And who knows, maybe they'll reintroduce the hybrid set with a different name "Prismatic Aptitude" or some such in keeping with their new lore and naming priorities
Been using this set for years on my DK. It allows me to play an extremely powerful healer, a healer/damage dealer, and an extremely powerful damage dealer.
Over the years I've had to adjust to many minor changes to DKs and core game mechanics to keep it working but this final change will be the nail in the coffin. If it goes through, I *will* be deconning all pieces I've crafted (of which there are many) and not be looking back.
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).
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).
Red_Feather wrote: »So all the stacks disappear just after 10 seconds?
Red_Feather wrote: »So all the stacks disappear just after 10 seconds?
Yes if you go ten seconds without killing something, you lose all stacks. For an anecdote, I was just doing a bit more testing with it in vVH alongside the changes to Cleave and went through killing adds, got to nine stacks but lost them two seconds into the first gatekeeper fight and proceeded to die. Some things feel "off" beyond this new set lol
Unfortunately, yes. This is another example of devaluating former content and playstyles.Integral1900 wrote: »So basically, in an attempt to make the most useful of hybrids sets more useful they’ve turned it into a completely useless DPS set instead.
BalticBlues wrote: »Unfortunately, yes. This is another example of devaluating former content and playstyles.Integral1900 wrote: »So basically, in an attempt to make the most useful of hybrids sets more useful they’ve turned it into a completely useless DPS set instead.
This will *** many players off who have invested a lot of gold and time for the set.
If ZOS wants new features, they should create a new set instead of DESTROYING A UNIQUE SET.
This is a 9 trait crafted set. For 9 traits it needs to be far more useful than this. It would have been fine to just buff the 2 3 or 4 trait aspects of this set and leave the 5 trait alone.
Also lore wise this has nothing to do with Pelinal. Where did he have to kill stuff fast to get stronger and hurt himself with oblivion damage? Absolute nonsense.
At least the original set I could say "well it kinda makes sense cuz he used magic and weapons to obliterate elves". Trying to 'stay true' to the vision of Pelinal is a cop out just to introduce a bizarre niche set that's replacing a perfectly valid set.
Yeah, my initial thought was that maybe Pelinal's Aptitude was too OP with the other hybrid changes in Update 31, but you are totally right that it isn't hard to nerf it without killing the bonuses.Luke_Flamesword wrote: »Also I never heard that this set was op in any way and even with come CP and balance changes it shouldn't be nothing bad for a game. And even if some point it would be too strong for some reason, you can just adjust it (for example change equal weapon and spell damage only to maximum 80% of higher one). There is aboslutely no need to delete this really fun and original set.
I can't figure out what type of content this set is aimed towards
Overland - it's overland...you can beat it with no arms, enough said
Dungons - lower skilled players who could make use of the damage boost would be crippled if not outrightly killed by the self damage and higher skilled players just make add groups disintegrate too fast for the damage bonus to be useful, agsaint bosses it's moot as the proc is "on kill"
Trials - Might be useful in normal dungons for the less...capable players, if the healer dosn't break down under the extra pressure, and even then given the time limit you'd be lucky to get more than 2 stacks at a time
PvP - Unless you encounter a herd of wild potatos you won't get jack from the set other than the occasional bit of pain and death
Arena - Might be useful here, but given the arenas once "cracked" tend to become trivial...it would only really help with the whole pushing of leaderboard stuff, and even then with a rather niche build.
So it's basically like a even more niche version of the already niche therassian stranglers, highly recomend that the proc conditions (for both pelinals and stranglers) gets made into something more....common but controlable, like a bash, heavy attack or crit.
PvP - Unless you encounter a herd of wild potatos you won't get jack from the set other than the occasional bit of pain and death
YandereGirlfriend wrote: »I agree that this change is highly questionable and represents a hard nerf for builds that used the old version.
The change should either be reverted or a new Mythic that embodies the old Pelinal's functionality needs to be introduced during the next Update.
It may or may not be better in some situations. In my use case it is not better.Milli_Rabbit wrote: »Literally the set is better now. Only problem is the duration of 10 seconds. Id prefer 30 seconds to allow time to kill enemies. The 10 stacks make you insanely strong and the dot is minimal. And it gives you a damage shield! This is OP in the right situation but would be really strong with a longer duration.
Integral1900 wrote: »Destroys hybrid player playstyle? What are you talking about? Didn't you see that medium armor now grants spell damage as well and increases all crit damage while light armor grants physical penetration and weapon crit chance?
You do not need the old Pelinal's anymore to be hybrid!
Of course it does! Now we need to get both separate 20% damage boosts! How am I supposed to get that on a necromancer, it’s hard enough to get a hybrid build working for that class as it is!
Also what about the nearly 600 damage we get from the glyphs on our jewellery that now won’t be close copied over!
One of the largest changes in the entire patch notes and they didn’t even put a developer comment by it!