grzes848909 wrote: »
True, perhaps a compromise where 2 lines are magicka and 1 spell damage or vice versa where they replace the crit chance with max magicka instead. And im aware the 5 piece bonus is more important but Im also certain we shouldn't forget the other stats the sets provide.
From a PVE perspective, currently 2 lines of spell damage and 1 spell crit are very good.
And I don't think Monolith of Storms is suitable for PVP, any ground "DOT+AOE", your opponent just needs to...walk away. Unless other debuffs are given like Wall of Elements(ice), the effectiveness of "DOT+AOE" on the ground is not high.
grzes848909 wrote: »The monoliths have 28 meter range which alone would make it ok in all content; including pvp, and it can damage multiple enemies at once. All of that would make at least somewhat useful in pvp as well in pve.
And I'm certain that replacing one line of stats with max mag wouldn't make the set irrelevant for pve. All I ask is that we should consider making the stats diverse to make the set more inclusive towards all content.
Also as I mentioned previously extra mag would work great too because the proc condition requires using multiple storm calling abilities which tend to be expensive magicka wise.
grzes848909 wrote: »grzes848909 wrote: »
True, perhaps a compromise where 2 lines are magicka and 1 spell damage or vice versa where they replace the crit chance with max magicka instead. And im aware the 5 piece bonus is more important but Im also certain we shouldn't forget the other stats the sets provide.
From a PVE perspective, currently 2 lines of spell damage and 1 spell crit are very good.
And I don't think Monolith of Storms is suitable for PVP, any ground "DOT+AOE", your opponent just needs to...walk away. Unless other debuffs are given like Wall of Elements(ice), the effectiveness of "DOT+AOE" on the ground is not high.
The monoliths have 28 meter range which alone would make it ok in all content; including pvp, and it can damage multiple enemies at once. All of that would make at least somewhat useful in pvp as well in pve.
And I'm certain that replacing one line of stats with max mag wouldn't make the set irrelevant for pve. All I ask is that we should consider making the stats diverse to make the set more inclusive towards all content.
Also as I mentioned previously extra mag would work great too because the proc condition requires using multiple storm calling abilities which tend to be expensive magicka wise.
grzes848909 wrote: »May I add that the Monolith of Storms for Sorcerer also provides 2 lines of spell damage and 1 spell crit. Wouldn't be max magicka better ? As not only sorcs in general build into max mag but also the proc condition is using some magicka intense skills like Mages' Fury, liquid Lightning Splash (and possibly streak), and only stamina skill being able to proc is the one morph of lightning form; max magicka would help procking the set itself so it would synergize better with 5 piece bonus.
And its not like it would be too outlandish as they did put 3 lines of max magicka for the arcanists set.
Turtle_Bot wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for the new class item sets, acquired from Endless Archive. Please try out these new item set types and let us know what you think! Specific feedback that the team is looking for includes the following:
- Which of the new item sets did you try out, and what did you think of them?
- Did anything you received feel under or over-powered?
- Do you have any feedback on the persistent visual effects?
- Do you have any general feedback?
Which set did I test out: Monolith of Storms.1. What are my thoughts on it:
- It seems mediocre and not worth considering even for a fun build when a set like storm-cursed exists and even that is not considered for builds.
- It's another proc set that does ok damage but requires far too many hoops to jump through to make it work effectively and keep it up reliably.
- Running this on the back bar is not an option since if it is slotted there, you won't proc it while on the front bar where your spammable is slotted and you spend the majority of the time of the rotation, meanwhile the abilities you want to use to proc the set and keep it active during a fight are the Damage over Time abilities (hurricane and lightning flood) which are better suited to being on the back bar.
- The other issue with it is that the set does nothing when there is only 1 monolith active, meaning it requires at minimum 2 seconds and 2 GCD for the set to do anything at all.
2. The set just feels far too awkward to use effectively with the abilities it relies on to proc it and as such makes for very awkward rotations to get something that is even remotely close to what can be achieved much easier with a generic proc set such as relequen, pillar or whorl.
3. The visual effects are fine, I'm glad they are toned down while still keeping the lightning theme and the monoliths themselves look pretty cool.
4. For this set in particular, I think it needs a complete redesign or a bonus added to it which I will go over later in this post. In it's current form it is just a harder to use generic proc set that makes the rotations awkward. It also doesn't really do anything to help the sorcerer class break away from the pet builds that have been forced onto the class for years now.
Ways to improve the set while keeping its current design:2. Allow any damage instance from a storm calling ability to summon a monolith. Once per cast or on the 5th tick is just far too slow for how unsynergistic the storm calling DoT abilities are to the sorcerer playstyle.
3. Have the monoliths themselves deal a portion of the damage the beam deals to targets around them so that it does something while there is only 1 monolith active. This can be set to if only one monolith is active it deals its damage around it instead of dealing damage via the beam.
4. Make the damage be per beam instead of once every 2 seconds globally from the set with damage values adjusted accordingly. As it currently stands it seems like its not going to be viable for multiple sorcs to run this set to stack the beams damage.
5. Not as important as the previous 3 points, but increase the number of monoliths summoned or increase their duration to keep the beams active for a longer period.
What I would look into to rework the set to make it help the class instead of just act as another generic proc set:Have the set also increase the base Damage of Mages Fury + morphs to the equivalent damage of a regular single target ranged spammable, similar to force pulse.
This would help sorcerer in multiple ways:
- It gives sorcerer a reliable front bar way to proc this set with its current proc conditions quickly and efficiently
- It gives sorcerer an actual in class spammable that doesn't have a cast time that benefits from sorcs shock damage passives.
- It frees up desperately needed bar space since sorc now has both an execute and spammable in 1 ability at the cost of running a specific 5 piece set.
- It allows for some potential theory crafting of no-pet sorcs (that haven't been viable for many years now) since they can now stack multiple storm calling abilities together and get some decent damage while not losing out on damage from not running the pets.
@ZOS_GinaBruno, @ZOS_Kevin, @ZOS_BrianWheeler I hope you can take this feedback into account. No pet Sorc is desperately looking for a way to catch up with the other classes (and its own pet build) and this set as it currently stands just does not do anything to help facilitate this once very fun and engaging playstyle on a fan favourite class that has been desperate for any kind of love for far too long now.
I like the idea of the sorc set turning wrath into a spammable.
I also think the set should shift to match the mobility of sorcs AND still fit within the skills in the skill line. Instead of static monoliths, the set should build up stacks of AOE around the character, similar to hurricane or boundless storm. With each stack increasing the damage of the effect and the range of the effect.
This keeps the proc tied to the player for better control of it, and it keeps a lot of the flavor of the skill line anyways, which is mostly torrents of energy, and not really tethers. Tethers are awkward and unmanageable. Especially one that can proc on random damage from your AOE skills.
grzes848909 wrote: »grzes848909 wrote: »
True, perhaps a compromise where 2 lines are magicka and 1 spell damage or vice versa where they replace the crit chance with max magicka instead. And im aware the 5 piece bonus is more important but Im also certain we shouldn't forget the other stats the sets provide.
From a PVE perspective, currently 2 lines of spell damage and 1 spell crit are very good.
And I don't think Monolith of Storms is suitable for PVP, any ground "DOT+AOE", your opponent just needs to...walk away. Unless other debuffs are given like Wall of Elements(ice), the effectiveness of "DOT+AOE" on the ground is not high.
The monoliths have 28 meter range which alone would make it ok in all content; including pvp, and it can damage multiple enemies at once. All of that would make at least somewhat useful in pvp as well in pve.
And I'm certain that replacing one line of stats with max mag wouldn't make the set irrelevant for pve. All I ask is that we should consider making the stats diverse to make the set more inclusive towards all content.
Also as I mentioned previously extra mag would work great too because the proc condition requires using multiple storm calling abilities which tend to be expensive magicka wise.
MashmalloMan wrote: »@Turtle_Bot damn dude. I wrote my comment before I read yours and we're almost entirely on the same page. I imagine most Sorc's that have been around long enough understand how bad this set feels, if it's so obvious to us, why was it not for the designers?
This is so disheartening to see Sorc's class set so generic and functionally unusable. The set looks like and should be used on front bar, but 2/3 skills are backbar dots so the first tick does nothing. The last skill of the 3, is only used in execute 🤣.
To your point about the VFX, I'd up it a bit for counterplay. It's not really flashy enough to see whats going on in actual content. For pvp players, they won't see why they're taking damage (if they even buff it to be usable by launch). For pve, when ads are all over the screen and enemy AOE field are present, it's very difficult to tell if enemies are in your links or not. It's pretty necessary to understand where they are because the AOE is small and unforgiving.
It is nice they didn't go over the top though.
RaptorRodeoGod wrote: »Monoloth of Storms needs to:
Crit
Tick every 1s
Deal damage in a small area (maybe 3m?) around individual monoliths
Proc on initial hits and every <4th tick (hurricane can't proc multiple monotliths)(not necessarliy necessary if previous suggestion is taken)
Remove the "this set can only damage targets once every 2s" effect
RaptorRodeoGod wrote: »Monoloth of Storms needs to:
Crit
Tick every 1s
Deal damage in a small area (maybe 3m?) around individual monoliths
Proc on initial hits and every <4th tick (hurricane can't proc multiple monotliths)(not necessarliy necessary if previous suggestion is taken)
Remove the "this set can only damage targets once every 2s" effect
This has already been said, but the 34% healing increase for Nightblades will make PvP unplayable to the average player. Veteran players will all be fine, but the other 90% of players will grow to detest PvP if this goes live.
Major heroism on the DK is scary territory and their are builds that allow 100% uptime on corrosive in PvP (Unless you're going to nerf corrosive, like not being able to earn ultimate during corrosive similar to sorcerer overload, this is a scary set)
The necromancer needs love. Using your self as a "Beautiful Corpse" as an ultimate engine is very stale and lack luster. I would much prefer this to be a set that does damage or augments blastbones. (since you always have a corpse ready anyway)
The sorcerer Pylon cannot crit and the damage doesn't scale well. At least make it critable.
Warden actually is Okay IMO
Uptime on Templar Wrath is too low for the set to really make sense. Maybe lower the stacks to 35
Arcanist is fine but the BEAM needs worked on for PvP. It is impossible to land. Players have to "lead their shots" Approx 1.5 seconds ahead of their target and is just awful quality of life since the beam is the majority of damage from the kit
With all that being said, the idea of Class Specific Sets was a huge W by the Devs. (That is saying allot coming from me)
RaptorRodeoGod wrote: »Monoloth of Storms needs to:
Crit
Tick every 1s
Deal damage in a small area (maybe 3m?) around individual monoliths
Proc on initial hits and every <4th tick (hurricane can't proc multiple monotliths)(not necessarliy necessary if previous suggestion is taken)
Remove the "this set can only damage targets once every 2s" effect
However, since the Pillar of Nirn nerf, I think most PVE Sorc players wouldn't mind switching to this new toy (Monolith of Storms). But the premise is that Monolith of Storms must have sufficient value. The current 5 items bonus is severely unattractive and haven't enough damage.
Turtle_Bot wrote: »I tested this on the pts, post nerf pillar still outperforms this set by somewhere between 5% and 10% overall dps. A lot of that is the stronger out of class DoTs that make lightning flood pale in comparison to them and the overall chunkiness of monolith of the storm set, but it is significant enough that even post nerf pillar is still stronger by a noticeable amount.
Turtle_Bot wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for the new class item sets, acquired from Endless Archive. Please try out these new item set types and let us know what you think! Specific feedback that the team is looking for includes the following:
- Which of the new item sets did you try out, and what did you think of them?
- Did anything you received feel under or over-powered?
- Do you have any feedback on the persistent visual effects?
- Do you have any general feedback?
Which set did I test out: Monolith of Storms.1. What are my thoughts on it:
- It seems mediocre and not worth considering even for a fun build when a set like storm-cursed exists and even that is not considered for builds.
- It's another proc set that does ok damage but requires far too many hoops to jump through to make it work effectively and keep it up reliably.
- Running this on the back bar is not an option since if it is slotted there, you won't proc it while on the front bar where your spammable is slotted and you spend the majority of the time of the rotation, meanwhile the abilities you want to use to proc the set and keep it active during a fight are the Damage over Time abilities (hurricane and lightning flood) which are better suited to being on the back bar.
- The other issue with it is that the set does nothing when there is only 1 monolith active, meaning it requires at minimum 2 seconds and 2 GCD for the set to do anything at all.
2. The set just feels far too awkward to use effectively with the abilities it relies on to proc it and as such makes for very awkward rotations to get something that is even remotely close to what can be achieved much easier with a generic proc set such as relequen, pillar or whorl.
3. The visual effects are fine, I'm glad they are toned down while still keeping the lightning theme and the monoliths themselves look pretty cool.
4. For this set in particular, I think it needs a complete redesign or a bonus added to it which I will go over later in this post. In it's current form it is just a harder to use generic proc set that makes the rotations awkward. It also doesn't really do anything to help the sorcerer class break away from the pet builds that have been forced onto the class for years now.
Ways to improve the set while keeping its current design:2. Allow any damage instance from a storm calling ability to summon a monolith. Once per cast or on the 5th tick is just far too slow for how unsynergistic the storm calling DoT abilities are to the sorcerer playstyle.
3. Have the monoliths themselves deal a portion of the damage the beam deals to targets around them so that it does something while there is only 1 monolith active. This can be set to if only one monolith is active it deals its damage around it instead of dealing damage via the beam.
4. Make the damage be per beam instead of once every 2 seconds globally from the set with damage values adjusted accordingly. As it currently stands it seems like its not going to be viable for multiple sorcs to run this set to stack the beams damage.
5. Not as important as the previous 3 points, but increase the number of monoliths summoned or increase their duration to keep the beams active for a longer period.
What I would look into to rework the set to make it help the class instead of just act as another generic proc set:Have the set also increase the base Damage of Mages Fury + morphs to the equivalent damage of a regular single target ranged spammable, similar to force pulse.
This would help sorcerer in multiple ways:
- It gives sorcerer a reliable front bar way to proc this set with its current proc conditions quickly and efficiently
- It gives sorcerer an actual in class spammable that doesn't have a cast time that benefits from sorcs shock damage passives.
- It frees up desperately needed bar space since sorc now has both an execute and spammable in 1 ability at the cost of running a specific 5 piece set.
- It allows for some potential theory crafting of no-pet sorcs (that haven't been viable for many years now) since they can now stack multiple storm calling abilities together and get some decent damage while not losing out on damage from not running the pets.
@ZOS_GinaBruno, @ZOS_Kevin, @ZOS_BrianWheeler I hope you can take this feedback into account. No pet Sorc is desperately looking for a way to catch up with the other classes (and its own pet build) and this set as it currently stands just does not do anything to help facilitate this once very fun and engaging playstyle on a fan favourite class that has been desperate for any kind of love for far too long now.
Kind of disappointed in most of the class items sets to be honest. When I first heard about class items sets, I expected sets that would expand on class skills by adding something more unique to them. Kind of like having a 2nd morph on skills of a specific skill line. Instead, most of these sets just look like your average dungeon/trial "proc set".
That said, the Necromancer and (especially) the Arcanist class sets do actually look interesting to me. I sincerely hope ZOS developers take a look at the all the class sets again, and try to make them more unique like the current Necromancer and Arcanist class sets.