MindOfTheSwarm wrote: »Changed Veiled Heritance set to this:
(2 items) Adds 129 Weapon Damage
(3 items) Adds 1487 Armor
(4 items) Adds 657 Weapon Critical
(5 items) Increase your Weapon Damage equal to 15% of your Bash Damage. Your Bash attacks permanently deal 516 more damage.
Would remove the interrupt requirement and actually incentivise people to run bash glyphs to maximise the value of the set.
2 Adds 129 Weapon Damage
3 Adds 2975 Physical Resistance
4 Adds 833 Weapon Critical
5 When you deal damage, you have a 10% chance to increase your Weapon Damage by 400 for 5 seconds.
Resuscitation of our MURDERED Overland healing sets:Alternatively:
- Winter's Respite - Remove "group member only" heal, add back Ally healing
- Powerful Assault - Remove "group member only" buff, add back Ally buff
- Redistribution - Remove "group member only" heal, add back Ally healing
- Hiti's - Remove "group member only" heal, add back Ally healing
- Coldharbour's Favorite - Remove "group member only" heal, add back Ally healing
- Earthgore - Remove "group member only" heal, add back Ally healing
- Just revert all the group/ally healing changes you made to sets and skills when you were doing your "improving performance" experimentation in PVP, wherein you ultimately decided healing wasn't the problem
- Add automatic group formation at World Bosses and Group Events in the Overland (see Rift as an example for this)
- Add more Overland support/healing sets to the game with future content that do NOT require a group to function
- At the very least, allow Companions to count as a group member when you are ungrouped with others, so at least "they" can be supported by our sets
***is never going to let this go**
...
AcadianPaladin wrote: »
Queen's Elegance - Return the set to a simple, easy to understand solid buff to light attacks instead of whatever kind of incomprehensible mess it is now.
Tremendously destructive? The change from Ally healing to "Group only" healing is very new. Everyone has been doing just fine without it for the past 5 7 years. And don't you worry, healers and supporters cast their stuff so much, randoms won't be stealing your precious buffs and healing. I promise, there is plenty to go around. But, of course, you are welcome to your opinion.YandereGirlfriend wrote: »Resuscitation of our MURDERED Overland healing sets:Alternatively:
- Winter's Respite - Remove "group member only" heal, add back Ally healing
- Powerful Assault - Remove "group member only" buff, add back Ally buff
- Redistribution - Remove "group member only" heal, add back Ally healing
- Hiti's - Remove "group member only" heal, add back Ally healing
- Coldharbour's Favorite - Remove "group member only" heal, add back Ally healing
- Earthgore - Remove "group member only" heal, add back Ally healing
- Just revert all the group/ally healing changes you made to sets and skills when you were doing your "improving performance" experimentation in PVP, wherein you ultimately decided healing wasn't the problem
- Add automatic group formation at World Bosses and Group Events in the Overland (see Rift as an example for this)
- Add more Overland support/healing sets to the game with future content that do NOT require a group to function
- At the very least, allow Companions to count as a group member when you are ungrouped with others, so at least "they" can be supported by our sets
***is never going to let this go**
...
Any organized group player would vehemently disagree with these changes.
We don't want some randoms getting buffs that are intended for our own people. Rotations and group compositions are designed with things like target limits for sets and abilities in mind and throwing those all out the window would be tremendously destructive.
If you want to help a group, join a group - it's really that simple.
Tremendously destructive? The change from Ally healing to "Group only" healing is very new. Everyone has been doing just fine without it for the past 5 7 years. And don't you worry, healers and supporters cast their stuff so much, randoms won't be stealing your precious buffs and healing. I promise, there is plenty to go around. But, of course, you are welcome to your opinion.YandereGirlfriend wrote: »Resuscitation of our MURDERED Overland healing sets:Alternatively:
- Winter's Respite - Remove "group member only" heal, add back Ally healing
- Powerful Assault - Remove "group member only" buff, add back Ally buff
- Redistribution - Remove "group member only" heal, add back Ally healing
- Hiti's - Remove "group member only" heal, add back Ally healing
- Coldharbour's Favorite - Remove "group member only" heal, add back Ally healing
- Earthgore - Remove "group member only" heal, add back Ally healing
- Just revert all the group/ally healing changes you made to sets and skills when you were doing your "improving performance" experimentation in PVP, wherein you ultimately decided healing wasn't the problem
- Add automatic group formation at World Bosses and Group Events in the Overland (see Rift as an example for this)
- Add more Overland support/healing sets to the game with future content that do NOT require a group to function
- At the very least, allow Companions to count as a group member when you are ungrouped with others, so at least "they" can be supported by our sets
***is never going to let this go**
...
Any organized group player would vehemently disagree with these changes.
We don't want some randoms getting buffs that are intended for our own people. Rotations and group compositions are designed with things like target limits for sets and abilities in mind and throwing those all out the window would be tremendously destructive.
If you want to help a group, join a group - it's really that simple.
El_Borracho wrote: »MindOfTheSwarm wrote: »Changed Veiled Heritance set to this:
(2 items) Adds 129 Weapon Damage
(3 items) Adds 1487 Armor
(4 items) Adds 657 Weapon Critical
(5 items) Increase your Weapon Damage equal to 15% of your Bash Damage. Your Bash attacks permanently deal 516 more damage.
Would remove the interrupt requirement and actually incentivise people to run bash glyphs to maximise the value of the set.
This is what Veiled Heritance used to be, when it was a much loved set:2 Adds 129 Weapon Damage
3 Adds 2975 Physical Resistance
4 Adds 833 Weapon Critical
5 When you deal damage, you have a 10% chance to increase your Weapon Damage by 400 for 5 seconds.
I love your suggestion, but sadly, since this is what it used to be I don't see them bringing that set back to usefulness
I hear what you are saying, but you have a lot of people on the field casting this stuff. Also, randoms matter tooYandereGirlfriend wrote: »Tremendously destructive? The change from Ally healing to "Group only" healing is very new. Everyone has been doing just fine without it for the past 5 7 years. And don't you worry, healers and supporters cast their stuff so much, randoms won't be stealing your precious buffs and healing. I promise, there is plenty to go around. But, of course, you are welcome to your opinion.YandereGirlfriend wrote: »Resuscitation of our MURDERED Overland healing sets:Alternatively:
- Winter's Respite - Remove "group member only" heal, add back Ally healing
- Powerful Assault - Remove "group member only" buff, add back Ally buff
- Redistribution - Remove "group member only" heal, add back Ally healing
- Hiti's - Remove "group member only" heal, add back Ally healing
- Coldharbour's Favorite - Remove "group member only" heal, add back Ally healing
- Earthgore - Remove "group member only" heal, add back Ally healing
- Just revert all the group/ally healing changes you made to sets and skills when you were doing your "improving performance" experimentation in PVP, wherein you ultimately decided healing wasn't the problem
- Add automatic group formation at World Bosses and Group Events in the Overland (see Rift as an example for this)
- Add more Overland support/healing sets to the game with future content that do NOT require a group to function
- At the very least, allow Companions to count as a group member when you are ungrouped with others, so at least "they" can be supported by our sets
***is never going to let this go**
...
Any organized group player would vehemently disagree with these changes.
We don't want some randoms getting buffs that are intended for our own people. Rotations and group compositions are designed with things like target limits for sets and abilities in mind and throwing those all out the window would be tremendously destructive.
If you want to help a group, join a group - it's really that simple.
I'm talking about buffs not about out-of-group healing.
If a set does not have a target cap (e.g. Transmutation, etc.) then it's fine to buff out-of-group players but if it does have a target cap then it is messing up organized group play to have randoms stealing your Powerful Assault, Meritorious Service, Yolanakriin, etc.
There are other types of sets (call them "radius sets") like Worm Cult or Grave Guardian that would also have their functionality irreparably degraded if they applied to out-of-group players. If you're wearing a set like Worm Cult that only buffs 12 people (e.g. a full raid group) you expect it to be providing a constant buff to your group's Magicka Regeneration at all times. You absolutely cannot have third parties entering the radius and stealing away some of those 12 buff slots and thus nerfing the sustain of your own group members.
MashmalloMan wrote: »I could definitely see your request as valid to add a 5th piece bonus because there is similar sets like Tzogvin and Medusa most notably that offer a pretty easy to obtain "Minor/Major Buff" along with a statistical stat bonus.
I'd like to add to your idea though:
Night Mother's Gaze
- (2 items) Adds 657 Critical Chance
- (3 items) Adds 129 Weapon and Spell Damage
- (4 items) Adds 657 Critical Chance
- (5 items) Adds 657 Critical Chance
- (5 items) When you deal Critical Damage you apply Major Breach to the enemy, reducing their Physical Resistance and Spell Resistance by 5948 for 4 seconds.
Big request for awhile has been to make the set double dip their bonuses since it doesn't just give a physical penetration debuff anymore, it's crafted and magicka characters have no available option from a set to provide Major Breach.
I think it'd be pretty rare for them to add crit chance on the 5th piece though, I'd see them adding something like weapon/spell damage or pen instead since they tend to not want to overload sets with too much of 1 stat pool even if it's the most obvious choice.
MashmalloMan wrote: »I could definitely see your request as valid to add a 5th piece bonus because there is similar sets like Tzogvin and Medusa most notably that offer a pretty easy to obtain "Minor/Major Buff" along with a statistical stat bonus.
I'd like to add to your idea though:
Night Mother's Gaze
- (2 items) Adds 657 Critical Chance
- (3 items) Adds 129 Weapon and Spell Damage
- (4 items) Adds 657 Critical Chance
- (5 items) Adds 657 Critical Chance
- (5 items) When you deal Critical Damage you apply Major Breach to the enemy, reducing their Physical Resistance and Spell Resistance by 5948 for 4 seconds.
Big request for awhile has been to make the set double dip their bonuses since it doesn't just give a physical penetration debuff anymore, it's crafted and magicka characters have no available option from a set to provide Major Breach.
I think it'd be pretty rare for them to add crit chance on the 5th piece though, I'd see them adding something like weapon/spell damage or pen instead since they tend to not want to overload sets with too much of 1 stat pool even if it's the most obvious choice.
What? Magicka Builds have staves, staves have Elemental Weakness.
If you're gonna ignore the imperative ability in your rotation, then we should just drop the whole Weapon/Spell power and critical splits. Just make it "Power" and "Critical Chance" for every set. Especially if you're going to make NMG more OP than New Moon Acolyte or Twice Born Star. It's a 6-trait set. It will need a weakness like "You take 10% more damage from AoE attacks."
WrathOfInnos wrote: »MashmalloMan wrote: »I could definitely see your request as valid to add a 5th piece bonus because there is similar sets like Tzogvin and Medusa most notably that offer a pretty easy to obtain "Minor/Major Buff" along with a statistical stat bonus.
I'd like to add to your idea though:
Night Mother's Gaze
- (2 items) Adds 657 Critical Chance
- (3 items) Adds 129 Weapon and Spell Damage
- (4 items) Adds 657 Critical Chance
- (5 items) Adds 657 Critical Chance
- (5 items) When you deal Critical Damage you apply Major Breach to the enemy, reducing their Physical Resistance and Spell Resistance by 5948 for 4 seconds.
Big request for awhile has been to make the set double dip their bonuses since it doesn't just give a physical penetration debuff anymore, it's crafted and magicka characters have no available option from a set to provide Major Breach.
I think it'd be pretty rare for them to add crit chance on the 5th piece though, I'd see them adding something like weapon/spell damage or pen instead since they tend to not want to overload sets with too much of 1 stat pool even if it's the most obvious choice.
What? Magicka Builds have staves, staves have Elemental Weakness.
If you're gonna ignore the imperative ability in your rotation, then we should just drop the whole Weapon/Spell power and critical splits. Just make it "Power" and "Critical Chance" for every set. Especially if you're going to make NMG more OP than New Moon Acolyte or Twice Born Star. It's a 6-trait set. It will need a weakness like "You take 10% more damage from AoE attacks."
Stamina builds can use Caltrops for Major Breach just as easily as Magicka builds can use Elemental Drain, and Caltrops actually deals some damage after the buff. For either build this set would just be providing an option if someone didn’t want to slot a skill for Breach. I don’t think I’d use it, but it could be useful to some.
WrathOfInnos wrote: »MashmalloMan wrote: »I could definitely see your request as valid to add a 5th piece bonus because there is similar sets like Tzogvin and Medusa most notably that offer a pretty easy to obtain "Minor/Major Buff" along with a statistical stat bonus.
I'd like to add to your idea though:
Night Mother's Gaze
- (2 items) Adds 657 Critical Chance
- (3 items) Adds 129 Weapon and Spell Damage
- (4 items) Adds 657 Critical Chance
- (5 items) Adds 657 Critical Chance
- (5 items) When you deal Critical Damage you apply Major Breach to the enemy, reducing their Physical Resistance and Spell Resistance by 5948 for 4 seconds.
Big request for awhile has been to make the set double dip their bonuses since it doesn't just give a physical penetration debuff anymore, it's crafted and magicka characters have no available option from a set to provide Major Breach.
I think it'd be pretty rare for them to add crit chance on the 5th piece though, I'd see them adding something like weapon/spell damage or pen instead since they tend to not want to overload sets with too much of 1 stat pool even if it's the most obvious choice.
What? Magicka Builds have staves, staves have Elemental Weakness.
If you're gonna ignore the imperative ability in your rotation, then we should just drop the whole Weapon/Spell power and critical splits. Just make it "Power" and "Critical Chance" for every set. Especially if you're going to make NMG more OP than New Moon Acolyte or Twice Born Star. It's a 6-trait set. It will need a weakness like "You take 10% more damage from AoE attacks."
Stamina builds can use Caltrops for Major Breach just as easily as Magicka builds can use Elemental Drain, and Caltrops actually deals some damage after the buff. For either build this set would just be providing an option if someone didn’t want to slot a skill for Breach. I don’t think I’d use it, but it could be useful to some.
As a theorycrafter, when do you need major breach anyway if you're running light armor as a Magicka user? Soloing WB's?
You should have 11k penetration without major breach or even the lover mundus, the CP for penetration + Light armor passives makes it overpenetrate world mobs.
So again, you can make NMG into a hybrid set, but then it needs a penalty like New Moon Acolyte. OR the Devs need to stop the divide between Stamina and Magicka based abilities and healing. Because I quite enjoy using swords and daggers with magicka abilities. But Crit builds are usually the furthest out of reach for hybrids to be viable with endgame dps.
WrathOfInnos wrote: »As a theorycrafter, when do you need major breach anyway if you're running light armor as a Magicka user? Soloing WB's?
You should have 11k penetration without major breach or even the lover mundus, the CP for penetration + Light armor passives makes it overpenetrate world mobs.
So again, you can make NMG into a hybrid set, but then it needs a penalty like New Moon Acolyte. OR the Devs need to stop the divide between Stamina and Magicka based abilities and healing. Because I quite enjoy using swords and daggers with magicka abilities. But Crit builds are usually the furthest out of reach for hybrids to be viable with endgame dps.
Where is your penetration coming from? I have 939 x 6 = 5634 from Light Armor and 700 from Piercing CP. Not even enough to deal full damage to overland enemies with 9.1k resistance, much less the 18.2k in most instanced content.
I’m not sure where you’re going with the hybrid set and NMA statement. NMA has a penalty because it gives more than the standard 300 Weapon or Spell Damage on the 5pc. I like hybrid sets because in theory they make hybrid builds a little more viable. In practice I don’t expect to see many stam or mag using this set compared to the meta ones.
WrathOfInnos wrote: »As a theorycrafter, when do you need major breach anyway if you're running light armor as a Magicka user? Soloing WB's?
You should have 11k penetration without major breach or even the lover mundus, the CP for penetration + Light armor passives makes it overpenetrate world mobs.
So again, you can make NMG into a hybrid set, but then it needs a penalty like New Moon Acolyte. OR the Devs need to stop the divide between Stamina and Magicka based abilities and healing. Because I quite enjoy using swords and daggers with magicka abilities. But Crit builds are usually the furthest out of reach for hybrids to be viable with endgame dps.
Where is your penetration coming from? I have 939 x 6 = 5634 from Light Armor and 700 from Piercing CP. Not even enough to deal full damage to overland enemies with 9.1k resistance, much less the 18.2k in most instanced content.
I’m not sure where you’re going with the hybrid set and NMA statement. NMA has a penalty because it gives more than the standard 300 Weapon or Spell Damage on the 5pc. I like hybrid sets because in theory they make hybrid builds a little more viable. In practice I don’t expect to see many stam or mag using this set compared to the meta ones.
Sharpened trait on your front bar would be an additional +3,000 penetration on Epic/Purple staves. If you're running DW on a hybrid, then Nirnhoned and Sharpened for front bar--either way, it still gets you beyond the 9.1k. Any penetration beyond that is wasted damage potential for overland and basic PvE mobs. If all you're doing is Vet dungeons then you should rely on tank to get the remainder Major breach, or run elemental weakness morph for magicka regen anyway.
I have 11k penetration on my Magblade, and that's without Valkyn Skoria 1piece or The Lover Mundus. Running 6 Light and 1 Heavy. So I'm actually overpenetrating and should swap out one of my armors to medium for the Undaunted bonus instead. At least, that's why I should do--but my build is using 2 dropped light sets and one monster piece. *shrug*
WrathOfInnos wrote: »Sharpened trait on your front bar would be an additional +3,000 penetration on Epic/Purple staves. If you're running DW on a hybrid, then Nirnhoned and Sharpened for front bar--either way, it still gets you beyond the 9.1k. Any penetration beyond that is wasted damage potential for overland and basic PvE mobs. If all you're doing is Vet dungeons then you should rely on tank to get the remainder Major breach, or run elemental weakness morph for magicka regen anyway.
I have 11k penetration on my Magblade, and that's without Valkyn Skoria 1piece or The Lover Mundus. Running 6 Light and 1 Heavy. So I'm actually overpenetrating and should swap out one of my armors to medium for the Undaunted bonus instead. At least, that's why I should do--but my build is using 2 dropped light sets and one monster piece. *shrug*
Ah, you’re using Sharpened. That explains the difference. I’m not willing to give up Precise front bar and Infused back bar.
Destruction Staff:Restoration Staff:
- Penetration Magic: Offers Offensive Penetration, instead of ignoring % of Spell Resistance
One Hand and Shield:
- Restoration Master: Offers % Healing Done, instead of % healing with Restoration Staff spells
Light Armor:
- Sword and Board: Offers Weapon and Spell Damage, rather than just Weapon Damage
Medium Armor:
- Prodigy: Offers Critical Chance per piece, rather than just Spell Critical
- Concentration: Offers Offensive Penetration, rather than just Spell Penetration
- Dexterity: Offers Critical Chance per piece, rather than just Weapon Critical
- Agility: Offers Weapon and Spell Damage, rather than just Weapon Damage