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PTS Update 25 - Feedback Thread for Item Sets

  • Tanis-Stormbinder
    Tanis-Stormbinder
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    Faulgor wrote: »
    Aegis Caller reworked:
    Reduced the duration of this set to 11 seconds from 12 seconds.
    Increased the cooldown to 12 seconds from 10 seconds.
    Reduced the damage per tick to 3730 from 4880.

    No changes to Draugrkin’s Grip :(
    I take it Aegis Caller is useless now?

    Further testing needed but it doesn't look good
  • ESO_Nightingale
    ESO_Nightingale
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    #SaveIceheart!
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • themaddaedra
    themaddaedra
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    Iceheart was indeed too strong but nerf is a little bit off the crack. I think the cooldown should be reduced to 8 or 9 seconds for it to be more in line with other similar sets.
    PC|EU
  • BadShogun
    BadShogun
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    This iteration of Aegis Caller makes it not worth using over crafted gear.
  • code65536
    code65536
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    LonePirate wrote: »
    I checked this on the PTS on Monday. If your alliance does not control the town, then you are not allowed inside the armory building where the crafting stations are. Your alliance must control the town to be granted access. Sure, players from other alliances could linger outside the entrance to the armories and prevent players from entering them. However, once you are inside, you are completely safe. All three armories offer a balcony or platform that allows you the ability to leave without being attacked, much like when you use one of the side doors to move between Imperial City districts.

    I did some testing with two accounts on two factions, and to elaborate on this some more, the way it works is that there are actually 3 separate "instances" of each of the craft houses. You'll notice that the inside of the building has your faction's banner. If another faction captures the town while you are inside, these banners don't change. And if members of that other faction enter the craft house, they enter their own separate "instance" of the craft house.
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
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    Media: YouTubeTwitch
  • PandaPalace
    PandaPalace
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    Celestro wrote: »
    For the Storm Master set: the boost to damage is nice (as well as the Overload proc fix), but in the theme of easing the proc conditions of many sets, could something be done with this? Certainly its nothing significant, but as much as fully charged heavy attacks can be useful, being forced to perform them isn't exactly too thrilling on top of needing them to specifically deal critical damage. I feel it would flow better if it just required a heavy attack, like some other sets, or just critical damage, perhaps with a proc chance. In the latter's case, I could see the duration being greatly shortened for a bigger burst of Shock Damage or something along those lines given its high likelihood of occurring, making the long duration effect kind of redundant.

    What I would really prefer with something like this, considering its a medium armor set largely made for a primary stamina user (Sorcerer most of all), would be like having a % chance to create a chain lightning effect that hits so many enemies in the area upon dealing critical damage. In doing so, it could deal low Shock Damage, since that damage type doesn't benefit a stamina user much with the lack of Spell Penetration, but mainly automatically applies Concussed. That'll more heavily define it as a kind of support set with Minor Vulnerability than it already sort of is with damage thrown in the mix on a single target. Even setting the whole ability to something like automatically applying Concussed on light attacks could work. But well, makes the whole "Storm Master" name a lot more fitting.

    I do agree that this set needs a change. When they removed sorcs Implosion passive it made this set even less useful imo. The proc and dmg needs something else. They changed Scathing Mage proc from being 20% direct dmg crit to just 20% direct dmg, they should change this set proc to be similar bc getting a crit alone is rng and being a heavy crit is more rng.
    Edited by PandaPalace on February 5, 2020 2:48PM
  • PandaPalace
    PandaPalace
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    Nerien'eth set needs a dmg increase to be close to or match Selenes set. Selenes gets higher dmg, 12k base, and 15% proc chance with 1k stam while Nerien'eth is 8-9k dmg 10% proc with 1k health. Selenes can get up to 17k dmg with cp while Nerien'eth get 12k dmg.
  • ArtOfShred
    ArtOfShred
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    I'm gonna echo what the rest of the playerbase is saying about the Iceheart nerf and I'd like to offer a suggestion:

    2nd PTS update made these changes to Iceheart:
    - Reduced the damage shield this set provides to 6050 from 8600.
    - Reduced the damage per tick to 500 from 770.
    - Increased the cooldown to 12 seconds from 6.

    You guys basically took Iceheart out back and shot it in the back of the head.
    - Shield effect reduced to 70% of its former value.
    - Damage reduced to 65% of its former value.
    - Uptime cut in half.
    Lets say for demonstration purposes, we just round the damage/shield effectiveness cut changes down to a reduction of 35%, resulting in the set operating at 65% of its former strength. Now we apply cutting the uptime in half, bringing the effectiveness down to 32.5%.
    That's an effective nerf of over 65%. That's a bit much to do all at once considering the set isn't doing anything that crazy.

    I'd like to make the suggestion to REMOVE the internal cooldown increase. You could even knock the shield down a notch more so both the damage/shield are cut to 65% effectiveness. A pretty significant nerf to its power without goring the set completely.

    It's a cool set and slicing its throat this hard is just not very fun and seems a bit heavy handed. If just nerfing by about 35% doesn't shift the balance enough, changes could always be made in the future.
    Edited by ArtOfShred on February 7, 2020 5:53PM
  • x48rph
    x48rph
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    So what the heck. Now Zaan gets no benefit what so ever from the Elf Bane set? Even though all this time it enjoyed the 2 second increase and no one was complaining about it? So that just further ensures that the Elf Bane set is pretty much only meant for magdks and magdks alone. Gee , can we have a set that extends the duration of pretty much every dot we got on other classes as well. Why is Elf Bane only fire damage? I mean you nerfed and gutted plenty of other things in the name of making them comparable and balanced, why not give all classes the option to have a longer duration from their abilities in exchange for a 5pc bonus.
  • Solariken
    Solariken
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    Please fix Morkuldin. It should be direct damage but it's not. I would like to pair it with Gryphon's Ferocity but it currently doesn't work.
  • DreadDaedroth
    DreadDaedroth
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    Iceheart changes have not been reversed.
  • Tanis-Stormbinder
    Tanis-Stormbinder
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    Jumping on PTS to test the new changes to
    Draugrkin’s Grip:
    Removed the proc chance from this set.
    Increased the damage bonus to 617, up from 530.
    Increased the cooldown to 9 seconds, up from 6.
  • bol
    bol
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    What is the point of Mother Ciaannait?

    It procs of channeled ability and holds magicka dd bonuses. What Mag DD uses channeled abilities anyway? Oh yes, Templar.

    So its a monster set that can only be proced by magicka templar?
    And if its purpose is defense it is still worse than iceheart.
    And for recovery grundwulf should still be better.

    And about Draugrkin’s Grip, can it proc on multiple enemies, is the cooldown per enemy, or is it global and only 1 enemy can have the curse? If it is one enemy, then the set is completely useless as there is no point in wearing it since you have spell strategist that is near 100damage better on average, and can be bought on traders very cheap and does not require dlc. If you can proc it on multiple enemies then it might actually be useful for trashpacks.
  • OrphanHelgen
    OrphanHelgen
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    Draugrkin’s Grip:
    Removed the proc chance from this set.

    Isn't it a debuf you put on target? So if for example 4 people used this set in raid, it could potentially have 100% uptime as it was before this change? Do people tunnel vision on solo target dummy lately? How is the cooldown now, is the cooldown on the debuf itself or individual? Yes bad english I know ty.
    PC, EU server, Ebonheart Pact


    Finally a reason not to play League of Legends
  • saf227_ESO
    saf227_ESO
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    x48rph wrote: »
    So what the heck. Now Zaan gets no benefit what so ever from the Elf Bane set? Even though all this time it enjoyed the 2 second increase and no one was complaining about it? So that just further ensures that the Elf Bane set is pretty much only meant for magdks and magdks alone. Gee , can we have a set that extends the duration of pretty much every dot we got on other classes as well. Why is Elf Bane only fire damage? I mean you nerfed and gutted plenty of other things in the name of making them comparable and balanced, why not give all classes the option to have a longer duration from their abilities in exchange for a 5pc bonus.

    If I understand the patch note, Elf Bane will still extend Zaan by 2 seconds, but the damage per tick will not ramp up for those final 2 seconds - it will stay the same amount of damage per tick as if it was just the normal time.
  • OrphanHelgen
    OrphanHelgen
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    saf227_ESO wrote: »
    x48rph wrote: »
    So what the heck. Now Zaan gets no benefit what so ever from the Elf Bane set? Even though all this time it enjoyed the 2 second increase and no one was complaining about it? So that just further ensures that the Elf Bane set is pretty much only meant for magdks and magdks alone. Gee , can we have a set that extends the duration of pretty much every dot we got on other classes as well. Why is Elf Bane only fire damage? I mean you nerfed and gutted plenty of other things in the name of making them comparable and balanced, why not give all classes the option to have a longer duration from their abilities in exchange for a 5pc bonus.

    If I understand the patch note, Elf Bane will still extend Zaan by 2 seconds, but the damage per tick will not ramp up for those final 2 seconds - it will stay the same amount of damage per tick as if it was just the normal time.

    2 sec? Did they revert the 5 sec?
    PC, EU server, Ebonheart Pact


    Finally a reason not to play League of Legends
  • saf227_ESO
    saf227_ESO
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    saf227_ESO wrote: »
    x48rph wrote: »
    So what the heck. Now Zaan gets no benefit what so ever from the Elf Bane set? Even though all this time it enjoyed the 2 second increase and no one was complaining about it? So that just further ensures that the Elf Bane set is pretty much only meant for magdks and magdks alone. Gee , can we have a set that extends the duration of pretty much every dot we got on other classes as well. Why is Elf Bane only fire damage? I mean you nerfed and gutted plenty of other things in the name of making them comparable and balanced, why not give all classes the option to have a longer duration from their abilities in exchange for a 5pc bonus.

    If I understand the patch note, Elf Bane will still extend Zaan by 2 seconds, but the damage per tick will not ramp up for those final 2 seconds - it will stay the same amount of damage per tick as if it was just the normal time.

    2 sec? Did they revert the 5 sec?

    Let me try to be clearer.
    The Zaan bonus:
    (2 items) When you damage a nearby enemy with a Light or Heavy Attack, you have a 20% chance to create a beam of fire that will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second to your enemy for 5 seconds. Every second, this damage increases by 50%. The beam is broken if the enemy moves 8 meters away from you. This effect can occur every 18 seconds.

    The Elf Bane bonus:
    Increases the duration of your Flame Damage abilities by 2 seconds.

    Zaan's is 5 seconds. Elf Bane extends that by 2 seconds.
    Zaan's damage increases 50% every second.
    They're changing just that last part as it pertains to Elf Bane. You'll still get 7 seconds mixing Zaan's with Elf Bane, but the damage will only increase during the initial 5 seconds (they now limit it to 5 damage stacks).

    At least, that's how I understand the patch note.
    Edited by saf227_ESO on February 10, 2020 9:05PM
  • DarkPicture
    DarkPicture
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    saf227_ESO wrote: »
    saf227_ESO wrote: »
    x48rph wrote: »
    So what the heck. Now Zaan gets no benefit what so ever from the Elf Bane set? Even though all this time it enjoyed the 2 second increase and no one was complaining about it? So that just further ensures that the Elf Bane set is pretty much only meant for magdks and magdks alone. Gee , can we have a set that extends the duration of pretty much every dot we got on other classes as well. Why is Elf Bane only fire damage? I mean you nerfed and gutted plenty of other things in the name of making them comparable and balanced, why not give all classes the option to have a longer duration from their abilities in exchange for a 5pc bonus.

    If I understand the patch note, Elf Bane will still extend Zaan by 2 seconds, but the damage per tick will not ramp up for those final 2 seconds - it will stay the same amount of damage per tick as if it was just the normal time.

    2 sec? Did they revert the 5 sec?

    Let me try to be clearer.
    The Zaan bonus:
    (2 items) When you damage a nearby enemy with a Light or Heavy Attack, you have a 20% chance to create a beam of fire that will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second to your enemy for 5 seconds. Every second, this damage increases by 50%. The beam is broken if the enemy moves 8 meters away from you. This effect can occur every 18 seconds.

    The Elf Bane bonus:
    Increases the duration of your Flame Damage abilities by 2 seconds.

    Zaan's is 5 seconds. Elf Bane extends that by 2 seconds.
    Zaan's damage increases 50% every second.
    They're changing just that last part as it pertains to Elf Bane. You'll still get 7 seconds mixing Zaan's with Elf Bane, but the damage will only increase during the initial 5 seconds (they now limit it to 5 damage stacks).

    At least, that's how I understand the patch note.

    elf bane is 5 sec... and zaan has limit to 5 sec now. So yes u cant combine them anymore
  • Olupajmibanan
    Olupajmibanan
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    Browart wrote: »
    saf227_ESO wrote: »
    saf227_ESO wrote: »
    x48rph wrote: »
    So what the heck. Now Zaan gets no benefit what so ever from the Elf Bane set? Even though all this time it enjoyed the 2 second increase and no one was complaining about it? So that just further ensures that the Elf Bane set is pretty much only meant for magdks and magdks alone. Gee , can we have a set that extends the duration of pretty much every dot we got on other classes as well. Why is Elf Bane only fire damage? I mean you nerfed and gutted plenty of other things in the name of making them comparable and balanced, why not give all classes the option to have a longer duration from their abilities in exchange for a 5pc bonus.

    If I understand the patch note, Elf Bane will still extend Zaan by 2 seconds, but the damage per tick will not ramp up for those final 2 seconds - it will stay the same amount of damage per tick as if it was just the normal time.

    2 sec? Did they revert the 5 sec?

    Let me try to be clearer.
    The Zaan bonus:
    (2 items) When you damage a nearby enemy with a Light or Heavy Attack, you have a 20% chance to create a beam of fire that will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second to your enemy for 5 seconds. Every second, this damage increases by 50%. The beam is broken if the enemy moves 8 meters away from you. This effect can occur every 18 seconds.

    The Elf Bane bonus:
    Increases the duration of your Flame Damage abilities by 2 seconds.

    Zaan's is 5 seconds. Elf Bane extends that by 2 seconds.
    Zaan's damage increases 50% every second.
    They're changing just that last part as it pertains to Elf Bane. You'll still get 7 seconds mixing Zaan's with Elf Bane, but the damage will only increase during the initial 5 seconds (they now limit it to 5 damage stacks).

    At least, that's how I understand the patch note.

    elf bane is 5 sec... and zaan has limit to 5 sec now. So yes u cant combine them anymore

    You can combine Elf Bane with Zaan and still have 10 tick Zaan. However, any tick beyond 5th will deal same damage as the 5th tick. So if your 5th tick deals let's say 15k damage, 6th, 7th, 8th, 9th and 10th tick, all of these will deal 15k damage without ramping up.

    They added cap on ramping bonus and not on Zaan duration.
    Edited by Olupajmibanan on February 10, 2020 9:18PM
  • RaptorRodeoGod
    RaptorRodeoGod
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    @Solariken
    Solariken wrote: »
    Please fix Morkuldin. It should be direct damage but it's not. I would like to pair it with Gryphon's Ferocity but it currently doesn't work.

    Pets don't seem proc sets. Tested on live with Skeletal Mage, Blastbones, Nerien'eth, and Ilambris. Neither Nerien'eth nor Ilambris would proc from the Skeletal Mage or Blastbones. I assume it's intended.

    Add a Scribing skill that works like Arcanist beam.
    ---
    Veteran players have been alienated and disengaged from Overland since One Tamriel, due to the lack of difficulty, and pushed into dungeons and trials; the minority of content in the Elder Scrolls Online. We can't take the repetition anymore, fix Overland engagement for Vet players. I don't even care if it's not combat related anymore, just make Overland engaging again.
    ---
    Overland difficulty scaling is desperately needed. 10 years. 6 paid expansions. 25 DLCs. 41 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. Make a self debuff mythic. Literally anything at this point.
  • saf227_ESO
    saf227_ESO
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    elf bane is 5 sec... and zaan has limit to 5 sec now. So yes u cant combine them anymore

    You can combine Elf Bane with Zaan and still have 10 tick Zaan. However, any tick beyond 5th will deal same damage as the 5th tick. So if your 5th tick deals let's say 15k damage, 6th, 7th, 8th, 9th and 10th tick, all of these will deal 15k damage without ramping up.

    They added cap on ramping bonus and not on Zaan duration.[/quote]

    That's what I was trying to say. Thank you for saying it clearer. And my apologies for messing up the duration of Elf Bane.
  • mpicklesster
    mpicklesster
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    I did some testing on a mag DK comparing False God's Devotion to Elf Bane. I'm assuming that the developers want Elf Bane to be a meta contender for mag DKs, so that's why I decided to compare the two sets.

    TL; DR Summary: Interestingly enough, I found that, if you construct your build in a way that capitalizes on the strengths of each set, you can achieve the same DPS with Elf Bane or False God's Devotion.

    I don't know if this is what the developers intended. I'm just reporting what I found. If ZOS's intent was to come up with another way to skin a Khajiit, then they have succeeded. I don't mean that sarcastically. Having equipotent sets that can be farmed up in either PvE or PvP is a healthy thing for the game, IMO.

    Anyway--if you're a nerd with no life like me an enthusiast for detailed analysis, I made a more thorough report of my testing and results. The contents of which are laid out in 4 slides below.

    Thanks for your time!
    Slide 1
    aljeoj2xdunl.bmp
    Slide 2
    r3nrla6qbq5b.bmp
    Slide 3
    jftn9kjitn9y.bmp
    Slide 4
    e5qqz8nyqv4j.bmp
  • Olupajmibanan
    Olupajmibanan
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    @mpicklesster

    Thank you for your detailed analysis. There is one big deciding factor you forgot to mention. Dummy parses are long enough to make full use of long duration dots. However, fights with frequent target switching like vAS+2, greatly reduce effectivness of Elf Bane effect and you are better off using PFG. That's a very healthy state in my opinion, Elf Bane is now another option to consider for a magDK but definitely isn't the best for every scenario.
  • jetplane_18
    jetplane_18
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    The scathing mage set is not proccing from all sources of direct damage. Testing on a templar wearing 5 pieces of scathing mage on body with an inferno staff of the healer, scathing procs off skills like puncturing strikes, force pulse, and destructive touch but it doesn't work on direct damage area skills -- I only tried spear shards, fire rune, elemental ring, and the unstable wall.

    As a comparison, I tried to proc mechanical acuity with the same skills because both sets have similar conditions (percent chance to proc when dealing direct damage) and most of the skills actually manage to proc it. The only exception is spear shards cus the direct damage component doesn't proc either.
  • PandaPalace
    PandaPalace
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    The scathing mage set is not proccing from all sources of direct damage. Testing on a templar wearing 5 pieces of scathing mage on body with an inferno staff of the healer, scathing procs off skills like puncturing strikes, force pulse, and destructive touch but it doesn't work on direct damage area skills -- I only tried spear shards, fire rune, elemental ring, and the unstable wall.

    As a comparison, I tried to proc mechanical acuity with the same skills because both sets have similar conditions (percent chance to proc when dealing direct damage) and most of the skills actually manage to proc it. The only exception is spear shards cus the direct damage component doesn't proc either.

    Scathing Mage:
    This set no longer considers the first tick of each Damage over Time as Direct Damage.


    Shards shouldn't work for it anymore but it should work on the end explosion from unstable wall, both morphs of impulse, fire rune/Volcanic Rune. If not than its bugged.
  • jetplane_18
    jetplane_18
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    The scathing mage set is not proccing from all sources of direct damage. Testing on a templar wearing 5 pieces of scathing mage on body with an inferno staff of the healer, scathing procs off skills like puncturing strikes, force pulse, and destructive touch but it doesn't work on direct damage area skills -- I only tried spear shards, fire rune, elemental ring, and the unstable wall.

    As a comparison, I tried to proc mechanical acuity with the same skills because both sets have similar conditions (percent chance to proc when dealing direct damage) and most of the skills actually manage to proc it. The only exception is spear shards cus the direct damage component doesn't proc either.

    Scathing Mage:
    This set no longer considers the first tick of each Damage over Time as Direct Damage.


    Shards shouldn't work for it anymore but it should work on the end explosion from unstable wall, both morphs of impulse, fire rune/Volcanic Rune. If not than its bugged.

    OfvPDLQ.png
    The first component here is implied to be direct damage while the second component is a damage over time. Compare to wall of elements or lightning splash:
    dwgDhKs.png9Zbb1lk.png
  • Septimus_Magna
    Septimus_Magna
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    Aegis Caller reworked:
    Reduced the duration of this set to 11 seconds from 12 seconds.
    Increased the cooldown to 12 seconds from 10 seconds.
    Reduced the damage per tick to 3730 from 4880.

    No changes to Draugrkin’s Grip :(

    Lets do some numbers on that massive nerf:

    Duration: (1- (11/12)) x 100% = 8.33% reduction
    Cooldown: (1- (10/12)) x 100% = 16.67% reduction
    Damage: (1- (3730/4880)) x 100% = 23.6% reduction

    Either reduce the up-time or decrease the damage, both is simply way too much for it to be useful.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
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    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • OrphanHelgen
    OrphanHelgen
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    A bit late here since patch is live, but I noticed now with draughkin set. That it procs on direct dmg, which is first hit of eruption, flames of oblivion and sometimes is mobs are very stacked, engulfing flames. All these are openers which you start off your rotation or a fight with. Since the direct damage it procs from is aoe, it can proc on a random small mob that should die in cleave dmg. This is mostly a problem when the set is used on both bars. I think having it to proc from single target direct damage instead maybe?
    PC, EU server, Ebonheart Pact


    Finally a reason not to play League of Legends
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