SimonThesis wrote: »Pugs and troll tanks can use this set to help counteract ballgroup healing, reduce the healing taken of say their rapids caster by 35% is fairly strong.
Jerall Mountains Warchief
1 – Adds 129 Weapon and Spell Damage
2 – Dealing damage applies a stack of Malady to your enemy, reducing Healing Taken by 1% for 5 seconds, up to 35 stacks. You can apply a stack once every 0.5 seconds. Applying Malady gives you a stack of Contagion, reducing Healing Taken by 1% for 5 seconds, up to 15 stacks. You can only gain a stack once every 1 second.
The one that ballgroups may use:
Colovian Highlands General
1 – Adds 1487 Offensive Penetration
2 – When you kill a Player, gain a stack of Blood Debt for 0.5 seconds. When Blood Debt expires, you and up to 5 Group members within 28 meters of you gain 15 Ultimate per stack of Blood Debt.
Pugs can use this one to stop getting pulled into bombs:
Nibenay Bay Battlereeve
1 – Adds 424 Critical Resistance
2 – When you are forcefully moved via a Pull, Knockback, or Teleport ability, gain a damage shield that absorbs up to 15112 damage for 6 seconds. This damage shield is not affected by Battle Spirit. This effect can occur once every 14 seconds. While you do not have the damage shield from this set, reduce your damage taken from Players by 5%.
Tyrant_Tim wrote: »SimonThesis wrote: »Pugs and troll tanks can use this set to help counteract ballgroup healing, reduce the healing taken of say their rapids caster by 35% is fairly strong.
Jerall Mountains Warchief
1 – Adds 129 Weapon and Spell Damage
2 – Dealing damage applies a stack of Malady to your enemy, reducing Healing Taken by 1% for 5 seconds, up to 35 stacks. You can apply a stack once every 0.5 seconds. Applying Malady gives you a stack of Contagion, reducing Healing Taken by 1% for 5 seconds, up to 15 stacks. You can only gain a stack once every 1 second.
The one that ballgroups may use:
Colovian Highlands General
1 – Adds 1487 Offensive Penetration
2 – When you kill a Player, gain a stack of Blood Debt for 0.5 seconds. When Blood Debt expires, you and up to 5 Group members within 28 meters of you gain 15 Ultimate per stack of Blood Debt.
Pugs can use this one to stop getting pulled into bombs:
Nibenay Bay Battlereeve
1 – Adds 424 Critical Resistance
2 – When you are forcefully moved via a Pull, Knockback, or Teleport ability, gain a damage shield that absorbs up to 15112 damage for 6 seconds. This damage shield is not affected by Battle Spirit. This effect can occur once every 14 seconds. While you do not have the damage shield from this set, reduce your damage taken from Players by 5%.
I think you’ve got that Chieftan set backwards, that is something a player will be able to use to kill said healer or tank.
Ever since Defile got nerfed, we have had nothing to counteract the meta, that specific monster set is the perfect answer.
Tyrant_Tim wrote: »SimonThesis wrote: »Pugs and troll tanks can use this set to help counteract ballgroup healing, reduce the healing taken of say their rapids caster by 35% is fairly strong.
Jerall Mountains Warchief
1 – Adds 129 Weapon and Spell Damage
2 – Dealing damage applies a stack of Malady to your enemy, reducing Healing Taken by 1% for 5 seconds, up to 35 stacks. You can apply a stack once every 0.5 seconds. Applying Malady gives you a stack of Contagion, reducing Healing Taken by 1% for 5 seconds, up to 15 stacks. You can only gain a stack once every 1 second.
The one that ballgroups may use:
Colovian Highlands General
1 – Adds 1487 Offensive Penetration
2 – When you kill a Player, gain a stack of Blood Debt for 0.5 seconds. When Blood Debt expires, you and up to 5 Group members within 28 meters of you gain 15 Ultimate per stack of Blood Debt.
Pugs can use this one to stop getting pulled into bombs:
Nibenay Bay Battlereeve
1 – Adds 424 Critical Resistance
2 – When you are forcefully moved via a Pull, Knockback, or Teleport ability, gain a damage shield that absorbs up to 15112 damage for 6 seconds. This damage shield is not affected by Battle Spirit. This effect can occur once every 14 seconds. While you do not have the damage shield from this set, reduce your damage taken from Players by 5%.
I think you’ve got that Chieftan set backwards, that is something a player will be able to use to kill said healer or tank.
Ever since Defile got nerfed, we have had nothing to counteract the meta, that specific monster set is the perfect answer.
I'm not so sure, it's 17 seconds to get to 35% and that's if it doesn't get clensed off.
I thinks its a missed opportunity that the Warchief set cant be applied to multiple targets at the same time. Maybe thats intented - it certainly seems that way- but imo it should work abit like azureblight.
It can be applied to multiple targets, just not tick on multiple targets at the same time since the cooldown kicks in after each tick.
JerBearESO wrote: »Are malady stacks cleanseable? If so, ball groups will work around it....
Tyrant_Tim wrote: »I thinks its a missed opportunity that the Warchief set cant be applied to multiple targets at the same time. Maybe thats intented - it certainly seems that way- but imo it should work abit like azureblight.
It can be applied to multiple targets, just not tick on multiple targets at the same time since the cooldown kicks in after each tick.
You can apply the heal debuff to multiple targets and build stacks on groups of people.
For example, using Spiked Armor on a Dragonknight, your AoE DoT is gonna load everyone you hit with Warchief stacks as the DoT ticks.
Tyrant_Tim wrote: »I thinks its a missed opportunity that the Warchief set cant be applied to multiple targets at the same time. Maybe thats intented - it certainly seems that way- but imo it should work abit like azureblight.
It can be applied to multiple targets, just not tick on multiple targets at the same time since the cooldown kicks in after each tick.
You can apply the heal debuff to multiple targets and build stacks on groups of people.
For example, using Spiked Armor on a Dragonknight, your AoE DoT is gonna load everyone you hit with Warchief stacks as the DoT ticks.
Interesting, I tested it with caltrops and Wall of elements. In both cases it only applied the debuff to 1 target each interval as if the cd of half a sec is blocking it from applying to more targets. Maybe its a bug with ground targeted aoes?
I got the same thing happening whne having multiple stacks of venom arrow on different target. I could have stacks on both targets but only 1 would increase
Bushido2513 wrote: »Warchief with defile effects stacked on top sounds very interesting and can be done in aoe!