ACamaroGuy wrote: »Let's buff some of the older sets. We need more diversity in what type of armor set up we use. We all at a different style. Let our sets show it. Stop nerfing and let's buff those older sets.
Why nerf Torug's for 2 hand weapon users? If the 90% applied to both enchantments for dual weilders, then make it 45% per enchantment for them, and keep the 90% for those limited to one enchantment. Or better yet, allow 2 hand weapon users to use two enchantments as well.
What a terrible toss the baby out with the bathwater change!
Olupajmibanan wrote: »Caluurion's Legacy is starting to look like a snack for my magcro..they really seem to want to push proc sets now...not sure what to pair it with honestly.
Caluurion's Legacy:
Slightly increased the travel speed of the projectiles from this set.
Reduced the minimum travel time to 750ms, down from 900ms.
Increased the damage done to 13290, up from 12900.
Removed the critical requirement for this set.
Pair it with Malacath Ring, obviously. The interaction was non-existent before 6.0.0 due to crit proc condition but now this could be nasty.
Olupajmibanan wrote: »Why nerf Torug's for 2 hand weapon users? If the 90% applied to both enchantments for dual weilders, then make it 45% per enchantment for them, and keep the 90% for those limited to one enchantment. Or better yet, allow 2 hand weapon users to use two enchantments as well.
What a terrible toss the baby out with the bathwater change!
Torug's affects 2 enchants in case of two handers and 3 enchants in case of DW.
When you put Torug's on body, cast Endless Hail on your back bar where you have bow with berserker enchant, then swap to front bar where you have your two hander with let's say disease enchant, both enchants will be affected. Your berserker will be stronger with shorter cooldown as well as your Disease enchant. This is what the comment meant. If you are dual wielding instead of 2h, your Torug's will affect total of 3 enchants.
Olupajmibanan wrote: »Why nerf Torug's for 2 hand weapon users? If the 90% applied to both enchantments for dual weilders, then make it 45% per enchantment for them, and keep the 90% for those limited to one enchantment. Or better yet, allow 2 hand weapon users to use two enchantments as well.
What a terrible toss the baby out with the bathwater change!
Torug's affects 2 enchants in case of two handers and 3 enchants in case of DW.
advancing yokeda 3 set minor slayer like every other trial dps set. i'll overlook the fact that it drops in the wrong armor weight since it's very usable as a frontbar only set, but give it minor slayer
WrathOfInnos wrote: »advancing yokeda 3 set minor slayer like every other trial dps set. i'll overlook the fact that it drops in the wrong armor weight since it's very usable as a frontbar only set, but give it minor slayer
No thanks. This would just mean losing a set bonus with AY + Lokkestiiz. Lack of Slayer is one of the things that makes AY strong.
WrathOfInnos wrote: »advancing yokeda 3 set minor slayer like every other trial dps set. i'll overlook the fact that it drops in the wrong armor weight since it's very usable as a frontbar only set, but give it minor slayer
No thanks. This would just mean losing a set bonus with AY + Lokkestiiz. Lack of Slayer is one of the things that makes AY strong.
also the thing that makes it less diverse. you essentially cant use it unless its with Rele or lokke because you lose minor slayer. loing minor slayer h3n fully buffed in a trial is pretty big.
nobody is using war machine or master architect. maybe they will after the patch , but even still only 1 or 2 people in the group will use it, max
so if you want to use AY and deadly or AY and something else, you lose minor slayer entirely.
besides, have you been advocating for the removal of minor slayer on rele or lokke? does that not weaken those sets when used in conjuction with each other like most endgame trial pve dps builds do?
you seem like a smart guy. advancing yokeda. trial dps set. minor slayer.
same goes for all trial dps sets that dont have minor slayer. and i wouldnt even argue with entirely rebalanced 2 3 and 4 set bonuses for alkosh.
WrathOfInnos wrote: »advancing yokeda 3 set minor slayer like every other trial dps set. i'll overlook the fact that it drops in the wrong armor weight since it's very usable as a frontbar only set, but give it minor slayer
No thanks. This would just mean losing a set bonus with AY + Lokkestiiz. Lack of Slayer is one of the things that makes AY strong.
also the thing that makes it less diverse. you essentially cant use it unless its with Rele or lokke because you lose minor slayer. loing minor slayer h3n fully buffed in a trial is pretty big.
nobody is using war machine or master architect. maybe they will after the patch , but even still only 1 or 2 people in the group will use it, max
so if you want to use AY and deadly or AY and something else, you lose minor slayer entirely.
besides, have you been advocating for the removal of minor slayer on rele or lokke? does that not weaken those sets when used in conjuction with each other like most endgame trial pve dps builds do?
you seem like a smart guy. advancing yokeda. trial dps set. minor slayer.
same goes for all trial dps sets that dont have minor slayer. and i wouldnt even argue with entirely rebalanced 2 3 and 4 set bonuses for alkosh.
exiledtyrant wrote: »I got around to trying to optimize the Storm Master Set using Mechanical Acuity and have to say it is much better off than it was.
Storm Master:
I can get storm master to about 98% uptime now and always proc it at the top of my rotation instead of a spotty 60-75% uptime on live. While I'll miss the increased vulnerability uptime from shock damage having the bonus add raw damage to light attacks is scaling way better. All that being said I am still concerned about a few things
First off while light attack damage does scale way better when added as raw damage it does feel like a bit of a flavor fail on a once unique set. In the end I imagine this is easier to balance than giving it a large amount of shock damage that ignores spell resistance like Stormfist, but I can't help but miss it.
Secondly I fear that this set is going to be tied to the Mechanical Acuity set far to tightly because of its proc conditions. You either proc this using Mechanical Acuity or as a Nightblade using full leviathan, or you take a fairly huge hit in consistency. The set's damage isn't high enough to be so variable and a rotation without it procced feels very bad. This set also highly incentivizes the use of dual wield to increase proc chance due to each hit from dual wield heavy attack increasing your overall critical hit probability.
Meanwhile proc sets like Briarthorn can be mixed and matched with a multitude of sets because proccing off of critical damage is much different from proccing off of critical heavy attacks. Not only do critical damage procs have far more sources of potential proc damage to work off of( lowering the critical chance percentage needed to fulfill their condition), but all critical damage instances can be made of actions that do not lower DPS unlike heavy attacks. Constant heavy attacking lowers DPS and missing a proc due to not getting a critical heavy attack means your next 10-20 seconds of rotation are just going to have to go without unless you want to take more of a DPS loss.
Lastly while the damage is much better than live I'm not sure its enough to compete with trial sets. Maybe dungeon sets aren't supposed to come even close to trial sets. The slayer buff would surely indicate that is at least partially true, but how far should dungeon sets be really?
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Mechanical Acuity:
Mechanical Acuity flows really well with a standard rotation and can allow for some much needed consistency for critical based proc sets. Its also just a great set for builds that can't build a lot of critical chance, but still want decent crit chance or burst. My sustained uptime is a solid 25-30 where or live it was a much more swingy 18-31%. It feels consistently strong now. At 47% crit rate it was boosting my sustained critical chance to around 65-75%. Which is great for near 0 critical investment. It seems to occupy the perfect niche for semi crit builds that only need critical hits for a certain proc conditions and feels good to build a rotation around.
exiledtyrant wrote: »I got around to trying to optimize the Storm Master Set using Mechanical Acuity and have to say it is much better off than it was.
Storm Master:
I can get storm master to about 98% uptime now and always proc it at the top of my rotation instead of a spotty 60-75% uptime on live. While I'll miss the increased vulnerability uptime from shock damage having the bonus add raw damage to light attacks is scaling way better. All that being said I am still concerned about a few things
First off while light attack damage does scale way better when added as raw damage it does feel like a bit of a flavor fail on a once unique set. In the end I imagine this is easier to balance than giving it a large amount of shock damage that ignores spell resistance like Stormfist, but I can't help but miss it.
Secondly I fear that this set is going to be tied to the Mechanical Acuity set far to tightly because of its proc conditions. You either proc this using Mechanical Acuity or as a Nightblade using full leviathan, or you take a fairly huge hit in consistency. The set's damage isn't high enough to be so variable and a rotation without it procced feels very bad. This set also highly incentivizes the use of dual wield to increase proc chance due to each hit from dual wield heavy attack increasing your overall critical hit probability.
Meanwhile proc sets like Briarthorn can be mixed and matched with a multitude of sets because proccing off of critical damage is much different from proccing off of critical heavy attacks. Not only do critical damage procs have far more sources of potential proc damage to work off of( lowering the critical chance percentage needed to fulfill their condition), but all critical damage instances can be made of actions that do not lower DPS unlike heavy attacks. Constant heavy attacking lowers DPS and missing a proc due to not getting a critical heavy attack means your next 10-20 seconds of rotation are just going to have to go without unless you want to take more of a DPS loss.
Lastly while the damage is much better than live I'm not sure its enough to compete with trial sets. Maybe dungeon sets aren't supposed to come even close to trial sets. The slayer buff would surely indicate that is at least partially true, but how far should dungeon sets be really?
**************************************************************************************
Mechanical Acuity:
Mechanical Acuity flows really well with a standard rotation and can allow for some much needed consistency for critical based proc sets. Its also just a great set for builds that can't build a lot of critical chance, but still want decent crit chance or burst. My sustained uptime is a solid 25-30 where or live it was a much more swingy 18-31%. It feels consistently strong now. At 47% crit rate it was boosting my sustained critical chance to around 65-75%. Which is great for near 0 critical investment. It seems to occupy the perfect niche for semi crit builds that only need critical hits for a certain proc conditions and feels good to build a rotation around.
Interesting. So the change does add increased damage directly to Light and Heavy attacks similar to Undaunted Infiltrator and Unweaver? It was a bit unclear from the wording, especially since they omitted that the set still works off critically striking with Heavy attacks (which I believe they should still change to just triggering off Heavy attacks) and with my being unable to test. I also found that change nowhere near as unique as it once was even if it was technically stronger. I mean, between having a name like Storm Master and hailing from a dungeon whose other sets having a decent thematic link to lightning and the sort for their effects, it just feels lackluster. I suppose having an effect similar to Stormfist's, in that the damage dealt bypasses Spell Resistance, wouldn't exactly be unique in itself but I feel even something like having a 10% chance to apply Concussed from Light and Heavy atttacks would serve it flavorful justice.
exiledtyrant wrote: »exiledtyrant wrote: »I got around to trying to optimize the Storm Master Set using Mechanical Acuity and have to say it is much better off than it was.
Storm Master:
I can get storm master to about 98% uptime now and always proc it at the top of my rotation instead of a spotty 60-75% uptime on live. While I'll miss the increased vulnerability uptime from shock damage having the bonus add raw damage to light attacks is scaling way better. All that being said I am still concerned about a few things
First off while light attack damage does scale way better when added as raw damage it does feel like a bit of a flavor fail on a once unique set. In the end I imagine this is easier to balance than giving it a large amount of shock damage that ignores spell resistance like Stormfist, but I can't help but miss it.
Secondly I fear that this set is going to be tied to the Mechanical Acuity set far to tightly because of its proc conditions. You either proc this using Mechanical Acuity or as a Nightblade using full leviathan, or you take a fairly huge hit in consistency. The set's damage isn't high enough to be so variable and a rotation without it procced feels very bad. This set also highly incentivizes the use of dual wield to increase proc chance due to each hit from dual wield heavy attack increasing your overall critical hit probability.
Meanwhile proc sets like Briarthorn can be mixed and matched with a multitude of sets because proccing off of critical damage is much different from proccing off of critical heavy attacks. Not only do critical damage procs have far more sources of potential proc damage to work off of( lowering the critical chance percentage needed to fulfill their condition), but all critical damage instances can be made of actions that do not lower DPS unlike heavy attacks. Constant heavy attacking lowers DPS and missing a proc due to not getting a critical heavy attack means your next 10-20 seconds of rotation are just going to have to go without unless you want to take more of a DPS loss.
Lastly while the damage is much better than live I'm not sure its enough to compete with trial sets. Maybe dungeon sets aren't supposed to come even close to trial sets. The slayer buff would surely indicate that is at least partially true, but how far should dungeon sets be really?
**************************************************************************************
Mechanical Acuity:
Mechanical Acuity flows really well with a standard rotation and can allow for some much needed consistency for critical based proc sets. Its also just a great set for builds that can't build a lot of critical chance, but still want decent crit chance or burst. My sustained uptime is a solid 25-30 where or live it was a much more swingy 18-31%. It feels consistently strong now. At 47% crit rate it was boosting my sustained critical chance to around 65-75%. Which is great for near 0 critical investment. It seems to occupy the perfect niche for semi crit builds that only need critical hits for a certain proc conditions and feels good to build a rotation around.
Interesting. So the change does add increased damage directly to Light and Heavy attacks similar to Undaunted Infiltrator and Unweaver? It was a bit unclear from the wording, especially since they omitted that the set still works off critically striking with Heavy attacks (which I believe they should still change to just triggering off Heavy attacks) and with my being unable to test. I also found that change nowhere near as unique as it once was even if it was technically stronger. I mean, between having a name like Storm Master and hailing from a dungeon whose other sets having a decent thematic link to lightning and the sort for their effects, it just feels lackluster. I suppose having an effect similar to Stormfist's, in that the damage dealt bypasses Spell Resistance, wouldn't exactly be unique in itself but I feel even something like having a 10% chance to apply Concussed from Light and Heavy atttacks would serve it flavorful justice.
Yes the damage does add directly to light and heavy attacks, which has really helped with scaling. A chance to concuss may be just what it needs. Just something to keep the lightning theme. Its what drew me to the set all those years ago. All the light attack sets seemed to have gone generic, which has definitely improved their damage but also left them a little bland. If nothing else I'll be using the set because it changes up my rotation a little bit and is still fun to use.
Ragnaroek93 wrote: »Please tune down proc damage in PvP via Battlespirit for example. Proc damage is already extremely powerful on live server and will be beyond broken with these buffs
Crafted sets:
Assassin's Guile:
2 Weapon and Spell Critical
3 Weapon and Spell Damage
4 Weapon and Spell Critical
5 Increase Poison duration by 4 seconds
This set is still underwhelming, 5 piece duration should be extended to 5 or 6 seconds, or just add another 5 piece bonus like
adds 1000 maximum health or 120 health recovery.
ESO_Nightingale wrote: »The Robes of Destruction Mastery are not really fantastic even after the buff. They still don't compete with better sets. Take Necropotence for example, it's not even run in trial environments when that's a situation when you as a magdps will always have Destro/Destro. When robes of destruction mastery still aren't nearly as good as Necropotence it just shows you they won't be run at all in that environment, or even pvp for that matter. They could pose a niche in pvp, where they offer a little bit more raw power than necropotence but as it's half spell damage, shields and your max magicka pool aren't buffed as much. Along with having the slightly tougher condition of needing 2 destruction staves for maximum benefit on both bars.
here is how i would change the set.PTS Version:My Version:
I've lowered the amount of max magicka gained back to what it was at 2400, but, I've added some bonus spell damage, along with changing the frankly unneeded spell critical bonus to a more noticeable spell damage bonus
meaning that the combined stats will be:
333 Spell Damage
3496 Maximum Magicka
compared to Necropotence:
6420 Maximum Magicka
WrathOfInnos wrote: »ESO_Nightingale wrote: »The Robes of Destruction Mastery are not really fantastic even after the buff. They still don't compete with better sets. Take Necropotence for example, it's not even run in trial environments when that's a situation when you as a magdps will always have Destro/Destro. When robes of destruction mastery still aren't nearly as good as Necropotence it just shows you they won't be run at all in that environment, or even pvp for that matter. They could pose a niche in pvp, where they offer a little bit more raw power than necropotence but as it's half spell damage, shields and your max magicka pool aren't buffed as much. Along with having the slightly tougher condition of needing 2 destruction staves for maximum benefit on both bars.
here is how i would change the set.PTS Version:My Version:
I've lowered the amount of max magicka gained back to what it was at 2400, but, I've added some bonus spell damage, along with changing the frankly unneeded spell critical bonus to a more noticeable spell damage bonus
meaning that the combined stats will be:
333 Spell Damage
3496 Maximum Magicka
compared to Necropotence:
6420 Maximum Magicka
The PTS version of Destruction Mastery is better than Necropotence for PVE DPS. Spell Crit and Spell Damage are better 3 and 4 piece bonuses, and these outweigh the loss of ~300 max magicka on the 5 piece.