I'm working during the day, and we have house guests who are helping with renovations until late next week, so won't be in the game much until they're gone.
I have a few questions that if anyone tests I'd appreciate answers related to the following sets:
1. The Selene monster set - When you deal direct melee damage, you have a 15% chance call on a primal spirit that mauls the closest enemy in front of you for 12000 Physical Damage. If you get a killing blow with melee damage, does the primal spirit still get spawned and can it hit someone else? If you deal direct melee damage to someone behind you or to the side of you and the primal spirit is spawned, what is the range at which it can maul an enemy? Will the spirit potentially go "up" to the top of a wall if that'st he closest enemy in front of you? Do caltrops still count as direct melee damage? They used to, though I've not checked / confirmed since TG hit in February. There's a lot of potential to abuse this with a small group if you position correctly, and on PTS the range was longer than from Nikel to the palisades to the north.
EDIT: A few people have tested and confirmed that the maul is melee range only now and does not proc from caltrops.
3. Sentinel of Rkugamz - When you heal a friendly target, you have a 10% chance to summon a dwemer spider that heals for 1049 Health and restores 524 Stamina to you and your allies within 5 meters every 1 second for 8 seconds. How much health does the spider have now?
EDIT: Similar to Engine Guardian.
4. Pirate Skeleton - When you take damage, you have a 6% chance to transform into a skeleton and gain Major Protection and Minor Defile for 12 seconds, reducing your damage taken by 30% but reducing your healing receieved by 15%. Did they fix the issue where your champion points that increase the effectiveness of healing reduction affected the 15%? This is potentially a great set for the defile builds, though it was additive (15% + 25%) with full champion points on PTS reducing your healing received by 40% instead of multiplicative (like most other things). I believe it shouldn't have applied at all - but #ZOSLogic.
EDIT: Not confirmed yet.
4. IceHeart - When you deal Critical Damage, you have a 20% chance to gain a damage shield that absorbs 8600 damage for 6 seconds. Have they added a cooldown to this? Huge AoE (even Templar ritual that does damage and removes 2 negative effects instead of the morph that removes 5) makes this very, very insane..
EDIT: Cooldown is 6 seconds, so not as good as without cooldown. The sheet I read didn't have the cooldown listed..
5. Robes of the Hist - Reduces the duration of all disabling effects applied to you by 20%. While you are affected by a disabling effect, heal for 2000 Health every 1 second. Has anyone combined this with Reactive? Does it make people pull their hair out in frustration? Has Unru been triggered?
EDIT: Unru has not yet been triggered.
7. Trinimac's Valor - When you cast a damage shield on an ally, you have a 20% chance to call down a fragment of Trinimac that heals you and your allies for 3667 Health and damages enemies for 3667 Magic Damage in a 5 meter radius. This effect can occur once every 5 seconds. Is this still multiple-proc'ing on barrier? Is this still guaranteed proc'ing with no cooldown if you have a healing ward on yourself when you cast barrier (anf thus calling down 6 shards at the same time)?
EDIT: Not confirmed yet.
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