Correct, I was referring to weaving in a "medium" attack for the stun. Being off-GCD (global cooldown) and still on-demand, is too good just by itself. When coupled with this set offering a total of nearly 15k penetration at the same time, it's way too much.
Nerftheforums wrote: »Templars will be scary af with this new set on.
Who cares about the downtime when you'll be able to obliterate lots of targets within the 7 seconds worth of off-balance? By the time they respawn and get back into combat, you'll be able to destroy them all over again.Nerftheforums wrote: »Templars will be scary af with this new set on.
Templar will be far from the worse offenders. Stamcro and stamden are the ones you should worry about.
I personally find the set to be fine, onslaught is still and will be a thing in next patch, you'll still have a 66% downtime on this set with how offbalance cooldown works.
Nerftheforums wrote: »Templars will be scary af with this new set on.
Templar will be far from the worse offenders. Stamcro and stamden are the ones you should worry about.
I personally find the set to be fine, onslaught is still and will be a thing in next patch, you'll still have a 66% downtime on this set with how offbalance cooldown works.
Joinovikova wrote: »Nerftheforums wrote: »Templars will be scary af with this new set on.
Templar will be far from the worse offenders. Stamcro and stamden are the ones you should worry about.
I personally find the set to be fine, onslaught is still and will be a thing in next patch, you'll still have a 66% downtime on this set with how offbalance cooldown works.
mag plar can stack elemental drain and topping chardge from distance. one combo 100% kill confirmed no counterplay ...
Nerftheforums wrote: »Templars will be scary af with this new set on.
Templar will be far from the worse offenders. Stamcro and stamden are the ones you should worry about.
I personally find the set to be fine, onslaught is still and will be a thing in next patch, you'll still have a 66% downtime on this set with how offbalance cooldown works.
Joinovikova wrote: »Nerftheforums wrote: »Templars will be scary af with this new set on.
Templar will be far from the worse offenders. Stamcro and stamden are the ones you should worry about.
I personally find the set to be fine, onslaught is still and will be a thing in next patch, you'll still have a 66% downtime on this set with how offbalance cooldown works.
mag plar can stack elemental drain and topping chardge from distance. one combo 100% kill confirmed no counterplay ...
Roll dodge, block, rune focus (since everyone is a that these days), shields, self heals in between, "oh crap! I'm in trouble!" monster sets(Lord warden maybe?)... There are lots of to bring up survivability, and they should all be used all the time against any opponent, kinda.
You cannot expect to be sitting there doing nothing and have a proc set it whatever that does the counter play for you. This is just penetration, it doesn't snare, doesn't stun, doesn't drain resources, doesn't reduce healing or shields... Even saying "no counter play" sounds silly. It's like saying there's no counter play to that guy with 6k weapon damage. Ever heard of blocking?
Its prob intended to be a tankkiller. Wich is fine, but atm its a killall set. So maybe give it a % pen like maul passive? An example is maybe 30% pen vs offbalance targets. Toughts?
Moonsorrow wrote: »People wanted the "tank meta" to end. Now enjoy it.
I`m lovin it.
Moonsorrow wrote: »People wanted the "tank meta" to end. Now enjoy it.
I`m lovin it.
On paper this set looks equal for mag and stam but as usual stam benefits it more because of very easy access to offbalance. I guess fun times are gone when you actually could fight back, now we will have meta of "who lands dizzy combo first" again.
Its prob intended to be a tankkiller. Wich is fine, but atm its a killall set. So maybe give it a % pen like maul passive? An example is maybe 30% pen vs offbalance targets. Toughts?
Tommy_The_Gun wrote: »I was thinking a bit about how developers approach to a "tanky meta" and they want to combat it with high penetration builds. We have seen more and more sets that give that bonus. But, I just want to say this:
Do you remember how we used to have quite effective tools to fight high damage mitigation builds ? Oblivion dmg & Bleed dmg ? Those were ignoring resistance. Oblivion dmg sets & enchants used to be much stronger and Bleed dmg had a different unique mechanics that was ignoring resistance.
The thing is, those were nerfed for a reason, as it was true that those were good counter to tanks, but as a side effect non-tank builds had no counter-play as the were getting vaporised.
With this much penetration, that you will be able to get & stack, I am pretty sure that It will have very similar effect (all dmg sources will act like "the old" bleed dmg or oblivion dmg). It will be very effective against tanky builds, but those will be able to have some reaction time and won't die in 1 - 2 hits. Same can not be said about less armoured builds, as those will be hit the hardest.
So, the "loop" continues...
I think the biggest issue with this is how easily stamina can get off balance compared to magicka...
It's worth noting that not everyone plays CP-enabled PvP. I pretty much play Battlegrounds exclusively, and they were awful when CP was enabled for a patch ~2 years ago. My Magicka Necromancer has no way to reliably trigger off-balance in order to benefit from this clearly overpowered set. All I could really do is cross my fingers on Lightning Staff light/heavy attacks and Shock Enchants, along with perhaps wasting bar slots on Wall of Lightning and the Skeletal Mage I guess. That's vastly inferior to options that all Stam builds, Mag DK, Mag Templar, and ganker Mag NB have access to. They can all attempt their 1-shots pretty much on demand, while I'll need a favorable dice roll.I think the biggest issue with this is how easily stamina can get off balance compared to magicka...
I agree to a point (although setting anyone off balance is easy enough if you're prepared to dodge roll), but I think the bigger issue here is stamina's much easier access to the exploiter CP passive. Magicka have to invest 75 points into Thaumaturge, and with how poor DoTs are, it isn't worth that investment, especially when that means taking points out of Ele Expert, Elfborn, and Master-at-Arms to get there. Stamina are able put those 75 points into Precise Strikes (the stam equivalent of Elfborn), Mighty (the stam equivalent of Ele expert), and Piercing if required. All very desirable.
As a PVP Magblade main, there are two things I want, removal of cast times (off all skills), and equal access to the exploiter CP passive.
It's worth noting that not everyone plays CP-enabled PvP. I pretty much play Battlegrounds exclusively, and they were awful when CP was enabled for a patch ~2 years ago. My Magicka Necromancer has no way to reliably trigger off-balance in order to benefit from this clearly overpowered set. All I could really do is cross my fingers on Lightning Staff light/heavy attacks and Shock Enchants, along with perhaps wasting bar slots on Wall of Lightning and the Skeletal Mage I guess. That's vastly inferior to options that all Stam builds, Mag DK, Mag Templar, and ganker Mag NB have access to. They can all attempt their 1-shots pretty much on demand, while I'll need a favorable dice roll.I think the biggest issue with this is how easily stamina can get off balance compared to magicka...
I agree to a point (although setting anyone off balance is easy enough if you're prepared to dodge roll), but I think the bigger issue here is stamina's much easier access to the exploiter CP passive. Magicka have to invest 75 points into Thaumaturge, and with how poor DoTs are, it isn't worth that investment, especially when that means taking points out of Ele Expert, Elfborn, and Master-at-Arms to get there. Stamina are able put those 75 points into Precise Strikes (the stam equivalent of Elfborn), Mighty (the stam equivalent of Ele expert), and Piercing if required. All very desirable.
As a PVP Magblade main, there are two things I want, removal of cast times (off all skills), and equal access to the exploiter CP passive.