Sanguinor2 wrote: »At this Point I just want them to completely rework RO if they really want it to be a dd set. Making it like MA is redundant because its either gonna be better and just replace it or its gonna be worse and wont be worth Picking up.
Septimus_Magna wrote: »Sanguinor2 wrote: »At this Point I just want them to completely rework RO if they really want it to be a dd set. Making it like MA is redundant because its either gonna be better and just replace it or its gonna be worse and wont be worth Picking up.
The major issue with MA and WM is that only classes with cheap ults can make these sets work.
RO should be useful on all mag DD classes, if there's nothing useful to get from the new trail most players will run it once on normal and forget about it.
TL;DR summary: Reduce Roaring's effect from 12 to 3 people. Increase the effect of Vrol's Command, Inventor's Guard, and Automated Defense to 12 people.
Introduction: Why is Alkosh a support set?
Roar of Alkosh was intended by ZOS to be a damage-dealer set. But the reality is that this is a set used almost exclusively by tanks, and the only time damage dealers used this set was very early in this set's life (back before players got the idea to use it on tanks) and when hitbox problems prevented Alkosh from hitting the bosses in Sunspire if used from a tank's position.
Question: So, why is Alkosh actually a support set, despite ZOS's clear intent that it be a damage-dealer set?
Answer: Because it is efficient in its effect. Specifically, what I mean here by "efficient" is that because this is a set that debuffs targets, its effect benefits everyone in the group.
In a trials group of 12, you just need 1 person to use Alkosh. That's what I mean by "efficient". Furthermore, because the effect does not stack, it is actually disadvantageous to have too many people wear Alkosh, since the extra effect procs will just be wasted. So even if a damage dealer were to wear Alkosh, it would only make sense for 1 damage dealer to wear the set--there's little point in having the other 7 to wear it.
If you think about it, every popular support set is one that can affect a full group of 12; they're all "efficient". Ebon. Worm. Hircine. Yolnahkriin. Olorime. Alkosh.
Why is Roaring Opportunist the next Alkosh?
Four years later, we have another "Roar" set, this time Roaring Opportunist, which grants Major Slayer to 12 people upon the completion of a heavy attack. As it currently stands, even after the week 2 PTS changes, this is a support set.
- One person can give Major Slayer to a full trials group of 12.
- You can't have more than one person wear this set because of the cooldown.
- In order to get the most out of this set, it's necessary to build specifically for heavy attacks, and for the kinds of players that this set is aimed at (players who run trials), it's one thing to ask them to heavy attack every now and then (which many do anyway for sustain), but it's quite another to ask them to build specifically for heavy attacks. And without a heavy-attack build, a damage dealer is not going to do that much more heavy attack damage than a healer (particularly since it is now commonplace for healers to spec more into spell damage) and will not get significantly more uptime than a healer.
So the reality is that, despite the week 2 changes, Roaring Opportunist is still considered by players to be a support set. The only difference now is that it's a weaker support set, and groups are now considering having healers come on the DK class because of the DK's unique class ability to boost heavy attack damage.
How do you fix Roaring Opportunist?
There's a very simple solution to this problem: Cap the Roaring Opportunist effect to three players. Eliminate/revert the duration scaling from heavy attack damage. And instead of Roaring Opportunist becoming the next Alkosh, it will become the next Master Architect. Roaring Opportunist has the (ahem) opportunity to become a more desirable alternative to Master Architect, particularly for those classes that lack cheap ultimates.
That's it. If you want RO to be a set used by damage-dealers, you MUST eliminate the 12-person effect. As long as it can affect 12, people will look for ways to shoehorn it onto a support. And even if groups do decided to put RO on a damage-dealer, only one damage dealer could use the set. All other RO sets in the group would be wasted. Is that what you really want, ZOS? For a damage-dealer set to be usable by only 1 out of 8 DDs in a group?
Effect efficiency and Major Aegis
Vrol's Command suffers from the opposite problem. This is a set that is designed to be a support set, but supports will never use it. Why? Because it's inefficient. In order to cover the entire group, you need both of your tanks to run it. It's one thing to ask one tank to sacrifice a set for Vrol. But asking both tanks to do this? No, I can't imagine any group accepting that level of sacrifice.
I find it amusingly ironic that ZOS made the mistake of letting Roaring affect 12 people while also making the exact opposite mistake of letting Vrol affect only 6.
Furthermore, this is the same mistake that was made with Inventor's Guard and Automated Defense.
The Major Aegis sets from Halls of Fabrication are automatic decons for everyone. Why? Because they affect only 3 people. In order to cover an entire group, you'll need all four supports running Inventors/Automated. That's completely impractical.
I imagine, back in 2017 when the Halls sets were designed, that someone at ZOS thought, "Well, the Major Slayer sets affect 3 people. So wouldn't it be nice and symmetrical for the Major Aegis sets also affect 3 people?" The problem with that symmetry in the set design is that, in practice, the roles are not symmetrical. You have 8 DDs, but only 2 healer and 2 tanks. There are a lot more DDs than there are supports.
Also, defensive bonuses really need to go to everyone. If someone doesn't get an offensive bonus, that's fine, they just do a bit less damage, but that's not a big deal. But for defensive bonuses, if someone needs a defensive buff to survive, then not getting it means death. In places where groups need to mitigate a lot of damage, the damage usually affects everyone. Think about the execute phase on Assembly General. Or the laser on Lokkestiiz HM. Major Aegis is never a consideration in those scenarios because we need that buff on everyone, and in order to get it, we would would need to sacrifice four support slots (if using Halls support sets) or two support slots (if using Vrol).
The Galenwe treatment
There is one more trials support set that ZOS had made this mistake with: Galenwe. Before the Update 26 PTS, Galenwe affected only 3 people. It was too inefficient to be used as a support set. But with Update 26, Galenwe can now affect an entire trials group, and suddenly, the set is on the radar for consideration instead of automatic decon fodder. This was a great and necessary change. Now you need to do the same for Vrol, Inventor's Guard, and Automated Defense. All three of these sets could be interesting and useful in certain situations, if only they were able to affect everyone.
And of course, you need to do the opposite for Roaring Opportunist. Reducing the effect count is the only way to get people to actually use RO on damage dealers instead of on a support or just a single damage dealer. And it would make it a far more balanced set.
Sets like Alkosh are a different animal. That set has been OP for a really long time. I know I'll probably annoy a few guys but that set could get a similar treatment like engulfing flames but it could be based on weapon damage/max stamina instead. It'd still be possible to use it on an offtank in some situations.
John_Falstaff wrote: »As for proposal regarding Roaring, I'm not sure if it's easy to make it useful for people with expensive ults without overshadowing MA, because if it scales off ultimate cost, it might be plain better and that'll mean homogenization, and if will be strictly for expensive ults - well, everyone has access to things like destroult. At that point, I'm pretty sure ZOS should introduce new buffs without fearing power creep; feeling more powerful as you progress the game is a normal thing.
John_Falstaff wrote: »Septimus_Magna wrote: »Sanguinor2 wrote: »At this Point I just want them to completely rework RO if they really want it to be a dd set. Making it like MA is redundant because its either gonna be better and just replace it or its gonna be worse and wont be worth Picking up.
The major issue with MA and WM is that only classes with cheap ults can make these sets work.
RO should be useful on all mag DD classes, if there's nothing useful to get from the new trail most players will run it once on normal and forget about it.
That's not an issue. That's the great thing about it. Classes with expensive ults can run their own sets - sets that actually work towards their damage - and still have Slayer uptime, they only have to take NB, templar or warden into their group. Two birds with one stone; encouraging class diversity and getting bonus without having to wear a set for it. That's the whole idea of the set, and it's good. I'll sigh with relief if RO will be released as a total garbage.
Septimus_Magna wrote: »John_Falstaff wrote: »Septimus_Magna wrote: »Sanguinor2 wrote: »At this Point I just want them to completely rework RO if they really want it to be a dd set. Making it like MA is redundant because its either gonna be better and just replace it or its gonna be worse and wont be worth Picking up.
The major issue with MA and WM is that only classes with cheap ults can make these sets work.
RO should be useful on all mag DD classes, if there's nothing useful to get from the new trail most players will run it once on normal and forget about it.
That's not an issue. That's the great thing about it. Classes with expensive ults can run their own sets - sets that actually work towards their damage - and still have Slayer uptime, they only have to take NB, templar or warden into their group. Two birds with one stone; encouraging class diversity and getting bonus without having to wear a set for it. That's the whole idea of the set, and it's good. I'll sigh with relief if RO will be released as a total garbage.
I agree its a good thing in terms of group composition, its a bad thing for some classes because they are forced to stick with old sets. When new content is released I want to play it because its new but I also want to get something from it to improve one of my builds in some way. New content is fun but there has to be some other motivation to run more than a couple times.
Releasing a new trail where players literally can get nothing to improve their builds just is a very bad idea.
Meanwhile people still run Craglorn trails because some of those sets are still useful..
John_Falstaff wrote: »Septimus_Magna wrote: »John_Falstaff wrote: »Septimus_Magna wrote: »Sanguinor2 wrote: »At this Point I just want them to completely rework RO if they really want it to be a dd set. Making it like MA is redundant because its either gonna be better and just replace it or its gonna be worse and wont be worth Picking up.
The major issue with MA and WM is that only classes with cheap ults can make these sets work.
RO should be useful on all mag DD classes, if there's nothing useful to get from the new trail most players will run it once on normal and forget about it.
That's not an issue. That's the great thing about it. Classes with expensive ults can run their own sets - sets that actually work towards their damage - and still have Slayer uptime, they only have to take NB, templar or warden into their group. Two birds with one stone; encouraging class diversity and getting bonus without having to wear a set for it. That's the whole idea of the set, and it's good. I'll sigh with relief if RO will be released as a total garbage.
I agree its a good thing in terms of group composition, its a bad thing for some classes because they are forced to stick with old sets. When new content is released I want to play it because its new but I also want to get something from it to improve one of my builds in some way. New content is fun but there has to be some other motivation to run more than a couple times.
Releasing a new trail where players literally can get nothing to improve their builds just is a very bad idea.
Meanwhile people still run Craglorn trails because some of those sets are still useful..
Thing is... I'm not sure if it's such a bad thing - sticking with old sets. Sure, I appreciate new and shiny things, it's fun, it makes me feel progress, and I definitely would like more fun and efficient sets to come out. That's why I'd rather them assign completely new buff to RO without touching what's not broken with MA - some fantasy from devs, and it can add new stuff without killing old. I'm just not sure I believe in them to make such a fundamental rework after two weeks of PTS, and the choice is either lackluster support sets for very specialized comps, or Alkosh v2.0 that'll hurt group diversity (in times when group already suffer from class stacking). Former's probably lesser of two evils.
To think of it, even such simple (and recent!) idea as releasing magicka version of Vicious Ophidian was a roaring success, it's new, it's fun, it mixed up things in good way - shift towards better sustain enabled more use of bi-stat food, helped sustain-stranded petsorcs somewhat, and so on, and so forth. I absolutely can't imagine why ZOS wouldn't just scrape RO's current stats and simply won't make it magicka Tzogvin's, that'll be a blast, not having icky melee-only trap or rotation-breaking channeled acceleration on bars. But, it's how it is, for some reason ZOS goes for destructive path instead of making a set that is a simple and sweet QoL improvement over the dated MS.
The nerf to Vrol's Command, based on standardisation calculations, is concering after widespread feedback from players that the set is weak. The nerfs suggest that the developers' standardisation calculations are not good at calculating the power of support and defensive sets.
Inventor's Guard and Automated Defense have similar problems to Vrol's Command. Like Major Protection, Major Aegis could be a situationally useful defensive buff, but the Major Aegis sets have awkward proc conditions and only protect a small fraction of a raid group's members.
As an example, a tank could use Major Aegis to protect the group during mechanics. To do that using Vrol's Command they need to wait until the right time to heavy attack. This makes heavy attacking for resources awkward because Vrol's Command might proc at the wrong time. When it does proc, only half of the group is then protected. The other half of the group dies to the mechanic. A simple % mitigation and % up time calculation will not capture this.
No doubt, the strength of these sets is hard to balance, but their balancing has be focused on how these utility sets are used, not just on up times and % mitigation. As Major Aegis only applies in dungeons and trials, the Major Aegis sets could be tailored to this content without worrying about balance elsewhere. There is an opportunity for Major Aegis sets to become "rule breakers" that are very powerful in specific situations and fun to use, but to do this they need to be balanced with those situtations in mind.
kylewwefan wrote: »I saw a thread that explained we don’t really have support roles in this game and a few changes could really fix that. Tank is a role. Healer is a role. Damage Dealer is a role. Support could be a role. Long as people could get over being a buff bit**.
I hadn’t really thought of it this way before, but it makes sense kind of.
In this very thread is a great idea to fix alkosh by having it scale from weapon damage like the DK skill that makes take more flame damage. That would make it fairly worthless on a tank and a decent stamina dps/support set.
TL;DR summary: Reduce Roaring's effect from 12 to 3 people. Increase the effect of Vrol's Command, Inventor's Guard, and Automated Defense to 12 people.
Introduction: Why is Alkosh a support set?
Roar of Alkosh was intended by ZOS to be a damage-dealer set. But the reality is that this is a set used almost exclusively by tanks, and the only time damage dealers used this set was very early in this set's life (back before players got the idea to use it on tanks) and when hitbox problems prevented Alkosh from hitting the bosses in Sunspire if used from a tank's position.
Question: So, why is Alkosh actually a support set, despite ZOS's clear intent that it be a damage-dealer set?
Answer: Because it is efficient in its effect. Specifically, what I mean here by "efficient" is that because this is a set that debuffs targets, its effect benefits everyone in the group.
In a trials group of 12, you just need 1 person to use Alkosh. That's what I mean by "efficient". Furthermore, because the effect does not stack, it is actually disadvantageous to have too many people wear Alkosh, since the extra effect procs will just be wasted. So even if a damage dealer were to wear Alkosh, it would only make sense for 1 damage dealer (or maaaybe 2) to wear the set--there's little point in having the others wear it.
If you think about it, every popular support set is one that can affect a full group of 12; they're all "efficient". Ebon. Worm. Hircine. Yolnahkriin. Olorime. Alkosh.
Why is Roaring Opportunist the next Alkosh?
Four years later, we have another "Roar" set, this time Roaring Opportunist, which grants Major Slayer to 12 people upon the completion of a heavy attack. As it currently stands, even after the week 2 PTS changes, this is a support set.
- One person can give Major Slayer to a full trials group of 12.
- You can't have more than one person wear this set because the cooldown is on the recipient of the buff.
- In order to get the most out of this set, it's necessary to build specifically for heavy attacks, and for the kinds of players that this set is aimed at (players who run trials), it's one thing to ask them to heavy attack every now and then (which some do anyway for sustain), but it's quite another to ask them to build specifically for heavy attacks. And without a heavy-attack build, a damage dealer is not going to do that much more heavy attack damage than a healer (particularly since it is now commonplace for healers to spec more into spell damage) and will not get significantly more uptime than a healer.
So the reality is that, despite the week 2 changes, Roaring Opportunist is still considered by players to be a support set. The only difference now is that it's a weaker support set, and groups are now considering having healers come on the DK class because of the DK's unique class ability to boost heavy attack damage.
How do you fix Roaring Opportunist?
There's a very simple solution to this problem: Cap the Roaring Opportunist effect to three players. Eliminate/revert the duration scaling from heavy attack damage. And instead of Roaring Opportunist becoming the next Alkosh, it will become the next Master Architect. Roaring Opportunist has the (ahem) opportunity to become a more desirable alternative to Master Architect, particularly for those classes that lack cheap ultimates.
That's it. If you want RO to be a set used by damage-dealers, you MUST eliminate the 12-person effect. As long as it can affect 12, people will look for ways to shoehorn it onto a support. And even if groups do decided to put RO on a damage-dealer, only one damage dealer could use the set. All other RO sets in the group would be wasted. Is that what you really want, ZOS? For a damage-dealer set to be usable by only 1 out of 8 DDs in a group?
Effect efficiency and Major Aegis
Vrol's Command suffers from the opposite problem. This is a set that is designed to be a support set, but supports will never use it. Why? Because it's inefficient. In order to cover the entire group, you need both of your tanks to run it. It's one thing to ask one tank to sacrifice a set for Vrol. But asking both tanks to do this? No, I can't imagine any group accepting that level of sacrifice.
I find it amusingly ironic that ZOS made the mistake of letting Roaring affect 12 people while also making the exact opposite mistake of letting Vrol affect only 6.
Furthermore, this is the same mistake that was made with Inventor's Guard and Automated Defense.
The Major Aegis sets from Halls of Fabrication are automatic decons for everyone. Why? Because they affect only 3 people. In order to cover an entire group, you'll need all four supports running Inventors/Automated. That's completely impractical.
I imagine, back in 2017 when the Halls sets were designed, that someone at ZOS thought, "Well, the Major Slayer sets affect 3 people. So wouldn't it be nice and symmetrical for the Major Aegis sets to also affect 3 people?" The problem with that symmetry in the set design is that, in practice, the roles are not symmetrical. You have 8 DDs, but only 2 healer and 2 tanks. There are a lot more DDs than there are supports.
Also, defensive bonuses really need to go to everyone. If someone doesn't get an offensive bonus, that's fine, they just do a bit less damage, but that's not a big deal. But for defensive bonuses, if someone needs a defensive buff to survive, then not getting it means death. In places where groups need to mitigate a lot of damage, the damage usually affects everyone. Think about the execute phase on Assembly General. Or the laser on Lokkestiiz HM. Major Aegis is never a consideration in those scenarios because we need that buff on everyone, and in order to get it, we would would need to sacrifice four support slots (if using Halls support sets) or two support slots (if using Vrol).
The Galenwe treatment
There is one more trials support set that ZOS had made this mistake with: Galenwe. Before the Update 26 PTS, Galenwe affected only 3 people. It was too inefficient to be used as a support set. But with Update 26, Galenwe can now affect an entire trials group, and suddenly, the set is on the radar for consideration instead of automatic decon fodder. This was a great and necessary change. Now you need to do the same for Vrol, Inventor's Guard, and Automated Defense. All three of these sets could be interesting and useful in certain situations, if only they were able to affect everyone.
And of course, you need to do the opposite for Roaring Opportunist. Reducing the effect count is the only way to get people to actually use RO on damage dealers instead of on a support or just a single damage dealer. And it would make it a far more balanced set.
kylewwefan wrote: »A trials Damage set should be worn on a trials DPS. If it works better on a tank or a healer; that’s shameful.
Trials sets should be great for the trial they come from. But this isn’t always the case.
ATreeGnome wrote: »TL;DR summary: Reduce Roaring's effect from 12 to 3 people. Increase the effect of Vrol's Command, Inventor's Guard, and Automated Defense to 12 people.
Introduction: Why is Alkosh a support set?
Roar of Alkosh was intended by ZOS to be a damage-dealer set. But the reality is that this is a set used almost exclusively by tanks, and the only time damage dealers used this set was very early in this set's life (back before players got the idea to use it on tanks) and when hitbox problems prevented Alkosh from hitting the bosses in Sunspire if used from a tank's position.
Question: So, why is Alkosh actually a support set, despite ZOS's clear intent that it be a damage-dealer set?
Answer: Because it is efficient in its effect. Specifically, what I mean here by "efficient" is that because this is a set that debuffs targets, its effect benefits everyone in the group.
In a trials group of 12, you just need 1 person to use Alkosh. That's what I mean by "efficient". Furthermore, because the effect does not stack, it is actually disadvantageous to have too many people wear Alkosh, since the extra effect procs will just be wasted. So even if a damage dealer were to wear Alkosh, it would only make sense for 1 damage dealer (or maaaybe 2) to wear the set--there's little point in having the others wear it.
If you think about it, every popular support set is one that can affect a full group of 12; they're all "efficient". Ebon. Worm. Hircine. Yolnahkriin. Olorime. Alkosh.
Why is Roaring Opportunist the next Alkosh?
Four years later, we have another "Roar" set, this time Roaring Opportunist, which grants Major Slayer to 12 people upon the completion of a heavy attack. As it currently stands, even after the week 2 PTS changes, this is a support set.
- One person can give Major Slayer to a full trials group of 12.
- You can't have more than one person wear this set because the cooldown is on the recipient of the buff.
- In order to get the most out of this set, it's necessary to build specifically for heavy attacks, and for the kinds of players that this set is aimed at (players who run trials), it's one thing to ask them to heavy attack every now and then (which some do anyway for sustain), but it's quite another to ask them to build specifically for heavy attacks. And without a heavy-attack build, a damage dealer is not going to do that much more heavy attack damage than a healer (particularly since it is now commonplace for healers to spec more into spell damage) and will not get significantly more uptime than a healer.
So the reality is that, despite the week 2 changes, Roaring Opportunist is still considered by players to be a support set. The only difference now is that it's a weaker support set, and groups are now considering having healers come on the DK class because of the DK's unique class ability to boost heavy attack damage.
How do you fix Roaring Opportunist?
There's a very simple solution to this problem: Cap the Roaring Opportunist effect to three players. Eliminate/revert the duration scaling from heavy attack damage. And instead of Roaring Opportunist becoming the next Alkosh, it will become the next Master Architect. Roaring Opportunist has the (ahem) opportunity to become a more desirable alternative to Master Architect, particularly for those classes that lack cheap ultimates.
That's it. If you want RO to be a set used by damage-dealers, you MUST eliminate the 12-person effect. As long as it can affect 12, people will look for ways to shoehorn it onto a support. And even if groups do decided to put RO on a damage-dealer, only one damage dealer could use the set. All other RO sets in the group would be wasted. Is that what you really want, ZOS? For a damage-dealer set to be usable by only 1 out of 8 DDs in a group?
Effect efficiency and Major Aegis
Vrol's Command suffers from the opposite problem. This is a set that is designed to be a support set, but supports will never use it. Why? Because it's inefficient. In order to cover the entire group, you need both of your tanks to run it. It's one thing to ask one tank to sacrifice a set for Vrol. But asking both tanks to do this? No, I can't imagine any group accepting that level of sacrifice.
I find it amusingly ironic that ZOS made the mistake of letting Roaring affect 12 people while also making the exact opposite mistake of letting Vrol affect only 6.
Furthermore, this is the same mistake that was made with Inventor's Guard and Automated Defense.
The Major Aegis sets from Halls of Fabrication are automatic decons for everyone. Why? Because they affect only 3 people. In order to cover an entire group, you'll need all four supports running Inventors/Automated. That's completely impractical.
I imagine, back in 2017 when the Halls sets were designed, that someone at ZOS thought, "Well, the Major Slayer sets affect 3 people. So wouldn't it be nice and symmetrical for the Major Aegis sets to also affect 3 people?" The problem with that symmetry in the set design is that, in practice, the roles are not symmetrical. You have 8 DDs, but only 2 healer and 2 tanks. There are a lot more DDs than there are supports.
Also, defensive bonuses really need to go to everyone. If someone doesn't get an offensive bonus, that's fine, they just do a bit less damage, but that's not a big deal. But for defensive bonuses, if someone needs a defensive buff to survive, then not getting it means death. In places where groups need to mitigate a lot of damage, the damage usually affects everyone. Think about the execute phase on Assembly General. Or the laser on Lokkestiiz HM. Major Aegis is never a consideration in those scenarios because we need that buff on everyone, and in order to get it, we would would need to sacrifice four support slots (if using Halls support sets) or two support slots (if using Vrol).
The Galenwe treatment
There is one more trials support set that ZOS had made this mistake with: Galenwe. Before the Update 26 PTS, Galenwe affected only 3 people. It was too inefficient to be used as a support set. But with Update 26, Galenwe can now affect an entire trials group, and suddenly, the set is on the radar for consideration instead of automatic decon fodder. This was a great and necessary change. Now you need to do the same for Vrol, Inventor's Guard, and Automated Defense. All three of these sets could be interesting and useful in certain situations, if only they were able to affect everyone.
And of course, you need to do the opposite for Roaring Opportunist. Reducing the effect count is the only way to get people to actually use RO on damage dealers instead of on a support or just a single damage dealer. And it would make it a far more balanced set.
Pretty much spot on.
I do think it's also worth noting that, while the target limit on War Machine and Master Architect are a big part of the reason that DPS ran then instead of supports, the proc condition was something that inherently was desirable on some DPS classes (using a cheap ultimate on cooldown) but was completely undesirable on supports, who want to efficiently space out their high cost Warhorns to achieve the maximum major force uptime. Heavy attacks are the opposite of this - undesirable on a DPS but not a big deal on a healer. Include the fact that Jorvuld's guidance will always give healers a 40% advantage on any worthwhile, group wide, major offensive buff set, and it's inevitable that RO would end up on a healer or a trash pile.
I think that it's also inevitable that RO, if it is used at all, will provide far more value to well coordinated, high end groups than to average groups. An organized group will likely have more group buffs with better uptimes. Hitting a 96k heavy attack in a group with good warhorn and colossus rotations and high uptimes on Alkosh, Zen's, and MK will be far easier than hoping things line up in a disorganized group that might be missing buffs to start with. I don't think anyone wants a set that will widen the skill gap even more.
I think it would be best for ZOS to scrap RO as it is and do a magicka version of AY or something until they have a better plan for a support DPS set.
kylewwefan wrote: »A trials Damage set should be worn on a trials DPS. If it works better on a tank or a healer; that’s shameful.
Trials sets should be great for the trial they come from. But this isn’t always the case.
I find both these statements really strange.
First, a set is a set. Nothing more. Whether it's a tank, support, dps, or healing set, is determined by how the players use it. ZOS may have intended them in one way - but there's no reason why they would need to enforce that intention when players find out different uses of a set. The game is for the players, not for ZOS.
As such, Alkosh doesn't need a "fix". It's a great set. Do players use it the way it was intended? Only partially. But they have found a way to use that set to its best potential. Isn't that something that should be encouraged?
And second, that defeats the entire notion of farming for a set.
"Let's run Sunspire without any of the sets that drop from there. Once we've collected all the sets that help us beat Sunspire, we should run Sunspire again... why exactly?"