PvE sets are typically acquired in PvE zones, and crafted sets and Monster Masks acting as a mix. That being said, we understand Blackrose is incredibly challenging, and the rewards should feel more awesome, particularly Radial Uppercut, Razor Shot, Wild Impulse, and Spectral Cloak. We are evaluating player feedback and examining these sets more closely.
We understand that not all item sets benefit all playstyles, but when creating each update, we try to craft item sets for the greatest variety of players. We scour the forums for constructive criticism to help inform our decision making and make the item sets that make for fun and exciting choices for our players, because at the end of the day, we make sets that we want to play with!
“Spell Strategist (Light)
2: Max Magicka
3: Spell Damage
4: Spell Damage
5: When you deal damage with a Light Attack, you place a mark over your target for 5 seconds, granting you 500 Spell Damage against your marked target. This effect can occur every 4 seconds.”
Wow, either I’m missing something or there has to be a typo in there somewhere. That’s crazy strong.
If this were a stam set you would be correct, but it's not and therefore your logic is flawed. A lot of magicka classes have their healing derived from damage done; not to mention the 2-4 piece is max magicka, spell damage, and spell damage. Nothing glass cannon about it. Not to mention due to its low cool down you can change targets quite frequently without suffering from a loss in damage.
If stam doesn't get a set identical to this it's going to be quite unfair.
Can stam get a "balanced" set like this?
Pretty please?
Not at all. Even without the 5th piece you're getting 1k magicka and 258 spell damage; which is barely weaker than Julianos. This set gives strong damage against multiple targets and insane damage against a specific target. Plus the cool down is 4 seconds which allows you to burst one target, and move on with the next one; having the damage amplification available.
Give stam a version of this and I'll be fine. Until then I'll find it unfair.
My request is to turn the Anguish set into this; that set is just toxic anyways.
If this were a stam set you would be correct, but it's not and therefore your logic is flawed. A lot of magicka classes have their healing derived from damage done; not to mention the 2-4 piece is max magicka, spell damage, and spell damage. Nothing glass cannon about it. Not to mention due to its low cool down you can change targets quite frequently without suffering from a loss in damage.
If stam doesn't get a set identical to this it's going to be quite unfair.
Can stam get a "balanced" set like this?
Pretty please?
Not at all. Even without the 5th piece you're getting 1k magicka and 258 spell damage; which is barely weaker than Julianos. This set gives strong damage against multiple targets and insane damage against a specific target. Plus the cool down is 4 seconds which allows you to burst one target, and move on with the next one; having the damage amplification available.
Give stam a version of this and I'll be fine. Until then I'll find it unfair.
My request is to turn the Anguish set into this; that set is just toxic anyways.
Dude... we get it.