Please ignore the criticism of the harpoon kilt and saxhleel, they're both fine as is. It's really nice (and I will admit a bit of a surprise) to see an item (harpooner's) that actually rewards skill. Consider what you'll be replacing with it, likely either a 5th piece of mother's sorrow or a 2nd piece of zaan. So at max stacks you get about the same crit chance as MS and a sizeable buff to crit damage. But without the skill to avoid taking direct damage (you'll need a good tank and good thumbs) uptime on the stacks will be pretty low. It's useless solo, it's fairly useless in PvP and it's useless in the hands of a bad player or with a fake tank. Even with this used on a dummy in perfect conditions it seems to amount to a damage nerf over what was achievable in previous patches, and in practice those stacks just won't have perfect uptime in most people's hands.
And as for the Saxhleel Champion, it's nice to see a set that gives tanks the option of running something other than warhorn. Yes you get a good long period of the buff especially if run with jorvulds, but then you're using 2 whole 5-piece sets essentially for one buff. The opportunity cost is proportionate to the benefit, and it will allow for some interesting new choices by support players. No changes needed thanks.
Gaze of Sithis:
I think this could use a slight tuning adjustment but not a lot due to its negatives.
Harpooner’s Wading Kilt:
The only adjustment I think this only needs to remove its "critical chance" status and make it strictly Weapon critical with the crit damage bonus remaining the same.
Death Dealer’s Fete:
The bonus provided is far too week, I think it should be increased to every 10 seconds scaling up to 3-5k to be used on more than rare occasions. These are Mythics after all and in concept, I saw this as an amazing Falgravn Mythic due to its fight longevity but the current state would prevent that.
Shapeshifter’s Chain:
Bonus needs to be doubled in my opinion, not the morph cost reduction but the resource gain.
Bahsei’s Mania:
This set's final bonus is good on paper poor in execution from what it seems to me. I think a good way to rework this may be to reduce it to 8-10% but have it work in reverse. Bonus damage at the peak of sustain and a reduction as you lose sustain. This would bring it towards a meta contention and a unique function of a set. In its current state, it's lackluster, unfortunately.
Stone-Talker’s Oath:
With the ease of the cap being reached, I think it'd be fine to just remove the cap or make it so that it only gathers damage dealt from the person who cast it making an additional play style function to it. Granted this wouldn't be hard to achieve but at least making it a more engaging set from a user PoV
Sul-Xan’s Torment:
I like this on paper as a new AoE setup for PvE so I do like this. I just wonder if we can make sure that this isn't just a repeat of the Essence thief situation.
Saxhleel Champion:
Adds to necro tank support's colossus gains so I do like this. Especially for mag comps where Alkosh has lost favor.
Diamond’s Victory:
May need an extension to its durations only slightly maybe 6 seconds to make it more friendly of its uptimes.
Heartland Conqueror:
I like it but if it doesn't affect infused that's an interesting missed opportunity for double DW full infused. I think it would've been a rather fun and unique setup that I don't think would've been game-breaking for PvE anyway. May have learned from the Torug's pact days though with that.
Hist Whisperer:
Change 2-4 and this could be an awesome off-meta set.
Bog Raider:
Meh, it's alright someone may enjoy this I don't see much interest in this set though. Maybe if it was adjusted to half of its duration but make it have 2-3 times stacking capability?
Deadlands Assassin:
Interesting concept but just like the Stonehusk it needs to be buffed to be seeing in-game use more outside gimmick.
Frostbite:
Awesome and interesting set I have seen a 99k parse using this which is awesome. Maybe slightly tuning the base up to 8% would help though for BrittleDen's.
Gaze of Sithis:
I think this could use a slight tuning adjustment but not a lot due to its negatives.
Harpooner’s Wading Kilt:
The only adjustment I think this only needs to remove its "critical chance" status and make it strictly Weapon critical with the crit damage bonus remaining the same.
Death Dealer’s Fete:
The bonus provided is far too week, I think it should be increased to every 10 seconds scaling up to 3-5k to be used on more than rare occasions. These are Mythics after all and in concept, I saw this as an amazing Falgravn Mythic due to its fight longevity but the current state would prevent that.
Shapeshifter’s Chain:
Bonus needs to be doubled in my opinion, not the morph cost reduction but the resource gain.
Bahsei’s Mania:
This set's final bonus is good on paper poor in execution from what it seems to me. I think a good way to rework this may be to reduce it to 8-10% but have it work in reverse. Bonus damage at the peak of sustain and a reduction as you lose sustain. This would bring it towards a meta contention and a unique function of a set. In its current state, it's lackluster, unfortunately.
Stone-Talker’s Oath:
With the ease of the cap being reached, I think it'd be fine to just remove the cap or make it so that it only gathers damage dealt from the person who cast it making an additional play style function to it. Granted this wouldn't be hard to achieve but at least making it a more engaging set from a user PoV
Sul-Xan’s Torment:
I like this on paper as a new AoE setup for PvE so I do like this. I just wonder if we can make sure that this isn't just a repeat of the Essence thief situation.
Saxhleel Champion:
Adds to necro tank support's colossus gains so I do like this. Especially for mag comps where Alkosh has lost favor.
Diamond’s Victory:
May need an extension to its durations only slightly maybe 6 seconds to make it more friendly of its uptimes.
Heartland Conqueror:
I like it but if it doesn't affect infused that's an interesting missed opportunity for double DW full infused. I think it would've been a rather fun and unique setup that I don't think would've been game-breaking for PvE anyway. May have learned from the Torug's pact days though with that.
Hist Whisperer:
Change 2-4 and this could be an awesome off-meta set.
Bog Raider:
Meh, it's alright someone may enjoy this I don't see much interest in this set though. Maybe if it was adjusted to half of its duration but make it have 2-3 times stacking capability?
Deadlands Assassin:
Interesting concept but just like the Stonehusk it needs to be buffed to be seeing in-game use more outside gimmick.
Frostbite:
Awesome and interesting set I have seen a 99k parse using this which is awesome. Maybe slightly tuning the base up to 8% would help though for BrittleDen's.
Care to share the 99k parse using frost bite? @Styxius?
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.
thx for details. Was curious about infused...couldn't tell what the heck it would do with that trait.
May very well be a bug tbh, but for now its only the enchantment potency it boosts.
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.
thx for details. Was curious about infused...couldn't tell what the heck it would do with that trait.
May very well be a bug tbh, but for now its only the enchantment potency it boosts.
I think that is on purpose. Doubling the frequency and doubling the potency would result in four times the effect.
To get double effect. Double one. leave other alone. Or 1.4x both. Well or wonky stuff like 1.2 and 1.67...
Tuning frequency might start wasting effect because some enchants last 5 secs. Lowering cooldown to 2.5 would waste much of the sets buff, no?
YandereGirlfriend wrote: »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.
thx for details. Was curious about infused...couldn't tell what the heck it would do with that trait.
May very well be a bug tbh, but for now its only the enchantment potency it boosts.
I think that is on purpose. Doubling the frequency and doubling the potency would result in four times the effect.
To get double effect. Double one. leave other alone. Or 1.4x both. Well or wonky stuff like 1.2 and 1.67...
Tuning frequency might start wasting effect because some enchants last 5 secs. Lowering cooldown to 2.5 would waste much of the sets buff, no?
You're talking about the effect on the glyph itself though not the actual weapon trait Infused.
To properly double Infused you would have to double all aspects of its effects, both magnitude and cooldown.
It is a bug.
YandereGirlfriend wrote: »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.
thx for details. Was curious about infused...couldn't tell what the heck it would do with that trait.
May very well be a bug tbh, but for now its only the enchantment potency it boosts.
I think that is on purpose. Doubling the frequency and doubling the potency would result in four times the effect.
To get double effect. Double one. leave other alone. Or 1.4x both. Well or wonky stuff like 1.2 and 1.67...
Tuning frequency might start wasting effect because some enchants last 5 secs. Lowering cooldown to 2.5 would waste much of the sets buff, no?
You're talking about the effect on the glyph itself though not the actual weapon trait Infused.
To properly double Infused you would have to double all aspects of its effects, both magnitude and cooldown.
It is a bug.
the end result of trait infused applied to glyphs is what matters imo.
it shouldnt give double the frequency and twice the potency improvement.
The ultimate crafting crate needs to be updated!
My tests of the Heartland's Conqueror set are severely hindered by the fact that, for starters we don't have access to already pre-crafted set like we do for all the others, but we do not get any rank 10 materials on our PTS max level presets either and are limited to only 200 ingots of void steel.
I ended up going to the imperial city to buy rank 10 materials there with Telvars but then ran into the issue that upgrade materials are also limited. Yes, 200 Tempering alloys are nice, but there is no jewelry upgrade materials at all! I can live with not having golden crafted jewerly because who is going to make those on the live servers anyway, but I don't even have purple upgrade mats for jewelry either nor do I have the jewelry trait materials! Guess I will have to craft stuff and then transmute it first... /rant
YandereGirlfriend wrote: »YandereGirlfriend wrote: »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.
thx for details. Was curious about infused...couldn't tell what the heck it would do with that trait.
May very well be a bug tbh, but for now its only the enchantment potency it boosts.
I think that is on purpose. Doubling the frequency and doubling the potency would result in four times the effect.
To get double effect. Double one. leave other alone. Or 1.4x both. Well or wonky stuff like 1.2 and 1.67...
Tuning frequency might start wasting effect because some enchants last 5 secs. Lowering cooldown to 2.5 would waste much of the sets buff, no?
You're talking about the effect on the glyph itself though not the actual weapon trait Infused.
To properly double Infused you would have to double all aspects of its effects, both magnitude and cooldown.
It is a bug.
the end result of trait infused applied to glyphs is what matters imo.
it shouldnt give double the frequency and twice the potency improvement.
That's just like your opinion, though.
The set states that it doubles the weapon trait and it is currently not doing that. Therefore it's bugged.
YandereGirlfriend wrote: »Is there any reason why Bahsei's Mania only applies to PvE mobs?
It has a very difficult proc condition to leverage and it already has a line of Minor Slayer so it's not as if the set would ever be considered overpowered in PvP.
This would be a very disturbing trend to see trial sets artificially exempted from PvP application and it would give PvP players even less of a reason to purchase the upcoming Chapters.
WrathOfInnos wrote: »YandereGirlfriend wrote: »Is there any reason why Bahsei's Mania only applies to PvE mobs?
It has a very difficult proc condition to leverage and it already has a line of Minor Slayer so it's not as if the set would ever be considered overpowered in PvP.
This would be a very disturbing trend to see trial sets artificially exempted from PvP application and it would give PvP players even less of a reason to purchase the upcoming Chapters.
I’m guessing this is to prevent it being used for ganking. It’s almost impossible to keep Magicka near 0% during a sustained fight, but someone could easily abuse it for a burst from stealth.