In my own gameplay here’s what I’ve noticed with the Thrassian Stranglers....
The Good
• They’re fun to use. Content (particularly solo content) is faster and easier than ever. So much damage is being gained that it makes farming stuff in a public dungeon, solo group dungeon/arena, or whatever it is much quicker.
• Any build is now viable in Vet dungeons. I even played an “Ice Mage” with 1x Iceheart, 5x False God (frontbar), 5x Winter’s Respite, Thrassian Stranglers, and a vMA staff (backbar) for some Vet Wayrest Sewers 2 runs farming Malubeth helm style pages and the damage was still very high. It doesn’t matter what else you put on when you’ve got a free 3K Spell Damage.
• The 40% Shield/Healing Reduction feels like it’s less than that. I don’t feel like I’m struggling more to survive in any content except some trials. In a lot of content I even feel *more safe* with Thrassian Stranglers since the targets die so quickly they can barely put out damage.
The Bad
• Overtime our characters have become far more powerful both in terms of damage and defense. With Thrassian Stranglers, we are basically trading that power creep-based excess defense in order to disproportionately skyrocket our damage. Vet Dungeons feel like they’re on Normal now... not an exaggeration.
• Much more tailored to the very best groups in endgame PvE trials, while being mostly useless to everyone else in trials. This is all already summed up well by WrathofInnos.
• Very clearly overpowered in PvE. Even if they cut the Spell Damage down from 3000 to 1500 I’d still use it.
Overall
It’s the most blatantly OP item to ever exist in ESO. As fun as it is to faceroll content at an unprecedented pace, ESO is becoming too much about facerolling content before mechanics even happen.
I want there to be a lot more Mythic items so that all roles and builds have a Mythic which can alter the original playstyle. Giving out an astronomical 3K Spell Damage just makes Thrassian Stranglers a “if you don’t buy Greymoor you won’t even compare to someone who did” kind of set imo.
As soon as expansion launched 4 man team was running it.
Its silly
Its broken levels OP
It will probably get nerfed
Honestly the worst thing I heard was from a stamina player who said. Yup at the start of the dungeon I do fine. By the end of it I might as well reroll.
The fact that literally 4 kills is worth 20 stacks of siroria that has a movement penalty is proof alone that its a tad bit much. If you were to tell people 1 year ago that you would be running around with the spell damage this gives, people would have thought you were insane.
Also silly Stam DPS have no PvE equal for it. 0_o
As soon as expansion launched 4 man team was running it.
Its silly
Its broken levels OP
It will probably get nerfed
Honestly the worst thing I heard was from a stamina player who said. Yup at the start of the dungeon I do fine. By the end of it I might as well reroll.
The fact that literally 4 kills is worth 20 stacks of siroria that has a movement penalty is proof alone that its a tad bit much. If you were to tell people 1 year ago that you would be running around with the spell damage this gives, people would have thought you were insane.
Also silly Stam DPS have no PvE equal for it. 0_o
Yes they do......
Stam DPS can go Thrassian Stranglers with 5x Pelinal’s Aptitude on body, and stack everything into Spell Damage
Grianasteri wrote: »I could say more but the last thing to point out, is no one should think chucking this set on will magically make them a god, you still have to know how to play, and you certainly have to know how to avoid damage altogether, or you die, fast.
Side question:
I know that the Thrassian stacks are removed after porting into a new zone. How does it work in trials like Cloudrest when you are entering a portal or the time rifts in Sunspire? Do these portals reset the Thrassian stacks too?
Grianasteri wrote: »I've been running in groups using this set for dlc vet dungeons, including hard modes.
Its OP. Simple as that. Its too powerful. With a decent healer and a decent tank, you can now face role vet dlc dungeons, skipping mechanics as if it were on normal. I do not think that is positive for the over all game.
Is it fun? Hell yeah. High risk, high reward.
We did encounter some dungeons where the damage was just too much to use the stranglers, Depths of Malatar springs to mind and there are plenty of others, we had to drop them and revert to normal group compositions. Although with that said, the flip side is that we also tried dropping a healer altogether and going with three dps, and apart from the hardest content I elude to above, I mean stuff just disappeared, boss fights that are usually intensely difficult, they just got deleted in seconds.
Perhaps worth noting that at points we were hitting 9 or 10k overall spell damage each I think. Oh and yeah, you have to manage the stacks, you have to take it in turns during add pulls to build your stacks. I think perhaps this is an intended function, perhaps to make it more difficult to run multiple strangler groups, in which case fair enough.
I could say more but the last thing to point out, is no one should think chucking this set on will magically make them a god, you still have to know how to play, and you certainly have to know how to avoid damage altogether, or you die, fast.
Grianasteri wrote: »I've been running in groups using this set for dlc vet dungeons, including hard modes.
Its OP. Simple as that. Its too powerful. With a decent healer and a decent tank, you can now face role vet dlc dungeons, skipping mechanics as if it were on normal. I do not think that is positive for the over all game.
Is it fun? Hell yeah. High risk, high reward.
We did encounter some dungeons where the damage was just too much to use the stranglers, Depths of Malatar springs to mind and there are plenty of others, we had to drop them and revert to normal group compositions. Although with that said, the flip side is that we also tried dropping a healer altogether and going with three dps, and apart from the hardest content I elude to above, I mean stuff just disappeared, boss fights that are usually intensely difficult, they just got deleted in seconds.
Perhaps worth noting that at points we were hitting 9 or 10k overall spell damage each I think. Oh and yeah, you have to manage the stacks, you have to take it in turns during add pulls to build your stacks. I think perhaps this is an intended function, perhaps to make it more difficult to run multiple strangler groups, in which case fair enough.
I could say more but the last thing to point out, is no one should think chucking this set on will magically make them a god, you still have to know how to play, and you certainly have to know how to avoid damage altogether, or you die, fast.
That's nothing new and already was like that before without Thrassian Strangler. 3 proper DD's, a Tank and everything melts. Same issue here with the DLC dungeons, where you have very high damage income. So I cannot see why Thrassian is op...
Grianasteri wrote: »I've been running in groups using this set for dlc vet dungeons, including hard modes.
Its OP. Simple as that. Its too powerful. With a decent healer and a decent tank, you can now face role vet dlc dungeons, skipping mechanics as if it were on normal. I do not think that is positive for the over all game.
Is it fun? Hell yeah. High risk, high reward.
We did encounter some dungeons where the damage was just too much to use the stranglers, Depths of Malatar springs to mind and there are plenty of others, we had to drop them and revert to normal group compositions. Although with that said, the flip side is that we also tried dropping a healer altogether and going with three dps, and apart from the hardest content I elude to above, I mean stuff just disappeared, boss fights that are usually intensely difficult, they just got deleted in seconds.
Perhaps worth noting that at points we were hitting 9 or 10k overall spell damage each I think. Oh and yeah, you have to manage the stacks, you have to take it in turns during add pulls to build your stacks. I think perhaps this is an intended function, perhaps to make it more difficult to run multiple strangler groups, in which case fair enough.
I could say more but the last thing to point out, is no one should think chucking this set on will magically make them a god, you still have to know how to play, and you certainly have to know how to avoid damage altogether, or you die, fast.
That's nothing new and already was like that before without Thrassian Strangler. 3 proper DD's, a Tank and everything melts. Same issue here with the DLC dungeons, where you have very high damage income. So I cannot see why Thrassian is op...