In an trial worm is nice, in dungeons not so much.Grianasteri wrote: »Am I missing something? Id genuinly like help understanding.
When I consider healer sets, Worms Raiment seems negligible, I would rather have plenty other set bonuses that are available.
4% less magica ability cost? If I use an expensive magica ability of say 4000, I am literally saving 160. Even if we take it over a few rotations, Im barely saving enough to use one extra power.
One argument follows that over the duration of a boss fight, 4% each stacks up to many thousands. But the reality is that in effect, that is not how it works. Group members do not end up with thousands more magica at their disposal, because the saving on each power, and even over several rotations is negligible. Therefore a greater level of sustain is required, from other sources, to keep using abilities - magica recovery, orbs, heavy attacks etc.
Im not saying 4% wont come in handy, every little helps. What I am saying is that 4% wont keep a group using abilities, not without significant other sustain in play as well. So why bother, those other sources should be more than enough sustain and if they are not, well then you may be doing something that can be improved upon.
I'll stick with reliable, useful sets like SPC, Sanctuary, Julianos, Kagranecs etc. (Ive not mentioned trial sets, Olorime supersedes SPC now etc).
VilniusNastavnik wrote: »Sanctuary.. mending.. jorvulds.. twilight..
Note.. sanc will give you green orbs
Grianasteri wrote: »Am I missing something? Id genuinly like help understanding.
When I consider healer sets, Worms Raiment seems negligible, I would rather have plenty other set bonuses that are available.
4% less magica ability cost? If I use an expensive magica ability of say 4000, I am literally saving 160. Even if we take it over a few rotations, Im barely saving enough to use one extra power.
One argument follows that over the duration of a boss fight, 4% each stacks up to many thousands. But the reality is that in effect, that is not how it works. Group members do not end up with thousands more magica at their disposal, because the saving on each power, and even over several rotations is negligible. Therefore a greater level of sustain is required, from other sources, to keep using abilities - magica recovery, orbs, heavy attacks etc.
Im not saying 4% wont come in handy, every little helps. What I am saying is that 4% wont keep a group using abilities, not without significant other sustain in play as well. So why bother, those other sources should be more than enough sustain and if they are not, well then you may be doing something that can be improved upon.
I'll stick with reliable, useful sets like SPC, Sanctuary, Julianos, Kagranecs etc. (Ive not mentioned trial sets, Olorime supersedes SPC now etc).
Grianasteri wrote: »Am I missing something? Id genuinly like help understanding.
When I consider healer sets, Worms Raiment seems negligible, I would rather have plenty other set bonuses that are available.
4% less magica ability cost? If I use an expensive magica ability of say 4000, I am literally saving 160. Even if we take it over a few rotations, Im barely saving enough to use one extra power.
One argument follows that over the duration of a boss fight, 4% each stacks up to many thousands. But the reality is that in effect, that is not how it works. Group members do not end up with thousands more magica at their disposal, because the saving on each power, and even over several rotations is negligible. Therefore a greater level of sustain is required, from other sources, to keep using abilities - magica recovery, orbs, heavy attacks etc.
Im not saying 4% wont come in handy, every little helps. What I am saying is that 4% wont keep a group using abilities, not without significant other sustain in play as well. So why bother, those other sources should be more than enough sustain and if they are not, well then you may be doing something that can be improved upon.
I'll stick with reliable, useful sets like SPC, Sanctuary, Julianos, Kagranecs etc. (Ive not mentioned trial sets, Olorime supersedes SPC now etc).
In an trial worm is nice, in dungeons not so much.
Grianasteri wrote: »In an trial worm is nice, in dungeons not so much.
Yes I hear that, but why, that's what I want to understand.
For instance, I'd have to use a 3k magica spell about 25 times to make back enough to use it ONE more time from the 4% saving offered by worms.
So over 4 or 5 rotations or so, I and the other group members may be able to use one extra ability? I just find that so underwhelming. And the point is, whatever the content, dungeon or trial etc, we need much more sustain than that to keep using abilities, that the 4% is negligible in comparison to other set bonuses available.
Again I am openly saying I may just be missing something.
WrathOfInnos wrote: »I believe % cost reduction bonuses are additive too. So it’s 4% off the full cost of the skills used. This theoretical max drain is often around 2500 Mag/s on DPS builds, which means Worm saves 100 Magicka/s.
It works out to about the same amount of resource support as throwing energy orbs to the entire group every 40s (which is pretty common situation, even though they would ideally be every 20-30s). Really you should use both, but this is a useful comparison for sustain performance vs effort. Simply wearing a set is easier and cheaper than casting an expensive skill 11 times in a trial, and the user also benefits from Worm (you can’t stnergize your own orbs).
The only time Worm isn’t worth using is if you are in a group with all stamina DPS. Even if it’s just one healer and one Magicka DPS benefitting I think it’s one of the best gear options. Compare it to the Seducer set with 8% cost reduction, the 4% is equivalent if at least 2 people use it, and better if 3 do (it also helps the tank).
VaranisArano wrote: »
Its more about opportunity cost at the trials level. Without the Worm Cult buff, you and every other group member that benefits have to build to include that missing equivalent mag regen.
Then you start to look at how much easier it is for one healer to wear Worms vs everyone adjusting to include that extra mag regen and the benefit the healer gives the grouo from some other set. As mentioned, Worms used to be BIS and mandatory, now ZOS has some other sets that are situationally better in terms of allowing the whole group to min-max for greater performance. Sometimes its better to go with a different set and fill in the missing cost reduction/extra recovery some other way.
You see a similar principle at work with Ebon Armory. On the face of it, 1k extra health is minor. In practice, it allows every DD in the raid to min-max for damage at the minor cost of one tank wearing a support set.
Neither Worms not Ebon scales as effectively at the dungeon level. That's because there are less people who benefit vs the opportunity cost of wearing a differest set and also because, frankly, min-maxing is not necessary to complete group dungeons.
VilniusNastavnik wrote: »Sanctuary.. mending.. jorvulds.. twilight..
Note.. sanc will give you green orbs