ESO_Nightingale wrote: »Encratis's Behemoth adds more power to flame damage when no shock or frost variant of engulfing flames exists. i don't understand why every mag toon in a group needs to be a fire mage. if the damage portion of this set only effected self then i'd see no problem, but it being a group buff devalues damage dealers not using a flame staff. why does this exist?
YandereGirlfriend wrote: »ESO_Nightingale wrote: »Encratis's Behemoth adds more power to flame damage when no shock or frost variant of engulfing flames exists. i don't understand why every mag toon in a group needs to be a fire mage. if the damage portion of this set only effected self then i'd see no problem, but it being a group buff devalues damage dealers not using a flame staff. why does this exist?
Quoted for truth.
Despite developer rhetoric to the contrary, the game seems determined to cram down Flame Damage as the only viable DPS choice.
Furthermore, why do we have yet another Flame-oriented monster set when both Frost and Shock are still without a single dedicated DPS set?
Drake's Rush is way too powerful in PvP environments, a single person in the group can fuel the ultimate supply of a whole ballgroup making them a lot more deadly.
Major Heroism itself is a problematic buff as it allows to use defensive ults more often making it all the more easy to stall fights endlessly.
Giving a full group of players this buff at a 66.6% uptime is just way too strong, especially with how easy it is to proc.
If it was tied to something you'd actively had to set up and think about there could be an argument but even then major heroism available at such a scheme isn't healthy for PvP.
ESO_Nightingale wrote: »Encratis's Behemoth adds more power to flame damage when no shock or frost variant of engulfing flames exists. i don't understand why every mag toon in a group needs to be a fire mage. if the damage portion of this set only effected self then i'd see no problem, but it being a group buff devalues damage dealers not using a flame staff. why does this exist?
ESO_Nightingale wrote: »Encratis's Behemoth adds more power to flame damage when no shock or frost variant of engulfing flames exists. i don't understand why every mag toon in a group needs to be a fire mage. if the damage portion of this set only effected self then i'd see no problem, but it being a group buff devalues damage dealers not using a flame staff. why does this exist?
YandereGirlfriend wrote: »Drake's Rush is way too powerful in PvP environments, a single person in the group can fuel the ultimate supply of a whole ballgroup making them a lot more deadly.
Major Heroism itself is a problematic buff as it allows to use defensive ults more often making it all the more easy to stall fights endlessly.
Giving a full group of players this buff at a 66.6% uptime is just way too strong, especially with how easy it is to proc.
If it was tied to something you'd actively had to set up and think about there could be an argument but even then major heroism available at such a scheme isn't healthy for PvP.
It certainly has the potential to be strong.
However, if you go too far in the opposite direction, you risk making it unattractive for PvE which is undoubtedly where ZOS intended the set to shine.
Having it tied to Bash naturally limits its uptime in PvP (while keeping it easy to proc for PvE tanks) since no group is going to actually be within Bash range of an enemy constantly on cooldown.
Combat will ebb and flow and if groups are running away from you it will prove quite difficult to proc the set. Likewise if your group is maneuvering to extricate itself from the path of an oncoming zerg. In actual combat, I would imagine the uptime to be in the 30-45% range rather than anywhere near 67%.
And that strikes me as balanced enough to avoid butchering the set and spoiling even more PvE content for the sake of PvP. In a worst-case scenario, you could shift the proc to "On interrupt" but I would only advocate doing that if it actually proved to be a problem in PvP rather than pre-emptively.
B0SSzombie wrote: »I guess it's KIND of similar to the other Elder Scrolls games?
Fire did more damage, Shock did damage and drained Stamina, and Frost did damage and drained Magicka.
Not that the other two elements follow their archetypes, of course.
On topic though, neither of the Heavy Sets look particularly amazing. If I need Shields, I'd run Imperium, and the kind of low Ultimate generation on the other set doesn't feel worth giving up a stronger set to use.
No playble new monster sets and sets in new dlc dungeon. Zos you hate DK do new monster mask 5% less fire damage and 5% do more fire damage. This are really idiotick, 2 new dung are trash. I dont know, but you last 3 years do really bad set.
B0SSzombie wrote: »I guess it's KIND of similar to the other Elder Scrolls games?
Fire did more damage, Shock did damage and drained Stamina, and Frost did damage and drained Magicka.
Not that the other two elements follow their archetypes, of course.
On topic though, neither of the Heavy Sets look particularly amazing. If I need Shields, I'd run Imperium, and the kind of low Ultimate generation on the other set doesn't feel worth giving up a stronger set to use.
ZOS_Liforce wrote: »For Update 29, our two dungeons are themed around Mehrunes Dagon's fiery disposition, and our fire based item sets reinforce those themes. We are exploring more Shock and Frost themed Magicka sets in future updates.
ZOS_Liforce wrote: »For Update 29, our two dungeons are themed around Mehrunes Dagon's fiery disposition, and our fire based item sets reinforce those themes. We are exploring more Shock and Frost themed Magicka sets in future updates.
ZOS_Liforce wrote: »For Update 29, our two dungeons are themed around Mehrunes Dagon's fiery disposition, and our fire based item sets reinforce those themes. We are exploring more Shock and Frost themed Magicka sets in future updates.
Okay, that's cool and I get why. It's just that previously ice themed releases did not give any good Frost damage sets. Direfrost Keep has a heavy armor proc set for ice damage builds that deals Fire damage and benefits the most from using a Lightning staff and Iceheart is a defensive set. Scalecaller peak, despite being on top of a freezing cold mountain had no Frost themed set, instead Zaan is breathing fire when she could have been an ice-themed Dragonpriestess. Frostvault does have a good frost proc set but proc sets are not viable in PvE. Depths of Malatar has a frost tank set. Icereach, despite literally having ice in its name and being somewhat of a sequel to Direfrost Keep, had not a single frost themed set. Greymoor has a single frost healing set, even though that chapter had more sets than any previous release and was set in Skyrim.
There are even fewer sets that deal with Shock damage. The best sets that frost and shock have are for all elements combined, so there we have fire again.
With the whole year revolving around Dagon and the general area being Imperial/Argonian themed, it's probably going to be an entire year without a single frost set and after that we will most definitely not go back to Skyrim again already either, but probably Hammerfell which is a literal desert.
Fire just seems like the favorite child because it gets all the good effects on skills and sets while Frost and Lightning need to wait their turn until a matching theme presents itself only to then get another support set or even worse - none at all.
With so few opportunities to match the theme of a release with a damage fantasy, please make the next time count when the opportunity arises!
ZOS_Liforce wrote: »For Update 29, our two dungeons are themed around Mehrunes Dagon's fiery disposition, and our fire based item sets reinforce those themes. We are exploring more Shock and Frost themed Magicka sets in future updates.
ZOS_Liforce wrote: »For Update 29, our two dungeons are themed around Mehrunes Dagon's fiery disposition, and our fire based item sets reinforce those themes. We are exploring more Shock and Frost themed Magicka sets in future updates.
Unleashed Ritualist (Light Armor):
5 – Dealing damage to an enemy applies Ritualist’s Mark to them for 10 seconds. Enemies with your Ritualist’s Mark take an additional 16% damage from your summoned pets.
16% damage to blastbones....hmmm.
ZOS_Liforce wrote: »For Update 29, our two dungeons are themed around Mehrunes Dagon's fiery disposition, and our fire based item sets reinforce those themes. We are exploring more Shock and Frost themed Magicka sets in future updates.
Yeah that’s BS really. I mean we got a frost healing set for gods sake!?!
Unleashed Ritualist (Light Armor):
5 – Dealing damage to an enemy applies Ritualist’s Mark to them for 10 seconds. Enemies with your Ritualist’s Mark take an additional 16% damage from your summoned pets.