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Jewelry enchant making ''Fatecarver'' and ''Remedy Cascade'' cost nothing?

Mr_Jord_Joe
Mr_Jord_Joe
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Someone more experienced in PvP, could you tell me if this would be something to worry about? a no-cost heal, or no-cost fatecarver? because I was curious, and I put 3 cost reduction enchantments on the jewels, and this completely remove the cost of ''Remedy Cascade'' and ''Fatecarver'', would that be a problem from a pvp perspective?
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Edited by Mr_Jord_Joe on May 4, 2023 3:57PM
  • Necrotech_Master
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    interesting, it seems like those might be doing a similar thing to say DK ash cloud

    though these seem far far far more powerful than the dk ash cloud

    imagining running like deadly and the mother ciannait monster helm and you would basically be mega jesus beam if your dealing almost 10k a sec based on that tooltip lol, thats not even counting the crux bonus
    Edited by Necrotech_Master on May 4, 2023 4:31PM
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  • acastanza_ESO
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    Part of the problem with the similar DK Ash Cloud situation was that the skill that was becoming free was procing a resource return passive resulting in infinite sustain.

    While I'd argue that yes this is a problem, it isn't nearly severe as the DK case (imo).
    I'd probably lean towards that the resource cost should be adjusted so it doesn't become completely free, but from what I've heard Arcanist already really struggles with sustain so maybe it isn't going to be a serious issue.
  • phaneub17_ESO
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    I ended up doing that too Mother Ciannait, Soulshine (weapons, jewelry-bloodthirsty, cost reduction enchant), already going to be a High Elf anyway, Telvanni Efficiency will be my mandatory set on every char, and with Mirri's fear bomb keeping stuff stunned for a good 4 seconds is great for clearing a lot of mobs at once. Exhausting Fatecarver is a better choice, with all the other cost reductions combined it comes to 3 magicka per second to cast before Crux reduction.
  • tsaescishoeshiner
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    They could make it so that the cost reduced was divided by the amount of seconds for the channel. Fatecarver's what, 4 seconds? That still might make it very cheap, but it's not like spamming Fatecarver is that viable, though this is a concern. Maybe we'll see a balance pass on it in the next combat-focused patch
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  • Tessitura
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    Yeah this is weird but maybe not the problem on paper that it appears to be. The heal is more concerning then the damage beam but it is a interruptible spell making it not ideal for pvp to begin with.

    The class struggles with sustain and honestly increasing the cost of either spell will make these enchants mandatory, or close to it.I wonder if there is a way to adjust th4e enchants and how they interact with those abilities specifically, or if they can cap how much cost is shaved off. Either way, with them being aimed spells and interruptible on top of their sustain issues, this may not be the biggest deal. We will have to test and see.
  • Mayrael
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    Just as others said I wouldn't panic, both of these skills are channels, which in turn makes it impossible to use other skills during that time, it doesn't allow for blocking or roll dodging, making the caster a sitting duck. Both of them also require accurate targeting as they have a fairly narrow range of action, which in combination with the need to stay in motion, which is an integral part of PvP, will pose some problems.

    Edit:
    On the other hand, if the HPS (healing per second) is strong enough, it may lead to a situation where killing the arcanist will be close to impossible, and a duo consisting of the arcanist as a healer and another character as a damage dealer can be problematic.
    Edited by Mayrael on May 5, 2023 7:19AM
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  • ADarklore
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    Mayrael wrote: »
    Just as others said I wouldn't panic, both of these skills are channels, which in turn makes it impossible to use other skills during that time, it doesn't allow for blocking or roll dodging, making the caster a sitting duck. Both of them also require accurate targeting as they have a fairly narrow range of action, which in combination with the need to stay in motion, which is an integral part of PvP, will pose some problems.

    Edit:
    On the other hand, if the HPS (healing per second) is strong enough, it may lead to a situation where killing the arcanist will be close to impossible, and a duo consisting of the arcanist as a healer and another character as a damage dealer can be problematic.

    But from what I've 'heard', you can still block or dodge, which cancels the channel. I don't have PTS to try, but I've heard that you don't have to sit there through the entire channel time and can cancel it with block or dodge.
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  • Dr_Con
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    2 words

    crushing shock
  • Mr_Jord_Joe
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    Dr_Con wrote: »
    2 words

    crushing shock

    I wouldn't be surprised if this skill was revamped this year because of the arcanists, and there's the heavy armor skill (https://eso-skillbook.com/skill/unstoppable) that makes you immune to interrupts and hard CCs, and the set (https://eso-sets.com/set/light-of-cyrodiil) to reduce ''damage'' from an interrupt...
    Edited by Mr_Jord_Joe on May 6, 2023 6:04PM
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