SidewalkChalk5 wrote: »They are still the strongest for PVE. Being able to put a damage enchant (e.g. shock, fire) actually makes them stronger than before.
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.
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.
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.
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.
Master Dual wield+2 5p Sets is worse than Support set + Velidreth + Automaton for example.... I tested it a lot last night and today, and i was always behind the old 5+5+Monster Set Builds.
jphipps85b14_ESO1 wrote: »Some comments saying that other magicka classes may be forced to use force pulse now. Sorry but NO NO NO! Templar's spammable is ALSO our only reliable form of self healing... we CANNOT get rid of it. ZoS, you really messed this one up...
ztyhurstub17_ESO wrote: »
Do you have any other general feedback?
I don't like the way the new 2 piece Master/VMA/Asylum sets are. You have to give up a monster bonus to get them since they take 2 slots. I think giving them a 1 piece bonus of Stamina or Health would offset that a little. Probably means you would have to do the same with the 2 handed weapons to make them all balanced.
I don't see a lot of tested feedback here... Can you test the items before calling them "underwhelming" or "overpowered"?
Because that is feedback the devs can actually rely on, rather than just saying "seems op" or "isn't competitive".
jphipps85b14_ESO1 wrote: »Some comments saying that other magicka classes may be forced to use force pulse now. Sorry but NO NO NO! Templar's spammable is ALSO our only reliable form of self healing (PvE wise)... we CANNOT get rid of it. ZoS, you really messed this one up...
Many of The Master and The Maelstrom Item Sets have undergone significant rebalancing:
Titanic Cleave (Master 2H): Increased the damage bonus to Cleave’s direct damage to 2000 from 688.
Puncturing Remedy (Master 1H&S): Increased the heal amount from Puncture to 2500 from 2150, and it now grants you Spell and Physical Resistance equal to the amount healed for 3 seconds.
Stinging Slashes (Master DW): Increased the damage bonus to Twin Slashes’ bleed to 1500 each tick from 516.
Destructive Impact (Master Destro): Increased the damage bonus to Destructive Touch’s direct damage to 1500 from 516.
Rampaging Slash (Maelstrom 1H&S): Your Low Slash will now cause your next fully-charged Heavy Attack used within 5 seconds to restore an additional 2000 Magicka and Stamina.
Precise Regeneration (Maelstrom Resto): Increased the amount of Magicka restored by Regeneration critical heals to 800 from 481.
Evasion: Casting this ability and its morphs now requires that you wear 5 pieces of Medium Armor.
Many of The Master and The Maelstrom Item Sets have undergone significant rebalancing:
Titanic Cleave (Master 2H): Increased the damage bonus to Cleave’s direct damage to 2000 from 688.
Puncturing Remedy (Master 1H&S): Increased the heal amount from Puncture to 2500 from 2150, and it now grants you Spell and Physical Resistance equal to the amount healed for 3 seconds.
Stinging Slashes (Master DW): Increased the damage bonus to Twin Slashes’ bleed to 1500 each tick from 516.
Destructive Impact (Master Destro): Increased the damage bonus to Destructive Touch’s direct damage to 1500 from 516.
Rampaging Slash (Maelstrom 1H&S): Your Low Slash will now cause your next fully-charged Heavy Attack used within 5 seconds to restore an additional 2000 Magicka and Stamina.
Precise Regeneration (Maelstrom Resto): Increased the amount of Magicka restored by Regeneration critical heals to 800 from 481.
Where is the information on the Master/Mael Bows? What about the Mael 2h? Was it posted elsewhere, what am I missing?
ZOS_GinaBruno wrote: »Many of The Master and The Maelstrom Item Sets have undergone significant rebalancing:
Titanic Cleave (Master 2H): Increased the damage bonus to Cleave’s direct damage to 2000 from 688.
Puncturing Remedy (Master 1H&S): Increased the heal amount from Puncture to 2500 from 2150, and it now grants you Spell and Physical Resistance equal to the amount healed for 3 seconds.
Stinging Slashes (Master DW): Increased the damage bonus to Twin Slashes’ bleed to 1500 each tick from 516.
Destructive Impact (Master Destro): Increased the damage bonus to Destructive Touch’s direct damage to 1500 from 516.
Rampaging Slash (Maelstrom 1H&S): Your Low Slash will now cause your next fully-charged Heavy Attack used within 5 seconds to restore an additional 2000 Magicka and Stamina.
Precise Regeneration (Maelstrom Resto): Increased the amount of Magicka restored by Regeneration critical heals to 800 from 481.
Where is the information on the Master/Mael Bows? What about the Mael 2h? Was it posted elsewhere, what am I missing?
We didn't change anything with the Master/Maelstrom Bows and 2H sets.
Evasion: Casting this ability and its morphs now requires that you wear 5 pieces of Medium Armor.
jphipps85b14_ESO1 wrote: »Utterly useless weapons for magicka templar dps or any magicka dps class not using force pulse. I thought your goal was to improve build diversity, not META it into specifics points. Very disappointed
victoriana-blue wrote: »To the people who don't like that the imperfect weapons drop on normal: think about it like the difference between purple and gold jewellery. Gold is superior by a small amount and is only available in vet trials (or the Golden, if you're lucky). Purple jewellery is enough for most players, but the gold is still better.







ZOS_GinaBruno wrote: »Many of The Master and The Maelstrom Item Sets have undergone significant rebalancing:
Titanic Cleave (Master 2H): Increased the damage bonus to Cleave’s direct damage to 2000 from 688.
Puncturing Remedy (Master 1H&S): Increased the heal amount from Puncture to 2500 from 2150, and it now grants you Spell and Physical Resistance equal to the amount healed for 3 seconds.
Stinging Slashes (Master DW): Increased the damage bonus to Twin Slashes’ bleed to 1500 each tick from 516.
Destructive Impact (Master Destro): Increased the damage bonus to Destructive Touch’s direct damage to 1500 from 516.
Rampaging Slash (Maelstrom 1H&S): Your Low Slash will now cause your next fully-charged Heavy Attack used within 5 seconds to restore an additional 2000 Magicka and Stamina.
Precise Regeneration (Maelstrom Resto): Increased the amount of Magicka restored by Regeneration critical heals to 800 from 481.
Where is the information on the Master/Mael Bows? What about the Mael 2h? Was it posted elsewhere, what am I missing?
We didn't change anything with the Master/Maelstrom Bows and 2H sets.
Anne_Firehawk wrote: »jphipps85b14_ESO1 wrote: »Some comments saying that other magicka classes may be forced to use force pulse now. Sorry but NO NO NO! Templar's spammable is ALSO our only reliable form of self healing... we CANNOT get rid of it. ZoS, you really messed this one up...
Other classes can't really sustain Force Pulse without losing ridiculous amount of DPS.
jphipps85b14_ESO1 wrote: »Utterly useless weapons for magicka templar dps or any magicka dps class not using force pulse. I thought your goal was to improve build diversity, not META it into specifics points. Very disappointed
StopDropAndBear wrote: »Force Pulse is a destro staff skill. Everyone with a destro staff can use it, not just sorcs. If the weapon is strong, fit it into your rotation. If it's not, don't use it.
Which nobody uses in PvP. Only sorcs. Because other classes have class spammables. So we can all be the same and just spam crushing shock now? Sounds fun.
Honestly, nobody except sorcs use it. Nobody.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus