BrokenGameMechanics wrote: »The patch note is ambiguous with regard the cool down applies to 'a' (particular) target or with regard to 'a' (any) target. Can anyone confirm on PTS that you can keep the buff up by just hitting a fresh target.
e.g. Throw a Warden Bird at target A, then let Truth buff expire. Target A is on Off Balance cooldown, and then throw a Bird at Target B and see if you get an Off Balance on B and therefore maintain the Truth buff up.
Thanks.
It is pretty unlikely they made the Off Balance buff cooldown 15 secs for ALL targets. Course anything is possible. If it is, not only is this huge nerf for Truth, but a MASSIVE nerf for Warden as well.
[
It works as it always did. Cause off balance -> get buff. Now its just hit off balance -> get buff. Truth itself never had and doesnt have any cooldown. And yes obviously off balance cooldown works like any other immunity, per target.
1) Any damage done to a target with off balance (now lasts 7s) = +10s of this set buff. So as soon as you off balance someone, you're guaranteeing 10-17s of this buff as long as you stay engaged with them. Thats a max uptime of 77% vs 1 target.BrokenGameMechanics wrote: »The patch note is ambiguous with regard the cool down applies to 'a' (particular) target or with regard to 'a' (any) target. Can anyone confirm on PTS that you can keep the buff up by just hitting a fresh target.
e.g. Throw a Warden Bird at target A, then let Truth buff expire. Target A is on Off Balance cooldown, and then throw a Bird at Target B and see if you get an Off Balance on B and therefore maintain the Truth buff up.
Thanks.
It is pretty unlikely they made the Off Balance buff cooldown 15 secs for ALL targets. Course anything is possible. If it is, not only is this huge nerf for Truth, but a MASSIVE nerf for Warden as well.
It works as it always did. Cause off balance -> get buff. Now its just hit off balance -> get buff. Truth itself never had and doesnt have any cooldown. And yes obviously off balance cooldown works like any other immunity, per target.
Still its very big nerf to this set that wasnt even better than the actual popular and overused meta sets fury nma spriggan. Hell, 3 months ago the set couldnt even be used in noCP on anything but NB.
But well this set wasnt carrying anyone thru content they couldnt complete without it so it gets no attention.
BrokenGameMechanics wrote: »It is somewhat telling that what may be arguably one of the current best offensive/attack sets in the game is a Heavy Armor. Which should just not be the case. It should not even be close in comparison to any other Medium Armor offensive/attack. Just doesn't make sense.
They should just reclassify it as Medium to be honest.
YandereGirlfriend wrote: »BrokenGameMechanics wrote: »It is somewhat telling that what may be arguably one of the current best offensive/attack sets in the game is a Heavy Armor. Which should just not be the case. It should not even be close in comparison to any other Medium Armor offensive/attack. Just doesn't make sense.
They should just reclassify it as Medium to be honest.
The whole existence of Heavy Armor damage sets is bizarre to me.
Heavy Armor is for damage mitigation not damage dealing and it allows Stamina characters to double-dip and reap the benefits of both.
It would be SLIGHTLY less galling if there were comparable Heavy Armor sets for MagickaDPS, but for some reason all we get are more dubious "stacks" sets because the folks in charge of itemization have decided that this is an enjoyable means of implementing buffs (it's not!).
@mikey_reach
According to the notes it's a 15s cooldown.
"Off Balance now lasts 7 seconds from player sourced abilities and sets. Off Balance is no longer reapplied to a target for 15 seconds once the original source of Off Balance ends."
So they basically wrecked the *** out of this set. GG ZOS.
MashmalloMan wrote: »1) Any damage done to a target with off balance (now lasts 7s) = +10s of this set buff. So as soon as you off balance someone, you're guaranteeing 10-17s of this buff as long as you stay engaged with them. Thats a max uptime of 77% vs 1 target.BrokenGameMechanics wrote: »The patch note is ambiguous with regard the cool down applies to 'a' (particular) target or with regard to 'a' (any) target. Can anyone confirm on PTS that you can keep the buff up by just hitting a fresh target.
e.g. Throw a Warden Bird at target A, then let Truth buff expire. Target A is on Off Balance cooldown, and then throw a Bird at Target B and see if you get an Off Balance on B and therefore maintain the Truth buff up.
Thanks.
It is pretty unlikely they made the Off Balance buff cooldown 15 secs for ALL targets. Course anything is possible. If it is, not only is this huge nerf for Truth, but a MASSIVE nerf for Warden as well.
It works as it always did. Cause off balance -> get buff. Now its just hit off balance -> get buff. Truth itself never had and doesnt have any cooldown. And yes obviously off balance cooldown works like any other immunity, per target.
Still its very big nerf to this set that wasnt even better than the actual popular and overused meta sets fury nma spriggan. Hell, 3 months ago the set couldnt even be used in noCP on anything but NB.
But well this set wasnt carrying anyone thru content they couldnt complete without it so it gets no attention.
2) The off balance immunity is per target, so the opportunity for max 100% uptime multiplies in any situation with more than 1 target. Off balance is also easier than ever to get from different sources, your mates can proc off balance without you having to do anything to get this set to proc.
This set is awesome if people don't understand you can keep this up 100% of the time and it only needs to be front barred. There isn't any set like this for how reliable and high the damage is now.
NMA has a cost increase of 5% and if you front bar it, the damage buff doesn't carry to back bar where you may need it for defense or higher healing.
Briarheart has a max uptime of 66% with no opportunity of 100% like Truth, but does gets minor healing ticks, the 2/4piece are crit and some players avoid the trait entirely due to crit resistance.
Fury can be front barred, but it's proc/duration needs to build up over time to be higher than 450 dmg, however there is obviously more damage opportunity there at 600. I prefer to have this set on body since you would likely be taking damage on your back bar just as frequently as front bar.
Seventh Legion is less damage and requires you to cast your armor buff too early, most last 15-20s long, has a 10s CD meaning you can cast too early and get no benefit, but has hp regen, can be a good set for stam DKS since the dot pressure of their armor buff lasts 10s and costs magicka, but bad for stam sorc since hurricanes damage/radius tops out near the last 5s. Other classes don't get any real benefit casting their armor buff early.
Veiled Herritance is pretty dead, less damage, more duration, but requires interupting targets which is less prevelant as some classes don't even use any cast time abilities and smart players only use cast time abilities that can be interupted if they know they can get away with it.
Ravager is pretty strong with 500 wpd, but unless you're using razor caltrops or ransack/pierce armor, odds are you're not lowering your targets resistance every 1s to utilize the set.
Truth pairs extremely well with the strongest, some say only viable, stamina spammable for pvp right now, dizzy swing that happens to have just got a 40% snare attached to it too, if you're sleeping on this set, you're crazy.
|_________________|___________________|
7 sec off balance 8sec in cooldown
|____________________________________|
15 sec Offbalance cooldown
|_________________|_________________________|
Truth proc with Proc gets refreshed at last hit
Hitting offbalance while enemy was still
Enemy offbalance
So where is cooldown on Truth? Unless I got it wrong.
MentalxHammer wrote: »I just farmed Darkshade Caverns 220 times for my Maul of Truth ☠☠☠
BrokenGameMechanics wrote: »But I really don't understand the logic of "standards" comparison with Truth vs Spell Strat in a 1v1 situation (the very situation ZOS is nerfing).
How can a 500 Spell Damage set requiring only a LA for 100% up time in a 1v1 NOT by ZOS logic be over performing BUT for Truth to prevent it from over performing in a 1v1 has a cooldown imposed to get 450 Weapon damage.
If don't understand the whole Ice Heart standard comparison logic being null and void in Truth compared to Spell Start.
MashmalloMan wrote: »
Ravager is pretty strong with 500 wpd, but unless you're using razor caltrops or ransack/pierce armor, odds are you're not lowering your targets resistance every 1s to utilize the set.
MashmalloMan wrote: »
Ravager is pretty strong with 500 wpd, but unless you're using razor caltrops or ransack/pierce armor, odds are you're not lowering your targets resistance every 1s to utilize the set.
What about combining it with NMG and a crushing enchant? As fas as I know, Ravager procs on attempts of lowering resistance.
Spell strategist is a debuff. It doesnt boost your healing like truth does
YandereGirlfriend wrote: »BrokenGameMechanics wrote: »It is somewhat telling that what may be arguably one of the current best offensive/attack sets in the game is a Heavy Armor. Which should just not be the case. It should not even be close in comparison to any other Medium Armor offensive/attack. Just doesn't make sense.
They should just reclassify it as Medium to be honest.
The whole existence of Heavy Armor damage sets is bizarre to me.
Heavy Armor is for damage mitigation not damage dealing and it allows Stamina characters to double-dip and reap the benefits of both.
It would be SLIGHTLY less galling if there were comparable Heavy Armor sets for MagickaDPS, but for some reason all we get are more dubious "stacks" sets because the folks in charge of itemization have decided that this is an enjoyable means of implementing buffs (it's not!).
BrokenGameMechanics wrote: »Spell strategist is a debuff. It doesnt boost your healing like truth does
Well it would buff your Shield(s) and the current incarnation of Shields is they are basically an "extension" to health. I don't play magica toons to know whether shield cap makes this point invalid. But be that as it may, ignoring cap, Spell Strat gives you way more health extension via shields then Truth (with cooldown) gives Heals.
So let's look at another, more 1-to-1 example. Look at Spell Strat vs Dro'Zakar as both are fairly recent sets and both done in the era of ZSO "standards". Spell Strat give 500!!! spell damage for doing nothing more then LA weaving in your rotations. I can't think of ANY set (non ring proc) that is easier to proc then "just hit a light attack" and ding ding ding you get 500 spell damage to your target. To beat that with DroZagar I have to a 4 bleed stack AND keep them there.
So on a Warden, I can throw a bird. Now I got off-balance. Bird again. Got 1 stack bleed. 3 more times and I got my 4 stack. So it took me 6 GCD skill actions to match Spell Strat. But now darn it all, the off-balance rolled off and is now in cooldown for 15 secs. My bleed stack vanishes over 5 secs, my weapon damage is gone, and I have 10 more seconds before I can then spend another 6 seconds to rebuild a stack whose weapon damage matches Spell Strat .... and then yep, off balance is now in cooldown ...
My point here is that ZOS makes a very big deal about "standard" and comparative aligning of sets. See recent Ice Heart. But try and apply this (these) standard(s) to Spell Strat juxtaposed with Truth or Spell Strat juxtaposed with Dro'Zaker and I can't see it. Spell Strat is WAY OP in comparison to its closest equivalent sets. Way, way overpowered under the ambigious Armor Set equivalency set of "standards" ZoS apply to Ice Heart.
YandereGirlfriend wrote: »BrokenGameMechanics wrote: »It is somewhat telling that what may be arguably one of the current best offensive/attack sets in the game is a Heavy Armor. Which should just not be the case. It should not even be close in comparison to any other Medium Armor offensive/attack. Just doesn't make sense.
They should just reclassify it as Medium to be honest.
The whole existence of Heavy Armor damage sets is bizarre to me.
Heavy Armor is for damage mitigation not damage dealing and it allows Stamina characters to double-dip and reap the benefits of both.
It would be SLIGHTLY less galling if there were comparable Heavy Armor sets for MagickaDPS, but for some reason all we get are more dubious "stacks" sets because the folks in charge of itemization have decided that this is an enjoyable means of implementing buffs (it's not!).
Heavy armor not being good at damage is part of the larger issue with ESO tanks being boring and un fun. Damage is for more than just dps, as the most basic mechanic in the game it is -EVERYBODYS- job. just the DPS more so than others.