Wrath of Elements: Increased the damage done with this set to 23710 over 10 seconds, up from 21400 over 10. Each time the tether damage an enemy, it increases in damage by 1%, up to 20 times.
kathandira wrote: »I've been seeing a theme. Overpower a soon to be released item. Get as many people playing and farming it. Next patch cycle, nerf the hell out of it and implement a new overpowered item. Repeat.
This is ZoS's carrot on a stick, and i'm pretty sick and tired of it.
YandereGirlfriend wrote: »It was buffed because it was quite weak as a PvE option.
The counter to this is pretty straightforward in PvP. It's a tether so simply CC the caster and escape the 15 meter tether range. Not rocket science. This is not a proc effect that sticks with you and it obviously is not burst. If someone is dying to this it then it seems like a "L2P" issue to me.
YandereGirlfriend wrote: »It was buffed because it was quite weak as a PvE option.
The counter to this is pretty straightforward in PvP. It's a tether so simply CC the caster and escape the 15 meter tether range. Not rocket science. This is not a proc effect that sticks with you and it obviously is not burst. If someone is dying to this it then it seems like a "L2P" issue to me.
YandereGirlfriend wrote: »It was buffed because it was quite weak as a PvE option.
The counter to this is pretty straightforward in PvP. It's a tether so simply CC the caster and escape the 15 meter tether range. Not rocket science. This is not a proc effect that sticks with you and it obviously is not burst. If someone is dying to this it then it seems like a "L2P" issue to me.
If it functions as well as the necro shocking siphon tether, no one will use it, lol.
Seems like a reasonable anti-melee tool, procs icy conjuror, returns magicka from magicka steal. Might be fun on my no-shields melee mag sorc. It is going to be a bear on overwhelming/grothdarr DKs. I wonder if the flame tether gets lengthened by elf bane?
https://forums.elderscrollsonline.com/en/discussion/548984/pts-patch-notes-v6-2-3#latestWrath of Elements: Increased the damage done with this set to 23710 over 10 seconds, up from 21400 over 10. Each time the tether damage an enemy, it increases in damage by 1%, up to 20 times.
Why are you buffing this set even though its damage was already way too high in the previous PTS cycles? This weapon alone could keep a continuous DPS of 1k - 2k on an enemy in PvP with absolutely zero cost to it and without any option of dodging it outside of Cloak.
It clearly needed a nerf and not a buff and from what ive seen during the dueling on PTS pretty much every PvP player seems to agree with that.
So why are you making it even stronger?
YandereGirlfriend wrote: »@Jierdanit This set is trivial compared to existing proc sets, especially the burst sets.
In non-CP (where procs are the larger problem) it's 23710 (base damage) * 0.5 (Battle Spirit) * 0.6 (average 40% player mitigation) / 10 seconds = 711 DPS.
Maybe it scales to 711 * 1.10 (max single-target tether bonus) = 782 DPS for its final tick but honestly, if you are dying to or being overly pressured by that then there are bigger problems with your build than the tether damage.
Sure, you can stack it with other sets but Stamina users can already do this with Merciless Charge (which sticks to you and does its damage faster) and mentioning Malacath is more a reason to nerf Malacath than it is to adjust this set.
Focus your attention on trying to get Malacath to no longer work with proc sets. That is the single most beneficial nerf that we can achieve for PvP and it would, with one nerf, substantially weaken the proc set meta.
Starlight_Whisper wrote: »https://forums.elderscrollsonline.com/en/discussion/548984/pts-patch-notes-v6-2-3#latestWrath of Elements: Increased the damage done with this set to 23710 over 10 seconds, up from 21400 over 10. Each time the tether damage an enemy, it increases in damage by 1%, up to 20 times.
Why are you buffing this set even though its damage was already way too high in the previous PTS cycles? This weapon alone could keep a continuous DPS of 1k - 2k on an enemy in PvP with absolutely zero cost to it and without any option of dodging it outside of Cloak.
It clearly needed a nerf and not a buff and from what ive seen during the dueling on PTS pretty much every PvP player seems to agree with that.
So why are you making it even stronger?
No dps was looking at it before. This makes it useable
Starlight_Whisper wrote: »https://forums.elderscrollsonline.com/en/discussion/548984/pts-patch-notes-v6-2-3#latestWrath of Elements: Increased the damage done with this set to 23710 over 10 seconds, up from 21400 over 10. Each time the tether damage an enemy, it increases in damage by 1%, up to 20 times.
Why are you buffing this set even though its damage was already way too high in the previous PTS cycles? This weapon alone could keep a continuous DPS of 1k - 2k on an enemy in PvP with absolutely zero cost to it and without any option of dodging it outside of Cloak.
It clearly needed a nerf and not a buff and from what ive seen during the dueling on PTS pretty much every PvP player seems to agree with that.
So why are you making it even stronger?
No dps was looking at it before. This makes it useable
That makes it usable for Pve and an absolute must have for PvP on any mag build.
Taleof2Cities wrote: »Has anyone tested the upgraded weapon on PTS?
Talking about theory is fine ... but that only gets the discussion to a certain point where it can spill over into conjecture.
Especially when comparing the tether to "something that's in the game now that I've personally had problems with in the past."
Atherakhia wrote: »Starlight_Whisper wrote: »https://forums.elderscrollsonline.com/en/discussion/548984/pts-patch-notes-v6-2-3#latestWrath of Elements: Increased the damage done with this set to 23710 over 10 seconds, up from 21400 over 10. Each time the tether damage an enemy, it increases in damage by 1%, up to 20 times.
Why are you buffing this set even though its damage was already way too high in the previous PTS cycles? This weapon alone could keep a continuous DPS of 1k - 2k on an enemy in PvP with absolutely zero cost to it and without any option of dodging it outside of Cloak.
It clearly needed a nerf and not a buff and from what ive seen during the dueling on PTS pretty much every PvP player seems to agree with that.
So why are you making it even stronger?
No dps was looking at it before. This makes it useable
That makes it usable for Pve and an absolute must have for PvP on any mag build.
This change isn't going to make it a must any more than it was prior. It will take eons to stack to max stacks and maintaining LOS and no counter CC for the duration is never going to happen. I could see people use it, but not significantly more because of this change.
Personally, I'm only looking forward to it because the majority of monster helms are bad and I'd rather use 2 monster weapon sets than a helm. So I look forward to finally having another good monster weapon that's suitable for mag.
"Just dodge roll backwards" isn't a realistic solution for PvP, especially when you factor in snares, gap closers, and CC. My Magicka Necromancer isn't likely to be able to escape most other Magicka builds that would be running this staff, and also wouldn't be able to utilize it as effectively as most of them. My only real offense-oriented CC option is Flame Clench, which could potentially knock the target out of my tether, I have no gap closer, no reliable and on-demand root/snare (Grave Grasp is way too slow).VoidCommander wrote: »It needed a buff because in pve it was still underperforming compared to the maelstrom staff. Don’t get me wrong, it was almost there, but it wasn’t quite worth missing out on the light attack damage buff (especially on magplar with constant empower).
With these new buffs, the ability now can hit multiple enemies (unlike maelstrom staff) and will deal about the same amount of damage if not more than the maelstrom staff.
I get that pvp people are worried that its too much damage, but you can literally roll dodge backwards and that would almost be enough to break the tether. Additionally, this ability is comparable in damage and range to undaunted orbs, and yet you don’t see people complaining about those in pvp. I highly doubt this will become the new meta for pvp, but I hope it can become an alternate stand for magicka dps to use. This way healers can do more healing and less debuffing.
YandereGirlfriend wrote: »@Jierdanit This set is trivial compared to existing proc sets, especially the burst sets.
In non-CP (where procs are the larger problem) it's 23710 (base damage) * 0.5 (Battle Spirit) * 0.6 (average 40% player mitigation) / 10 seconds = 711 DPS.
Maybe it scales to 711 * 1.10 (max single-target tether bonus) = 782 DPS for its final tick but honestly, if you are dying to or being overly pressured by that then there are bigger problems with your build than the tether damage.
Sure, you can stack it with other sets but Stamina users can already do this with Merciless Charge (which sticks to you and does its damage faster) and mentioning Malacath is more a reason to nerf Malacath than it is to adjust this set.
Focus your attention on trying to get Malacath to no longer work with proc sets. That is the single most beneficial nerf that we can achieve for PvP and it would, with one nerf, substantially weaken the proc set meta.
The average dmg of each tick of the set was about 1k in the duels i could look at in Combat Metrics (those were all before the buffs this patch). That is 1k continuous dps without the other person actually doing anything other than putting a FREE debuff on you every 10 seconds that also does Major Breach and Minor Magickasteal.
During that 1k DPS from a proc set the player can still attack you with other stuff and do more DPS which pretty much just has 1k added on top of it.
In addition to that, this Proc"set" literally only takes up 2 slots (and is still at least as strong or even stronger than nearly all 5 piece procsets), which means that you can easily pair it with 2 5 piece sets and a Monster set.
Due to this right now a lot of Mag Builds are playing with a normal 5 5 2 setup and just put this weapon in for a free extra 1k dps. There are builds which are full defense and are just doing damage with proc sets with about 3 - 4k permanent DPS.
You really want to tell me that thats not broken?
There is a reason why every seriously build MagDK, MagDen, MagCro and MagPlar is playing that weapon atm.
Atherakhia wrote: »1k damage is about on par with every other proc set. Why would this be OP and things like Maelstrom 2h, Master DW, etc aren't? Other than the obvious fact that this is Elder Stamina Online and how DARE mag get anything remotely viable.
YandereGirlfriend wrote: »@Jierdanit This set is trivial compared to existing proc sets, especially the burst sets.
In non-CP (where procs are the larger problem) it's 23710 (base damage) * 0.5 (Battle Spirit) * 0.6 (average 40% player mitigation) / 10 seconds = 711 DPS.
Maybe it scales to 711 * 1.10 (max single-target tether bonus) = 782 DPS for its final tick but honestly, if you are dying to or being overly pressured by that then there are bigger problems with your build than the tether damage.
Sure, you can stack it with other sets but Stamina users can already do this with Merciless Charge (which sticks to you and does its damage faster) and mentioning Malacath is more a reason to nerf Malacath than it is to adjust this set.
Focus your attention on trying to get Malacath to no longer work with proc sets. That is the single most beneficial nerf that we can achieve for PvP and it would, with one nerf, substantially weaken the proc set meta.
Atherakhia wrote: »1k damage is about on par with every other proc set. Why would this be OP and things like Maelstrom 2h, Master DW, etc aren't? Other than the obvious fact that this is Elder Stamina Online and how DARE mag get anything remotely viable.