Ring of the Pale Order Changes

silvereyes
silvereyes
✭✭✭✭✭
✭✭
Ring of the Pale Order:
  • Increased the amount of healing done from this set to 20% of your damage done, up from 18%.
  • This set now loses 4% of its value per group member you are with. This means if you are alone it will stay at 20% but reduce to 8% if you are in a group with 3 other players, and 0% when with 5 or more other players.
  • Removed the heal cap from this set.
Not a fan. I get not wanting to displace healers in 4 player content, but there's a lot of duo and trio groups this will hurt.
  • trackdemon5512
    trackdemon5512
    ✭✭✭✭✭
    If you’re running content sans a healer you should be slotting for some kind of heal. That’s the compromise. If it’s solo content you have to account for heals but Pale Order conditionally takes care of that by sacrificing an armor piece.

    Honestly I still haven’t seen any 4-player designed content that can’t be completed with just native abilities and sets. Pale Order isn’t needed.
  • Nord_Raseri
    Nord_Raseri
    ✭✭✭✭✭
    Even with 3 players it's still very nice, on account of the cap removal
    Veit ég aðég hékk vindga meiði á nætr allar níu, geiri undaðr og gefinn Oðni, sjálfr sjálfum mér, á þeim meiði er manngi veit hvers hann af rótum rennr.
  • jaws343
    jaws343
    ✭✭✭✭✭
    ✭✭✭✭✭
    The removal of the heal cap is really a buff if you are in a 4-man group. 8% healing off damage done is still fairly strong. If you are putting out 40-50K DPS in a group, you are healing for 3-4K per second, which is pretty solid.

    And it's a pretty huge buff for solo play.
  • Immobilechaosbot
    Immobilechaosbot
    Soul Shriven
    nice, vampires cant do trials anymore
  • DocFrost72
    DocFrost72
    ✭✭✭✭✭
    ✭✭✭✭
    jaws343 wrote: »
    The removal of the heal cap is really a buff if you are in a 4-man group. 8% healing off damage done is still fairly strong. If you are putting out 40-50K DPS in a group, you are healing for 3-4K per second, which is pretty solid.

    And it's a pretty huge buff for solo play.

    That's the wrong way to look at it. You only get a buff in healing if an individual attack goes over the 18% value.

    If you had ten 1k dots, you were healing for 1.8k/second already on live.

    I'm not thrilled with the change because I'm not sure what it was trying to address. Was there some form of exploit or unintended mechanic with the ring?
  • Tommy_The_Gun
    Tommy_The_Gun
    ✭✭✭✭✭
    ✭✭✭✭✭
    I play mostly solo... so I kinda <3 the changes. When I do group content, I mostly take tank role... (of course with different gear and wothout the ring).

    Also... who goes to group dungeon with a group and a ring that prevents you from being healed in a 1st place ? ? ? :joy:
    Edited by Tommy_The_Gun on April 19, 2021 7:17PM
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    nice, vampires cant do trials anymore

    What?

    This is a buff, most people will only use this ring when solo because using this in a group or a trial will result in them getting kicked and not only has the heal cap been increased by 2% but the damage per heal cap has been removed, if you can pull even 20k DPS this will heal you for 4k damage per second.

    Not to mention this is a massive buff for those who use Blood Frenzy, now the upkeep time will be even higher.
  • silvereyes
    silvereyes
    ✭✭✭✭✭
    ✭✭
    Even with 3 players it's still very nice, on account of the cap removal
    I don't disagree, but the cap removal doesn't affect everyone equally.

    A lot of the players that I run duo or trio groups with are not good. They spam a couple skills and struggle to stay alive even with heal abilities. They usually don't want to change specs to heal, because they find it boring.

    I'm not saying that these changes won't benefit a lot of players, but for small, low-skill groups without a healer, they are a pretty big nerf.
    Edited by silvereyes on April 19, 2021 7:29PM
  • silvereyes
    silvereyes
    ✭✭✭✭✭
    ✭✭
    Also... who goes to group dungeon with a group and a ring that prevents you from being healed in a 1st place ? ? ? :joy:
    I carry incomplete groups through dungeons and group arenas all the time.
  • jaws343
    jaws343
    ✭✭✭✭✭
    ✭✭✭✭✭
    I play mostly solo... so I kinda <3 the changes. When I do group content, I mostly take tank role... (of course with different gear and wothout the ring).

    Also... who goes to group dungeon with a group and a ring that prevents you from being healed in a 1st place ? ? ? :joy:

    I personally use it for dungeons that I know I can solo, where I don't need to rely on the healer to stay alive. But I will also put it on when it becomes apparent that the healer isn't really that good. Like constantly dying or barely healing at all.
  • FrancisCrawford
    FrancisCrawford
    ✭✭✭✭✭
    ✭✭✭✭
    silvereyes wrote: »
    Even with 3 players it's still very nice, on account of the cap removal
    I don't disagree, but the cap removal doesn't affect everyone equally.

    A lot of the players that I run duo or trio groups with are not good. They spam a couple skills and struggle to stay alive even with heal abilities. They usually don't want to change specs to heal, because they find it boring.

    I'm not saying that these changes won't benefit a lot of players, but for small, low-skill groups without a healer, they are a pretty big nerf.

    I hope a companion or two can heal me in a duo as well as Ring of the Pale Order does.

    That's especially the case because my Ring of the Pale Order builds include a 5-piece proc set or two.
  • LiteEmUp
    LiteEmUp
    ✭✭✭
    8% healing per damage isn't too bad... it still heals you.. if your constantly hitting at targets, you would still get your heals and likely still stay full bar for your health..

    i think a decent compromise to add is that you also can now be healed by others, but at only 10%... so now healers on your team won't complain to you for wearing this ring....


    NA PC Character list as of 2021
    Nord Dragonknight - Lady Anneke | Main toon | Stamina DPS Build | PVE-focused | 2H+Bow+DOT specialist | Main Crafter | Former Master Antiquarian
    Dunmer Templar - Elrond of Riivendell | Magicka DPS Build | PVE- focused | Javs+Mystic Orb+ Debuff Specialist | Healer-role alt configuration
    Argonian Warden - Heals-No-Teammates | Magicka DPS Build | Main-Healer Alt | PVE-focused | Mystic Orb + Animals Specialist | Healer-role alt configuration | Master Antiquarian
    Dunmer Warden - Imperatore Furiosa | Stamina DPS Build | Main-Healer Alt | PVE-focused | 2H + Animals Specialist
    Nord Dragonknight - Lenneth the Valkyrie | Health Tank Build | PVE-focused | 1H+ Destro staff configuration

    Altmer Necromancer - Lord Voldemorth | Magicka DPS Build | PVE- focused | Blastbones+Skulls Specialist | Healer-role alt configuration
    Altmer Sorcerer - Galadriel of Lothlorienn | Magicka DPS Build | PVE-focused | Pulse+Orb Specialist
    Khajiit Nightblade - Katnip Everdeenn | Magicka DPS Build | PVP-focused | Bomber Specialist
    Khajiit Nightblade - Catniss Everdeene | Stamina DPS Build | PVP-focused | Bow+2H specialist

    Orc Necromancer - Lord Shang-Tsung | Stamina DPS Build | PVP-focused | 2H+Blastbones specialist
    Orc Sorcerer - Geralt of Rievia | Stamina DPS Build | PVP-focused | 2H specialist
    Breton Dragonknight - Lady Scabbia | Magicka DPS Build | PVE-focused | Pulse+Orb specialist

    Imperial Templar - LiteEmUp | Stamina DPS Build | PVP-focused | 2H+Jabs specialist

  • jaws343
    jaws343
    ✭✭✭✭✭
    ✭✭✭✭✭
    LiteEmUp wrote: »
    8% healing per damage isn't too bad... it still heals you.. if your constantly hitting at targets, you would still get your heals and likely still stay full bar for your health..

    i think a decent compromise to add is that you also can now be healed by others, but at only 10%... so now healers on your team won't complain to you for wearing this ring....


    I think the best thing they look to be doing is adjusting it and allowing damage against shields to heal you now. There were a few fights that wearing the ring would pretty much kill you because you couldn't heal against shielded enemies.
  • Merforum
    Merforum
    ✭✭✭✭✭
    Actually this is a great change for people who were using this as intended to help you SOLO content. But for people who were abusing this in Trials and PVP BGs this will lose effectiveness. So overall this is a pretty solid change in the right direction.

    Some of the new Mythics looks insane for PVP, so I think they are more to be worried about.
  • redspecter23
    redspecter23
    ✭✭✭✭✭
    ✭✭✭✭✭
    I think that this is a very fair change for most situations. You wear it solo all the time, it's still reasonable in small groups and you take it off for trials. It's clearly trying to target solo and small group play and the intention was never to obsolete healers in trial content and this change solidifies that.
  • Merforum
    Merforum
    ✭✭✭✭✭
    Merforum wrote: »
    Actually this is a great change for people who were using this as intended to help you SOLO content. But for people who were abusing this in Trials and PVP BGs this will lose effectiveness. So overall this is a pretty solid change in the right direction.

    Some of the new Mythics looks insane for PVP, so I think they are more to be worried about.

    Question will a companion count as a group member for this mythic?
  • silvereyes
    silvereyes
    ✭✭✭✭✭
    ✭✭
    It's clearly trying to target solo and small group play and the intention was never to obsolete healers in trial content and this change solidifies that.
    That's what perplexes me. If its targeting small group play, why nerf it for small groups? Why not just say 20% for solo and 2-3 player groups, 8% for 4 player groups and 0% for 5+ player groups?
  • Sangwyne
    Sangwyne
    ✭✭✭✭✭
    Great change. Ring of the Pale Order was supposed to help players solo content like Arenas, but was being used to invalidate and replace healers in group content and just led to even more fake tanks and fake healers in dungeon queues. Now the ring is stronger for its intended purpose but players can no longer get away with just running damage for group content. Gotta hand it to ZOS on this one, they hit the nail on the head with this change.
  • hexnotic
    hexnotic
    ✭✭✭✭
    zos listened to all the healer mains, this is incredible. we thought we wouldn’t get accommodated because we are the minority but here we are. i’m pretty surprised!
  • Jaimeh
    Jaimeh
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yeah, in 4-human groups it will be fine still, it's mostly hurting vamp players who used in trials for things like shimmering frenzy toggle
    Edited by Jaimeh on April 19, 2021 10:30PM
  • Ozby
    Ozby
    ✭✭✭✭✭
    This change is perfect thank you! So sick of feeling useless on my healer in rando dungeons.
    PC NA
    Aurora Bravepaw (Healden), Basks in Fire (DKTank), Bran Artlion (Magplar), Brindel Seedthorne (Stamden WW), Brugo Gargak (Stamcro), Casimir Delmar (StamDK), Falco Bastion (Stamsorc), Fus Ro Dah (Stamplar), Gandalff the Gay (Petsorc), Jo-Qinan Betula (Magden), Laveera Hex (Magcro), Raine Whitestag (Stamden), Raised by Bears (Wardentank), Ralak Rotheart (Healcro), Selene Sunshadow MagDK), Shadow Mirage (NBTank), Slythe Rattlebone (Healplar), Ulfnor Dragonslayer (Tankcro).
  • James-Wayne
    James-Wayne
    ✭✭✭✭✭
    Merforum wrote: »
    Merforum wrote: »
    Actually this is a great change for people who were using this as intended to help you SOLO content. But for people who were abusing this in Trials and PVP BGs this will lose effectiveness. So overall this is a pretty solid change in the right direction.

    Some of the new Mythics looks insane for PVP, so I think they are more to be worried about.

    Question will a companion count as a group member for this mythic?

    Companions take a group slot so I would think so yes.
    PERTH, AUSTRALIA | PC | NA | @Aussie-Elders

    TENTH ANNIVERSARY - Thanks for sticking with us for 10 years.
    James-Wayne you earned this badge 9:56AM on 4th of February 2024.
    529 people have also earned this badge.
  • maxjapank
    maxjapank
    ✭✭✭✭✭
    ✭✭
    Bit off topic, but joined a pug group dungeon run as a healer. Burned a lot of magicka in the beginning trying to heal one player, frantically turning around in circles because his health wasn't going up much and though he might be behind me. Realized after a few pulls that he was probably wearing the ring. Asked, and he said he was. At the end of the run, I linked my Spell Power Cure in group and just let him know that he can run the ring, but he's missing out on this buff. He was like "Lol. Damn. I didn't realize that."
  • xaraan
    xaraan
    ✭✭✭✭✭
    ✭✭✭✭✭
    If you are a duo or trio group, it won't hurt you as much as if you are a four person group. Frankly, the change makes sense. It's not meant to just make a role more irrelevant and add the problem that already exists for healers. And it's primarily meant for solo work. And frankly it will still be fine in four mans for a little hot, especially if you use it with the similar CP passive or certain item sets and abilities that also heal while doing damage. It's fine.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • DARKSTER1
    DARKSTER1
    ✭✭
    nice, vampires cant do trials anymore
    Yup you are right. The only lifesteal we got is now nerfed on trials. And they didn't gave us some lifesteal or something to compensate for that..... We only got reaving blows which isn't enough to sustain us..... Kinda sucks to be honest bc i recently started to do trials and now back again being non viable....
  • silvereyes
    silvereyes
    ✭✭✭✭✭
    ✭✭
    xaraan wrote: »
    If you are a duo or trio group, it won't hurt you as much as if you are a four person group
    If I'm in a duo or trio group, why should I care how much it hurts in a four person group? Seems like a straw man argument.

    From my point of view, it makes sense to nerf RotPO into the ground for 4+ person content, but nerfing for 2-3 person groups makes no sense. What harm would there be in letting them continue to get the full 18-20%?
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭✭
    silvereyes wrote: »
    xaraan wrote: »
    If you are a duo or trio group, it won't hurt you as much as if you are a four person group
    If I'm in a duo or trio group, why should I care how much it hurts in a four person group? Seems like a straw man argument.

    From my point of view, it makes sense to nerf RotPO into the ground for 4+ person content, but nerfing for 2-3 person groups makes no sense. What harm would there be in letting them continue to get the full 18-20%?

    All I'm hearing from your comment is that they nerfed "my playstyle and I don't like it", but it makes sense to nerf other people's playstyles. It's barely a nerf for 3/4 person groups with the cap removal anyway.

    The reality is, the intent behind the set is now clear as day, no debate. It was meant as means to make solo content easier by providing an option to classes and builds that had no means of passive healing without major sacrifices like for example using reactive healing from skills like Vigor, Shields, etc. Ring of the Pale Order is a blanket solution for all classes that don't have great passive healing in the same way Sorc's get from Crit Surge, which has made them one of if not the best class to do arena's on for years.

    What they've done is struck a perfect middle ground balance by locking it out of use from content where it would eliminate the need for a healer. It's much stronger for the content it's intended for in that it's now 20% of the damage you deal, goes through shields and is no longer capped, while at the same time, not effecting group play one bit.

    Have you ever look at how much damage you can do in pve? Your execute damage alone can shoot up to 50k+ in solo, thats a 10k heal from 1 hit, not to mention all the dots you have running on top of that. Without a trial dummy, some classes can get an average of 45-60k dps. Before, that was maybe about 3-4k hps from the ring, with the uncapped nature of the item, it would now be around 7-8k before execute, 10-14k during execute. That is absolutely insane.

    For 2 man scenario's you still get 16% and again, it's uncapped. So it's technically better than the 18% on live and still serves it's purpose in supporting these rather niche scenario's. Content is either built for 1 person, 4 people or 12 people groups, so by using 2/4 players, you're already at a disadvantage and the ring helps cover that handicap in the same way ZOS hopes Companions will.

    Once you get into the realm of 3-4 players, you're at a situation where ZOS would probably want you to start using a healer anyway... So it now becomes a more thoughtful choice on whether or not you want to lock out 1 of your party members roles by using the ring. By reducing the effect of the ring to 12/8%, you will start to actually consider taking it off to allow your healer to support you again..

    And lets be real, 12/8% uncapped is still nothing to scoff at. That is very powerful for a 1 piece bonus. There is an entire slottable star for only 7% healing and it only effects direct damage.
    Edited by MashmalloMan on April 20, 2021 3:20AM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • stefj68
    stefj68
    ✭✭✭✭✭
    im guessing playing with your companion will also drop 4% :)

  • Runefang
    Runefang
    ✭✭✭✭✭
    ✭✭
    silvereyes wrote: »
    xaraan wrote: »
    If you are a duo or trio group, it won't hurt you as much as if you are a four person group
    If I'm in a duo or trio group, why should I care how much it hurts in a four person group? Seems like a straw man argument.

    From my point of view, it makes sense to nerf RotPO into the ground for 4+ person content, but nerfing for 2-3 person groups makes no sense. What harm would there be in letting them continue to get the full 18-20%?

    All I'm hearing from your comment is that they nerfed "my playstyle and I don't like it", but it makes sense to nerf other people's playstyles. It's barely a nerf for 3/4 person groups with the cap removal anyway.

    The reality is, the intent behind the set is now clear as day, no debate. It was meant as means to make solo content easier by providing an option to classes and builds that had no means of passive healing without major sacrifices like for example using reactive healing from skills like Vigor, Shields, etc. Ring of the Pale Order is a blanket solution for all classes that don't have great passive healing in the same way Sorc's get from Crit Surge, which has made them one of if not the best class to do arena's on for years.

    What they've done is struck a perfect middle ground balance by locking it out of use from content where it would eliminate the need for a healer. It's much stronger for the content it's intended for in that it's now 20% of the damage you deal, goes through shields and is no longer capped, while at the same time, not effecting group play one bit.

    Have you ever look at how much damage you can do in pve? Your execute damage alone can shoot up to 50k+ in solo, thats a 10k heal from 1 hit, not to mention all the dots you have running on top of that. Without a trial dummy, some classes can get an average of 45-60k dps. Before, that was maybe about 3-4k hps from the ring, with the uncapped nature of the item, it would now be around 7-8k before execute, 10-14k during execute. That is absolutely insane.

    For 2 man scenario's you still get 16% and again, it's uncapped. So it's technically better than the 18% on live and still serves it's purpose in supporting these rather niche scenario's. Content is either built for 1 person, 4 people or 12 people groups, so by using 2/4 players, you're already at a disadvantage and the ring helps cover that handicap in the same way ZOS hopes Companions will.

    Once you get into the realm of 3-4 players, you're at a situation where ZOS would probably want you to start using a healer anyway... So it now becomes a more thoughtful choice on whether or not you want to lock out 1 of your party members roles by using the ring. By reducing the effect of the ring to 12/8%, you will start to actually consider taking it off to allow your healer to support you again..

    And lets be real, 12/8% uncapped is still nothing to scoff at. That is very powerful for a 1 piece bonus. There is an entire slottable star for only 7% healing and it only effects direct damage.

    In some way though the healing from direct damage is preferrable because it guarantees higher ticks. While the cap removal is nice, you'll be stuck hoping the 1 second cooldown results in the next healing tick coming from a spammable or light attack. 8% of a dot tick isn't great.
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭✭
    Runefang wrote: »
    silvereyes wrote: »
    xaraan wrote: »
    If you are a duo or trio group, it won't hurt you as much as if you are a four person group
    If I'm in a duo or trio group, why should I care how much it hurts in a four person group? Seems like a straw man argument.

    From my point of view, it makes sense to nerf RotPO into the ground for 4+ person content, but nerfing for 2-3 person groups makes no sense. What harm would there be in letting them continue to get the full 18-20%?

    All I'm hearing from your comment is that they nerfed "my playstyle and I don't like it", but it makes sense to nerf other people's playstyles. It's barely a nerf for 3/4 person groups with the cap removal anyway.

    The reality is, the intent behind the set is now clear as day, no debate. It was meant as means to make solo content easier by providing an option to classes and builds that had no means of passive healing without major sacrifices like for example using reactive healing from skills like Vigor, Shields, etc. Ring of the Pale Order is a blanket solution for all classes that don't have great passive healing in the same way Sorc's get from Crit Surge, which has made them one of if not the best class to do arena's on for years.

    What they've done is struck a perfect middle ground balance by locking it out of use from content where it would eliminate the need for a healer. It's much stronger for the content it's intended for in that it's now 20% of the damage you deal, goes through shields and is no longer capped, while at the same time, not effecting group play one bit.

    Have you ever look at how much damage you can do in pve? Your execute damage alone can shoot up to 50k+ in solo, thats a 10k heal from 1 hit, not to mention all the dots you have running on top of that. Without a trial dummy, some classes can get an average of 45-60k dps. Before, that was maybe about 3-4k hps from the ring, with the uncapped nature of the item, it would now be around 7-8k before execute, 10-14k during execute. That is absolutely insane.

    For 2 man scenario's you still get 16% and again, it's uncapped. So it's technically better than the 18% on live and still serves it's purpose in supporting these rather niche scenario's. Content is either built for 1 person, 4 people or 12 people groups, so by using 2/4 players, you're already at a disadvantage and the ring helps cover that handicap in the same way ZOS hopes Companions will.

    Once you get into the realm of 3-4 players, you're at a situation where ZOS would probably want you to start using a healer anyway... So it now becomes a more thoughtful choice on whether or not you want to lock out 1 of your party members roles by using the ring. By reducing the effect of the ring to 12/8%, you will start to actually consider taking it off to allow your healer to support you again..

    And lets be real, 12/8% uncapped is still nothing to scoff at. That is very powerful for a 1 piece bonus. There is an entire slottable star for only 7% healing and it only effects direct damage.

    In some way though the healing from direct damage is preferrable because it guarantees higher ticks. While the cap removal is nice, you'll be stuck hoping the 1 second cooldown results in the next healing tick coming from a spammable or light attack. 8% of a dot tick isn't great.

    I think you missed the part about Ring of the Pale Order having 0 cooldown, it procs 24/7.

    You're thinking of Crit Surge that has the 1s CD. Ring of the Pale Order, is Crit Surge before the nerfs it had like 5 years ago. It use to heal based on damage done with no CD as well.

    Even on live, I use Crit Surge and Ring of the Pale Order for Arena's. Pale will heal slightly more than Crit Surge on average HPS, even with the cap. You can view the stats for this using Combat Metrics and checking the box for overhealing allowed. With these changes, it will shoot through the roof in power (But don't tell ZOS this, I'll happily take my even easier mode arena clears).
    Edited by MashmalloMan on April 20, 2021 4:57AM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
Sign In or Register to comment.