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Force Overflow is bad for pvp

hexentb16_ESO
hexentb16_ESO
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So I was going to use the Force Overflow arena weapon from Vateshran arena on my pvp healer. Looks like a good choice for the build I was planning. Except for one thing. The Tether!

(2 items) Casting Force Siphon on a target within 15 meters of you causes a surge of magical energy to tether between you for 10 seconds. While the tether persists and you remain in range, you and group members in the tether restore 175 Magicka and Stamina every 1 second. This effect can occur once every 10 seconds.

Because it requires you to be tethered to an enemy for some reason you're basically saying "Hey, I'm the group's healer! Come kill me!"

Its really disappointing that it cant be used for pvp healing without putting a giant target on your back because quite a few players sacrifice stamina and magicka recovery for damage. That set bonus would help them out a bit.
  • Waffennacht
    Waffennacht
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    You might scare most players as they may think its something else like Malubeth or destro....

    Lol that'd still defeat the purpose of it.

    Dunno how youd make it work in PvP even by changing something
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Fawn4287
    Fawn4287
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    Ele drain should have a cost, especially given how much that weapon buffs it
  • jaws343
    jaws343
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    Fawn4287 wrote: »
    Ele drain should have a cost, especially given how much that weapon buffs it

    Ele drain and the force overflow weapon have nothing to do with one another
  • ealdwin
    ealdwin
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    Fawn4287 wrote: »
    Ele drain should have a cost, especially given how much that weapon buffs it

    Skill costs should not be affected by how sets interact with them. If a set is causing a skill to be overpowered, then the set needs looked at, not the skill. Nerfing the skill would only result in lack-luster abilities that are dependent on sets in order to be desirable.
  • maxjapank
    maxjapank
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    Fawn4287 wrote: »
    Ele drain should have a cost, especially given how much that weapon buffs it

    Don't change a skill because of a set or weapon. That's not how to do it. And as stated, this is about the healing arena weapon.
  • idk
    idk
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    ealdwin wrote: »
    Fawn4287 wrote: »
    Ele drain should have a cost, especially given how much that weapon buffs it

    Skill costs should not be affected by how sets interact with them. If a set is causing a skill to be overpowered, then the set needs looked at, not the skill. Nerfing the skill would only result in lack-luster abilities that are dependent on sets in order to be desirable.

    This. It makes no sense to adjust a skill due to one set.
  • Joy_Division
    Joy_Division
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    It's modifying a PvE skill (and a not very good one at that) and is meant for stationary fights.

    On a side note, healers in every fantasy game I've ever played light up like a Christmas tree and for goof reason: powerful effects should have conspicuous cues to encourage counterplay.
  • DTStormfox
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    jaws343 wrote: »
    Fawn4287 wrote: »
    Ele drain should have a cost, especially given how much that weapon buffs it

    Ele drain and the force overflow weapon have nothing to do with one another

    I think he confused Force Overflow with Wrath of Element:
    2 items: Adds 1190 Spell Penetration, Casting Weakness to Elements on a target within 15 meters of you causes a surge of elemental energy to tether between you for 10 seconds. While the tether persists and you remain in range, enemies touching the tether take 2371 Flame Damage, 2371 Shock Damage, or 2371 Frost Damage every 1 second, which increases by 1% each time it deals damage, up to 20%. This effect can occur once every 10 seconds.

    Anyhows,
    I think OP is partially correct about Force Overflow putting a big target on the healer. However, I don't think it is a real issue because healers are (almost) always the first targets in PvP arenas, regardless of whether you put a big target on them or not.
    Only responds to constructive replies/mentions

    Immortal-Legends Guild Master
    Veteran PvP player


  • Brrrofski
    Brrrofski
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    It's modifying a PvE skill (and a not very good one at that) and is meant for stationary fights.

    On a side note, healers in every fantasy game I've ever played light up like a Christmas tree and for goof reason: powerful effects should have conspicuous cues to encourage counterplay.

    Exactly this.

    To be honest, spamming rapid regen/breath of life/any heal in a group is pretty obvious anyway.

    And if you PVP enough, people will know you're a healer anyway. Like when I fight groups, I know who the healer is and needs to go first.

    I also don't think the skill or weapon is worth using in PVP anyway. Just use bubbles - gives sustain and has a really strong heal too.
    Edited by Brrrofski on December 8, 2020 8:55AM
  • ThePedge
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    ealdwin wrote: »
    Fawn4287 wrote: »
    Ele drain should have a cost, especially given how much that weapon buffs it

    Skill costs should not be affected by how sets interact with them. If a set is causing a skill to be overpowered, then the set needs looked at, not the skill. Nerfing the skill would only result in lack-luster abilities that are dependent on sets in order to be desirable.

    Facts, look at what Goliath did to bash damage. Goliath was broken so they killed bash :D
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