Skjaldbjorn wrote: »I do wonder though if birb bleed wouldn't outperform bugs with that set maybe. Birb bleed is pretty strong.
acastanza_ESO wrote: »Their continued refusal to make these "if you have a pet active" effects not include ultimate pets is a straight up admission that they don't understand sorc.
CameraBeardThePirate wrote: »So it looks like the Necro class set is going to hit live as decon fodder. Lovely.
Theist_VII wrote: »Just wanted to chime in here in case my response to the recently updated Beacon of Oblivion was missed in the thread I wrote up.
While I appreciate the sentiment, this set still misses the mark. When a player is without their pets, they are generally weaker. They have access to less abilities, and are required to partake in long channel times to resummon them.
I do not understand why this set is providing mitigation while our pets are alive, and damage when they are not. This is counterintuitive.
On top of that, these values are nowhere near strong enough to warrant consideration in today’s game.
- Why would anyone wear Beacon of Oblivion with pets for 1,840 Health and 1980 Armor?
- Why would anyone wear Beacon of Oblivion without pets for 5% damage?
When you can run a set like…
Kynmarcher’s Cruelty, and have the potential to have any of the above debuffs active up to 3 at a time in an AoE around you?
ANY two of the named buffs are 1.5x stronger than Beacon of Oblivion when you have a pet equipped, and when you get Major Vulnerability? That’s 2x stronger than without a pet. Nobody will run this iteration, let alone farm it.
It's good that feedback was noticed, but the change doesn't really address any of the issues. The major problem was never "but we can't use it in PvP". It's that we don't know what we can use it for at all.
Theist_VII wrote: »It's good that feedback was noticed, but the change doesn't really address any of the issues. The major problem was never "but we can't use it in PvP". It's that we don't know what we can use it for at all.
Yet I would love a great set for my pet build in PvP… we don’t have any unique ones.
That being said, pet sorcs are already great as PvE DPS, and they are passable as a PvE tank and a PvE healer.
Their only weak area is in PvP, where the bar space double bindings are way too much. We are given nothing to compensate for that, so most players, even those that want to use the pets, refuse to sacrifice their enjoyment to do so.
Theist_VII wrote: »It's good that feedback was noticed, but the change doesn't really address any of the issues. The major problem was never "but we can't use it in PvP". It's that we don't know what we can use it for at all.
Yet I would love a great set for my pet build in PvP… we don’t have any unique ones.
That being said, pet sorcs are already great as PvE DPS, and they are passable as a PvE tank and a PvE healer.
Their only weak area is in PvP, where the bar space double bindings are way too much. We are given nothing to compensate for that, so most players, even those that want to use the pets, refuse to sacrifice their enjoyment to do so.
If it was a set that worked when you have pets in PvP I'd be 100% fine with that, because while that's a tiny and very weird niche (skilled sorcs in PvP are generally not using pets) it would still be a clear direction and intended use for the set. As it is it's just all over the place.
Theist_VII wrote: »Theist_VII wrote: »It's good that feedback was noticed, but the change doesn't really address any of the issues. The major problem was never "but we can't use it in PvP". It's that we don't know what we can use it for at all.
Yet I would love a great set for my pet build in PvP… we don’t have any unique ones.
That being said, pet sorcs are already great as PvE DPS, and they are passable as a PvE tank and a PvE healer.
Their only weak area is in PvP, where the bar space double bindings are way too much. We are given nothing to compensate for that, so most players, even those that want to use the pets, refuse to sacrifice their enjoyment to do so.
If it was a set that worked when you have pets in PvP I'd be 100% fine with that, because while that's a tiny and very weird niche (skilled sorcs in PvP are generally not using pets) it would still be a clear direction and intended use for the set. As it is it's just all over the place.
How is it a tiny and “very weird niche”?
The concept of a Summoner in fantasy is extremely popular, and from conversations I’ve had with others, Conjuration leans to be one of the most popular schools of magic in previous TES games.
What’s weird is the fact that we’re a decade into ESO and combat pets have yet to be expanded upon or standardized. After they added direction commands to pets with Blackwood, that was the last time they’ve even looked at them.
This set was my last hope for the archetype getting any attention in this game and they’ve essentially told us that we’re not wanted by providing us their vision in Beacon of Oblivion, a set that lends itself value nowhere within the game.
Theist_VII wrote: »Joy_Division wrote: »I think it was a mistake to make these 5 piece set bonuses…
If you really want to make people as excited as they were when they heard of the coming of class based sets - and we were all legit excited - make them 3 piece bonuses and update the previous.
Gonna throw my hat in for this one too.
There is an overabundance of 5-piece sets in ESO. Some of these sets cast a long shadow over the majority of others. Sets like Essence Thief and Rallying Cry are night and day better than any other sets in the game for PvP, so by continuing down the path of 5-piece sets, all that’s doing is adding to the massive set graveyard that already exists within the game.
Class sets could have been exciting like Willpower and Agility were back in the day, and still can, they just need to be revised into unique 3-piece sets.
Sets that look like this.
Wrathsun
- 5% Cost Reduction on Dawn’s Wrath abilities.
- After casting a Dawn’s Wrath ability, increase the damage of your next direct damage skill by 10%.
- When you deal damage with a Dawn's Wrath ability, you gain a stack of Sunlight for 10 seconds, once per attack. You can have 40 stacks max and gain 12 Magicka Recovery per stack. When at max stacks, your Dawn's Wrath abilities deal 25% bonus damage and a Wrathful Nova is cast on the enemy, but you cannot refresh Sunlight.
Turtle_Bot wrote: »This is the official feedback thread for the new Class Sets. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
@ZOS_Kevin I am curious, can we get some developer comments in regards to the design of the class sets, their intended function, purpose, and idea behind them? In particular the Sorcerer Class sets.I am asking because this is the second time now where there seems to be a large discrepancy between the sets, not only in usability, but in terms of the design and even as far as the themes of the skill lines these sets are supposed to represent.
For example:The sorc sets:
- The first set (Monolith of Storms) is a completely unusable (worse than even year 1 base game overland sets) generic proc set with such horrendous trigger conditions for its proc that it's not even viable in a roleplay or "for fun" aspect. The set is this way because it doesn't know what it wants to be, the skills it requires being used to meet the proc conditions are back bar skills, but the set itself wants to be on the front bar for the most consistent uptime and proc chances.
- The second set (Beacon of Oblivion) seems to be just a completely generic stat based set that is also confused about what it wants to do. The 2-4 piece bonuses look like they want the set to be for a tanky support and the 5th piece reinforces this when running pets, but when not running pets, the set is trying to be for PvE DPS, but this is partially nullified by the 2-4 piece bonuses where only 1 of these lines buffs DPS.
Both of these sets are not only very generic (boring), but they seem to be anti-synergistic with the skill lines they are supposed to be designed around (storm calling is utility and elemental magic, daedric summoning is summoning based magic). It's almost like these 2 sets were designed for the other skill line (monolith summons things, beacon is mixed offense/defense stats) than the skill line they were released for.
The plar sets are another example, but at least thematically they relate to their respective skill lines (even if they still need to be made much easier to use).
Compare them to the NB or DK sets:
DK:
- The first DK set (Basalt-Blooded Warrior) provided strong and synergistic utility and survival based effects for simply using any ability from the related skill line (made somewhat wonky due to bugs, but at least it is still usable and thematic to the skill line revolving around survival and constant casting of ultimate abilities).
- The second DK set (Pyrebrand) is a pure flame damage DPS set that provides additional, easy to use DoT (one of DK's main focuses for DPS) with the option for additional burst execute damage (something DK was lacking a bit) that is tied to the number of active DoTs applied to the target.
NB:
- The first NB set (Soulcleaver) focused on buffing NBs stats (healing, damage, sustain, etc) at the cost of draining ultimate upon casting. This provided huge stats (with no restrictions) with the same kiss-curse theme that the skill line already has (emphasized in the design of offering and siphoning strikes abilities in that line).
- The second NB set (Umbral Edge) focuses on buffing the NB's shadow magic to enhance mitigation and debuff enemies, once again, synergizes with what the skill line is designed around.
All 4 of these sets for these 2 classes are insanely easy to proc with practically zero hoops to jump through to get their effects and on top of that, they also synergize very well with, and enhance what their skill lines were already trying to do and not just thematically, but mechanically too.
At the bare minimum, these 4 sets reflect the main theme of their respective skill lines and are easy to use even for roleplaying or fun builds.
This concern was raised numerous times (and went completely unaddressed) during the U40 PTS cycle (the first class sets), but this needs addressing, since it seems that the feedback from then has been completely ignored in favor of "more of the same".
I appreciate that you want to include non-pet sorcs (of which I am one) when designing things for sorcs (and you did an amazing job with the design of the class script), but the class sets are now 2/3 that have completely missed the mark for their design, even as far as the theme of the sets themselves that seem like they were designed for different skill lines that is leaving players unable to find a place where they would ever be used.
As it currently stands, the generic shock damage based proc sets (such as overwhelming surge (base game), aurorans thunder and thunder caller) and the summon based proc sets (such as aegis caller, maw of the infernal (base game) and mad tinkerer) are all better than either of these 2 class sets in every single way, even down to something as simple as the theme of those sets for role play aspects.
I'd like to see the sorcerer class sets reworked to better focus on the themes and abilities of their respective skill lines.
Monolith of Storms should be all about lightning magic (not summons) similar to what you have designed for the non-pet part of the scribing class script for sorcerer. Let the design of the set reflect this, where instead of summoning things, make the wearer become the monolith that lashes out at nearby enemies to deal additional shock damage. Let the 2-4 piece bonuses reflect the utility of the skills within this line via crit chance, armor, penetration and speed (to represent crit surge and lightning form, the utility skills of that line).
- Monolith of Storms:
- (2 items) Adds 657 Critical Chance
- (3 items) Adds 1487 Armor
- (4 items) Adds 1486 Offensive Penetration
- (5 items) Dealing damage with a Storm Calling Ability applies "Herald of the Storm" to you for 7 seconds. While Herald of the Storm is active, dealing direct shock damage has a 50% chance to deal 680 Shock damage around you and the target, scaling off of the higher of your Weapon or Spell Damage and grants you a stack of Storm Wind for 4 seconds (max 5 stacks). Each stack of Storm Wind increases your movement speed by 1%. The shock damage from this set can only occur once every 1 second.
After Herald of the Storm ends, you cannot gain this effect for 8 seconds.This set is designed to allow the wearer to become a true beacon for the storm they are calling forth. This set focuses around the lightning theme of the Storm Calling skill line and ties in with the shock damage, mobility and armor that the active skills in this line are trying to do.
Beacon of Oblivion should be all about the pets and summoning magic that the daedric summoning skill line is based around. Have the set summon additional pets and/or buff the classes existing pets.
- Beacon of Oblivion:
- (2 items) Adds 1096 Maximum Magicka
- (3 items) Adds 1096 Maximum Magicka
- (4 items) Adds 1206 Maximum Health
- (5 items) Increases the damage your pets deal by 2%
- (5 items) When you activate a non-ultimate Daedric Summoning ability, Summon an Atronach to your side for 12 seconds. The Atronach attacks all nearby enemies dealing 478 physical or shock damage every 2 seconds and increases the damage your pets deal to enemies it hits by 8%. This effect can occur once every 15 seconds and the damage and type of Atronach scales off the higher of your max magicka or stamina (Storm Atronach that deals shock damage if max magicka is higher, Air Atronach that deals physical damage if max stamina is higher).
This set is designed to have the wearer more closely reflect their ties to oblivion by summoning additional daedra and buffing their summoned daedra even further.
If you really want to include non-pet sorcs with this set, then having a single line as part of the 5th piece of the set such as the following would help allow non-pet sorcs to use their best PvE ultimate without losing their buffs/damage when doing so:
(5 items) If you do not have a non-ultimate pet active, Summon Storm Atronach and its morphs do not count as "Active Pets" when summoned.
@Turtle_Bot they haven't made a statement like that because they are not doing that.
they are not looking at adjusting monolith of storms, they are not paying any attention to feedback on it, they are not going to change the set in anyway.
it's like, it's done, it is what it is.
oblivion is going live like it is. this is the design they like, it's the design they are sticking with, they won't be changing it and it'll be decon fodder.
it is what it is.
I just want to point this out:
Unleashed Ritualist
2 items: Adds 1096 Maximum Magicka
3 items: Adds 1096 Maximum Magicka
4 items: Adds 1096 Maximum Magicka
5 items: Dealing damage to an enemy applies Ritualist's Mark to them for 10 seconds. Enemies with your Ritualist's Mark take an additional 16% damage from your summoned pets.
this is a GARBAGE set. it's utter GARBAGE. it's a dps set that only buffs max mag, the weakest dps stat and it's a light armour set and the 16% damage buff applies only to pets, making it far weaker than the 7% you get from ansuul.
This is a better pet dps set than oblivion and feels more on theme.
Transairion wrote: »Just want to add my 2 cents that Beacon of Oblivion sucks as a stat-stick set and isn't any fun from a gameplay perspective. It barely seems to do anything related to pets at all despite being from the Sorceror pet skill tree (in fact if you have pets out your offensive is weaker than without, what the heck?).
I really expected at minimum a 5 piece like:
"Create an aura Xm around you that buffs all summoned pets in the radius by X%"
At least make it something unique, even Monolith of Storms is unique even if it still doesn't work properly.
ESO_Nightingale wrote: »BananaBender wrote: »I was wondering if anyone has done any serious tests with the new Warden Class Set and compared it with a set that is considered part of the meta by now? Because it could very well just be me, but I think that Aerie's Cry could use a slight buff.
I replicated my Redguard Stamden on the PTS and I've only done some quick (and quite bad) parses on a 6M Dummy with a simple non-optimized Bow/Bow setup I occasionally use on the live server. For these parses I was using Threads of War, 1 piece of Slimecraw, the Wading Kilt and lastly Order's Wrath or Aerie's Cry.
My DPS with Aerie's Cry was higher than with Order's Wrath (58,8K vs. 57,1K), but I had hoped that the difference in DPS between those sets would have been bigger. Now I wouldn't want Aerie's Cry to be wildly OP or anything, but considering that farming the Class Set takes considerably more time than simply crafting OW it would be nice to be rewarded for the effort.
Therefore, perhaps the damage the Aerie's proc does could be raised just a bit or something?
I tested it briefly, but take these results with a grain of salt. Parsing on the wrong server feels horrible, so there results varied quite a lot and I didn't do too many attempts on each setup to root out the outliers. Might do some more testing when PTS is on EU.
Aerie's Cry got consistently outperformed by other sets, like Aegis Caller and Advancing Yokeda, but not by a terrible margin. While it's not unusable in content, you might be better off using something else. It could use a bit of a buff on the proc or the damage increase to your AC skills.
Aerie's Cry could perform well in a really mobile fight, but it will be close.
None of these parses were optimal, and there might be some way better skill setups for more damage, especially for parsing.
My best Aerie's Cry parse
My best Aegis Caller parse
My best Advancing Yokeda parse
i reckon it should out-perform those sets. yeah a line of crit and more proc damage would really help.