Why not make it passively give both Major Prophecy and Savagery? That makes it more comparable to the other skills but also gives it a distinct advantage when looking at hybrid builds who don't get comfortable access to a lot of buffs for both magicka and stamina.
TheEndBringer wrote: »Why not make it passively give both Major Prophecy and Savagery? That makes it more comparable to the other skills but also gives it a distinct advantage when looking at hybrid builds who don't get comfortable access to a lot of buffs for both magicka and stamina.
This would be perfect. Plus you already get 10% recovery buff which is huge.
TheEndBringer wrote: »Why not make it passively give both Major Prophecy and Savagery? That makes it more comparable to the other skills but also gives it a distinct advantage when looking at hybrid builds who don't get comfortable access to a lot of buffs for both magicka and stamina.
This would be perfect. Plus you already get 10% recovery buff which is huge.
I vaguely remember something about PvP passives only being active in PvP, but it would be neat if it would work like that, since you get huge benefits from having Mages/Fighters Guild passives slotted, which needs to be accounted for if we want to make it a viable alternative to the other skills.
WrathOfInnos wrote: »TheEndBringer wrote: »This is exactly the problem. People will run it for the buff, not the actual skill.
So, like mage light and expert hunter...
Change mage light and expert hunter to minor prophecy and minor savagery
In seriousness, nobody would use Flare if it gave Minor Protection. That is too easy to obtain other ways, better ways. It would be entirely useless on Templar and Warden, and I doubt many would choose to slot it over Temporal Guard (easier to fit since you only need one active ult and it also gives the shield while blocking).
There is a huge difference between major prophecy / savagery and major protection in terms of how easy it is to get though.
You can get get major prophecy on 4 and major savagery on 5 different skills, you have a set that passively grants the buff for both and you can easily get either by using a potion.
major protection on the other hand you can get on 3 ultimates, 2 of which are barely used at all and on 1 skill that requires you to have corpses around and still only gives you 1 second of major protection per corpse.
So while it is absolutely normal to see someone having a 100% uptime on major prophecy or savagery even without running mage light or camo hunter, major protection is rare to see at all and if you have it its nearly always only for a short time.
And to all the people who say that flare wont be run because you cant afford to waste the bar space for it, people are running mage light or camo hunter on their builds right now, even though it is really easy to get it in other ways, why do you think they would not just put flare on their backbar for 10% less incoming dmg?
WrathOfInnos wrote: »WrathOfInnos wrote: »TheEndBringer wrote: »This is exactly the problem. People will run it for the buff, not the actual skill.
So, like mage light and expert hunter...
Change mage light and expert hunter to minor prophecy and minor savagery
In seriousness, nobody would use Flare if it gave Minor Protection. That is too easy to obtain other ways, better ways. It would be entirely useless on Templar and Warden, and I doubt many would choose to slot it over Temporal Guard (easier to fit since you only need one active ult and it also gives the shield while blocking).
There is a huge difference between major prophecy / savagery and major protection in terms of how easy it is to get though.
You can get get major prophecy on 4 and major savagery on 5 different skills, you have a set that passively grants the buff for both and you can easily get either by using a potion.
major protection on the other hand you can get on 3 ultimates, 2 of which are barely used at all and on 1 skill that requires you to have corpses around and still only gives you 1 second of major protection per corpse.
So while it is absolutely normal to see someone having a 100% uptime on major prophecy or savagery even without running mage light or camo hunter, major protection is rare to see at all and if you have it its nearly always only for a short time.
And to all the people who say that flare wont be run because you cant afford to waste the bar space for it, people are running mage light or camo hunter on their builds right now, even though it is really easy to get it in other ways, why do you think they would not just put flare on their backbar for 10% less incoming dmg?
You’re right about the availability of these buffs on skills, but that is not due to their current power level. Several years ago, when skills like Veil of Blades and Permafrost were designed, Major Protection gave 30% mitigation and was a very powerful tool for the user and their allies. It made sense for them to have low uptimes.
Contrast that with the old Major Prophecy/Savagery, which was 10% crit chance in a time when crit damage was much lower. You’d see maybe 5-6% damage increase from these buffs. Obviously this is far from being balanced or countering Major Protection, but the answer at the time was to allow easy uptime of the weaker Major buffs.
After the rebalancing of the Major/Minor buff system, all of the names buffs ended up similar in power level. Prophecy/Savagery increased to 12% crit chance, and with the high crit damage these days that can result in a 7-9% damage increase. At the same time Protection was reduced from 30% to 10% mitigation. It no longer made sense to limit this buff to a few classes with low uptime, its not that powerful, and could be just as accessible as Major Resolve/Breach/Sorcery/Brutality/Prophecy/Savagery etc. without any balance problems.
Seems like the devs know this and are finally getting around to making it more available. Personally I think it’s a great move to add it to a useless skill like the old flare.
TheEndBringer wrote: »WrathOfInnos wrote: »WrathOfInnos wrote: »TheEndBringer wrote: »This is exactly the problem. People will run it for the buff, not the actual skill.
So, like mage light and expert hunter...
Change mage light and expert hunter to minor prophecy and minor savagery
In seriousness, nobody would use Flare if it gave Minor Protection. That is too easy to obtain other ways, better ways. It would be entirely useless on Templar and Warden, and I doubt many would choose to slot it over Temporal Guard (easier to fit since you only need one active ult and it also gives the shield while blocking).
There is a huge difference between major prophecy / savagery and major protection in terms of how easy it is to get though.
You can get get major prophecy on 4 and major savagery on 5 different skills, you have a set that passively grants the buff for both and you can easily get either by using a potion.
major protection on the other hand you can get on 3 ultimates, 2 of which are barely used at all and on 1 skill that requires you to have corpses around and still only gives you 1 second of major protection per corpse.
So while it is absolutely normal to see someone having a 100% uptime on major prophecy or savagery even without running mage light or camo hunter, major protection is rare to see at all and if you have it its nearly always only for a short time.
And to all the people who say that flare wont be run because you cant afford to waste the bar space for it, people are running mage light or camo hunter on their builds right now, even though it is really easy to get it in other ways, why do you think they would not just put flare on their backbar for 10% less incoming dmg?
You’re right about the availability of these buffs on skills, but that is not due to their current power level. Several years ago, when skills like Veil of Blades and Permafrost were designed, Major Protection gave 30% mitigation and was a very powerful tool for the user and their allies. It made sense for them to have low uptimes.
Contrast that with the old Major Prophecy/Savagery, which was 10% crit chance in a time when crit damage was much lower. You’d see maybe 5-6% damage increase from these buffs. Obviously this is far from being balanced or countering Major Protection, but the answer at the time was to allow easy uptime of the weaker Major buffs.
After the rebalancing of the Major/Minor buff system, all of the names buffs ended up similar in power level. Prophecy/Savagery increased to 12% crit chance, and with the high crit damage these days that can result in a 7-9% damage increase. At the same time Protection was reduced from 30% to 10% mitigation. It no longer made sense to limit this buff to a few classes with low uptime, its not that powerful, and could be just as accessible as Major Resolve/Breach/Sorcery/Brutality/Prophecy/Savagery etc. without any balance problems.
Seems like the devs know this and are finally getting around to making it more available. Personally I think it’s a great move to add it to a useless skill like the old flare.
Once more...
You can get prophecy and savagery from pots. It isn't remotely the same to get 12% extra crit CHANCE vs 10% free damage mitigation.
This isn't remotely the same.
IF the reveal on lighter and hunter is WAY BETTER (already was but now it will not even be close) AND the buffs you get are just as good as protection AND you get more mag or minor brutality, then why would you ever run revealing flare?
But people will BECAUSE major protection is better than all that combined, especially since you can get prophecy and savagery through other means. The 5% extra mag is not that great. The minor brutality for 5 seconds with camo hunter only applies if you crit from flank. Not reliable.
So you took the crappier reveal skill that's even crappier on the pts and slapped what is still one of the best buffs in the game to passively apply.
If all you want is a reveal skill that works and gives you some non world breaking freebies, you have light and hunter.
The only reason to pick revealing flare is for the major protection, and anyone who says they'll run it is admitting major protection is still op, because the skill itself is not remotely as good as the new light and hunter.
TheEndBringer wrote: »WrathOfInnos wrote: »itscompton wrote: »UnassumingNoob wrote: »I don’t see any issue with it. I can’t find a character that could actually run it. The opportunity cost is bar space - which is at a premium.
Maybe for your builds and playstyle, but there will be tons of tanky high recovery Necro trolls that have plenty of room to slot it with DB, Boneyard, and Blastbones being all that's needed for offense. They can have spirit guardian, flare, and the Psijic ult on the back bar for huge mitigation as they kite and once they've let people run all their resources out futilely chasing they flip bars and drop their 3 move AOE burst combo for the kills. If anyone chasing is still alive they just flip to the defensive bar and start kiting again.
This is already a thing on the live servers but it's going to be much easier to do successfully in the next patch with the extra mitigation from flare and battle spirit allowing Necros to shift builds towards even more sustain or upping their own damage.
Thank you for mentioning Spirit Guardian. That is a skill that gives 10% mitigation to the user, in addition to its primary function of healing. Sure you have to cast it every 16s, but it applies to both bars while being slotted only on one. SG is the perfect example of why Major Protection on Flare is fine.
Actually it's the opposite. Except for Necro troll players everyone acknowledges how ridiculous they are to kill because of skills like spirit guardian. The answer isn't to give everyone the same mitigation, it's to nerf it from guardian.
I'm not objected to the Major Protection for slotting. But if we're looking for alternative suggestions, why not ditch the Major Protection and allow Flare to provide Major Sorcery and Brutality for slotting.
I'm not objected to the Major Protection for slotting. But if we're looking for alternative suggestions, why not ditch the Major Protection and allow Flare to provide Major Sorcery and Brutality for slotting.
WrathOfInnos wrote: »WrathOfInnos wrote: »TheEndBringer wrote: »This is exactly the problem. People will run it for the buff, not the actual skill.
So, like mage light and expert hunter...
Change mage light and expert hunter to minor prophecy and minor savagery
In seriousness, nobody would use Flare if it gave Minor Protection. That is too easy to obtain other ways, better ways. It would be entirely useless on Templar and Warden, and I doubt many would choose to slot it over Temporal Guard (easier to fit since you only need one active ult and it also gives the shield while blocking).
There is a huge difference between major prophecy / savagery and major protection in terms of how easy it is to get though.
You can get get major prophecy on 4 and major savagery on 5 different skills, you have a set that passively grants the buff for both and you can easily get either by using a potion.
major protection on the other hand you can get on 3 ultimates, 2 of which are barely used at all and on 1 skill that requires you to have corpses around and still only gives you 1 second of major protection per corpse.
So while it is absolutely normal to see someone having a 100% uptime on major prophecy or savagery even without running mage light or camo hunter, major protection is rare to see at all and if you have it its nearly always only for a short time.
And to all the people who say that flare wont be run because you cant afford to waste the bar space for it, people are running mage light or camo hunter on their builds right now, even though it is really easy to get it in other ways, why do you think they would not just put flare on their backbar for 10% less incoming dmg?
You’re right about the availability of these buffs on skills, but that is not due to their current power level. Several years ago, when skills like Veil of Blades and Permafrost were designed, Major Protection gave 30% mitigation and was a very powerful tool for the user and their allies. It made sense for them to have low uptimes.
Contrast that with the old Major Prophecy/Savagery, which was 10% crit chance in a time when crit damage was much lower. You’d see maybe 5-6% damage increase from these buffs. Obviously this is far from being balanced or countering Major Protection, but the answer at the time was to allow easy uptime of the weaker Major buffs.
After the rebalancing of the Major/Minor buff system, all of the names buffs ended up similar in power level. Prophecy/Savagery increased to 12% crit chance, and with the high crit damage these days that can result in a 7-9% damage increase. At the same time Protection was reduced from 30% to 10% mitigation. It no longer made sense to limit this buff to a few classes with low uptime, its not that powerful, and could be just as accessible as Major Resolve/Breach/Sorcery/Brutality/Prophecy/Savagery etc. without any balance problems.
Seems like the devs know this and are finally getting around to making it more available. Personally I think it’s a great move to add it to a useless skill like the old flare.
Its not 10% less incoming damage though. It's nowhere near as has been pointed out. Hence why hardly anyone runs stuff like pirate skellie anymore. As someone else said way back, zos is just bringing the availability of the buff in line with it's diminished status. And creating some sort of reason to run stuff like flare...
Its not 10% less incoming damage though. It's nowhere near as has been pointed out. Hence why hardly anyone runs stuff like pirate skellie anymore. As someone else said way back, zos is just bringing the availability of the buff in line with it's diminished status. And creating some sort of reason to run stuff like flare...
Yeah it is creating a reason to run flare, while at the same time pretty much deleting all reasons to run nearly any of the other stuff giving major protection at the moment.
Its not 10% less incoming damage though. It's nowhere near as has been pointed out. Hence why hardly anyone runs stuff like pirate skellie anymore. As someone else said way back, zos is just bringing the availability of the buff in line with it's diminished status. And creating some sort of reason to run stuff like flare...
Yeah it is creating a reason to run flare, while at the same time pretty much deleting all reasons to run nearly any of the other stuff giving major protection at the moment.
Would it make it better that instead of giving major protection, the skill would give 10% mitigation? Lol 😆 or the issue is not about having a "...deleting all reasons to run nearly any of the other stuff giving major protection..." anymore. 😁
Its not 10% less incoming damage though. It's nowhere near as has been pointed out. Hence why hardly anyone runs stuff like pirate skellie anymore. As someone else said way back, zos is just bringing the availability of the buff in line with it's diminished status. And creating some sort of reason to run stuff like flare...
Yeah it is creating a reason to run flare, while at the same time pretty much deleting all reasons to run nearly any of the other stuff giving major protection at the moment.
Would it make it better that instead of giving major protection, the skill would give 10% mitigation? Lol 😆 or the issue is not about having a "...deleting all reasons to run nearly any of the other stuff giving major protection..." anymore. 😁
That would just make the skill absolutely OP
as it would be stackable with major protection.
Just tested major protection on UESP build editor and these are my findings:
Using a heavy pariah tanky build, I found that you get 2.5% damage reduction with just Pariah on full health full heavy build. Stack more resistances and buffs like minor protections and Undeath and your gains from major protection will be reduced even more and get closer to 1% damage reduction.
Now, I also tried a light armor squishy build to see how much do those builds gain from major protection without the diminishing returns found on a heavy armour build. The gains didn't increase a lot to a humble 3%. I tried next to go for a full glass cannon build with zero mitigations buffs and the gains from major protection increased to just 4.3% damage reduction
TLDR; the damage reduction from Battlespirit alone makes stacking lots of damage reductions pretty lame if they cost you damage or sustain. Pve players will be impacted by Flare's major protection much more than us pvpers.
TheEndBringer wrote: »So again I'm hearing that major protection isn't any good and the effects of light and hunter are op.
So no one will run flare, right? 🙄
If that were true people would be clamoring to have the buffs and effects copied from light and hunter.
What WILL happen is people will forgo the 5% mag increase or the 5% damage increase after flank crit from camo hunter because major protection is better than both of those. Prophecy and Savagery are then grabbed fron pots. They'll do this because the reveal of the skills doesn't really matter. If it did you'd choose the best active skill to slot which is light/hunter.
10% or 5%, whatever it is, will be enough for wardens, necros, templars, and sorcs to full heal out of damage. This isn't a NB thing. I have every class I just listed. I already eat damage on those classes as is without any extra mitigation. Now on up of that in getting a BS increase plus this buff.
Evasion got brought up for some reason even though it has nothing to do with this but gut it for all I care. It is too strong.
TheEndBringer wrote: »So again I'm hearing that major protection isn't any good and the effects of light and hunter are op.
So no one will run flare, right? 🙄
If that were true people would be clamoring to have the buffs and effects copied from light and hunter.
What WILL happen is people will forgo the 5% mag increase or the 5% damage increase after flank crit from camo hunter because major protection is better than both of those. Prophecy and Savagery are then grabbed fron pots. They'll do this because the reveal of the skills doesn't really matter. If it did you'd choose the best active skill to slot which is light/hunter.
10% or 5%, whatever it is, will be enough for wardens, necros, templars, and sorcs to full heal out of damage. This isn't a NB thing. I have every class I just listed. I already eat damage on those classes as is without any extra mitigation. Now on up of that in getting a BS increase plus this buff.
Evasion got brought up for some reason even though it has nothing to do with this but gut it for all I care. It is too strong.
But this discussion has everything to do with Evasion. People are claiming that major protection is too strong to have on Flare. So what about Major evasion then. You cannot have it both ways. If everyone here is OK with evasion the way it is now then why not put it on Flare.
It is another major buff which is way better than major protection but No one is bringing this up. When you can reduce 20% base damage to most Ultimates, even shut down magical Templars completely (think about it 40% (20% from evasion plus another 20% from CP) damage reduction to most Templar skills used now - jabs, barrage, sweep. And this 40% is not even counting battle spirit, minor and major protection, resistances, etc....
How can someone tell me that major protection on Flare is too OP when stamina player have major evasion. The way it is now, medium armor is tankier than heavy. The extra 3.5k resistance that heavy provide does not come even close to medium running major evasion.
But now that ZOS wants to increase mitigation just a little by adding a major buff to Flare (a useless skill) the forum goes up in arms. And yes light armor would get a little more mitigation than medium because of the multiplicative effect. But would never get close to the mitigation that major evasion provides. And please don't tell me that stamina would use both Evasion and Flare. It would not work! For one you would have to use two skill slots and 2) the mitigation would be way less than someone with no Evasion slotted.
Conclusion - stamina players don't what major protection on Flare, fine, then give magicka user major evasion on Flare.
Discuss away!
TheEndBringer wrote: »TheEndBringer wrote: »This is exactly the problem. People will run it for the buff, not the actual skill.
So, like mage light and expert hunter...
They offer the same buff you get from potions. There's a huge difference.
TheEndBringer wrote: »TheEndBringer wrote: »So again I'm hearing that major protection isn't any good and the effects of light and hunter are op.
So no one will run flare, right? 🙄
If that were true people would be clamoring to have the buffs and effects copied from light and hunter.
What WILL happen is people will forgo the 5% mag increase or the 5% damage increase after flank crit from camo hunter because major protection is better than both of those. Prophecy and Savagery are then grabbed fron pots. They'll do this because the reveal of the skills doesn't really matter. If it did you'd choose the best active skill to slot which is light/hunter.
10% or 5%, whatever it is, will be enough for wardens, necros, templars, and sorcs to full heal out of damage. This isn't a NB thing. I have every class I just listed. I already eat damage on those classes as is without any extra mitigation. Now on up of that in getting a BS increase plus this buff.
Evasion got brought up for some reason even though it has nothing to do with this but gut it for all I care. It is too strong.
But this discussion has everything to do with Evasion. People are claiming that major protection is too strong to have on Flare. So what about Major evasion then. You cannot have it both ways. If everyone here is OK with evasion the way it is now then why not put it on Flare.
It is another major buff which is way better than major protection but No one is bringing this up. When you can reduce 20% base damage to most Ultimates, even shut down magical Templars completely (think about it 40% (20% from evasion plus another 20% from CP) damage reduction to most Templar skills used now - jabs, barrage, sweep. And this 40% is not even counting battle spirit, minor and major protection, resistances, etc....
How can someone tell me that major protection on Flare is too OP when stamina player have major evasion. The way it is now, medium armor is tankier than heavy. The extra 3.5k resistance that heavy provide does not come even close to medium running major evasion.
But now that ZOS wants to increase mitigation just a little by adding a major buff to Flare (a useless skill) the forum goes up in arms. And yes light armor would get a little more mitigation than medium because of the multiplicative effect. But would never get close to the mitigation that major evasion provides. And please don't tell me that stamina would use both Evasion and Flare. It would not work! For one you would have to use two skill slots and 2) the mitigation would be way less than someone with no Evasion slotted.
Conclusion - stamina players don't what major protection on Flare, fine, then give magicka user major evasion on Flare.
Discuss away!
I already said gut evasion. But these things aren't the same. You have to run the skill and spend the stamina to proc it.
Go make a "major evasion sucks" thread and I'll be the first to reply to nerf it. I'm tired of people eating seige.
Otherwise you're just trying to distract from the point. We're talking about a major buff that, until now, was protected from abuse with limited ways to get it. And just because it's not 30% anymore didn't mean it still isn't strong.
At least if it only was active while a flare is on the ground you'd have to actually proc something.
TheEndBringer wrote: »TheEndBringer wrote: »This is exactly the problem. People will run it for the buff, not the actual skill.
So, like mage light and expert hunter...
They offer the same buff you get from potions. There's a huge difference.
Exactly this, I’ve very often just slot these as a potion if I lack the bar space, major protection is usually from a 5 piece set or an ultimate which is guarantees a downtime, can you imagine if you could get major protection for like 45 seconds from a potion? It may as well be a like that if this is how its going to be.
WrathOfInnos wrote: »Armor potions exist, and often give more mitigation than the 10% from Major Protection (if you have over 13k resistance after subtracting enemy penetration), while stacking with any named buffs and % mitigation bonuses. For high resistance builds, these potions reduce incoming damage by up to 14%.
They give 100% uptime, on both bars (unlike Flare). They’re certainly not overpowered, and are rarely used.