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Nazaray shadow nerf?

  • Necrotech_Master
    Necrotech_Master
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    Jman100582 wrote: »
    divnyi wrote: »
    So how can this be abused now? Major vulnerability? What else is interesting in major/minor debuffs?

    Defiles because of healing will also be very nice. for pvp anyway. beyond that there really isn't much else since most major/minor debuffs already have pretty consistent uptime

    i dont see nazaray getting a lot of use in pvp because its too easy to purge negative effects (even with plaguebreak, if you move away from others and purge you wont get hit that hard)

    if it extended DoTs too, then yes i could possibly see some use for it, but with the current version i dont see it getting much use, theres too much heavy burst in pvp dmg wise and too much purge defense wise

    not to mention this set only works in close range, and how weak defile actually is
    Edited by Necrotech_Master on February 9, 2022 9:33PM
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

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  • Everest_Lionheart
    Everest_Lionheart
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    jaws343 wrote: »
    Vaoh wrote: »
    Nazaray set - ZOS official comment:
    “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.

    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).

    With 8 MagDK all charging in with stampede, it will be equal parts absurd and glorious 🤣
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