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PTS Update 17 - Feedback Thread for Item Sets, Monster Masks & General Itemization

  • Carbonised
    Carbonised
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    DDuke wrote: »
    Carbonised wrote: »
    pieratsos wrote: »
    Carbonised wrote: »
    Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.

    Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.

    Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.

    This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.

    Why wouldn't I call it the best gap closer in the game? :smile:

    "Target too low"

    "Target too high"

    "Target too low"

    "Target too high"

    Need I continue?

  • DDuke
    DDuke
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    Carbonised wrote: »
    DDuke wrote: »
    Carbonised wrote: »
    pieratsos wrote: »
    Carbonised wrote: »
    Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.

    Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.

    Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.

    This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.

    Why wouldn't I call it the best gap closer in the game? :smile:

    "Target too low"

    "Target too high"

    "Target too low"

    "Target too high"

    Need I continue?

    I think you're stuck in pre-Morrowind~, they've fixed those bugs ages ago.

    I haven't had any problems with the ability for months.
  • BohnT
    BohnT
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    Carbonised wrote: »
    BohnT wrote: »
    Carbonised wrote: »
    pieratsos wrote: »
    Carbonised wrote: »
    Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.

    Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.

    Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.

    This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.

    Check the latest video of that "potato" .
    Magdk always had the payoff that it was a beast in meele fights. A set that deals 30k damage against a player is beyond op anything above 5k is already stupid but i guess Zos wants the proc meta again

    Sigh. How about some context. That 30k proc was over 7 tics, as is clearly evident from the screenshot. If someone is stupid enough to stand within 10m of someone with a channeling beam for 7 secs, they deserve to be hit with 30k.
    I would like to see someone take 7 ticks of jesus beam in execution range in comparison.

    To even proc the set reliably and consistently you have to spec for a crit build, which means less ressources, less survival, less defense. And when it does proc, someone only has to dodge roll, sprint, streak or otherwise remove themselves from the 10m line. It's a potentially powerful set, but it has plenty of counterplay.

    Please don't be that guy who stands still for 7 ticks in an Eye of Flame and then comes to the forums to complain about the damage.

    And who in this world will let the other player run away? It's not like there are cheap spammable gapclosers, snares for every ability and roots that can be spammed.
    Everyone playing on a level where they can discuss about balance are able to weave perfectly. Also other sets feature a 15% chance on crits/ light attacks nope not here if you criteria you get that damage meaning you can physically affect the proc chance.

    This set screams: spam me, zerg solo players don't waste your time getting good just get those free kills
  • Carbonised
    Carbonised
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    ✭✭✭✭✭
    DDuke wrote: »
    Carbonised wrote: »
    DDuke wrote: »
    Carbonised wrote: »
    pieratsos wrote: »
    Carbonised wrote: »
    Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.

    Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.

    Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.

    This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.

    Why wouldn't I call it the best gap closer in the game? :smile:

    "Target too low"

    "Target too high"

    "Target too low"

    "Target too high"

    Need I continue?

    I think you're stuck in pre-Morrowind~, they've fixed those bugs ages ago.

    I haven't had any problems with the ability for months.

    Anyway, let's not take this discussion here. There's a world of difference between testing a set that is clearly designed for your opponent to move away from ASAP in the real world where people move about constantly, and on a test server where you can have your buddy stand still in melee range for 7 ticks of increasing damage. That's all I'm gonna say in the matter before everyone looses their minds over this.
  • pieratsos
    pieratsos
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    Carbonised wrote: »
    DDuke wrote: »
    Carbonised wrote: »
    DDuke wrote: »
    Carbonised wrote: »
    pieratsos wrote: »
    Carbonised wrote: »
    Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.

    Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.

    Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.

    This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.

    Why wouldn't I call it the best gap closer in the game? :smile:

    "Target too low"

    "Target too high"

    "Target too low"

    "Target too high"

    Need I continue?

    I think you're stuck in pre-Morrowind~, they've fixed those bugs ages ago.

    I haven't had any problems with the ability for months.

    Anyway, let's not take this discussion here. There's a world of difference between testing a set that is clearly designed for your opponent to move away from ASAP in the real world where people move about constantly, and on a test server where you can have your buddy stand still in melee range for 7 ticks of increasing damage. That's all I'm gonna say in the matter before everyone looses their minds over this.

    SA + Zaan + shalk/curse/fury/vamp bane/cripple/purifying light etc is going to be enough to kill people through block in less than 5 seconds. During that time you will also be 70% snared. You are not going anywhere. You are just going to die.
    Edited by pieratsos on January 9, 2018 11:02AM
  • BohnT
    BohnT
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    pieratsos wrote: »
    Carbonised wrote: »
    DDuke wrote: »
    Carbonised wrote: »
    DDuke wrote: »
    Carbonised wrote: »
    pieratsos wrote: »
    Carbonised wrote: »
    Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.

    Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.

    Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.

    This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.

    Why wouldn't I call it the best gap closer in the game? :smile:

    "Target too low"

    "Target too high"

    "Target too low"

    "Target too high"

    Need I continue?

    I think you're stuck in pre-Morrowind~, they've fixed those bugs ages ago.

    I haven't had any problems with the ability for months.

    Anyway, let's not take this discussion here. There's a world of difference between testing a set that is clearly designed for your opponent to move away from ASAP in the real world where people move about constantly, and on a test server where you can have your buddy stand still in melee range for 7 ticks of increasing damage. That's all I'm gonna say in the matter before everyone looses their minds over this.

    SA + Zaan + shalk/curse/fury/vamp bane/cripple/purifying light etc is going to be enough to kill people through block in less than 5 seconds. During that time you will also be 70% snared. You are not going anywhere. You are just going to die.

    BuT yOu CaN eAsIlY wAlK aWAy
  • Cinbri
    Cinbri
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    DDuke wrote: »
    Carbonised wrote: »
    pieratsos wrote: »
    Carbonised wrote: »
    Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.

    Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.

    Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.

    This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.

    Why wouldn't I call it the best gap closer in the game? :smile:


    Undodgeable, can be used while rooted, gives Major Empower to next Whip/Leap, gives 6 seconds of Major Expedition, cheap & most importantly is a magicka costing gap closer for a class that would otherwise have bad mobility.

    You can compare it to something like Ambush, a similar gap closer (though more expensive & gives no Major Expedition) for a class that already is very mobile - yet most people slot it anyway.


    The truth is, the only way to escape a mag DK (who actually knows what skills to slot) with Zaan on you will be Shadow Image or Streak.

    You forgot to mention that you can swap weapon during pull and can blockcasting it so dks never experience how is it feel to be stunned in middle of charging and had to eat full damage, break free, and try charge duble 2.
    But ofc dks will pretend that it worst charge in game coz it still has some axis problems...

    Btw Zaar can be purged and in my tests didn't proced again block but yet proc against shields. So it seems wont work vs healbots.
    And before all melee magdk will be super hyped - last time I checked majority of those open world tanky melee dks use swords that scale of weapon crit. And since set proc only on crit - chances to proc it for such hybrids as melee magdk and melee magplars will be super low, on no-CP such chance is going closer to 0%. And 1pc don't grant any weapon damage that would benefit hybrids.

    Zaar seems promote more dueling damage for those classes that already benefit great in duels - mag sorcs and magnbs, who can utilize staffs and their high spell crits. Even further it allow to benefit them against melee magicka and stamina builds because sorc and nb mostly play high mobile range builds but enemy melee builds in duels by fight in melee will allow those mobile magicka classes to benefit even more by force-proc of this set.
    So, for me set look like dueling set for range builds to counter melee builds...
  • Carbonised
    Carbonised
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    ✭✭✭✭✭
    BohnT wrote: »
    pieratsos wrote: »
    Carbonised wrote: »
    DDuke wrote: »
    Carbonised wrote: »
    DDuke wrote: »
    Carbonised wrote: »
    pieratsos wrote: »
    Carbonised wrote: »
    Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.

    Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.

    Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.

    This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.

    Why wouldn't I call it the best gap closer in the game? :smile:

    "Target too low"

    "Target too high"

    "Target too low"

    "Target too high"

    Need I continue?

    I think you're stuck in pre-Morrowind~, they've fixed those bugs ages ago.

    I haven't had any problems with the ability for months.

    Anyway, let's not take this discussion here. There's a world of difference between testing a set that is clearly designed for your opponent to move away from ASAP in the real world where people move about constantly, and on a test server where you can have your buddy stand still in melee range for 7 ticks of increasing damage. That's all I'm gonna say in the matter before everyone looses their minds over this.

    SA + Zaan + shalk/curse/fury/vamp bane/cripple/purifying light etc is going to be enough to kill people through block in less than 5 seconds. During that time you will also be 70% snared. You are not going anywhere. You are just going to die.

    BuT yOu CaN eAsIlY wAlK aWAy

    It's funny, some people have been going nuts over the Eye ultimate for a while now, in combination with this or that snare or root and other PB-AoEs. Meanwhile here I am, on my light armor MagDK, no vampire mist form, no other form of mobility other than my sprint and dodge roll, and yet I can count the times I have died to Eye on less than 2 hands. Many of those being due to lag and bad Cyrodiil performance.

    If you have just a minimum of area awareness, it's not really that hard to dodge or sprint out of something like this. But I guess some people constantly balk at having to actually react to what an opponent does, instead of simply spamming their rotation over and over again.
  • pieratsos
    pieratsos
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    ✭✭
    Carbonised wrote: »
    BohnT wrote: »
    pieratsos wrote: »
    Carbonised wrote: »
    DDuke wrote: »
    Carbonised wrote: »
    DDuke wrote: »
    Carbonised wrote: »
    pieratsos wrote: »
    Carbonised wrote: »
    Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.

    Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.

    Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.

    This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.

    Why wouldn't I call it the best gap closer in the game? :smile:

    "Target too low"

    "Target too high"

    "Target too low"

    "Target too high"

    Need I continue?

    I think you're stuck in pre-Morrowind~, they've fixed those bugs ages ago.

    I haven't had any problems with the ability for months.

    Anyway, let's not take this discussion here. There's a world of difference between testing a set that is clearly designed for your opponent to move away from ASAP in the real world where people move about constantly, and on a test server where you can have your buddy stand still in melee range for 7 ticks of increasing damage. That's all I'm gonna say in the matter before everyone looses their minds over this.

    SA + Zaan + shalk/curse/fury/vamp bane/cripple/purifying light etc is going to be enough to kill people through block in less than 5 seconds. During that time you will also be 70% snared. You are not going anywhere. You are just going to die.

    BuT yOu CaN eAsIlY wAlK aWAy

    It's funny, some people have been going nuts over the Eye ultimate for a while now, in combination with this or that snare or root and other PB-AoEs. Meanwhile here I am, on my light armor MagDK, no vampire mist form, no other form of mobility other than my sprint and dodge roll, and yet I can count the times I have died to Eye on less than 2 hands. Many of those being due to lag and bad Cyrodiil performance.

    If you have just a minimum of area awareness, it's not really that hard to dodge or sprint out of something like this. But I guess some people constantly balk at having to actually react to what an opponent does, instead of simply spamming their rotation over and over again.

    Kinda ironic to advocate for a proc set and talking about reaction, not simply spamming skills and skilled gameplay in general. Very ironic considering proc sets are the exact opposite.
  • BohnT
    BohnT
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    ✭✭
    Carbonised wrote: »
    BohnT wrote: »
    pieratsos wrote: »
    Carbonised wrote: »
    DDuke wrote: »
    Carbonised wrote: »
    DDuke wrote: »
    Carbonised wrote: »
    pieratsos wrote: »
    Carbonised wrote: »
    Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.

    Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.

    Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.

    This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.

    Why wouldn't I call it the best gap closer in the game? :smile:

    "Target too low"

    "Target too high"

    "Target too low"

    "Target too high"

    Need I continue?

    I think you're stuck in pre-Morrowind~, they've fixed those bugs ages ago.

    I haven't had any problems with the ability for months.

    Anyway, let's not take this discussion here. There's a world of difference between testing a set that is clearly designed for your opponent to move away from ASAP in the real world where people move about constantly, and on a test server where you can have your buddy stand still in melee range for 7 ticks of increasing damage. That's all I'm gonna say in the matter before everyone looses their minds over this.

    SA + Zaan + shalk/curse/fury/vamp bane/cripple/purifying light etc is going to be enough to kill people through block in less than 5 seconds. During that time you will also be 70% snared. You are not going anywhere. You are just going to die.

    BuT yOu CaN eAsIlY wAlK aWAy

    It's funny, some people have been going nuts over the Eye ultimate for a while now, in combination with this or that snare or root and other PB-AoEs. Meanwhile here I am, on my light armor MagDK, no vampire mist form, no other form of mobility other than my sprint and dodge roll, and yet I can count the times I have died to Eye on less than 2 hands. Many of those being due to lag and bad Cyrodiil performance.

    If you have just a minimum of area awareness, it's not really that hard to dodge or sprint out of something like this. But I guess some people constantly balk at having to actually react to what an opponent does, instead of simply spamming their rotation over and over again.

    You know how you die to Eots? When someone is spamming gapclosers then the is no escape. In a zerg you might be the unlucky one who gets zerged but in 1v1 you are the target and you will be focused.
    Everyone with half a brain can hit his enemy with all ticks of Eots thankfully most zerglings have an IQ of 4 but anyone else will make you feel how "balanced" this set is
  • DDuke
    DDuke
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    ✭✭✭✭
    BohnT wrote: »
    Carbonised wrote: »
    BohnT wrote: »
    pieratsos wrote: »
    Carbonised wrote: »
    DDuke wrote: »
    Carbonised wrote: »
    DDuke wrote: »
    Carbonised wrote: »
    pieratsos wrote: »
    Carbonised wrote: »
    Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.

    Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.

    Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.

    This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.

    Why wouldn't I call it the best gap closer in the game? :smile:

    "Target too low"

    "Target too high"

    "Target too low"

    "Target too high"

    Need I continue?

    I think you're stuck in pre-Morrowind~, they've fixed those bugs ages ago.

    I haven't had any problems with the ability for months.

    Anyway, let's not take this discussion here. There's a world of difference between testing a set that is clearly designed for your opponent to move away from ASAP in the real world where people move about constantly, and on a test server where you can have your buddy stand still in melee range for 7 ticks of increasing damage. That's all I'm gonna say in the matter before everyone looses their minds over this.

    SA + Zaan + shalk/curse/fury/vamp bane/cripple/purifying light etc is going to be enough to kill people through block in less than 5 seconds. During that time you will also be 70% snared. You are not going anywhere. You are just going to die.

    BuT yOu CaN eAsIlY wAlK aWAy

    It's funny, some people have been going nuts over the Eye ultimate for a while now, in combination with this or that snare or root and other PB-AoEs. Meanwhile here I am, on my light armor MagDK, no vampire mist form, no other form of mobility other than my sprint and dodge roll, and yet I can count the times I have died to Eye on less than 2 hands. Many of those being due to lag and bad Cyrodiil performance.

    If you have just a minimum of area awareness, it's not really that hard to dodge or sprint out of something like this. But I guess some people constantly balk at having to actually react to what an opponent does, instead of simply spamming their rotation over and over again.

    You know how you die to Eots? When someone is spamming gapclosers then the is no escape. In a zerg you might be the unlucky one who gets zerged but in 1v1 you are the target and you will be focused.
    Everyone with half a brain can hit his enemy with all ticks of Eots thankfully most zerglings have an IQ of 4 but anyone else will make you feel how "balanced" this set is

    I think it would be accurate to say that maybe 5% of players playing melee magicka builds in this game actually slot a gap closer.

    As to why, who knows... but it's been my experience that most of these players just run after you with EotS & I'm usually able to just dodge roll or sprint out of it when on my stam characters (on mag ones I don't even bother, I just resto ulti/shield to counter it & keep damaging).
  • ZeroXFF
    ZeroXFF
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    DDuke wrote: »
    Why do you keep releasing such bad medium armor sets?
    Trappings of Invigoration (Medium)
    (2) Stamina Recovery
    (3) Max Stamina
    (4) Stamina Recovery
    (5) When you cast an ability while under 33% Stamina, you restore 9000 Stamina. This effect can occur once every 1 minute.

    Medium armor builds did not need a stamina version of Lich, there's already plenty of good, better options for sustain (not that sustain matters in PvP when you're dead to undodgeable damage anyway long before stam pool drains out).
    Plague Slinger (Medium)
    (2) Weapon Damage
    (3) Max Health
    (4) Weapon Damage(5) When you take damage, you summon a Skeever corpse which will launch a poison ball that deals 5160 Poison Damage every 1.5 seconds at the nearest enemy for 6 seconds. This effect can occur once every 15 seconds.

    There's a good reason (well, multiple good reasons) nobody uses the Unfathomable Darkness set from previous patch: sustained damage isn't good in PvP, especially on squishy medium armor builds.

    This set basicly suffers from the same problems as Unfathomable Darkness, and I'm willing to bet those poison balls are going to break my own cloak, just like the birds do with Unfathomable Darkness.
    Thurvokun (Monster)
    Max Health
    When a nearby enemy damages you, summon a growing pool of desecrated bile for 8 seconds. Enemies in the bile receive 430 Disease Damage every 1 second and are afflicted with Minor Maim and Minor Defile, reducing their damage done and healing received by 15%. This effect can occur once every 8 seconds.

    And this is probably the worst offender... do you really expect people to stand in that puddle? And 430 damage... that's like no damage at all. I'm going to log on PTS soon, and unless this puddle has like a 10m radius & snares/roots people, I'm going to be extremely disappointed. Why would anyone slot this instead of Selene, Troll King etc?


    Meanwhile, light & heavy armor once again get all the sweet sets.
    Not surprised, just disappointed.

    PvE tanks who want to save stamina with the new *** PvP induced block nerf by removing low slash from their bars will be very happy about it. I've been looking for a reliable source of the minor maim debuff for my templar for a long time. The current sets do not give anywhere near 100% uptime. If this one does, it would be great.
  • Grevaris_Elluin
    Grevaris_Elluin
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    ✭✭✭
    DDuke wrote: »
    Carbonised wrote: »
    DDuke wrote: »
    Carbonised wrote: »
    pieratsos wrote: »
    Carbonised wrote: »
    Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.

    Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.

    Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.

    This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.

    Why wouldn't I call it the best gap closer in the game? :smile:

    "Target too low"

    "Target too high"

    "Target too low"

    "Target too high"

    Need I continue?

    I think you're stuck in pre-Morrowind~, they've fixed those bugs ages ago.

    I haven't had any problems with the ability for months.

    Only fixed in bgs. Cyro not flat areas it still bugs. Also the weird way you have to send the chain, then be pulled is annoying.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Hutch679
    Hutch679
    ✭✭✭✭✭
    Carbonised wrote: »
    Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.

    Who agrees that? Lol are you high? Magdks are already super beast mode.... gtfo lololol
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    ak_pvp wrote: »
    DDuke wrote: »
    Carbonised wrote: »
    DDuke wrote: »
    Carbonised wrote: »
    pieratsos wrote: »
    Carbonised wrote: »
    Zaan is made for melee magicka - aka MagDKs. Thanks for finally making something that actually turns the MagDK's weakness - melee range - into a strength. Pretty much everyone agrees that MagDK is in a difficult spot right now, both in PvE and PvP, having this bone thrown our way is a very appreciated and needed push in the right direction. For PvE it will hopefully add some DPS that makes it worth staying melee instead of safety of distance, for PvP it's really not that difficult to escape MagDK with very limited mobility. Just break the beam.

    Pls dont go full potato. If mDK is underperforming then buff mDK. This set is beyond busted.

    Sure, as if calling Chains the best gap closer in the game isn't potato enough, like the guy who came after me did.

    This set IS a buff for MagDK. As well as a buff for any mag who wants to fight melee. MagDK is just the only one of the mag classes that is outright forced to stay in melee, and until now there hasn't been any real payoffs for that drawback.

    Why wouldn't I call it the best gap closer in the game? :smile:

    "Target too low"

    "Target too high"

    "Target too low"

    "Target too high"

    Need I continue?

    I think you're stuck in pre-Morrowind~, they've fixed those bugs ages ago.

    I haven't had any problems with the ability for months.

    Only fixed in bgs. Cyro not flat areas it still bugs. Also the weird way you have to send the chain, then be pulled is annoying.

    Haven't had any real problems with it in Cyrodiil. Sometimes have to cast it twice because of LoS or whatever, but that's to be expected... it really functions just like any other gap closer in the game afaik.
    Edited by DDuke on January 9, 2018 2:03PM
  • Grevaris_Elluin
    Grevaris_Elluin
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    Can't wait to wear zaan and calduur and delete people 1v1 with free spammable power whips.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Emma_Overload
    Emma_Overload
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    Does anyone know if Jorvuld’s Guidance can be back-barred? Meaning, if I cast a spell with Major Expedition buff with this set's 5pc bonus only on my back bar, will the extra duration to the buff still be present when I switch to my front bar?
    #CAREBEARMASTERRACE
  • SaintSubwayy
    SaintSubwayy
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    ok srsly Zaan is Broken as F**** holy moly....

    just hit 11k dps with that come on, thats way to strong
    PC EU
    vAA HM / vHRC HM / vSO HM / vMoL HM / vHoF HM / vAS HM / vCR HM / vSS HM / vKA HM

    Flawless Conqueror / Immortal Redeemer / Dawnbringer / Griphon Heart / Master Angler / Spirit Slayer

  • ArchMikem
    ArchMikem
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    ✭✭✭✭✭
    I'm not on the PTS but please, for the love of ALL that is Holy in PvE land.

    Do.

    Not.

    Nerf.

    The Zaan Monster set.

    From what the tooltip says it would be a fantastic 2pc addition for better single target dps, but of course all I've been seeing in other threads are PvPlayers complaining to high heaven about it. PLEASE, don't let them persuade you to make something worthless in PvE again.
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Rianai
    Rianai
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    So MOAR DPS is more important than balance for both PvE and PvP?
  • Vaoh
    Vaoh
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    glavius wrote: »
    Zaan (Monster)
    Spell Critical
    When you deal Critical Damage with a Light or Heavy Attack to a nearby enemy, a beam of fire will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second for 5 seconds. Every second, this damage increases by 50%. The beam is broken if the enemy moves 10 meters away from you. This effect can occur every 15 seconds.

    Noone at ZOS did the math on this set I assume???

    34400 or 45365 damage proc over 5 seconds before cp modifiers (depending on calculation method)

    :-1:

    That’s if the enemy stands within 10meters of you (almost a roll dodge away) for 5 seconds... and if you’re light/heavy attacking enemies within melee range with a staff. This set is kinda wonky, honestly.

    It’ll probably be ignored and people will continue to use Valkyn, Grothdar, or Slimecraw.

    Umm..... no lol. This set deals ridiculous damage. BiS even for Stam in PvE xD

    I just hope Mag DPS can still use it effectively after nerfs.
  • HeroOfNone
    HeroOfNone
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    Jorvuld’s Guidance (Light)
    Magicka Recovery
    Magicka Recovery
    Healing Done
    Increases the duration of all Major buffs, Minor buffs, and damage shields you apply to yourself and allies by 40%.

    Confirmed a bug with this last night with the Pirate Skeleton mask where both the major protection and major defile times were increased. I also had to listen to the loud "ping" each time I swapped weapons, even though the set was on both bars.
    Edited by HeroOfNone on January 9, 2018 3:41PM
    Herfi Driderkitty of the Aldmeri Dominion
    Find me on : Twitch | Youtube | Twitter | Reddit
  • ArchMikem
    ArchMikem
    ✭✭✭✭✭
    ✭✭✭✭✭
    Rianai wrote: »
    So MOAR DPS is more important than balance for both PvE and PvP?

    It's not balance. 9 times out of 10 it can't be balanced. Any change made to make something more "balanced" in PvP, only ends up hurting PvE.
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Emma_Overload
    Emma_Overload
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    ✭✭✭✭✭
    HeroOfNone wrote: »
    Jorvuld’s Guidance (Light)
    Magicka Recovery
    Magicka Recovery
    Healing Done
    Increases the duration of all Major buffs, Minor buffs, and damage shields you apply to yourself and allies by 40%.

    Confirmed a bug with this last night with the Pirate Skeleton mask where both the major protection and major defile times were increased. I also had to listen to the loud "ping" each time I swapped weapons, even though the set was on both bars.

    Did you happen to test if the duration increase still worked if you were only wearing the 5th piece on one bar?
    #CAREBEARMASTERRACE
  • Moglijuana
    Moglijuana
    ✭✭✭✭✭
    ArchMikem wrote: »
    I'm not on the PTS but please, for the love of ALL that is Holy in PvE land.

    Do.

    Not.

    Nerf.

    The Zaan Monster set.

    From what the tooltip says it would be a fantastic 2pc addition for better single target dps, but of course all I've been seeing in other threads are PvPlayers complaining to high heaven about it. PLEASE, don't let them persuade you to make something worthless in PvE again.

    Adding a set that can give you 5k+ dps by simply standing there is bad for ALL PvE Classes. It just becomes another mandatory BiS item set which is not what ESO needs. ESO needs to step away from the "Put this on and get free damage" mentality as it just causes headaches when balancing actual classes and their skills.
    Ps4 - PSN:jdmaya
    Dårth Måul (AD- Dunmer Mag DK) Legate
    Latest Vid:https://youtu.be/WZp_IdyrL6Q
  • casparian
    casparian
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    ✭✭✭✭
    Moglijuana wrote: »
    ArchMikem wrote: »
    I'm not on the PTS but please, for the love of ALL that is Holy in PvE land.

    Do.

    Not.

    Nerf.

    The Zaan Monster set.

    From what the tooltip says it would be a fantastic 2pc addition for better single target dps, but of course all I've been seeing in other threads are PvPlayers complaining to high heaven about it. PLEASE, don't let them persuade you to make something worthless in PvE again.

    Adding a set that can give you 5k+ dps by simply standing there is bad for ALL PvE Classes. It just becomes another mandatory BiS item set which is not what ESO needs. ESO needs to step away from the "Put this on and get free damage" mentality as it just causes headaches when balancing actual classes and their skills.

    This.

    PVE players may be tempted by the thought of improving their DPS parses by 5k just for equipping a 2-piece, but you won't be so happy next patch when they nerf your actual class skills or sustain to compensate.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • pieratsos
    pieratsos
    ✭✭✭✭✭
    ✭✭
    ArchMikem wrote: »
    Rianai wrote: »
    So MOAR DPS is more important than balance for both PvE and PvP?

    It's not balance. 9 times out of 10 it can't be balanced. Any change made to make something more "balanced" in PvP, only ends up hurting PvE.

    No one is hurting PVE. The damn set is not even in the game yet. You on the other hand want to destroy PVP for absolutely no reason at all other than doing a little more single target DPS.
  • Moglijuana
    Moglijuana
    ✭✭✭✭✭
    casparian wrote: »
    Moglijuana wrote: »
    ArchMikem wrote: »
    I'm not on the PTS but please, for the love of ALL that is Holy in PvE land.

    Do.

    Not.

    Nerf.

    The Zaan Monster set.

    From what the tooltip says it would be a fantastic 2pc addition for better single target dps, but of course all I've been seeing in other threads are PvPlayers complaining to high heaven about it. PLEASE, don't let them persuade you to make something worthless in PvE again.

    Adding a set that can give you 5k+ dps by simply standing there is bad for ALL PvE Classes. It just becomes another mandatory BiS item set which is not what ESO needs. ESO needs to step away from the "Put this on and get free damage" mentality as it just causes headaches when balancing actual classes and their skills.

    This.

    PVE players may be tempted by the thought of improving their DPS parses by 5k just for equipping a 2-piece, but you won't be so happy next patch when they nerf your actual class skills or sustain to compensate.

    And that is exactly what will happen...Look at what happened to gankblades. Introduction of all these new procs forced them to remove their stealth damage modifiers...But now if I want to go out and gank, putting on proc sets gives me the same effect (which I didn't want in the first place, but now it is almost required)...the game shouldn't be like that. Skill>Gear.
    Edited by Moglijuana on January 9, 2018 4:53PM
    Ps4 - PSN:jdmaya
    Dårth Måul (AD- Dunmer Mag DK) Legate
    Latest Vid:https://youtu.be/WZp_IdyrL6Q
  • Rianai
    Rianai
    ✭✭✭✭✭
    ArchMikem wrote: »
    Rianai wrote: »
    So MOAR DPS is more important than balance for both PvE and PvP?

    It's not balance. 9 times out of 10 it can't be balanced. Any change made to make something more "balanced" in PvP, only ends up hurting PvE.

    While balancing PvE and PvP equally can be difficult, the set seems to be the definition of imbalance in both game modes and probably even more so in PvE than in PvP.
    Edited by Rianai on January 9, 2018 5:02PM
  • Ankael07
    Ankael07
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    Oh look... more overpowered proc sets to lure people to buy the new DLC. This is Shadows of the Hist all over again.
    A proper nerf to proc sets should be done individually instead of a blanket crit nerf because more powerful ones would be released in the future anyway.
    If you want me to reply to your comment type @Ankael07 in it.
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