The Blood Lord's embrace Mythic item is utter trash and pretty useless. 600 mana per attack the enemy attacks you while youre blocking? That is literally nothing.
The effect isn't vampiric and for a vampire focused chapter, should be re-valuated. @ZOS_GinaBruno.
Here are some very vampire-themed mythic-level effects that would make this set fit the description more and offer vampires a mythic item that is actually useful.
1. Could interact with vampire abilities/the transformation in someway. Either giving them more spellpower, or heck even additional effects. This is a mythic level item.
2. Could go a different route, what if attacks had a chance to summon a swarm of bats around your target to damage them?
3. What if when blocking you turn into a swarm of bats and move very slow, but deal AoE damage around you and heal for the damage dealt?
4. Could have a chance at summoning a gargoyle when landing a crit. You heal for the damage dealt by said gargoyle.
5. Could turn your block into a 'blood ward', a spell that absorbs enemy spells and restores magicka and health when blocked based upon a percentage of that spells damage and mana cost.
6. Could have a chance when struck to lash out at all nearby enemies with blood tethers that drain HP over time.
7. Could replace the bash attack with a small life-drain that comes from the center of the chest that doesnt require a channel time and interrupts (like a bash) and restores a bit of HP over time.
8. What if the block attack just summoned a swarm of bats around you to damage enemies and you restore magicka based upon how many enemies are hit?
9. What if it made your bash attack a medium ranged bat swarm or shadow teleport that interrupts enemies and puts you right behind them?
10. What if your bash attack was replaced by the ability to charge up a blood magic sphere that got bigger and bigger the longer you held it, up to a max of some point, and then once you released it traveled towards an area and did AoE damage based upon how long it was held down? Could cost Magicka or HP, and restore either or both.

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)
Ragnaroek93 wrote: »Already posted this in the bug report but I'll repost it here because it contains feedback to the item as well:
Malacath ring is completely buggy. Against targets with offbalance effect (and CP which increase damage against offbalanced targets) it increases my dmg done by only ~10%. Without any CP and without offbalance it increases my dmg by ~25% as intended. On sorc with Amplitude passive on a target with full health it increases the dmg by only 14%. On a 20% hp target it increases it's dmg by ~20%. With minor vuln the interaction seems to be unchanged, I don't really see a pattern here.
But I'm completely honest here. If it would be working as intended with 25% damage increase it would be the most overpowered item which I've ever seen since playing the beta and it's not even close tbh. The crit def values which people reach are broken (once they are bugfixed), people easily reach 60% (!!!) critdef with basecrit, impen and by putting some CP (which every decent PvP player is already using). I honestly don't know why I seem to be the only one who sees a problem in balance when everybody will easily run around with that much impen. With this Malacath ring will be even more of a nobrainer even for classes with passives which increase your critical damage. And stamsorc will be the worst class in the game because they either lose overall 25% dmg done or their class heal. Please just rework this item.
Olupajmibanan wrote: »Ragnaroek93 wrote: »Already posted this in the bug report but I'll repost it here because it contains feedback to the item as well:
Malacath ring is completely buggy. Against targets with offbalance effect (and CP which increase damage against offbalanced targets) it increases my dmg done by only ~10%. Without any CP and without offbalance it increases my dmg by ~25% as intended. On sorc with Amplitude passive on a target with full health it increases the dmg by only 14%. On a 20% hp target it increases it's dmg by ~20%. With minor vuln the interaction seems to be unchanged, I don't really see a pattern here.
But I'm completely honest here. If it would be working as intended with 25% damage increase it would be the most overpowered item which I've ever seen since playing the beta and it's not even close tbh. The crit def values which people reach are broken (once they are bugfixed), people easily reach 60% (!!!) critdef with basecrit, impen and by putting some CP (which every decent PvP player is already using). I honestly don't know why I seem to be the only one who sees a problem in balance when everybody will easily run around with that much impen. With this Malacath ring will be even more of a nobrainer even for classes with passives which increase your critical damage. And stamsorc will be the worst class in the game because they either lose overall 25% dmg done or their class heal. Please just rework this item.
It is additive with other % damage done sources. The more you already have, the less you gain from additional sources. 25% would be only if you had no additional sources of % damage done.
Just Elemental Deffender + Thaumaturge (along with Exploiter) makes your Malacath Ring increase the dmg of your dots by like 16% instead of 25%.




Malacath Band of Brutality is currently bugged with sorcs amplitude passive and the cp exploiter passive.
Currently on pts both exploiter and amplitude reduce your dmg instead of increasing it when band of malacath is equipped.
On a 100% HP target a sorc with band of malacath equipped is dealing
100% base dmg * 25% malacath - 10% amplitude = 115% dmg
Against an off balanced target with band of malacath equipped it seems to be:
100% base dmg -10% exploiter * 25% malacath = 112% dmg
When exploiter is not procced dmg increases.
When amplitude is not skilled or against low hp targets the dmg increases.
@ZOS_BrianWheeler
@ZOS_Gilliam
Olupajmibanan wrote: »Just curious, isn't there a critical resistance cap of 50% crit damage reduction (equal to 3300 crit resistance)?
Skullstachio wrote: »Anyone else reckon there ought to be a bonus to the band of brutality, because even though it grants 25% damage Done at the cost of having no critical chance, it seems a bit underwhelming.
I reckon there needs to be a bonus perk that increases the damage done bonus threshold by an additional 1% for every 2%(438.2) of weapon or spell critical chance removed by the ring, based on the highest of the two values so that it doesn’t double dip using both weapon/spell critical chance.
Olupajmibanan wrote: »Ragnaroek93 wrote: »Already posted this in the bug report but I'll repost it here because it contains feedback to the item as well:
Malacath ring is completely buggy. Against targets with offbalance effect (and CP which increase damage against offbalanced targets) it increases my dmg done by only ~10%. Without any CP and without offbalance it increases my dmg by ~25% as intended. On sorc with Amplitude passive on a target with full health it increases the dmg by only 14%. On a 20% hp target it increases it's dmg by ~20%. With minor vuln the interaction seems to be unchanged, I don't really see a pattern here.
But I'm completely honest here. If it would be working as intended with 25% damage increase it would be the most overpowered item which I've ever seen since playing the beta and it's not even close tbh. The crit def values which people reach are broken (once they are bugfixed), people easily reach 60% (!!!) critdef with basecrit, impen and by putting some CP (which every decent PvP player is already using). I honestly don't know why I seem to be the only one who sees a problem in balance when everybody will easily run around with that much impen. With this Malacath ring will be even more of a nobrainer even for classes with passives which increase your critical damage. And stamsorc will be the worst class in the game because they either lose overall 25% dmg done or their class heal. Please just rework this item.
It is additive with other % damage done sources. The more you already have, the less you gain from additional sources. 25% would be only if you had no additional sources of % damage done.
Just Elemental Deffender + Thaumaturge (along with Exploiter) makes your Malacath Ring increase the dmg of your dots by like 16% instead of 25%.
Olupajmibanan wrote: »Ragnaroek93 wrote: »Already posted this in the bug report but I'll repost it here because it contains feedback to the item as well:
Malacath ring is completely buggy. Against targets with offbalance effect (and CP which increase damage against offbalanced targets) it increases my dmg done by only ~10%. Without any CP and without offbalance it increases my dmg by ~25% as intended. On sorc with Amplitude passive on a target with full health it increases the dmg by only 14%. On a 20% hp target it increases it's dmg by ~20%. With minor vuln the interaction seems to be unchanged, I don't really see a pattern here.
But I'm completely honest here. If it would be working as intended with 25% damage increase it would be the most overpowered item which I've ever seen since playing the beta and it's not even close tbh. The crit def values which people reach are broken (once they are bugfixed), people easily reach 60% (!!!) critdef with basecrit, impen and by putting some CP (which every decent PvP player is already using). I honestly don't know why I seem to be the only one who sees a problem in balance when everybody will easily run around with that much impen. With this Malacath ring will be even more of a nobrainer even for classes with passives which increase your critical damage. And stamsorc will be the worst class in the game because they either lose overall 25% dmg done or their class heal. Please just rework this item.
It is additive with other % damage done sources. The more you already have, the less you gain from additional sources. 25% would be only if you had no additional sources of % damage done.
Just Elemental Deffender + Thaumaturge (along with Exploiter) makes your Malacath Ring increase the dmg of your dots by like 16% instead of 25%.
additive is additive. You do not get LESS damage than the sum which is what the poster is speaking of. Sure it is not the compounding interest of multiplicative, but 25% plus 10% from exploiter should be 35 % more damage. Multiplicative would give you 37.5% more damage.
ZOS_GinaBruno wrote: »This is the official feedback thread for the new item sets and Mythic Items. Specific feedback that the team is looking for includes the following:
- Do you have any other general feedback?