They are still the strongest for PVE. Being able to put a damage enchant (e.g. shock, fire) actually makes them stronger than before.
A sorc is not getting 100% uptime on maim. Most don't use wizards, even if they do, it's not 100%. Same with concussed. Mostly they use fire staff. Only lightning damage if mages wrath and the one part of crushing shock. Streak too now and then.
Yet another garbage restoration staff. I can guarantee you that no healer worth their salt will use the Asylum restoration staff.
StopDropAndBear wrote: »
Here I go again on my own..goin down the only road I've ever known..
https://gfycat.com/gifs/detail/RingedElectricGelada
Ok after some experimenting with asylum bow:
- You perform this combo ~0.571s (if you cast acid spray after snipe, but before it lands -> hard from short range and no light attack between)
That's the trick, and might just make it worth it for PvP "gank builds".
I got 20k crits on a heavy armor wearing player with 7 impen without even wearing all the gear I wanted for that build due to PTS limitations, I'll test again once there's EU copies (could also get 5% more direct dmg from CPs, which is probably the way to go).
Assuming they finally get rid of Miat's, I'll definitely try it out in PvP. "Shotgun build", that's what I'm gonna call it for obvious reasons ^^
Lord_Dexter wrote: »
What are you about on dude?
I am not in for long debates, you are just dragging in/out.
My whole point was,
Maelstrom 1h/shield enchantment is not worth dropping monster set items and useless in PVE as DK and Warden can get resources back from various ways.
Resources have never been an issue in good groups so VMA 1h/shield is dead choice or will have rarely any use!
This enchantment need buff to be competitive
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
SidewalkChalk5 wrote: »
Wrong. The damage enchant can be placed on a normal set item and on special weapons, making it irrelevant to comparing the two. The relevant difference for this comparison is that a regular set items can offer a universal, general stat buff while the special weapon now offers only a specific buff to one skill. On most of the special weapons, the modest buffs to a single skill cannot possibly outperform the 4/5 set piece bonuses of standard item set weapons. In order to make the special weapons better, they need to keep their general stat buff intact.
Lightspeedflashb14_ESO wrote: »
Lol you say you are not in for long debates but I read "don't challenge what I say or I will get easily irritated"
I think you are wrong. They only thing a tank has to worry about is resources. We are only comparing the master and the vMA s/b, so don't bring monster sets and other things into it, that is a whole new discussion.
I ask again, have you even tanked in this game? Please answer this question.
Lightspeedflashb14_ESO wrote: »
Lol you say you are not in for long debates but I read "don't challenge what I say or I will get easily irritated"
I think you are wrong. They only thing a tank has to worry about is resources. We are only comparing the master and the vMA s/b, so don't bring monster sets and other things into it, that is a whole new discussion.
I ask again, have you even tanked in this game? Please answer this question.
PLEASE @ZOS_GinaBruno Suggest a change to how the aslyum weapons drop. The fact that you can get them on normal is a slap in the face to the endgame community and it just promotes casual play with no incentive to get into at the very least vet version to get VET REWARDS. Asylum weapons are very powerful and should be earned in VETERAN CONTENT. The same way maelstrom weapons are earned in veteran content. Please reconsider this aspect of their drop chance.
And yet this 'modest' skill buff will always win out against an extra 5 piece.
There's a reason why everyone runs them. And it's not the stat buff. These weapons are on the backbar 90% of the time.
Let that sink in.
Joy_Division wrote: »[*] I can see why you made "imperfect" weapons available because of the uproar of those people who never got their vMA weapons, but the difference between the normal version and the "perfect" version is laughably small. People who do these trial on sleepwalk mode are getting weapons that are virtually identical to "reward" sets.
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wizard is a 15s debuff. it´s very much 100% uptime when the enemy should have the intention to attack and kill you and it´s on every attacker.
Shadowrend is ~90% on its target.
Staff attacks don´t procc elemental effects at all. Only the enchantment does.
I get between 30 and 90% uptime on concussed currently depending on the build i´m using. It´s always a flame staff used.
Edit: I´m posting these numbers because i review all of my pvp fights with combatmetrics. I can actually see how much uptime of specific debuffs/buffs i had in pvp encounters.
Posting out of a gutfeeling won´t help make a point.
So in your world the only vMA weapons are bow and destro? The proposed nerf just puts DW, 2h, restro VMA weapons even further behind because their effect wasn't so powerful and so the added WD was needed to sweeten the deal.
And you're wrong about this change being a buff. Guess what? Infused will no longer buff the VMA effect (hail damage or wall bonus), and doubly the weapon damage is gone so that's not being buffed. Infused will be the worst trait if you actually use the maelstrom ability. Better off with precise or nirn to buff maelstrom effect, but then no infused damage glyph. Further, by your own acknowledgement the VMA weap is on back bar and so a damage glyph will not be triggered so often.
"Stronger than before." haha. Sure. Look at the big picture not just the glyph vs WD debate.
As a compromise for people worried about the small difference between perfect and imperfect...
Why not make the special effect the same between perfect and imperfect and add the 1p stat bonus (but reduce it somewhat--129 SD instead of 189 SD, for example) to the perfect version? Gives imperfect and perfect a greater distinction and lets people have 1p weapons with passive stat bonuses.
The visual effect on Force Shock using the Asylum Destro staff is AMAZING!!!
The bow is getting a slight nerf through infused not affecting it anymore, but stamina is getting more buffs this patch anyways with Master and Asylum dual wield.
A vMA staff will be buffed as a damage enchant will proc at least twice when you swap to backbar to refresh dots, which outweighs 189 spell damage that generally isn't active by far.
Most of the other weapons just aren't gonna see any use because they're not good by design. Having a stat on it wouldn't change that.
Ragnaroek93 wrote: »First of all, thanks a lot for letting imperfect weapons drop from normal mode (still think something similar to vdsa would be good, not sure about vma because it's solo content and therefore much easier to complete than difficult group content).
My feedback to some of the weapons so far (speaking out of PvP view):
vDSA dual wield: Increasing the tick by 1500 is way over the top, that's a ridiculous amount, I've got hit by 3k tick crits on PTS from rendering slashes (don't forget that these 1500 go right through all your armor because it's considered as a bleed).
Asylum Destrostaff: This weapon gets a lot of hate at the moment but it's too early to judge about it in my opinion. People forget that sorcs already have access to these effects. Also sorcs don't have access to a restoration staff with a good skill synergy (it would be different if there would be a resto staff which boosts healing ward - once we get new weapons I can already say that skills like healing ward, uppercut etc can easily make up for balance problems as well).
Asylum Bow: This weapon is gimmick and looks interesting actually (I thought it will be completely garbage in the beginning). Not sure yet what to think about it.
Asylum Dual Wield: Seems pretty good actually (for PvE mostly).
Asylum 2h: Seems to be also quite good.
Asylum Restostaff: Probably not gonna be used much simply because the skill it buffs is unpopular.
Asylum SnB: Don't know if it's worth it, even if you use this skill since you give up 5-5-2 set combination.
After all I think that these weapons are good. It definitely boosts setups which use staffs, bows and 2h weapons since they have much harder time to achieve a setcombination of 2 monstersets and 2 5p sets like sword and board and dual wield builds can easily achieve and are dominating in the current meta (well dual wield isn't unless you run bleedbuilds but SnB is so incredible strong - speaking out of pvp view).
Alright, PvE progress players shall rule the world. Let us please drop best in slot PvE gear from PvP then, because PvP players also need to play PvE for best in slot PvP gearLets also ignore that ESO isn't about gear progression at all.
This is not vMSA which is solo content, you need a PvE guild (most likely) to farm 12 people vet trial content. What do you think will people who are interested in these weapons do? I'll tell you, they will get into a PvE guild and farm brutally difficult PvE content which they don't want to play and they will quit the guild once they got their stuff. Locking powercreep gear behind a niche playstyle (and yes, I consider PvE group progress gaming as niche playstyle - not saying that it's a bad thing tho) is such a bad idea.