So in response to the complaints about damage power creep, ZOS halted CP gains (which added only maybe 1-2% each patch). And now gives us 30% Major Vulnerability in a 150-cost ultimate.
Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.
So in response to the complaints about damage power creep, ZOS halted CP gains (which added only maybe 1-2% each patch). And now gives us 30% Major Vulnerability in a 150-cost ultimate.
Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.
isnt it only 3 seconds though?
So in response to the complaints about damage power creep, ZOS halted CP gains (which added only maybe 1-2% each patch). And now gives us 30% Major Vulnerability in a 150-cost ultimate.
Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.
isnt it only 3 seconds though?
So in response to the complaints about damage power creep, ZOS halted CP gains (which added only maybe 1-2% each patch). And now gives us 30% Major Vulnerability in a 150-cost ultimate.
Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.
isnt it only 3 seconds though?
It's unclear how long it really lasts. The text says that each slam applies it for 3s, and there are 3 slams over the course of 2s. So we may be looking at 5s worth. In any case, the idea is that if this ult is used in a burst setting: for example, on Arch Custodian, where people all drop their ults at the same time, empowered by horn, Balorgh, Major Slayer, and now a few seconds of Major Vulnerability. And the effect of Major Vulnerability will be multiplicative. On paper, this is going to be an obscene amount of damage that a coordinated group can do in a burst.
on the pve side, mechanics work against this if you burn newer content too fast.
So in response to the complaints about damage power creep, ZOS halted CP gains (which added only maybe 1-2% each patch). And now gives us 30% Major Vulnerability in a 150-cost ultimate.
Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.
isnt it only 3 seconds though?
So in response to the complaints about damage power creep, ZOS halted CP gains (which added only maybe 1-2% each patch). And now gives us 30% Major Vulnerability in a 150-cost ultimate.
Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.
isnt it only 3 seconds though?
It's unclear how long it really lasts. The text says that each slam applies it for 3s, and there are 3 slams over the course of 2s. So we may be looking at 5s worth. In any case, the idea is that if this ult is used in a burst setting: for example, on Arch Custodian, where people all drop their ults at the same time, empowered by horn, Balorgh, Major Slayer, and now a few seconds of Major Vulnerability. And the effect of Major Vulnerability will be multiplicative. On paper, this is going to be an obscene amount of damage that a coordinated group can do in a burst.
It lasts 5 seconds, so 3 seconds on every hit. Major vulnerability isnt multiplicative though, it is deducted from the enemy damage taken increases. Sure PvE mobs dont have any, but it is additively with engulfing flames, incap, and minor vulnerability for example.
on the pve side, mechanics work against this if you burn newer content too fast.
Um. Examples, please?
Dragon Bones: When it was released, after killing just two stone orbs on the gargoyle, we ignore mechanics and burn to zero; I wouldn't be surprised if burning after the first orb is now feasible. On the final boss, non-HM, you can completely skip the poison cone mechanic if you can burn the boss fast enough to push her from ice phase to ice phase. In HM, you can substantially reduce the number of poison cones you encounter. On the Menagerie, you can currently completely skip the tiger's pounce mechanic. The only anti-burn boss is the final boss of vFL HM, since Colossi spawn at health percentages (there are no anti-burn deterrents on non-HM).
Wolfhunter: You can outright ignore or skip mechanics on the spriggan boss, on the nord boss, on jailer boss, on the Mylene, and on the Archivist. Those are all the bosses where the standard strategy for an easy no-death clear is to "just burn". The only anti-burn boss is Vykosa HM, but there, you do want to get the werewolf adds nuked down quickly when they spawn.
Wrathstone: None of the bosses have mechanics that punish fast burns. For Vault Protector, high DPS means that after the first 4-beam sweep when subsequent sweeps are all timer-triggered, a good burn means you will not see a second 4-beam sweep. Malatar's final boss in HM is a DPS race and becomes easier the faster you can burn it. Frostvault HM, once the arms are broken in the final phase, is another burn-and-avoid-stewing-in-mechanics-too-long fight.
vCR+3: No anti-burn mechanics at all. Fast DPS means fewer bottom phases and the mini bosses don't stay alive long enough to be a serious thread.
vAS+2: High DPS means fewer times you have to kill the minibosses. The world record vAS run is one so fast that they can just flat-out ignore Felms.
So in response to the complaints about damage power creep, ZOS halted CP gains (which added only maybe 1-2% each patch). And now gives us 30% Major Vulnerability in a 150-cost ultimate.
Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.
isnt it only 3 seconds though?
It's unclear how long it really lasts. The text says that each slam applies it for 3s, and there are 3 slams over the course of 2s. So we may be looking at 5s worth. In any case, the idea is that if this ult is used in a burst setting: for example, on Arch Custodian, where people all drop their ults at the same time, empowered by horn, Balorgh, Major Slayer, and now a few seconds of Major Vulnerability. And the effect of Major Vulnerability will be multiplicative. On paper, this is going to be an obscene amount of damage that a coordinated group can do in a burst.
It lasts 5 seconds, so 3 seconds on every hit. Major vulnerability isnt multiplicative though, it is deducted from the enemy damage taken increases. Sure PvE mobs dont have any, but it is additively with engulfing flames, incap, and minor vulnerability for example.
I thought Major Berserk was damage done? In any case, there does seem to be more damage-done amps than damage-taken amps, so there should be fewer effects with which it is additive. If you're allowed to say, what were the result of using this ult in coordinated group settings when you had a chance to test it?
So in response to the complaints about damage power creep, ZOS halted CP gains (which added only maybe 1-2% each patch). And now gives us 30% Major Vulnerability in a 150-cost ultimate.
Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.
isnt it only 3 seconds though?
It's unclear how long it really lasts. The text says that each slam applies it for 3s, and there are 3 slams over the course of 2s. So we may be looking at 5s worth. In any case, the idea is that if this ult is used in a burst setting: for example, on Arch Custodian, where people all drop their ults at the same time, empowered by horn, Balorgh, Major Slayer, and now a few seconds of Major Vulnerability. And the effect of Major Vulnerability will be multiplicative. On paper, this is going to be an obscene amount of damage that a coordinated group can do in a burst.
It lasts 5 seconds, so 3 seconds on every hit. Major vulnerability isnt multiplicative though, it is deducted from the enemy damage taken increases. Sure PvE mobs dont have any, but it is additively with engulfing flames, incap, and minor vulnerability for example.
I thought Major Berserk was damage done? In any case, there does seem to be more damage-done amps than damage-taken amps, so there should be fewer effects with which it is additive. If you're allowed to say, what were the result of using this ult in coordinated group settings when you had a chance to test it?
In PvE 4-man it didnt feel as impactful, but thats just due to the nature of debuffs impacting bigger groups more. The Sunspire trial group we had was a pure mess, so that one doesnt count either. I cannot really give you a fundamental insight into that, but that was one of my immediate concerns too. Good grouops cna coordinate that really well, but worse groups can not. Question is: how can they make sure necro is going to be used in PvE without having something impactful to contribute... I thought they'd given them minor courage, but that went to the new tanking set instead.
Mith Major Berserk it is multiplicative yeah, i thought you meant with other vulnerabilities.
Not to mention strong PVP teams utilising that more effectively / objective based gameplay in general.
I'm picturing the tower farms with a Necromancer already, waiting to drop major vulnerability on the zerg when they come up.
on the pve side, mechanics work against this if you burn newer content too fast.
Um. Examples, please?
Dragon Bones: When it was released, after killing just two stone orbs on the gargoyle, we ignore mechanics and burn to zero; I wouldn't be surprised if burning after the first orb is now feasible. On the final boss, non-HM, you can completely skip the poison cone mechanic if you can burn the boss fast enough to push her from ice phase to ice phase. In HM, you can substantially reduce the number of poison cones you encounter. On the Menagerie, you can currently completely skip the tiger's pounce mechanic. The only anti-burn boss is the final boss of vFL HM, since Colossi spawn at health percentages (there are no anti-burn deterrents on non-HM).
Wolfhunter: You can outright ignore or skip mechanics on the spriggan boss, on the nord boss, on jailer boss, on the Mylene, and on the Archivist. Those are all the bosses where the standard strategy for an easy no-death clear is to "just burn". The only anti-burn boss is Vykosa HM, but there, you do want to get the werewolf adds nuked down quickly when they spawn.
Wrathstone: None of the bosses have mechanics that punish fast burns. For Vault Protector, high DPS means that after the first 4-beam sweep when subsequent sweeps are all timer-triggered, a good burn means you will not see a second 4-beam sweep. Malatar's final boss in HM is a DPS race and becomes easier the faster you can burn it. Frostvault HM, once the arms are broken in the final phase, is another burn-and-avoid-stewing-in-mechanics-too-long fight.
vCR+3: No anti-burn mechanics at all. Fast DPS means fewer bottom phases and the mini bosses don't stay alive long enough to be a serious thread.
vAS+2: High DPS means fewer times you have to kill the minibosses. The world record vAS run is one so fast that they can just flat-out ignore Felms.
Not to mention strong PVP teams utilising that more effectively / objective based gameplay in general.
I'm picturing the tower farms with a Necromancer already, waiting to drop major vulnerability on the zerg when they come up.
Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.
Not to mention strong PVP teams utilising that more effectively / objective based gameplay in general.
I'm picturing the tower farms with a Necromancer already, waiting to drop major vulnerability on the zerg when they come up.
I was thinking the opposite. Trying to tower farm will be suicidal now.
Not to mention strong PVP teams utilising that more effectively / objective based gameplay in general.
I'm picturing the tower farms with a Necromancer already, waiting to drop major vulnerability on the zerg when they come up.
I was thinking the opposite. Trying to tower farm will be suicidal now.
I considered it the same as the OP did r.e PvE where coordinated groups will be more successful and at an advantage.
I imagine Zerglings are going to come in and drop ults willy nilly, as uncoordinated as ever and probably never cleanse the dot (if one is applied and can be purged) when a coordinated group applies it back.
It definitely requires some coordination as the duration is low - I'm not sure zergs will pull it off as effectively.
So in response to the complaints about damage power creep, ZOS halted CP gains (which added only maybe 1-2% each patch). And now gives us 30% Major Vulnerability in a 150-cost ultimate.
Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.
isnt it only 3 seconds though?
thouught he mentioned 70% uptime? or was that the passives.
This ulti at least from a PvP perspective seems perfectly fine. Of course this depends on damage numbers but if I'm getting run down by multiple players this ulti really doesn't seem nearly as bad as lets say an incap or permafrost will be. This ulti seems like it would be perfect when outnumbered actually.