GaunterODim wrote: »Probably not, the cooldown reduction is really bad for alkosh. When I'm the tank, the only synergies available are usually orbs and liquid lightning.
If the cooldown stays the way its on the PTS right now, I think its better for me to switch to torugs or look out for another replacement.
GaunterODim wrote: »Probably not, the cooldown reduction is really bad for alkosh. When I'm the tank, the only synergies available are usually orbs and liquid lightning.
If the cooldown stays the way its on the PTS right now, I think its better for me to switch to torugs or look out for another replacement.
What about Templars ritual skill? It's always been handy right?
What about blood altar? Did you know it will be 28 meters now? That's four times about the size of healing springs.
Did you hear about bone shield. Did you hear how it's giving major vality. That's 30% healing received...also shield is 100% of allies health. Just saying that's what 17 k shield via teamwork.
Maybe this is more enticing?
Lightspeedflashb14_ESO wrote: »GaunterODim wrote: »Probably not, the cooldown reduction is really bad for alkosh. When I'm the tank, the only synergies available are usually orbs and liquid lightning.
If the cooldown stays the way its on the PTS right now, I think its better for me to switch to torugs or look out for another replacement.
What about Templars ritual skill? It's always been handy right?
What about blood altar? Did you know it will be 28 meters now? That's four times about the size of healing springs.
Did you hear about bone shield. Did you hear how it's giving major vality. That's 30% healing received...also shield is 100% of allies health. Just saying that's what 17 k shield via teamwork.
Maybe this is more enticing?
I know I will be swapping out leeching vines on my warden healer with overflowing alter. That 28 meter range is huge and the heal from the synergy is awesome too, like a lesser extended ritual.
The next question I have is does alter count as a AOE heal for the healing mage set. Cause that would fantastic.
With synergies being useful again after next patch.. Will you be using any of the synergy sets?
Roar of Alkosh Set
LEVEL 50 CHAMPION 160
(2 Items) Adds 833 Weapon Critical
(3 Items) Gain Minor Slayer at all times, increasing your damage done to Dungeon and Trial Monsters by 5%.
(4 Items) Adds 129 Weapon Damage
(5 Items) When you activate a synergy, you send a shockwave from your position that deals 1720 Physical Damage and an additional 12040 Physical Damage over 10 seconds. Reduces the Physical and Spell Resistance of any enemy hit by 3010 for 10 seconds.
A popular tank set...>.> Supposed to be DD set too.
Lightspeedflashb14_ESO wrote: »GaunterODim wrote: »Probably not, the cooldown reduction is really bad for alkosh. When I'm the tank, the only synergies available are usually orbs and liquid lightning.
If the cooldown stays the way its on the PTS right now, I think its better for me to switch to torugs or look out for another replacement.
What about Templars ritual skill? It's always been handy right?
What about blood altar? Did you know it will be 28 meters now? That's four times about the size of healing springs.
Did you hear about bone shield. Did you hear how it's giving major vality. That's 30% healing received...also shield is 100% of allies health. Just saying that's what 17 k shield via teamwork.
Maybe this is more enticing?
I know I will be swapping out leeching vines on my warden healer with overflowing alter. That 28 meter range is huge and the heal from the synergy is awesome too, like a lesser extended ritual.
The next question I have is does alter count as a AOE heal for the healing mage set. Cause that would fantastic.
Healing mage set is only 10 meters don't forget and it starts at your location as the point.
Blood atlar can last 45 secs not a lesser version but a different way to do it.
Lord_Dexter wrote: »Roar of Alkosh Set
LEVEL 50 CHAMPION 160
(2 Items) Adds 833 Weapon Critical
(3 Items) Gain Minor Slayer at all times, increasing your damage done to Dungeon and Trial Monsters by 5%.
(4 Items) Adds 129 Weapon Damage
(5 Items) When you activate a synergy, you send a shockwave from your position that deals 1720 Physical Damage and an additional 12040 Physical Damage over 10 seconds. Reduces the Physical and Spell Resistance of any enemy hit by 3010 for 10 seconds.
A popular tank set...>.> Supposed to be DD set too.
This set can run on a DD and easily sustainable using Dubious Camoran Throne.
Alkosh was supposed to be DD set but mainly exploited by Tanks, this will make come back on DD
I run this on imperial sorc and works great.
Lord_Dexter wrote: »Roar of Alkosh Set
LEVEL 50 CHAMPION 160
(2 Items) Adds 833 Weapon Critical
(3 Items) Gain Minor Slayer at all times, increasing your damage done to Dungeon and Trial Monsters by 5%.
(4 Items) Adds 129 Weapon Damage
(5 Items) When you activate a synergy, you send a shockwave from your position that deals 1720 Physical Damage and an additional 12040 Physical Damage over 10 seconds. Reduces the Physical and Spell Resistance of any enemy hit by 3010 for 10 seconds.
A popular tank set...>.> Supposed to be DD set too.
This set can run on a DD and easily sustainable using Dubious Camoran Throne.
Alkosh was supposed to be DD set but mainly exploited by Tanks, this will make come back on DD
I run this on imperial sorc and works great.
Was the synergy cool down benficial for this to happen or will it hurt you? (20 secs to 30 secs)
Lord_Dexter wrote: »Lord_Dexter wrote: »Roar of Alkosh Set
LEVEL 50 CHAMPION 160
(2 Items) Adds 833 Weapon Critical
(3 Items) Gain Minor Slayer at all times, increasing your damage done to Dungeon and Trial Monsters by 5%.
(4 Items) Adds 129 Weapon Damage
(5 Items) When you activate a synergy, you send a shockwave from your position that deals 1720 Physical Damage and an additional 12040 Physical Damage over 10 seconds. Reduces the Physical and Spell Resistance of any enemy hit by 3010 for 10 seconds.
A popular tank set...>.> Supposed to be DD set too.
This set can run on a DD and easily sustainable using Dubious Camoran Throne.
Alkosh was supposed to be DD set but mainly exploited by Tanks, this will make come back on DD
I run this on imperial sorc and works great.
Was the synergy cool down benficial for this to happen or will it hurt you? (20 secs to 30 secs)
20 sec cool down should be fine but this synergy changes are intentional to give everyone a chance to popup synergy!
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »GaunterODim wrote: »Probably not, the cooldown reduction is really bad for alkosh. When I'm the tank, the only synergies available are usually orbs and liquid lightning.
If the cooldown stays the way its on the PTS right now, I think its better for me to switch to torugs or look out for another replacement.
What about Templars ritual skill? It's always been handy right?
What about blood altar? Did you know it will be 28 meters now? That's four times about the size of healing springs.
Did you hear about bone shield. Did you hear how it's giving major vality. That's 30% healing received...also shield is 100% of allies health. Just saying that's what 17 k shield via teamwork.
Maybe this is more enticing?
I know I will be swapping out leeching vines on my warden healer with overflowing alter. That 28 meter range is huge and the heal from the synergy is awesome too, like a lesser extended ritual.
The next question I have is does alter count as a AOE heal for the healing mage set. Cause that would fantastic.
Healing mage set is only 10 meters don't forget and it starts at your location as the point.
Blood atlar can last 45 secs not a lesser version but a different way to do it.
Did not know that about healing mage. Does not make sense that it works like that but zos logic. Lol
Sanguine alter is Garbo compared to overflowing. And blood alter is 100% lesser then the Templars cleansing ritual. The heals from alter is just minor healsteal, so around 1k hps per person and my temps extended ritual is like double that, maybe triple. The only reason i am going to switch out leaching for it is for that synergy. The only one that wardens have is attached to a skill that need to be recasted every 6 seconds. I find that hard to keep up. So overflowing alter is going to be my go to for that.
GaunterODim wrote: »Probably not, the cooldown reduction is really bad for alkosh. When I'm the tank, the only synergies available are usually orbs and liquid lightning.
If the cooldown stays the way its on the PTS right now, I think its better for me to switch to torugs or look out for another replacement.
What about Templars ritual skill? It's always been handy right?
What about blood altar? Did you know it will be 28 meters now? That's four times about the size of healing springs.
Did you hear about bone shield. Did you hear how it's giving major vality. That's 30% healing received...also shield is 100% of allies health. Just saying that's what 17 k shield via teamwork.
Maybe this is more enticing?
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »GaunterODim wrote: »Probably not, the cooldown reduction is really bad for alkosh. When I'm the tank, the only synergies available are usually orbs and liquid lightning.
If the cooldown stays the way its on the PTS right now, I think its better for me to switch to torugs or look out for another replacement.
What about Templars ritual skill? It's always been handy right?
What about blood altar? Did you know it will be 28 meters now? That's four times about the size of healing springs.
Did you hear about bone shield. Did you hear how it's giving major vality. That's 30% healing received...also shield is 100% of allies health. Just saying that's what 17 k shield via teamwork.
Maybe this is more enticing?
I know I will be swapping out leeching vines on my warden healer with overflowing alter. That 28 meter range is huge and the heal from the synergy is awesome too, like a lesser extended ritual.
The next question I have is does alter count as a AOE heal for the healing mage set. Cause that would fantastic.
Healing mage set is only 10 meters don't forget and it starts at your location as the point.
Blood atlar can last 45 secs not a lesser version but a different way to do it.
Did not know that about healing mage. Does not make sense that it works like that but zos logic. Lol
Sanguine alter is Garbo compared to overflowing. And blood alter is 100% lesser then the Templars cleansing ritual. The heals from alter is just minor healsteal, so around 1k hps per person and my temps extended ritual is like double that, maybe triple. The only reason i am going to switch out leaching for it is for that synergy. The only one that wardens have is attached to a skill that need to be recasted every 6 seconds. I find that hard to keep up. So overflowing alter is going to be my go to for that.
Cleansing ritual is every to 2 secs for 12 secs while altar can go up to 45 secs. They have different uses I would think?