lolo_01b16_ESO wrote: »In my opinion this is actually a support set that is more designed to help medium to good groups. Keep in mind that it will be super easy to keep it active 100% of the fight.
Also in my experience, in most fights loosing 780 spell damage will be harder to compensate for than loosing 420 recovery. Those who currently play with spell damage glyphs can simply switch to recovery glyphs and if you are already using recovery glyphs, just do one heavy attack every 15-20s and you'll get the same amount of magicka.
But to be honest I don't really care what the penalty will be. I'm just happy that we get a useful group buff mythic.
paulsimonps wrote: »lolo_01b16_ESO wrote: »In my opinion this is actually a support set that is more designed to help medium to good groups. Keep in mind that it will be super easy to keep it active 100% of the fight.
Also in my experience, in most fights loosing 780 spell damage will be harder to compensate for than loosing 420 recovery. Those who currently play with spell damage glyphs can simply switch to recovery glyphs and if you are already using recovery glyphs, just do one heavy attack every 15-20s and you'll get the same amount of magicka.
But to be honest I don't really care what the penalty will be. I'm just happy that we get a useful group buff mythic.
Don't forget that you will be needing to put on a 1p monster helmet as your last piece and you can make that one of the ones with Magicka recovery, which is around 129 at gold if I remember right. So that will already help make up for some of it. Some people I talked to also brought up the point that the loss of stamina recovery would make it easier to keep up Martial Knowledge and not have to micro manage that as much. And if your 1p is Magma Incarnate it gives 129 magicka and stamina recovery.
Grandchamp1989 wrote: »paulsimonps wrote: »lolo_01b16_ESO wrote: »In my opinion this is actually a support set that is more designed to help medium to good groups. Keep in mind that it will be super easy to keep it active 100% of the fight.
Also in my experience, in most fights loosing 780 spell damage will be harder to compensate for than loosing 420 recovery. Those who currently play with spell damage glyphs can simply switch to recovery glyphs and if you are already using recovery glyphs, just do one heavy attack every 15-20s and you'll get the same amount of magicka.
But to be honest I don't really care what the penalty will be. I'm just happy that we get a useful group buff mythic.
Don't forget that you will be needing to put on a 1p monster helmet as your last piece and you can make that one of the ones with Magicka recovery, which is around 129 at gold if I remember right. So that will already help make up for some of it. Some people I talked to also brought up the point that the loss of stamina recovery would make it easier to keep up Martial Knowledge and not have to micro manage that as much. And if your 1p is Magma Incarnate it gives 129 magicka and stamina recovery.
Hi Paul
Really good thoughts on it, I really like your idea to use Magma too offset some of the penalty.
But don't you think it is kinda unfair that good groups won't even feel this recovery penalty at all because everything die before tanks/healers run dry, while lesser experienced groups will feel the penalty?
Grandchamp1989 wrote: »paulsimonps wrote: »lolo_01b16_ESO wrote: »In my opinion this is actually a support set that is more designed to help medium to good groups. Keep in mind that it will be super easy to keep it active 100% of the fight.
Also in my experience, in most fights loosing 780 spell damage will be harder to compensate for than loosing 420 recovery. Those who currently play with spell damage glyphs can simply switch to recovery glyphs and if you are already using recovery glyphs, just do one heavy attack every 15-20s and you'll get the same amount of magicka.
But to be honest I don't really care what the penalty will be. I'm just happy that we get a useful group buff mythic.
Don't forget that you will be needing to put on a 1p monster helmet as your last piece and you can make that one of the ones with Magicka recovery, which is around 129 at gold if I remember right. So that will already help make up for some of it. Some people I talked to also brought up the point that the loss of stamina recovery would make it easier to keep up Martial Knowledge and not have to micro manage that as much. And if your 1p is Magma Incarnate it gives 129 magicka and stamina recovery.
Hi Paul
Really good thoughts on it, I really like your idea to use Magma too offset some of the penalty.
But don't you think it is kinda unfair that good groups won't even feel this recovery penalty at all because everything die before tanks/healers run dry, while lesser experienced groups will feel the penalty?
paulsimonps wrote: »lolo_01b16_ESO wrote: »In my opinion this is actually a support set that is more designed to help medium to good groups. Keep in mind that it will be super easy to keep it active 100% of the fight.
Also in my experience, in most fights loosing 780 spell damage will be harder to compensate for than loosing 420 recovery. Those who currently play with spell damage glyphs can simply switch to recovery glyphs and if you are already using recovery glyphs, just do one heavy attack every 15-20s and you'll get the same amount of magicka.
But to be honest I don't really care what the penalty will be. I'm just happy that we get a useful group buff mythic.
Don't forget that you will be needing to put on a 1p monster helmet as your last piece and you can make that one of the ones with Magicka recovery, which is around 129 at gold if I remember right. So that will already help make up for some of it. Some people I talked to also brought up the point that the loss of stamina recovery would make it easier to keep up Martial Knowledge and not have to micro manage that as much. And if your 1p is Magma Incarnate it gives 129 magicka and stamina recovery.
Scorion's Feast
LEVEL 50 - CP 160
Type Dungeon
Set bonus
(2 items) Adds 1096 Maximum Magicka
(3 items) Adds 129 Magicka Recovery
(4 items) Adds 129 Weapon Damage and Spell Damage
(5 items) 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 Damage and Spell Damage.
ESO-Hub.com
Heavy attacks will give me magicka back only.But now it kind of just becomes an automatic RoJo healer choice instead, as they're doing enough heavy attacking to not really care about the sustain loss.
420 less stamina recovery effectively means zero recovery for a healer, and healers can't simply trade their destruction staves for bows or get extra stamina regen from sets like Symphony. In fights which require frequent dodging or sprinting it might be unsustainable even with tri-recovery potions and relevant red CP stars.
Maybe infused prismatic recovery jewelry could help to offset the loss. A purple set provides 378 recovery. It goes up to 402 with gold pieces, IMO not a meaningful difference. Alternatively there's Orzorga's bear haunch but that's a rather expensive option compared to the standard DPS foods. This iteration of Spaulder is definitely usable, it just requires picking everything except sets specifically to sustain it. And it's mutually exclusive with Powerful Assault. Not because the buffs wouldn't stack, but because of the stamina costs of assault skills.
Horny_Poney wrote: »Heavy attacks will give me magicka back only.
-420 recovery means 0 health recovery (negative actually) for me, and around 200 for stamina recovery. In my opinion the penalty is far too important compared to what it gives. Of course I would do some adjustments to my build but not to the point where I have to change almost everything just to get some recovery back for “just 260 damage for only 6 people”. IMHO, I think this mythic is now dead.
I hope we can agree that health recovery is pretty much irrelevant on a pve healer.Horny_Poney wrote: »Heavy attacks will give me magicka back only.But now it kind of just becomes an automatic RoJo healer choice instead, as they're doing enough heavy attacking to not really care about the sustain loss.
-420 recovery means 0 health recovery (negative actually) for me, and around 200 for stamina recovery. In my opinion the penalty is far too important compared to what it gives. Of course I would do some adjustments to my build but not to the point where I have to change almost everything just to get some recovery back for “just 260 damage for only 6 people”. IMHO, I think this mythic is now dead.
Horny_Poney wrote: »Heavy attacks will give me magicka back only.But now it kind of just becomes an automatic RoJo healer choice instead, as they're doing enough heavy attacking to not really care about the sustain loss.
-420 recovery means 0 health recovery (negative actually) for me, and around 200 for stamina recovery. In my opinion the penalty is far too important compared to what it gives. Of course I would do some adjustments to my build but not to the point where I have to change almost everything just to get some recovery back for “just 260 damage for only 6 people”. IMHO, I think this mythic is now dead.
They changed it so it isn't an automatic tank choice, as tanks don't really care about weapon / spell damage. But now it kind of just becomes an automatic RoJo healer choice instead, as they're doing enough heavy attacking to not really care about the sustain loss.
200 stam regen, vers good buff for martial knowledge managment
lolo_01b16_ESO wrote: »I hope we can agree that health recovery is pretty much irrelevant on a pve healer.
FeedbackOnly wrote: »This is incorrect. Heavy attacks give back both resources.
FeedbackOnly wrote: »There's plenty of ways to migrate this lost. You can just use sustain glyphs. One could just use tri recovery jelwery glyphs too.
FeedbackOnly wrote: »420 health recovery one would assume you are a vampire? Even so a healer doesn't need it.
Horny_Poney wrote: »
paulsimonps wrote: »MK does not have a radius of effect, as it applies to the enemies.
Horny_Poney wrote: »200 stam regen, vers good buff for martial knowledge managment
Indeed This is a particular situation though, where the MK healer must be in the group.lolo_01b16_ESO wrote: »I hope we can agree that health recovery is pretty much irrelevant on a pve healer.
Yep, agree.FeedbackOnly wrote: »This is incorrect. Heavy attacks give back both resources.
Unless you use a special glyph on your weapon, heavy attacks give back only one ressource as far as I know.FeedbackOnly wrote: »There's plenty of ways to migrate this lost. You can just use sustain glyphs. One could just use tri recovery jelwery glyphs too.
I guess we do this on some builds.FeedbackOnly wrote: »420 health recovery one would assume you are a vampire? Even so a healer doesn't need it.
Not vampire.
Horny_Poney wrote: »paulsimonps wrote: »MK does not have a radius of effect, as it applies to the enemies.
Yes, but the mythic does. That means the group healer must be the one to wear it if I’m not mistaken. Unless the kite healer can stay close enough of the group, which makes their kite quite difficult I suppose.
paulsimonps wrote: »lolo_01b16_ESO wrote: »In my opinion this is actually a support set that is more designed to help medium to good groups. Keep in mind that it will be super easy to keep it active 100% of the fight.
Also in my experience, in most fights loosing 780 spell damage will be harder to compensate for than loosing 420 recovery. Those who currently play with spell damage glyphs can simply switch to recovery glyphs and if you are already using recovery glyphs, just do one heavy attack every 15-20s and you'll get the same amount of magicka.
But to be honest I don't really care what the penalty will be. I'm just happy that we get a useful group buff mythic.
Don't forget that you will be needing to put on a 1p monster helmet as your last piece and you can make that one of the ones with Magicka recovery, which is around 129 at gold if I remember right. So that will already help make up for some of it. Some people I talked to also brought up the point that the loss of stamina recovery would make it easier to keep up Martial Knowledge and not have to micro manage that as much. And if your 1p is Magma Incarnate it gives 129 magicka and stamina recovery.
FeedbackOnly wrote: »Horny_Poney wrote: »200 stam regen, vers good buff for martial knowledge managment
Indeed This is a particular situation though, where the MK healer must be in the group.lolo_01b16_ESO wrote: »I hope we can agree that health recovery is pretty much irrelevant on a pve healer.
Yep, agree.FeedbackOnly wrote: »This is incorrect. Heavy attacks give back both resources.
Unless you use a special glyph on your weapon, heavy attacks give back only one ressource as far as I know.FeedbackOnly wrote: »There's plenty of ways to migrate this lost. You can just use sustain glyphs. One could just use tri recovery jelwery glyphs too.
I guess we do this on some builds.FeedbackOnly wrote: »420 health recovery one would assume you are a vampire? Even so a healer doesn't need it.
Not vampire.
You are mistaken. It's both resources from heavy attacks. It has always been that way.
420 is low what class of healer is that? I think my vampire tank matches this.
FeedbackOnly wrote: »Horny_Poney wrote: »paulsimonps wrote: »MK does not have a radius of effect, as it applies to the enemies.
Yes, but the mythic does. That means the group healer must be the one to wear it if I’m not mistaken. Unless the kite healer can stay close enough of the group, which makes their kite quite difficult I suppose.
I want to know how you are going to proc the set on 12 people?
paulsimonps wrote: »FeedbackOnly wrote: »Horny_Poney wrote: »200 stam regen, vers good buff for martial knowledge managment
Indeed This is a particular situation though, where the MK healer must be in the group.lolo_01b16_ESO wrote: »I hope we can agree that health recovery is pretty much irrelevant on a pve healer.
Yep, agree.FeedbackOnly wrote: »This is incorrect. Heavy attacks give back both resources.
Unless you use a special glyph on your weapon, heavy attacks give back only one ressource as far as I know.FeedbackOnly wrote: »There's plenty of ways to migrate this lost. You can just use sustain glyphs. One could just use tri recovery jelwery glyphs too.
I guess we do this on some builds.FeedbackOnly wrote: »420 health recovery one would assume you are a vampire? Even so a healer doesn't need it.
Not vampire.
You are mistaken. It's both resources from heavy attacks. It has always been that way.
420 is low what class of healer is that? I think my vampire tank matches this.
Sorry man but you are wrong. I can not recall it ever giving both resources. Even multiple wiki's say that its Magicka OR Stamina depending on your weapon. Boy, if heavy attacking gave me magicka and stamina back as a tank..... easy peasy sustain for life.
paulsimonps wrote: »FeedbackOnly wrote: »Horny_Poney wrote: »paulsimonps wrote: »MK does not have a radius of effect, as it applies to the enemies.
Yes, but the mythic does. That means the group healer must be the one to wear it if I’m not mistaken. Unless the kite healer can stay close enough of the group, which makes their kite quite difficult I suppose.
I want to know how you are going to proc the set on 12 people?
1 healer + off tank.