When you use an Ultimate ability, the closest 6 enemies within 12 meters have all Damage Over Time, Major Debuffs, and Minor Debuffs applied to them extended by |cffffff1|r second per |cffffff25|r Ultimate spent.\n\nThis effect will not apply to Damage Beams or Damage Tethers. This effect can occur once every <<1>> per target.
When you use an Ultimate ability, the closest 6 enemies within 12 meters have all Major Debuffs and Minor Debuffs applied to them extended by |cffffff1|r second per |cffffff20|r Ultimate spent. This effect can occur once every <<1>> per target.
CyberOnEso wrote: »For those unaware, the language files were updated to change Nazaray's set description from
7.3.0
To 7.3.1
CyberOnEso wrote: »For those unaware, the language files were updated to change Nazaray's set description from
7.3.0
To 7.3.1
ESO_Nightingale wrote: »can you check nunatak since that could have changed as well.
ToOn dealing Frost Damage, create a frozen area under the target for <<1>>. Enemies in the area take <<2>> and gain a stack of <<3>>, which applies a <<4>> snare for <<5>>. On gaining 4 stacks, the enemy is immobilized and gains <<6>> for <<7>>, causing the target to take <<8>> increased Critical Damage. This effect can occur once every <<9>> and scales off the higher of your Weapon or Spell Damage.
On dealing Frost Damage, create a <<1>> meter area under the target for <<2>>, dealing <<3>> to enemies every <<4>> <<5>>, which is a <<6>> snare for <<7>>. On gaining 4 stacks, the enemy is immobilized and gains <<8>> for <<9>>, causing the target to take <<10>> increased Critical Damage. This effect can occur once every <<11>> and scales off the higher of your Weapon or Spell Damage.
CyberOnEso wrote: »
Hey'a, sure thing! Nunatek changed from To
For those unaware the <<1>> text just means a bit of text will be inserted into this space, the numbers themselves do not mean anything.
CyberOnEso wrote: »
Hey'a, sure thing! Nunatek changed from To
For those unaware the <<1>> text just means a bit of text will be inserted into this space, the numbers themselves do not mean anything.
Carbohydrate wrote: »I'm sorry but this post wasn't intended for an RP frost set that won't see the light of day outside of coordinated social guild delve groups.
Carbohydrate wrote: »I'm sorry but this post wasn't intended for an RP frost set that won't see the light of day outside of coordinated social guild delve groups.
ESO_Nightingale wrote: »
lol i don't even think rpers will use it.
Carbohydrate wrote: »
Unfortunately that seems to be the case with most elemental focused sets, unless they are flame/burning focused
So how can this be abused now? Major vulnerability? What else is interesting in major/minor debuffs?
So how can this be abused now? Major vulnerability? What else is interesting in major/minor debuffs?
Nazaray set - ZOS official comment:Spoiler“This set was originally intended to make Damage over Time effects and potent debuffs easier to manage and allow for focus on different actions (like being able to actually spam your "spammable"), but was inevitably delivered in a way that only high end groups would be able to use. We've decided to shift the focus to the negative version of Jorvuld's Guidance where we have a much more reigned in sense of balance with Major and Minor debuffs, and will investigate alternative means to achieving our original goal.”
Alright so there are issues with this statement.....
1. Why is the goal to have us spam our spammable 10-20x times in a row? I do not recall any players asking for this.
2. I disagree that “only high end groups would be able to use” this set. Any group leader can tell their Damage Dealers to cast every DoT effect on their bar while vocalizing a 5 second countdown until Nazaray proc.
3. You plan to investigate alternative means to.... create an equally powerful gear set with potentially easier proc conditions?
Players want interesting gameplay.
Powerful sets are fun.
Unique methods of dealing damage are fun.
Whatever you do, please do not introduce any single set which will increase group DPS so drastically like pre-nerf Nazaray.
Their goal is, and has been very clear, with the way they are attempting to change how rotations work. They are drastically trying to raise the floor from a DPS standpoint by minimizing the effort needed to do baseline damage, while also minimizing the ceiling increase for top end players.
Nazaray clearly missed the mark from the top end stand point, but even after the nerf, it effectively will raise the floor for lower end group comps if used properly.
I don't think their goal is to create another gear set to make dot procs last longer. More likely they will try to balance out durations of dots to make rotations a bit more forgiving for less skilled players.
Their goal is, and has been very clear, with the way they are attempting to change how rotations work. They are drastically trying to raise the floor from a DPS standpoint by minimizing the effort needed to do baseline damage, while also minimizing the ceiling increase for top end players.
Nazaray clearly missed the mark from the top end stand point, but even after the nerf, it effectively will raise the floor for lower end group comps if used properly.
I don't think their goal is to create another gear set to make dot procs last longer. More likely they will try to balance out durations of dots to make rotations a bit more forgiving for less skilled players.
Their goal is, and has been very clear, with the way they are attempting to change how rotations work. They are drastically trying to raise the floor from a DPS standpoint by minimizing the effort needed to do baseline damage, while also minimizing the ceiling increase for top end players.
Nazaray clearly missed the mark from the top end stand point, but even after the nerf, it effectively will raise the floor for lower end group comps if used properly.
I don't think their goal is to create another gear set to make dot procs last longer. More likely they will try to balance out durations of dots to make rotations a bit more forgiving for less skilled players.
Carbohydrate wrote: »
Very doubtful that this set will raise the floor. Most pug groups don't look at ulti lists or even call ultimates.
The floor will look something like this:
- Tank counts down for pull (maybe)
- Healer casts aggressive warhorn (hopefully not overlapping with other supports that are inevitably not looking at the ultimate list)
- The Nazaray cast will effectively do nothing since no debuffs are on target yet
vs the "ceiling" (or what crumbling parts are left of it) look something like this:
- Tank counts down pull
- Support without nazaray casts aggressive warhorn for 10 seconds of force
- Tank blocks an attack with turning tide and bashes to proc major vuln for 10 seconds
- Another support casts 500 ultimate nazaray horn just before vuln expires to keep major force going and extend the major vuln another 25 seconds
- Tank turning tide proc comes off cd and tank procs again after the nazaray extension finishes
All of the above is done without the staple necromancer class that has provided major vulnerability since its introduction. New trial records will be broken from a tank block and bash set, along with a monster set that makes optimization more of a hassle (raising the ceiling and keeping the floor where it's at).
I wouldn't necessarily call Pugs the floor they are trying to assist here. The floor is more aimed at beginner, organized groups. Players who are just starting out in progression runs or trial attempts and aren't yet completely up to speed with the group comp or the trial mechanics. It provides them with additional opportunity to improve their skill, instead of washing out of the content before they have had a chance to get better.