I take it Aegis Caller is useless now?Tanis-Stormbinder 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
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.
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.
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.
saf227_ESO 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 wrote: »saf227_ESO 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?
saf227_ESO wrote: »OrphanHelgen wrote: »saf227_ESO 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.
saf227_ESO wrote: »OrphanHelgen wrote: »saf227_ESO 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
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.
Olupajmibanan wrote: »
elf bane is 5 sec... and zaan has limit to 5 sec now. So yes u cant combine them anymore



jetplane_18 wrote: »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 wrote: »jetplane_18 wrote: »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.


Tanis-Stormbinder 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