ZOS_GinaBruno wrote:Hollowfang Thirst (Light)
2 – 833 Spell Critical
3 – 1096 Maximum Magicka
4 – 833 Spell Critical
5 – Whenever you critically heal or critically damage a target, spawn a ball of Hemoglobin at their location. After 2 seconds the ball explodes, restoring 3470 Magicka and applying Minor Vitality to you and your allies within 6 meters of the ball for 9 seconds, increasing their healing received by 8%. This effect can occur once every 9 seconds.
CerbinTalYalas wrote: »Hello ESO Community ! I wanted to start a discussion about a set of the new DLC I really like :ZOS_GinaBruno wrote:Hollowfang Thirst (Light)
2 – 833 Spell Critical
3 – 1096 Maximum Magicka
4 – 833 Spell Critical
5 – Whenever you critically heal or critically damage a target, spawn a ball of Hemoglobin at their location. After 2 seconds the ball explodes, restoring 3470 Magicka and applying Minor Vitality to you and your allies within 6 meters of the ball for 9 seconds, increasing their healing received by 8%. This effect can occur once every 9 seconds.
I tested it earlyier this day on the PTS, and I really loved the mechanics of restoring ressources on crits in an area, making it a great alternative to energy orbs and templar shards. However, something looks really weird to me : why to restore magicka only ?
This set will probably be used by a healer, and has a great potential in raids. But a set that benefits only MagDDs (and maybe tank) won't be played, because no raid group will ever be 100% MagDDs, and the role of a healer is not only about healing, but also providing resources and supporting the group.
I think there are several ways to make this set really interesting :
- The usual ESO way, by restoring the resource whichever your maximum is higher (but I think there's a good reason why ZoS didn't decide to choose this for 5 items-bonus)
- The "Expunge-pre-release" way : restoring a lowest amount of the highest resource (2100), and a small amount of the other resource (800)
- The "Altmer" way : restoring the resource whichever is the lowest percentage
Well, now I did my job, the discussion begins ...
As a healer I agree, look like a great set
But dunno which set I'll remove for that.
Probably Infallible Aether since this set don't give me any regen.
But yeah, it should give some stam too.
Lord_Eomer wrote: »
As a healer I agree, look like a great set
But dunno which set I'll remove for that.
Probably Infallible Aether since this set don't give me any regen.
But yeah, it should give some stam too.
SaintSubwayy wrote: »As a healer I agree, look like a great set
But dunno which set I'll remove for that.
Probably Infallible Aether since this set don't give me any regen.
But yeah, it should give some stam too.
jeah remove 8% DMG from the group...sounds like a genuius Idea to get you kicked from the group
IA should already be inly used by one healer now, so that cant be the set to dropp
set seems nice, however with the recent clariifactions on orbs, this set prob wont be used, unles sustain in your group is already RIP, then it might fix it.
in this Stamina Meta (which most likely will not change with this patch) this set is more than 100% useless
GusTheWizard wrote: »We already have this set for Stam
Sentinel of Rkugamz
(1 item) Adds 4% Healing Done
(2 items) When you heal yourself or an ally, you have a 10% chance to summon a dwemer spider that heals for 1206 Health and restores 524 Stamina to you and your allies within 5 meters every 1 second for 8 seconds. This effect can occur once every 15 seconds.
The stam restored comes out to 4192 it’s more than that set. Also this is only a two piece
CerbinTalYalas wrote: »GusTheWizard wrote: »We already have this set for Stam
Sentinel of Rkugamz
(1 item) Adds 4% Healing Done
(2 items) When you heal yourself or an ally, you have a 10% chance to summon a dwemer spider that heals for 1206 Health and restores 524 Stamina to you and your allies within 5 meters every 1 second for 8 seconds. This effect can occur once every 15 seconds.
The stam restored comes out to 4192 it’s more than that set. Also this is only a two piece
The problem is this set gives direct healing on the target, and Magicka and Stamina aren't symetrical : as a stamina, you never use magicka except for very specifical skills (Nightblade shadow, for example) while as a magicka you use stamina really often, to block or dodge-roll. Plus, a set that restore magicka IN AOE (whereas ranged DDs don't always need to be packed) is pointless to me.
Lightspeedflashb14_ESO wrote: »CerbinTalYalas wrote: »GusTheWizard wrote: »We already have this set for Stam
Sentinel of Rkugamz
(1 item) Adds 4% Healing Done
(2 items) When you heal yourself or an ally, you have a 10% chance to summon a dwemer spider that heals for 1206 Health and restores 524 Stamina to you and your allies within 5 meters every 1 second for 8 seconds. This effect can occur once every 15 seconds.
The stam restored comes out to 4192 it’s more than that set. Also this is only a two piece
The problem is this set gives direct healing on the target, and Magicka and Stamina aren't symetrical : as a stamina, you never use magicka except for very specifical skills (Nightblade shadow, for example) while as a magicka you use stamina really often, to block or dodge-roll. Plus, a set that restore magicka IN AOE (whereas ranged DDs don't always need to be packed) is pointless to me.
Every Stam player will be using soul trap next patch, so there is that.