This is broken and it should be changed from oblivion damage to normal damage, like magic damage.
If I get it right, oblivion goes through battle spirit. It will be on every cyro build, bomber or not.
BlossomDead wrote: »Was this announced in patch notes? It will definitely be nice for individual bombers, but imagine ball groups running with that.
neferpitou73 wrote: »Thanks again for the buffs ZOS! Us ball groupers really needed it! Looking forward to seeing Ocult Overlord overtake VD in my logs!
Does anyone think through these changes before they're proposed?
BlossomDead wrote: »Was this announced in patch notes? It will definitely be nice for individual bombers, but imagine ball groups running with that.
This is broken and it should be changed from oblivion damage to normal damage, like magic damage.
If I get it right, oblivion goes through battle spirit. It will be on every cyro build, bomber or not.
I normally only slot it on my toons that can actually do enough damage to kill folks, not so useful for small scale...
now if it does proc on siege - that would be real helpful...
I find myself doing a lot of solo defending (everyone loves taking flags)...
sometimes if you get an inexperienced group knocking on the door, you can pour double flaming oils and wipe a couple, make a bunch of AP, and hopefully slow things up enough for the barbarians at the gate for more allies to show up and help...
occult overload helps a bunch defending doors and flags...
I haven’t tested it on PTS, but I have that star slotted on most of my pvp toons in its current state.
Currently Occult Overload is the top question I get whispered about in pvp, with people asking what it is because it shows up on their recap. Kill Counter shows that it is my 6th most frequent killing blow on toons with an execute, and the 4th most frequent on my DK.
Despite not being widely known or used, my experience make me feel that the current state is plenty strong, possibly a little overtuned. These new changes are bringing a lot more familiarity to it, and makes it stronger. We can expect it to start showing up in every recap.
neferpitou73 wrote: »Thanks again for the buffs ZOS! Us ball groupers really needed it! Looking forward to seeing Ocult Overlord overtake VD in my logs!
Does anyone think through these changes before they're proposed?
I'm guessing you are still planning on using VD in conjunction with this? Or would it be too much investing into an on kill death effect and you'd be better off going another set for more damage to make it easier to proc occult overload? Although VD with a 5m radius can proc occult overload too so it probably is worth it. But then you'd still have aoe damage being done to everybody in that radius and so maybe the aoe damage + occult overload + VD is too much?BlossomDead wrote: »Was this announced in patch notes? It will definitely be nice for individual bombers, but imagine ball groups running with that.
It's on the pts right now.This is broken and it should be changed from oblivion damage to normal damage, like magic damage.
If I get it right, oblivion goes through battle spirit. It will be on every cyro build, bomber or not.
I normally only slot it on my toons that can actually do enough damage to kill folks, not so useful for small scale...
now if it does proc on siege - that would be real helpful...
I find myself doing a lot of solo defending (everyone loves taking flags)...
sometimes if you get an inexperienced group knocking on the door, you can pour double flaming oils and wipe a couple, make a bunch of AP, and hopefully slow things up enough for the barbarians at the gate for more allies to show up and help...
occult overload helps a bunch defending doors and flags...
Well depending on small scale it would still work well if there is a necro bomber or warden using spin to win. And can funnel people fairly close together in resource towers around the 2nd level, keep walls or even open terrain using rocks and trees.
Curious to know what people think of it.
"Occult Overload: This node now deals 2560 Oblivion Damage per stage with 5 stages at 10 points per stage, rather than 2000 Oblivion damage per stage with 2 stages at 25 points per stage."
So a buff from 4000 max to 12800 in a 4 m radius.
Can see it being very good in conjunction with dcon users and to a lesser extent nb bombers. While both plaguebreak and VD have a larger radius, 8m and 5m respectively, the ability to either run another set entirely or of course run one of those and the CP will be quite powerful.
MEBengalsFan2001 wrote: »Curious to know what people think of it.
"Occult Overload: This node now deals 2560 Oblivion Damage per stage with 5 stages at 10 points per stage, rather than 2000 Oblivion damage per stage with 2 stages at 25 points per stage."
So a buff from 4000 max to 12800 in a 4 m radius.
Can see it being very good in conjunction with dcon users and to a lesser extent nb bombers. While both plaguebreak and VD have a larger radius, 8m and 5m respectively, the ability to either run another set entirely or of course run one of those and the CP will be quite powerful.
NB bomber running VD or PB. This change will make PB deadlier at range as well.
MEBengalsFan2001 wrote: »It is designed to help destroy ball groups.
MEBengalsFan2001 wrote: »I recommend running Sew & Sunder along with PB on a ranged character. Watch the Ball Groups fall as you hit 20K+ pen and send exploding disease balls at them.
MEBengalsFan2001 wrote: »Curious to know what people think of it.
"Occult Overload: This node now deals 2560 Oblivion Damage per stage with 5 stages at 10 points per stage, rather than 2000 Oblivion damage per stage with 2 stages at 25 points per stage."
So a buff from 4000 max to 12800 in a 4 m radius.
Can see it being very good in conjunction with dcon users and to a lesser extent nb bombers. While both plaguebreak and VD have a larger radius, 8m and 5m respectively, the ability to either run another set entirely or of course run one of those and the CP will be quite powerful.
NB bomber running VD or PB. This change will make PB deadlier at range as well. It is designed to help destroy ball groups.
I recommend running Sew & Sunder along with PB on a ranged character. Watch the Ball Groups fall as you hit 20K+ pen and send exploding disease balls at them.