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Kena Change?

  • Joy_Division
    Joy_Division
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    I dont understand the Kena change. kinda seems like you didnt want to give easy access to weapon and spell dmg for the heavy attack meta in coming so you just changed it without thought.

    With as many resources coming in now with this LA change plus base recovery why would I need 20% reduce cost on skills plus who is willingly going to accept -520 weapon and spell dmg for it???? Change it back leave the set the same and see how it plays out in public access. This change wasnt needed even if it made HA super powerful its not like my 25-30k HA isnt already powerful enough lol

    RIP Another Monster helm

    Once apon a time monster helms were powerful and unique now they are barely usable and dont add much to any build Q_Q sad sad times

    You're not going to want to wear it. Neither will I. But I don't really care because I hardly used it anyway. My worry is that all the no damage tanks running around Cyrodiil are going to use it and be able to sustain even longer since they don;t care about damage in the first place.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • gatekeeper13
    gatekeeper13
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    Molag Kena works perfectly as it is right now on my bow nightblade for some explosive dps in pvp. If it gets this change it will go directly for decon.

    Dont know whats wrong with ZOS anymore. Its impossible to do anything in this game cause it is going to get nerfed. You make a build and it gets nerfed for no reason 30 days later...

    Keep it on like that and we will all quit for good.
  • BohnT2
    BohnT2
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    People saying they'll use it over bloodspawn to get a better ultimate uptime should invest 5 seconds for the math and then realize that bloodspawn is way better for spamming ults, even expensive ones.
    With Kena you'll reduce the cost of Warhorn to 200, your ult regen will be 4.166/s from Light attacks, class based ult gain and minor heroism.
    That means you can have your horn ready in 48 seconds.

    With bloodspawn you'll get up to 2.3 ult/s which means we're looking at a ult regen of 6.5 ult/s.
    With this perfect uptime you can use a horn every 38 seconds.
    Even if we only get a proc of Bloodspawn every 14 seconds we'd still even out with Kena in terms of Horn uptime.
  • universal_wrath
    universal_wrath
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    BohnT2 wrote: »
    People saying they'll use it over bloodspawn to get a better ultimate uptime should invest 5 seconds for the math and then realize that bloodspawn is way better for spamming ults, even expensive ones.
    With Kena you'll reduce the cost of Warhorn to 200, your ult regen will be 4.166/s from Light attacks, class based ult gain and minor heroism.
    That means you can have your horn ready in 48 seconds.

    With bloodspawn you'll get up to 2.3 ult/s which means we're looking at a ult regen of 6.5 ult/s.
    With this perfect uptime you can use a horn every 38 seconds.
    Even if we only get a proc of Bloodspawn every 14 seconds we'd still even out with Kena in terms of Horn uptime.

    You need to be hit long enough for blood spawn to proc, you can say it is a passive activation where you don't control it. Kena is active that you turn on almost wheneveryou need it. While it might be trye that bloodspawn that bettrr ulti regen, milag kena doesn't only effect ultimates, it also effect dodge roll, block, sprints and other active skills. Bloodspawn might be good on a tank since tanks will recieve most if not all dmg. On the other hand, new molag kena will be good on healer/support builds because they don't get alot thus not activating blood spawn enough, also, in some instances were sustain is issue, kena is a good option.
  • BohnT2
    BohnT2
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    BohnT2 wrote: »
    People saying they'll use it over bloodspawn to get a better ultimate uptime should invest 5 seconds for the math and then realize that bloodspawn is way better for spamming ults, even expensive ones.
    With Kena you'll reduce the cost of Warhorn to 200, your ult regen will be 4.166/s from Light attacks, class based ult gain and minor heroism.
    That means you can have your horn ready in 48 seconds.

    With bloodspawn you'll get up to 2.3 ult/s which means we're looking at a ult regen of 6.5 ult/s.
    With this perfect uptime you can use a horn every 38 seconds.
    Even if we only get a proc of Bloodspawn every 14 seconds we'd still even out with Kena in terms of Horn uptime.

    You need to be hit long enough for blood spawn to proc, you can say it is a passive activation where you don't control it. Kena is active that you turn on almost wheneveryou need it. While it might be trye that bloodspawn that bettrr ulti regen, milag kena doesn't only effect ultimates, it also effect dodge roll, block, sprints and other active skills. Bloodspawn might be good on a tank since tanks will recieve most if not all dmg. On the other hand, new molag kena will be good on healer/support builds because they don't get alot thus not activating blood spawn enough, also, in some instances were sustain is issue, kena is a good option.

    this is simply wrong and please refrain from talking about things you haven't tested.
    Molag Kena has absolutely no effect on blocking, dodging or bash in terms of cost reduction
    qtpCF5d.png

    N7mQp71.png

    it takes 2 minutes to test those things, do so in the future before posting false information here.
  • NoodleESO
    NoodleESO
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    20% reduction on Ultimate are you serious was this even tested?

    Zergs can now ulty spam down that one poor lone player in a field bravo.
  • BohnT2
    BohnT2
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    NoodleESO wrote: »
    20% reduction on Ultimate are you serious was this even tested?

    Zergs can now ulty spam down that one poor lone player in a field bravo.

    Yes this was tested and it works but as explained above bloodspawn is better in many cases
  • Nord_Raseri
    Nord_Raseri
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    Greatly dissatisfied with the devs right now. More than I've ever been since I've started this game. Stamsorc werewolf main(Been running dawnbreaker over werewolf lately, but still)
    Veit ég aðég hékk vindga meiði á nætr allar níu, geiri undaðr og gefinn Oðni, sjálfr sjálfum mér, á þeim meiði er manngi veit hvers hann af rótum rennr.
  • NoodleESO
    NoodleESO
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    BohnT2 wrote: »
    NoodleESO wrote: »
    20% reduction on Ultimate are you serious was this even tested?

    Zergs can now ulty spam down that one poor lone player in a field bravo.

    Yes this was tested and it works but as explained above bloodspawn is better in many cases

    Let me know how that works out for ya when you get zerged down by a herd of overload spamming sorcs
  • BohnT2
    BohnT2
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    NoodleESO wrote: »
    BohnT2 wrote: »
    NoodleESO wrote: »
    20% reduction on Ultimate are you serious was this even tested?

    Zergs can now ulty spam down that one poor lone player in a field bravo.

    Yes this was tested and it works but as explained above bloodspawn is better in many cases

    Let me know how that works out for ya when you get zerged down by a herd of overload spamming sorcs

    i can't wait being chased by sorcs who give up 400 spell damage and take 40 seconds longer to be able to fire the same amount of overload light attacks as someone who's having the benefit of no damage loss and a resistance buff.

    with 500 ult you may be able to fire 29 overload light attacks, compared to the 23 without kena, but you also take significantly longer to acquire the ult for those 500 ult.
  • universal_wrath
    universal_wrath
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    BohnT2 wrote: »
    BohnT2 wrote: »
    People saying they'll use it over bloodspawn to get a better ultimate uptime should invest 5 seconds for the math and then realize that bloodspawn is way better for spamming ults, even expensive ones.
    With Kena you'll reduce the cost of Warhorn to 200, your ult regen will be 4.166/s from Light attacks, class based ult gain and minor heroism.
    That means you can have your horn ready in 48 seconds.

    With bloodspawn you'll get up to 2.3 ult/s which means we're looking at a ult regen of 6.5 ult/s.
    With this perfect uptime you can use a horn every 38 seconds.
    Even if we only get a proc of Bloodspawn every 14 seconds we'd still even out with Kena in terms of Horn uptime.

    You need to be hit long enough for blood spawn to proc, you can say it is a passive activation where you don't control it. Kena is active that you turn on almost wheneveryou need it. While it might be trye that bloodspawn that bettrr ulti regen, milag kena doesn't only effect ultimates, it also effect dodge roll, block, sprints and other active skills. Bloodspawn might be good on a tank since tanks will recieve most if not all dmg. On the other hand, new molag kena will be good on healer/support builds because they don't get alot thus not activating blood spawn enough, also, in some instances were sustain is issue, kena is a good option.

    this is simply wrong and please refrain from talking about things you haven't tested.
    Molag Kena has absolutely no effect on blocking, dodging or bash in terms of cost reduction
    qtpCF5d.png

    N7mQp71.png

    it takes 2 minutes to test those things, do so in the future before posting false information here.

    The discription of the set says it effect of abilities with no exculsion. It say reduce cost of abilities by 20% while active, is that a typo? It is about same thing with new moon with cost increase. Sorry for reading and believing what the set say. I guess I have to check if slimecrew is giving minor beresk or not, I mean it say it does, but what you know, maybe it applies minor vunerability on you instead.
  • Im_MegaDeath
    Im_MegaDeath
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    Dodge roll and blocking are not activated cost abilities

    Sorry havent check the forums lol

    Other than a Tank using this set, Possibly a healer spamming purge or another high cost ability I dont see it being used much personally. and those saying max magic builds wont be harmed by the negative affect of - 500 sd/wd you are right and wrong some skills only use max magic as the scale I think sorc shields do but dmg skills are a combined sd and max magic so you will definitely see the difference. your view should be will the 20% reduction of my skills for 5 secs be worth the 500 sd? and in Max DPS builds its not worth it but in utility it will be nice. I dont see this set being used by higher skill lvl players other than ulti regen because higher skill players can sustain their builds without it already plus the new resources from LA I really dont see this needed for anything.

    but I havent broke down math for everything nor am I a dev that knows of the future changes to the meta and so on so RN it doesnt look good but it may be needed after future chages ZOS makes (#Force LA/HA Meta)
    DC - Im MegaDeath (Stam DK) PvP
  • BohnT2
    BohnT2
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    BohnT2 wrote: »
    BohnT2 wrote: »
    People saying they'll use it over bloodspawn to get a better ultimate uptime should invest 5 seconds for the math and then realize that bloodspawn is way better for spamming ults, even expensive ones.
    With Kena you'll reduce the cost of Warhorn to 200, your ult regen will be 4.166/s from Light attacks, class based ult gain and minor heroism.
    That means you can have your horn ready in 48 seconds.

    With bloodspawn you'll get up to 2.3 ult/s which means we're looking at a ult regen of 6.5 ult/s.
    With this perfect uptime you can use a horn every 38 seconds.
    Even if we only get a proc of Bloodspawn every 14 seconds we'd still even out with Kena in terms of Horn uptime.

    You need to be hit long enough for blood spawn to proc, you can say it is a passive activation where you don't control it. Kena is active that you turn on almost wheneveryou need it. While it might be trye that bloodspawn that bettrr ulti regen, milag kena doesn't only effect ultimates, it also effect dodge roll, block, sprints and other active skills. Bloodspawn might be good on a tank since tanks will recieve most if not all dmg. On the other hand, new molag kena will be good on healer/support builds because they don't get alot thus not activating blood spawn enough, also, in some instances were sustain is issue, kena is a good option.

    this is simply wrong and please refrain from talking about things you haven't tested.
    Molag Kena has absolutely no effect on blocking, dodging or bash in terms of cost reduction
    qtpCF5d.png

    N7mQp71.png

    it takes 2 minutes to test those things, do so in the future before posting false information here.

    The discription of the set says it effect of abilities with no exculsion. It say reduce cost of abilities by 20% while active, is that a typo? It is about same thing with new moon with cost increase. Sorry for reading and believing what the set say. I guess I have to check if slimecrew is giving minor beresk or not, I mean it say it does, but what you know, maybe it applies minor vunerability on you instead.

    Yes it is the same as NMA but NMA also doesn't increase the cost of any other thing than active skills
  • Beardimus
    Beardimus
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    I dont understand the Kena change. kinda seems like you didnt want to give easy access to weapon and spell dmg for the heavy attack meta in coming so you just changed it without thought.

    With as many resources coming in now with this LA change plus base recovery why would I need 20% reduce cost on skills plus who is willingly going to accept -520 weapon and spell dmg for it???? Change it back leave the set the same and see how it plays out in public access. This change wasnt needed even if it made HA super powerful its not like my 25-30k HA isnt already powerful enough lol

    RIP Another Monster helm

    Once apon a time monster helms were powerful and unique now they are barely usable and dont add much to any build Q_Q sad sad times

    Agreed they finally buff it to then ruin it a patch later

    WEIRD
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
    Emperor of Sotha Sil 02-2018 & Sheogorath 05-2019
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    Archimus : Bosmer Thief / Archer / Werewolf
    Orcimus : Fat drunk Orc battlefield 1st aider
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    Fighting small scale with : The SAXON Guild
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    Xbox One | NA | EP
    Bëardimus : L43 Dunmer Magsorc / BG
    Heals-With-Pets : VR16 Argonian Sorc PvP / BG Healer
    Nordimus : VR16 Stamsorc
    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • Trashasaurus
    Trashasaurus
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    The proposed change to the set is awful. Don't think much more needs to be said.
  • VaxtinTheWolf
    VaxtinTheWolf
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    So it seems that the change to this set was to make it pair nicely with being a Vampire. They can easily boost their weapon/spell damage with an active ability with the deficit that one of their passives could be increasing non-vampire abilities by a large amount. However, while using this set they could also nullify that cost increase and still have a net damage gain while using it! It all makes sense now, does it not?
    || AD - Rah'Jiin Lv50 Khajiit Nightblade (Damage) || EP - Generic Argonian Lv50 Argonian Nightblade (Tank) || DC - Zinkotsu Lv50 Breton Nightblade (Healer) ||
    || DC - Ja'Kiro Feral-Heart Lv50 Khajiit Dragonknight (Damage) || EP - VaxtinTheWolf Lv50 Redguard Templar (Tank) || AD - Velik Iranis Lv50 Dark Elf Sorcerer (Tank ) ||
    || EP - Einvarg The Frozen Lv50 Nord Warden (Tank/Healer) || EP - Keem-Ja Lv4 Argonian Necromancer (Healer/Tank) ||
    PC - North American Server (Champion 1300+)
  • universal_wrath
    universal_wrath
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    So it seems that the change to this set was to make it pair nicely with being a Vampire. They can easily boost their weapon/spell damage with an active ability with the deficit that one of their passives could be increasing non-vampire abilities by a large amount. However, while using this set they could also nullify that cost increase and still have a net damage gain while using it! It all makes sense now, does it not?

    It does.
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