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An Argument for Zaan

Stamden
Stamden
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There is a new 2pc set on the PTS with this update. Here is it's effect:
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.

When tested, the Zaan set seems to give around ~3.5k DPS single target. This is significantly more than the other options (Grothdarr and Skoria). Due to this, I have heard a couple of opinions that this set is too strong and needs to be brought in line with those other monster helms.

I disagree. I think this is a wonderfully designed set and is exactly what needed to be added to spice up the meta monster helm options. Here are some reasons why:
  1. It has a DPS advantage over Grothdarr/Skoria only in single-target fights. While the others remain very useful even in AoE. In fights with multiple mobs. The other options are going to provide much greater overall DPS. Zaan is only really great for purely single-target based encounters, which are actually quite rare.

  2. It helps the classes that need it most. Since the range is limited to 10m, the 1pc is spell crit, and the effect is fire, this is really only limited to magicka-melee setups. Those setups (specifically, mDK and Magplar) are in a pretty bad spot right now in the meta. This monster set would help to improve those classes.

  3. In PvP, it has easy counterplay. By stepping out of the 10m range, you break the tether and it goes on a long 15 second cooldown again. Unlike previously problematic sets (Viper, Tremor, etc) this set actually has a lot of counterplay, and good players will have absolutely no problem working around this set.
I think this set is a great addition to the game. I hope that is stays in it's currently form. After all these DLC's, I might finally consider swapping out Skoria and I am looking forward to something new. Hopefully these counterpoints helped nullify some of the thoughts of people who thoughts this set might be too powerful.
PC NA

~Currently taking a break from the game until my DK can become something more than just a crafter~
  • beetleklee
    beetleklee
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    As a MagDK I'd definitely like to have this set in more stationary boss fights and switch it out for Skoria/Grothdarr in AOE fights or fights where I have to move a lot.
    PC NA
    CP 690

    EP Dunmer MagDK Level 50, Stormproof
    EP Dunmer MagSorc Level 50, Stormproof
    EP Argonian DK Tank Level 50, Boethiah's Scythe
    EP Breton Templar Healer Level 50
    EP Khajiit StamDK Level 50, Stormproof
    EP Dunmer Magblade Level 50, Assistant Alienist
    EP Argonian Stamden Level 50, Lady of Misrule (pvp)
    EP Dunmer Stamblade Level 50
    DC Redguard Stamplar
    AD Altmer Magwarden Healer

    vMA, vDSA, vSO HM, vHRC HM, vAA, vAS+1, vMoL
  • Minno
    Minno
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    I think I need to see the set in action in a duel/BG setup to make a judgement.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Hiero_Glyph
    Hiero_Glyph
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    The problem is the burst potential since it only has a <33% uptime yet still averages 3.5k dps. I agree that magplar and mdks could use the love though but it has the potential to be severely broken.
  • Aerem
    Aerem
    ✭✭✭
    Stamden wrote: »
    There is a new 2pc set on the PTS with this update. Here is it's effect:
    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.

    When tested, the Zaan set seems to give around ~3.5k DPS single target. This is significantly more than the other options (Grothdarr and Skoria). Due to this, I have heard a couple of opinions that this set is too strong and needs to be brought in line with those other monster helms.

    I disagree. I think this is a wonderfully designed set and is exactly what needed to be added to spice up the meta monster helm options. Here are some reasons why:
    1. It has a DPS advantage over Grothdarr/Skoria only in single-target fights. While the others remain very useful even in AoE. In fights with multiple mobs. The other options are going to provide much greater overall DPS. Zaan is only really great for purely single-target based encounters, which are actually quite rare.

    2. It helps the classes that need it most. Since the range is limited to 10m, the 1pc is spell crit, and the effect is fire, this is really only limited to magicka-melee setups. Those setups (specifically, mDK and Magplar) are in a pretty bad spot right now in the meta. This monster set would help to improve those classes.

    3. In PvP, it has easy counterplay. By stepping out of the 10m range, you break the tether and it goes on a long 15 second cooldown again. Unlike previously problematic sets (Viper, Tremor, etc) this set actually has a lot of counterplay, and good players will have absolutely no problem working around this set.
    I think this set is a great addition to the game. I hope that is stays in it's currently form. After all these DLC's, I might finally consider swapping out Skoria and I am looking forward to something new. Hopefully these counterpoints helped nullify some of the thoughts of people who thoughts this set might be too powerful.

    The issue is that if you have Zaan on you in pvp and you get CCed you are done, there is 0 counterplay and it one shots you, it is barely possible to heal out of it mashing BOL, just from the sheer pressure of the set. It is an issue for PVP.

    #mDK Masterrace
    #NerfDragonblood
    #NerfmDK


    Aerem Incendium l mDK
  • Stamden
    Stamden
    ✭✭✭✭✭
    Aerem wrote: »
    Stamden wrote: »
    There is a new 2pc set on the PTS with this update. Here is it's effect:
    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.

    When tested, the Zaan set seems to give around ~3.5k DPS single target. This is significantly more than the other options (Grothdarr and Skoria). Due to this, I have heard a couple of opinions that this set is too strong and needs to be brought in line with those other monster helms.

    I disagree. I think this is a wonderfully designed set and is exactly what needed to be added to spice up the meta monster helm options. Here are some reasons why:
    1. It has a DPS advantage over Grothdarr/Skoria only in single-target fights. While the others remain very useful even in AoE. In fights with multiple mobs. The other options are going to provide much greater overall DPS. Zaan is only really great for purely single-target based encounters, which are actually quite rare.

    2. It helps the classes that need it most. Since the range is limited to 10m, the 1pc is spell crit, and the effect is fire, this is really only limited to magicka-melee setups. Those setups (specifically, mDK and Magplar) are in a pretty bad spot right now in the meta. This monster set would help to improve those classes.

    3. In PvP, it has easy counterplay. By stepping out of the 10m range, you break the tether and it goes on a long 15 second cooldown again. Unlike previously problematic sets (Viper, Tremor, etc) this set actually has a lot of counterplay, and good players will have absolutely no problem working around this set.
    I think this set is a great addition to the game. I hope that is stays in it's currently form. After all these DLC's, I might finally consider swapping out Skoria and I am looking forward to something new. Hopefully these counterpoints helped nullify some of the thoughts of people who thoughts this set might be too powerful.

    The issue is that if you have Zaan on you in pvp and you get CCed you are done, there is 0 counterplay and it one shots you, it is barely possible to heal out of it mashing BOL, just from the sheer pressure of the set. It is an issue for PVP.

    It's 5 seconds, and initially isn't that bursty either, only after it's on you for a while. If you don't CC break and/or roll away in that time, that is on you.

    The problem is the burst potential since it only has a <33% uptime yet still averages 3.5k dps. I agree that magplar and mdks could use the love though but it has the potential to be severely broken.

    I gotta say though, lack of burst is the main problem for mDKs and Magplars atm in PvP. This is actually the perfect solution to that.
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    The biggest problem I see is this set out dpses every Stam monster set, on a Stam toon. Zos needs to figure out how to stop this. Like only staff light and heavy trigger or something.
    Edited by Lightspeedflashb14_ESO on January 12, 2018 5:21AM
  • Morgul667
    Morgul667
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    Viper Sting set was hated in PVP and yet it did much less damage

    This needs serious adjustment if we want to avoid an epic fail in PVP
  • Gilvoth
    Gilvoth
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    just a new way for us nightblade vampires to die almost instantly to fire damage.
    what happen? some one got bored of killing us nightblade vampires the same old way and needed a new way do it?
    oh well, nothing can do about it.
  • Vosital
    Vosital
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    Morgul667 wrote: »
    Viper Sting set was hated in PVP and yet it did much less damage

    This needs serious adjustment if we want to avoid an epic fail in PVP

    Viper was instantaneous burst damage that would proc on-hit. This is a DoT that starts out weak and grows stronger over 5 seconds.

    The two are not even remotely comparable.
  • Cage_Lizardman
    Cage_Lizardman
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    Stamden wrote: »
    Aerem wrote: »
    Stamden wrote: »
    There is a new 2pc set on the PTS with this update. Here is it's effect:
    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.

    When tested, the Zaan set seems to give around ~3.5k DPS single target. This is significantly more than the other options (Grothdarr and Skoria). Due to this, I have heard a couple of opinions that this set is too strong and needs to be brought in line with those other monster helms.

    I disagree. I think this is a wonderfully designed set and is exactly what needed to be added to spice up the meta monster helm options. Here are some reasons why:
    1. It has a DPS advantage over Grothdarr/Skoria only in single-target fights. While the others remain very useful even in AoE. In fights with multiple mobs. The other options are going to provide much greater overall DPS. Zaan is only really great for purely single-target based encounters, which are actually quite rare.

    2. It helps the classes that need it most. Since the range is limited to 10m, the 1pc is spell crit, and the effect is fire, this is really only limited to magicka-melee setups. Those setups (specifically, mDK and Magplar) are in a pretty bad spot right now in the meta. This monster set would help to improve those classes.

    3. In PvP, it has easy counterplay. By stepping out of the 10m range, you break the tether and it goes on a long 15 second cooldown again. Unlike previously problematic sets (Viper, Tremor, etc) this set actually has a lot of counterplay, and good players will have absolutely no problem working around this set.
    I think this set is a great addition to the game. I hope that is stays in it's currently form. After all these DLC's, I might finally consider swapping out Skoria and I am looking forward to something new. Hopefully these counterpoints helped nullify some of the thoughts of people who thoughts this set might be too powerful.

    The issue is that if you have Zaan on you in pvp and you get CCed you are done, there is 0 counterplay and it one shots you, it is barely possible to heal out of it mashing BOL, just from the sheer pressure of the set. It is an issue for PVP.

    It's 5 seconds, and initially isn't that bursty either, only after it's on you for a while. If you don't CC break and/or roll away in that time, that is on you.

    The problem is the burst potential since it only has a <33% uptime yet still averages 3.5k dps. I agree that magplar and mdks could use the love though but it has the potential to be severely broken.

    I gotta say though, lack of burst is the main problem for mDKs and Magplars atm in PvP. This is actually the perfect solution to that.

    1 second to react to it, another one or two to CC break, another one to dodgeroll. It seems to me you would take most of that damage either way, no matter your skill.

    Is a 10m range even enough for one dodgeroll to get you away, if the attacker is moving towards you?
  • Doctordarkspawn
    Doctordarkspawn
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    Aerem wrote: »
    Stamden wrote: »
    There is a new 2pc set on the PTS with this update. Here is it's effect:
    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.

    When tested, the Zaan set seems to give around ~3.5k DPS single target. This is significantly more than the other options (Grothdarr and Skoria). Due to this, I have heard a couple of opinions that this set is too strong and needs to be brought in line with those other monster helms.

    I disagree. I think this is a wonderfully designed set and is exactly what needed to be added to spice up the meta monster helm options. Here are some reasons why:
    1. It has a DPS advantage over Grothdarr/Skoria only in single-target fights. While the others remain very useful even in AoE. In fights with multiple mobs. The other options are going to provide much greater overall DPS. Zaan is only really great for purely single-target based encounters, which are actually quite rare.

    2. It helps the classes that need it most. Since the range is limited to 10m, the 1pc is spell crit, and the effect is fire, this is really only limited to magicka-melee setups. Those setups (specifically, mDK and Magplar) are in a pretty bad spot right now in the meta. This monster set would help to improve those classes.

    3. In PvP, it has easy counterplay. By stepping out of the 10m range, you break the tether and it goes on a long 15 second cooldown again. Unlike previously problematic sets (Viper, Tremor, etc) this set actually has a lot of counterplay, and good players will have absolutely no problem working around this set.
    I think this set is a great addition to the game. I hope that is stays in it's currently form. After all these DLC's, I might finally consider swapping out Skoria and I am looking forward to something new. Hopefully these counterpoints helped nullify some of the thoughts of people who thoughts this set might be too powerful.

    The issue is that if you have Zaan on you in pvp and you get CCed you are done, there is 0 counterplay and it one shots you, it is barely possible to heal out of it mashing BOL, just from the sheer pressure of the set. It is an issue for PVP.

    So PVP crying and screwing the game once again?

    Cool story bro.
  • Ocelot9x
    Ocelot9x
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    Vosital wrote: »
    Morgul667 wrote: »
    Viper Sting set was hated in PVP and yet it did much less damage

    This needs serious adjustment if we want to avoid an epic fail in PVP

    Viper was instantaneous burst damage that would proc on-hit. This is a DoT that starts out weak and grows stronger over 5 seconds.

    The two are not even remotely comparable.

    OFC they're not comparable,viper wasn't doing 10k+ damage
  • Joker99
    Joker99
    ✭✭✭
    You need to proc it first to be efective, with that low crit in PvP it’s quite hard to proc so it’ll likely not be as powerful.
    PC-EU
    DPS Slave:
    StamNB, MagNB, MagPlar, MagDK, StamDK, StamWarden
    Mostly just a scrub. Not even max CP.Actually max CP.
  • glavius
    glavius
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    Yea it's hard to do 3 light attacks
  • DeadlyRecluse
    DeadlyRecluse
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    Plenty of "ranged" dps setups can take advantage of it in PvE, too. My lightning staff doesn't stop working if i get within 10 meters of an enemy.

    The "you have 5 seconds to move away from it" argument would be a lot more compelling if it weren't for the abundance of snares and cheap gap closers.

    Don't get me wrong, I think it's a cool design and I'll most certainly be using it on magplar if it goes to live as-is, but I certainly think it needs to be watched carefully.
    Thrice Empress, Forever Scrub
  • Weps
    Weps
    ✭✭✭✭
    As much as I'm drooling over the idea of using this set, since it's best thing around to balance the lack of execution whatsoever for MagDk and the uncorrect scaling of JBeam for Magplars, this set needs to be nerfed before it goes live like this.

    Absolutely overpowered in PvE and poisonous in PvP. 2 people with this set on and you're RIP, no matter how quick you are to react and if you are CC'd or not.

    In my opinion the whole concept is really cool and needs to stay but a few tweaks need to be implemented such as:
    Reduce the range to 8 metres.
    This set is clearly something intended for melee classes, it needs to stay like this. I'd say reduce it even further to 5 metres but at that point it becomes totally unusable in PvP and not that effective in PvE.

    Fibonacci style damage increase
    The whole exponential increase in damage is super cool but totally out of control. Don't get me wrong, considering is purely single target and with little to no control over when and where the proc will happen, it needs to do a little more damage than all the Grothdarr, Skoria or ILambris.
    A little more tho. Like, 1.5 more. Not 4-5 times the damage.

    Wouldn't it make more sense if the base damage would increase by 25% the second tick, 50% the third tick, 75% the fourth and 100% the fifth? Or something like this? In this way the set still remains somehow powerful in PvE increasing alternatives for classes who are not ranged meanwhile in PvP it will reward players who use it strategically without punishing people who just happen to be in the range of someone who's wearing it when it procs
    PS4 EU - CP 1000+ - EP Loyal

    My EU Preciouses
    Aemon Dk | Imperial Dragonknight Tank
    Guari Gaburiefu | PvP Stamplar - Soon PvE tank
    Nadija Zenobia | 45k+ PvE Dk - PvP Leaper
    Naga del Serpente | High Elf Magicka Sorc PVE DPS - Soon tb 2nd crafter
    Azor Ahai V | Dunmer Magicka DK for PVP and Pve
    Jabba D'Cat | Khajiit Stamplar
    Gennarino Auditore | 7k Weapon damage Bosmer Stamblade / Ganking experimental build
    Rina Inbasu | Dunmer Magblade, my bomblade
    Zelgadis Greywords | High Elf Magplar
    Nachael Jordan | Redguard Stamsorc DPS
    Orghuz Diul | StamWar DPS
    This-Will-Buff-If | Argonian Warden Trial Off tank
    Amelia Tesla Sallilune | Breton Magden PvP DD / PvE healer
    Sap-My-Shield | PvP Nooblade, now dead PvE Tank
  • Moglijuana
    Moglijuana
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    Stamden wrote: »
    Aerem wrote: »
    Stamden wrote: »
    There is a new 2pc set on the PTS with this update. Here is it's effect:
    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.

    When tested, the Zaan set seems to give around ~3.5k DPS single target. This is significantly more than the other options (Grothdarr and Skoria). Due to this, I have heard a couple of opinions that this set is too strong and needs to be brought in line with those other monster helms.

    I disagree. I think this is a wonderfully designed set and is exactly what needed to be added to spice up the meta monster helm options. Here are some reasons why:
    1. It has a DPS advantage over Grothdarr/Skoria only in single-target fights. While the others remain very useful even in AoE. In fights with multiple mobs. The other options are going to provide much greater overall DPS. Zaan is only really great for purely single-target based encounters, which are actually quite rare.

    2. It helps the classes that need it most. Since the range is limited to 10m, the 1pc is spell crit, and the effect is fire, this is really only limited to magicka-melee setups. Those setups (specifically, mDK and Magplar) are in a pretty bad spot right now in the meta. This monster set would help to improve those classes.

    3. In PvP, it has easy counterplay. By stepping out of the 10m range, you break the tether and it goes on a long 15 second cooldown again. Unlike previously problematic sets (Viper, Tremor, etc) this set actually has a lot of counterplay, and good players will have absolutely no problem working around this set.
    I think this set is a great addition to the game. I hope that is stays in it's currently form. After all these DLC's, I might finally consider swapping out Skoria and I am looking forward to something new. Hopefully these counterpoints helped nullify some of the thoughts of people who thoughts this set might be too powerful.

    The issue is that if you have Zaan on you in pvp and you get CCed you are done, there is 0 counterplay and it one shots you, it is barely possible to heal out of it mashing BOL, just from the sheer pressure of the set. It is an issue for PVP.

    It's 5 seconds, and initially isn't that bursty either, only after it's on you for a while. If you don't CC break and/or roll away in that time, that is on you.

    The problem is the burst potential since it only has a <33% uptime yet still averages 3.5k dps. I agree that magplar and mdks could use the love though but it has the potential to be severely broken.

    I gotta say though, lack of burst is the main problem for mDKs and Magplars atm in PvP. This is actually the perfect solution to that.

    That actually isn't the problem at all. Burst from MagDK comes from correctly applying their rotations. Magplar has an even higher potential for burst when combo'd correctly.
    Ps4 - PSN:jdmaya
    Dårth Måul (AD- Dunmer Mag DK) Legate
    Latest Vid:https://youtu.be/WZp_IdyrL6Q
  • Morgul667
    Morgul667
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    ✭✭✭✭✭
    Vosital wrote: »
    Morgul667 wrote: »
    Viper Sting set was hated in PVP and yet it did much less damage

    This needs serious adjustment if we want to avoid an epic fail in PVP

    Viper was instantaneous burst damage that would proc on-hit. This is a DoT that starts out weak and grows stronger over 5 seconds.

    The two are not even remotely comparable.

    Come again in a month after it goes live :) (which I hope it doesnt)

    You can keep pressure on someone for 5s very easily.

    This set is much worst than viper sting or former proc sets
  • Faulgor
    Faulgor
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    Change it to Cold Damage.
    Nobody ever complained about Cold Damage.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Smmokkee
    Smmokkee
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    I think we all know its not going live in its current state.
  • Kolache
    Kolache
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    IMO, lower the range to 7m and change the DoT to be like Flurry. Same damage overall, but final tick is 300% or whatever (smaller ticks up front). Then you have something at least a little closer to the telegraph avoiding you can do with selene's and tremorscale.
    Something being unbalanced in 1v1 does not imply that it is balanced in group play.
  • eserras7b16_ESO
    eserras7b16_ESO
    ✭✭✭✭
    Stamden wrote: »
    There is a new 2pc set on the PTS with this update. Here is it's effect:
    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.

    When tested, the Zaan set seems to give around ~3.5k DPS single target. This is significantly more than the other options (Grothdarr and Skoria). Due to this, I have heard a couple of opinions that this set is too strong and needs to be brought in line with those other monster helms.

    I disagree. I think this is a wonderfully designed set and is exactly what needed to be added to spice up the meta monster helm options. Here are some reasons why:
    1. It has a DPS advantage over Grothdarr/Skoria only in single-target fights. While the others remain very useful even in AoE. In fights with multiple mobs. The other options are going to provide much greater overall DPS. Zaan is only really great for purely single-target based encounters, which are actually quite rare.

    2. It helps the classes that need it most. Since the range is limited to 10m, the 1pc is spell crit, and the effect is fire, this is really only limited to magicka-melee setups. Those setups (specifically, mDK and Magplar) are in a pretty bad spot right now in the meta. This monster set would help to improve those classes.

    3. In PvP, it has easy counterplay. By stepping out of the 10m range, you break the tether and it goes on a long 15 second cooldown again. Unlike previously problematic sets (Viper, Tremor, etc) this set actually has a lot of counterplay, and good players will have absolutely no problem working around this set.
    I think this set is a great addition to the game. I hope that is stays in it's currently form. After all these DLC's, I might finally consider swapping out Skoria and I am looking forward to something new. Hopefully these counterpoints helped nullify some of the thoughts of people who thoughts this set might be too powerful.

    I agree completely and, considering how strong some Stamina Monster sets are, I don't see why this can't be implemented to the game. It helps balance. It is a balanced set.

    PVE


    I also think nobody takes into consideration the fact that is single target and that is close range combat. We all know that in most of the boss fights of the game you can't melee consistently. Also, there's tons of AoE fights (reason why Grothdarr has been used so much). In both cases this set underperforms and doesn't do consistent DPS. People is scared for the DPS parses on the dummy, it is going to be a great dummy build, and a great toy when facing melee able, single target boss fights. Nothing else as far as PvE goes. Not scared, it's fine.

    #Zaanisgreat#Zaanisbalanced#DontfearZaan


    PVP


    People forgets easily how amazingly good some helmets are, just some examples:

    Infernal Guardian: How many sorcerers have been using this set to pressure during 5s the enemy, making him go into defensive, making him go away, etc.? Isn't that strong?

    Selene: How many stamina builds slow his opponent with abilities to then exploit this amazing set?

    Tremorscale, Trollking, etc.

    There's a large list of other monster helmets wich have been widely used and they still are, that we can see on good dueling builds, wich have unique effects that completely affect the approach of the duel and wich you need to know how to counter/fight against them. We're just seing the first monster set that will let Magplars and Magdks use a monster set consistently for the first time (wich comes at cost of some stats by the way) but that may compensate that loss. And it has an obvious counterplay, wich, by the way, don't have other sets mentioned above.

    #Zaanisgreat#Zaanisbalanced#DontfearZaan

    Edited by eserras7b16_ESO on January 12, 2018 1:46PM
    Eptackt - Argonian Templar
    Belegrand - Redguard Nightblade
  • starlizard70ub17_ESO
    starlizard70ub17_ESO
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    Smmokkee wrote: »
    I think we all know its not going live in its current state.

    True ^, with all the complaining about this set, I'm sure it was be nerfed into uselessness before it goes live.

    Funny how people will complain about this set, but seem to be ok with the current meta of a blob zerg spamming roots and EoS to burn you down.
    "We have found a cave, but I don't think there are warm fires and friendly faces inside."
  • Edziu
    Edziu
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    Stamden wrote: »
    There is a new 2pc set on the PTS with this update. Here is it's effect:
    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.

    When tested, the Zaan set seems to give around ~3.5k DPS single target. This is significantly more than the other options (Grothdarr and Skoria). Due to this, I have heard a couple of opinions that this set is too strong and needs to be brought in line with those other monster helms.

    I disagree. I think this is a wonderfully designed set and is exactly what needed to be added to spice up the meta monster helm options. Here are some reasons why:
    1. It has a DPS advantage over Grothdarr/Skoria only in single-target fights. While the others remain very useful even in AoE. In fights with multiple mobs. The other options are going to provide much greater overall DPS. Zaan is only really great for purely single-target based encounters, which are actually quite rare.

    2. It helps the classes that need it most. Since the range is limited to 10m, the 1pc is spell crit, and the effect is fire, this is really only limited to magicka-melee setups. Those setups (specifically, mDK and Magplar) are in a pretty bad spot right now in the meta. This monster set would help to improve those classes.

    3. In PvP, it has easy counterplay. By stepping out of the 10m range, you break the tether and it goes on a long 15 second cooldown again. Unlike previously problematic sets (Viper, Tremor, etc) this set actually has a lot of counterplay, and good players will have absolutely no problem working around this set.
    I think this set is a great addition to the game. I hope that is stays in it's currently form. After all these DLC's, I might finally consider swapping out Skoria and I am looking forward to something new. Hopefully these counterpoints helped nullify some of the thoughts of people who thoughts this set might be too powerful.

    I agree completely and, considering how strong some Stamina Monster sets are, I don't see why this can't be implemented to the game. It helps balance. It is a balanced set.

    PVE


    I also think nobody takes into consideration the fact that is single target and that is close range combat. We all know that in most of the boss fights of the game you can't melee consistently. Also, there's tons of AoE fights (reason why Grothdarr has been used so much). In both cases this set underperforms and doesn't do consistent DPS. People is scared for the DPS parses on the dummy, it is going to be a great dummy build, and a great toy when facing melee able, single target boss fights. Nothing else as far as PvE goes. Not scared, it's fine.

    #Zaanisgreat#Zaanisbalanced#DontfearZaan


    PVP


    People forgets easily how amazingly good some helmets are, just some examples:

    Infernal Guardian: How many sorcerers have been using this set to pressure during 5s the enemy, making him go into defensive, making him go away, etc.? Isn't that strong?

    Selene: How many stamina builds slow his opponent with abilities to then exploit this amazing set?

    Tremorscale, Trollking, etc.

    There's a large list of other monster helmets wich have been widely used and they still are, that we can see on good dueling builds, wich have unique effects that completely affect the approach of the duel and wich you need to know how to counter/fight against them. We're just seing the first monster set that will let Magplars and Magdks use a monster set consistently for the first time (wich comes at cost of some stats by the way) but that may compensate that loss. And it has an obvious counterplay, wich, by the way, don't have other sets mentioned above.

    #Zaanisgreat#Zaanisbalanced#DontfearZaan

    infernal guardian itself in single hits have low damage even agaisnt glass cannon and is easy to avaid as you see big red circle where it will hit before maybe 2-3 seconds before it will land

    also selene got big red alert where it will hit and as for me its also enogh slow to be able just walk from it if you dont have snare or just single dodge and problem solved

    tremor scale is just annyoing as it also doesnt have now that high damage, just snare is horrible from it

    only velidreth I can say is just to bursty because if it will proc it will insta hit you always if you dont moving

    trollking isnt burst set, its anyyoing trolling with better survivability for someone

    while zaan is beam, so undodgeable to miss damage, as for magdk, templar they especially in melee can have no problem to get 100% uptime of snare on enemy so it simpossible to walk off from this on those classes and you will be forced to spam dodge atlest 2-3 times in row to fast break range of this beam and so it will be next hit into medium armor as you cant dodge its damage, need to break range while someone in heavy armor like to almost everything else can *** on this damage
  • Cage_Lizardman
    Cage_Lizardman
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    Maybe if it made the target immune to CC and able to dodgeroll for free. Maybe.
  • Joy_Division
    Joy_Division
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    Stamden wrote: »
    Aerem wrote: »
    Stamden wrote: »
    There is a new 2pc set on the PTS with this update. Here is it's effect:
    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.

    When tested, the Zaan set seems to give around ~3.5k DPS single target. This is significantly more than the other options (Grothdarr and Skoria). Due to this, I have heard a couple of opinions that this set is too strong and needs to be brought in line with those other monster helms.

    I disagree. I think this is a wonderfully designed set and is exactly what needed to be added to spice up the meta monster helm options. Here are some reasons why:
    1. It has a DPS advantage over Grothdarr/Skoria only in single-target fights. While the others remain very useful even in AoE. In fights with multiple mobs. The other options are going to provide much greater overall DPS. Zaan is only really great for purely single-target based encounters, which are actually quite rare.

    2. It helps the classes that need it most. Since the range is limited to 10m, the 1pc is spell crit, and the effect is fire, this is really only limited to magicka-melee setups. Those setups (specifically, mDK and Magplar) are in a pretty bad spot right now in the meta. This monster set would help to improve those classes.

    3. In PvP, it has easy counterplay. By stepping out of the 10m range, you break the tether and it goes on a long 15 second cooldown again. Unlike previously problematic sets (Viper, Tremor, etc) this set actually has a lot of counterplay, and good players will have absolutely no problem working around this set.
    I think this set is a great addition to the game. I hope that is stays in it's currently form. After all these DLC's, I might finally consider swapping out Skoria and I am looking forward to something new. Hopefully these counterpoints helped nullify some of the thoughts of people who thoughts this set might be too powerful.

    The issue is that if you have Zaan on you in pvp and you get CCed you are done, there is 0 counterplay and it one shots you, it is barely possible to heal out of it mashing BOL, just from the sheer pressure of the set. It is an issue for PVP.

    It's 5 seconds, and initially isn't that bursty either, only after it's on you for a while. If you don't CC break and/or roll away in that time, that is on you.

    The problem is the burst potential since it only has a <33% uptime yet still averages 3.5k dps. I agree that magplar and mdks could use the love though but it has the potential to be severely broken.

    I gotta say though, lack of burst is the main problem for mDKs and Magplars atm in PvP. This is actually the perfect solution to that.

    1 second to react to it, another one or two to CC break, another one to dodgeroll. It seems to me you would take most of that damage either way, no matter your skill.

    Is a 10m range even enough for one dodgeroll to get you away, if the attacker is moving towards you?

    If it's taking you 4 seconds to react in Cyrodiil, this set isn't going to be the reason you die.

    OP, I like the idea of a single target monster option, but ZoS shouldn't try to solve mag temp/DK PvE DPS issues, or any issue for that matter, by adding gear to the game.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Cage_Lizardman
    Cage_Lizardman
    ✭✭✭✭✭
    I
    Stamden wrote: »
    Aerem wrote: »
    Stamden wrote: »
    There is a new 2pc set on the PTS with this update. Here is it's effect:
    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.

    When tested, the Zaan set seems to give around ~3.5k DPS single target. This is significantly more than the other options (Grothdarr and Skoria). Due to this, I have heard a couple of opinions that this set is too strong and needs to be brought in line with those other monster helms.

    I disagree. I think this is a wonderfully designed set and is exactly what needed to be added to spice up the meta monster helm options. Here are some reasons why:
    1. It has a DPS advantage over Grothdarr/Skoria only in single-target fights. While the others remain very useful even in AoE. In fights with multiple mobs. The other options are going to provide much greater overall DPS. Zaan is only really great for purely single-target based encounters, which are actually quite rare.

    2. It helps the classes that need it most. Since the range is limited to 10m, the 1pc is spell crit, and the effect is fire, this is really only limited to magicka-melee setups. Those setups (specifically, mDK and Magplar) are in a pretty bad spot right now in the meta. This monster set would help to improve those classes.

    3. In PvP, it has easy counterplay. By stepping out of the 10m range, you break the tether and it goes on a long 15 second cooldown again. Unlike previously problematic sets (Viper, Tremor, etc) this set actually has a lot of counterplay, and good players will have absolutely no problem working around this set.
    I think this set is a great addition to the game. I hope that is stays in it's currently form. After all these DLC's, I might finally consider swapping out Skoria and I am looking forward to something new. Hopefully these counterpoints helped nullify some of the thoughts of people who thoughts this set might be too powerful.

    The issue is that if you have Zaan on you in pvp and you get CCed you are done, there is 0 counterplay and it one shots you, it is barely possible to heal out of it mashing BOL, just from the sheer pressure of the set. It is an issue for PVP.

    It's 5 seconds, and initially isn't that bursty either, only after it's on you for a while. If you don't CC break and/or roll away in that time, that is on you.

    The problem is the burst potential since it only has a <33% uptime yet still averages 3.5k dps. I agree that magplar and mdks could use the love though but it has the potential to be severely broken.

    I gotta say though, lack of burst is the main problem for mDKs and Magplars atm in PvP. This is actually the perfect solution to that.

    1 second to react to it, another one or two to CC break, another one to dodgeroll. It seems to me you would take most of that damage either way, no matter your skill.

    Is a 10m range even enough for one dodgeroll to get you away, if the attacker is moving towards you?

    If it's taking you 4 seconds to react in Cyrodiil, this set isn't going to be the reason you die.

    I said 1 sec reaction time, about what it takes for the human brain to react to anything. The other seconds were not reaction times but the time required by the game to do those things. It doesn't seem like anyone has tested how easy this thing is to get away from, and neither have I, so I don't know how accurate that scenario is.

    Though in the case of the fear NB ability, it can easily take me 4 seconds to figure out I've been cc:ed and do something about it, and then I'm dead anyway. I die like that a lot.
    Edited by Cage_Lizardman on January 12, 2018 3:34PM
  • Morgul667
    Morgul667
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    Stamden wrote: »
    Aerem wrote: »
    Stamden wrote: »
    There is a new 2pc set on the PTS with this update. Here is it's effect:
    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.

    When tested, the Zaan set seems to give around ~3.5k DPS single target. This is significantly more than the other options (Grothdarr and Skoria). Due to this, I have heard a couple of opinions that this set is too strong and needs to be brought in line with those other monster helms.

    I disagree. I think this is a wonderfully designed set and is exactly what needed to be added to spice up the meta monster helm options. Here are some reasons why:
    1. It has a DPS advantage over Grothdarr/Skoria only in single-target fights. While the others remain very useful even in AoE. In fights with multiple mobs. The other options are going to provide much greater overall DPS. Zaan is only really great for purely single-target based encounters, which are actually quite rare.

    2. It helps the classes that need it most. Since the range is limited to 10m, the 1pc is spell crit, and the effect is fire, this is really only limited to magicka-melee setups. Those setups (specifically, mDK and Magplar) are in a pretty bad spot right now in the meta. This monster set would help to improve those classes.

    3. In PvP, it has easy counterplay. By stepping out of the 10m range, you break the tether and it goes on a long 15 second cooldown again. Unlike previously problematic sets (Viper, Tremor, etc) this set actually has a lot of counterplay, and good players will have absolutely no problem working around this set.
    I think this set is a great addition to the game. I hope that is stays in it's currently form. After all these DLC's, I might finally consider swapping out Skoria and I am looking forward to something new. Hopefully these counterpoints helped nullify some of the thoughts of people who thoughts this set might be too powerful.

    The issue is that if you have Zaan on you in pvp and you get CCed you are done, there is 0 counterplay and it one shots you, it is barely possible to heal out of it mashing BOL, just from the sheer pressure of the set. It is an issue for PVP.

    It's 5 seconds, and initially isn't that bursty either, only after it's on you for a while. If you don't CC break and/or roll away in that time, that is on you.

    The problem is the burst potential since it only has a <33% uptime yet still averages 3.5k dps. I agree that magplar and mdks could use the love though but it has the potential to be severely broken.

    I gotta say though, lack of burst is the main problem for mDKs and Magplars atm in PvP. This is actually the perfect solution to that.

    1 second to react to it, another one or two to CC break, another one to dodgeroll. It seems to me you would take most of that damage either way, no matter your skill.

    Is a 10m range even enough for one dodgeroll to get you away, if the attacker is moving towards you?

    If it's taking you 4 seconds to react in Cyrodiil, this set isn't going to be the reason you die.

    OP, I like the idea of a single target monster option, but ZoS shouldn't try to solve mag temp/DK PvE DPS issues, or any issue for that matter, by adding gear to the game.

    Problem is not the reaction time, problem is that it is very easy to stay in someones vicinity for 5s, even if he tries to get away from you.
  • Ragnarock41
    Ragnarock41
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    mDK and magplars absolutely do not need more 1v1 pressure.
    They are already too strong in that area.

    If you're one of the two I mentioned, and thinking that you need this set because your class is weak, you're the ones who needs to improve his skill here.

    This set is gonna be a problem, just watch and see.
    Edited by Ragnarock41 on January 12, 2018 4:59PM
  • Drakkdjinn
    Drakkdjinn
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    It is not beneath ZoS to intentionally release unbalanced sets to encourage players to spend $ on new content - only to balance it later after the well's dried up. Just sayin
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