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Pulse Ganker and Shattered Mythic

  • ioResult
    ioResult
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    Personally, I think the actual issue is the subclassing combo with Treatise + C-wep + Overload. That, on top of the Signet nerf, is what should be looked at.

    The whole gank burst relies on Recuperative Treatise, not the signet. You can nerf the whole thing with one small simple change.

    You change Recuperative to proc ONLY on an ARCANIST class ability and not on any Class Ability.

    You do that and Crystal Weapon won’t proc it so the whole gank combo falls apart. It falls apart whether you’re using the Signet or Monomyth or anything else.

    Simple. Nerf the ability not the mythic.

    But yeah ZOS...Cloak is the problem.
    --
    sudo rm -rf /
    don't try this at ~
  • Urzigurumash
    Urzigurumash
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    ioResult wrote: »
    Personally, I think the actual issue is the subclassing combo with Treatise + C-wep + Overload. That, on top of the Signet nerf, is what should be looked at.

    The whole gank burst relies on Recuperative Treatise, not the signet. You can nerf the whole thing with one small simple change.

    You change Recuperative to proc ONLY on an ARCANIST class ability and not on any Class Ability.

    You do that and Crystal Weapon won’t proc it so the whole gank combo falls apart. It falls apart whether you’re using the Signet or Monomyth or anything else.

    Simple. Nerf the ability not the mythic.

    Of course that should be done but what exactly is Treatise showing up for in your recaps? In mine it's between 2 and 3k so I don't see how that's going to bring this combo in line.

    The Signet is a WAY higher percentage of the overall combo's damage.

    Edited by Urzigurumash on May 25, 2026 6:00PM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • ioResult
    ioResult
    ✭✭✭✭
    The Signet is a WAY higher percentage of the overall combo's damage.

    Crystal Weapon is what does a big chunk of damage, more than the status effects. And as I said, it’s the whole combo that makes the gank.

    No other use of the signet does that and it can be done without the signet, so there’s no reason to nerf the signet - which can be used in many other types of builds and play styles - just because it makes up a component of a gank combo when you can nerf the combo by changing an ability.

    Why penalize all the other players using the mythic in other ways just because one use of it as part of a gank combo that is objectionable to the tank meta abusers and ball groupers and which can be done just as easily using the same abilities but with a different mythic.

    But yeah ZOS...Cloak is the problem.
    --
    sudo rm -rf /
    don't try this at ~
  • TheAwesomeChimpanzee
    TheAwesomeChimpanzee
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    ioResult wrote: »
    Personally, I think the actual issue is the subclassing combo with Treatise + C-wep + Overload. That, on top of the Signet nerf, is what should be looked at.

    The whole gank burst relies on Recuperative Treatise, not the signet. You can nerf the whole thing with one small simple change.

    You change Recuperative to proc ONLY on an ARCANIST class ability and not on any Class Ability.

    You do that and Crystal Weapon won’t proc it so the whole gank combo falls apart. It falls apart whether you’re using the Signet or Monomyth or anything else.

    Simple. Nerf the ability not the mythic.

    Of course that should be done but what exactly is Treatise showing up for in your recaps? In mine it's between 2 and 3k so I don't see how that's going to bring this combo in line.

    The Signet is a WAY higher percentage of the overall combo's damage.

    Signet should be nerfed for different reasons, but trust me, if you only nerf signet you do not nerf the gank.
  • Urzigurumash
    Urzigurumash
    ✭✭✭✭✭
    ioResult wrote: »
    The Signet is a WAY higher percentage of the overall combo's damage.

    Crystal Weapon is what does a big chunk of damage, more than the status effects. And as I said, it’s the whole combo that makes the gank.

    No other use of the signet does that and it can be done without the signet, so there’s no reason to nerf the signet - which can be used in many other types of builds and play styles - just because it makes up a component of a gank combo when you can nerf the combo by changing an ability.

    Why penalize all the other players using the mythic in other ways just because one use of it as part of a gank combo that is objectionable to the tank meta abusers and ball groupers and which can be done just as easily using the same abilities but with a different mythic.

    Speaking of BGs only, Crystal Weapon plus Treatise been around for a while, but the instagib didnt show up until the Signet did. End of story, doesnt take a brilliant analysis to figure that one out.
    Edited by Urzigurumash on May 26, 2026 7:32AM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Hotdog_23
    Hotdog_23
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    ✭✭
    ioResult wrote: »
    Personally, I think the actual issue is the subclassing combo with Treatise + C-wep + Overload. That, on top of the Signet nerf, is what should be looked at.

    The whole gank burst relies on Recuperative Treatise, not the signet. You can nerf the whole thing with one small simple change.

    You change Recuperative to proc ONLY on an ARCANIST class ability and not on any Class Ability.

    You do that and Crystal Weapon won’t proc it so the whole gank combo falls apart. It falls apart whether you’re using the Signet or Monomyth or anything else.

    Simple. Nerf the ability not the mythic.

    Just Devil advocate here but if a chunk of the damage is Crystal weapon why not change Crystal weapon and not the thing “Treatise” that is only doing a small part of the damage.

    Stay safe :)
  • Avran_Sylt
    Avran_Sylt
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    ioResult wrote: »
    The Signet is a WAY higher percentage of the overall combo's damage.

    Crystal Weapon is what does a big chunk of damage, more than the status effects. And as I said, it’s the whole combo that makes the gank.

    No other use of the signet does that and it can be done without the signet, so there’s no reason to nerf the signet - which can be used in many other types of builds and play styles - just because it makes up a component of a gank combo when you can nerf the combo by changing an ability.

    Why penalize all the other players using the mythic in other ways just because one use of it as part of a gank combo that is objectionable to the tank meta abusers and ball groupers and which can be done just as easily using the same abilities but with a different mythic.

    Nah man, dudes are just spamming ele sus and force pulse, and yeah it does seem MMR resets each week.

    This was a two-force pulse ganker + healbot game (green, one of them was bad at it and salty about getting got, thanks for the whisper!), and they could literally spawnkill our team from the wooden platform even through block (puddle map), let alone when you fall off the spawn platform, though the main pulser did get bored of shooting fish in a barrel. (once again horrendous map design, devs. Make it functional, then pretty...) My guess is the AS destro for the guaranteed procs.

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