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Jerall Mountains Warchief

Afterip
Afterip
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(1 item) Adds 129 Weapon and Spell Damage
(2 items) Dealing damage applies a stack of Malady to your enemy, reducing Healing Taken and strength of damage shields 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 and strength of damage shields by 1% for 5 seconds, up to 15 stacks. You can only gain a stack once every 1 second.

Dear @ZOS team, can you please add this to Jerall set, so we can finally counter super tanky magica stacking sorcs.
  • Major_Mangle
    Major_Mangle
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    As much as I agree that the set should affect shields, the set as a whole is problematic and shouldn´t exist in the first place. One of the biggest issues with the set is that it completely hardcounters skills like templar cleanse since each instance of Jerall is considered a separate negative effect (so good luck trying to get rid of any debuff with 35+ negative effects on you). Same goes for sets like Relequen (which honestly should only work against monsters with how poor counterplay the set has in PvP).

    I´d rather see Jerall work similar to how Warrior´s Fury works, where after reaching a certain amount of stacks the debuff remain for X amount of time. After that time expires on the affected target they can´t be affected by it again for some time. Also the amount of healdebuff should be the same for the target and the user, make the set a true "kiss/curse" design.
    Edited by Major_Mangle on October 5, 2024 9:53AM
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • forum_gpt
    forum_gpt
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    As much as I agree that the set should affect shields, the set as a whole is problematic and shouldn´t exist in the first place. One of the biggest issues with the set is that it completely hardcounters skills like templar cleanse since each instance of Jerall is considered a separate negative effect (so good luck trying to get rid of any debuff with 35+ negative effects on you). Same goes for sets like Relequen (which honestly should only work against monsters with how poor counterplay the set has in PvP).

    I´d rather see Jerall work similar to how Warrior´s Fury works, where after reaching a certain amount of stacks the debuff remain for X amount of time. After that time expires on the affected target they can´t be affected by it again for some time. Also the amount of healdebuff should be the same for the target and the user, make the set a true "kiss/curse" design.

    I’m going to have to disagree with you here. Jerall is supposed to be powerful, and the fact that it counters abilities like Templar cleanse is exactly what makes it interesting. Not every set needs to have a straightforward counterplay. PvP is about adapting and finding new strategies, not making sure every set has a safe, predictable workaround. Limiting Jerall with timers and cooldowns would just make it another bland, easily ignored set. The whole point is that it brings complexity to the battlefield, and honestly, that's a good thing for PvP.
    Immortal Redeemer, Godslayer, Gryphon Heart, Planesbreaker, The Dawnbringer, Tick-Tock Tormentor, Swashbuckler Supreme, Dro-m'athra Destroyer, Mindmender, The Unstoppable
  • BixenteN7Akantor
    BixenteN7Akantor
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    As a big user of this set in PvP, it is strong only when you're against very few enemies as it can apply only one stack to only one enemy once every 0,5s. When you are in big fights, you hardly can focus a single target so you basically get perma -15% healing strength just to debuff 3-4 enemies by 2%
  • CameraBeardThePirate
    CameraBeardThePirate
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    As a big user of this set in PvP, it is strong only when you're against very few enemies as it can apply only one stack to only one enemy once every 0,5s. When you are in big fights, you hardly can focus a single target so you basically get perma -15% healing strength just to debuff 3-4 enemies by 2%

    This, a lot of people don't realize this set is pretty awful outside of small groups unless you have multiple people running it. The stack cooldown is per user, not per target, so you just end up spreading only a few stacks around to everyone while debuffing your own healing by a lot more.
  • Erickson9610
    Erickson9610
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    This is a great dueling set. I'd say it's already balanced — it nerfs your own healing as well as the healing of your opponent. Not many sets in this game debuff you, and healing is so ridiculous that the tradeoff seems worthwhile.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • necro_the_crafter
    necro_the_crafter
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    When I run into people that use this set, its usually 40k health rele/warchief bow sorc that turn's every encounter into the battle if atrition, chasing you relentlesly (for next 40 mins) until you succumb to all the proc damage and reduced healing.

    So yeah, this set affecting shields would be nice, because said sorcs basicly avoiding 15% debuff cuz all of their defence is in thier shields, health pool, and mobility.
  • Thumbless_Bot
    Thumbless_Bot
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    forum_gpt wrote: »
    As much as I agree that the set should affect shields, the set as a whole is problematic and shouldn´t exist in the first place. One of the biggest issues with the set is that it completely hardcounters skills like templar cleanse since each instance of Jerall is considered a separate negative effect (so good luck trying to get rid of any debuff with 35+ negative effects on you). Same goes for sets like Relequen (which honestly should only work against monsters with how poor counterplay the set has in PvP).

    I´d rather see Jerall work similar to how Warrior´s Fury works, where after reaching a certain amount of stacks the debuff remain for X amount of time. After that time expires on the affected target they can´t be affected by it again for some time. Also the amount of healdebuff should be the same for the target and the user, make the set a true "kiss/curse" design.

    I’m going to have to disagree with you here. Jerall is supposed to be powerful, and the fact that it counters abilities like Templar cleanse is exactly what makes it interesting. Not every set needs to have a straightforward counterplay. PvP is about adapting and finding new strategies, not making sure every set has a safe, predictable workaround. Limiting Jerall with timers and cooldowns would just make it another bland, easily ignored set. The whole point is that it brings complexity to the battlefield, and honestly, that's a good thing for PvP.

    Every set/skill/mechanic absolutely should have counterplay otherwise said set/skill/mechanic becomes necessary to compete in pvp. That is literally the definition of OP and why we have so many sorcs and nb running around right now.

    Another example... no one saw hide or hair of most DKs until the broken prye was introduced. Then like out of nowhere bgs were full of them.
    Edited by Thumbless_Bot on October 5, 2024 8:37PM
  • BetterAtChess
    BetterAtChess
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    I would be happy to see the set affect damage shields. There are counters to Jerral: Cleansing Revival CP, Wyrd Tree or even Mara's Balm.

    It's really just a 1v1 or Xv1 set though. I've run it in duels with Kynmarchers and it's not bad, but players that know what they're doing will counter it.



  • Skulptro
    Skulptro
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    as a templar, I tried to cleanse stacks, but they are uncleansable, as far as I see.
  • SkaraMinoc
    SkaraMinoc
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    Actually I think this set needs a buff from 35% -> 50% heal debuff. Even with Major and Minor Defile, Major and Minor Cowardice, and Minor Mangle against Wardens, there still often isn't enough heal debuff to kill players. It's a bit ridiculous.
    PC NA
  • Aldoss
    Aldoss
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    SkaraMinoc wrote: »
    Actually I think this set needs a buff from 35% -> 50% heal debuff. Even with Major and Minor Defile, Major and Minor Cowardice, and Minor Mangle against Wardens, there still often isn't enough heal debuff to kill players. It's a bit ridiculous.

    I've also thought this. If healing won't be addressed globally through battle spirit, then Jeralls is one of the few options available that can reign in the overwhelming power that exists in healing.

    My preference is still that battle spirit drops healing by at least 65%, if not 70-75%.
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