The most plentyful synergies however are Spear/Orb and liquid lightning. These 2 used to be enough the keep the alkosh up close to 100% (not quite as looking for the synergy to pop up and casting it takes a second or two) but now the theoretical maximium with 2 synergies would be 67&. For example in dungeons alkosh is probably not worth it as you dont see other than these 2 synergies in dungeon. In trials you also see occasional flag and purify but that's pretty much it and using synergy too early is punishing you by dropping the up time even more than before. Unless you really start training your group to throw synergies (in other words: dropping ultimates or taking a "synergy slave" with you), I believe the alkosh up time is taking a heavy hit.
Currently excisting synergies:
Slip Away, which increases players' movement speed and grants them invisibility for 3 seconds. This comes from the Nightblade skill Consuming Darkness. never seen in trials and tank will lose all aggros if he/she/helicpoter takes this
Soul Leech, which is a high-damage life-stealing attack. This comes from the Nightblade skill Soul Shred. not used in trials
Supernova, which deals large amounts of damage and stuns all enemies in the area. This comes froms the Templar skill Nova. Used only in rare cases
Impale, which damages enemies that are held within the Dark Talons. This comes from the Dragonknight skill Dark Talons.Used by tank so not accessible
Bone Wall, which grants a damage shield for 60% of max health. This comes from the Undaunted skill Bone Shield. not used in trials and used by tank when rarely seen
Combustion, which makes a Necrotic Orb explode for magic damage and restores magicka, depending on the amount of enemies hit. This comes from the Undaunted skill Necrotic Orb shares CD with shards, one of the most common synergies
Conduit, which deals large amounts of area-of-effect shock damage. This comes from the Sorcerer skill Lightning Splash. most common synergy as long as you have a sorc with you
Shackle, which damages and immobilizes enemies. This comes from the Dragonknight skill Dragonknight Standard. common in trials but ultimates are hard to get on demand
Blood Funnel, which heals the player by large amounts over 4 seconds. This comes from the Undaunted skill Blood Altar. Seen only in Saint Felms
Spawn Broodlings, which deals magic damage and summons two spiders to fight enemies. This comes from the Undaunted skill Trapping Webs. Range Synergy, not seen By tank. Also never used in trials
Radiate, which deals damage over 4 seconds, and explodes for huge amounts of magic damage afterwards. This comes from the Undaunted skill Inner Fire. Range synergy, not seen By tank. Also only used By tank
What about Purify? Harvest?
The most plentyful synergies however are Spear/Orb and liquid lightning. These 2 used to be enough the keep the alkosh up close to 100% (not quite as looking for the synergy to pop up and casting it takes a second or two) but now the theoretical maximium with 2 synergies would be 67&. For example in dungeons alkosh is probably not worth it as you dont see other than these 2 synergies in dungeon. In trials you also see occasional flag and purify but that's pretty much it and using synergy too early is punishing you by dropping the up time even more than before. Unless you really start training your group to throw synergies (in other words: dropping ultimates or taking a "synergy slave" with you), I believe the alkosh up time is taking a heavy hit.
Currently excisting synergies:
Slip Away, which increases players' movement speed and grants them invisibility for 3 seconds. This comes from the Nightblade skill Consuming Darkness. never seen in trials and tank will lose all aggros if he/she/helicpoter takes this
Soul Leech, which is a high-damage life-stealing attack. This comes from the Nightblade skill Soul Shred. not used in trials
Supernova, which deals large amounts of damage and stuns all enemies in the area. This comes froms the Templar skill Nova. Used only in rare cases
Impale, which damages enemies that are held within the Dark Talons. This comes from the Dragonknight skill Dark Talons.Used by tank so not accessible
Bone Wall, which grants a damage shield for 60% of max health. This comes from the Undaunted skill Bone Shield. not used in trials and used by tank when rarely seen
Combustion, which makes a Necrotic Orb explode for magic damage and restores magicka, depending on the amount of enemies hit. This comes from the Undaunted skill Necrotic Orb shares CD with shards, one of the most common synergies
Conduit, which deals large amounts of area-of-effect shock damage. This comes from the Sorcerer skill Lightning Splash. most common synergy as long as you have a sorc with you
Shackle, which damages and immobilizes enemies. This comes from the Dragonknight skill Dragonknight Standard. common in trials but ultimates are hard to get on demand
Blood Funnel, which heals the player by large amounts over 4 seconds. This comes from the Undaunted skill Blood Altar. Seen only in Saint Felms
Spawn Broodlings, which deals magic damage and summons two spiders to fight enemies. This comes from the Undaunted skill Trapping Webs. Range Synergy, not seen By tank. Also never used in trials
Radiate, which deals damage over 4 seconds, and explodes for huge amounts of magic damage afterwards. This comes from the Undaunted skill Inner Fire. Range synergy, not seen By tank. Also only used By tank
What about Purify? Harvest?
I'm going to assume you did not actually read the patch notes
@Sinolai made a whole list of synergies that you can use.
The most common for 4ppl content - Conduit, Spear/Orb, Purify/Harvest. This is already 100% uptime. But for reliability, you can add more. Any skill from undaunted is suitable for this.
There are two healers in 12ppl content so it is a bit easier to take, for example, Blood Altar and Bone Shield (by the way, they were both buffed). Plus among the composition may be warden as healer or dragon knight as dd which give additional sources of synergy.
So actually this is not such a big problem as it might seem.
Synergies now have a shared one second cooldown with other synergies.
*Alkosh lasts 10 secondsIncreased the cooldown for each individual synergy to 30 seconds from 20 seconds.
Since I dont play pts myself I recommend someone else to check if alkosh is still valid for tank. After seeing the changes in synergy mechanics I am pretty sure tank (or anyone else really) can't make use of it anymore. Maybe ZOS should increase the debuff duration to compensate longer cooldowns on synergies?
With synergies being off the global cooldown, this change was implemented to reduce the amount of potential synergy spam you can receive.
I'm going to assume you did not actually read the patch notesSynergies now have a shared one second cooldown with other synergies.Increased the cooldown for each individual synergy to 30 seconds from 20 seconds.
*Alkosh lasts 10 seconds
*The 2 most reliable synergies are Conduit and Shard/Orb
*Purify you need to be debuffed to use it otherwise you wont get a prompt
*Harvest not many people use a Warden to begin with as it is lesser than Templar
*Blood Altar you need to be low health or you wont get a prompt
*Bone Wall you probably wont be getting the prompt to synergise it as the DD will be next to other DD's
All in all Alkosh uptime will likely be no where near 100%.