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I don't see the problem with how tremor scale works. plenty other monster sets proc of way more damage on many more damage situations. I'd like to see the change make all sword and board damage attacks be able to trigger it, at a 5-7 second rate. If they reduce the % to compete with Velidreth, I am ok with that.
My issue with Tremorscale is that we end up with PvP build "dps" queuing into dungeons and overtaunting things away from the tank, dying to aggro they can't handle, and causing the other dps and healer to kite the boss until the 15 seconds of overtaunt wears off.
Too many people who mainly PvP and only do dungeons for helms and keys and gearsets do not understand what a taunt *is* and then berate the tank for not holding aggro and the healer for not keeping their tanky-for-pvp-but-tissue-paper-for-this-boss build alive, because to them Ransack is a dps debuff skill according to their Internet cookie cutter build.
I have no problem helping PvPers unfamiliar with dungeon mechanics grind for their gear. I appreciate the PvPers who have taken the time to help me get Barrier and Warhorn and Vigor and all for several of my characters so far, and I enjoy being able to give back to that community by sharing my experiences on the PvE side.
But for goodness sake, please fix this issue where one of PvP's encouraged dps skills runs completely counter to the mechanics on the PvE side. I would prefer to not have to choose between kicking someone or leaving them dead on the floor for every boss fight. But too many just don't understand why a dps wearing Tremorscale and either dying or kiting things everywhere makes the tank, healer, and other dps work 10x harder.
Me and my brother tested it. He, the magicka dk tank vs me, the *** stam sorc DPS. Tremorscale procced a bunch of times, maybe 4-5, I still won all three duals. He's in full heavy (julianos + willpower) divines and impen helm, I'm 6:1 medium:heavy divines and infused helm. It seemed stupid weak to us. Just sayin'
Edit: bad english
Edited by Bobby_V_Rockit on January 22, 2017 8:25AM
The biggest problem with tremorscale is the ridiculously high proc chance combined with a 70% snare that has 2x the duration of the cooldown. It could be oK if you reduce the cooldown to 10 sec, decrease the snare to 40% and the duration of the snare to 5 sec and decrease the process chance to 20%.
The biggest problem with Tremorscale is PvP DPS running PvE dungeons, complaining about dying from the tank not holding aggro, but refusing to stop taunting everything.
The biggest problem with Tremorscale is PvP DPS running PvE dungeons, complaining about dying from the tank not holding aggro, but refusing to stop taunting everything.
I can imagine that being a pain. Guess I'm lucky to never experience that in any of my Group Finder Runs
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