

They wanted to raise the floor and lower the ceiling. This set does the opposite to ceiling but it will raise the floor. So 10k dps players will have opportunity to maybe clear some content coz they can hit 15k now lol.
So down to the specifics... Forgetting about the need to kill 20 creatures to get to max spell damage, how do you offset the extra damage taken? I have two ideas for people to go on to the PTS and test out... Putting heavy armour (primarily for more resists) on a magicka DPS, and/or stacking more into health. The magic number for health in a raid right now is ~18k, So adjust your stats so that it’s 40% more than that. This would put you at about 25k health I believe. I’m curious to see what the DPS is like if you’re a magicka DPS parsing with a heavy, magicka-based set on with these gloves. I’ll be testing out these ideas myself, and I encourage others to as well.
I haven't tested with anything but a pure damage setup at this point so I can't speak of things like max health vs max mag but you don't really need to give up either of these sets. I ran MS and four pieces of FGD (since the 5 piece doesn't give me damage anyway) and just used a single heavy attack each rotation for perfect sustain. If you really want the sustain, drop a monster piece. The damage gained from thrassian will more than make up for it. If you want more defense, run Chudan or two one-pieces of the armor monster sets in heavy.Septimus_Magna wrote: »In terms of sets its probably not smart to give up either MS or FGD, so it would probably be a combination of a 1pc monster set with health, health enchants and/or attribute points into health. Artaeum Pickled Fish Bowl will help a lot but that means you need to run FGD for the sustain.
Septimus_Magna wrote: »In terms of sets its probably not smart to give up either MS or FGD, so it would probably be a combination of a 1pc monster set with health, health enchants and/or attribute points into health. Artaeum Pickled Fish Bowl will help a lot but that means you need to run FGD for the sustain.
I haven't tested with anything but a pure damage setup at this point so I can't speak of things like max health vs max mag but you don't really need to give up either of these sets. I ran MS and four pieces of FGD (since the 5 piece doesn't give me damage anyway) and just used a single heavy attack each rotation for perfect sustain. If you really want the sustain, drop a monster piece. The damage gained from thrassian will more than make up for it. If you want more defense, run Chudan or two one-pieces of the armor monster sets in heavy.
Septimus_Magna wrote: »Once you go over 6 stacks you can tap crouch to remove the stacks.So down to the specifics... Forgetting about the need to kill 20 creatures to get to max spell damage, how do you offset the extra damage taken? I have two ideas for people to go on to the PTS and test out... Putting heavy armour (primarily for more resists) on a magicka DPS, and/or stacking more into health. The magic number for health in a raid right now is ~18k, So adjust your stats so that it’s 40% more than that. This would put you at about 25k health I believe. I’m curious to see what the DPS is like if you’re a magicka DPS parsing with a heavy, magicka-based set on with these gloves. I’ll be testing out these ideas myself, and I encourage others to as well.
Olupajmibanan wrote: »Septimus_Magna wrote: »Once you go over 6 stacks you can tap crouch to remove the stacks.So down to the specifics... Forgetting about the need to kill 20 creatures to get to max spell damage, how do you offset the extra damage taken? I have two ideas for people to go on to the PTS and test out... Putting heavy armour (primarily for more resists) on a magicka DPS, and/or stacking more into health. The magic number for health in a raid right now is ~18k, So adjust your stats so that it’s 40% more than that. This would put you at about 25k health I believe. I’m curious to see what the DPS is like if you’re a magicka DPS parsing with a heavy, magicka-based set on with these gloves. I’ll be testing out these ideas myself, and I encourage others to as well.
Does this work mid-fight without actually going "hidden"?
leepalmer95 wrote: »It'll be nice 1 hitting VDSA/ VMA lmao.
I haven’t done a ton of testing on this piece myself, but I am aware of some of the mechanics to it... one of the big drawbacks is whenever you port to a new zone your stacks fall off. I don’t think this should be the case, I suspect this is a bug that ZOS needs to fix.
I am, admittedly, more of a PvE player, so I’m curious how this will play out. My suspicions are that this piece will benefit vet groups more than it will beginner/intermediate groups, since vet groups can very quickly adapt to different metas that show up patch to patch.
So down to the specifics... Forgetting about the need to kill 20 creatures to get to max spell damage, how do you offset the extra damage taken? I have two ideas for people to go on to the PTS and test out... Putting heavy armour (primarily for more resists) on a magicka DPS, and/or stacking more into health. The magic number for health in a raid right now is ~18k, So adjust your stats so that it’s 40% more than that. This would put you at about 25k health I believe. I’m curious to see what the DPS is like if you’re a magicka DPS parsing with a heavy, magicka-based set on with these gloves. I’ll be testing out these ideas myself, and I encourage others to as well.
Overall I think it's a fun item to play with and while I think it might be a tad overtuned I do like that it allows for some serious damage while also providing a hefty cost. In trials, this set will be just about useless since only one or two members would ever be able to get full stacks going most of the time and there are too many one-shot mechanics. In dungeons, even harder ones, I could see this being considered BiS for a premade that has appropriately adjusted their team dynamics so that healers and tanks actually focus on group survival while the DPS do all of the damage and damage-buffing. I wouldn't dare take this into pugs for any serious dungeons.
As for the OP comment about dropping off when porting: That is definitely not a bug. Otherwise everyone would equip it, go kill some overland mobs, and then hop into a dungeon at full power and never have to worry about building the stacks again. As it is now, it at least requires some consideration as far as team dynamics goes. That being said, it's pretty easy to get a build that still functions even when the stacks aren't up. With zero stacks I got a magplar to about 33k/60k on a 6m/trial dummy. Once the stack were up it was like 45k/97k. I also took my solo stamDK into vMA with it and managed to do fairly though I didn't finish.
I have yet to have a chance to play with this in PvP but I suspect it will be DoA for the most part outside of dueling and maybe some highly coordinated groups. It's a 50/50 chance that you or your enemy get blown the eff up. And sure, you can get extremely powerful self-heals but those don't do you much good if you get one-shotted.
I personally also like that it raises both the floor and the ceiling: Allowing for experienced players to really make it shine and giving less rotation/build-centric players that are otherwise not terrible a chance to get those deeps.
universal_wrath wrote: »I haven’t done a ton of testing on this piece myself, but I am aware of some of the mechanics to it... one of the big drawbacks is whenever you port to a new zone your stacks fall off. I don’t think this should be the case, I suspect this is a bug that ZOS needs to fix.
I am, admittedly, more of a PvE player, so I’m curious how this will play out. My suspicions are that this piece will benefit vet groups more than it will beginner/intermediate groups, since vet groups can very quickly adapt to different metas that show up patch to patch.
So down to the specifics... Forgetting about the need to kill 20 creatures to get to max spell damage, how do you offset the extra damage taken? I have two ideas for people to go on to the PTS and test out... Putting heavy armour (primarily for more resists) on a magicka DPS, and/or stacking more into health. The magic number for health in a raid right now is ~18k, So adjust your stats so that it’s 40% more than that. This would put you at about 25k health I believe. I’m curious to see what the DPS is like if you’re a magicka DPS parsing with a heavy, magicka-based set on with these gloves. I’ll be testing out these ideas myself, and I encourage others to as well.
Set is for parsing open world only. Many trials and dungeons have lots of aoe attacks or in some dungeons some boss will randomly attack any player. 40% dmg taken is huge even if you are max cp. It is a nice set with its down sides, I personaly don't see it being used in vet dungeons, DLC ones atleast. It will stresses out the healers and make their hair fall when you group with them as maybe random hit tgat shouls only take 20% of you HP bow takes 50% for example.
@RiskyChalice863
So I actually had a chance to do some dueling with and against the set yesterday! It performed about as I expected. I was playing my hybrid DK and my opponent was a magsorc. He basically had me locked down the whole fight (magsorc is admittedly my very worst matchup). He would basically sit inside his mine field and body block with the matriarch while pressuring me with extremely powerful attacks. The only thing I could do was LoS, heal the crap out of myself, and wait for him to make a mistake and either step away from the minefield or run out of magicka. If I tried to attack while his guard was up I'd get blow up with 18k+ mines lol and if I managed to slip in he'd just streak away and reset the whole thing.
I'll have to try some more matches with him later since I was running an odd 2hand/resto setup. I imagine a bow or shield backbar would have been a very different story. Reflecting 20k+ frags back at someone would be an insta-gib for sure.
In open world as a solo it would be possible to catch a few people off guard and blow them up before they even knew what happened but all it would take is one mildly capable person with snipe on their bar standing behind you to end it real fast. If they built more tanky as you suggested I'm sure they'd do better overall but the question remains, will someone be dedicated enough to go hunt down and kill a bunch of things in order to get their stacks back every time some little thing goes wrong? If you're dedicated to the idea I'm sure you can make it work. But you'll have to be really dedicated.
Also the answer the question about resetting via zoning. Anything involving changes zones or instances counts. So porting, entering a dungeon, walking to or using a shrine to travel to a new zone. Transitus shrines, keeps, and buildings that are part of the same zone don't reset it.

