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.
Turtle_Bot 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.
Crit surge does indeed proc off proc sets (assuming they meet the condition of critting).
Pets are different, they don't proc crit surge or proc sets.
This is because the pets count as their own separate entities so their damage doesn't count as being done by the caster of crit surge or the wearer of the proc sets.
It makes sense from a logical perspective, but it severely hinders sorcerer when so many of the crucial aspects of top end combat are taken from the class and forced into the pets (sticky damage over time, Burst Heal, AoE damage) or rely on the caster doing/wearing something (class Heal over Time in crit surge and proc sets).
YandereGirlfriend wrote: »I think that the Warden set is meant as a PvP set, TBH.
In that respect, Minor Heroism is... okay. But it's the Season of the Fall component that is very lacking.
A good deal of that is because you cannot reliably target where the Major Maim AOE actually procs. It seems to proc on the first Green Balance healing tick that happens after you cast the 2x non-Green Balance skills to activate the mode. The only way that works reliably is if you are playing solo, in which case it procs on yourself, which is such a tiny use case on a group buff set as to be not worth considering.
IMO, the whole Season of the Fall component should be re-worked and provide a different buff than Minor Vitality and Major Maim (while scrapping the AOE component altogether because it is simply too clunky). I think that something like Major Vitality would be very interesting.
Necrotech_Master wrote: »Turtle_Bot 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.
Crit surge does indeed proc off proc sets (assuming they meet the condition of critting).
Pets are different, they don't proc crit surge or proc sets.
This is because the pets count as their own separate entities so their damage doesn't count as being done by the caster of crit surge or the wearer of the proc sets.
It makes sense from a logical perspective, but it severely hinders sorcerer when so many of the crucial aspects of top end combat are taken from the class and forced into the pets (sticky damage over time, Burst Heal, AoE damage) or rely on the caster doing/wearing something (class Heal over Time in crit surge and proc sets).
that same logic is also what severely hinders necromancers, arguably worse than sorcs
No thanks, I'm fine with necro being a "dark sorcerer" with temporary summons, not interested in sacrificing 2 bar slots each for permanent summons. If I want to play a minion class I can boot up Diablo 4 just fine, and the last sentence is strange, pets have always been part of sorcerer since the beta.Turtle_Bot wrote: »Imo, they should have just made Necro "the summoner class" making archer/mage and spirit mender into permanent pets instead of the current "combined yet don't count as either" pets/dots that they currently are and reverted a lot of their (at the time, recent) changes to sorcs to bring them back to being the mage class that they used to be.
No thanks, I'm fine with necro being a "dark sorcerer" with temporary summons, not interested in sacrificing 2 bar slots each for permanent summons. If I want to play a minion class I can boot up Diablo 4 just fine, and the last sentence is strange, pets have always been part of sorcerer since the beta.
Now we have a class set angled at tackling one of sorcs weak areas, lack of cleave options, however it lacks dps, can only be used by 1 sorc in a group and has proc conditions that require a non existent meta because the skills are too weak to justify using.
What are you thinking ZoS?!?!
For Context:
5 Piece Bonus:
While in combat and with at least 20 Ultimate, strengthens your non-Ultimate Siphoning abilities at the cost of Ultimate: Increases the damage and healing of non-Ultimate Siphoning abilities by 17% of your current Ultimate, up to 200, from a minimum of 3% to a maximum of 34%. Reduces the cost of Siphoning abilities by 15%. Casting Siphoning abilities drains you of 1% of your current Ultimate, with a minimum of 1.
Update from 9.2.1:
Soul Cleaver: Updated this set’s tooltip to mention that the Siphoning Ultimate does not gain the damage or healing increase since you spend your Ultimate upon activation, putting you under its requirement of 20 Ultimate to gain the set’s effects.
I just wanted to add my support of the opinion that it is unfortunate that Soul Tether is not buffed in any way with the Soulcleaver set. I feel like a set that is intended to buff a skill line should buff the entire skill line, not just selected skills.
Why can't the ultimate "withdrawal" for activating the buff happen before the skill is cast? In other words, increase the cost of the ultimate to 101% and receive the buff at the amount of ultimate present at the time it is cast.
It will be balanced by the fact that you lose your 34% buff until you acquire enough ultimate to cast it again.
Mages fury is underpowered as an execute when you consider what a sorc has to give up to run it, namely scamp dps. As usual for eso balance it looks fine on paper but when you consider the rest of the class kit and how it synergies it’s just not worth running.
Lightning flood is also underwhelming since without the synergy the damage is sub par, it’s costly and annoying to use, but most of all because you have to drop something else to run it. The lack of bar space once again curtailing options.
The core issue is that sorc got heavily over nerfed in update 35 and then at the last minute they shoved the missing damage into daedric prey bonus to pet damage.
Because of this 1 pet builds are weak and no pet builds are bad.
Furthermore mag sorc has almost no stam options to take advantage of the hybrid changes leaving their sustain as garbage.
This is why 2 pet stam sorcs are strong and mag sorcs of any kind don’t exist. Changes like the 2h maelstrom weapon just solidifies this.
None of this is new information to anyone who has been paying even the slightest attention to the class. All of this has been said before and completely ignored.
Now we have a class set angled at tackling one of sorcs weak areas, lack of cleave options, however it lacks dps, can only be used by 1 sorc in a group and has proc conditions that require a non existent meta because the skills are too weak to justify using.
What are you thinking ZoS?!?!
None of it makes any sense and adding crits to the proc damage isn’t going to fix anything. It’s blatantly obvious you’re going to add crit to the set and then convince yourself it’s good to go and then be shocked that literally no one will use it because vet players will see it as the trash it is and casual players will be unable to clear enough of EA to obtain it.
This is a slow motion train wreck and everyone is screaming at you to try and avert disaster.
Why on earth aren’t you listening?!?!?
MashmalloMan wrote: »
- Crystal Weapon - remove the 1k pen for something more useful like Sundered status effect on hit for a bit of a damage boost and guaranteed way of proccing minor breach. The 1k pen is unamed, but it's so pitifully low that it's completely ignored. I think originally they thought trial comps would start asking for Stam Sorc's to come for this unique bonus, but that never happened.
- Crystal Frag - change it to shock damage.
ESO_Nightingale wrote: »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.
ESO_Nightingale wrote: »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.
ESO_Nightingale wrote: »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.
That's because they made it a healer set that gives buffs that no one cares about in trials. Healers are expected to wear sets that buff damage (e.g. Roaring Opportunist and Jourvalds, Martial Knowledge and Spell Power Cure, etc) not sets that increase mitigation.
For context:
Casting a Green Balance ability gives you Herald of Spring, causing your Green Balance overheals to apply Minor Heroism for 3 seconds. Casting 2 non-Green Balance class abilities within 2 seconds consumes Herald of Spring and gives you Harbinger of Fall for 10 seconds, causing your Green Balance overheals to create an 8 meter area for 5 seconds, applying Major Maim to enemies and Minor Vitality to allies. You can create an area once every 5 seconds. You cannot gain Herald of Spring while Harbinger of Fall is active.
Minor Heroism is easy to source, so that is already a fairly useless buff. Major Maim is nice, but if players can do content by buffing damage and skipping mechanics then they don't need it. Minor Vitality isn't needed.
Someone else can speak to what healers in PvP wear... maybe this is more useful to them.
IMO, this set as is will just be collected on the stickerbook of the 3 people that play wardens in Endless Archive and decon'ed for materials. If they want players to get excited about it, then it needs to provide group damage buffs.
ESO_Nightingale wrote: »ESO_Nightingale wrote: »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.
That's because they made it a healer set that gives buffs that no one cares about in trials. Healers are expected to wear sets that buff damage (e.g. Roaring Opportunist and Jourvalds, Martial Knowledge and Spell Power Cure, etc) not sets that increase mitigation.
For context:
Casting a Green Balance ability gives you Herald of Spring, causing your Green Balance overheals to apply Minor Heroism for 3 seconds. Casting 2 non-Green Balance class abilities within 2 seconds consumes Herald of Spring and gives you Harbinger of Fall for 10 seconds, causing your Green Balance overheals to create an 8 meter area for 5 seconds, applying Major Maim to enemies and Minor Vitality to allies. You can create an area once every 5 seconds. You cannot gain Herald of Spring while Harbinger of Fall is active.
Minor Heroism is easy to source, so that is already a fairly useless buff. Major Maim is nice, but if players can do content by buffing damage and skipping mechanics then they don't need it. Minor Vitality isn't needed.
Someone else can speak to what healers in PvP wear... maybe this is more useful to them.
IMO, this set as is will just be collected on the stickerbook of the 3 people that play wardens in Endless Archive and decon'ed for materials. If they want players to get excited about it, then it needs to provide group damage buffs.
massively agree here. it feels like it wasn't designed for trial environments, but maybe large scale group pvp?
MashmalloMan wrote: »For Context:
5 Piece Bonus:
While in combat and with at least 20 Ultimate, strengthens your non-Ultimate Siphoning abilities at the cost of Ultimate: Increases the damage and healing of non-Ultimate Siphoning abilities by 17% of your current Ultimate, up to 200, from a minimum of 3% to a maximum of 34%. Reduces the cost of Siphoning abilities by 15%. Casting Siphoning abilities drains you of 1% of your current Ultimate, with a minimum of 1.
Update from 9.2.1:
Soul Cleaver: Updated this set’s tooltip to mention that the Siphoning Ultimate does not gain the damage or healing increase since you spend your Ultimate upon activation, putting you under its requirement of 20 Ultimate to gain the set’s effects.
I just wanted to add my support of the opinion that it is unfortunate that Soul Tether is not buffed in any way with the Soulcleaver set. I feel like a set that is intended to buff a skill line should buff the entire skill line, not just selected skills.
Why can't the ultimate "withdrawal" for activating the buff happen before the skill is cast? In other words, increase the cost of the ultimate to 101% and receive the buff at the amount of ultimate present at the time it is cast.
It will be balanced by the fact that you lose your 34% buff until you acquire enough ultimate to cast it again.
Yeah it's really unfortunate. Don't really play NB at all, but even I think it should effect the ultimate too. This set was 1 of the most interesting of the 7 with a good design philosophy. If the 34% is too much of an issue, then it should be rebalanced to include the ultimate at any cost. I would have to agree with some of the comments here that the up to 34% bonus is a bit too powerful for a line which includes their burst heal so a change like this could help out the set 2 ways.
For example, instead of 17% of ult cost up to 200 (cap of 34%), do 16% of ult cost up to 150 (cost of ult + new cap of 24%), but now it buffs the ultimate. Progression stays relatively the same, caps out a little sooner, avoids the inevitable nerf that will come along with U41/42, and allows the whole line to function with the set as a complete package.
Bring it 1 step further, reduce the 15% cost reduction to 10-12%, but allow it to reduce the ultimate cost too. Bam, simple, still effective.
There is so many ways they can handle this to remove unnecessary invisible barriers. The set should effect everything in the line, pure and simple.
YandereGirlfriend wrote: »ESO_Nightingale wrote: »ESO_Nightingale wrote: »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.
That's because they made it a healer set that gives buffs that no one cares about in trials. Healers are expected to wear sets that buff damage (e.g. Roaring Opportunist and Jourvalds, Martial Knowledge and Spell Power Cure, etc) not sets that increase mitigation.
For context:
Casting a Green Balance ability gives you Herald of Spring, causing your Green Balance overheals to apply Minor Heroism for 3 seconds. Casting 2 non-Green Balance class abilities within 2 seconds consumes Herald of Spring and gives you Harbinger of Fall for 10 seconds, causing your Green Balance overheals to create an 8 meter area for 5 seconds, applying Major Maim to enemies and Minor Vitality to allies. You can create an area once every 5 seconds. You cannot gain Herald of Spring while Harbinger of Fall is active.
Minor Heroism is easy to source, so that is already a fairly useless buff. Major Maim is nice, but if players can do content by buffing damage and skipping mechanics then they don't need it. Minor Vitality isn't needed.
Someone else can speak to what healers in PvP wear... maybe this is more useful to them.
IMO, this set as is will just be collected on the stickerbook of the 3 people that play wardens in Endless Archive and decon'ed for materials. If they want players to get excited about it, then it needs to provide group damage buffs.
massively agree here. it feels like it wasn't designed for trial environments, but maybe large scale group pvp?
TBH, I think that it is intended as a newbie-friendly trial support set (for groups that don't ask their members to buy expensive dragon heroism potions).
It can be used in organized PvP as it currently stands but Minor Heroism isn't really a huge deal in most circumstances. The secondary effect for the Season of the Fall is completely unworkable for group play because you have no control at all over where/when the AOE will proc itself.
We've sort of touched on it before but I would recommend that they just double-down on the set's PvP utility and give Season of the Fall Major Vitality for 3 seconds upon overheal (and then keep the 10-second cooldown on Season of the Fall or even increase it a little bit). That would make the set very strong and desirable in PvP while also giving it much more of a clear offensive vs. defensive dynamic between the two Seasons/modes.
YandereGirlfriend wrote: »ESO_Nightingale wrote: »ESO_Nightingale wrote: »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.
That's because they made it a healer set that gives buffs that no one cares about in trials. Healers are expected to wear sets that buff damage (e.g. Roaring Opportunist and Jourvalds, Martial Knowledge and Spell Power Cure, etc) not sets that increase mitigation.
For context:
Casting a Green Balance ability gives you Herald of Spring, causing your Green Balance overheals to apply Minor Heroism for 3 seconds. Casting 2 non-Green Balance class abilities within 2 seconds consumes Herald of Spring and gives you Harbinger of Fall for 10 seconds, causing your Green Balance overheals to create an 8 meter area for 5 seconds, applying Major Maim to enemies and Minor Vitality to allies. You can create an area once every 5 seconds. You cannot gain Herald of Spring while Harbinger of Fall is active.
Minor Heroism is easy to source, so that is already a fairly useless buff. Major Maim is nice, but if players can do content by buffing damage and skipping mechanics then they don't need it. Minor Vitality isn't needed.
Someone else can speak to what healers in PvP wear... maybe this is more useful to them.
IMO, this set as is will just be collected on the stickerbook of the 3 people that play wardens in Endless Archive and decon'ed for materials. If they want players to get excited about it, then it needs to provide group damage buffs.
massively agree here. it feels like it wasn't designed for trial environments, but maybe large scale group pvp?
TBH, I think that it is intended as a newbie-friendly trial support set (for groups that don't ask their members to buy expensive dragon heroism potions).
It can be used in organized PvP as it currently stands but Minor Heroism isn't really a huge deal in most circumstances. The secondary effect for the Season of the Fall is completely unworkable for group play because you have no control at all over where/when the AOE will proc itself.
We've sort of touched on it before but I would recommend that they just double-down on the set's PvP utility and give Season of the Fall Major Vitality for 3 seconds upon overheal (and then keep the 10-second cooldown on Season of the Fall or even increase it a little bit). That would make the set very strong and desirable in PvP while also giving it much more of a clear offensive vs. defensive dynamic between the two Seasons/modes.
ESO_Nightingale wrote: »YandereGirlfriend wrote: »ESO_Nightingale wrote: »ESO_Nightingale wrote: »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.
That's because they made it a healer set that gives buffs that no one cares about in trials. Healers are expected to wear sets that buff damage (e.g. Roaring Opportunist and Jourvalds, Martial Knowledge and Spell Power Cure, etc) not sets that increase mitigation.
For context:
Casting a Green Balance ability gives you Herald of Spring, causing your Green Balance overheals to apply Minor Heroism for 3 seconds. Casting 2 non-Green Balance class abilities within 2 seconds consumes Herald of Spring and gives you Harbinger of Fall for 10 seconds, causing your Green Balance overheals to create an 8 meter area for 5 seconds, applying Major Maim to enemies and Minor Vitality to allies. You can create an area once every 5 seconds. You cannot gain Herald of Spring while Harbinger of Fall is active.
Minor Heroism is easy to source, so that is already a fairly useless buff. Major Maim is nice, but if players can do content by buffing damage and skipping mechanics then they don't need it. Minor Vitality isn't needed.
Someone else can speak to what healers in PvP wear... maybe this is more useful to them.
IMO, this set as is will just be collected on the stickerbook of the 3 people that play wardens in Endless Archive and decon'ed for materials. If they want players to get excited about it, then it needs to provide group damage buffs.
massively agree here. it feels like it wasn't designed for trial environments, but maybe large scale group pvp?
TBH, I think that it is intended as a newbie-friendly trial support set (for groups that don't ask their members to buy expensive dragon heroism potions).
It can be used in organized PvP as it currently stands but Minor Heroism isn't really a huge deal in most circumstances. The secondary effect for the Season of the Fall is completely unworkable for group play because you have no control at all over where/when the AOE will proc itself.
We've sort of touched on it before but I would recommend that they just double-down on the set's PvP utility and give Season of the Fall Major Vitality for 3 seconds upon overheal (and then keep the 10-second cooldown on Season of the Fall or even increase it a little bit). That would make the set very strong and desirable in PvP while also giving it much more of a clear offensive vs. defensive dynamic between the two Seasons/modes.
This frustrates me. we have too many beginner friendly sets in the game, that wasting an entire class set on it is frankly insulting. this was zenimax's oppertunity to go wild with class skill combos and synergies but it's so far from hitting the mark. it's just painful at this point.
I had time to play with the templar's Wrathsun ability today. I felt like the rate I gained stacks was decent enough, I especially like that it wasn't 1 stack per second, total, it was 1 stack per ability per second. However, the 10 second timer before you lose all of your progress to 50 was way too stressful. There are far too many walking segments in dungeons and everywhere else for me to be interested in a proc requiring 50 stacks that all disappear after a 10 second timer. When I was playing around in Craglorn's Spellscar, I lost my stacks a few times before I could drop the Wrathsun after reaching 50 stacks. I'm sure it'd be better if I fooled around more, but 100% of the Wrathsuns I dropped on the last enemy of the swarm as it was near death. It was incredibly underwhelming.
I really liked the aura effect and color, and I found it whimsical and fun that it appeared to glow brighter as stacks accumulated.
This set feels like it is intended solely for PVP to assist a player in bringing an end to a fight that is dragging on too long. I don't like it, and I don't like that it would be sourced in a new activity where I wouldn't want to use it.
I'd like to see the stacks last longer, and I wouldn't notice if it lost the building magicka regen in order for the stacks to last longer if that's what it would take. I'd also prefer if I could then trigger the 25% buff and Wrathsun drop within that longer stack lifetime after my next cast of a Dawn's Wrath ability instead of it suddenly just appearing.
I had time to play with the templar's Wrathsun ability today. I felt like the rate I gained stacks was decent enough, I especially like that it wasn't 1 stack per second, total, it was 1 stack per ability per second. However, the 10 second timer before you lose all of your progress to 50 was way too stressful. There are far too many walking segments in dungeons and everywhere else for me to be interested in a proc requiring 50 stacks that all disappear after a 10 second timer. When I was playing around in Craglorn's Spellscar, I lost my stacks a few times before I could drop the Wrathsun after reaching 50 stacks. I'm sure it'd be better if I fooled around more, but 100% of the Wrathsuns I dropped on the last enemy of the swarm as it was near death. It was incredibly underwhelming.
I really liked the aura effect and color, and I found it whimsical and fun that it appeared to glow brighter as stacks accumulated.
This set feels like it is intended solely for PVP to assist a player in bringing an end to a fight that is dragging on too long. I don't like it, and I don't like that it would be sourced in a new activity where I wouldn't want to use it.
I'd like to see the stacks last longer, and I wouldn't notice if it lost the building magicka regen in order for the stacks to last longer if that's what it would take. I'd also prefer if I could then trigger the 25% buff and Wrathsun drop within that longer stack lifetime after my next cast of a Dawn's Wrath ability instead of it suddenly just appearing.
For this set I feel like a better interaction would be if it procs when you cast Nova at full stacks instead of automatically casting a "Nova" at some random target after gaining the stacks.
I had time to play with the templar's Wrathsun ability today. I felt like the rate I gained stacks was decent enough, I especially like that it wasn't 1 stack per second, total, it was 1 stack per ability per second. However, the 10 second timer before you lose all of your progress to 50 was way too stressful. There are far too many walking segments in dungeons and everywhere else for me to be interested in a proc requiring 50 stacks that all disappear after a 10 second timer. When I was playing around in Craglorn's Spellscar, I lost my stacks a few times before I could drop the Wrathsun after reaching 50 stacks. I'm sure it'd be better if I fooled around more, but 100% of the Wrathsuns I dropped on the last enemy of the swarm as it was near death. It was incredibly underwhelming.
I really liked the aura effect and color, and I found it whimsical and fun that it appeared to glow brighter as stacks accumulated.
This set feels like it is intended solely for PVP to assist a player in bringing an end to a fight that is dragging on too long. I don't like it, and I don't like that it would be sourced in a new activity where I wouldn't want to use it.
I'd like to see the stacks last longer, and I wouldn't notice if it lost the building magicka regen in order for the stacks to last longer if that's what it would take. I'd also prefer if I could then trigger the 25% buff and Wrathsun drop within that longer stack lifetime after my next cast of a Dawn's Wrath ability instead of it suddenly just appearing.
For this set I feel like a better interaction would be if it procs when you cast Nova at full stacks instead of automatically casting a "Nova" at some random target after gaining the stacks.