Waffennacht wrote: »relentless_turnip wrote: »Has anyone tested gaze of sithis in a duel? For at least 2 of my characters I reckon it will be busted. I am planning to test PTS soon, but duelling from the EU is totally pointless.
Yes, also from eu.
The difference between having it on and not is just staggering.
I was swapping between 2pc bloodspawn and 1bs/sithis, and with the sithis setup i didnt even have to worry about reacting to my opponent or to keep my heals up.
I can already say, that having this set and not having it is going to be a chasm of difference in pvp.
As it stands, this set needs to go.
Im here with 7k wpd, 2 procsets, normally youd think its a glass cannon build, well think again, 38/36k resistance, 37k max hp.
Just no. They need to go back to the drawing table with this one.
They could reduce the resistance (but then it wouldn't be on par with malacath)
They could lower max health (but then why even run it?)
They could remove the health regen (worthless as is)
I dont see myself sacrificing Zaan + Malacath if this set losses any if its armor/health
relentless_turnip wrote: »Has anyone tested gaze of sithis in a duel? For at least 2 of my characters I reckon it will be busted. I am planning to test PTS soon, but duelling from the EU is totally pointless.
Yes, also from eu.
The difference between having it on and not is just staggering.
I was swapping between 2pc bloodspawn and 1bs/sithis, and with the sithis setup i didnt even have to worry about reacting to my opponent or to keep my heals up.
I can already say, that having this set and not having it is going to be a chasm of difference in pvp.
As it stands, this set needs to go.
Im here with 7k wpd, 2 procsets, normally youd think its a glass cannon build, well think again, 38/36k resistance, 37k max hp.
Just no. They need to go back to the drawing table with this one.
There could be some significant resistance stacking synergies with the following sets,
Gaze of Sithis – Heavy Head
1 – Adds 5000 Maximum Health
1 – Adds 500 Health Recovery
1 – Adds 10760 Armor
1 – Reduces your Block Mitigation to 0.
AND
Heartland Conqueror
2 – Adds 129 Weapon and Spell Damage
3 – Adds 1096 Maximum Magicka
4 – Adds 1096 Maximum Stamina
5 – Increases the effectiveness of your Weapon Traits by 100%. This does not affect Ornate or Intricate traits.
With a Defending weapon trait. 2H Defending on live server returns 3276, however, with Heartland Conqueror would return 6552 physical/spell resistances. Light Armor users would benefit significantly with the set combination in PVP with near maximum cap resistances and 5-7 pcs Light Armor penetration bonuses.
master_vanargand wrote: »Gaze of Sithis is too strong.
At least "Adds 10760 Armor" should be removed.
Still this will be strong.
Tommy_The_Gun wrote: »master_vanargand wrote: »Gaze of Sithis is too strong.
At least "Adds 10760 Armor" should be removed.
Still this will be strong.
10760 armor is in line with Malacath's Band of Brutality.
Armor gives 15 - 16-ish % dmg reduction, and brutality ring increases your dmg done by 15 - 16%, but allows crit from "auto" crit abilities, like Critical Charge, Shadowy Disguise or sets, like Mechanical Acuity.
So I don't think it is an issue. This new mythic has a huge drawback in terms of removing block mitigation (and that is A LOT of mitigation one is missing) and also you can not pair it with monster sets, since it is a helmet, and moster sets are 2nd most powerful sets in the game, right after mythics.
Tommy_The_Gun wrote: »master_vanargand wrote: »Gaze of Sithis is too strong.
At least "Adds 10760 Armor" should be removed.
Still this will be strong.
10760 armor is in line with Malacath's Band of Brutality.
Armor gives 15 - 16-ish % dmg reduction, and brutality ring increases your dmg done by 15 - 16%, but allows crit from "auto" crit abilities, like Critical Charge, Shadowy Disguise or sets, like Mechanical Acuity.
So I don't think it is an issue. This new mythic has a huge drawback in terms of removing block mitigation (and that is A LOT of mitigation one is missing) and also you can not pair it with monster sets, since it is a helmet, and moster sets are 2nd most powerful sets in the game, right after mythics.
Waffennacht wrote: »relentless_turnip wrote: »Has anyone tested gaze of sithis in a duel? For at least 2 of my characters I reckon it will be busted. I am planning to test PTS soon, but duelling from the EU is totally pointless.
Yes, also from eu.
The difference between having it on and not is just staggering.
I was swapping between 2pc bloodspawn and 1bs/sithis, and with the sithis setup i didnt even have to worry about reacting to my opponent or to keep my heals up.
I can already say, that having this set and not having it is going to be a chasm of difference in pvp.
As it stands, this set needs to go.
Im here with 7k wpd, 2 procsets, normally youd think its a glass cannon build, well think again, 38/36k resistance, 37k max hp.
Just no. They need to go back to the drawing table with this one.
They could reduce the resistance (but then it wouldn't be on par with malacath)
They could lower max health (but then why even run it?)
They could remove the health regen (worthless as is)
I dont see myself sacrificing Zaan + Malacath if this set losses any if its armor/health
ESO_Nightingale wrote: »The idea of frostbite is fantastic. But the bonus is not enough. Especially when there are not nearly enough frost damage skills to go along with it, this is the biggest problem.
I think buffing the set a little bit is important, but i think the most important thing is changing some or all magicka warden animal companions skills to frost damage.
Deep Fissure seriously needs to deal this type of damage more than any other skill in the line. Most of the frost wardens i know still use this skill regardless of damage type because it's damage is really important for warden. If it was able to do frost damage that means it would be able to proc chilled, and to be able to gain the bonuses from sets like frostbite and ysgramor's birthright.
Winter's embrace abilties having more chilled chance is nice and everything, but all of the skills that we use should deal frost damage to maximize the chance to apply it. Especially because applying chilled with double ice staves and frostbite literally now means +6% damage and +20% crit damage against enemies. We need to be able to keep a constant uptime just through our damage. And having just winter's revenge is no-where near enough from both a realistic gameplay angle and a thematic one.
So zos, i implore you to change the damage types of Deep Fissure and Screaming Cliff Racer to frost damage, from magic. This would be for the best when it comes to inter-class synergy.
I do not know how you choose to buff frostbite, provided you hear our feedback, but considering how everyone has come to the same conclusion i hope you choose to add bonuses to the 5 piece bonus.
ESO_Nightingale wrote: »The idea of frostbite is fantastic. But the bonus is not enough. Especially when there are not nearly enough frost damage skills to go along with it, this is the biggest problem.
I think buffing the set a little bit is important, but i think the most important thing is changing some or all magicka warden animal companions skills to frost damage.
Deep Fissure seriously needs to deal this type of damage more than any other skill in the line. Most of the frost wardens i know still use this skill regardless of damage type because it's damage is really important for warden. If it was able to do frost damage that means it would be able to proc chilled, and to be able to gain the bonuses from sets like frostbite and ysgramor's birthright.
Winter's embrace abilties having more chilled chance is nice and everything, but all of the skills that we use should deal frost damage to maximize the chance to apply it. Especially because applying chilled with double ice staves and frostbite literally now means +6% damage and +20% crit damage against enemies. We need to be able to keep a constant uptime just through our damage. And having just winter's revenge is no-where near enough from both a realistic gameplay angle and a thematic one.
So zos, i implore you to change the damage types of Deep Fissure and Screaming Cliff Racer to frost damage, from magic. This would be for the best when it comes to inter-class synergy.
I do not know how you choose to buff frostbite, provided you hear our feedback, but considering how everyone has come to the same conclusion i hope you choose to add bonuses to the 5 piece bonus.
Tommy_The_Gun wrote: »master_vanargand wrote: »Gaze of Sithis is too strong.
At least "Adds 10760 Armor" should be removed.
Still this will be strong.
10760 armor is in line with Malacath's Band of Brutality.
Armor gives 15 - 16-ish % dmg reduction, and brutality ring increases your dmg done by 15 - 16%, but allows crit from "auto" crit abilities, like Critical Charge, Shadowy Disguise or sets, like Mechanical Acuity.
So I don't think it is an issue. This new mythic has a huge drawback in terms of removing block mitigation (and that is A LOT of mitigation one is missing) and also you can not pair it with monster sets, since it is a helmet, and moster sets are 2nd most powerful sets in the game, right after mythics.
Tommy_The_Gun wrote: »master_vanargand wrote: »Gaze of Sithis is too strong.
At least "Adds 10760 Armor" should be removed.
Still this will be strong.
10760 armor is in line with Malacath's Band of Brutality.
Armor gives 15 - 16-ish % dmg reduction, and brutality ring increases your dmg done by 15 - 16%, but allows crit from "auto" crit abilities, like Critical Charge, Shadowy Disguise or sets, like Mechanical Acuity.
So I don't think it is an issue. This new mythic has a huge drawback in terms of removing block mitigation (and that is A LOT of mitigation one is missing) and also you can not pair it with monster sets, since it is a helmet, and moster sets are 2nd most powerful sets in the game, right after mythics.
Waffennacht wrote: »Heartland Conqueror
2 – Adds 129 Weapon and Spell Damage
3 – Adds 1096 Maximum Magicka
4 – Adds 1096 Maximum Stamina
5 – Increases the effectiveness of your Weapon Traits by 100%. This does not affect Ornate or Intricate traits.
So this doubles infused?
100% enchantment cooldown reduction and 60% boost in enchantment effect.
Combined with CP passive where enchantment never needs to be recharged.
That's not how ZoS' math usually works.
So infused brings a 5 sec cool down too 2.5. Then it'll probably give u 100% of the 50% so that goes to 1.75 seconds.
Then if u used Torug, that 1.75 gets reduced by 33% or .58 bringing the cool down to 1.17 seconds
Tested on pts, only the enchantment effect gets boost part gets doubled.
I think infused might not be the absolute best for this set, i think boosting penetration thru sharpened might be better.
And the set defo needs to be double barred otherwise its just not worth it.
To give you and idea, infused wpd glyph before Heartland is 452, with Heartland its 556, only about 100 increase which is pretty weak, but thats beacuse infused starts at a low value of 30%.
Meanwhile Sharpened: W/o: 3276 w:6552. Thats like almost as much pen as 5 pc spriggans.
But to take it further, it can give another 8% healing done on powered, an extra 7%!! crit with precise etc.
So i think, sadly, infused is probably the weakest trait youd want this with.
I did a few comparison parses between Frostbite and Julianos on a double ice staff Magden. Each was worn on the body with a Medusa fire enchant frontbar, and a Maelstrom frost enchant backbar. I choose Julianos because it's an easy-to-acquire mag set without any fancy proc conditions that has consistently remained a solid but never optimal setup since its release. For a new set to be useful it needs to at least beat Julianos because otherwise there's no point.
The result: they were basically the same, well within the margin of error/lag/crit rng. This does not look good for frostbite.
Frostbite has a number of restrictions built into it that make it harder to use than Julianos. It requests Frost skills, which pretty much limits it to the Magden, and in practice probably means you need to double-bar an ice staff. It requires the enemy to be chilled/brittle, which isn't going to be 100% (admittedly, if you're double barring an ice staff, that's probably your job). If you can get the same ops with the basic craftable magdps set, why bother with these restrictions?
The core problem, of course, is the lack of ice skills. 6% is a fine bonus if it could apply to a large % of your damage, but even on an ice/ice Magden you're probably not going to get more than ~40% or so of your damage as ice damage.
Possible Solutions:
- Buff the damage bonuses. Double the ice damage bonus to 12% would make it more viable for ice/ice setups while still limiting it to an ice/ice maiden. Buffing the other bonuses would potentially increase the chance that other classes can use it (as long as somebody else is doing brittle).
- Increase the number of ice skills available to take advantage of it. As has been requested before, changing the Warden's magic-dealing Animal Companions skills to Frost damage would be a perfect solution for that.
Note that the goal I'm setting here is pretty low — I want Frostbite to be better than Julianos for the niche that it's capable of. I'm not even trying to get it to compete with fire/fire setups or harder to get sets like Siroria.
Waffennacht wrote: »Heartland Conqueror
2 – Adds 129 Weapon and Spell Damage
3 – Adds 1096 Maximum Magicka
4 – Adds 1096 Maximum Stamina
5 – Increases the effectiveness of your Weapon Traits by 100%. This does not affect Ornate or Intricate traits.
So this doubles infused?
100% enchantment cooldown reduction and 60% boost in enchantment effect.
Combined with CP passive where enchantment never needs to be recharged.
That's not how ZoS' math usually works.
So infused brings a 5 sec cool down too 2.5. Then it'll probably give u 100% of the 50% so that goes to 1.75 seconds.
Then if u used Torug, that 1.75 gets reduced by 33% or .58 bringing the cool down to 1.17 seconds
Tested on pts, only the enchantment effect gets boost part gets doubled.
I think infused might not be the absolute best for this set, i think boosting penetration thru sharpened might be better.
And the set defo needs to be double barred otherwise its just not worth it.
To give you and idea, infused wpd glyph before Heartland is 452, with Heartland its 556, only about 100 increase which is pretty weak, but thats beacuse infused starts at a low value of 30%.
Meanwhile Sharpened: W/o: 3276 w:6552. Thats like almost as much pen as 5 pc spriggans.
But to take it further, it can give another 8% healing done on powered, an extra 7%!! crit with precise etc.
So i think, sadly, infused is probably the weakest trait youd want this with.
given infused gets the least benefit, you could front bar it in theory, since pretty much every build is infused WD on the back bar.
how does this look with nirn?
Sandman929 wrote: »Frostbite could be good if ZOS would just pull the trigger and make the warden magicka morphs all frost, instead of the current mixed bag of magicka and frost.
Even Necro has mix of frost, magicka and flame for some reason.
Dk Magicka morphs are full of flame damage but for some reason the other classes don't know what they are.
YandereGirlfriend wrote: »zvavi hits the nail on the head as to where Frostbite ought to be tuned.
Malacath ring allows to deal critical dmg now (mostly with auto-crit abilities), while Gaze of Sithis disables your block mitigation entirely and does not allow to use monster set. So it seems to have huge kiss-curse (greater than Malacath), so I guess it is ok-ish.master_vanargand wrote: »Tommy_The_Gun wrote: »master_vanargand wrote: »Gaze of Sithis is too strong.
At least "Adds 10760 Armor" should be removed.
Still this will be strong.
10760 armor is in line with Malacath's Band of Brutality.
Armor gives 15 - 16-ish % dmg reduction, and brutality ring increases your dmg done by 15 - 16%, but allows crit from "auto" crit abilities, like Critical Charge, Shadowy Disguise or sets, like Mechanical Acuity.
So I don't think it is an issue. This new mythic has a huge drawback in terms of removing block mitigation (and that is A LOT of mitigation one is missing) and also you can not pair it with monster sets, since it is a helmet, and moster sets are 2nd most powerful sets in the game, right after mythics.
Gaze of Sithis does not match Malacath's Band of Brutality.
Don't you know that Gaze of Sithis has "Add 5000 Health and Add 500 Health Recovery"?
And let's math.
x = 100 [Damage]
y = 1.16 [Effect from Malacath Band of Brutality]
z = 0.837 [10760 armor from Gaze of Sithis]
(x * y) * z = 97.092
Gaze of Sithis is god mode.
Waffennacht wrote: »Heartland Conqueror
2 – Adds 129 Weapon and Spell Damage
3 – Adds 1096 Maximum Magicka
4 – Adds 1096 Maximum Stamina
5 – Increases the effectiveness of your Weapon Traits by 100%. This does not affect Ornate or Intricate traits.
So this doubles infused?
100% enchantment cooldown reduction and 60% boost in enchantment effect.
Combined with CP passive where enchantment never needs to be recharged.
That's not how ZoS' math usually works.
So infused brings a 5 sec cool down too 2.5. Then it'll probably give u 100% of the 50% so that goes to 1.75 seconds.
Then if u used Torug, that 1.75 gets reduced by 33% or .58 bringing the cool down to 1.17 seconds
Tested on pts, only the enchantment effect gets boost part gets doubled.
I think infused might not be the absolute best for this set, i think boosting penetration thru sharpened might be better.
And the set defo needs to be double barred otherwise its just not worth it.
To give you and idea, infused wpd glyph before Heartland is 452, with Heartland its 556, only about 100 increase which is pretty weak, but thats beacuse infused starts at a low value of 30%.
Meanwhile Sharpened: W/o: 3276 w:6552. Thats like almost as much pen as 5 pc spriggans.
But to take it further, it can give another 8% healing done on powered, an extra 7%!! crit with precise etc.
So i think, sadly, infused is probably the weakest trait youd want this with.
given infused gets the least benefit, you could front bar it in theory, since pretty much every build is infused WD on the back bar.
how does this look with nirn?
leakypants wrote: »Gaze of Sithis – Heavy Head
1 – Adds 5000 Maximum Health
1 – Adds 500 Health Recovery
1 – Adds 10760 Armor
1 – Reduces your Block Mitigation to 0.
I think this item would be fine if Sorc and NB didnt exist. Its downside isnt even noticeable as they barely block.
My proposal is, why not have this item disable escape tools aswell like Streak, Cloak etc, the same way Chaosball in BGs disables them?
Now that would be a real downside, especially for Sorcs and NBs.
Tbh. I don't think that it will be a big issue. Roll dodge has a ramping cost increase. Same with Streak. Only thing that may be problematic are dmg shields, but mag builds do not have good mobility (with only exception being mag sorc, but again, streak has ramping cost).leakypants wrote: »Gaze of Sithis – Heavy Head
1 – Adds 5000 Maximum Health
1 – Adds 500 Health Recovery
1 – Adds 10760 Armor
1 – Reduces your Block Mitigation to 0.
I think this item would be fine if Sorc and NB didnt exist. Its downside isnt even noticeable as they barely block.
Tommy_The_Gun wrote: »Tbh. I don't think that it will be a big issue. Roll dodge has a ramping cost increase. Same with Streak. Only thing that may be problematic are dmg shields, but mag builds do not have good mobility (with only exception being mag sorc, but again, streak has ramping cost).leakypants wrote: »Gaze of Sithis – Heavy Head
1 – Adds 5000 Maximum Health
1 – Adds 500 Health Recovery
1 – Adds 10760 Armor
1 – Reduces your Block Mitigation to 0.
I think this item would be fine if Sorc and NB didnt exist. Its downside isnt even noticeable as they barely block.
Just because some items synergies better with other classes it does not mean they should be removed.
Malacath's Band of Brutality for example synergies best with Warden & Nerco and other non-crit focus classes. On a NB it actually disables large part of NB's passive (as the class is crit-focus and with Malacath ring it just does not work). Even with the changes to Malacath, it will kinda same as 50% crit de-buff is huge.
I think the only mistake ZOS made is they are showing Gaze of Sithis tooltip with numbers and not %. Because once you convert the armour bonus to % it will be more or less 15% dmg reduction.
^ I am pretty sure if the tooltip was:
1 – Adds 5000 Maximum Health and 500 Health Recovery
1 – Adds 15% dmg mitigation, but reduces your Block Mitigation to 0.
No one would think that it is too strong. Also 500 Health Recovery is reduced by half in combat (so 250) and by another half in Cyrodiil (so 125). On top you can not run moster set with Gaze - another big drawback that people often disregard.