The other thing that I am bothered about is that the damage amplification also applies to the triggering ultimate itself. Imagine a nightblade use an incap with 1000 addition weapondamage from stealth ... yeah. I'd rather like to see the damage amp kick in AFTER the ultimate is spent, however I'm not too sure how this would work out with damage over time ults, since they will only loose the damage amp for their first tick.
If you see the hands glow red then play super defensive/evasive for 10 seconds. Thankfully this proc occurs after you use your ult and doesn't amplify the ult used. The only class this 2-piece is concerning with are sorcs since their Rune Cage removes counterplay. If they make Rune Cage dodgeable as discussed it won't be as bad then. I personally find this two piece to be very interesting, and it rewards patience.
It's going to be stupid strong with corrosive armor!
You see someone activate this ult with that 2-piece.... Run!
If you see the hands glow red then play super defensive/evasive for 10 seconds. Thankfully this proc occurs after you use your ult and doesn't amplify the ult used. The only class this 2-piece is concerning with are sorcs since their Rune Cage removes counterplay. If they make Rune Cage dodgeable as discussed it won't be as bad then. I personally find this two piece to be very interesting, and it rewards patience.
It's going to be stupid strong with corrosive armor!
You see someone activate this ult with that 2-piece.... Run!
Takes-No-Prisoner wrote: »The other thing that I am bothered about is that the damage amplification also applies to the triggering ultimate itself. Imagine a nightblade use an incap with 1000 addition weapondamage from stealth ... yeah. I'd rather like to see the damage amp kick in AFTER the ultimate is spent, however I'm not too sure how this would work out with damage over time ults, since they will only loose the damage amp for their first tick.
I see what you're legitimately saying here. On the flip side, StamNB isn't going to hold onto Incap for too long due to two reasons. One being it allows for that damage scaling right at the start of the fight, plus defile and secondly, there is a point in hanging onto the ultimate for too long where the Nightblade does a 'spinny flashy' animation before landing the Incap itself. Which screws up rotation timings.
Ideally, we still want to be burning that ult closer to 75-100 whenever possible. It's technically a 6th ability on our bar and an important part of their toolset.
Thankfully this proc occurs after you use your ult and doesn't amplify the ult used.
Like someone else said, the REAL threat is corrosive armor. Clever, WW hide, 2pc balorgh. Save up 500 ult for that corrosive, pop both the ult and an immovable, pick a target or two to kill. I can already 1 burst people with corrosive up on my med rav/hulk do, just imagine what I'll be able to do with 1000 more weapon damage..
Truthfully though, this set is fine. It's a non damaging proc set oriented towards dealing damage, with a controllable proc and a risk/reward factor. There needs to be more sets designed as well as this one.
Thankfully this proc occurs after you use your ult and doesn't amplify the ult used. !
BTW please leave other replies at
https://forums.elderscrollsonline.com/en/discussion/427115/balorgh-monster-set-adjustments-needed#latest
on the pts forum.Like someone else said, the REAL threat is corrosive armor. Clever, WW hide, 2pc balorgh. Save up 500 ult for that corrosive, pop both the ult and an immovable, pick a target or two to kill. I can already 1 burst people with corrosive up on my med rav/hulk do, just imagine what I'll be able to do with 1000 more weapon damage..
Truthfully though, this set is fine. It's a non damaging proc set oriented towards dealing damage, with a controllable proc and a risk/reward factor. There needs to be more sets designed as well as this one.
Hmm not too sure, I mean yes the synergy with corrosive is nice but I think bombblades will be benefitting way more from this set. I also don't quite get how the set has a risk/reward factor, as I don't see any risk using it?
BTW please leave other replies at
https://forums.elderscrollsonline.com/en/discussion/427115/balorgh-monster-set-adjustments-needed#latest
on the pts forum.Like someone else said, the REAL threat is corrosive armor. Clever, WW hide, 2pc balorgh. Save up 500 ult for that corrosive, pop both the ult and an immovable, pick a target or two to kill. I can already 1 burst people with corrosive up on my med rav/hulk do, just imagine what I'll be able to do with 1000 more weapon damage..
Truthfully though, this set is fine. It's a non damaging proc set oriented towards dealing damage, with a controllable proc and a risk/reward factor. There needs to be more sets designed as well as this one.
Hmm not too sure, I mean yes the synergy with corrosive is nice but I think bombblades will be benefitting way more from this set. I also don't quite get how the set has a risk/reward factor, as I don't see any risk using it?
The risk is waiting 3-4x as long to use an ultimate. On dks that means lost sustain, on other classes it means less chances to kill people in exchange for a small window of high burst capability. The only people frequently dropping 500 stored ultimate are those running in zergs, and usually those people aren't skilled enough to be considered a threat.
I mean, just look at how long it takes to store 500 ultimate and ask yourself "would I rather drop four dawnbreakers in this time, or do I know FOR A FACT that i WILL be able to kill people in my 500 ult 10 second balorgh window?"
So essentially, someone could run this helmet with clever alchemist and just start wrecking through people. Massive damage for something like a bomber or even a stam dk able to hit corrosive armor and be invincible for 11 seconds while having an absurd amount of weapon power.
So essentially, someone could run this helmet with clever alchemist and just start wrecking through people. Massive damage for something like a bomber or even a stam dk able to hit corrosive armor and be invincible for 11 seconds while having an absurd amount of weapon power.
And ignoring all physical resistance.
This set could actually make hybrids extremely strong in PVP too. Run Clever, with this set and Innate Axiom on a Dunmer, stick to class skills.
So essentially, someone could run this helmet with clever alchemist and just start wrecking through people. Massive damage for something like a bomber or even a stam dk able to hit corrosive armor and be invincible for 11 seconds while having an absurd amount of weapon power.
And ignoring all physical resistance.
This set could actually make hybrids extremely strong in PVP too. Run Clever, with this set and Innate Axiom on a Dunmer, stick to class skills.
Ive also thought at hybrids. Even for a pelinal Setup, the added weapon damage will ocme in handy.
If you see the hands glow red then play super defensive/evasive for 10 seconds. Thankfully this proc occurs after you use your ult and doesn't amplify the ult used. The only class this 2-piece is concerning with are sorcs since their Rune Cage removes counterplay. If they make Rune Cage dodgeable as discussed it won't be as bad then. I personally find this two piece to be very interesting, and it rewards patience.
It's going to be stupid strong with corrosive armor!
You see someone activate this ult with that 2-piece.... Run!
I took a moment to think about what corrosive armor plus this set would mean... Corrosive armor followed by proxy det and steel tornado. Stamina bombs could become extremely viable. Steel tornado is already pretty strong, but ignore physical resistance and add 1000 weapon damage. Spec CP into Thurmaturge and it buffs both steel tornado and proxy, and the extra 1K spell damage adds to proxy as well. Hmm...
If you see the hands glow red then play super defensive/evasive for 10 seconds. Thankfully this proc occurs after you use your ult and doesn't amplify the ult used. The only class this 2-piece is concerning with are sorcs since their Rune Cage removes counterplay. If they make Rune Cage dodgeable as discussed it won't be as bad then. I personally find this two piece to be very interesting, and it rewards patience.
It's going to be stupid strong with corrosive armor!
You see someone activate this ult with that 2-piece.... Run!
I took a moment to think about what corrosive armor plus this set would mean... Corrosive armor followed by proxy det and steel tornado. Stamina bombs could become extremely viable. Steel tornado is already pretty strong, but ignore physical resistance and add 1000 weapon damage. Spec CP into Thurmaturge and it buffs both steel tornado and proxy, and the extra 1K spell damage adds to proxy as well. Hmm...
Proxy is not affected by thaum.... master at arms or whatever benefits it. Test it;) @jaws343
If you see the hands glow red then play super defensive/evasive for 10 seconds. Thankfully this proc occurs after you use your ult and doesn't amplify the ult used. The only class this 2-piece is concerning with are sorcs since their Rune Cage removes counterplay. If they make Rune Cage dodgeable as discussed it won't be as bad then. I personally find this two piece to be very interesting, and it rewards patience.
It's going to be stupid strong with corrosive armor!
You see someone activate this ult with that 2-piece.... Run!
I took a moment to think about what corrosive armor plus this set would mean... Corrosive armor followed by proxy det and steel tornado. Stamina bombs could become extremely viable. Steel tornado is already pretty strong, but ignore physical resistance and add 1000 weapon damage. Spec CP into Thurmaturge and it buffs both steel tornado and proxy, and the extra 1K spell damage adds to proxy as well. Hmm...
Proxy is not affected by thaum.... master at arms or whatever benefits it. Test it;) @jaws343
I guess that makes sense. Never looked it up. But at least master at arms will benefit some stamina abilities too.
If you see the hands glow red then play super defensive/evasive for 10 seconds. Thankfully this proc occurs after you use your ult and doesn't amplify the ult used. The only class this 2-piece is concerning with are sorcs since their Rune Cage removes counterplay. If they make Rune Cage dodgeable as discussed it won't be as bad then. I personally find this two piece to be very interesting, and it rewards patience.
It's going to be stupid strong with corrosive armor!
You see someone activate this ult with that 2-piece.... Run!
I took a moment to think about what corrosive armor plus this set would mean... Corrosive armor followed by proxy det and steel tornado. Stamina bombs could become extremely viable. Steel tornado is already pretty strong, but ignore physical resistance and add 1000 weapon damage. Spec CP into Thurmaturge and it buffs both steel tornado and proxy, and the extra 1K spell damage adds to proxy as well. Hmm...
Proxy is not affected by thaum.... master at arms or whatever benefits it. Test it;) @jaws343
I guess that makes sense. Never looked it up. But at least master at arms will benefit some stamina abilities too.
Oddly enough, thaum doesnt affect curse either but masters does lol this game hardly makes sense sometimes
Waffennacht wrote: »If you see the hands glow red then play super defensive/evasive for 10 seconds. Thankfully this proc occurs after you use your ult and doesn't amplify the ult used. The only class this 2-piece is concerning with are sorcs since their Rune Cage removes counterplay. If they make Rune Cage dodgeable as discussed it won't be as bad then. I personally find this two piece to be very interesting, and it rewards patience.
It's going to be stupid strong with corrosive armor!
You see someone activate this ult with that 2-piece.... Run!
I took a moment to think about what corrosive armor plus this set would mean... Corrosive armor followed by proxy det and steel tornado. Stamina bombs could become extremely viable. Steel tornado is already pretty strong, but ignore physical resistance and add 1000 weapon damage. Spec CP into Thurmaturge and it buffs both steel tornado and proxy, and the extra 1K spell damage adds to proxy as well. Hmm...
Proxy is not affected by thaum.... master at arms or whatever benefits it. Test it;) @jaws343
I guess that makes sense. Never looked it up. But at least master at arms will benefit some stamina abilities too.
Oddly enough, thaum doesnt affect curse either but masters does lol this game hardly makes sense sometimes
Curse original was considered a DoT by the game, Devs said it shouldn't be and changed what CP affects, however they originally didn't fix how it interacted with other abilities or sets. (.i.e it still didn't break rune cage - which at the time didn't break by DoTs and lasted 20 secs) it's been a crazy ride for abilities, but curse supposed to be a direct damage ability that is delayed
DemonDruaga wrote: »Incoming 2h ult oneshots again :')
So essentially, someone could run this helmet with clever alchemist and just start wrecking through people. Massive damage for something like a bomber or even a stam dk able to hit corrosive armor and be invincible for 11 seconds while having an absurd amount of weapon power.