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Thrassian Stranglers Questions

GrumpyDuckling
GrumpyDuckling
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Thrassian Stranglers
1 item: Killing an enemy grants you a stack of Sload's Call for 1 hour, up to a maximum of 50 stacks. Each stack increases your Weapon Damage and Spell Damage by 23, reduces your Maximum Health by 120, and reduces effectiveness of your damage shields by 1%. Sload's Call is lost if you remove Thrassian's Stranglers, go invisible, or crouch.
  1. Do you have to have the final blow on a kill to gain a stack, or will simply contributing damage to a kill gain you a stack?
  2. Does the 1 hour duration refresh each time you get a stack?
  3. When you get to 50 and still keep getting kills, will it refresh the 1 hour duration?
  4. Will the stacks remain when moving from stage to stage in VDSA and VMA?
  • Sahidom
    Sahidom
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    I wish they would remove the zoning and stealth restrictions of the item; but you have it right.
  • MudcrabAttack
    MudcrabAttack
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    1. Yes to killing blow
    2. Yes
    3. Yes
    4. Yes, within the same dungeon or arena
    Edited by MudcrabAttack on January 4, 2021 4:41PM
  • GrumpyDuckling
    GrumpyDuckling
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    1. Yes to killing blow
    2. Yes
    3. Yes
    4. Yes, within the same dungeon or arena

    Thank you.
  • James-Wayne
    James-Wayne
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    Sahidom wrote: »
    I wish they would remove the zoning and stealth restrictions of the item; but you have it right.

    Yep totally kills it after they already nerfed it into the ground!
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  • WrathOfInnos
    WrathOfInnos
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    Sahidom wrote: »
    I wish they would remove the zoning and stealth restrictions of the item; but you have it right.

    Yep totally kills it after they already nerfed it into the ground!

    I’m actually glad it has these 2 restrictions. If it could be used in stealth it would just become ganker meta, and require them to grind 50 enemies after each death.

    As for zoning, this prevents building stacks before going into a trial/dungeon/arena. Sure it sounds nice to be able to go in with 50 stacks, but in reality that would just make it mandatory for any competitive groups. Resets after a wipe would be a tedious chore as everyone traveled out and found 50 enemies to kill before going back in. Very glad this is not the case.

    I do think the set has too many limitations though, the damage needs to build more quickly in groups, either by reducing stacks required to get to the 1150 max, or by allowing kill participation to count, not just killing blows. And the 6000 health loss is still a massive curse in exchange for the extra damage.
  • Sahidom
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    Change it back to Spell Damage and the stealth gank primarily benefits magBlades; and everyone knows magBlades are a definite hit miss and on the low totem pole in PVP; especially in the high health proc meta.

    There is always a gank meta chance but skilled players can mitigate the gank; high health and resistance players also mitigate gank chances; it boils down to how do you land killing blows.

    Removing those two restrictions gives more viable benefits than the OP risk; and you can reduce the timer down to 30 mins, less stacks with higher +SD for a better benefit curve with a faster drop rate.

    Not to mention the flaws attached to the mythic item. The flaws are greater than the actual benefits.
    Sahidom wrote: »
    I wish they would remove the zoning and stealth restrictions of the item; but you have it right.

    Yep totally kills it after they already nerfed it into the ground!

    I’m actually glad it has these 2 restrictions. If it could be used in stealth it would just become ganker meta, and require them to grind 50 enemies after each death.

    As for zoning, this prevents building stacks before going into a trial/dungeon/arena. Sure it sounds nice to be able to go in with 50 stacks, but in reality that would just make it mandatory for any competitive groups. Resets after a wipe would be a tedious chore as everyone traveled out and found 50 enemies to kill before going back in. Very glad this is not the case.

    I do think the set has too many limitations though, the damage needs to build more quickly in groups, either by reducing stacks required to get to the 1150 max, or by allowing kill participation to count, not just killing blows. And the 6000 health loss is still a massive curse in exchange for the extra damage.
  • Skullstachio
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    There is also the problem where summoned kills (getting kills with ability based summons such as Blastbones, Skeletal mage, etc.) are not counting towards the stacks of sloads call for the thrassian stranglers.
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

    If a game does not respect your time, best thing to do is move on from it and find something else.
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