Elendir2am wrote: »Sorry for double post, but I wanted to show small comparison.
In my post, set Deadly Strike will work like metric. With deadly, you get all your DoTs damage increase with flat +15%. You don't need to work for it. Your tank don't need to work for it. Just easy peasy increasing DMG.
Let's look at Azureblight now. It dont work well, if enemies are scattered or if they move out of your ground DoTs. First is about tank, secound about you. You bouth need to work for it.
Now, two examples from logs. Upper is from group, which focus on doing trial HM.
Good tank who can stack on one place, but with some delay.
Lower show tank from trifecta group. Higher skill and sorcerer tank streaking in front of DDs to stack it there in front.
Do you see, 2,8% of AB DMG is from tank skill (DD in bouth cause are me).
Now, if you took top leaderboard tank, it would add another few percent. If you took average veteran (no HM) tank, you would lose another percent. ( It would actually stop to be stronger than easy peasy Deadly, now matter what I would be doing.)
Better DD can use AB better than me as well.
However, what I am pointing out is, that this set reward skills. No skill set is useless. High skill set is strong. Do we want sets like Deadly, which dont need any skill, to be OP? Absolute top skill group can use that set in boss fight in way, 99% of veteran trial group cannot.
Elendir2am wrote: »Sorry for double post, but I wanted to show small comparison.
In my post, set Deadly Strike will work like metric. With deadly, you get all your DoTs damage increase with flat +15%. You don't need to work for it. Your tank don't need to work for it. Just easy peasy increasing DMG.
Let's look at Azureblight now. It dont work well, if enemies are scattered or if they move out of your ground DoTs. First is about tank, secound about you. You bouth need to work for it.
Now, two examples from logs. Upper is from group, which focus on doing trial HM.
Good tank who can stack on one place, but with some delay.
Lower show tank from trifecta group. Higher skill and sorcerer tank streaking in front of DDs to stack it there in front.
Do you see, 2,8% of AB DMG is from tank skill (DD in bouth cause are me).
Now, if you took top leaderboard tank, it would add another few percent. If you took average veteran (no HM) tank, you would lose another percent. ( It would actually stop to be stronger than easy peasy Deadly, now matter what I would be doing.)
Better DD can use AB better than me as well.
However, what I am pointing out is, that this set reward skills. No skill set is useless. High skill set is strong. Do we want sets like Deadly, which dont need any skill, to be OP? Absolute top skill group can use that set in boss fight in way, 99% of veteran trial group cannot.
Based on this post, the biggest increase for any damage source is the Tide King's Gaze from mobs stacking closer, going from 6 to 11 %. You also had an increase in Blockade of Fire from close mob stacking. Any build with a focus on cleave, which Arcanist usually have, will benefit from mobs being stacked.
Damage on both of those, as well as Fatecaraver, will increase the closer mobs are stacked, which will increase your damage with both Azuerblight and with Deadly since you will be hitting more targets. Which Azureblight might be more dramatic since it has a proc, the end result is very similar. More stacking = more damage.
Azureblight doesn't require more skill compared to Deadly from the player using it, unless they're the ones stacking the mobs, which isn't really the case unless you're doing IA solo or something similar. Both sets are basically cleave stuff close to each other with dots and channels, then profit.
Compare that to a set like Coral Riptide where you need to micro manage your stamina so it's at 33% or lower while not running out. That is a set that requires far more skill for the player using it than either of Azure or Deadly.
EDIT: The most challenging thing with Azureblight is acquiring it since LoM is sooo long....
Aggrovious wrote: »In before Macabre Vintage nerfs...
Macabre Vintage:(2 items) Adds 129 Weapon and Spell Damage
(3 items) Adds 129 Weapon and Spell Damage
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Adds 150 Weapon and Spell Damage
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.
This set is only usable against monsters. But daaamn... It makes 'em pop like popcorn
yeah but notice this:within 6 meters
ZOS hates AOE
Yeah but that kinda doesn't matter. Most of the time in PVE the enemies will be stacked that close to each other.
acastanza_ESO wrote: »JiubLeRepenti wrote: »katanagirl1 wrote: »
This make we wonder how ZOS decides which are the sets/classes to nerf, why they do it...
For instance here with Azurblight, what's the goal? To allow ballgroups to spread through Cyrodil without any resistance?
That's literally what happened, Ballgroup leads made forum threads crying that they were dying for once, and ZOS, instead of seeing that nearly every page of those threads was calling out those ballgroupers on their outright fabrications and misrepresentation decided to listen to the people making things up and nerf the set instead of the obvious and vocal majority opposition. It's actually insane.