Vrols command seems...very bad

Nemesis7884
Nemesis7884
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I mean the set didnt seem particularly good before because of the long cooldown...and now its even longer? Am i missing something? this just seems bad...who would want to use that?
  • YandereGirlfriend
    YandereGirlfriend
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    Yolnakriin is literally the only designated "tank" set from trials (any trial, even Craglorn) that I can think of that ZOS has produced that is actually usable by end-game tanks.

    I mean, their track record on new sets in general is quite poor but tanking sets especially seem to be the worst of the worst (shout-out to Navrintaas though).

    Not only is the buff mediocre but it also has the ridiculously long cooldown (uptime of ~27%) and, worst of all, only covers half of your trial group. Like, what?!

    To top it off, the Perfected bonus is 4% Healing Taken which is, I believe, the mathematically least useful of any possible set bonus.
  • Nemesis7884
    Nemesis7884
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    yea it just seems a bad set got worse...not really getting it...

    i think the set could be interesting if they either drastically lowered the cooldown OR something that could be interesting redesign the set and have it give your team member minor heroism for example...


    Edited by Nemesis7884 on April 28, 2020 4:09AM
  • Tannus15
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    I can't see a reason to ever use it.
  • karekiz
    karekiz
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    Just for reference:
    Vrol’s Command and Perfected Vrol’s Command: Increased the cooldown of these sets to 36 seconds, up from 28. <Major Aegis>

    Its such a weird number. I mean both of them. 28, why not 30? 36, why not 35? lol. Is there a reason for that?
  • Vaoh
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    karekiz wrote: »
    Just for reference:
    Vrol’s Command and Perfected Vrol’s Command: Increased the cooldown of these sets to 36 seconds, up from 28. <Major Aegis>

    Its such a weird number. I mean both of them. 28, why not 30? 36, why not 35? lol. Is there a reason for that?

    Yes, there is.

    “All Trial sets from Kyne’s Aegis have been reduced in their total effectiveness due to an error in calculating their Set Bonus Efficiency. Their Minor Slayer and Aegis bonuses are now properly accounted for the weight of stats they provide, rather than being treated as a mere 1 piece bonus, similarly to all other trial sets”

    This is how we end up with Vrol’s Command, a tank set that gives half of your trial group the useless Major Aegis buff for 10 seconds, alongside a 36 second cooldown (got nerfed in 6.0.1.... used to be 28 seconds lol).

    According to the spreadsheet it’s perfect. According to reality it’s trash.
    Edited by Vaoh on April 28, 2020 5:15AM
  • Nemesis7884
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    they should actually reduce the downtime from the original set....i think it would make more sense to have something like 10 seconds up time 10-15 seconds down time so lets say the effect can happen every 20 seconds

    I also kinda like my idea of instead of giving aegis, giving minor heroism...that would be quite unique and an interesting combination with yolnakrin
  • WrathOfInnos
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    they should actually reduce the downtime from the original set....i think it would make more sense to have something like 10 seconds up time 10-15 seconds down time so lets say the effect can happen every 20 seconds

    I also kinda like my idea of instead of giving aegis, giving minor heroism...that would be quite unique and an interesting combination with yolnakrin

    That would be much better. It also needs to apply to a full group of 12.
  • starkerealm
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    To top it off, the Perfected bonus is 4% Healing Taken which is, I believe, the mathematically least useful of any possible set bonus.

    On paper, maybe. However, even on a basic scratch and sniff for anyone who's played the game, health recovery is significantly worse, and the only way to make it look better would be to grossly misrepresent how useful that stat is.

    Further, given it's a tank set, weapon/spell damage/crit come to mind immediately as far less useful for that role. Healing done is less useful than healing received for a tank.

    Max Health, stam recovery (and, depending on your build, possibly mag recovery) are better for a tank, but even max resists are going to be less useful, simply because getting to the resist caps is something you should already be doing.

    The "mathematically least useful," is only meaningful if you're playing the game in Excel. We're not. Context is far more important.

    As for tank sets, ZOS and the community fundamentally disagree about what the tank should be doing, and a result, the vast majority of tank sets in the game don't see use. Not just designated trial tanking sets.
  • Dagoth_Rac
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    The tank themselves being able to gain Major Aegis on demand in anticipation of particularly hard-hitting attacks is not the worst thing. But needing a fully-charged heavy attack is kind of dangerous, especially if you need to time it with a particular boss attack, rather than choose a safe time to do it. There are also other ways to temporarily debuff enemy damage that would likely be preferable.

    But ... the group buff? Beyond useless. If only way for a group to survive an encounter is Major Aegis, the boss is overtuned and hitting too hard. But if you can survive an encounter without Major Aegis, why bother? Just let healers heal and provide a more useful buff to your group. Even if ZOS decided to go with some stupid mechanic where non-tanks will die if Major Aegis is not active, only giving Major Aegis to 5 other players means half the group will die, anyway. So now you need both tanks in Vrol's Command? Lame.

    The sets for this Trial are just incredibly bad, so far.

    I think the issue is that ZOS have the idea that "regular" players heavy attack all the time because it is easier than light attack weaving. But regular players:

    1). Try to light attack weave but are not great at it and miss light attacks
    or
    2). Do not bother light attack weaving at all and just go skill-skill-skill.

    Heavy attacks are essentially cast-time skills and nobody likes cast-time skills. Just sitting around doing nothing for a couple seconds while you wind up a heavy attack is not fun. No one likes it. Not bad players, not mediocre players, not good players, not great players. If ZOS want to find ways to raise average DPS, they need to do it in the context of 1 and 2 above, not forcing a clunky heavy-attack meta on the game that makes combat less enjoyable for everybody.
  • karekiz
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    Aegis itself honestly should just be redesigned I think.

    Would be a fun group resist buff - While inside a dungeon/trial minor aegis grants X resists to you and 11 group members within 28 meters. Major increased value.

    Would at least make Aegis a minor tanky stat for the tank, but also buff allies. Something that wouldn't effect tank overall stats in a large view, but other players a bit more.

    Also I still wonder why healers don't have an Aegis for heal output. Standardize that ZoS plz
    Edited by karekiz on April 28, 2020 4:31PM
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