TequilaFire wrote: »1. The spreadsheet showed too many healers wearing Transmutation.
2. The set works must mess with it.
How is it "not viable anymore"?
If the Transmutation user is diligent about always keeping up one or more HoTs ticking on their allies at all times (as they well should), the duration nerf is largely irrelevant - it will still proc within 1s of anyone taking any damage.
The only real "nerf" here is that with the new short duration, the buff will drop much quicker when you aren't taking damage, so there is a <1 second window when you are more vulnerable due to not having the buff.
TequilaFire wrote: »1. The spreadsheet showed too many healers wearing Transmutation.
2. The set works must mess with it.
Yeah, the buff is only applied when a HoT tick actually heals the target. Overhealing does not proc it.Tranquilizer wrote: »How is it "not viable anymore"?
If the Transmutation user is diligent about always keeping up one or more HoTs ticking on their allies at all times (as they well should), the duration nerf is largely irrelevant - it will still proc within 1s of anyone taking any damage.
Maybe I misunderstood how the set works. I always thought the crit resist is applied when the player is hit by the first tick of the hot, if he's at full health or not. If I understand you correctly you assume the crit resist is applied when one of the ticks is actually healing the player for an amount >0. Then yes, it's not as bad as it looked to me.
Why every 5 seconds?Tranquilizer wrote: »The shorter duration is a big downside. In a battle it's not always possible to hot everyone every 5 seconds, lag and abilities not firing are also a thing, and sometimes you have to spam other abilities than hots every 2 seconds.
NeillMcAttack wrote: »It's was way over-tuned on release, and is way over-tuned today. And even after this nerf, it will still be in the top 3 PvP support sets. So the reason should be obvious really.
Tranquilizer wrote: »Hello,
maybe someone can enlighten me.
ZOS stated that they changed the crit resists and the impen value so that more armor traits are viable in pvp than impen, which I welcome. But the nerf to the Transmutation Set (1304 crit resist for 20 sec changed to 1400 crit resist for 5 sec) foils the changes to impen. In most organized pvp groups with dedicated healer you normally wear 7 impen, plus the buff from the Transmutation set so you're at about 3000 crit resist. And with the 20 sec duration the buff was up 100% of the time.
Now that the buff of Transmutation isn't viable anymore people will also wear 7 impen plus base resist, plus 15 cp in resistant, what also nets about 3000 crit resist, so ZOS goal of making more traits attractive doesn't work for group play, at most only for solo or small group play without a dedicated healer.
The only benefit is that the healer can now wear other support sets to compensate the healing nerf (Sanctuary set) or the physical/mag resistance nerf (Meritorious Service set)
So, why the Transmutation nerf ? Or am I overlooking something ?