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PTS Update 26 - Feedback Thread for Item Sets & Mythic Items

  • Kolzki
    Kolzki
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    Roaring Opportinist is difficult to activate consistently because the 22 second cooldown is typically not finished at the start of an off balance phase. This is because it takes time to respond to off balance and wind up a heavy attack. This makes the effective cooldown of Roaring Opportinist longer than the 22 second off balance cool down.

    For example, if the heavy attack hits 3 seconds before the end of off balance then you can't activate it at the beginning of the next off balance phase. The window for activation in the next off balance phase would then only be 3 seconds long.

    Here is a typical example of only heavy attacking on the raid dummy. Here Roaring Opportunist doesn't activate every time the dummy goes off balance. The graph shows that two off balance phases passed without the set proccing. Having a slightly shorter cool down on Roaring Opportunist might help so that the set is ready to activate at the start of each balance phase.

    rjnb5nlpb2f7.png
  • Marteene
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    Roaring Opportunist - I've had the opportunity to run Kyne's Aegis 3 times and the Hardmodes once already. Roaring Opportunist has been a healer set for nearly all of those runs. It just can't provide the type of conditions that are conducive to increased personal DPS. It's a tremendously strong set with the possibility to provide the group with around 63% Major Slayer up-time when used in conjunction with Jorvuld's Guidance but the damage to utility ratio of heavy attacks is just too skewed for a true DPS character to run this set.
  • Kolzki
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    There's something funny happening with the burning status effect and the zaan monster set. It looks like the burning status effect is being scaled with the zaan monster set's damage. This only appears to happen if the burning effect is procced from zaan's damage.

    Here the only source of flame damage was zaan:
    git2b0gm9dx5.png

    And here are the zaan procs:
    l84bbjgy1e0t.png
  • klibo11
    klibo11
    Soul Shriven
    Starting testing some weird combos on the PTS. All of the skills you would expect Tormentor to work on does work fine. Dragon Leap is now there only AoE Taunt if using the Tormentor set. One thing though, Tremor Scale doesn't proc off the Tormentor taunts. I'm not sure if it's intended to be this way? If so, Tremor Scale needs to be reworded to say "taunt abilities". Because if I chain something while wearing Tormentor, it does get taunted. But then I need to use an actual taunt skill for Tremor Scale to fire. I would hope this could be fixed.

    Also, when using Swarm Mother, the pull from the set does not taunt the monster. Which I understand should be correct because the Tormentor set does state "pull ability".

    But yeah I'm liking the changes to Tormentor and Tremor Scale. It opens up new tank builds. It won't be min/max meta builds, but I've always liked building the weird stuff.
  • Hooded_1
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    I love what you guys have done with the change to Tremorscale. My only issue is that it requires me to taunt every 8 seconds instead of every 10-12 seconds. Maybe change the buff so that it lasts for 10 seconds, with an 8 second cooldown? This allows me (and potentially another tank) to not overtaunt a boss when tank swapping, and gives me more breathing room to do other stuff in between taunts.
  • AMeanOne
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    klibo11 wrote: »
    Starting testing some weird combos on the PTS. All of the skills you would expect Tormentor to work on does work fine. Dragon Leap is now there only AoE Taunt if using the Tormentor set. One thing though, Tremor Scale doesn't proc off the Tormentor taunts. I'm not sure if it's intended to be this way? If so, Tremor Scale needs to be reworded to say "taunt abilities". Because if I chain something while wearing Tormentor, it does get taunted. But then I need to use an actual taunt skill for Tremor Scale to fire. I would hope this could be fixed.

    Also, when using Swarm Mother, the pull from the set does not taunt the monster. Which I understand should be correct because the Tormentor set does state "pull ability".

    But yeah I'm liking the changes to Tormentor and Tremor Scale. It opens up new tank builds. It won't be min/max meta builds, but I've always liked building the weird stuff.

    I'm sure that falls under procs proccing procs that they were moving away from.
  • JodaGreyhame
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    There are still inconsistencies with the introduction of the Perfected sets in VMA and VDSA.

    If you are going to introduce perfected sets to the weapons, why aren't there perfected versions of all the other sets in these two arenas as well? (eg Archer's Mind, Glorious Defender, Para Bellum) etc?

    At least if all of these were introduced as perfected sets, there would be slightly more incentive to regrind these arenas over and over (not that I want to do that, but still).
    Orsimer Than You I Am: Orc Warden
  • Tannus15
    Tannus15
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    I'd rather see perfected sets of the craglorn trials personally.

    Perfected AY or VO would be nice.

    And vMoL. and vHof.

    Though this stupid stupid set Roaring Opportunist kills war machine, master architect and lokkestiz all in one hit, so yeah, there is that.
    Edited by Tannus15 on April 26, 2020 11:11PM
  • SodanTok
    SodanTok
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    Feedback regarding special bow sets:

    Piercing Spray - Asylum Bow
    Change to this weapon result in quite noticeable loss of damage compared to how the weapon was used before. I am guessing that was the goal and from PVP point of view its definitely managable change, making weapon useful in different situations, which is not bad, but.... this change makes very little sense with PVE in mind, as endgame groups in PVE are build around debuffing targets resistance (you even added Tremorscale as a new tool) causing critical enemies (bosses/ elite mobs) to regularly have even less resistance than this bow gives. What is worse, since great focus of PVE optimalization is to have enough penetration to fully penetrate debuffed enemies I can only see this bow either not giving user any benefit or causing users to limit them self to purely bow abilities as class abilities gain no benefit, on the contrary, building to fully benefit from this bow causes all nonbow abilities to deal significantly less damage. And this is not supposed to be kiss-curse set, right?

    Addendum: I was generous with the option to build around this by using only bow abilities, truth is if that was even viable way there is no denying that even on live most DPS setups focus on gaining less than 6k penetration from gear/CP (and thats before new tremorscale). This bow alone gives 7.8k penetration. Ignoring how cheap is to get at least some penetration from CP, that is stil nearly 2k penetration wasted.
    I also forgot to mention the AoE potential, which was unfair on me, as packs of enemies often cannot be debuffed fully causing
    more penetration to not be wasted. In this case if one is willing to change CP (and obviously bow itself) on the go between boss/AoE there can be certain situation where one can benefit fully from this set. Yes, one has to switch CP, avoid using class abilities and fight large stacks of enemies to benefit from this weapon.

    My solution to this? Instead of causing enemies to have less resistance against bow attacks, make them vulnerable to bow attacks. Increase the damage they take by bow abilities by 10%

    Virulent Shot - BRP Bow
    I appreciate this change to make this quite underused but still good bow better Tho change to Asylum bow removed one of the interaction this bow had.

    Caustic Arrow - Master Bow
    Same as BRP Bow, I appreciate this change which significantly improves (basically makes it mandatory) this weapon for PVE combat. It is obviously also improved for PVP combat, but it will still suffer from certain changes made in past (like automatic purge on Wardens) that remove this bow's bonus against enemies(often without any clear sign)

    Thunderous Volley - VMA Bow
    If i did my math correctly, this was the buff. So disregard if I didnt, as this bow definitely did not deserve any further nerfs after the many it got in past. In any case change to make this bow work finally with both morphs of volley without loss of damage is very welcomed (and was very overdue)
    Edited by SodanTok on April 27, 2020 2:44PM
  • tmbrinks
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    Roaring Opportunist:

    To re-iterate what some others have said. Because Off-balance lasts for 7 seconds (with a 15 second cooldown), and Roaring Opportunist has a 22 second cooldown. They line up perfectly.

    Because of that, unless you time your heavy attacks perfectly, there will be some down time as you slowly move forward in the off-balance.

    In a fight with adds, you can mitigate some of that by targeting an off-balanced add. But, if you're only off by 1 second, you'd actually have to wait for 15 boss off-balance cycles to get back on the boss. So that's not feasible.

    Right now the theoretical max uptime for the set is 10/22 (without Jorvuld's) or 45.45%

    A change to improve the playability of this set would to make the major slayer potentially last 9 seconds, but with only a 20 second cooldown. This would put the theoretical max uptime at 45%, so it stays about the same, and reward those that can manage to keep up the buff in that 2 second window that you have.

    This is from one of our HM Vrol clears (other than missing one right at the beginning), this is probably close to max, with the missed one near the end due to the timer just moving forward slightly due to channel time/etc.

    qg7jzaZ.jpg

    I main a PVE healer for most content. I've run this set. Have cleared non-HM twice, and HM twice so far on PTS.

    The Unshattered - Tenacious Dreamer - Hurricane Herald - Xalvakka's Scourge - Godslayer - Dawnbringer - Gryphon Heart - Tick Tock Tormenter - Immortal Redeemer - Dro-m'Athra Destroyer
    The Unchained - The Brilliant - Moth Trusted - The Just - Oathsworn - Bedlam's Disciple - Temporal Tempest - Curator's Champion - Fist of Tava - Invader's Bane - Land, Air, and Sea Supremacy - Zero Regrets - Battlespire's Best - Bastion Breaker - Ardent Bibliophile - Subterranean Smasher - Bane of Thorns - True Genius - In Defiance of Death - No Rest for the Wicked - Nature's Wrath - Undying Endurance - Relentless Raider - Depths Defier - Apex Predator - Pure Lunacy - Mountain God - Leave No Bone Unbroken - CoS/RoM/BF/FH Challenger
    71,345 achievement points
  • Tannus15
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    @tmbrinks what does the major slayer uptime look like if you're running Jorvuld's? Do you have an ESO log of that?
  • Marteene
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    Captain Vrol on HM with our healer using Jorvulds RO, she ran into the 1 second progression issue and missed one of the casts.
    xx6toqkdc9np.jpeg
    @Tannus15 hope that helps somewhat, the theoretical max uptime is something like 64%
    Edited by Marteene on April 27, 2020 5:02AM
  • Tannus15
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    Nice @Marteene
    Thanks

  • Czekoludek
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    If they change how arena sets works, why not change brp destro? Nobody uses it, isn't better to change it so it will work like master 2h? It should increase direct damage (but not by 1,5k as impulse is ranged)
  • Brederode
    Brederode
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    Why nerf the 2nd set piece bonus of Lord Warden? Its unnecessary, especially if you already nerf the 1st set piece armor bonus. Also sad to see that Brands of Imperium 5th set piece bonus still hasn’t received some sort of a buff..
    Edited by Brederode on April 27, 2020 10:40AM
  • tmbrinks
    tmbrinks
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    Tannus15 wrote: »
    @tmbrinks what does the major slayer uptime look like if you're running Jorvuld's? Do you have an ESO log of that?

    I do not, but the theoretical would be 14/22 or 63.63%
    The Unshattered - Tenacious Dreamer - Hurricane Herald - Xalvakka's Scourge - Godslayer - Dawnbringer - Gryphon Heart - Tick Tock Tormenter - Immortal Redeemer - Dro-m'Athra Destroyer
    The Unchained - The Brilliant - Moth Trusted - The Just - Oathsworn - Bedlam's Disciple - Temporal Tempest - Curator's Champion - Fist of Tava - Invader's Bane - Land, Air, and Sea Supremacy - Zero Regrets - Battlespire's Best - Bastion Breaker - Ardent Bibliophile - Subterranean Smasher - Bane of Thorns - True Genius - In Defiance of Death - No Rest for the Wicked - Nature's Wrath - Undying Endurance - Relentless Raider - Depths Defier - Apex Predator - Pure Lunacy - Mountain God - Leave No Bone Unbroken - CoS/RoM/BF/FH Challenger
    71,345 achievement points
  • Olupajmibanan
    Olupajmibanan
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    6.0.1 and Asylum Destruction Staff still have the 3 Force Shocks proc condition.

    I strongly believe that you just made all of the Asylum weapons a non-perfect ones with additional set bonus on the perfected versions and completely forgot about Destruction Staff where the difference between Perfect and non-Perfect even on live meant "think of use VS deconstruct". Please, don't forget to look at the Asylum Destruction staff.
  • Czekoludek
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    Is it only me or they changed mag dd set from new trial from useful only for healers to simply deconstruct option?
    Edited by Czekoludek on April 27, 2020 6:08PM
  • Baraber
    Baraber
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    Czekoludek wrote: »
    If they change how arena sets works, why not change brp destro? Nobody uses it, isn't better to change it so it will work like master 2h? It should increase direct damage (but not by 1,5k as impulse is ranged)

    Or at least fix the dot, spamming impulse keeps the dot from doing any damage, since the first tick is after 2 seconds and casting impulse keeps refreshing it, just make it like the WW bleed as it cannot be renewed until the duration is over...
  • xaraan
    xaraan
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    Roaring Opportunist and Perfected Roaring Opportunist:

    These sets now determine their duration based on the amount of damage done from the Heavy Attack that procced it, rather than a flat 10 second duration. The duration is determined by 1 second for every 8000 damage dealt, with a minimum of 5 seconds and a maximum of 12 seconds.
    These sets no longer require you to Heavy Attack Off Balance targets.

    Developer Comment:

    These changes were done to help reinforce this set as a damage dealing set, and to help ensure builds who specialize into Heavy Attacks are aptly rewarded compared to those that do not.

    lVnD2QL.jpg

    <closes eyes and counts to ten, takes deep breath>....

    IF you want this set to just be a healer set, then good job I guess, quit lying and calling it a magicka DPS set though.

    IF you want this set to be a magicka DPS set as you say, then you should start listening and be willing to admit you designed it incorrectly.

    The only DPS that will use this set as it is are the same ones that run Infal. Aether now even when they don't need to, and they will feel like they are doing something for the group even if a healer is running it already or a buff is coming from elsewhere like happens with IA now. Anyone that actually min/maxes will not run this set on a magicka DPS. This will make groups that are your "low APM" players, your newer players, or players that don't pay attention to the meta, (whatever we want to call it) behind the top tier groups. Not because of APM or HA/LA damage, but because of not designing something with that in mind and separating your players based on what they know of the game (end game) and what they are told of the game from you guys (not end game). Then, if it is hammered into their head like Alkosh has been by streamers that it's not a DPS set, then they will believe it so whole hardheartedly that they won't understand when they should run Alkosh as a DPS, or this magicka set. It will just become a hardcore support set no matter what to people that don't understand.

    If a healer runs it, they already push spell damage up now b/c sustain is less an issue, maybe not as much as a pure DPS, but enough that it won't matter especially with not needing to worry about Off Balance window anymore. Even if they didn't get to push damage it, it won't matter much because if a healer has to HA every 8 seconds instead of 12, it's not the end of the world. So having it scale off damage done does not change much outside of tanks not needing to run it. It's still a support set first and a dps set second. (EDIT: I see from the PTS since it wasn't written fully here in patch notes, the cool down will make the uptime matter for one healer running it if they got a few seconds less uptime. I think that will simply cause it to be put onto both healers more often than a DPS unless you just have an ok dps that you don't mind doing support duties already.)

    It also increases power creep more than just adding a stronger set that only effected the caster would do because if a healer runs it, then every stam can drop Lokke and run another set and still get the Lokke buff essentially and every mag that would have run this if it only self buffed won't need to b/c they will be getting it from the healer as well. Not even counting that it makes all the work players did farming for Lokke (and getting jewelry and weapons are not easy) a waste of time. (Let's stop making players hard work end up being for nothing - like the vMA changes you are pushing). Also because of how it increases power creep, you will have some players that want that power saying that this set is great. And some healers will love the option to have another buff set to run, but I never said it's not a good support set. In the end, it's only a good set if you want the additional power creep even more than usual AND if you want it to be primarily a support set.

    Maybe the thought process is that only one person needs it, so even if you have less skilled/knowledgeable players in the group they will get the buff and benefit from it without having to earn it themselves or know to earn it or make the most use of it. This is a mistake. 1. It's not hard to earn the non-perfected version of these items now that you've added them to the game. and 2. it encourages players to not bother learning about these things which just feeds the problem.

    What this set should do if you truly want it to be a magicka DPS set:

    Keep the changes you just made, the scaling of duration off HA damage is cool, the not being tied to off-balance is good. BUT make it only apply to the caster!! and lower the cooldown since it's a self buff only. Then it's worth earning and running for all the mag-dps, it gives magDPS an option like lokke and doesn't make lokke irrelevant for stam. Makes a great set you can front bar only, etc. It would actually be a great magDPS set that way. Now it's something most will keep in the bank for an odd need and just let healers run.
    Edited by xaraan on April 28, 2020 9:39PM
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • YandereGirlfriend
    YandereGirlfriend
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    This is a heavy preemptive nerf for the new trial sets.

    Is this combat team simply incapable of adjusting numbers in increments smaller than 30%? The Grundwulf nerf was 30% and now so is the nerf to Yandir' Might (actually, I think it's 31%) and the rest.

    Pardon me for not buying the "We forgot to account for Minor Slayer/Aegis in our spreadsheet" excuse either. The combat team simply needs a fig leaf to "justify" the nerfs and this is as convenient an excuse as any.

    The sad irony is that they are doing it to appease the loud voices calling for these sets to be nerfed. This simply reaffirms the rule: forum posts calling for sets to be buffed will always be ignored but posts calling for additional nerfs are responded to like the Bat Signal by the combat team and are always rewarded.

    As for the Roaring Opportunist changes... I suppose that the combat team listened... but their attempted "solution" to the "Why do all of the new Magicka sets end up going to Healers" complaint isn't likely to satisfy anyone. (To be completely fair though, dropping the Off-Balance condition was an unmitigated positive change.)

    Healers avoid having to use another "DPS" set but normal magDPS still do not have a set that they can actually wear. Trial groups are now simply obliged to include a token Heavy Attack petSorc or DK to get those 12-second, 96k damage Heavy Attack critical hits. Meanwhile, everyone else is still stuck using False God's and Mother's Sorrow.

    To conclude, I had been genuinely excited to farm the new trial for Yandir's Might (as well as, albeit to a lesser extent, Roaring Opportunist for my support characters). Now though, not so much. Such is the power of preemptive nerfs, to kill enthusiasm for new content before it even launches. It's bad marketing and it's bad game design: so why does it keep happening?
  • mav1234
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    Stuhn's Favor is still insane in PvP burst situations, especially for 2h builds. If we look at a set like Truth, the 5 pc bonus is about 3.5X a normal set bonus (129 wpn dmg) when hitting an enemy that is off balance, providing a large damage increase against targets afflicted by Off Balance. Stuhn's penetration bonus, even at its nerfed state, is 7X the amount of a normal set bonus when active. Truth can have a higher uptime than Stuhn's Favor, but it is still somewhat comparable as both are triggered by off balance, and Stuhn's is huge burst.

    There is no other set in the game that provides anywhere near this much of a set-bonus equivalent in terms of damage potential against PvP targets. The next closest is Clever Alchemist, but that has a much longer cooldown, or Fury, which has a significant buildup (and some would argue is over-performing as well). Neither have anywhere near the raw burst potential of Stuhn's.
    Edited by mav1234 on April 27, 2020 7:04PM
  • YandereGirlfriend
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    Given the groaning by the myriad vampire enthusiasts about the cost increases for their non-vampire skills, I wonder if it might not be beneficial to amend the Vampire Lord set?

    Currently (on PTS) the five-piece bonus is:

    Stage 1/2/3/4
    Flame Damage Taken 1/2/4/6%
    Regular Ability Cost Increase: 1/2/4/6%
    Vampire Ability Cost Decrease 5/10/15/20%

    Instead of further increasing regular ability costs, why not allow this set to instead mitigate the cost increase? A true "Vampire Lord" could probably manage to be proficient in both vampire and non-vampire skills, so let's change the five-piece to something like:

    Stage 1/2/3/4
    Flame Damage Taken 2/4/8/10%
    Regular Ability Cost Decrease: 2/4/8/10%
    Vampire Ability Cost Decrease 5/10/15/20%

    This configuration greatly reduces the burden of Stage 4 vampirism and allows non-vampire skills to be more easily integrated into a vampire playstyle. There is still a non-trivial penalty (as there should be) for the enhanced power that goes along with vampirism but the penalty is not quite as burdensome. Notice also the slightly increased Flame damage scaling.

    It is true that this circumscribes gearing options for vampires a bit (though the same is also true for Werewolves and Bloodmoon), but if you instead consider it as a vampire sustain set then its place in the game becomes much more apparent. Indeed, nearly every Magicka class already uses a sustain set, False God's, so it is not all that dissimilar.
  • Tannus15
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    I actually laughed out loud at the insanity of the Roaring change.

    It's not, and never will be a DPS magicka set when only 1 person in the trial can use it.

    That 1 person will be giving a buff to everyone else, which means they are missing out on a 5pc bonus everyone else has to support everyone else.
    By definition it's a support set.

    @xaraan I agree with most of what you've said, however making it proc off heavy attacks will still make it a bad version of master architect. Without the buffs to heavy attacks, having 1 in your rotation will destroy your dps.
    Compared to lokke it's an actual joke.

    Which, since I'm here, why the hell is magicka running effectively a front bar set equivalent to Leviathan which is a 3rd tier stam dps set? Where is mag tzovkin? mag AY? mag lokk? Anyone?
  • xaraan
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    Tannus15 wrote: »
    I actually laughed out loud at the insanity of the Roaring change.

    It's not, and never will be a DPS magicka set when only 1 person in the trial can use it.

    That 1 person will be giving a buff to everyone else, which means they are missing out on a 5pc bonus everyone else has to support everyone else.
    By definition it's a support set.

    @xaraan I agree with most of what you've said, however making it proc off heavy attacks will still make it a bad version of master architect. Without the buffs to heavy attacks, having 1 in your rotation will destroy your dps.
    Compared to lokke it's an actual joke.

    Which, since I'm here, why the hell is magicka running effectively a front bar set equivalent to Leviathan which is a 3rd tier stam dps set? Where is mag tzovkin? mag AY? mag lokk? Anyone?


    Yeah, I could see doing something like adding a buff to a HA with the weapon perhaps until the re-visit HA/LA changes if that's the plan.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • Tannus15
    Tannus15
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    xaraan wrote: »
    Tannus15 wrote: »
    I actually laughed out loud at the insanity of the Roaring change.

    It's not, and never will be a DPS magicka set when only 1 person in the trial can use it.

    That 1 person will be giving a buff to everyone else, which means they are missing out on a 5pc bonus everyone else has to support everyone else.
    By definition it's a support set.

    @xaraan I agree with most of what you've said, however making it proc off heavy attacks will still make it a bad version of master architect. Without the buffs to heavy attacks, having 1 in your rotation will destroy your dps.
    Compared to lokke it's an actual joke.

    Which, since I'm here, why the hell is magicka running effectively a front bar set equivalent to Leviathan which is a 3rd tier stam dps set? Where is mag tzovkin? mag AY? mag lokk? Anyone?


    Yeah, I could see doing something like adding a buff to a HA with the weapon perhaps until the re-visit HA/LA changes if that's the plan.

    Which is another point. How is your build meant to "specialise into heavy attacks" when you have an entire 5pc set giving NO BONUSES TO YOUR HEAVY ATTACKS!?!?
    How is that meant to work?

    AND WHY IS THERE STILL SPELL PEN ON THE 2PC BONUS!?!?! IS IT SO THAT WHEN WE HAVE A PERFECTED MAELSTROM ON THE BACKBAR WE'RE OVER PEN EVEN MORE?

    omg, i just can't even. :forehead:
  • BohnT2
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    Sunderflame procs twice when using it with Dual wield heavy attacks.

    Grothdarrs actual range and its animation don't match, the visual radius is a lot smaller.

    Sets that are build around stacks acquired via light attacks like galerion's revenge or Kjalnar's are held back by their internal 1 sec cooldown as it can often happen that 2 consecutive light attacks hit within a timeframe of 0.9-0.95 seconds thus not giving you that stack (this happens due to lag, travel times and the gcd not being exactly 1 second)

    Many sets are in desperate need of buffs because their cooldowns are way too long to ever be useable cooldowns of more than 25 seconds are always bad especially when combined with very short buffs.
    Prime examples are aspect of Mazzatun, hagravens garden, grace of gloom, juggernaut.

    Their effects are only active for such a short amount and don't even offer anything which would be comparable to the things other sets with "long" cooldown offer like Zaan, Lokke, Roaring Opportunist and the list goes on and on, not even taking sets into consideration which give very powerful buffs with a much higher uptime of which are permanent to begin with.
    Those sets just have to be brought up to be useable outside of meme builds that offer nothing
  • Hooded_1
    Hooded_1
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    There seems to be a glitch with the Blackrose Dual Wield set. There is a discrepancy between the spectral cloak buff that it provides and the length of which the actual skill is up. I was using quick cloak for my testing because im used to a 14 second rotation. My best guess is that it falls off on the back bar? but the difference in time between my backbar and front bar doesn't really confirm that.8ng0bgl3tfle.png
    lei0adq8iajj.png
  • Hooded_1
    Hooded_1
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    I understand why there is a discrepancy now. It falls off when you're not on the bar.
    Edited by Hooded_1 on May 7, 2020 4:55PM
  • Tannus15
    Tannus15
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    Thought i'd try spell parasite as a front bar sustain set.

    unknown.png

    not good

    compared to hollow fang

    unknown.png

    Hollow fang provides twice the sustain which also helps the group.
    As a purely selfish set parasite needs a buff.
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