kypranb14_ESO wrote: »(1 item) While equipped, you are unable to swap between your Primary and Backup Weapon Sets and gain Major Berserk, Major Courage, Major Brutality, Major Sorcery, Major Prophecy, Major Savagery, Major Force, Major Protection, Major Resolve, Minor Fortitude, Minor Intellect, Minor Endurance, and Major Heroism.
Attempted Fix:
"While under the effects of Battlespirit, Major Berserk, Major Courage, and Major Heroism are inactive."
This ring would still give the utility of an entire backbar without giving the utility of an entire team in PVP. I left Major Protection because taking less damage slows down combat and genuinely helps new players compete without giving them the trophy before the contest began. This approach also leaves PVE untouched so there is no conflict to be had there.
Essentially, this change would keep the ring viable for those who actually need it, but wouldn't push the floor into the ceiling.
TechMaybeHic wrote: »kypranb14_ESO wrote: »(1 item) While equipped, you are unable to swap between your Primary and Backup Weapon Sets and gain Major Berserk, Major Courage, Major Brutality, Major Sorcery, Major Prophecy, Major Savagery, Major Force, Major Protection, Major Resolve, Minor Fortitude, Minor Intellect, Minor Endurance, and Major Heroism.
Attempted Fix:
"While under the effects of Battlespirit, Major Berserk, Major Courage, and Major Heroism are inactive."
This ring would still give the utility of an entire backbar without giving the utility of an entire team in PVP. I left Major Protection because taking less damage slows down combat and genuinely helps new players compete without giving them the trophy before the contest began. This approach also leaves PVE untouched so there is no conflict to be had there.
Essentially, this change would keep the ring viable for those who actually need it, but wouldn't push the floor into the ceiling.
I would leave courage and take major force in stead, but I think I can guess your main class
kypranb14_ESO wrote: »Attempted Fix:
"While under the effects of Battlespirit, Major Berserk, Major Courage, and Major Heroism are inactive."
This ring would still give the utility of an entire backbar without giving the utility of an entire team in PVP. I left Major Protection because taking less damage slows down combat and genuinely helps new players compete without giving them the trophy before the contest began. This approach also leaves PVE untouched so there is no conflict to be had there.
Essentially, this change would keep the ring viable for those who actually need it, but wouldn't push the floor into the ceiling.
kypranb14_ESO wrote: »@TechMaybeHic
When I originally posted, I actually meant to remove Major Force... Just realizing now that I missed a buff. I would even leave Heroism over Force. I don't play a ganker Nightblade, I'd even be willing to share my build. Ha!
My Nightblade Build: https://en.uesp.net/wiki/Special:EsoBuildData?id=426502
I wouldn't let Major Courage sit there because it enables way too much power that is otherwise inaccessible in no-proc campaigns.
So my corrected fix would be:
"While under the effects of Battlespirit, Major Berserk, Major Courage, and Major Force are inactive."
TechMaybeHic wrote: »@TechMaybeHickypranb14_ESO wrote: »
When I originally posted, I actually meant to remove Major Force... Just realizing now that I missed a buff. I would even leave Heroism over Force. I don't play a ganker Nightblade, I'd even be willing to share my build. Ha!
My Nightblade Build: https://en.uesp.net/wiki/Special:EsoBuildData?id=426502
I wouldn't let Major Courage sit there because it enables way too much power that is otherwise inaccessible in no-proc campaigns.
So my corrected fix would be:
"While under the effects of Battlespirit, Major Berserk, Major Courage, and Major Force are inactive."
MindOfTheSwarm wrote: »TechMaybeHic wrote: »kypranb14_ESO wrote: »@TechMaybeHic
When I originally posted, I actually meant to remove Major Force... Just realizing now that I missed a buff. I would even leave Heroism over Force. I don't play a ganker Nightblade, I'd even be willing to share my build. Ha!
My Nightblade Build: https://en.uesp.net/wiki/Special:EsoBuildData?id=426502
I wouldn't let Major Courage sit there because it enables way too much power that is otherwise inaccessible in no-proc campaigns.
So my corrected fix would be:
"While under the effects of Battlespirit, Major Berserk, Major Courage, and Major Force are inactive."
I like major courage as it feels like it makes up for missing a back bar boost to heals and damage like DOTs or glyph that are missing.
Major heroism causes a lot of problems with how ults are meant to be limited
Some Ult’s get way more value. Ice Comet, Corrosive Armor. I don’t anyone would complain if Veil of Blades was being used often.
FangOfTheTwoMoons wrote: »Still waiting on someone to explain how its ruining PVP rather than parroting the same tired baseless accusations.
Just because you do not understand how PvP works doesn't mean they're "baseless"IZZEFlameLash wrote: »NordSwordnBoard wrote: »IZZEFlameLash wrote: »If they remove Heroism or any other major buffs, it isn't worth slotting something that limits you to one bar. Period. Only way it is currently worth it is because it provides major buffs to people that have little to no access to such buffs. If they change everything to minor, then it better have no bar restrictions to make it worth the slot. Or else it is an instant trash.
If you traded Major Heroism for Major Slayer it would be trash?
That might not be a bad thing for solo PvE play for sure.
Slayer only works in Dungeons and Trials and does nothing for the rest of ESO content. Replacing Major Slayer with Major Heroism would be a big nerf overall in PVE. Believe that would go against the overall intent of the ring which I believe is an accessibility tool for some.
Stay safe
Where do you need Herosim, Berserk, and Force? In overland content? Where things can die in 3 seconds? The slayer buffs seem to be the best comprise so far. They will help struggling players in harder content, which is Dungeons and Trails. You do not need Herosim, Force, and Berserk for overland.
FangOfTheTwoMoons wrote: »Still waiting on someone to explain how its ruining PVP rather than parroting the same tired baseless accusations.
Just because you do not understand how PvP works doesn't mean they're "baseless"IZZEFlameLash wrote: »NordSwordnBoard wrote: »IZZEFlameLash wrote: »If they remove Heroism or any other major buffs, it isn't worth slotting something that limits you to one bar. Period. Only way it is currently worth it is because it provides major buffs to people that have little to no access to such buffs. If they change everything to minor, then it better have no bar restrictions to make it worth the slot. Or else it is an instant trash.
If you traded Major Heroism for Major Slayer it would be trash?
That might not be a bad thing for solo PvE play for sure.
Slayer only works in Dungeons and Trials and does nothing for the rest of ESO content. Replacing Major Slayer with Major Heroism would be a big nerf overall in PVE. Believe that would go against the overall intent of the ring which I believe is an accessibility tool for some.
Stay safe
Where do you need Herosim, Berserk, and Force? In overland content? Where things can die in 3 seconds? The slayer buffs seem to be the best comprise so far. They will help struggling players in harder content, which is Dungeons and Trails. You do not need Herosim, Force, and Berserk for overland.
While I agree general overland content is easy. Don’t forget not everyone is on the same skill level as you and can easily breeze thru content. Plus, I am sure some people who are unable to complete world bosses on their own then the ring would be a great boon for them to be able to complete them alone.
I see the ring is an accessibility tool for those that need it. Thus, why I would like to see it disabled in PVP content because it can be OP and easily abused inside those areas but unchanged for PVE content.
Stay safe
MindOfTheSwarm wrote: »TechMaybeHic wrote: »kypranb14_ESO wrote: »@TechMaybeHic
When I originally posted, I actually meant to remove Major Force... Just realizing now that I missed a buff. I would even leave Heroism over Force. I don't play a ganker Nightblade, I'd even be willing to share my build. Ha!
My Nightblade Build: https://en.uesp.net/wiki/Special:EsoBuildData?id=426502
I wouldn't let Major Courage sit there because it enables way too much power that is otherwise inaccessible in no-proc campaigns.
So my corrected fix would be:
"While under the effects of Battlespirit, Major Berserk, Major Courage, and Major Force are inactive."
I like major courage as it feels like it makes up for missing a back bar boost to heals and damage like DOTs or glyph that are missing.
Major heroism causes a lot of problems with how ults are meant to be limited
Some Ult’s get way more value. Ice Comet, Corrosive Armor. I don’t anyone would complain if Veil of Blades was being used often.
TechMaybeHic wrote: »MindOfTheSwarm wrote: »TechMaybeHic wrote: »kypranb14_ESO wrote: »@TechMaybeHic
When I originally posted, I actually meant to remove Major Force... Just realizing now that I missed a buff. I would even leave Heroism over Force. I don't play a ganker Nightblade, I'd even be willing to share my build. Ha!
My Nightblade Build: https://en.uesp.net/wiki/Special:EsoBuildData?id=426502
I wouldn't let Major Courage sit there because it enables way too much power that is otherwise inaccessible in no-proc campaigns.
So my corrected fix would be:
"While under the effects of Battlespirit, Major Berserk, Major Courage, and Major Force are inactive."
I like major courage as it feels like it makes up for missing a back bar boost to heals and damage like DOTs or glyph that are missing.
Major heroism causes a lot of problems with how ults are meant to be limited
Some Ult’s get way more value. Ice Comet, Corrosive Armor. I don’t anyone would complain if Veil of Blades was being used often.
Wow. Think I broke the quote string. See if this is better
People don't complain about Veil of Blades because it's not very strong or particularly useful in this case. Ultimate's are supposed to be strong and limited by cost. I'd hate to go the other way and make more mediocre to compensate them being up more often. As is, many a barely add more than each class burst mechanics beyond just going sling with them.
TechMaybeHic wrote: »MindOfTheSwarm wrote: »TechMaybeHic wrote: »kypranb14_ESO wrote: »@TechMaybeHic
When I originally posted, I actually meant to remove Major Force... Just realizing now that I missed a buff. I would even leave Heroism over Force. I don't play a ganker Nightblade, I'd even be willing to share my build. Ha!
My Nightblade Build: https://en.uesp.net/wiki/Special:EsoBuildData?id=426502
I wouldn't let Major Courage sit there because it enables way too much power that is otherwise inaccessible in no-proc campaigns.
So my corrected fix would be:
"While under the effects of Battlespirit, Major Berserk, Major Courage, and Major Force are inactive."
I like major courage as it feels like it makes up for missing a back bar boost to heals and damage like DOTs or glyph that are missing.
Major heroism causes a lot of problems with how ults are meant to be limited
Some Ult’s get way more value. Ice Comet, Corrosive Armor. I don’t anyone would complain if Veil of Blades was being used often.
Wow. Think I broke the quote string. See if this is better
People don't complain about Veil of Blades because it's not very strong or particularly useful in this case. Ultimate's are supposed to be strong and limited by cost. I'd hate to go the other way and make more mediocre to compensate them being up more often. As is, many a barely add more than each class burst mechanics beyond just going sling with them.
The cost limitation is definitely a pretty big factor too.
With the ring, you can build for a setup that has 100% Thrive in Chaos uptime. Thrive in Chaos on it's own is pretty weak, and not too effective. But, having that at 100% uptime, on 4-6 players in a BG, means you also have 24-36% more damage, an active dot on players, 50% health return from damage done, and an AOE ult that pairs nicely with plagebreak. And you lose nothing in terms of damage or defense, when building for full ult gen with the ring. I am running a sorc build that gets Shooting Star up every 14 seconds, a few alterations in skills/weapons and I could have permanent Thrive in Chaos.
IZZEFlameLash wrote: »NordSwordnBoard wrote: »IZZEFlameLash wrote: »If they remove Heroism or any other major buffs, it isn't worth slotting something that limits you to one bar. Period. Only way it is currently worth it is because it provides major buffs to people that have little to no access to such buffs. If they change everything to minor, then it better have no bar restrictions to make it worth the slot. Or else it is an instant trash.
If you traded Major Heroism for Major Slayer it would be trash?
That might not be a bad thing for solo PvE play for sure.
Slayer only works in Dungeons and Trials and does nothing for the rest of ESO content. Replacing Major Slayer with Major Heroism would be a big nerf overall in PVE. Believe that would go against the overall intent of the ring which I believe is an accessibility tool for some.
Stay safe
TechMaybeHic wrote: »MindOfTheSwarm wrote: »TechMaybeHic wrote: »kypranb14_ESO wrote: »@TechMaybeHic
When I originally posted, I actually meant to remove Major Force... Just realizing now that I missed a buff. I would even leave Heroism over Force. I don't play a ganker Nightblade, I'd even be willing to share my build. Ha!
My Nightblade Build: https://en.uesp.net/wiki/Special:EsoBuildData?id=426502
I wouldn't let Major Courage sit there because it enables way too much power that is otherwise inaccessible in no-proc campaigns.
So my corrected fix would be:
"While under the effects of Battlespirit, Major Berserk, Major Courage, and Major Force are inactive."
I like major courage as it feels like it makes up for missing a back bar boost to heals and damage like DOTs or glyph that are missing.
Major heroism causes a lot of problems with how ults are meant to be limited
Some Ult’s get way more value. Ice Comet, Corrosive Armor. I don’t anyone would complain if Veil of Blades was being used often.
Wow. Think I broke the quote string. See if this is better
People don't complain about Veil of Blades because it's not very strong or particularly useful in this case. Ultimate's are supposed to be strong and limited by cost. I'd hate to go the other way and make more mediocre to compensate them being up more often. As is, many a barely add more than each class burst mechanics beyond just going sling with them.
The cost limitation is definitely a pretty big factor too.
With the ring, you can build for a setup that has 100% Thrive in Chaos uptime. Thrive in Chaos on it's own is pretty weak, and not too effective. But, having that at 100% uptime, on 4-6 players in a BG, means you also have 24-36% more damage, an active dot on players, 50% health return from damage done, and an AOE ult that pairs nicely with plagebreak. And you lose nothing in terms of damage or defense, when building for full ult gen with the ring. I am running a sorc build that gets Shooting Star up every 14 seconds, a few alterations in skills/weapons and I could have permanent Thrive in Chaos.
Duke_Falcon wrote: »The Mythic is fine. You only get 5 skills to use. Unless your running in a group it is very difficult to make a viable build to solo with. If your running in a group, get good, because a good group can get all those buffs and still have access to 10 skills on their bars. I'm guessing the people complaining are the ones running in groups that are not optimized.
Here's a fix for each person in the group lose one buff.
Duke_Falcon wrote: »The Mythic is fine. You only get 5 skills to use. Unless your running in a group it is very difficult to make a viable build to solo with. If your running in a group, get good, because a good group can get all those buffs and still have access to 10 skills on their bars. I'm guessing the people complaining are the ones running in groups that are not optimized.
Here's a fix for each person in the group lose one buff.
TechMaybeHic wrote: »MindOfTheSwarm wrote: »TechMaybeHic wrote: »kypranb14_ESO wrote: »@TechMaybeHic
When I originally posted, I actually meant to remove Major Force... Just realizing now that I missed a buff. I would even leave Heroism over Force. I don't play a ganker Nightblade, I'd even be willing to share my build. Ha!
My Nightblade Build: https://en.uesp.net/wiki/Special:EsoBuildData?id=426502
I wouldn't let Major Courage sit there because it enables way too much power that is otherwise inaccessible in no-proc campaigns.
So my corrected fix would be:
"While under the effects of Battlespirit, Major Berserk, Major Courage, and Major Force are inactive."
I like major courage as it feels like it makes up for missing a back bar boost to heals and damage like DOTs or glyph that are missing.
Major heroism causes a lot of problems with how ults are meant to be limited
Some Ult’s get way more value. Ice Comet, Corrosive Armor. I don’t anyone would complain if Veil of Blades was being used often.
Wow. Think I broke the quote string. See if this is better
People don't complain about Veil of Blades because it's not very strong or particularly useful in this case. Ultimate's are supposed to be strong and limited by cost. I'd hate to go the other way and make more mediocre to compensate them being up more often. As is, many a barely add more than each class burst mechanics beyond just going sling with them.
The cost limitation is definitely a pretty big factor too.
With the ring, you can build for a setup that has 100% Thrive in Chaos uptime. Thrive in Chaos on it's own is pretty weak, and not too effective. But, having that at 100% uptime, on 4-6 players in a BG, means you also have 24-36% more damage, an active dot on players, 50% health return from damage done, and an AOE ult that pairs nicely with plagebreak. And you lose nothing in terms of damage or defense, when building for full ult gen with the ring. I am running a sorc build that gets Shooting Star up every 14 seconds, a few alterations in skills/weapons and I could have permanent Thrive in Chaos.
There's also this inconsistency where transformation ultimates don't let you regenerate ultimate during their uptime, but non-transformation ones with a considerable duration like Corrosive Armor and Thrive in Chaos do. I don't really see what's so different about Bone Goliath that it doesn't allow ulti gen, it should be one or the other for all ultimates.
Duke_Falcon wrote: »The Mythic is fine. You only get 5 skills to use. Unless your running in a group it is very difficult to make a viable build to solo with. If your running in a group, get good, because a good group can get all those buffs and still have access to 10 skills on their bars. I'm guessing the people complaining are the ones running in groups that are not optimized.
Here's a fix for each person in the group lose one buff.
Please show me, in a group of 4, how everyone in the group can get every buff on this ring, with 100% uptime, in a BG. And then also, with all of these buffs, run 2 separate 5 piece sets that are not just sets to provide these buffs that add even more damage to their builds.
Truthfully, a good two bar PVP build has around 3-4 damage skills, 1-2 heals, and 4-5 buff skills. You see how, once eliminating the need to run 4-5 buff skills, you also eliminate the need to run a back bar. And then the ring boosts your damage even more on top of that.
Duke_Falcon wrote: »The Mythic is fine. You only get 5 skills to use. Unless your running in a group it is very difficult to make a viable build to solo with. If your running in a group, get good, because a good group can get all those buffs and still have access to 10 skills on their bars. I'm guessing the people complaining are the ones running in groups that are not optimized.
Here's a fix for each person in the group lose one buff.
It is not difficult to make viable solo build with it
I've made 4 already.
Not only are they viable, but they're better than other things I've tried.
Only thing it isn't so far is mag sorc. Which tbh, sucks with whatever I've tried.
Duke_Falcon wrote: »The Mythic is fine. You only get 5 skills to use. Unless your running in a group it is very difficult to make a viable build to solo with. If your running in a group, get good, because a good group can get all those buffs and still have access to 10 skills on their bars. I'm guessing the people complaining are the ones running in groups that are not optimized.
Here's a fix for each person in the group lose one buff.
Please show me, in a group of 4, how everyone in the group can get every buff on this ring, with 100% uptime, in a BG. And then also, with all of these buffs, run 2 separate 5 piece sets that are not just sets to provide these buffs that add even more damage to their builds.
Truthfully, a good two bar PVP build has around 3-4 damage skills, 1-2 heals, and 4-5 buff skills. You see how, once eliminating the need to run 4-5 buff skills, you also eliminate the need to run a back bar. And then the ring boosts your damage even more on top of that.
Duke_Falcon wrote: »Duke_Falcon wrote: »The Mythic is fine. You only get 5 skills to use. Unless your running in a group it is very difficult to make a viable build to solo with. If your running in a group, get good, because a good group can get all those buffs and still have access to 10 skills on their bars. I'm guessing the people complaining are the ones running in groups that are not optimized.
Here's a fix for each person in the group lose one buff.
Please show me, in a group of 4, how everyone in the group can get every buff on this ring, with 100% uptime, in a BG. And then also, with all of these buffs, run 2 separate 5 piece sets that are not just sets to provide these buffs that add even more damage to their builds.
Truthfully, a good two bar PVP build has around 3-4 damage skills, 1-2 heals, and 4-5 buff skills. You see how, once eliminating the need to run 4-5 buff skills, you also eliminate the need to run a back bar. And then the ring boosts your damage even more on top of that.
Cyrodil groups are 12 man groups, it can be done easily in Cyrodil. I think it can be done with sets, skills and potions in a 4 man group even, just think about it, but it would really really have to be optimized. Again same solution for each person in the group drop one buff off of the mythic.
Duke_Falcon wrote: »The Mythic is fine. You only get 5 skills to use. Unless your running in a group it is very difficult to make a viable build to solo with. If your running in a group, get good, because a good group can get all those buffs and still have access to 10 skills on their bars. I'm guessing the people complaining are the ones running in groups that are not optimized.
Here's a fix for each person in the group lose one buff.
Please show me, in a group of 4, how everyone in the group can get every buff on this ring, with 100% uptime, in a BG. And then also, with all of these buffs, run 2 separate 5 piece sets that are not just sets to provide these buffs that add even more damage to their builds.
Truthfully, a good two bar PVP build has around 3-4 damage skills, 1-2 heals, and 4-5 buff skills. You see how, once eliminating the need to run 4-5 buff skills, you also eliminate the need to run a back bar. And then the ring boosts your damage even more on top of that.
Following up on this, I've posted this before, but it really shows how the "only get 5 skills" argument isn't really a punishment:
My 2 bar sorc: Harness Mag, Hardened Ward, Dark Conversion, Boundless, Radiating Regen, Curse, Frags, Streak, Fury, Crushing Shock, Shooting Star, Restro Ult
My 1 bar sorc: Matriarch, Crushing Shock, Fury, Curse, Streak, Shooting Star
So, the ring kind of forces me to drop shields, but shields have been wildly underwhelming, so not too bad. Plus, with the right sets, the Matriarch heal is crazy, and you can just as easily go 20-0 using matriarch in a fight as you can using shields.
The ring gives armor buff, so no need for Boundless. Plus, with streak, no real need for expedition. Matriarch gives healing, so no need for radiating. Dark Conversion isn't necessary because the ring give minor recoveries, and I don't have do spend resources keeping my buffs up. This means I now save stam for dodge and break free rather than spending it to get mag back.
So I am still left with my primary burst combo, that hits way harder (due to a ton of buffs I literally never had access to with the 2 bar build), an Ult that is ready quicker, a strong heal that I was already flexing in place of shields to begin with. And I lose, a defensive Ult that I only used situationally anyways. And I also don't have to worry about bar swap lag.
There are practically no downsides to this ring when you actually build right.
Duke_Falcon wrote: »Duke_Falcon wrote: »The Mythic is fine. You only get 5 skills to use. Unless your running in a group it is very difficult to make a viable build to solo with. If your running in a group, get good, because a good group can get all those buffs and still have access to 10 skills on their bars. I'm guessing the people complaining are the ones running in groups that are not optimized.
Here's a fix for each person in the group lose one buff.
Please show me, in a group of 4, how everyone in the group can get every buff on this ring, with 100% uptime, in a BG. And then also, with all of these buffs, run 2 separate 5 piece sets that are not just sets to provide these buffs that add even more damage to their builds.
Truthfully, a good two bar PVP build has around 3-4 damage skills, 1-2 heals, and 4-5 buff skills. You see how, once eliminating the need to run 4-5 buff skills, you also eliminate the need to run a back bar. And then the ring boosts your damage even more on top of that.
Following up on this, I've posted this before, but it really shows how the "only get 5 skills" argument isn't really a punishment:
My 2 bar sorc: Harness Mag, Hardened Ward, Dark Conversion, Boundless, Radiating Regen, Curse, Frags, Streak, Fury, Crushing Shock, Shooting Star, Restro Ult
My 1 bar sorc: Matriarch, Crushing Shock, Fury, Curse, Streak, Shooting Star
So, the ring kind of forces me to drop shields, but shields have been wildly underwhelming, so not too bad. Plus, with the right sets, the Matriarch heal is crazy, and you can just as easily go 20-0 using matriarch in a fight as you can using shields.
The ring gives armor buff, so no need for Boundless. Plus, with streak, no real need for expedition. Matriarch gives healing, so no need for radiating. Dark Conversion isn't necessary because the ring give minor recoveries, and I don't have do spend resources keeping my buffs up. This means I now save stam for dodge and break free rather than spending it to get mag back.
So I am still left with my primary burst combo, that hits way harder (due to a ton of buffs I literally never had access to with the 2 bar build), an Ult that is ready quicker, a strong heal that I was already flexing in place of shields to begin with. And I lose, a defensive Ult that I only used situationally anyways. And I also don't have to worry about bar swap lag.
There are practically no downsides to this ring when you actually build right.
Matriarch alone is not enough to keep you alive you need a Hot running or a Shield to act as a Hot.
Duke_Falcon wrote: »Duke_Falcon wrote: »The Mythic is fine. You only get 5 skills to use. Unless your running in a group it is very difficult to make a viable build to solo with. If your running in a group, get good, because a good group can get all those buffs and still have access to 10 skills on their bars. I'm guessing the people complaining are the ones running in groups that are not optimized.
Here's a fix for each person in the group lose one buff.
Please show me, in a group of 4, how everyone in the group can get every buff on this ring, with 100% uptime, in a BG. And then also, with all of these buffs, run 2 separate 5 piece sets that are not just sets to provide these buffs that add even more damage to their builds.
Truthfully, a good two bar PVP build has around 3-4 damage skills, 1-2 heals, and 4-5 buff skills. You see how, once eliminating the need to run 4-5 buff skills, you also eliminate the need to run a back bar. And then the ring boosts your damage even more on top of that.
Following up on this, I've posted this before, but it really shows how the "only get 5 skills" argument isn't really a punishment:
My 2 bar sorc: Harness Mag, Hardened Ward, Dark Conversion, Boundless, Radiating Regen, Curse, Frags, Streak, Fury, Crushing Shock, Shooting Star, Restro Ult
My 1 bar sorc: Matriarch, Crushing Shock, Fury, Curse, Streak, Shooting Star
So, the ring kind of forces me to drop shields, but shields have been wildly underwhelming, so not too bad. Plus, with the right sets, the Matriarch heal is crazy, and you can just as easily go 20-0 using matriarch in a fight as you can using shields.
The ring gives armor buff, so no need for Boundless. Plus, with streak, no real need for expedition. Matriarch gives healing, so no need for radiating. Dark Conversion isn't necessary because the ring give minor recoveries, and I don't have do spend resources keeping my buffs up. This means I now save stam for dodge and break free rather than spending it to get mag back.
So I am still left with my primary burst combo, that hits way harder (due to a ton of buffs I literally never had access to with the 2 bar build), an Ult that is ready quicker, a strong heal that I was already flexing in place of shields to begin with. And I lose, a defensive Ult that I only used situationally anyways. And I also don't have to worry about bar swap lag.
There are practically no downsides to this ring when you actually build right.
Matriarch alone is not enough to keep you alive you need a Hot running or a Shield to act as a Hot.
Entirely false. Matriarch is more than enough. Like, the build I listed is literally a build I am running with success.
Duke_Falcon wrote: »Duke_Falcon wrote: »Duke_Falcon wrote: »The Mythic is fine. You only get 5 skills to use. Unless your running in a group it is very difficult to make a viable build to solo with. If your running in a group, get good, because a good group can get all those buffs and still have access to 10 skills on their bars. I'm guessing the people complaining are the ones running in groups that are not optimized.
Here's a fix for each person in the group lose one buff.
Please show me, in a group of 4, how everyone in the group can get every buff on this ring, with 100% uptime, in a BG. And then also, with all of these buffs, run 2 separate 5 piece sets that are not just sets to provide these buffs that add even more damage to their builds.
Truthfully, a good two bar PVP build has around 3-4 damage skills, 1-2 heals, and 4-5 buff skills. You see how, once eliminating the need to run 4-5 buff skills, you also eliminate the need to run a back bar. And then the ring boosts your damage even more on top of that.
Following up on this, I've posted this before, but it really shows how the "only get 5 skills" argument isn't really a punishment:
My 2 bar sorc: Harness Mag, Hardened Ward, Dark Conversion, Boundless, Radiating Regen, Curse, Frags, Streak, Fury, Crushing Shock, Shooting Star, Restro Ult
My 1 bar sorc: Matriarch, Crushing Shock, Fury, Curse, Streak, Shooting Star
So, the ring kind of forces me to drop shields, but shields have been wildly underwhelming, so not too bad. Plus, with the right sets, the Matriarch heal is crazy, and you can just as easily go 20-0 using matriarch in a fight as you can using shields.
The ring gives armor buff, so no need for Boundless. Plus, with streak, no real need for expedition. Matriarch gives healing, so no need for radiating. Dark Conversion isn't necessary because the ring give minor recoveries, and I don't have do spend resources keeping my buffs up. This means I now save stam for dodge and break free rather than spending it to get mag back.
So I am still left with my primary burst combo, that hits way harder (due to a ton of buffs I literally never had access to with the 2 bar build), an Ult that is ready quicker, a strong heal that I was already flexing in place of shields to begin with. And I lose, a defensive Ult that I only used situationally anyways. And I also don't have to worry about bar swap lag.
There are practically no downsides to this ring when you actually build right.
Matriarch alone is not enough to keep you alive you need a Hot running or a Shield to act as a Hot.
Entirely false. Matriarch is more than enough. Like, the build I listed is literally a build I am running with success.
As a solo player, unless your bursting one guy and running away, or relying on cross heals from people around you, you can't stay in the fight with that setup, its dps heavy. I've killed 2 Sorcs yesterday in 1v1's trying it.