Thats cool if intended. TBH the cost increase is extremely prohibitive for PVP. That is a PVE set.
Thats cool if intended. TBH the cost increase is extremely prohibitive for PVP. That is a PVE set.
EDIT:
I really don't understand the logic. "Lets make a godly piece of gear, then sh*t on it with an unreasonable debuff." ... "Yeah bro, lets do that, yeah."
I'm not sure if its PTS lag or the fact that uppercut has a cast/travel time of its own, or something completely different, but weaving that one with light attacks will also procc Molag reliably.
Edit: @Xeven The set is actually quite well designed in my opinion. It provides a way to gain a quite strong effectiveness boost (damage and healing) for a short period of time that is kept in check by a increase in resource cost ( really what build atm actually needs to worry about resources ?) and a set, actively controlled activation mechanism that allows everyone to decide when to activate the benefit, while allowing counterplay at the same time ( dodge the light attacks or avoid the player while overlaod is active to waste his resources) .
With this set ZOS has bascially provided a means for PvPers to work around the damage nerf in PvP, by providing a tool that gives the ability to creat high damage situations (at a cost) that demands to be activated first. This way the immensely short TTK from getting ganked/attacked unaware gets increased, but players still have tools to push for taking down their opponents.
Thats cool if intended. TBH the cost increase is extremely prohibitive for PVP. That is a PVE set.Thats cool if intended. TBH the cost increase is extremely prohibitive for PVP. That is a PVE set.
EDIT:
I really don't understand the logic. "Lets make a godly piece of gear, then sh*t on it with an unreasonable debuff." ... "Yeah bro, lets do that, yeah."I'm not sure if its PTS lag or the fact that uppercut has a cast/travel time of its own, or something completely different, but weaving that one with light attacks will also procc Molag reliably.
Edit: @Xeven The set is actually quite well designed in my opinion. It provides a way to gain a quite strong effectiveness boost (damage and healing) for a short period of time that is kept in check by a increase in resource cost ( really what build atm actually needs to worry about resources ?) and a set, actively controlled activation mechanism that allows everyone to decide when to activate the benefit, while allowing counterplay at the same time ( dodge the light attacks or avoid the player while overlaod is active to waste his resources) .
With this set ZOS has bascially provided a means for PvPers to work around the damage nerf in PvP, by providing a tool that gives the ability to creat high damage situations (at a cost) that demands to be activated first. This way the immensely short TTK from getting ganked/attacked unaware gets increased, but players still have tools to push for taking down their opponents.
I will agree that this is a good gank/pve set. I feel like a 1/3 increase to ALL ability cost in 1.7 will be a problem. If you can sustain it, sure, go for it, but the damage you traded for sustain probably cancels out whatever you've gained from it.
800 magicka regen lol
If you plan to use regen/cost reduction glyphs and kena you should consider to drop one piece kena and go for three dmg glyphs instead.
Too lose some recovery is better than having kena up all the time and have 33% on everything including dodge and break free.
In case you decide to run dmg glyphs together with kena then forget what I said.
If you plan to use regen/cost reduction glyphs and kena you should consider to drop one piece kena and go for three dmg glyphs instead.
Too lose some recovery is better than having kena up all the time and have 33% on everything including dodge and break free.
In case you decide to run dmg glyphs together with kena then forget what I said.
if only item descriptions would ever say what the item/skill actually does...
so who wants to bet? does it increase block cost?
If you plan to use regen/cost reduction glyphs and kena you should consider to drop one piece kena and go for three dmg glyphs instead.
Too lose some recovery is better than having kena up all the time and have 33% on everything including dodge and break free.
In case you decide to run dmg glyphs together with kena then forget what I said.
I just said that in post #18, with math and tooltip damage to back it up, lol.
This is why I love this game, I get to faceroll nerds who have not the slightest clue on how to gear up effectively.