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Armor of Truth nerf

mikey_reach
mikey_reach
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Im just a console player so i dont know much about the pts. But with the off balance changes does this mean that Truth has inherited a 5 second cooldown?
Edited by mikey_reach on January 22, 2020 6:03PM
  • SodanTok
    SodanTok
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    No. You can still off balance different target to refresh buff. But yes in the end its quite substantial nerf to truth.
    Edited by SodanTok on January 22, 2020 6:07PM
  • blur
    blur
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    @mikey_reach

    According to the notes it's a 15s cooldown.

    "Off Balance now lasts 7 seconds from player sourced abilities and sets. Off Balance is no longer reapplied to a target for 15 seconds once the original source of Off Balance ends."

    So they basically wrecked the *** out of this set. GG ZOS.
  • Jayne_Doe
    Jayne_Doe
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    I was thinking about trying out this set, as I discovered I had enough pieces. Ah well...
  • BrokenGameMechanics
    BrokenGameMechanics
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    The patch note is ambiguous with regard the cool down applies to 'a' (particular) target or with regard to 'a' (any) target. Can anyone confirm on PTS that you can keep the buff up by just hitting a fresh target.

    e.g. Throw a Warden Bird at target A, then let Truth buff expire. Target A is on Off Balance cooldown, and then throw a Bird at Target B and see if you get an Off Balance on B and therefore maintain the Truth buff up.

    Thanks.

    It is pretty unlikely they made the Off Balance buff cooldown 15 secs for ALL targets. Course anything is possible. If it is, not only is this huge nerf for Truth, but a MASSIVE nerf for Warden as well.
    Edited by BrokenGameMechanics on February 11, 2020 6:06PM
  • MentalxHammer
    MentalxHammer
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    I just farmed Darkshade Caverns 220 times for my Maul of Truth ☠☠☠
  • SodanTok
    SodanTok
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    The patch note is ambiguous with regard the cool down applies to 'a' (particular) target or with regard to 'a' (any) target. Can anyone confirm on PTS that you can keep the buff up by just hitting a fresh target.

    e.g. Throw a Warden Bird at target A, then let Truth buff expire. Target A is on Off Balance cooldown, and then throw a Bird at Target B and see if you get an Off Balance on B and therefore maintain the Truth buff up.

    Thanks.

    It is pretty unlikely they made the Off Balance buff cooldown 15 secs for ALL targets. Course anything is possible. If it is, not only is this huge nerf for Truth, but a MASSIVE nerf for Warden as well.

    It works as it always did. Cause off balance -> get buff. Now its just hit off balance -> get buff. Truth itself never had and doesnt have any cooldown. And yes obviously off balance cooldown works like any other immunity, per target.

    Still its very big nerf to this set that wasnt even better than the actual popular and overused meta sets fury nma spriggan. Hell, 3 months ago the set couldnt even be used in noCP on anything but NB.

    But well this set wasnt carrying anyone thru content they couldnt complete without it so it gets no attention.
    Edited by SodanTok on February 11, 2020 6:26PM
  • BrokenGameMechanics
    BrokenGameMechanics
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    SodanTok wrote: »
    [
    It works as it always did. Cause off balance -> get buff. Now its just hit off balance -> get buff. Truth itself never had and doesnt have any cooldown. And yes obviously off balance cooldown works like any other immunity, per target.

    Well then not so bad with a Warden then with regard to the Bird spammable. In a straight up 1v1 cooldown is pretty harsh as not only the Warden cannot get a fresh Off Balance during cool down, but they cannot get their stacking bleed damage from Birds, so a DOUBLE cool down nerf for Wardens). On the flip side, in a target rich environment any fresh alternate target available and one Bird and there is your Off Balance.

    In summary, in a target rich environment (PVP, PVE), a Warden can keep Truth buff up 100%. In all seriousness, I expect ZOS to nerf this next patch.

  • MashmalloMan
    MashmalloMan
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    SodanTok wrote: »
    The patch note is ambiguous with regard the cool down applies to 'a' (particular) target or with regard to 'a' (any) target. Can anyone confirm on PTS that you can keep the buff up by just hitting a fresh target.

    e.g. Throw a Warden Bird at target A, then let Truth buff expire. Target A is on Off Balance cooldown, and then throw a Bird at Target B and see if you get an Off Balance on B and therefore maintain the Truth buff up.

    Thanks.

    It is pretty unlikely they made the Off Balance buff cooldown 15 secs for ALL targets. Course anything is possible. If it is, not only is this huge nerf for Truth, but a MASSIVE nerf for Warden as well.

    It works as it always did. Cause off balance -> get buff. Now its just hit off balance -> get buff. Truth itself never had and doesnt have any cooldown. And yes obviously off balance cooldown works like any other immunity, per target.

    Still its very big nerf to this set that wasnt even better than the actual popular and overused meta sets fury nma spriggan. Hell, 3 months ago the set couldnt even be used in noCP on anything but NB.

    But well this set wasnt carrying anyone thru content they couldnt complete without it so it gets no attention.
    1) Any damage done to a target with off balance (now lasts 7s) = +10s of this set buff. So as soon as you off balance someone, you're guaranteeing 10-17s of this buff as long as you stay engaged with them. Thats a max uptime of 77% vs 1 target.

    2) The off balance immunity is per target, so the opportunity for max 100% uptime multiplies in any situation with more than 1 target. Off balance is also easier than ever to get from different sources, your mates can proc off balance without you having to do anything to get this set to proc.

    This set is awesome if people don't understand you can keep this up 100% of the time and it only needs to be front barred. There isn't any set like this for how reliable and high the damage is now.

    NMA has a cost increase of 5% and if you front bar it, the damage buff doesn't carry to back bar where you may need it for defense or higher healing.

    Briarheart has a max uptime of 66% with no opportunity of 100% like Truth, but does gets minor healing ticks, the 2/4piece are crit and some players avoid the trait entirely due to crit resistance.

    Fury can be front barred, but it's proc/duration needs to build up over time to be higher than 450 dmg, however there is obviously more damage opportunity there at 600. I prefer to have this set on body since you would likely be taking damage on your back bar just as frequently as front bar.

    Seventh Legion is less damage and requires you to cast your armor buff too early, most last 15-20s long, has a 10s CD meaning you can cast too early and get no benefit, but has hp regen, can be a good set for stam DKS since the dot pressure of their armor buff lasts 10s and costs magicka, but bad for stam sorc since hurricanes damage/radius tops out near the last 5s. Other classes don't get any real benefit casting their armor buff early.

    Veiled Herritance is pretty dead, less damage, more duration, but requires interupting targets which is less prevelant as some classes don't even use any cast time abilities and smart players only use cast time abilities that can be interupted if they know they can get away with it.

    Ravager is pretty strong with 500 wpd, but unless you're using razor caltrops or ransack/pierce armor, odds are you're not lowering your targets resistance every 1s to utilize the set.

    Truth pairs extremely well with the strongest, some say only viable, stamina spammable for pvp right now, dizzy swing that happens to have just got a 40% snare attached to it too, if you're sleeping on this set, you're crazy.
    Edited by MashmalloMan on February 11, 2020 10:40PM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • BrokenGameMechanics
    BrokenGameMechanics
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    It is somewhat telling that what may be arguably one of the current best offensive/attack sets in the game is a Heavy Armor. Which should just not be the case. It should not even be close in comparison to any other Medium Armor offensive/attack. Just doesn't make sense.

    They should just reclassify it as Medium to be honest.
    Edited by BrokenGameMechanics on February 11, 2020 8:35PM
  • Canned_Apples
    Canned_Apples
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    Another set bites the dust.
  • YandereGirlfriend
    YandereGirlfriend
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    It is somewhat telling that what may be arguably one of the current best offensive/attack sets in the game is a Heavy Armor. Which should just not be the case. It should not even be close in comparison to any other Medium Armor offensive/attack. Just doesn't make sense.

    They should just reclassify it as Medium to be honest.

    The whole existence of Heavy Armor damage sets is bizarre to me.

    Heavy Armor is for damage mitigation not damage dealing and it allows Stamina characters to double-dip and reap the benefits of both.

    It would be SLIGHTLY less galling if there were comparable Heavy Armor sets for MagickaDPS, but for some reason all we get are more dubious "stacks" sets because the folks in charge of itemization have decided that this is an enjoyable means of implementing buffs (it's not!).
  • MashmalloMan
    MashmalloMan
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    It is somewhat telling that what may be arguably one of the current best offensive/attack sets in the game is a Heavy Armor. Which should just not be the case. It should not even be close in comparison to any other Medium Armor offensive/attack. Just doesn't make sense.

    They should just reclassify it as Medium to be honest.

    The whole existence of Heavy Armor damage sets is bizarre to me.

    Heavy Armor is for damage mitigation not damage dealing and it allows Stamina characters to double-dip and reap the benefits of both.

    It would be SLIGHTLY less galling if there were comparable Heavy Armor sets for MagickaDPS, but for some reason all we get are more dubious "stacks" sets because the folks in charge of itemization have decided that this is an enjoyable means of implementing buffs (it's not!).

    I mean you can transmute jewelry so it isn't like Heavy is exclusive to Stamina, but yeah you're right about the available sets. They favour stamina quite a bit and I don't understand why there is a bunch of these crappy single target magicka sets.

    Scathing Mage, 20% chance on any damage done to increase your spell damage by 516 for 5 sec, 5 sec CD.

    Spell Strategist, 100% chance on Light Attack, place a mark over your target for 5 seconds, granting 500 Spell Damage against your target, 4 sec CD.

    Draugrkin’s Grip, 100% chance on direct damage, place a ghostly curse on your enemy for 6 sec, causing enemies to take 617 extra damage from all your damages abilities, 9 sec CD.

    Elemental Succession, 100% chance on Flame, Shock, or Frost Damage, gain 550 Spell Damage for that element for 4 seconds. 4 sec CD per element.

    They're all so similar, with Draugrkin's Grip having the lowest possible uptime with downtime built in for a minor increase of spell damage from the 500-550 range, to 619. At least it affects all damage instead of 1 element like Ele Succession, but it's not on your base character stats so aoe damage and healing is much less than something like Scathing Mage.

    The sets are bland to say the least.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • CleymenZero
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    blur wrote: »
    @mikey_reach

    According to the notes it's a 15s cooldown.

    "Off Balance now lasts 7 seconds from player sourced abilities and sets. Off Balance is no longer reapplied to a target for 15 seconds once the original source of Off Balance ends."

    So they basically wrecked the *** out of this set. GG ZOS.

    Yeah I get how people can get confused with this but it's not a 15 second cool-down.

    Your target will be off balance for 7 seconds. According to the new change, as you keep dealing damage to that target, you refresh the buff until off balance falls off for a 15 second cool-down. But your buff lasts 10 seconds still so it can be 17 seconds on with 5 seconds down.

    It's still a nerf because you could potentially keep it close to 100% with 1 target and now it's guaranteed to drop for 5 seconds if you've only got 1 enemy.
  • UrbanMonk
    UrbanMonk
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    |_________________|___________________|
    7 sec off balance 8sec in cooldown
    |____________________________________|
    15 sec Offbalance cooldown
    |_________________|_________________________|
    Truth proc with Proc gets refreshed at last hit
    Hitting offbalance while enemy was still
    Enemy offbalance

    So where is cooldown on Truth? Unless I got it wrong.
    Urban.Monk

    -Monk I- Magden- ⭐⭐⭐⭐⭐
    -Tsürügi- MagBlade- ⭐⭐⭐⭐⭐
    -Bantam Bomber- MagPlar- AVA28
    -Hot Nöödle- MagDK - AVA37
    -Pablo Necrobar- StamCro- AVA24



    youtube.com/c/UrbanMonkGaming
    Easiest mDK for vMA and vVH- https://youtu.be/dUxQO1FO1XQ

    ___________________________________________________________________________________________________________________________________
    Balance for the Sake of Balance is no Balance at all.
  • SodanTok
    SodanTok
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    SodanTok wrote: »
    The patch note is ambiguous with regard the cool down applies to 'a' (particular) target or with regard to 'a' (any) target. Can anyone confirm on PTS that you can keep the buff up by just hitting a fresh target.

    e.g. Throw a Warden Bird at target A, then let Truth buff expire. Target A is on Off Balance cooldown, and then throw a Bird at Target B and see if you get an Off Balance on B and therefore maintain the Truth buff up.

    Thanks.

    It is pretty unlikely they made the Off Balance buff cooldown 15 secs for ALL targets. Course anything is possible. If it is, not only is this huge nerf for Truth, but a MASSIVE nerf for Warden as well.

    It works as it always did. Cause off balance -> get buff. Now its just hit off balance -> get buff. Truth itself never had and doesnt have any cooldown. And yes obviously off balance cooldown works like any other immunity, per target.

    Still its very big nerf to this set that wasnt even better than the actual popular and overused meta sets fury nma spriggan. Hell, 3 months ago the set couldnt even be used in noCP on anything but NB.

    But well this set wasnt carrying anyone thru content they couldnt complete without it so it gets no attention.
    1) Any damage done to a target with off balance (now lasts 7s) = +10s of this set buff. So as soon as you off balance someone, you're guaranteeing 10-17s of this buff as long as you stay engaged with them. Thats a max uptime of 77% vs 1 target.

    2) The off balance immunity is per target, so the opportunity for max 100% uptime multiplies in any situation with more than 1 target. Off balance is also easier than ever to get from different sources, your mates can proc off balance without you having to do anything to get this set to proc.

    This set is awesome if people don't understand you can keep this up 100% of the time and it only needs to be front barred. There isn't any set like this for how reliable and high the damage is now.

    NMA has a cost increase of 5% and if you front bar it, the damage buff doesn't carry to back bar where you may need it for defense or higher healing.

    Briarheart has a max uptime of 66% with no opportunity of 100% like Truth, but does gets minor healing ticks, the 2/4piece are crit and some players avoid the trait entirely due to crit resistance.

    Fury can be front barred, but it's proc/duration needs to build up over time to be higher than 450 dmg, however there is obviously more damage opportunity there at 600. I prefer to have this set on body since you would likely be taking damage on your back bar just as frequently as front bar.

    Seventh Legion is less damage and requires you to cast your armor buff too early, most last 15-20s long, has a 10s CD meaning you can cast too early and get no benefit, but has hp regen, can be a good set for stam DKS since the dot pressure of their armor buff lasts 10s and costs magicka, but bad for stam sorc since hurricanes damage/radius tops out near the last 5s. Other classes don't get any real benefit casting their armor buff early.

    Veiled Herritance is pretty dead, less damage, more duration, but requires interupting targets which is less prevelant as some classes don't even use any cast time abilities and smart players only use cast time abilities that can be interupted if they know they can get away with it.

    Ravager is pretty strong with 500 wpd, but unless you're using razor caltrops or ransack/pierce armor, odds are you're not lowering your targets resistance every 1s to utilize the set.

    Truth pairs extremely well with the strongest, some say only viable, stamina spammable for pvp right now, dizzy swing that happens to have just got a 40% snare attached to it too, if you're sleeping on this set, you're crazy.

    Actually quite awesome analysis, I havent even considered the implication that set now can be refreshed during whole off balance window meaningfully reducing the real cooldown 1v1. You just made me go from planning to put this set down yet again (3rd time in history of eso) to thinking about it again :D
    It also means the set now works universally on any bar you put it on not exclusively on bar with off balance source. If someone for some reason wanted they can backbar it and proc it there with just LA/dot tho obv that would reduce the uptime.
    Edited by SodanTok on February 12, 2020 1:25PM
  • BrokenGameMechanics
    BrokenGameMechanics
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    But I really don't understand the logic of "standards" comparison with Truth vs Spell Strat in a 1v1 situation (the very situation ZOS is nerfing).

    How can a 500 Spell Damage set requiring only a LA for 100% up time in a 1v1 NOT by ZOS logic be over performing BUT for Truth to prevent it from over performing in a 1v1 has a cooldown imposed to get 450 Weapon damage.

    If don't understand the whole Ice Heart standard comparison logic being null and void in Truth compared to Spell Start.
    Edited by BrokenGameMechanics on February 12, 2020 2:53PM
  • CleymenZero
    CleymenZero
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    UrbanMonk wrote: »
    |_________________|___________________|
    7 sec off balance 8sec in cooldown
    |____________________________________|
    15 sec Offbalance cooldown
    |_________________|_________________________|
    Truth proc with Proc gets refreshed at last hit
    Hitting offbalance while enemy was still
    Enemy offbalance

    So where is cooldown on Truth? Unless I got it wrong.

    You got it wrong.

    From patch notes:
    "Off Balance is no longer reapplied to a target for 15 seconds once the original source of Off Balance ends. This cooldown is displayed as a debuff on targets once they are affected."

    The 15 seconds cool-down starts "once the original source of Off Balance ends".

    That means that if you refresh Truth RIGHT before it ends, you'll have a 5 seconds where Truth completely out.

    If you were put on the defensive and were healing (you procced Momentum early and popped your vigor and wtv other skill), you can add 1, 2, 3+ seconds to that cool-down depending on how many defensive skills you had to use AND if you were not light attack weaving during your heal/defensive phase (which I guess is gonna teach players to do?).

    The good thing is that you can refresh your buffs on other targets and don't have to be the one to have set the other targets Off Balance. You just have to deal damage to another enemy that's off balance.

    That being said, if you were using this set in duels, you'd see a nerf. If you were using it in group PvP, you could potentially see a higher uptime, something like 100% all dae tiem.
    Edited by CleymenZero on February 12, 2020 2:27PM
  • Moonsorrow
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    I just farmed Darkshade Caverns 220 times for my Maul of Truth ☠☠☠

    I feel your pain. It took me under runs 100 personally.. so can just imagine what over double of that makes to ones mental health. :#

  • iCaliban
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    But I really don't understand the logic of "standards" comparison with Truth vs Spell Strat in a 1v1 situation (the very situation ZOS is nerfing).

    How can a 500 Spell Damage set requiring only a LA for 100% up time in a 1v1 NOT by ZOS logic be over performing BUT for Truth to prevent it from over performing in a 1v1 has a cooldown imposed to get 450 Weapon damage.

    If don't understand the whole Ice Heart standard comparison logic being null and void in Truth compared to Spell Start.

    Spell strategist is a debuff. It doesnt boost your healing like truth does
  • CynicK
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    Buff i was planing on deconstructing my maul but then I realized how much it costed you to get it, in the patch notes of 5-3-3 says they changed it to attacking a target that has off balance gives you the buff now well i read the patch notes this time correctly and it seems it will be a window of 5 seconds that you will not be able to get the buff I do not know it looks a little bit that they did not think that change to off balance very well and how they will change things that relied on it.
    I do not know what will be of cutting dive now a very bad skill but you could get some bleed damage out of it if no one consumed the off balance but now with 15 seconds windows of no extra damage.
  • Pr0Skygon
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    the set got updated to now proc upon dealing damage to an Off-balanced target. I say this is a pretty good change, and might actually make this set become a new meta.
  • FlowOne
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    Pr0Skygon wrote: »
    the set got updated to now proc upon dealing damage to an Off-balanced target. I say this is a pretty good change, and might actually make this set become a new meta.

    This set is meta already, since dizzy put off balance...
  • Xvorg
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    Ravager is pretty strong with 500 wpd, but unless you're using razor caltrops or ransack/pierce armor, odds are you're not lowering your targets resistance every 1s to utilize the set.

    What about combining it with NMG and a crushing enchant? As fas as I know, Ravager procs on attempts of lowering resistance.
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • MashmalloMan
    MashmalloMan
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    Xvorg wrote: »

    Ravager is pretty strong with 500 wpd, but unless you're using razor caltrops or ransack/pierce armor, odds are you're not lowering your targets resistance every 1s to utilize the set.

    What about combining it with NMG and a crushing enchant? As fas as I know, Ravager procs on attempts of lowering resistance.

    NMG is a good combo. I just don't like using sets that are semi redundant in groups, Stam DK, Stam Warden and Necro can all apply aoe major fracture. Even if you were solo, NMG isn't required just by slotting Razor Caltrops, 1 skill vs 1 set.

    Crushing enchantment is 4s CD, 2 with infused. You might have a better uptime with 1 of the other options on more weapon damage, but yeah that could work too.

    My main point on that 1 is that it's just not as easy as Truth, there are some hoops to jump through, but Ravager can still be used for some instances of course. Veiled Heritance is really my least favourite from when they changed these heavy sets.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • BrokenGameMechanics
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    iCaliban wrote: »
    Spell strategist is a debuff. It doesnt boost your healing like truth does

    Well it would buff your Shield(s) and the current incarnation of Shields is they are basically an "extension" to health. I don't play magica toons to know whether shield cap makes this point invalid. But be that as it may, ignoring cap, Spell Strat gives you way more health extension via shields then Truth (with cooldown) gives Heals.

    So let's look at another, more 1-to-1 example. Look at Spell Strat vs Dro'Zakar as both are fairly recent sets and both done in the era of ZSO "standards". Spell Strat give 500!!! spell damage for doing nothing more then LA weaving in your rotations. I can't think of ANY set (non ring proc) that is easier to proc then "just hit a light attack" and ding ding ding you get 500 spell damage to your target. To beat that with DroZagar I have to a 4 bleed stack AND keep them there.

    So on a Warden, I can throw a bird. Now I got off-balance. Bird again. Got 1 stack bleed. 3 more times and I got my 4 stack. So it took me 6 GCD skill actions to match Spell Strat. But now darn it all, the off-balance rolled off and is now in cooldown for 15 secs. My bleed stack vanishes over 5 secs, my weapon damage is gone, and I have 10 more seconds before I can then spend another 6 seconds to rebuild a stack whose weapon damage matches Spell Strat .... and then yep, off balance is now in cooldown ...

    My point here is that ZOS makes a very big deal about "standard" and comparative aligning of sets. See recent Ice Heart. But try and apply this (these) standard(s) to Spell Strat juxtaposed with Truth or Spell Strat juxtaposed with Dro'Zaker and I can't see it. Spell Strat is WAY OP in comparison to its closest equivalent sets. Way, way overpowered under the ambigious Armor Set equivalency set of "standards" ZoS apply to Ice Heart.

    Edited by BrokenGameMechanics on February 14, 2020 2:03AM
  • dazee
    dazee
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    It is somewhat telling that what may be arguably one of the current best offensive/attack sets in the game is a Heavy Armor. Which should just not be the case. It should not even be close in comparison to any other Medium Armor offensive/attack. Just doesn't make sense.

    They should just reclassify it as Medium to be honest.

    The whole existence of Heavy Armor damage sets is bizarre to me.

    Heavy Armor is for damage mitigation not damage dealing and it allows Stamina characters to double-dip and reap the benefits of both.

    It would be SLIGHTLY less galling if there were comparable Heavy Armor sets for MagickaDPS, but for some reason all we get are more dubious "stacks" sets because the folks in charge of itemization have decided that this is an enjoyable means of implementing buffs (it's not!).

    Heavy armor not being good at damage is part of the larger issue with ESO tanks being boring and un fun. Damage is for more than just dps, as the most basic mechanic in the game it is -EVERYBODYS- job. just the DPS more so than others.
    Playing your character the way your character should play is all that matters. Play as well as you can but never betray the character. Doing so would make playing an mmoRPG pointless.
  • Olupajmibanan
    Olupajmibanan
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    iCaliban wrote: »
    Spell strategist is a debuff. It doesnt boost your healing like truth does

    Well it would buff your Shield(s) and the current incarnation of Shields is they are basically an "extension" to health. I don't play magica toons to know whether shield cap makes this point invalid. But be that as it may, ignoring cap, Spell Strat gives you way more health extension via shields then Truth (with cooldown) gives Heals.

    So let's look at another, more 1-to-1 example. Look at Spell Strat vs Dro'Zakar as both are fairly recent sets and both done in the era of ZSO "standards". Spell Strat give 500!!! spell damage for doing nothing more then LA weaving in your rotations. I can't think of ANY set (non ring proc) that is easier to proc then "just hit a light attack" and ding ding ding you get 500 spell damage to your target. To beat that with DroZagar I have to a 4 bleed stack AND keep them there.

    So on a Warden, I can throw a bird. Now I got off-balance. Bird again. Got 1 stack bleed. 3 more times and I got my 4 stack. So it took me 6 GCD skill actions to match Spell Strat. But now darn it all, the off-balance rolled off and is now in cooldown for 15 secs. My bleed stack vanishes over 5 secs, my weapon damage is gone, and I have 10 more seconds before I can then spend another 6 seconds to rebuild a stack whose weapon damage matches Spell Strat .... and then yep, off balance is now in cooldown ...

    My point here is that ZOS makes a very big deal about "standard" and comparative aligning of sets. See recent Ice Heart. But try and apply this (these) standard(s) to Spell Strat juxtaposed with Truth or Spell Strat juxtaposed with Dro'Zaker and I can't see it. Spell Strat is WAY OP in comparison to its closest equivalent sets. Way, way overpowered under the ambigious Armor Set equivalency set of "standards" ZoS apply to Ice Heart.

    You know that shields benefit from maximum magicka only? Spell damage has no effect on shields at all. Barrier might be an exception cuz it's an ultimate and these are supposed to benefit from magicka and spell damage, but don't quote me on this, I am not sure. But Conjured Ward and Annulment benefit only and only from maximum magicka.
    Edited by Olupajmibanan on February 14, 2020 4:56PM
  • BrokenGameMechanics
    BrokenGameMechanics
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    dazee wrote: »
    It is somewhat telling that what may be arguably one of the current best offensive/attack sets in the game is a Heavy Armor. Which should just not be the case. It should not even be close in comparison to any other Medium Armor offensive/attack. Just doesn't make sense.

    They should just reclassify it as Medium to be honest.

    The whole existence of Heavy Armor damage sets is bizarre to me.

    Heavy Armor is for damage mitigation not damage dealing and it allows Stamina characters to double-dip and reap the benefits of both.

    It would be SLIGHTLY less galling if there were comparable Heavy Armor sets for MagickaDPS, but for some reason all we get are more dubious "stacks" sets because the folks in charge of itemization have decided that this is an enjoyable means of implementing buffs (it's not!).

    Heavy armor not being good at damage is part of the larger issue with ESO tanks being boring and un fun. Damage is for more than just dps, as the most basic mechanic in the game it is -EVERYBODYS- job. just the DPS more so than others.

    But you can't have tanks OUT DPSing DPS builds. You just can't. Basic combat game design and all that. And you can't have Heavy Amor sets being better then Medium Armor sets with regard to DPS. You just can't. Truth is one of the top Offensive sets in the game and it is, wait for it, Heavy Armor. Makes no sense whatsoever.

    Right now, under the current ZOS meta, in PVP if a heavy armor build goes up against a 2 medium offensive build the heavy armor build wins easily. A full out offensive build does noodle slapping DPS to a heavy build, yet the heavy can do solid DPS to the medium build. It is not even close.

    Lot of things a Tank build can do in PVP and you see it more and more all the time.
    Man seige, rez. Act as front line screens and mobile shields intercepting damage, create lines with AOE CCs, stuns immobilizes. But you can't have them be both nigh unkillable short of a 5v1 yet, still able to jab down in seconds or leap 1-shot offensive builds.
    Edited by BrokenGameMechanics on February 14, 2020 5:22PM
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