@ZOS_GinaBruno IronBlood is amazing, just what the meaty tanks in the game need! The slow down speed is of course punishment for reward but I agree it should be reduced slightly 75% is a LOT, 50% or so I could live with or the reverse of major expedition perhaps ? 30%...The debuff % aside, I LOVE this set so much.Chunky tank ftw!
The effects are especially cool though...slow motion with high damage mitigation coated in silver? The terminator soundtrack plays in the background while I slowly walk through armies of mobs taking no damage muhahaha!
prefer if it stayed mainly physical damage while shadow rend stayed magic based.Got a stam pet build(bit of a joke right now).it should have all the overland moves,be cc immune and proc on damage done.that or make it spawn 2 daedroths(like the final dungeon boss does).1 piece health is quite good how it is atmMaw of the Infernal is still completely useless.
With the changes to shadowrend to only proc on damage received, maw of the infernal still is very useless because:
-Shadowrend procs more often and has a much better uptime because it can't die
-Shadowrends damage is stronger for magicka builds after the Patch because it deals magic damage that will be increased by cp
-When shadowrend procs it immediately runs very fast to one enemy and attacks it. So the lifetime of Shadowrend looks something like that:
1s.spawns
2s.charges to one enemy and starts attacking
3-9s.attacks the enemy, if enemy dies looks for next target
9-15s. Attacks the first enemy or the new target
15s. Despawns
Will spawn again in 2-8 sec
While Maw of the infernal's lifetime looks more like this
1s. Spawns
2-4s. Looks for an enemy and walks to them very slowly
5-8s. Gets cc'd and doesn't break free
9s. Attacks once
10s. Dies in AoE or from the enemy
With good luck it'll spawn again in 15 seconds in pvp even more
There is no reason to pick Maw of the infernal for many reasons: it dies too fast, deals not enough damage, has a useless 1pc bonus, only procs on LA/HA with a low chance, can be cc'd, is too slow when attacking an enemy
These are buffs the set deserves to be viable for certain builds:
- Deadroth is now immune to CC's
- Deadroth gets the new attacks from overland deadroths ( ranged flame bomb, aoe earthquake with knock back)
- Deals only fire damage instead of physical and fire damage
- When the deadroth is killed (not regular despawn) it explodes for 7k flame damage in an 6m radius
- procs on damage done !!!! (Most important change
Joy_Division wrote: »Defense is very powerful in Cyrodiil. We just got through a meta of unkillable tanks, the resto and 1H&Shield ultimate are really good, impreg and wizard's riposte armor is strong and easily available.
As a heavy cyrodil player and watcher. I would say I 100% agree with this. If I was ZOS I would like to request a nerf on everyone's ability to heal so well and instead maybe add 4k to everyones starting health. So people don't instant die and also battles don't last forever. The DK tanks with troll king is insane and ZOS if you haven't seen the video of the guy with 3 sets that basically make him use resto ult non-stop as he can survive a Zerg of 50 high cp players you should. There are people right now that are pretty much unkillable and even if they don't really output damage it ruins battlegrounds and cyrodil. People should only be unkillable if they have a healer behind them and you don't kill the healer. Right now these tanks can self heal.
This patch might just further strengthen the tank meta that is going on right now, so I think adding starting health and nerfing vigor, resto ult, and healing received could be very helpful and even out the meta
@ZOS_GinaBruno Can the team please look at ways to make the Sentinel of Rkugamz set more viable? I would really like to use this set on all of my healers, however in it's current state it is a little wonky.
Positive changes / issues I found include:
- Issue: Delay on dwemer spider from when it appears to when it start its healing
- Issue: Dwemer spider can be interrupted and thus nullified
- Change: Better player targeting which would place spider at the highest concentration of allies or stam based allies.
- Change: Reducing the cool down. my testing reveals the 15 sec cool down starts after the spider dies
- Change: Radius of effect increase from 8 m to 10 meters would make it more versatile
This is a set that in the Morrowind update should be a very strong competitor to other sets and a very valuable asset when it comes to Healers or tanks due to resource management and healing. It is the great set in theory but has some issues that reduce its effectiveness and make it to wonky to put to good use. Please consider some of the proposed changes, would love to see this set used more often!
Praeficere wrote: »With the buffs to Leviathan (giving a flat 2470 crit on the last bonus), Berserking Warrior has been made undesirable.
- When you deal melee damage, your Critical Strike rating is increased by 400 for 5 seconds, stacking up to 5 times. (2000)
During a fight, your crit would increase to be higher than the constant Leviathan bonus. Now, it is is 470 fewer for a set you have to stack. This contrasts with Twice-Fanged Serpent which provides 5000 penetration when stacked, compared to the flat value of 3250 on Spriggan's Thorns.
Just linking my magicka dps set comparison thread here in hopes of dev attention:
https://forums.elderscrollsonline.com/en/discussion/365185/magicka-dps-set-bonus-comparison-math/p1
I believe, based on my calculations, that the Necropotence nerf was not needed and should either be reverted back to 4000 or at very least changed to 3450 to match the nerf to Spinner's.
Moloch1514 wrote: »Just linking my magicka dps set comparison thread here in hopes of dev attention:
https://forums.elderscrollsonline.com/en/discussion/365185/magicka-dps-set-bonus-comparison-math/p1
I believe, based on my calculations, that the Necropotence nerf was not needed and should either be reverted back to 4000 or at very least changed to 3450 to match the nerf to Spinner's.
It would be nice to see a dev comment in that thread. Otherwise what is the point of the PTS forum? The dev feedback this PTS cycle has beem pretty slim.
Moloch1514 wrote: »Just linking my magicka dps set comparison thread here in hopes of dev attention:
https://forums.elderscrollsonline.com/en/discussion/365185/magicka-dps-set-bonus-comparison-math/p1
I believe, based on my calculations, that the Necropotence nerf was not needed and should either be reverted back to 4000 or at very least changed to 3450 to match the nerf to Spinner's.
It would be nice to see a dev comment in that thread. Otherwise what is the point of the PTS forum? The dev feedback this PTS cycle has beem pretty slim.
Moloch1514 wrote: »Just linking my magicka dps set comparison thread here in hopes of dev attention:
https://forums.elderscrollsonline.com/en/discussion/365185/magicka-dps-set-bonus-comparison-math/p1
I believe, based on my calculations, that the Necropotence nerf was not needed and should either be reverted back to 4000 or at very least changed to 3450 to match the nerf to Spinner's.
It would be nice to see a dev comment in that thread. Otherwise what is the point of the PTS forum? The dev feedback this PTS cycle has beem pretty slim.
Indeed. How awesome would it be if the dev actually responsible for the desicion to nerf the Necro 5th piece by 850 would chime in to discuss how they arrived at that number and what they think of my work. I would happily be proven wrong* if it came from the horse's mouth.
Hey ZOS_GinaBruno Do you think we could have one or two devs responsible for the itemization changes come on ESO Live and give a walk through of how they determined the set changes? I'm speaking more of the numerical reductions like Spinners, Necro, Amber Plasm, Plague Doctor, etc. The work on the proc sets to make them more reactionary is obvious and doesn't call for any explanation.
*By "proven wrong" I mean shown that the nerf still leaves Necro in a strong enough place to be as or more desirable than other magicka dps sets. I certainly respect that it is not a terrible set, even with the nerf, but if it is surpassed far enough by other sets, especially ones that don't have conditions, then the incentive to use Necro seems to be quite diminished.
*By "proven wrong" I mean shown that the nerf still leaves Necro in a strong enough place to be as or more desirable than other magicka dps sets. I certainly respect that it is not a terrible set, even with the nerf, but if it is surpassed far enough by other sets, especially ones that don't have conditions, then the incentive to use Necro seems to be quite diminished.