TheDragonMeister wrote: »So from what I understand if your in team play you don't run any heals or buffs if your DPS. You just deal damage but you don't buff or heal bc thats the other teammate's job?And if you took off your ring, your healer could heal you. If you're going to play group content, particularly in more difficult content, please be prepared to play as a team, and not as a solo person surrounded by other people.
TheDragonMeister wrote: »So from what I understand if your in team play you don't run any heals or buffs if your DPS. You just deal damage but you don't buff or heal bc thats the other teammate's job?And if you took off your ring, your healer could heal you. If you're going to play group content, particularly in more difficult content, please be prepared to play as a team, and not as a solo person surrounded by other people.
mdjessup4906 wrote: »TheDragonMeister wrote: »[
I never paticipated in trials so I don't know the mechanics of all of them. But that doesn't mean I don't want to try. Besides if their is a specific healing mechanic then I'd be on a different character for that trial. I have 5 characters. But my nightblade vamp also runs the sated fury skill so I can't be healed by others when it's active anyway so I run pale order bc nightblades don't have many heals either. which is why I said that specific build relies on pale order. I have other characters but they aren't nearly as strong.
Trials and dungeons are built around the idea of group coordination. The whole point is to play a role on the team. If you are willing to switch off for this one mech, then why not others?
Also, thr trial sanity edge has a similar ice mech to sunspire. It's always something.
AcadianPaladin wrote: »I think the twins have some thoughtful concerns and don't mean to discount them.
As a player who runs Oakensoul on every character, that is also a mythic that is not appropriate for trials. All those buffs the ring gives you are redundant in trials, but the one bar restriction remains. So I'd argue there is a hidden second drawback to Oakensoul when it comes to large groups. Just a thought.
As a healer, I used to hate Pale Order, having routinely spent lots of magic before realizing my target was wearing Pale Order. Thankfully, the new UI health bar feature let's me see right away if my heals will be wasted.
mdjessup4906 wrote: »I have a trial to get to right now lol but I'll post some examples later of different group builds for trials.
Also what server u on?
Tommy_The_Gun wrote: »1st alliteration of Pale Older ring did not had the group limitation and it was added later on & there were 2 reasons why:
1. PvE DPS players figured out that they don't need healers in vet hm trial score runs (yes it was meta item).
2. PvP Ball groups were abusing this item way to much.
If I remember correctly, ZOS explained later on that they intended Pale Order ring to be a mythic for solo play.
TheRoamingSpirit wrote: »And if you took off your ring, your healer could heal you. If you're going to play group content, particularly in more difficult content, please be prepared to play as a team, and not as a solo person surrounded by other people.
Healers aren't just healing, but healing is still part of their role.
Additionally, healers use multiple different spells (depending on class) and many of these can heal more than one person at a time. So you can heal the tank and still heal other people. In particularly tank-heavy encounters, you can have one healer focus on tank and the other on the group. But they're still healing. A healer who only casts heals and no buffs isn't a good healer, sure, but neither should they be only casting buffs and no heals.
Are you familiar with the Sunspire trial? There is a mechanic that REQUIRES healing. You cannot heal yourself because you are completely encased in ice and unable to move. The healer has to get your health all the way to 100% before you are released. If they can't do this, you die (and often the explosion of you dying wipes the group). Even if the ring was effective in a group, you still wouldn't be able to heal yourself because you'd be frozen and unable to do damage. So you wouldn't be able to heal yourself and a healer couldn't heal you. Congratulations, you just wiped the group.
You both seem a little more inexperienced, so it's normal not to be aware of some of this stuff. I'd advise considering the points people have made and trying to look at it through a different perspective. None of us want the ring nerfed; I'm sure plenty of us use it in solo content ourselves! But the suggestions you've made would absolutely lead to it being nerfed into oblivion because it would end up way overpowered in group content.
I am inexperienced in trials cause I tried twice but both times the group sped through it before I could even accept the quest for the trial, I not ashamed to admit that I never really got to do trials. But can you be a little nicer with your replies? If some trials require healing I'll play on my tank sorc rather than my vamp DK. Not changing my gear pieces.
TheDragonMeister wrote: »So from what I understand if your in team play you don't run any heals or buffs if your DPS. You just deal damage but you don't buff or heal bc thats the other teammate's job?
TheDragonMeister wrote: »How is this suggestion causing so much people to flip out. At this point I'm just thinking some of you just like to hate on everything without even thinking about it. I assume those hating on this suggestion hate pale order and everyone that runs it.
Yes, pretty much. Certain classes have some built in healing like with their spammable (templars have jabs, nightblades have swallow soul, etc) and that's usually sufficient in group content when you have a good healer. Sometimes a shield is handy as well, depending on the mechanics but otherwise I trust my healer.
As I mentioned before, a lot of us use Pale Order. I do. I've used it in arenas, I've used it in Infinite Archive. I think it's great and I use it for the content it's designed for (ie, solo content). If it were to be made more "well-rounded" so it was good in both types of content, it would have to lose some of its effectiveness. It started out that way and it was deemed too powerful, hence the changes to bring it to what it is today.
I apologize if my internet tone is coming across as not nice/polite. I'm trying to explain in more basic terms since, as I mentioned, you both seem inexperienced, which again, is not a bad thing; we've all been there. In fact, my first time in group dungeons was way back in ye olden days (before we had chapters, I think it was just Orsinium/Dark Brotherhood/Thieves Guild) and I had not yet learned the perils of attempting to play group content in first person. Needless to say, I still have a kneejerk reaction to Fungal Grotto II. It took time and the help of some wonderful people who were patient to explain mechanics and gear to me for me to get to the point that I was doing vet hard modes. But I also had to be willing to accept that feedback and do work on myself to get decent gear and be prepared and practice so that I knew what my skills did and what a rotation was.
I'm not sure what platform y'all play on (it doesn't seem to be in your signatures) but I'd definitely recommend joining a guild that does group content for newbies, or people who usually solo, or people who are interested in the story of the trial and want to go slow to read/explore/do the quest. I know PC-NA has/had those types of groups and while I don't know what groups are still around and actively doing content, that's also how I started getting into more trials and stuff. I was terrified to do my vet trial but the guild I started with was super helpful and patient so getting a good guild can go a long way towards the enjoyment of that particular content.
TheRoamingSpirit wrote: »I apologize if my internet tone is coming across as not nice/polite. I'm trying to explain in more basic terms since, as I mentioned, you both seem inexperienced, which again, is not a bad thing; we've all been there. In fact, my first time in group dungeons was way back in ye olden days (before we had chapters, I think it was just Orsinium/Dark Brotherhood/Thieves Guild) and I had not yet learned the perils of attempting to play group content in first person. Needless to say, I still have a kneejerk reaction to Fungal Grotto II. It took time and the help of some wonderful people who were patient to explain mechanics and gear to me for me to get to the point that I was doing vet hard modes. But I also had to be willing to accept that feedback and do work on myself to get decent gear and be prepared and practice so that I knew what my skills did and what a rotation was.
I'm not sure what platform y'all play on (it doesn't seem to be in your signatures) but I'd definitely recommend joining a guild that does group content for newbies, or people who usually solo, or people who are interested in the story of the trial and want to go slow to read/explore/do the quest. I know PC-NA has/had those types of groups and while I don't know what groups are still around and actively doing content, that's also how I started getting into more trials and stuff. I was terrified to do my vet trial but the guild I started with was super helpful and patient so getting a good guild can go a long way towards the enjoyment of that particular content.
I'm sorry that I misunderstood your explanation not nice, I misunderstand often. I am in a guild on ESO they do weekly trials but I never tried asking to join up with them. Cause I'm not usually online at the times they run trials. Sometimes I am but most of the time, I'm not.
Oh, totally understand that. Back when I was doing group content, trying to find a time that all 12 of us were available was sometimes harder than the bosses themselves, lol. That's why I liked the group I did my first trial with. They had an open roster so it was a first come, first serve every week so you could sign up for one, and then not for quite a few more. Rather than a progression thing that you're expected to be around for each week.
If they removed the diminishing effect from number of group members then they'd need to re-add the cap to the healing per instance to avoid the ring being op, if I recall correctly it was capped at 4.2k healingWhy can't it just drop from Dragonthorn plants? At the same rate as Aetherial dust.
What?
is the topic.Suggestion to a small change for Ring of Pale Order Mythic
Is the change that I'd like to see instead.Why can't it just drop from Dragonthorn plants?
TheDragonMeister wrote: »Pale Order is just healing, it doesn't buff your damage.
AlterBlika wrote: »Pale order is meant to be one of the best (at least in easier content) solo mythics, can't see why would you want to use it in groups when you have healers by your side
If they removed the diminishing effect from number of group members then they'd need to re-add the cap to the healing per instance to avoid the ring being op, if I recall correctly it was capped at 4.2k healingWhy can't it just drop from Dragonthorn plants? At the same rate as Aetherial dust.
What?is the topic.Suggestion to a small change for Ring of Pale Order MythicIs the change that I'd like to see instead.Why can't it just drop from Dragonthorn plants?
I'm right, so there's no need to waste any time pondering it.
Dagoth_Rac wrote: »TheDragonMeister wrote: »Pale Order is just healing, it doesn't buff your damage.
It buffs group damage. If you drop the healers and just have the DPS equip Pale Order in a trial, you can run 10 DPS and 2 tanks instead of 8 DPS, 2 tanks, and 2 healers. This may not increase any individual player's DPS, but it buffs group DPS by about 25%. In a dungeon, running 3 DPS and 1 tank instead of 2 DPS, 1 tank, and 1 healer, you buff group DPS by about 50%. Yes, this is more of a problem with dedicated, organized guild groups than your average PUG group. But a single item that buffs group DPS by 25%-50% would be really, really powerful. And there is probably no reliably effective way to make sure it works in "bad" groups but not "good" groups.
Ultimately, the mythic simply breaks group dynamics in a way ZOS wants to avoid. There are some sets that work in PvE but not PvP or vice versa (usually via the "against monsters" clause or "against players" clause or "when battle spirit is active" clause) because they break PvP/PvE dynamics in ways they want to avoid. They do not split the baby and try to make it kinda sorta work in both. Pale Order is gear that works in solo/duo scenarios but not larger groups.
So while it has two drawbacks, it is because without the second drawback, the first ceasing being much of a drawback at all in a good group.
TheRoamingSpirit wrote: »Well, From what I was told from different people is never to depend on healers or tanks. Whether in PVP or PVE.
TheRoamingSpirit wrote: »Also the reason Dragon and I only run dungeons with just us two is cause of criticism, Others didn't like our playstyle and builds so they weren't nice to us when we attempted to run dungeons with other people.
TheDragonMeister wrote: »Dagoth_Rac wrote: »TheDragonMeister wrote: »Pale Order is just healing, it doesn't buff your damage.
It buffs group damage. If you drop the healers and just have the DPS equip Pale Order in a trial, you can run 10 DPS and 2 tanks instead of 8 DPS, 2 tanks, and 2 healers. This may not increase any individual player's DPS, but it buffs group DPS by about 25%. In a dungeon, running 3 DPS and 1 tank instead of 2 DPS, 1 tank, and 1 healer, you buff group DPS by about 50%. Yes, this is more of a problem with dedicated, organized guild groups than your average PUG group. But a single item that buffs group DPS by 25%-50% would be really, really powerful. And there is probably no reliably effective way to make sure it works in "bad" groups but not "good" groups.
Ultimately, the mythic simply breaks group dynamics in a way ZOS wants to avoid. There are some sets that work in PvE but not PvP or vice versa (usually via the "against monsters" clause or "against players" clause or "when battle spirit is active" clause) because they break PvP/PvE dynamics in ways they want to avoid. They do not split the baby and try to make it kinda sorta work in both. Pale Order is gear that works in solo/duo scenarios but not larger groups.
So while it has two drawbacks, it is because without the second drawback, the first ceasing being much of a drawback at all in a good group.
Logically how many DPS would drop a dmg monster set/dmg mythic for a self heal... I see little dps actually doing that tbh. Be logical here. I think it'd be more likely all DPS in a trial running the best dmg increase mythic over a healing one.
Examples of other mythics that might be more worth it for pure dps builds \/
Velothi Ur-Mage's Amulet
(1 item) Adds 1650 Offensive Penetration, Increase your damage done to monsters by 15%, gain Minor Force at all times, increasing your Critical Damage done by 10%, and reduce your Light and Heavy Attack damage by 99%.
Malacath's Band of Brutality
(1 item) Increases your damage done by 16% but decreases your Critical Damage done by 50%.
Oakensoul Ring
(1 item) While equipped, you are unable to swap between your Primary and Backup Weapon Sets and gain Minor Berserk, Minor Courage, Major Brutality, Major Sorcery, Major Prophecy, Major Savagery, Minor Force, Minor Protection, Major Resolve, Minor Mending, Minor Fortitude, Minor Intellect, Minor Endurance, Minor Heroism, Minor Slayer, Minor Aegis, and Empower.
Where as a build using Pale Order is likely not purely DPS anyway but a bit of a hybrid build for self sustain.
Pale order does not buff your damage. It's just a passive heal similar to a cp "Reaving Blows: heals you 7% of your direct damage". I mean really what difference is there than people that use this CP vs pale order. I already suggested to lower the healing to 8% when grouped with 5+ people so it's just 1% more than the cp star.
How is this a bad suggestion vs how it is now that pale order is completely useless when grouped with 5+ people?