AgentZenish wrote: »I don't believe the new Cyrodiil sets from RotW are on the PTS atm. I couldn't find the sets on the Template and didn't drop from any old RotW boxes I had.
Edit: I'd forgotten the Stickerbooks had been fully kitted out. Problem solved!
Roar of Alkosh: Increased this set’s Armor reduction cap to 6000, up from 3000. Perhaps damage dealers will finally wear it, but probably not.
I did some quick tests. First with a run through nFG1 on my stamblade wearing new Pelinal's + Briarheart + RotPO with the usual vMA bow/1-piece monster extras. For buff food I was completely unbuffed for the first two boss fights, then used Lava Foot Soup and Saltrice, with the reasoning that I wanted to keep my max health as low as possible while maximizing DPS and HPS. In this more causal run I noticed that I got some pretty hefty shields during combat, especially during all the add fights in the first half of the dungeon. During combat, my self healing was sufficient so that healing was never an issue. But before and after fights my health would drop, with the lowest being 30%. Besides the healing and shields, I didn't feel any big changes overall compared to something like Hundings Rage.
Second, I took my stamsorc through vFG1 wearing new Pelinal's + Levi + RotPO with the usual vMA bow/1-piece monster extras. She had Lava Foot on the whole way through. During this run, healing was still not an issue, though I noticed fewer health drops in the windows before and after combat which relates to the following issue with stacks of Wrath of Whitestrake. I paid much more attention to the stacks of wp/sp damage and converse Oblivion damage during this run, and was a bit disappointed at how difficult it was to maintain max stacks, or indeed any stacks during boss fights. The best boss for this set was the crab boss, because it spawned many weak adds every 10 seconds or so, so I could easily gather many stacks and keep those stacks refreshed. But on the Dreugh King last fight, I spent most of the fight at zero stacks, only acquiring them during the two add phases. During all fights where I did have stacks of Wrath of Whitestrake, I felt like I was wasting them fairly often because I would have to refresh my buffs and dots during the ten second window you have to maintain the stacks rather than directly damaging the boss with the higher weapon damage.
Thinking ahead to other places where this set might be used, it could have an edge in any add heavy boss fight, but keep in mind those adds have to be fairly weak and abundant so that you can kill them quickly enough to keep the stacks of Wrath of Whitestrake up. So it will probably perform slightly worse than Hundings in a fight like Maebroogha in vVH where there is a steady stream of adds but those are too tanky and infrequent to keep up more than a few stacks for very long.
-tldr-
So, after these quick tests my verdict is that the current version of Pelinal's Wrath is not very strong for solo play. In my opinion, it would be best to revert to the old set and rename it. If the devs are dead set on adding yet another set to the game, then rework Pelinal's Wrath so that stacks last longer but the initial damage shield is weaker (or a similar tradeoff).
Tommy_The_Gun wrote: »Hrothgar’s Chill:
5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.
Imho this sets is way too strong and should be adjusted.
Simple example:
Average Armour in PvP nowadays is something around 15 - 20K
So if a Player has 20K physical & 20K spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using ranged CC skill like Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg. And that is on a "not-so" tanky target.
If a player has 33K resistance values gets even more ridiculous.
But the real issue is what this set is its scaling. Since this set scales with resistance of the target, but has AOE aspect, the ones who will be punished the most are less tanky, squishy players who just happens to be standing near.
In short: You won't be punished for being tanky, you will be punished for just standing next to someone who is tanky.
It is important to note that this set in its current state will do more dmg than skills used in PvP. It has a fixed 26% value and this is the main issue. It does not scale with your stats. It scales with stats of your target. This is an anomaly and kinda contradicts proc sets standards you have established. That proc sets should scale with your stats. This sets operates more like a glorified Oblivion DMG enchant with addition of AOE. Closest thing I think I can compare it to is "old" Sload (pre-nerf).
Also, just for comparison Knight Slayer set is weaker as this set deals 8% of an enemy's Maximum Health as oblivion dmg , with a cap of 8K. So even if some one has 40K health - it deals 3.2K.
I would suggest lowering 26% to something more reasonable. But even then, we run into an issue that this set does not scale with your stats. So I would suggest to maybe make the % to be dependent on your weapon / spell dmg somehow. Otherwise this set will allow for broken builds to exists.
Tommy_The_Gun wrote: »Hrothgar’s Chill:
5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.
Imho this sets is way too strong and should be adjusted.
Simple example:
Average Armour in PvP nowadays is something around 15 - 20K
So if a Player has 20K physical & 20K spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using ranged CC skill like Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg. And that is on a "not-so" tanky target.
If a player has 33K resistance values gets even more ridiculous.
But the real issue is what this set is its scaling. Since this set scales with resistance of the target, but has AOE aspect, the ones who will be punished the most are less tanky, squishy players who just happens to be standing near.
In short: You won't be punished for being tanky, you will be punished for just standing next to someone who is tanky.
It is important to note that this set in its current state will do more dmg than skills used in PvP. It has a fixed 26% value and this is the main issue. It does not scale with your stats. It scales with stats of your target. This is an anomaly and kinda contradicts proc sets standards you have established. That proc sets should scale with your stats. This sets operates more like a glorified Oblivion DMG enchant with addition of AOE. Closest thing I think I can compare it to is "old" Sload (pre-nerf).
Also, just for comparison Knight Slayer set is weaker as this set deals 8% of an enemy's Maximum Health as oblivion dmg , with a cap of 8K. So even if some one has 40K health - it deals 3.2K.
I would suggest lowering 26% to something more reasonable. But even then, we run into an issue that this set does not scale with your stats. So I would suggest to maybe make the % to be dependent on your weapon / spell dmg somehow. Otherwise this set will allow for broken builds to exists.
That is only one part of the problem with this set.The main problem with Hrothgar is the bolded part: "as Frost Damage to themselves and enemies within 8 meters of them"
Imagine a bombblade with balorg + vicious death + hrothgar: soul tether stunning a bunch of people and procing the aoe frost damage from all of them on everyone around with also proxy detonation going off... bombers paradise...
Tommy_The_Gun wrote: »Hrothgar’s Chill:
5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.
Imho this sets is way too strong and should be adjusted.
Simple example:
Average Armour in PvP nowadays is something around 15 - 20K
So if a Player has 20K physical & 20K spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using ranged CC skill like Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg. And that is on a "not-so" tanky target.
If a player has 33K resistance values gets even more ridiculous.
But the real issue is what this set is its scaling. Since this set scales with resistance of the target, but has AOE aspect, the ones who will be punished the most are less tanky, squishy players who just happens to be standing near.
In short: You won't be punished for being tanky, you will be punished for just standing next to someone who is tanky.
It is important to note that this set in its current state will do more dmg than skills used in PvP. It has a fixed 26% value and this is the main issue. It does not scale with your stats. It scales with stats of your target. This is an anomaly and kinda contradicts proc sets standards you have established. That proc sets should scale with your stats. This sets operates more like a glorified Oblivion DMG enchant with addition of AOE. Closest thing I think I can compare it to is "old" Sload (pre-nerf).
Also, just for comparison Knight Slayer set is weaker as this set deals 8% of an enemy's Maximum Health as oblivion dmg , with a cap of 8K. So even if some one has 40K health - it deals 3.2K.
I would suggest lowering 26% to something more reasonable. But even then, we run into an issue that this set does not scale with your stats. So I would suggest to maybe make the % to be dependent on your weapon / spell dmg somehow. Otherwise this set will allow for broken builds to exists.
YandereGirlfriend wrote: »Tommy_The_Gun wrote: »Hrothgar’s Chill:
5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.
Imho this sets is way too strong and should be adjusted.
Simple example:
Average Armour in PvP nowadays is something around 15 - 20K
So if a Player has 20K physical & 20K spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using ranged CC skill like Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg. And that is on a "not-so" tanky target.
If a player has 33K resistance values gets even more ridiculous.
But the real issue is what this set is its scaling. Since this set scales with resistance of the target, but has AOE aspect, the ones who will be punished the most are less tanky, squishy players who just happens to be standing near.
In short: You won't be punished for being tanky, you will be punished for just standing next to someone who is tanky.
It is important to note that this set in its current state will do more dmg than skills used in PvP. It has a fixed 26% value and this is the main issue. It does not scale with your stats. It scales with stats of your target. This is an anomaly and kinda contradicts proc sets standards you have established. That proc sets should scale with your stats. This sets operates more like a glorified Oblivion DMG enchant with addition of AOE. Closest thing I think I can compare it to is "old" Sload (pre-nerf).
Also, just for comparison Knight Slayer set is weaker as this set deals 8% of an enemy's Maximum Health as oblivion dmg , with a cap of 8K. So even if some one has 40K health - it deals 3.2K.
I would suggest lowering 26% to something more reasonable. But even then, we run into an issue that this set does not scale with your stats. So I would suggest to maybe make the % to be dependent on your weapon / spell dmg somehow. Otherwise this set will allow for broken builds to exists.
This is a false-alarm based upon a tooltip until it's actually tested in-game.
You're quoting the tooltip BEFORE Battle Spirit and any type of player mitigation. In real PvP, as someone posted below, that value is getting chopped down to basically nothing - 3k average damage per 7 seconds.
The set also reads to me that the cooldown is on the set and not per target. So, if that is true, you can do this precisely once every 7 seconds and it does not scale with the number of targets in the area.
Also, I keep reading "If you just happen to be standing next to..."... don't stack! It's as simple as that - same as with avoiding a bomb. It's just PvP best practices not to clump up... unless you're also in a ball group.
Revealing Flare - This should be minor protection. Not major.
Major should remain reserved for ultimates, monster sets (pirate even has a negative penalty to it), and mythics (with a negative penalty).
Lughlongarm wrote: »YandereGirlfriend wrote: »Tommy_The_Gun wrote: »Hrothgar’s Chill:
5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.
Imho this sets is way too strong and should be adjusted.
Simple example:
Average Armour in PvP nowadays is something around 15 - 20K
So if a Player has 20K physical & 20K spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using ranged CC skill like Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg. And that is on a "not-so" tanky target.
If a player has 33K resistance values gets even more ridiculous.
But the real issue is what this set is its scaling. Since this set scales with resistance of the target, but has AOE aspect, the ones who will be punished the most are less tanky, squishy players who just happens to be standing near.
In short: You won't be punished for being tanky, you will be punished for just standing next to someone who is tanky.
It is important to note that this set in its current state will do more dmg than skills used in PvP. It has a fixed 26% value and this is the main issue. It does not scale with your stats. It scales with stats of your target. This is an anomaly and kinda contradicts proc sets standards you have established. That proc sets should scale with your stats. This sets operates more like a glorified Oblivion DMG enchant with addition of AOE. Closest thing I think I can compare it to is "old" Sload (pre-nerf).
Also, just for comparison Knight Slayer set is weaker as this set deals 8% of an enemy's Maximum Health as oblivion dmg , with a cap of 8K. So even if some one has 40K health - it deals 3.2K.
I would suggest lowering 26% to something more reasonable. But even then, we run into an issue that this set does not scale with your stats. So I would suggest to maybe make the % to be dependent on your weapon / spell dmg somehow. Otherwise this set will allow for broken builds to exists.
This is a false-alarm based upon a tooltip until it's actually tested in-game.
You're quoting the tooltip BEFORE Battle Spirit and any type of player mitigation. In real PvP, as someone posted below, that value is getting chopped down to basically nothing - 3k average damage per 7 seconds.
The set also reads to me that the cooldown is on the set and not per target. So, if that is true, you can do this precisely once every 7 seconds and it does not scale with the number of targets in the area.
Also, I keep reading "If you just happen to be standing next to..."... don't stack! It's as simple as that - same as with avoiding a bomb. It's just PvP best practices not to clump up... unless you're also in a ball group.
Ya, global CD of 7 sec regardless to number of targets. Around 3k procs in PvP.
Revealing Flare - This should be minor protection. Not major.
Major should remain reserved for ultimates, monster sets (pirate even has a negative penalty to it), and mythics (with a negative penalty).
3K AOE to multiple players every 7 seconds is still pretty high if you consider that it does not scale with any of your stats and hits 30K+ resistance players for 4 - 5K. Only thing that can actually hit that hard is Oblivion dmg, but oblivion dmg is single target, not an AOE.Lughlongarm wrote: »YandereGirlfriend wrote: »Tommy_The_Gun wrote: »Hrothgar’s Chill:
5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.
Imho this sets is way too strong and should be adjusted.
Simple example:
Average Armour in PvP nowadays is something around 15 - 20K
So if a Player has 20K physical & 20K spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using ranged CC skill like Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg. And that is on a "not-so" tanky target.
If a player has 33K resistance values gets even more ridiculous.
But the real issue is what this set is its scaling. Since this set scales with resistance of the target, but has AOE aspect, the ones who will be punished the most are less tanky, squishy players who just happens to be standing near.
In short: You won't be punished for being tanky, you will be punished for just standing next to someone who is tanky.
It is important to note that this set in its current state will do more dmg than skills used in PvP. It has a fixed 26% value and this is the main issue. It does not scale with your stats. It scales with stats of your target. This is an anomaly and kinda contradicts proc sets standards you have established. That proc sets should scale with your stats. This sets operates more like a glorified Oblivion DMG enchant with addition of AOE. Closest thing I think I can compare it to is "old" Sload (pre-nerf).
Also, just for comparison Knight Slayer set is weaker as this set deals 8% of an enemy's Maximum Health as oblivion dmg , with a cap of 8K. So even if some one has 40K health - it deals 3.2K.
I would suggest lowering 26% to something more reasonable. But even then, we run into an issue that this set does not scale with your stats. So I would suggest to maybe make the % to be dependent on your weapon / spell dmg somehow. Otherwise this set will allow for broken builds to exists.
This is a false-alarm based upon a tooltip until it's actually tested in-game.
You're quoting the tooltip BEFORE Battle Spirit and any type of player mitigation. In real PvP, as someone posted below, that value is getting chopped down to basically nothing - 3k average damage per 7 seconds.
The set also reads to me that the cooldown is on the set and not per target. So, if that is true, you can do this precisely once every 7 seconds and it does not scale with the number of targets in the area.
Also, I keep reading "If you just happen to be standing next to..."... don't stack! It's as simple as that - same as with avoiding a bomb. It's just PvP best practices not to clump up... unless you're also in a ball group.
Ya, global CD of 7 sec regardless to number of targets. Around 3k procs in PvP.
Lughlongarm wrote: »YandereGirlfriend wrote: »Tommy_The_Gun wrote: »Hrothgar’s Chill:
5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.
Imho this sets is way too strong and should be adjusted.
Simple example:
Average Armour in PvP nowadays is something around 15 - 20K
So if a Player has 20K physical & 20K spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using ranged CC skill like Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg. And that is on a "not-so" tanky target.
If a player has 33K resistance values gets even more ridiculous.
But the real issue is what this set is its scaling. Since this set scales with resistance of the target, but has AOE aspect, the ones who will be punished the most are less tanky, squishy players who just happens to be standing near.
In short: You won't be punished for being tanky, you will be punished for just standing next to someone who is tanky.
It is important to note that this set in its current state will do more dmg than skills used in PvP. It has a fixed 26% value and this is the main issue. It does not scale with your stats. It scales with stats of your target. This is an anomaly and kinda contradicts proc sets standards you have established. That proc sets should scale with your stats. This sets operates more like a glorified Oblivion DMG enchant with addition of AOE. Closest thing I think I can compare it to is "old" Sload (pre-nerf).
Also, just for comparison Knight Slayer set is weaker as this set deals 8% of an enemy's Maximum Health as oblivion dmg , with a cap of 8K. So even if some one has 40K health - it deals 3.2K.
I would suggest lowering 26% to something more reasonable. But even then, we run into an issue that this set does not scale with your stats. So I would suggest to maybe make the % to be dependent on your weapon / spell dmg somehow. Otherwise this set will allow for broken builds to exists.
This is a false-alarm based upon a tooltip until it's actually tested in-game.
You're quoting the tooltip BEFORE Battle Spirit and any type of player mitigation. In real PvP, as someone posted below, that value is getting chopped down to basically nothing - 3k average damage per 7 seconds.
The set also reads to me that the cooldown is on the set and not per target. So, if that is true, you can do this precisely once every 7 seconds and it does not scale with the number of targets in the area.
Also, I keep reading "If you just happen to be standing next to..."... don't stack! It's as simple as that - same as with avoiding a bomb. It's just PvP best practices not to clump up... unless you're also in a ball group.
Ya, global CD of 7 sec regardless to number of targets. Around 3k procs in PvP.
We do this every patch. If x >= 1 must be op. No testing needed. No adapting required. Its just op. Please nerf. Hard counters are GOOD for the game. See shieldbreaker. They help control errant variables like ball groups and immortal tanks. Plus it will be fun watching bulky stamwardens try to kill each other with this set. I think it falls short since a large source of damage mitigation isnt armor value but percent reductions from minor major protection, skills like spirit guardian, etc.
Tommy_The_Gun wrote: »3K AOE to multiple players every 7 seconds is still pretty high if you consider that it does not scale with any of your stats and hits 30K+ resistance players for 4 - 5K. Only thing that can actually hit that hard is Oblivion dmg, but oblivion dmg is single target, not an AOE.Lughlongarm wrote: »YandereGirlfriend wrote: »Tommy_The_Gun wrote: »Hrothgar’s Chill:
5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.
Imho this sets is way too strong and should be adjusted.
Simple example:
Average Armour in PvP nowadays is something around 15 - 20K
So if a Player has 20K physical & 20K spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using ranged CC skill like Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg. And that is on a "not-so" tanky target.
If a player has 33K resistance values gets even more ridiculous.
But the real issue is what this set is its scaling. Since this set scales with resistance of the target, but has AOE aspect, the ones who will be punished the most are less tanky, squishy players who just happens to be standing near.
In short: You won't be punished for being tanky, you will be punished for just standing next to someone who is tanky.
It is important to note that this set in its current state will do more dmg than skills used in PvP. It has a fixed 26% value and this is the main issue. It does not scale with your stats. It scales with stats of your target. This is an anomaly and kinda contradicts proc sets standards you have established. That proc sets should scale with your stats. This sets operates more like a glorified Oblivion DMG enchant with addition of AOE. Closest thing I think I can compare it to is "old" Sload (pre-nerf).
Also, just for comparison Knight Slayer set is weaker as this set deals 8% of an enemy's Maximum Health as oblivion dmg , with a cap of 8K. So even if some one has 40K health - it deals 3.2K.
I would suggest lowering 26% to something more reasonable. But even then, we run into an issue that this set does not scale with your stats. So I would suggest to maybe make the % to be dependent on your weapon / spell dmg somehow. Otherwise this set will allow for broken builds to exists.
This is a false-alarm based upon a tooltip until it's actually tested in-game.
You're quoting the tooltip BEFORE Battle Spirit and any type of player mitigation. In real PvP, as someone posted below, that value is getting chopped down to basically nothing - 3k average damage per 7 seconds.
The set also reads to me that the cooldown is on the set and not per target. So, if that is true, you can do this precisely once every 7 seconds and it does not scale with the number of targets in the area.
Also, I keep reading "If you just happen to be standing next to..."... don't stack! It's as simple as that - same as with avoiding a bomb. It's just PvP best practices not to clump up... unless you're also in a ball group.
Ya, global CD of 7 sec regardless to number of targets. Around 3k procs in PvP.
Anyway, it is weird and kinda sad that you all assumed that I did not tested it myself... because I did tested it. I got around 4K dmg, but I guess it may be different depending on resistances.
In short: You won't be punished for being tanky, you will be punished for just standing next to someone who is tanky.
Scorion’s Feast
2 – Adds 1096 Maximum Magicka
3 – Adds 129 Magicka Recovery
4 – Adds 129 Weapon and Spell Damage
5 – When you deal damage with a fully-charged Heavy Attack, you gain an Imbued Aura for 10 seconds, granting you and up to 3 other group members 307 Magicka and Stamina Recovery. This effect can occur once every 20 seconds. If you deal damage with a fully-charged Heavy Attack with an Imbued Aura active, consume it and gain an Overflow Aura for 10 seconds, granting you and up to 3 other group members 307 Weapon and Spell Damage.
Thunder Caller
2 – Adds 1487 Offensive Penetration
3 – Adds 129 Weapon and Spell Damage
4 – Adds 129 Weapon and Spell Damage
5 – Dealing damage with a fully-charged Heavy Attack calls a bolt of lightning at your target, dealing Shock Damage and leaving a 4 meter lightning crater at their location for 6 seconds, dealing Shock Damage per second to enemies touching the crater. This effect can occur once every 12 seconds and scales off of the higher of your Weapon or Spell Damage.
I was hoping one or both of these two sets would be at least on par with or could replace some of the other heavy attack sets in the game but neither measured up to the task. Both of these sets perform fairly equal with each other but do not perform as well as current fully-charged heavy attack sets such noble duelist, undaunted infiltrator, undaunted unweaver not even when only using a heavy attack rotation with no light attack weaving.
Undaunted unweaver performed ~3k dps better. That was a shock.
Noble duelist was 4.1K dps better but you have to stay in close to the target.
Undaunted infiltrator was 8k dps better.
Scorion’s however does affect 3 other group members while none of the other sets tested will do that. I was testing on the Iron atro dummy by myself so I don’t know how great the increase in group damage would be.
Both of these sets might gain the interest of heavy attackers and those that would rather use a heavy attack rotation instead of weaving light attacks but even then any combination of Mother’s sorrow, infallible mage, noble duelist, medusa, undaunted infiltrator would perform better than any of those with Scorion’s or Thunder.
I would be interested to know if others have tested these sets and found similar or even different results.
edit - for the test I was using a high elf sorc
ZOS_GinaBruno wrote: »This is the official feedback thread for the new item sets in Update 31. Please try out the new item sets and let us know what you think! Specific feedback that the team is looking for includes the following:
- Which of the new item sets did you try out, and what did you think of them?
- Did anything you received feel under or over-powered?
- Would you include any of the new item sets in any of your current builds?
- Do you have any general feedback?