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Scribing Abilities Seem Strong

  • Sheuib
    Sheuib
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    Jsmalls wrote: »
    Some more than others, but the ones with a cast time seem to be overloaded. They shouldn't go live as is. I'm going to add screen shots in posts below. But it's actually absurd how strong some of these abilities appear.

    Disclaimer: Speaking from a PvP perspective.

    I was on the PTS with my PVP build and the numbers all seemed to be in the same range as my other abilities. I would expect an ability with a 2 second cast time should be really big because that is a long cast time in pvp. It isn't going to be spammable with a cast time like that. Someone will venom arrow or crushing shock someone trying to spam it.

    Look at the instant cast abilities and compare them to one of your other instant cast abilities and they are the same.

    I personally love the system. It gives you ways to fill gaps in your playstyle without really having to sacrifice your playstyle.
  • Jsmalls
    Jsmalls
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    Sheuib wrote: »
    Jsmalls wrote: »
    Some more than others, but the ones with a cast time seem to be overloaded. They shouldn't go live as is. I'm going to add screen shots in posts below. But it's actually absurd how strong some of these abilities appear.

    Disclaimer: Speaking from a PvP perspective.

    I was on the PTS with my PVP build and the numbers all seemed to be in the same range as my other abilities. I would expect an ability with a 2 second cast time should be really big because that is a long cast time in pvp. It isn't going to be spammable with a cast time like that. Someone will venom arrow or crushing shock someone trying to spam it.

    Look at the instant cast abilities and compare them to one of your other instant cast abilities and they are the same.

    I personally love the system. It gives you ways to fill gaps in your playstyle without really having to sacrifice your playstyle.

    So not sure how into PvP you are but the reason it seems a bit out of place is due to the larger stacked damage into an ability that you can cast from safety (28m will benefit from reach passives).

    Additionally I understand that you're skipping 1-2 light attacks and taking the "risk" to do the cast time, but generally attacks that do that large of damage are locked behind ultimate costs.

    Doing a large amount of damage in a single instance can't really be balanced by giving it a cast time.

    The person on the other side of the attack is able to mitigate 2 light attacks and 2 skills from HoTs and burst heals etc. Receiving a large burst of damage that drops you to say half health can easily get you killed.

    And this is a MASSIVE AoE. Half of me wants to say let this go to live because it honestly might help break up ball groups.

    The other half knows it's going to get spammed from Xv1ers in the distance and nuke my health bar. You can build completely into damage and use this from the safety of range. Expect to be hit by 15-20k damage instances of this ability if this goes live. Mark my words!
    Edited by Jsmalls on April 20, 2024 10:53PM
  • Sheuib
    Sheuib
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    olsborg wrote: »
    Vault is going to be an insane 1vX tool for getting out of trouble, you port 15m backwards while you root and snare players you hit and you gain minor expedition for 10s. Good luck catching the bow-guys ^^

    I am actually looking forward to using this ability. Yes, the escape is going to be useful but I think it is going to be more useful in the fight. Someone is chasing you and next thing you know you are chasing them.

    I am planning on using the root, remove roll dodge stack, and major evasion. That combination is going to be strong for my playstyle. I like to roll dodge a lot and I don't have another source of major evasion without making significant changes. As a matter of fact vault is the only spell crafting ability I plan on using.

    I think if people try to create the insane single ability combination with spell crafting they are really going to lose out on the ability to fill gaps in your build.
  • olsborg
    olsborg
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    Sheuib wrote: »
    olsborg wrote: »
    Vault is going to be an insane 1vX tool for getting out of trouble, you port 15m backwards while you root and snare players you hit and you gain minor expedition for 10s. Good luck catching the bow-guys ^^

    I am actually looking forward to using this ability. Yes, the escape is going to be useful but I think it is going to be more useful in the fight. Someone is chasing you and next thing you know you are chasing them.

    I am planning on using the root, remove roll dodge stack, and major evasion. That combination is going to be strong for my playstyle. I like to roll dodge a lot and I don't have another source of major evasion without making significant changes. As a matter of fact vault is the only spell crafting ability I plan on using.

    I think if people try to create the insane single ability combination with spell crafting they are really going to lose out on the ability to fill gaps in your build.

    Im planning on using bow for pvp again for the first time in ....ages. It looks fun and rewarding to play an elusive acrobat who can also kill you. Vault looks and feel rly fun to use on pts. I also plan to try out Traveling Knife, for cc and debuffing my targets. Overall I like the new system alot, but some abilities does seem very strong considering many of them also has a 28m range. Specificly the singletarget heal you can make and the singletarget damage from soul magic.

    PC EU
    PvP only
  • Sheuib
    Sheuib
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    Jsmalls wrote: »
    Sheuib wrote: »
    Jsmalls wrote: »
    Some more than others, but the ones with a cast time seem to be overloaded. They shouldn't go live as is. I'm going to add screen shots in posts below. But it's actually absurd how strong some of these abilities appear.

    Disclaimer: Speaking from a PvP perspective.

    I was on the PTS with my PVP build and the numbers all seemed to be in the same range as my other abilities. I would expect an ability with a 2 second cast time should be really big because that is a long cast time in pvp. It isn't going to be spammable with a cast time like that. Someone will venom arrow or crushing shock someone trying to spam it.

    Look at the instant cast abilities and compare them to one of your other instant cast abilities and they are the same.

    I personally love the system. It gives you ways to fill gaps in your playstyle without really having to sacrifice your playstyle.

    So not sure how into PvP you are but the reason it seems a bit out of place is due to the larger stacked damage into an ability that you can cast from safety (28m will benefit from reach passives).

    Additionally I understand that you're skipping 1-2 light attacks and taking the "risk" to do the cast time, but generally attacks that do that large of damage are locked behind ultimate costs.

    Doing a large amount of damage in a single instance can't really be balanced by giving it a cast time.

    The person on the other side of the attack is able to mitigate 2 light attacks and 2 skills from HoTs and burst heals etc. Receiving a large burst of damage that drops you to say half health can easily get you killed.

    And this is a MASSIVE AoE. Half of me wants to say let this go to live because it honestly might help break up ball groups.

    The other half knows it's going to get spammed from Xv1ers in the distance and nuke my health bar. You can build completely into damage and use this from the safety of range. Expect to be hit by 15-20k damage instances of this ability if this goes live. Mark my words!

    It's only safe if you are on a wall which makes it no different than a person with siege on the wall. People trying to use a 2 second cast in an unprotected position are going to get run over and probably miss the target most of the time. I am sure there is going to be a wave of people using this skill when it comes out but the majority will quickly move away from it. Cast times are very difficult to pull off in unprotected positions.
  • Foxtrot39
    Foxtrot39
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    Tsukiino wrote: »
    None of these skills will be used for parsing in PvE.

    They're all pretty weak comparatively to the regular base abilities.

    Thats wrong tho, they're highly flexible, lot of utility
  • Seraphayel
    Seraphayel
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    Jsmalls wrote: »
    Soul ability
    Spammable with execute functionality. And major breach with a high uptime.

    j9v8qox8by0g.jpg

    Good, Magicka needed for the longest time a ranged execute ability which is/was lacking for half of the available classes. In PvP this won’t be much of an issue at all due to the values going down and builds being too tanky in general.
    Edited by Seraphayel on April 21, 2024 3:56PM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • StihlReign
    StihlReign
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    Nothing looks OP here. Damage after Battle-spirit with the current cool-downs should be OK in Cyrodiil.

    Pre-NERFing just prolongs the current tank-meta that most are sick of.

    Nerf AFTER live. Collect more data. That should take a few months.
    "O divine art of subtlety and secrecy!

    Through you we learn to be invisible, through you inaudible; and hence we can hold the enemy’s fate in our hands.” – Ch. VI, v. 8-9. — Master Sun Tzu

    "You haven't beaten me you've sacrificed sure footing for a killing stroke." — Ra's al Ghul

    He who is prudent and lies in wait for an enemy who is not, will be victorious — Master Sun Tzu

    LoS
  • pklemming
    pklemming
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    robpr wrote: »
    notyuu wrote: »
    2rpw2pl1k4nr.png

    bearing in mind this was made on a character that's completely naked
    seems a bit.....stacked

    I hope this is unfinished, all Oblivion damage sources have a damage cap. If this skill doesn't, it will melt PvE bosses in few hits.

    Yeah, a 25 mil trial boss taking 2 million damage a cast seems broken. 12 people in a trial, casting this at once will instagib any boss.
  • Durham
    Durham
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    No more range executes please! Right now this game is already 90% range with stupid destruction staff benefits with status effects.
    PVP DEADWAIT
    PVP The Unguildables
  • Seraphayel
    Seraphayel
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    Durham wrote: »
    No more range executes please! Right now this game is already 90% range with stupid destruction staff benefits with status effects.

    3/7 classes have ranged executes, Magicka builds in general have 0 ranged executes outside of classes. Melee has 2. Magicka builds for the longest time needed a class-agnostic ranged execute ability.
    Edited by Seraphayel on April 22, 2024 2:15PM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Jsmalls
    Jsmalls
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    Seraphayel wrote: »
    Durham wrote: »
    No more range executes please! Right now this game is already 90% range with stupid destruction staff benefits with status effects.

    3/7 classes have ranged executes, Magicka builds in general have 0 ranged executes outside of classes. Melee has 2. Magicka builds for the longest time needed a class-agnostic ranged execute ability.

    And out of those 3/7 how many function as both a spammable and an execute?
  • Seraphayel
    Seraphayel
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    Jsmalls wrote: »
    Seraphayel wrote: »
    Durham wrote: »
    No more range executes please! Right now this game is already 90% range with stupid destruction staff benefits with status effects.

    3/7 classes have ranged executes, Magicka builds in general have 0 ranged executes outside of classes. Melee has 2. Magicka builds for the longest time needed a class-agnostic ranged execute ability.

    And out of those 3/7 how many function as both a spammable and an execute?

    As soon as the threshold is reached every execute becomes the spammable. I don't really see what's the problem here, that you can save one skill on your bar? Scribing skills don't have any synergies with passives on top of that.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • StihlReign
    StihlReign
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    Jsmalls wrote: »
    Soul ability
    Spammable with execute functionality. And major breach with a high uptime.

    j9v8qox8by0g.jpg

    Major Breach with low uptime...

    Major Breach is already free with 30sec uptime.
    "O divine art of subtlety and secrecy!

    Through you we learn to be invisible, through you inaudible; and hence we can hold the enemy’s fate in our hands.” – Ch. VI, v. 8-9. — Master Sun Tzu

    "You haven't beaten me you've sacrificed sure footing for a killing stroke." — Ra's al Ghul

    He who is prudent and lies in wait for an enemy who is not, will be victorious — Master Sun Tzu

    LoS
  • StihlReign
    StihlReign
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    StihlReign wrote: »
    Jsmalls wrote: »
    Soul ability
    Spammable with execute functionality. And major breach with a high uptime.

    j9v8qox8by0g.jpg

    Major Breach with low uptime...

    Major Breach is already free with 30sec uptime.

    Soul Gem cost is too high....perhaps 10% Chance to Consume would be better.

    "O divine art of subtlety and secrecy!

    Through you we learn to be invisible, through you inaudible; and hence we can hold the enemy’s fate in our hands.” – Ch. VI, v. 8-9. — Master Sun Tzu

    "You haven't beaten me you've sacrificed sure footing for a killing stroke." — Ra's al Ghul

    He who is prudent and lies in wait for an enemy who is not, will be victorious — Master Sun Tzu

    LoS
  • Durham
    Durham
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    Seraphayel wrote: »
    Durham wrote: »
    No more range executes please! Right now this game is already 90% range with stupid destruction staff benefits with status effects.

    3/7 classes have ranged executes, Magicka builds in general have 0 ranged executes outside of classes. Melee has 2. Magicka builds for the longest time needed a class-agnostic ranged execute ability.

    Melee is inferior currently (PVP) duel wield is still good but very expensive. Two-hander misses half the time. Personally, why should you even have and execute at range, why even play melee if you can do it all from Range?
    PVP DEADWAIT
    PVP The Unguildables
  • Jsmalls
    Jsmalls
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    Seraphayel wrote: »
    Jsmalls wrote: »
    Seraphayel wrote: »
    Durham wrote: »
    No more range executes please! Right now this game is already 90% range with stupid destruction staff benefits with status effects.

    3/7 classes have ranged executes, Magicka builds in general have 0 ranged executes outside of classes. Melee has 2. Magicka builds for the longest time needed a class-agnostic ranged execute ability.

    And out of those 3/7 how many function as both a spammable and an execute?

    As soon as the threshold is reached every execute becomes the spammable. I don't really see what's the problem here, that you can save one skill on your bar? Scribing skills don't have any synergies with passives on top of that.

    The major buff / debuff makes up for lack of class/weapon passive.

    The point was look at any other spammable (force pulse, imbue weapons, concealed weapon, dizzying swing, snipe, DK whip, Templar Jabs etc etc etc).

    The only ability that probably can be considered a spammable (specific coefficient of damage) and an execute is the Arcanist flail, and it has a lower range.

    Spammables just don't have execute functionality.
  • OtarTheMad
    OtarTheMad
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    StihlReign wrote: »
    Nothing looks OP here. Damage after Battle-spirit with the current cool-downs should be OK in Cyrodiil.

    Pre-NERFing just prolongs the current tank-meta that most are sick of.

    Nerf AFTER live. Collect more data. That should take a few months.

    I agree. Testing for Cyrodiil isn’t done on the PTS really, no guilds jump in to create Grey Host/main campaign conditions so the best way to test Scribing for Cyrodiil is Live.

  • Seraphayel
    Seraphayel
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    Jsmalls wrote: »
    Seraphayel wrote: »
    Jsmalls wrote: »
    Seraphayel wrote: »
    Durham wrote: »
    No more range executes please! Right now this game is already 90% range with stupid destruction staff benefits with status effects.

    3/7 classes have ranged executes, Magicka builds in general have 0 ranged executes outside of classes. Melee has 2. Magicka builds for the longest time needed a class-agnostic ranged execute ability.

    And out of those 3/7 how many function as both a spammable and an execute?

    As soon as the threshold is reached every execute becomes the spammable. I don't really see what's the problem here, that you can save one skill on your bar? Scribing skills don't have any synergies with passives on top of that.

    The major buff / debuff makes up for lack of class/weapon passive.

    The point was look at any other spammable (force pulse, imbue weapons, concealed weapon, dizzying swing, snipe, DK whip, Templar Jabs etc etc etc).

    The only ability that probably can be considered a spammable (specific coefficient of damage) and an execute is the Arcanist flail, and it has a lower range.

    Spammables just don't have execute functionality.

    Again, what’s the problem here? That you need to slot one skill less? If they remove the execute functionality Magicka has yet again no execute ability. If they remove the spammable part, then we‘re stuck with the other two spammable that are not bad, but not exciting either. If something needs to be changed, it‘s definitely not the execute part. But as I said before, I think this skill is totally fine the way it is.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Chilly-McFreeze
    Chilly-McFreeze
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    Seraphayel wrote: »
    Jsmalls wrote: »
    Seraphayel wrote: »
    Jsmalls wrote: »
    Seraphayel wrote: »
    Durham wrote: »
    No more range executes please! Right now this game is already 90% range with stupid destruction staff benefits with status effects.

    3/7 classes have ranged executes, Magicka builds in general have 0 ranged executes outside of classes. Melee has 2. Magicka builds for the longest time needed a class-agnostic ranged execute ability.

    And out of those 3/7 how many function as both a spammable and an execute?

    As soon as the threshold is reached every execute becomes the spammable. I don't really see what's the problem here, that you can save one skill on your bar? Scribing skills don't have any synergies with passives on top of that.

    The major buff / debuff makes up for lack of class/weapon passive.

    The point was look at any other spammable (force pulse, imbue weapons, concealed weapon, dizzying swing, snipe, DK whip, Templar Jabs etc etc etc).

    The only ability that probably can be considered a spammable (specific coefficient of damage) and an execute is the Arcanist flail, and it has a lower range.

    Spammables just don't have execute functionality.

    Again, what’s the problem here? That you need to slot one skill less? If they remove the execute functionality Magicka has yet again no execute ability. If they remove the spammable part, then we‘re stuck with the other two spammable that are not bad, but not exciting either. If something needs to be changed, it‘s definitely not the execute part. But as I said before, I think this skill is totally fine the way it is.

    So do you say the best solution would be to give us the choice to make it either a spam or an execute?
  • Seraphayel
    Seraphayel
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    Seraphayel wrote: »
    Jsmalls wrote: »
    Seraphayel wrote: »
    Jsmalls wrote: »
    Seraphayel wrote: »
    Durham wrote: »
    No more range executes please! Right now this game is already 90% range with stupid destruction staff benefits with status effects.

    3/7 classes have ranged executes, Magicka builds in general have 0 ranged executes outside of classes. Melee has 2. Magicka builds for the longest time needed a class-agnostic ranged execute ability.

    And out of those 3/7 how many function as both a spammable and an execute?

    As soon as the threshold is reached every execute becomes the spammable. I don't really see what's the problem here, that you can save one skill on your bar? Scribing skills don't have any synergies with passives on top of that.

    The major buff / debuff makes up for lack of class/weapon passive.

    The point was look at any other spammable (force pulse, imbue weapons, concealed weapon, dizzying swing, snipe, DK whip, Templar Jabs etc etc etc).

    The only ability that probably can be considered a spammable (specific coefficient of damage) and an execute is the Arcanist flail, and it has a lower range.

    Spammables just don't have execute functionality.

    Again, what’s the problem here? That you need to slot one skill less? If they remove the execute functionality Magicka has yet again no execute ability. If they remove the spammable part, then we‘re stuck with the other two spammable that are not bad, but not exciting either. If something needs to be changed, it‘s definitely not the execute part. But as I said before, I think this skill is totally fine the way it is.

    So do you say the best solution would be to give us the choice to make it either a spam or an execute?

    If there needs to be a solution, then I’m saying this should in any case stay an execute ability and therefore lose its usability as a spammable before a target reaches execute range.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • MashmalloMan
    MashmalloMan
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    Jsmalls wrote: »
    Turtle_Bot wrote: »
    Jsmalls wrote: »
    Soul ability
    Spammable with execute functionality. And major breach with a high uptime.

    j9v8qox8by0g.jpg

    On the flip side of this:

    nyee4ytlc0dw.png

    This could become problematic indeed. A fairly cheap (3.5k cost when accounting for the 1k resource return) "Spammable" burst heal that restores resources and grants major vitality.

    What's the coefficient of this ability looking like? Comparable to healthy offering or combat prayer?

    I don't know the coefficient specifically, you're welcome to figure it out based on what I say next, but it's 3375 in comparison to every other skill. It's a single target direct heal, so it falls under the same category as the below skills:
    • NB = Healthy Offering (3600)
    • Sorc = Matriarch (3600)
    • Templar = Honour the Dead (3485)
    • Arcanist = Evolving Runemend (1199 x 3 = 3597)
    • Necro = Resistant Flesh (3600)
    • DK = Obsidian Shard (3240)

    Side note, lol DK's is so bad in not just function, but scaling as well. Warden doesn't have one, so of all the classes they should in theory benefit the most from this skill, but Polar Wind is already busted. The good side is you can actually build for non max HP and still get great healing via Soul Scribing now.

    AOE direct heals like Combat Prayer typically scale in the 2700ish range.
    • Resto = Combat Prayer (2614)
    • Sorc = Vibrant Shroud (2700)
    • Warden = Enchanted Growth (2700)
    • I'm done combing through skill lines, you get the idea.

    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Firstmep
    Firstmep
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    Jsmalls wrote: »
    Turtle_Bot wrote: »
    Jsmalls wrote: »
    Soul ability
    Spammable with execute functionality. And major breach with a high uptime.

    j9v8qox8by0g.jpg

    On the flip side of this:

    nyee4ytlc0dw.png

    This could become problematic indeed. A fairly cheap (3.5k cost when accounting for the 1k resource return) "Spammable" burst heal that restores resources and grants major vitality.

    What's the coefficient of this ability looking like? Comparable to healthy offering or combat prayer?

    I don't know the coefficient specifically, you're welcome to figure it out based on what I say next, but it's 3375 in comparison to every other skill. It's a single target direct heal, so it falls under the same category as the below skills:
    • NB = Healthy Offering (3600)
    • Sorc = Matriarch (3600)
    • Templar = Honour the Dead (3485)
    • Arcanist = Evolving Runemend (1199 x 3 = 3597)
    • Necro = Resistant Flesh (3600)
    • DK = Obsidian Shard (3240)

    Side note, lol DK's is so bad in not just function, but scaling as well. Warden doesn't have one, so of all the classes they should in theory benefit the most from this skill, but Polar Wind is already busted. The good side is you can actually build for non max HP and still get great healing via Soul Scribing now.

    AOE direct heals like Combat Prayer typically scale in the 2700ish range.
    • Resto = Combat Prayer (2614)
    • Sorc = Vibrant Shroud (2700)
    • Warden = Enchanted Growth (2700)
    • I'm done combing through skill lines, you get the idea.

    DK has coag which is one of the if not the strongest self heal in the game.
  • Unified_Gaming
    Unified_Gaming
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    Firstmep wrote: »
    Jsmalls wrote: »
    Turtle_Bot wrote: »
    Jsmalls wrote: »
    Soul ability
    Spammable with execute functionality. And major breach with a high uptime.

    j9v8qox8by0g.jpg

    On the flip side of this:

    nyee4ytlc0dw.png

    This could become problematic indeed. A fairly cheap (3.5k cost when accounting for the 1k resource return) "Spammable" burst heal that restores resources and grants major vitality.

    What's the coefficient of this ability looking like? Comparable to healthy offering or combat prayer?

    I don't know the coefficient specifically, you're welcome to figure it out based on what I say next, but it's 3375 in comparison to every other skill. It's a single target direct heal, so it falls under the same category as the below skills:
    • NB = Healthy Offering (3600)
    • Sorc = Matriarch (3600)
    • Templar = Honour the Dead (3485)
    • Arcanist = Evolving Runemend (1199 x 3 = 3597)
    • Necro = Resistant Flesh (3600)
    • DK = Obsidian Shard (3240)

    Side note, lol DK's is so bad in not just function, but scaling as well. Warden doesn't have one, so of all the classes they should in theory benefit the most from this skill, but Polar Wind is already busted. The good side is you can actually build for non max HP and still get great healing via Soul Scribing now.

    AOE direct heals like Combat Prayer typically scale in the 2700ish range.
    • Resto = Combat Prayer (2614)
    • Sorc = Vibrant Shroud (2700)
    • Warden = Enchanted Growth (2700)
    • I'm done combing through skill lines, you get the idea.

    DK has coag which is one of the if not the strongest self heal in the game.

    I think he means the initial tool tip. A buffed coag tool tip is around 8k in pvp + 33% of missing hp so often ending up around a 20k effective tool tip when 30k+ hp. Most burst heals have around a 12-15k burst heal tool tip. This is why coag feels so strong and when it crits you get more as the base was higher. Sorc shields feel similar to coag but can be applied at max hp or low hp and no penalty i.e. 13-14k shield in PvP with a 6-8k heal - effective 19-22k pseudo burst heal.
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