Necromancer: Corpseburster
- 2 items: Adds 129 Weapon and Spell Damage
- 3 items: Adds 129 Weapon and Spell Damage
- 4 items: Adds 657 Critical Chance
- 5 items: Consuming a corpse causes the corpse to explode, dealing 2805 Magic Damage to enemies within 5 meters. This effect can occur once every 0.5 seconds. Increase the damage by 10% for each Grave Lord ability on your skill bar.
Sorcerer: Beacon of Oblivion
- 2 items: Adds 1487 Armor
- 3 items: Adds 129 Weapon and Spell Damage
- 4 items: Adds 1206 Maximum Health
- 5 items: While you have a pet active, gain 1840 Health and 1980 Armor. While you do not have a pet active, increase your Damage Done to monsters and Healing Done by 15%.
tsaescishoeshiner wrote: »For the nightblade set, Major Vulnerability has a long cooldown (per target) and this application has a pretty short duration. Unless it bypasses that cooldown, it's not going to be a 100% uptime, more like 20%.
It also only triggers when the enemy hits you, so predicting it exactly can be tricky. That means you can't use it right out of invis, but if you're actively engaged with an enemy, you can hold your shadow skill until you're ready to go go.
Maybe it's overpowered, maybe it's not worth ditching a proc set or a stat set. I'd like to see it in action first, pretty much.
Dragonknight: Pyrebrand
- 2 items: Adds 1487 Offensive Penetration
- 3 items: Adds 129 Weapon and Spell Damage
- 4 items: Adds 129 Weapon and Spell Damage
- 5 items: Your Light Attacks deal 1084 Flame Damage every 2 seconds over 6 seconds. Your fully-charged Heavy Attacks consume up to 3 of your damage over time effects to deal 2384 Flame Damage in a 6 meter radius on the target, dealing up to 200% more damage to enemies below 33% Health. The damage scales off the higher of your Weapon or Spell damage and is increased by 20% for each damage over time effect on the target, up to 60%.
StarOfElyon wrote: »Nightblade: Umbral Edge makes detect potions completely pointless. Why would I be foolish enough to attack a night blade using this set?
Urzigurumash wrote: »tsaescishoeshiner wrote: »For the nightblade set, Major Vulnerability has a long cooldown (per target) and this application has a pretty short duration. Unless it bypasses that cooldown, it's not going to be a 100% uptime, more like 20%.
It also only triggers when the enemy hits you, so predicting it exactly can be tricky. That means you can't use it right out of invis, but if you're actively engaged with an enemy, you can hold your shadow skill until you're ready to go go.
Maybe it's overpowered, maybe it's not worth ditching a proc set or a stat set. I'd like to see it in action first, pretty much.
Source or Citation for Vuln cooldown?
Frozen Colossus:
Removed this Ultimate and the morphs' Major Vulnerability invulnerability.
HalfDragoness wrote: »Dragonknight: Pyrebrand
- 2 items: Adds 1487 Offensive Penetration
- 3 items: Adds 129 Weapon and Spell Damage
- 4 items: Adds 129 Weapon and Spell Damage
- 5 items: Your Light Attacks deal 1084 Flame Damage every 2 seconds over 6 seconds. Your fully-charged Heavy Attacks consume up to 3 of your damage over time effects to deal 2384 Flame Damage in a 6 meter radius on the target, dealing up to 200% more damage to enemies below 33% Health. The damage scales off the higher of your Weapon or Spell damage and is increased by 20% for each damage over time effect on the target, up to 60%.
This one sounds quite good but I've read it through twice and still don't fully understand it.
Looking forward to testing it on my DK though
Warden: Aerie's Cry
- 2 items: Adds 1487 Offensive Penetration
- 3 items: Adds 129 Weapon and Spell Damage
- 4 items: Adds 129 Weapon and Spell Damage
- 5 items: Dealing damage with a Light Attack applies Eagle's Mark to your target for 12 seconds. This effect can occur every 3 seconds but cannot be applied to enemies who already have Eagle's Mark. You can have one Eagle's Mark active at a time. After 3 seconds an eagle attacks your target every 3 seconds dealing 2485 Physical Damage each strike. Increase your Damage Done with Animal Companion abilities by 10% against enemies with Eagle's Mark.
Sorcerer: Beacon of Oblivion
- 2 items: Adds 1487 Armor
- 3 items: Adds 129 Weapon and Spell Damage
- 4 items: Adds 1206 Maximum Health
- 5 items: While you have a pet active, gain 1840 Health and 1980 Armor. While you do not have a pet active, increase your Damage Done to monsters and Healing Done by 15%.
Arcanist: Spattering Disjunction
- 2 items: Adds 657 Critical Chance
- 3 items: Adds 129 Weapon and Spell Damage
- 4 items: Adds 129 Weapon and Spell Damage
- 5 items: When you hit an enemy with a snare or immobilize ability, apply two random status effects to your target. This effect can occur once every 6 seconds. Dealing damage with a Herald of the Tome ability reduces this cooldown by 0.5 seconds, up to once every 1 second.
Joy_Division wrote: »I could be wrong about the NB set, but that's quite a bit of potential damage oriented armor bonuses to give up for dodging a light attack once every 5 seconds and a 10% damage taken debuff.
Everyone screamed at ZOS the some of the original class sets, like the DK, were crazy OP and none of them were. In fact, most are decon fodder.
Necromancer: Corpseburster
- 2 items: Adds 129 Weapon and Spell Damage
- 3 items: Adds 129 Weapon and Spell Damage
- 4 items: Adds 657 Critical Chance
- 5 items: Consuming a corpse causes the corpse to explode, dealing 2805 Magic Damage to enemies within 5 meters. This effect can occur once every 0.5 seconds. Increase the damage by 10% for each Grave Lord ability on your skill bar.
0.5 seconds CD? Why is this not a higher CD like for example 5s with increased explosion damage? Even if you spam Detonating Siphon to trigger this effect you would only be able to consume the Corpses from Blastbones, Skeletal Mage and <Scribing Spammable with Necro class mastery script>.
I know that you would get better results clearing trash or in a boss fight with multiple adds, but I would prefer if the CD and damage were increased so the set has more uses. Maybe there are some skill changes coming with U43 that increase Corpse generation/consumption but after the whole GLS situation I seriously doubt it.
acastanza_ESO wrote: »ssewallb14_ESO wrote: »That sorc set could be pretty spicy if the condition only applied to toggled pets.
They really, really, need to exclude the Atro ult from the "pet active" switches.
Necromancer: Corpseburster
- 2 items: Adds 129 Weapon and Spell Damage
- 3 items: Adds 129 Weapon and Spell Damage
- 4 items: Adds 657 Critical Chance
- 5 items: Consuming a corpse causes the corpse to explode, dealing 2805 Magic Damage to enemies within 5 meters. This effect can occur once every 0.5 seconds. Increase the damage by 10% for each Grave Lord ability on your skill bar.
Erickson9610 wrote: »Nightblade: Umbral Edge
- 2 items: Adds 1206 Maximum Health
- 3 items: Adds 1487 Armor
- 4 items: Adds 1096 Maximum Stamina
- 5 items: When you cast a Shadow ability, you gain Umbral Riposte for 3 seconds, up to once every 5 seconds. Umbral Riposte causes you to dodge the next attach made against you and automatically curses the attacking enemy, applying Major Vulnerability for 5 seconds, increasing their damage taken by 10%.
In case the Shadowy Disguise spam wasn't enough to deal with, now you can enjoy having what was once Necromancer's unique major debuff applied to you for merely attacking them!
IncultaWolf wrote: »Erickson9610 wrote: »Nightblade: Umbral Edge
- 2 items: Adds 1206 Maximum Health
- 3 items: Adds 1487 Armor
- 4 items: Adds 1096 Maximum Stamina
- 5 items: When you cast a Shadow ability, you gain Umbral Riposte for 3 seconds, up to once every 5 seconds. Umbral Riposte causes you to dodge the next attach made against you and automatically curses the attacking enemy, applying Major Vulnerability for 5 seconds, increasing their damage taken by 10%.
In case the Shadowy Disguise spam wasn't enough to deal with, now you can enjoy having what was once Necromancer's unique major debuff applied to you for merely attacking them!
LOL they took the only unique debuff necromancer had and gave it to nightblade, unreal.
Necrotech_Master wrote: »HalfDragoness wrote: »Dragonknight: Pyrebrand
- 2 items: Adds 1487 Offensive Penetration
- 3 items: Adds 129 Weapon and Spell Damage
- 4 items: Adds 129 Weapon and Spell Damage
- 5 items: Your Light Attacks deal 1084 Flame Damage every 2 seconds over 6 seconds. Your fully-charged Heavy Attacks consume up to 3 of your damage over time effects to deal 2384 Flame Damage in a 6 meter radius on the target, dealing up to 200% more damage to enemies below 33% Health. The damage scales off the higher of your Weapon or Spell damage and is increased by 20% for each damage over time effect on the target, up to 60%.
This one sounds quite good but I've read it through twice and still don't fully understand it.
Looking forward to testing it on my DK though
what i gathered on this is that your light attacks will apply a 6 sec dot
your heavy attacks consume up to 3 dots (applied by you) to deal a fire dmg burst in a 6 meter aoe, which has execute scaling for targets under 33% hp
for the part about dmg scaling to weapon/spell dmg and is increased by 20% per dot on the enemy, im not sure if that applies to both the light attack dot, and the heavy attack explode, or just the heavy attack explode
getting 60% increased dmg on light attack dot would be really nice free dot
if it goes as is, i might replace runecarvers blaze on my dot focused mag dk lol
TheDarkRuler wrote: »My feedback if those sets are as it is:
Warden: Why Offensive Pen? Otherwise whether it is used or not depends how high the dmg value is compared to Pillar or Nirn etc. COuld be good versus single-enemy boss fights though.
Templer: 2x within 30s sounds like a placeholder because that is easily achievable. As it is it sounds really good and could be a good slot for templar with the good old "jab build".
Necromancer: Sadly this scales with Grave Lord which is usually more on the tanky side but overall with the introduction of corpse spawn through scribing and other means it could be an extremely nichè setup. I doubt its gonna see much play though because Necromancer is so lacking in other terms.
Dragon Knight: I dont get why Light Attacks get a 6s burning window. Are they stacking? If yes, this could be a nice DK Light Attack Spam build? If not, not worth using. Heavy Attacks consuming the DOTs is actually a nightmare. I don't want my DOTS removed to deal a small amount of dmg in a burst. Imagine having a Venonmous Claw on 23s remaining and consuming it...
Sorcerer: What the ... straight to the dust bin i guess. All Dps-sorcs rely on pets. Why give us Health and Armor when we are dps? Most non-DPS require no pets, why give tanks and healers DPS value? Are you even aware what the skill lines do?
Arcanist: Could be strong with the slowing beam since that should count as well. A status-splatting beam? Count me in.
Nightblade: Sounds really solid. Please make it to live. Though i feel PVP'lers will cry about the attack dodging. Not much use in PVE though.
Sorcerer: Beacon of Oblivion
- 2 items: Adds 1487 Armor
- 3 items: Adds 129 Weapon and Spell Damage
- 4 items: Adds 1206 Maximum Health
- 5 items: While you have a pet active, gain 1840 Health and 1980 Armor. While you do not have a pet active, increase your Damage Done to monsters and Healing Done by 15%.
TheDarkRuler wrote: »Dragon Knight: I dont get why Light Attacks get a 6s burning window. Are they stacking? If yes, this could be a nice DK Light Attack Spam build? If not, not worth using. Heavy Attacks consuming the DOTs is actually a nightmare. I don't want my DOTS removed to deal a small amount of dmg in a burst. Imagine having a Venonmous Claw on 23s remaining and consuming it...
Urzigurumash wrote: »Joy_Division wrote: »I could be wrong about the NB set, but that's quite a bit of potential damage oriented armor bonuses to give up for dodging a light attack once every 5 seconds and a 10% damage taken debuff.
Everyone screamed at ZOS the some of the original class sets, like the DK, were crazy OP and none of them were. In fact, most are decon fodder.
The NB set is bit triggering to Cro mains. We don't have the Major buffs other classes do because we're a Debuff class, theoretically. This is our strongest Debuff and in PvP the uptime on it was already pitiful compared to new set sources - Tide and Archdruid - but those have bothersome proc conditions, and Archdruid misses about as frequently as the 2nd and 3rd hits of Colo: most of the time. This one has an easy autoproc condition and you could maybe have better uptime on the debuff than with ANY other source of it.
Again, triggering to Cro mains.
A stun on the first hit of Colo and we're good.
Stafford197 wrote: »The Necro set needs to get rid of that 0.5 second internal cooldown to be any fun.
And when are we going to start using more unique 2-4 piece bonuses? Why is this game is so focused on making sets boring?
TheDarkRuler wrote: »
Sorcerer: What the ... straight to the dust bin i guess. All Dps-sorcs rely on pets. Why give us Health and Armor when we are dps? Most non-DPS require no pets, why give tanks and healers DPS value? Are you even aware what the skill lines do?