lol
if you move points from main stat to health and then use this its by far the strongest and most efficient raw damage item in the game.
lot of people really dont know what they are talking about, this went from niche use to possibly required best in slot.
but math is hard i guess.
for those who find numbers tricky.
6000 health is about 5500 raw stat assuming you move attribute points from main stat to health.
5500 raw stat is roughly 550 spell / weapon damage.
OF NOTE raw stats are applied to skills like weapon and spell damage but are not effected by % increases like brutality
stranglers provide 850 of both weapons AND spell damage, so an increase of 300 main stat, 850 off stat.
OF note, it IS effected by brutality, so its at least over 1020 with just a major buff, and can scale higher
bringing the increase up to well over 500 main stat damage, and over 1000 off stat damage.
math is tricky i guess.
Does the set take from base health and not scaled health? If it takes from your base health, before modifiers, you are losing far more than 6K health.
scaled not base, 6k after calcs.WrathOfInnos wrote: »daemondamian wrote: »Hapexamendios wrote: »Not worth using on DPS. Health penalty kills it. It's basically for a tank solo questing.
Is that if the tank is still wearing tank gear or has put on some dps sets?
I don't know if their high health pool would mitigate the less resistance from not wearing heavy armor along with the penalties of wearing TS?
Would not be worth doing for 850 damage. 2 5-piece sets add a lot more than that. Even Spell Strategist alone gives 847 Spell Damage, and it’s not the best DPS set just an easy comparison.
spell strategist just got nerf'd on pts. and you can build in different ways other then "giving up a 5 piece" with that being said base line 5th piece damage is 300 damage, obviously stranglers would be better.
Oreyn_Bearclaw wrote: »lol
if you move points from main stat to health and then use this its by far the strongest and most efficient raw damage item in the game.
lot of people really dont know what they are talking about, this went from niche use to possibly required best in slot.
but math is hard i guess.
for those who find numbers tricky.
6000 health is about 5500 raw stat assuming you move attribute points from main stat to health.
5500 raw stat is roughly 550 spell / weapon damage.
OF NOTE raw stats are applied to skills like weapon and spell damage but are not effected by % increases like brutality
stranglers provide 850 of both weapons AND spell damage, so an increase of 300 main stat, 850 off stat.
OF note, it IS effected by brutality, so its at least over 1020 with just a major buff, and can scale higher
bringing the increase up to well over 500 main stat damage, and over 1000 off stat damage.
math is tricky i guess.
That also assumes max stacks, which I guess is now at 50? Going to be much harder to build stacks. Which means when not at max stacks (most people for most of trial content), the benefit is going to be way less and you will have less DPS than you would without the gloves based on the gear sacrifices you likely had to make. Sure you could in theory swap gear as you build stacks, but most people wont.
Another thing this analysis misses is sustain. It is an indirect issue, but lowering your max magic, does reduce your sustain potential, even more so in places like VMA.
WrathOfInnos wrote: »
Does the set take from base health and not scaled health? If it takes from your base health, before modifiers, you are losing far more than 6K health.
scaled not base, 6k after calcs.WrathOfInnos wrote: »daemondamian wrote: »Hapexamendios wrote: »Not worth using on DPS. Health penalty kills it. It's basically for a tank solo questing.
Is that if the tank is still wearing tank gear or has put on some dps sets?
I don't know if their high health pool would mitigate the less resistance from not wearing heavy armor along with the penalties of wearing TS?
Would not be worth doing for 850 damage. 2 5-piece sets add a lot more than that. Even Spell Strategist alone gives 847 Spell Damage, and it’s not the best DPS set just an easy comparison.
spell strategist just got nerf'd on pts. and you can build in different ways other then "giving up a 5 piece" with that being said base line 5th piece damage is 300 damage, obviously stranglers would be better.
That 847 is after the nerf, it is 887 on live.
Oreyn_Bearclaw wrote: »lol
if you move points from main stat to health and then use this its by far the strongest and most efficient raw damage item in the game.
lot of people really dont know what they are talking about, this went from niche use to possibly required best in slot.
but math is hard i guess.
for those who find numbers tricky.
6000 health is about 5500 raw stat assuming you move attribute points from main stat to health.
5500 raw stat is roughly 550 spell / weapon damage.
OF NOTE raw stats are applied to skills like weapon and spell damage but are not effected by % increases like brutality
stranglers provide 850 of both weapons AND spell damage, so an increase of 300 main stat, 850 off stat.
OF note, it IS effected by brutality, so its at least over 1020 with just a major buff, and can scale higher
bringing the increase up to well over 500 main stat damage, and over 1000 off stat damage.
math is tricky i guess.
That also assumes max stacks, which I guess is now at 50? Going to be much harder to build stacks. Which means when not at max stacks (most people for most of trial content), the benefit is going to be way less and you will have less DPS than you would without the gloves based on the gear sacrifices you likely had to make. Sure you could in theory swap gear as you build stacks, but most people wont.
Another thing this analysis misses is sustain. It is an indirect issue, but lowering your max magic, does reduce your sustain potential, even more so in places like VMA.
stacks last an hour, and do not rest on instance change anymore, build them up when you get in game.WrathOfInnos wrote: »
Does the set take from base health and not scaled health? If it takes from your base health, before modifiers, you are losing far more than 6K health.
scaled not base, 6k after calcs.WrathOfInnos wrote: »daemondamian wrote: »Hapexamendios wrote: »Not worth using on DPS. Health penalty kills it. It's basically for a tank solo questing.
Is that if the tank is still wearing tank gear or has put on some dps sets?
I don't know if their high health pool would mitigate the less resistance from not wearing heavy armor along with the penalties of wearing TS?
Would not be worth doing for 850 damage. 2 5-piece sets add a lot more than that. Even Spell Strategist alone gives 847 Spell Damage, and it’s not the best DPS set just an easy comparison.
spell strategist just got nerf'd on pts. and you can build in different ways other then "giving up a 5 piece" with that being said base line 5th piece damage is 300 damage, obviously stranglers would be better.
That 847 is after the nerf, it is 887 on live.
i actually went and checked cause i thought i miss checked and it didnt get nerf'd.
run them both.
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »lol
if you move points from main stat to health and then use this its by far the strongest and most efficient raw damage item in the game.
lot of people really dont know what they are talking about, this went from niche use to possibly required best in slot.
but math is hard i guess.
for those who find numbers tricky.
6000 health is about 5500 raw stat assuming you move attribute points from main stat to health.
5500 raw stat is roughly 550 spell / weapon damage.
OF NOTE raw stats are applied to skills like weapon and spell damage but are not effected by % increases like brutality
stranglers provide 850 of both weapons AND spell damage, so an increase of 300 main stat, 850 off stat.
OF note, it IS effected by brutality, so its at least over 1020 with just a major buff, and can scale higher
bringing the increase up to well over 500 main stat damage, and over 1000 off stat damage.
math is tricky i guess.
That also assumes max stacks, which I guess is now at 50? Going to be much harder to build stacks. Which means when not at max stacks (most people for most of trial content), the benefit is going to be way less and you will have less DPS than you would without the gloves based on the gear sacrifices you likely had to make. Sure you could in theory swap gear as you build stacks, but most people wont.
Another thing this analysis misses is sustain. It is an indirect issue, but lowering your max magic, does reduce your sustain potential, even more so in places like VMA.
stacks last an hour, and do not rest on instance change anymore, build them up when you get in game.WrathOfInnos wrote: »
Does the set take from base health and not scaled health? If it takes from your base health, before modifiers, you are losing far more than 6K health.
scaled not base, 6k after calcs.WrathOfInnos wrote: »daemondamian wrote: »Hapexamendios wrote: »Not worth using on DPS. Health penalty kills it. It's basically for a tank solo questing.
Is that if the tank is still wearing tank gear or has put on some dps sets?
I don't know if their high health pool would mitigate the less resistance from not wearing heavy armor along with the penalties of wearing TS?
Would not be worth doing for 850 damage. 2 5-piece sets add a lot more than that. Even Spell Strategist alone gives 847 Spell Damage, and it’s not the best DPS set just an easy comparison.
spell strategist just got nerf'd on pts. and you can build in different ways other then "giving up a 5 piece" with that being said base line 5th piece damage is 300 damage, obviously stranglers would be better.
That 847 is after the nerf, it is 887 on live.
i actually went and checked cause i thought i miss checked and it didnt get nerf'd.
run them both.
Oh, did not know that part. Still say they have way too many moving parts to this item. It is now simply starting to sound like a chore. My other concern is that even if it is Meta, it now seems almost forced. My guess is also that an organized raid will never start on time again. haha. Raid leaders will be twiddling their thumbs as their DPS scramble to build stacks right at the start of a raid.
WrathOfInnos wrote: »Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »lol
if you move points from main stat to health and then use this its by far the strongest and most efficient raw damage item in the game.
lot of people really dont know what they are talking about, this went from niche use to possibly required best in slot.
but math is hard i guess.
for those who find numbers tricky.
6000 health is about 5500 raw stat assuming you move attribute points from main stat to health.
5500 raw stat is roughly 550 spell / weapon damage.
OF NOTE raw stats are applied to skills like weapon and spell damage but are not effected by % increases like brutality
stranglers provide 850 of both weapons AND spell damage, so an increase of 300 main stat, 850 off stat.
OF note, it IS effected by brutality, so its at least over 1020 with just a major buff, and can scale higher
bringing the increase up to well over 500 main stat damage, and over 1000 off stat damage.
math is tricky i guess.
That also assumes max stacks, which I guess is now at 50? Going to be much harder to build stacks. Which means when not at max stacks (most people for most of trial content), the benefit is going to be way less and you will have less DPS than you would without the gloves based on the gear sacrifices you likely had to make. Sure you could in theory swap gear as you build stacks, but most people wont.
Another thing this analysis misses is sustain. It is an indirect issue, but lowering your max magic, does reduce your sustain potential, even more so in places like VMA.
stacks last an hour, and do not rest on instance change anymore, build them up when you get in game.WrathOfInnos wrote: »
Does the set take from base health and not scaled health? If it takes from your base health, before modifiers, you are losing far more than 6K health.
scaled not base, 6k after calcs.WrathOfInnos wrote: »daemondamian wrote: »Hapexamendios wrote: »Not worth using on DPS. Health penalty kills it. It's basically for a tank solo questing.
Is that if the tank is still wearing tank gear or has put on some dps sets?
I don't know if their high health pool would mitigate the less resistance from not wearing heavy armor along with the penalties of wearing TS?
Would not be worth doing for 850 damage. 2 5-piece sets add a lot more than that. Even Spell Strategist alone gives 847 Spell Damage, and it’s not the best DPS set just an easy comparison.
spell strategist just got nerf'd on pts. and you can build in different ways other then "giving up a 5 piece" with that being said base line 5th piece damage is 300 damage, obviously stranglers would be better.
That 847 is after the nerf, it is 887 on live.
i actually went and checked cause i thought i miss checked and it didnt get nerf'd.
run them both.
Oh, did not know that part. Still say they have way too many moving parts to this item. It is now simply starting to sound like a chore. My other concern is that even if it is Meta, it now seems almost forced. My guess is also that an organized raid will never start on time again. haha. Raid leaders will be twiddling their thumbs as their DPS scramble to build stacks right at the start of a raid.
Wait, so you can build 50 stacks overland and then bring them into a trial? That seems like something worth mentioning in patch notes, since it completely trivializes the stack building process. I’ll have to try that tonight. I still think the tiny damage increase is not worth the massive health loss though.
wild_kmacdb16_ESO wrote: »Honestly, mythic equipment should've never left the draft table for exactly these reasons. They aren't allowed to be powerful because everyone will use them, and if they aren't powerful, why are they 'mythic'?
I probably would have made these items work like potions or something; something you can activate for a short term buff that would share the same cooldown as a potion. But unlike a potion, it wouldn't get consumed on use.
Oreyn_Bearclaw wrote: »WrathOfInnos wrote: »Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »lol
if you move points from main stat to health and then use this its by far the strongest and most efficient raw damage item in the game.
lot of people really dont know what they are talking about, this went from niche use to possibly required best in slot.
but math is hard i guess.
for those who find numbers tricky.
6000 health is about 5500 raw stat assuming you move attribute points from main stat to health.
5500 raw stat is roughly 550 spell / weapon damage.
OF NOTE raw stats are applied to skills like weapon and spell damage but are not effected by % increases like brutality
stranglers provide 850 of both weapons AND spell damage, so an increase of 300 main stat, 850 off stat.
OF note, it IS effected by brutality, so its at least over 1020 with just a major buff, and can scale higher
bringing the increase up to well over 500 main stat damage, and over 1000 off stat damage.
math is tricky i guess.
That also assumes max stacks, which I guess is now at 50? Going to be much harder to build stacks. Which means when not at max stacks (most people for most of trial content), the benefit is going to be way less and you will have less DPS than you would without the gloves based on the gear sacrifices you likely had to make. Sure you could in theory swap gear as you build stacks, but most people wont.
Another thing this analysis misses is sustain. It is an indirect issue, but lowering your max magic, does reduce your sustain potential, even more so in places like VMA.
stacks last an hour, and do not rest on instance change anymore, build them up when you get in game.WrathOfInnos wrote: »
Does the set take from base health and not scaled health? If it takes from your base health, before modifiers, you are losing far more than 6K health.
scaled not base, 6k after calcs.WrathOfInnos wrote: »daemondamian wrote: »Hapexamendios wrote: »Not worth using on DPS. Health penalty kills it. It's basically for a tank solo questing.
Is that if the tank is still wearing tank gear or has put on some dps sets?
I don't know if their high health pool would mitigate the less resistance from not wearing heavy armor along with the penalties of wearing TS?
Would not be worth doing for 850 damage. 2 5-piece sets add a lot more than that. Even Spell Strategist alone gives 847 Spell Damage, and it’s not the best DPS set just an easy comparison.
spell strategist just got nerf'd on pts. and you can build in different ways other then "giving up a 5 piece" with that being said base line 5th piece damage is 300 damage, obviously stranglers would be better.
That 847 is after the nerf, it is 887 on live.
i actually went and checked cause i thought i miss checked and it didnt get nerf'd.
run them both.
Oh, did not know that part. Still say they have way too many moving parts to this item. It is now simply starting to sound like a chore. My other concern is that even if it is Meta, it now seems almost forced. My guess is also that an organized raid will never start on time again. haha. Raid leaders will be twiddling their thumbs as their DPS scramble to build stacks right at the start of a raid.
Wait, so you can build 50 stacks overland and then bring them into a trial? That seems like something worth mentioning in patch notes, since it completely trivializes the stack building process. I’ll have to try that tonight. I still think the tiny damage increase is not worth the massive health loss though.
@WrathOfInnos
I double checked quickly and did not see anything about that in Patch Notes. If not mentioned there but the stacks are surviving zoning on the PTS, 50/50 its not working as intended, as it seems totally against the original design of these. I have not been on PTS this cycle, so I am clearly just speculating.
We should take a straw poll of end game raiders and see how many want to grind zombies at the start of every trial from this point forward. Sounds terrible if you ask me, but admittedly, my days of pushing score are behind me. Who knows what the kids are into these days.
If it were up to me, I would reduce the live damage by somewhere between 30-50%, reduce the damage taking by about the same amount (maybe a bit less to keep the pressure on), and let stacks fall after 5 minutes if you dont gain any more. See where it lands, and go from there.
Oreyn_Bearclaw wrote: »WrathOfInnos wrote: »Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »lol
if you move points from main stat to health and then use this its by far the strongest and most efficient raw damage item in the game.
lot of people really dont know what they are talking about, this went from niche use to possibly required best in slot.
but math is hard i guess.
for those who find numbers tricky.
6000 health is about 5500 raw stat assuming you move attribute points from main stat to health.
5500 raw stat is roughly 550 spell / weapon damage.
OF NOTE raw stats are applied to skills like weapon and spell damage but are not effected by % increases like brutality
stranglers provide 850 of both weapons AND spell damage, so an increase of 300 main stat, 850 off stat.
OF note, it IS effected by brutality, so its at least over 1020 with just a major buff, and can scale higher
bringing the increase up to well over 500 main stat damage, and over 1000 off stat damage.
math is tricky i guess.
That also assumes max stacks, which I guess is now at 50? Going to be much harder to build stacks. Which means when not at max stacks (most people for most of trial content), the benefit is going to be way less and you will have less DPS than you would without the gloves based on the gear sacrifices you likely had to make. Sure you could in theory swap gear as you build stacks, but most people wont.
Another thing this analysis misses is sustain. It is an indirect issue, but lowering your max magic, does reduce your sustain potential, even more so in places like VMA.
stacks last an hour, and do not rest on instance change anymore, build them up when you get in game.WrathOfInnos wrote: »
Does the set take from base health and not scaled health? If it takes from your base health, before modifiers, you are losing far more than 6K health.
scaled not base, 6k after calcs.WrathOfInnos wrote: »daemondamian wrote: »Hapexamendios wrote: »Not worth using on DPS. Health penalty kills it. It's basically for a tank solo questing.
Is that if the tank is still wearing tank gear or has put on some dps sets?
I don't know if their high health pool would mitigate the less resistance from not wearing heavy armor along with the penalties of wearing TS?
Would not be worth doing for 850 damage. 2 5-piece sets add a lot more than that. Even Spell Strategist alone gives 847 Spell Damage, and it’s not the best DPS set just an easy comparison.
spell strategist just got nerf'd on pts. and you can build in different ways other then "giving up a 5 piece" with that being said base line 5th piece damage is 300 damage, obviously stranglers would be better.
That 847 is after the nerf, it is 887 on live.
i actually went and checked cause i thought i miss checked and it didnt get nerf'd.
run them both.
Oh, did not know that part. Still say they have way too many moving parts to this item. It is now simply starting to sound like a chore. My other concern is that even if it is Meta, it now seems almost forced. My guess is also that an organized raid will never start on time again. haha. Raid leaders will be twiddling their thumbs as their DPS scramble to build stacks right at the start of a raid.
Wait, so you can build 50 stacks overland and then bring them into a trial? That seems like something worth mentioning in patch notes, since it completely trivializes the stack building process. I’ll have to try that tonight. I still think the tiny damage increase is not worth the massive health loss though.
@WrathOfInnos
I double checked quickly and did not see anything about that in Patch Notes. If not mentioned there but the stacks are surviving zoning on the PTS, 50/50 its not working as intended, as it seems totally against the original design of these. I have not been on PTS this cycle, so I am clearly just speculating.
We should take a straw poll of end game raiders and see how many want to grind zombies at the start of every trial from this point forward. Sounds terrible if you ask me, but admittedly, my days of pushing score are behind me. Who knows what the kids are into these days.
If it were up to me, I would reduce the live damage by somewhere between 30-50%, reduce the damage taking by about the same amount (maybe a bit less to keep the pressure on), and let stacks fall after 5 minutes if you dont gain any more. See where it lands, and go from there.
Oreyn_Bearclaw wrote: »WrathOfInnos wrote: »Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »lol
if you move points from main stat to health and then use this its by far the strongest and most efficient raw damage item in the game.
lot of people really dont know what they are talking about, this went from niche use to possibly required best in slot.
but math is hard i guess.
for those who find numbers tricky.
6000 health is about 5500 raw stat assuming you move attribute points from main stat to health.
5500 raw stat is roughly 550 spell / weapon damage.
OF NOTE raw stats are applied to skills like weapon and spell damage but are not effected by % increases like brutality
stranglers provide 850 of both weapons AND spell damage, so an increase of 300 main stat, 850 off stat.
OF note, it IS effected by brutality, so its at least over 1020 with just a major buff, and can scale higher
bringing the increase up to well over 500 main stat damage, and over 1000 off stat damage.
math is tricky i guess.
That also assumes max stacks, which I guess is now at 50? Going to be much harder to build stacks. Which means when not at max stacks (most people for most of trial content), the benefit is going to be way less and you will have less DPS than you would without the gloves based on the gear sacrifices you likely had to make. Sure you could in theory swap gear as you build stacks, but most people wont.
Another thing this analysis misses is sustain. It is an indirect issue, but lowering your max magic, does reduce your sustain potential, even more so in places like VMA.
stacks last an hour, and do not rest on instance change anymore, build them up when you get in game.WrathOfInnos wrote: »
Does the set take from base health and not scaled health? If it takes from your base health, before modifiers, you are losing far more than 6K health.
scaled not base, 6k after calcs.WrathOfInnos wrote: »daemondamian wrote: »Hapexamendios wrote: »Not worth using on DPS. Health penalty kills it. It's basically for a tank solo questing.
Is that if the tank is still wearing tank gear or has put on some dps sets?
I don't know if their high health pool would mitigate the less resistance from not wearing heavy armor along with the penalties of wearing TS?
Would not be worth doing for 850 damage. 2 5-piece sets add a lot more than that. Even Spell Strategist alone gives 847 Spell Damage, and it’s not the best DPS set just an easy comparison.
spell strategist just got nerf'd on pts. and you can build in different ways other then "giving up a 5 piece" with that being said base line 5th piece damage is 300 damage, obviously stranglers would be better.
That 847 is after the nerf, it is 887 on live.
i actually went and checked cause i thought i miss checked and it didnt get nerf'd.
run them both.
Oh, did not know that part. Still say they have way too many moving parts to this item. It is now simply starting to sound like a chore. My other concern is that even if it is Meta, it now seems almost forced. My guess is also that an organized raid will never start on time again. haha. Raid leaders will be twiddling their thumbs as their DPS scramble to build stacks right at the start of a raid.
Wait, so you can build 50 stacks overland and then bring them into a trial? That seems like something worth mentioning in patch notes, since it completely trivializes the stack building process. I’ll have to try that tonight. I still think the tiny damage increase is not worth the massive health loss though.
@WrathOfInnos
I double checked quickly and did not see anything about that in Patch Notes. If not mentioned there but the stacks are surviving zoning on the PTS, 50/50 its not working as intended, as it seems totally against the original design of these. I have not been on PTS this cycle, so I am clearly just speculating.
We should take a straw poll of end game raiders and see how many want to grind zombies at the start of every trial from this point forward. Sounds terrible if you ask me, but admittedly, my days of pushing score are behind me. Who knows what the kids are into these days.
If it were up to me, I would reduce the live damage by somewhere between 30-50%, reduce the damage taking by about the same amount (maybe a bit less to keep the pressure on), and let stacks fall after 5 minutes if you dont gain any more. See where it lands, and go from there.
I think a simple solution from live would be to cut it to 10 stacks, keep the damage the same at 150 per stack or 1500 at max stacks, but raise the penalty per stack to1+X%, where it adds an extra % of penalty per stack. So stack 1 is 1%, stack 2 is 2% on top of that, all the way up to the 10% from stack 10. So at 10 stacks you get 55% damage, health, and shields debuff, but having less stacks is less of a penalty. Resets still at death and zoning.
On live, I think the general consensus is that its too much damage gained and not enough of a trade off damage taken when at max stacks. So however you get there, those are the primary factors that need balanced.
"And the Scrolls have foretold, of black wings in the cold,That when brothers wage war come unfurled!Alduin, Bane of Kings, ancient shadow unbound,With a hunger to swallow the world!"
gonna miss you friend. i didnt know you for very long, but it sure was fun while it lasted!
Thrassian Stranglers:
Reduced the Weapon and Spell Damage per stack to 17, down from 40.
This set no longer causes you to take 1% more damage per stack, or decreases your healing taken by 1% per stack.
This set now causes you to lose 120 Maximum Health for every stack you have. The maximum stack count stays at 50, resulting in the final stats to be 850 Weapon and Spell Damage, -6000 Health, and -50% shield efficacy.
Increased the duration of the stacks to 1 hour, up from 10 minutes, to better cement the quasi-permanent permanency.
i would so much like people with this kind of topics to also post the link from where they got the info
Mythic Items
Thrassian Stranglers:
Reduced the Weapon and Spell Damage per stack to 17, down from 40.
This set no longer causes you to take 1% more damage per stack, or decreases your healing taken by 1% per stack.
This set now causes you to lose 120 Maximum Health for every stack you have. The maximum stack count stays at 50, resulting in the final stats to be 850 Weapon and Spell Damage, -6000 Health, and -50% shield efficacy.
Increased the duration of the stacks to 1 hour, up from 10 minutes, to better cement the quasi-permanent permanency.
Developer Comment:
Based on much of the feedback we saw from the Developer Comment in last week’s PTS patch, we decided to spend more time looking at the curse aspect of gameplay this set involved, as well as its maximum power threshold it added. By more aggressively reigning in the ceiling this set provides, we can more safely allow the set to exist in content, even when smart players find clever ways to bypass the curse involved.
With the loss of Max Health, rather than increase of damage taken, we can make the curse feel more visceral as it's something you can see rather than feel after it's too late to react. Additionally, the reduction in Max Health better balances this set with damage shields, as many of these abilities are capped to your Max Health; by lowering your Max Health, their size is also lowered. We're still keeping the penalty to shield strength though, as there are plenty of other methods you can try to use to help alleviate the penalty, which we like, but don't want you to be able to completely ignore it. Finally, the hour longer duration helps better make this set feel permanent, without all the issues that can happen with permanent stacking effects.
With all of these adjustments, we're hoping to see a much better balance between the DPS gaps we saw expand in Greymoor, as well as a more visceral curse that inhibits your ability to freely manipulate this powerful set.