Necrotech_Master wrote: »the macabre vintage set seems like it could be a little mix
in overland it might feel about right to underpowered, as most overland enemies have 48,000 hp or less
in vet content, it might be OK for trash fights, but the dmg cap is extremely low in that situation, like to the point i dont even know why it has a 50% hp cap if 24,000 hp is barely 10% of most of the hp of the weakest trash level vet enemies
i also see this set potentially being problematic in PVP, while the text says it only works on monsters, there are a lot of NPC targets in pvp, for cyro includes the guards, and IC includes everything
since the scaling is 50% of the monsters health, i dont know how this would interact with battle spirit when transferring dmg, and even WITH battle spirit, that would still hit most players for 8-12k dmg, which could nuke them if you killed a bunch of NPCs near them
*note: i have not been on the PTS, but this is some issues i was noting when i was thinking about the set
Necrotech_Master wrote: »the macabre vintage set seems like it could be a little mix
in overland it might feel about right to underpowered, as most overland enemies have 48,000 hp or less
in vet content, it might be OK for trash fights, but the dmg cap is extremely low in that situation, like to the point i dont even know why it has a 50% hp cap if 24,000 hp is barely 10% of most of the hp of the weakest trash level vet enemies
i also see this set potentially being problematic in PVP, while the text says it only works on monsters, there are a lot of NPC targets in pvp, for cyro includes the guards, and IC includes everything
since the scaling is 50% of the monsters health, i dont know how this would interact with battle spirit when transferring dmg, and even WITH battle spirit, that would still hit most players for 8-12k dmg, which could nuke them if you killed a bunch of NPCs near them
*note: i have not been on the PTS, but this is some issues i was noting when i was thinking about the set
Admittedly, I'm not super knowledgeable on the ins and outs of item sets but I was honestly questioning why this particular overland set has a 2nd 5-line bonus when the other 2 overland sets do not.
Macabre Vintage – Medium
2 – Adds 129 Weapon and Spell Damage
3 – Adds 129 Weapon and Spell Damage
4 – Adds 129 Weapon and Spell Damage
5 – Adds 150 Weapon and Spell Damage
5 – When you kill a monster they burst with blood magic, dealing 50% of their Max Health to enemies within 6 meters as Bleed Damage, up to 24096 Bleed Damage. This damage cannot critically strike. This effect can occur once every 0.5 seconds.
Its like you are trying to give us plague break back. It is already fun. Thanks.
Overall loving this.
This would be great on some solo Oakensoul HA builds and a piece of Crit chance and penetration would be great.
But most important is to have at least something for boss fights. Maybe 20k bleed damage every 10 seconds it target does not die? At least a little something. Plague break would at least give a little proc dps on long boss fights without adds.
Thanks for this new set.
On paper Shadow Queen's Cowl looks interesting with some caveats:
I am unsure if I understand the description correctly, I am supposed to successfully pickpocket guard or witness, to gain only 10 seconds of them being stunned and having harder time detecting me? I haveissue thinking out of scenarios where it would be useful. In all the cases I could think of, of having a guard or potential witness turned effectively blind to my presence, the 10s duration is not enough to cover it, and unless the distraction pickpocket is guaranteed, it would also pose more risk than benefit.
Additionally, it is a light weight item, that is made for sneaky thievery/murdery activities... but all the passives related to sneaking are on medium armor, meaning that this very non-combat mythic still requires us to somewhat gimp our sneaking capabilities to gain it's benefits.....
Macabre Vintage need a range increase, and either a removal of the cooldown or the ability for multiple players to apply it, as it currently needs final blow. It's pretty underpowered mostly due to the range. I could only really see a use for it in BRP farming, and its alright but not better than sulxan in more spread out packs like skyreach and spellscar etc. that is the range problem. Also, the fact that it has both a ''50% of max hp'' and a hard dmg cap is kinda pointless, i'd suggest either making the damage the flat capped amount no matter what or to make it scale up hard but only to a max of 50% of enemy hp (no cap) which would give it some very interesting niche.
Necrotech_Master wrote: »Macabre Vintage need a range increase, and either a removal of the cooldown or the ability for multiple players to apply it, as it currently needs final blow. It's pretty underpowered mostly due to the range. I could only really see a use for it in BRP farming, and its alright but not better than sulxan in more spread out packs like skyreach and spellscar etc. that is the range problem. Also, the fact that it has both a ''50% of max hp'' and a hard dmg cap is kinda pointless, i'd suggest either making the damage the flat capped amount no matter what or to make it scale up hard but only to a max of 50% of enemy hp (no cap) which would give it some very interesting niche.
i would agree with this assessment
98% of NPC mobs will have well over the ~48,000 hp needed to hit the dmg cap on this set, so unless this set can work in PVP and proc off of players too, i dont see this set being that useful (i could still see it being OK in pvp due to the NPCs that are in there because it would be an extremely easy ~24k aoe dmg
MashmalloMan wrote: »Necrotech_Master wrote: »Macabre Vintage need a range increase, and either a removal of the cooldown or the ability for multiple players to apply it, as it currently needs final blow. It's pretty underpowered mostly due to the range. I could only really see a use for it in BRP farming, and its alright but not better than sulxan in more spread out packs like skyreach and spellscar etc. that is the range problem. Also, the fact that it has both a ''50% of max hp'' and a hard dmg cap is kinda pointless, i'd suggest either making the damage the flat capped amount no matter what or to make it scale up hard but only to a max of 50% of enemy hp (no cap) which would give it some very interesting niche.
i would agree with this assessment
98% of NPC mobs will have well over the ~48,000 hp needed to hit the dmg cap on this set, so unless this set can work in PVP and proc off of players too, i dont see this set being that useful (i could still see it being OK in pvp due to the NPCs that are in there because it would be an extremely easy ~24k aoe dmg
My impression of it as an overland set is it's meant to be used in overland content, especially as a replacement for the removal of Plaguebreak working in PVE. 50% HP with a cap of 24k means it gets full value on mobs with 48k HP which is the ballpark majority of overland mobs. To top it off, the proc condition requires you to last hit which is only really a problem in group content.
There is nothing wrong with sets built for different types of content, I know overland is a bit of a joke, but I even had an optimized build for it so I could farm as quick as possible. With this new set, I can go back to what made that work so well before they nerfed PB.
Eg. Maelstrom 2H backbar infused, Rush of Agony body training, Plaguebreak front bar training/jewelry, Mora's Whispers 1p shoulder training, and 1p Slimecraw training.
Necrotech_Master wrote: »MashmalloMan wrote: »Necrotech_Master wrote: »Macabre Vintage need a range increase, and either a removal of the cooldown or the ability for multiple players to apply it, as it currently needs final blow. It's pretty underpowered mostly due to the range. I could only really see a use for it in BRP farming, and its alright but not better than sulxan in more spread out packs like skyreach and spellscar etc. that is the range problem. Also, the fact that it has both a ''50% of max hp'' and a hard dmg cap is kinda pointless, i'd suggest either making the damage the flat capped amount no matter what or to make it scale up hard but only to a max of 50% of enemy hp (no cap) which would give it some very interesting niche.
i would agree with this assessment
98% of NPC mobs will have well over the ~48,000 hp needed to hit the dmg cap on this set, so unless this set can work in PVP and proc off of players too, i dont see this set being that useful (i could still see it being OK in pvp due to the NPCs that are in there because it would be an extremely easy ~24k aoe dmg
My impression of it as an overland set is it's meant to be used in overland content, especially as a replacement for the removal of Plaguebreak working in PVE. 50% HP with a cap of 24k means it gets full value on mobs with 48k HP which is the ballpark majority of overland mobs. To top it off, the proc condition requires you to last hit which is only really a problem in group content.
There is nothing wrong with sets built for different types of content, I know overland is a bit of a joke, but I even had an optimized build for it so I could farm as quick as possible. With this new set, I can go back to what made that work so well before they nerfed PB.
Eg. Maelstrom 2H backbar infused, Rush of Agony body training, Plaguebreak front bar training/jewelry, Mora's Whispers 1p shoulder training, and 1p Slimecraw training.
yeah, it could be OK for public dungeon farming, for most classes, though like an arc with azureblight is probably more effective for that
if your looking at even solo running group dungeons on normal, i think the weakest mobs in there usually have like 60k hp which is still above the cap, so it might help some on that
the 0.5 sec cooldown will prevent it from chaining like plague could
i think this set though will still actually end up being fairly effective in pvp, at least IC for sure because of the quantity of NPCs in the area, a 12k (24k with battle spirit) burst every half of a sec in aoe sounds like it could still pop unsuspecting people
Slivers of the Null Arca damage is pretty bad, dealing even less damage than many dungeon sets. The damage parameters need to be increased, or the effect needs to be redesigned, for example: Dealing Critical Damage causes X points of (direct) damage to the target, up to once every 3 seconds.
Lucent Echoes unfortunately only gives 11% Critical Damage and Healing. If it were increased to 15%, it could completely replace EC.