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Alkosh needs to be checked.

Sinolai
Sinolai
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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?
Edited by Sinolai on January 10, 2018 10:48AM
  • Ladislao
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    No, they shouldn't.

    You still need only 3-4 synergies to achieve 100% uptime of Alkosh. You will need to use synergies more carefully. In short, l2p.
    Everything is viable
  • Kessra
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    As you can only use the same synergie once every 30 seconds and the buff of alkosh remains for 10 seconds, you basically need to time when you trigger the consumption of 3 synergies, similar to now with the only difference that you basically only needed two synergies to keep up the alkosh buff.

    What wont work anymore is that you will be able to trigger multiple synergies at once, though if you really wanted to use alkosh something should already have told you not to trigger every synergie once it was close enough but only use them on purpose.

    So, IMO too much talking about a minor change in regards to the effectiveness or usefulness of alkosh in trials.
    Edited by Kessra on January 10, 2018 11:27AM
  • Sinolai
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    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. (But that is just my quick reading through changes. Hopefully someone tests it)
    A respond to this probably is that dds add a few points on penetration and tanks start using Torug, making alkosh obsolate.

    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 situationaly. Ultimate, so hard to get on demand
    Impale, which damages enemies that are held within the Dark Talons. This comes from the Dragonknight skill Dark Talons.Used by tank and doesnt work on bosses 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
    Blessed Shard, from templar's spear. shares CD with Combustion, 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. Possibly the 3rd synergy in trials after changes.
    Blood Funnel, which heals the player by large amounts over 4 seconds. This comes from the Undaunted skill Blood Altar. used only in Saint Felms fight and by the tank
    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
    Charged Lightning of storm atronach. Ultimate. Not used in trials and buff would benefit dd much more than tank
    Purify. Seen often but requires a status effect on tank to be used. Possibly the 3rd synergy, although unreliable
    Feeding Frienzy. Werewolf synergy. Not used in trials and extremely rarely on dungeons
    Healing Seed's Harvest. Warden's healing synergy. Seen very rarely due to lack of warden healers and is rarely used by them also. Possible 3rd synergy in trials with Temp & Warden healers
    Frozen Retreat. Used mostly in PvP as PvE wardens prefer the other morph and only used By tanks
    Edited by Sinolai on January 10, 2018 8:19PM
  • Ladislao
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    Sinolai wrote: »
    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?
    Everything is viable
  • Liofa
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    Ladislao wrote: »

    What about Purify? Harvest?

    I ran one of the new dungeons in PTS the other day . Healer was Templar and Purify synergy was really , really unreliable . You could see the synergy on the ground , which is good . Also bad because it was always far from me and every other group member for some reason .
  • Sinolai
    Sinolai
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    Ladislao wrote: »
    Sinolai wrote: »
    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?

    yeah, noticed the list wasnt completely up to date. Now it should include everything. Both Purify and Harvest are still quite hard to get on demand as they require a statues effect from boss and harvest requires a warden healer that actually uses the class healing skill.
    Edited by Sinolai on January 10, 2018 4:41PM
  • Dakmor_Kavu
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    As a warden healer I love using the budding seed ability. Glad to hear people are actually using the synergy when they see it (I assume a lot of people don't know what it is still and ignore it)
    Edited by Dakmor_Kavu on January 10, 2018 6:26PM
  • Nifty2g
    Nifty2g
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    Ladislao wrote: »
    No, they shouldn't.

    You still need only 3-4 synergies to achieve 100% uptime of Alkosh. You will need to use synergies more carefully. In short, l2p.
    What 4 synergies are you going to be getting on cooldown that you can use? @Ladislao
    #MOREORBS
  • Ladislao
    Ladislao
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    Nifty2g wrote: »
    Ladislao wrote: »
    No, they shouldn't.

    You still need only 3-4 synergies to achieve 100% uptime of Alkosh. You will need to use synergies more carefully. In short, l2p.
    What 4 synergies are you going to be getting on cooldown that you can use? @Ladislao

    @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.
    Everything is viable
  • Nifty2g
    Nifty2g
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    Ladislao wrote: »
    Nifty2g wrote: »
    Ladislao wrote: »
    No, they shouldn't.

    You still need only 3-4 synergies to achieve 100% uptime of Alkosh. You will need to use synergies more carefully. In short, l2p.
    What 4 synergies are you going to be getting on cooldown that you can use? @Ladislao

    @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.
    I'm going to assume you did not actually read the patch notes
    Synergies 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%.
    Edited by Nifty2g on January 10, 2018 9:43PM
    #MOREORBS
  • idk
    idk
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    Sinolai wrote: »
    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?

    It is clear from the notes if only ien tank is wearing it the Uptime will be reduced if only relying on orbs/shards ans LL.

    Stam dps can wear if and this could provide two players with the sets to increase the uptime. Some groups have gone that direction and having the tanks wear other gear.

    Ofc, a group could add more synergies though some are less beneficial than others outside of offering a synergy.
  • Nifty2g
    Nifty2g
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    @ZOS_GinaBruno I misread something but why is the duration 30 seconds from 20 seconds?

    The devloper comment doesn't make much sense
    With synergies being off the global cooldown, this change was implemented to reduce the amount of potential synergy spam you can receive.
    

    What synergy spam can you receive (not to mention I don't think players would care about that)
    Conduit will be placed on bosses so you have to walk over it to get the prompt or walk close to it, most dd's do not get the prompt for it generally.
    Shard and Orb has to be close to you, and everyone wants to receive that prompt anyway
    Blood Altar synergy you have to be low health to get the prompt, you wont be getting this all that much honestly
    Purify you have to be debuffed, and you often are not debuffed enough to receive *spam*
    Bone wall you have to be close to the person to get a prompt

    These are most of the potential prompts you will receive on average. It really doesn't make much sense to increase the duration.
    Edited by Nifty2g on January 10, 2018 10:01PM
    #MOREORBS
  • Ladislao
    Ladislao
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    Nifty2g wrote: »
    I'm going to assume you did not actually read the patch notes
    Synergies now have a shared one second cooldown with other synergies.
    Increased the cooldown for each individual synergy to 30 seconds from 20 seconds.

    What conclusion should I draw from this statement? That three synergies is not enough?
    Nifty2g wrote: »
    *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%.

    Yes, of course, none of these synergies will work. You should add that:
    *Not every group has a magicka sorcerer so Conduit is bad choice
    *Shards/Orbs will be consumed by main tank and dds because they need it more
    *Alkosh is not viable with an uptime of less than 100%

    In fact, good groups will still use Alkosh because it gives a huge damage boost. And they will look for methods to use it effectively.

    Should ZOS buff Alkosh to just simplify our lives? Judging by the fact that they didn't do it ... :)
    Everything is viable
  • rustic_potato
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    I dont really understand why ZOS allowed tank alkosh to even be a thing. It is a medium armor minor slayer set. Hey look at all the damage I'm not doing with my minor slayer. If tanks move away from Alkosh that is a positive result from this change.

    Now there are the tryhard hardcore tanks who want to min max and optimize everything. You can still use alkosh but you will need your off tank to also wear it to keep the buff up.
    I play how I want to.


  • Tasear
    Tasear
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    Hmm, so maybe it would be wise to use two classes of healers in trials for effective use of alkoash.
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