Twohothardware wrote: »The nerf to the DK set looks like an overreaction when just the nerf to Corrosive would of gone a long way.
The DK set buff now only lasts 10 seconds, lost minor heroism, and only works while you stay on your front bar? Sounds like an overdone nerf.
Twohothardware wrote: »The nerf to the DK set looks like an overreaction when just the nerf to Corrosive would of gone a long way.
The DK set buff now only lasts 10 seconds, lost minor heroism, and only works while you stay on your front bar? Sounds like an overdone nerf.
acastanza_ESO wrote: »Twohothardware wrote: »The nerf to the DK set looks like an overreaction when just the nerf to Corrosive would of gone a long way.
The DK set buff now only lasts 10 seconds, lost minor heroism, and only works while you stay on your front bar? Sounds like an overdone nerf.
They removed the cooldown on the set proc, its still a very strong set and will undoubtedly be the go-to set for DKs still. You can't just ignore half the patch note for the set. Corrosive nerf needed to be done for reasons completely unrelated to this set.
acastanza_ESO wrote: »
Frankly, the Sorcerer set is so bad that it actually needs both buffs.
Remember the baseline comparison for these sets should be "is this set as strong as 100% uptime on Major heroism". The answer in this case is "not even on the same planet".
The monoliths need to be spawnable much, much, faster - Getting the monoliths up is so clunky, and the damage so bad that it is just not worth to run.
The 5th tick of DOTs when they only tick every two seconds when monoliths only last 10 seconds and single monoliths do nothing is just really, really bad
Removing the last sentence of the set to allow multiple monoliths to hit would also be a good option for a buff.
Allowing the monoliths to crit is necessary but not sufficient to fix this set, it really, really, really needs something else.
Giving Sorcerers a defensive buff (major protection?!!) when fighting near the monoliths to account for the fact that the set encourages a relatively stationary style of play that is very inconsistent with the enforced Sorcerer playstyle would be also be welcome. Especially considering that most of the sets give both Offensive and Defensive buffs.
YandereGirlfriend wrote: »So the NB set not buffing the Tether ultimate was listed as a BUG on the original PTS but now it's been changed to its official functionality?! What on Earth is that about!?
I know this is only week 1, most changes come week 2 so I applaud you for the changes you've already made based on our feedback. They're all exactly what was suggested. DKs ult gen/corrosive/10s timer no CD, Necro's self corpse, hybridizing Arcanist's set and the above quote for what's to come for Sorc.Monolith of Storms currently cannot Critically Strike, despite scaling with your Offensive stats and not having an ingrained bonus modifier. There are ongoing discussions on which route the set will go – either enabling Critical Strikes or adding a self-bonus modifier on the set.
Dragonredux wrote: »YandereGirlfriend wrote: »So the NB set not buffing the Tether ultimate was listed as a BUG on the original PTS but now it's been changed to its official functionality?! What on Earth is that about!?
Good, I'm not crazy. Guess bugs = features now.
YandereGirlfriend wrote: »So the NB set not buffing the Tether ultimate was listed as a BUG on the original PTS but now it's been changed to its official functionality?! What on Earth is that about!?
That set is absolute dogwater now.
Finedaible wrote: »YandereGirlfriend wrote: »So the NB set not buffing the Tether ultimate was listed as a BUG on the original PTS but now it's been changed to its official functionality?! What on Earth is that about!?
That set is absolute dogwater now.
I just came here to mention this. Sounds like the same "fix" that Ambush got with its cast time...
i11ionward wrote: »Nobility in Decay
1. Minor Protection and Minor Resolve are good buffs in themselves, but Minor Resolve is easy to get in PvE with Combat Prayer and Resolving Vigor in PvP, Minor Protection already has Bone Tyrant Skill Line, the usefulness of these buffs on the set is questionable, I hope they will be reworked.
2. If reworking Minor Protection and Minor Resolve is not in the plans, then make at least some QoL changes: obviously, the most universal skill to trigger the set is Bone Armor, which you apply before entering combat, the requirement to be in combat to trigger the set is insane; Bone Armor lasts 20 seconds, and Minor Protection and Minor Resolve last 16 seconds, it would be consistent if the buffs lasted the same 20 seconds.
3. The best skills to use Beautiful Corpse with are Restoring Tether and Shocking Siphon, the current recovery time is too long to provide any real utility to Beautiful Corpse.
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.
MashmalloMan wrote: »I know this is only week 1, most changes come week 2 so I applaud you for the changes you've already made based on our feedback. They're all exactly what was suggested. DKs ult gen/corrosive/10s timer no CD, Necro's self corpse, hybridizing Arcanist's set and the above quote for what's to come for Sorc.Monolith of Storms currently cannot Critically Strike, despite scaling with your Offensive stats and not having an ingrained bonus modifier. There are ongoing discussions on which route the set will go – either enabling Critical Strikes or adding a self-bonus modifier on the set.
Gives me hope. Trust me, every Sorc knows this needs to crit, please make the right choice.
It's always been implied Sorc identity is rooted in high crit chance and speed. Our primary survival skill is called "Crit Surge". Those 2 things are our bread and butter, the set should highlight that, but in its current design it actively hurts them.
At the very least, if you don't agree the whole class has those 2 focuses, no one can debate the Stormcalling skill line that this is for, follows those 2 basic structures. Crit Surge/Power Surge, Streak/BOL, Hurricane/Boundless Storm, and even the ultimate given the fact that you toggle it on and off at will to become a sprinting lightning god. These 2 factors are what makes Sorc's unique and fun to play, zip around like lightning, elude like the wind...
Furthermore, ground dots should not tick on 2s, it feels really bad, it's unreliable with the way location detection works in this game and also goes against the classes speed focus. The counter to ground dots is to just walk away from them, so it's unnecessary to double nerf it by ticking on 2s. You are aware of this because you went against the change on skills in update 35 due to the backlash.
Due to the way Hurricane was nerfed from ticking on 2s instead of 1s and how pets passive DMG doesn't proc Crit Surge, I find it more important than ever to find a front bar damage set that can crit and ticks on 1s. This is especially important on a damage set because the class doesn't have any sticky dots and Lightning Flood/Liquid Lightning is just not worth the bar space right now.
If you're going to make a Sorc set... a storm set, it needs those 2 things minimum to be called a "Class set". You should adjust everything else it does to compliment that.
i11ionward wrote: »Nobility in Decay
1. Minor Protection and Minor Resolve are good buffs in themselves, but Minor Resolve is easy to get in PvE with Combat Prayer and Resolving Vigor in PvP, Minor Protection already has Bone Tyrant Skill Line, the usefulness of these buffs on the set is questionable, I hope they will be reworked.
2. If reworking Minor Protection and Minor Resolve is not in the plans, then make at least some QoL changes: obviously, the most universal skill to trigger the set is Bone Armor, which you apply before entering combat, the requirement to be in combat to trigger the set is insane; Bone Armor lasts 20 seconds, and Minor Protection and Minor Resolve last 16 seconds, it would be consistent if the buffs lasted the same 20 seconds.
3. The best skills to use Beautiful Corpse with are Restoring Tether and Shocking Siphon, the current recovery time is too long to provide any real utility to Beautiful Corpse.
Maybe replace Minor Protection and Minor Resolve with Major Evasion and Minor Expedition?
Let this set become the Necro version of Hurricane, and also allow Necro to obtain more additional and non-duplicate BUFFs.
MashmalloMan wrote: »
Hypothetical Patch Notes:
Monolith of Storms
- Can now crit, Crit Surge addicts can now get their fix.
- Monoliths can be spawned from any tick of a Storm Calling abilities damage instead of the 1st/5th tick, it is still capped to once every second, up to 3 at a time.
- Monoliths function closer to tethers in that they deal the same damage as links in a radius around them, similar to how we changed the Necro Class Set to be able to tether on itself in patch 9.2.1.
- Damage now ticks every 1 second instead of every 2 seconds and stacks up to 3 times per target, per player using the set. This results in each link/monolith doing 40% of the original damage for a total of 120% damage when stacked.
- Mage's Fury and morphs while using this set behave like spammables to help control where you spawn Monoliths and make the skill line and set function as a complete package. The damage in execute is reduced by 30%, with the new upfront damage bonus, this keeps the overall power the same as not using the set in execute.
Sorcerer:
- Storm Calling
- Mage's Fury
- This ability now scales based on your highest resource. Stam Sorc's rejoice!
My Thought Process:
These changes are to sum up what I think most of us want for the current design of the set, taken from this thread, Youtube, Twitch and my own personal thoughts. They're simple, but effective. I wish it was a completely different design, but I think this is a middle ground where we can make your original intent behind the set clearer.
Changing Mage's Fury into a spammable (only when using this set) has multiple applications where you make the Storm Calling line viable as a dps line as well as providing a direct way to actively proc Monolith's instead of doing it completly passively. For too long, Sorc has been shoehorned into pets for DPS so why not use this set as a way to bring back Storm Calling no pet/1 pet sorc. Since the set crits and ticks on 1s, it now compliments Crit Surge for survivability as well, a skill which is found within the line.
Since the links are 28m long, I think it's necessary to nerf the damage if we're allowing them to stack up to 3. With my design, they deal 40% of the original tooltip, but 120% if stacked to 3 on a single target, with Monoliths dealing aoe damage like tethers. These changes make it so it's not so difficult that it becomes too much of a hurdle to use, but adds this extra element of strategy with the Mage's Fury changes to choose where you proc the Monoliths for maximum dps on high priority targets or maximum coverage to hit more enemies.
ESO_Nightingale wrote: »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 think this is a cool idea.MashmalloMan wrote: »I know this is only week 1, most changes come week 2 so I applaud you for the changes you've already made based on our feedback. They're all exactly what was suggested. DKs ult gen/corrosive/10s timer no CD, Necro's self corpse, hybridizing Arcanist's set and the above quote for what's to come for Sorc.Monolith of Storms currently cannot Critically Strike, despite scaling with your Offensive stats and not having an ingrained bonus modifier. There are ongoing discussions on which route the set will go – either enabling Critical Strikes or adding a self-bonus modifier on the set.
Gives me hope. Trust me, every Sorc knows this needs to crit, please make the right choice.
It's always been implied Sorc identity is rooted in high crit chance and speed. Our primary survival skill is called "Crit Surge". Those 2 things are our bread and butter, the set should highlight that, but in its current design it actively hurts them.
At the very least, if you don't agree the whole class has those 2 focuses, no one can debate the Stormcalling skill line that this is for, follows those 2 basic structures. Crit Surge/Power Surge, Streak/BOL, Hurricane/Boundless Storm, and even the ultimate given the fact that you toggle it on and off at will to become a sprinting lightning god. These 2 factors are what makes Sorc's unique and fun to play, zip around like lightning, elude like the wind...
Furthermore, ground dots should not tick on 2s, it feels really bad, it's unreliable with the way location detection works in this game and also goes against the classes speed focus. The counter to ground dots is to just walk away from them, so it's unnecessary to double nerf it by ticking on 2s. You are aware of this because you went against the change on skills in update 35 due to the backlash.
Due to the way Hurricane was nerfed from ticking on 2s instead of 1s and how pets passive DMG doesn't proc Crit Surge, I find it more important than ever to find a front bar damage set that can crit and ticks on 1s. This is especially important on a damage set because the class doesn't have any sticky dots and Lightning Flood/Liquid Lightning is just not worth the bar space right now.
If you're going to make a Sorc set... a storm set, it needs those 2 things minimum to be called a "Class set". You should adjust everything else it does to compliment that.
I find it really funny that almost no-one cares about the warden set. I've seen like maybe 3 pieces of feedback regarding it.
MashmalloMan wrote: »
Hypothetical Patch Notes:
Monolith of Storms
- Can now crit, Crit Surge addicts can now get their fix.
- Monoliths can be spawned from any tick of a Storm Calling abilities damage instead of the 1st/5th tick, it is still capped to once every second, up to 3 at a time.
- Monoliths function closer to tethers in that they deal the same damage as links in a radius around them, similar to how we changed the Necro Class Set to be able to tether on itself in patch 9.2.1.
- Damage now ticks every 1 second instead of every 2 seconds and stacks up to 3 times per target, per player using the set. This results in each link/monolith doing 40% of the original damage for a total of 120% damage when stacked.
- Mage's Fury and morphs while using this set behave like spammables to help control where you spawn Monoliths and make the skill line and set function as a complete package. The damage in execute is reduced by 30%, with the new upfront damage bonus, this keeps the overall power the same as not using the set in execute.
Sorcerer:
- Storm Calling
- Mage's Fury
- This ability now scales based on your highest resource. Stam Sorc's rejoice!
My Thought Process:
These changes are to sum up what I think most of us want for the current design of the set, taken from this thread, Youtube, Twitch and my own personal thoughts. They're simple, but effective. I wish it was a completely different design, but I think this is a middle ground where we can make your original intent behind the set clearer.
Changing Mage's Fury into a spammable (only when using this set) has multiple applications where you make the Storm Calling line viable as a dps line as well as providing a direct way to actively proc Monolith's instead of doing it completly passively. For too long, Sorc has been shoehorned into pets for DPS so why not use this set as a way to bring back Storm Calling no pet/1 pet sorc. Since the set crits and ticks on 1s, it now compliments Crit Surge for survivability as well, a skill which is found within the line.
Since the links are 28m long, I think it's necessary to nerf the damage if we're allowing them to stack up to 3. With my design, they deal 40% of the original tooltip, but 120% if stacked to 3 on a single target, with Monoliths dealing aoe damage like tethers. These changes make it so it's not so difficult that it becomes too much of a hurdle to use, but adds this extra element of strategy with the Mage's Fury changes to choose where you proc the Monoliths for maximum dps on high priority targets or maximum coverage to hit more enemies.
Crit Surge doesn't proc off procs. Not sure where this idea is coming from, but procs can't proc procs and crit surge is considered a proc. Crit Surge doesn't even work on sorc pet crits.
MashmalloMan wrote: »
Hypothetical Patch Notes:
Monolith of Storms
- Can now crit, Crit Surge addicts can now get their fix.
- Monoliths can be spawned from any tick of a Storm Calling abilities damage instead of the 1st/5th tick, it is still capped to once every second, up to 3 at a time.
- Monoliths function closer to tethers in that they deal the same damage as links in a radius around them, similar to how we changed the Necro Class Set to be able to tether on itself in patch 9.2.1.
- Damage now ticks every 1 second instead of every 2 seconds and stacks up to 3 times per target, per player using the set. This results in each link/monolith doing 40% of the original damage for a total of 120% damage when stacked.
- Mage's Fury and morphs while using this set behave like spammables to help control where you spawn Monoliths and make the skill line and set function as a complete package. The damage in execute is reduced by 30%, with the new upfront damage bonus, this keeps the overall power the same as not using the set in execute.
Sorcerer:
- Storm Calling
- Mage's Fury
- This ability now scales based on your highest resource. Stam Sorc's rejoice!
My Thought Process:
These changes are to sum up what I think most of us want for the current design of the set, taken from this thread, Youtube, Twitch and my own personal thoughts. They're simple, but effective. I wish it was a completely different design, but I think this is a middle ground where we can make your original intent behind the set clearer.
Changing Mage's Fury into a spammable (only when using this set) has multiple applications where you make the Storm Calling line viable as a dps line as well as providing a direct way to actively proc Monolith's instead of doing it completly passively. For too long, Sorc has been shoehorned into pets for DPS so why not use this set as a way to bring back Storm Calling no pet/1 pet sorc. Since the set crits and ticks on 1s, it now compliments Crit Surge for survivability as well, a skill which is found within the line.
Since the links are 28m long, I think it's necessary to nerf the damage if we're allowing them to stack up to 3. With my design, they deal 40% of the original tooltip, but 120% if stacked to 3 on a single target, with Monoliths dealing aoe damage like tethers. These changes make it so it's not so difficult that it becomes too much of a hurdle to use, but adds this extra element of strategy with the Mage's Fury changes to choose where you proc the Monoliths for maximum dps on high priority targets or maximum coverage to hit more enemies.
Crit Surge doesn't proc off procs. Not sure where this idea is coming from, but procs can't proc procs and crit surge is considered a proc. Crit Surge doesn't even work on sorc pet crits.
CameraBeardThePirate wrote: »MashmalloMan wrote: »
Hypothetical Patch Notes:
Monolith of Storms
- Can now crit, Crit Surge addicts can now get their fix.
- Monoliths can be spawned from any tick of a Storm Calling abilities damage instead of the 1st/5th tick, it is still capped to once every second, up to 3 at a time.
- Monoliths function closer to tethers in that they deal the same damage as links in a radius around them, similar to how we changed the Necro Class Set to be able to tether on itself in patch 9.2.1.
- Damage now ticks every 1 second instead of every 2 seconds and stacks up to 3 times per target, per player using the set. This results in each link/monolith doing 40% of the original damage for a total of 120% damage when stacked.
- Mage's Fury and morphs while using this set behave like spammables to help control where you spawn Monoliths and make the skill line and set function as a complete package. The damage in execute is reduced by 30%, with the new upfront damage bonus, this keeps the overall power the same as not using the set in execute.
Sorcerer:
- Storm Calling
- Mage's Fury
- This ability now scales based on your highest resource. Stam Sorc's rejoice!
My Thought Process:
These changes are to sum up what I think most of us want for the current design of the set, taken from this thread, Youtube, Twitch and my own personal thoughts. They're simple, but effective. I wish it was a completely different design, but I think this is a middle ground where we can make your original intent behind the set clearer.
Changing Mage's Fury into a spammable (only when using this set) has multiple applications where you make the Storm Calling line viable as a dps line as well as providing a direct way to actively proc Monolith's instead of doing it completly passively. For too long, Sorc has been shoehorned into pets for DPS so why not use this set as a way to bring back Storm Calling no pet/1 pet sorc. Since the set crits and ticks on 1s, it now compliments Crit Surge for survivability as well, a skill which is found within the line.
Since the links are 28m long, I think it's necessary to nerf the damage if we're allowing them to stack up to 3. With my design, they deal 40% of the original tooltip, but 120% if stacked to 3 on a single target, with Monoliths dealing aoe damage like tethers. These changes make it so it's not so difficult that it becomes too much of a hurdle to use, but adds this extra element of strategy with the Mage's Fury changes to choose where you proc the Monoliths for maximum dps on high priority targets or maximum coverage to hit more enemies.
Crit Surge doesn't proc off procs. Not sure where this idea is coming from, but procs can't proc procs and crit surge is considered a proc. Crit Surge doesn't even work on sorc pet crits.
Nothing procs on Pet Damage/Healing. Another long-outdated rule that should be changed.