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Pulse Ganker and Shattered Mythic

  • ioResult
    ioResult
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    Personally, I think the actual issue is the subclassing combo with Treatise + C-wep + Overload. That, on top of the Signet nerf, is what should be looked at.

    The whole gank burst relies on Recuperative Treatise, not the signet. You can nerf the whole thing with one small simple change.

    You change Recuperative to proc ONLY on an ARCANIST class ability and not on any Class Ability.

    You do that and Crystal Weapon won’t proc it so the whole gank combo falls apart. It falls apart whether you’re using the Signet or Monomyth or anything else.

    Simple. Nerf the ability not the mythic.

    But yeah ZOS...Cloak is the problem.
    --
    sudo rm -rf /
    don't try this at ~
  • Urzigurumash
    Urzigurumash
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    ioResult wrote: »
    Personally, I think the actual issue is the subclassing combo with Treatise + C-wep + Overload. That, on top of the Signet nerf, is what should be looked at.

    The whole gank burst relies on Recuperative Treatise, not the signet. You can nerf the whole thing with one small simple change.

    You change Recuperative to proc ONLY on an ARCANIST class ability and not on any Class Ability.

    You do that and Crystal Weapon won’t proc it so the whole gank combo falls apart. It falls apart whether you’re using the Signet or Monomyth or anything else.

    Simple. Nerf the ability not the mythic.

    Of course that should be done but what exactly is Treatise showing up for in your recaps? In mine it's between 2 and 3k so I don't see how that's going to bring this combo in line.

    The Signet is a WAY higher percentage of the overall combo's damage.

    Edited by Urzigurumash on May 25, 2026 6:00PM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • ioResult
    ioResult
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    The Signet is a WAY higher percentage of the overall combo's damage.

    Crystal Weapon is what does a big chunk of damage, more than the status effects. And as I said, it’s the whole combo that makes the gank.

    No other use of the signet does that and it can be done without the signet, so there’s no reason to nerf the signet - which can be used in many other types of builds and play styles - just because it makes up a component of a gank combo when you can nerf the combo by changing an ability.

    Why penalize all the other players using the mythic in other ways just because one use of it as part of a gank combo that is objectionable to the tank meta abusers and ball groupers and which can be done just as easily using the same abilities but with a different mythic.

    But yeah ZOS...Cloak is the problem.
    --
    sudo rm -rf /
    don't try this at ~
  • TheAwesomeChimpanzee
    TheAwesomeChimpanzee
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    ioResult wrote: »
    Personally, I think the actual issue is the subclassing combo with Treatise + C-wep + Overload. That, on top of the Signet nerf, is what should be looked at.

    The whole gank burst relies on Recuperative Treatise, not the signet. You can nerf the whole thing with one small simple change.

    You change Recuperative to proc ONLY on an ARCANIST class ability and not on any Class Ability.

    You do that and Crystal Weapon won’t proc it so the whole gank combo falls apart. It falls apart whether you’re using the Signet or Monomyth or anything else.

    Simple. Nerf the ability not the mythic.

    Of course that should be done but what exactly is Treatise showing up for in your recaps? In mine it's between 2 and 3k so I don't see how that's going to bring this combo in line.

    The Signet is a WAY higher percentage of the overall combo's damage.

    Signet should be nerfed for different reasons, but trust me, if you only nerf signet you do not nerf the gank.
  • Urzigurumash
    Urzigurumash
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    ioResult wrote: »
    The Signet is a WAY higher percentage of the overall combo's damage.

    Crystal Weapon is what does a big chunk of damage, more than the status effects. And as I said, it’s the whole combo that makes the gank.

    No other use of the signet does that and it can be done without the signet, so there’s no reason to nerf the signet - which can be used in many other types of builds and play styles - just because it makes up a component of a gank combo when you can nerf the combo by changing an ability.

    Why penalize all the other players using the mythic in other ways just because one use of it as part of a gank combo that is objectionable to the tank meta abusers and ball groupers and which can be done just as easily using the same abilities but with a different mythic.

    Speaking of BGs only, Crystal Weapon plus Treatise been around for a while, but the instagib didnt show up until the Signet did. End of story, doesnt take a brilliant analysis to figure that one out.
    Edited by Urzigurumash on May 26, 2026 7:32AM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Hotdog_23
    Hotdog_23
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    ioResult wrote: »
    Personally, I think the actual issue is the subclassing combo with Treatise + C-wep + Overload. That, on top of the Signet nerf, is what should be looked at.

    The whole gank burst relies on Recuperative Treatise, not the signet. You can nerf the whole thing with one small simple change.

    You change Recuperative to proc ONLY on an ARCANIST class ability and not on any Class Ability.

    You do that and Crystal Weapon won’t proc it so the whole gank combo falls apart. It falls apart whether you’re using the Signet or Monomyth or anything else.

    Simple. Nerf the ability not the mythic.

    Just Devil advocate here but if a chunk of the damage is Crystal weapon why not change Crystal weapon and not the thing “Treatise” that is only doing a small part of the damage.

    Stay safe :)
  • Avran_Sylt
    Avran_Sylt
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    ioResult wrote: »
    The Signet is a WAY higher percentage of the overall combo's damage.

    Crystal Weapon is what does a big chunk of damage, more than the status effects. And as I said, it’s the whole combo that makes the gank.

    No other use of the signet does that and it can be done without the signet, so there’s no reason to nerf the signet - which can be used in many other types of builds and play styles - just because it makes up a component of a gank combo when you can nerf the combo by changing an ability.

    Why penalize all the other players using the mythic in other ways just because one use of it as part of a gank combo that is objectionable to the tank meta abusers and ball groupers and which can be done just as easily using the same abilities but with a different mythic.

    Nah man, dudes are just spamming ele sus and force pulse, and yeah it does seem MMR resets each week.

    This was a two-force pulse ganker + healbot game (green, one of them was bad at it and salty about getting got, thanks for the whisper!), and they could literally spawnkill our team from the wooden platform even through block (puddle map), let alone when you fall off the spawn platform, though the main pulser did get bored of shooting fish in a barrel. (once again horrendous map design, devs. Make it functional, then pretty...) My guess is the AS destro for the guaranteed procs.

    jzmqbbduynd8.png
  • Evo444
    Evo444
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    Avran_Sylt wrote: »

    Nah man, dudes are just spamming ele sus and force pulse, and yeah it does seem MMR resets each week.

    This was a two-force pulse ganker + healbot game (green, one of them was bad at it and salty about getting got, thanks for the whisper!), and they could literally spawnkill our team from the wooden platform even through block (puddle map), let alone when you fall off the spawn platform, though the main pulser did get bored of shooting fish in a barrel. (once again horrendous map design, devs. Make it functional, then pretty...) My guess is the AS destro for the guaranteed procs.

    jzmqbbduynd8.png

    Oh dang I rarely check forums and saw that screenshot lol. Surprised the other guy whispered you. But no, I don't use force pulse. I'm kinda reliving old Jesus Beam with how it has undodgeable damage when someone roll dodges.

    I don't think the mythic is OP at all though. There's kinda 2 big versions you'll see in Cyrodiil though. 1 that's spam for dps, another that's more prep work burst combo. I mainly just use the spam one but there's kinda misconceptions with them

    1.) For the spam dps version that's legit just Light attack + Ele Sus/Force pulse(I like undodgeable damage in Ele Sus) and maybe prebuffing with some other ability beforehand like clench. You're being setup on for freecasting dps when no one is attacking you and that work's best for zerg surfing/2 sided bg's.
    But when you are completely solo you're not gonna nuke any seasoned PvP'er 1v1 from stealth unless they're a bomber or ganker themself. It's gonna majority chunk their health but they'll block and heal and you're set for death now. So if you are in that situation of a 1v1 you need more prep abilities but now this happens

    2.) You add Snipe, you add Overload, you add Crystal Weapon. Now you have a version that deals way more damage instantaneously. Somehow in this setup, the new mythic still gets blame for some reason? At this point Major force from Monomyth is wayyy better on those big hitting abiltiies I'm sure but I'd have to double check if the buff from Monomyth is instantaneous. It's not like you have any guaranteed status effects in this besides the 1 granted by Shattered mythic anyway.
    The reason I don't use this version though is I'd do all that prep work in large scale fights in Cyro then the enemy randomly roll dodges and now you have to precast all those abilities again so I just stick the spam high dps version even though if I go to a 1v1 at a resource there's nothing I can do to win really.

    To me most complaints I'm seeing are coming from Pve'ers coming into PvP with super low defense, those dying to an ability combo where it's more of the fact of combining all these delayed abilities yet the new mythic gets blame, or 1vX'ers who don't want to lose in outnumbered fights but that's up to ZOS who they wanna benefit. This does kinda get me back to thinking of why in ESO PvP it's so encouraged to win an outnumbered fight like 1v5 when I don't really see that in other games. Even a 1v5 clutch in Counter-Strike is just a 1v1 repeated most of the time.
    But I think that Crystal Combo is what gets most attention right now and that the Shattered mythic just gets the blame for it, like there's way more people running the prep combo version with Monomyth than what I'm doing spamming with Shattered Paths.

    "that main pulser did get bored of shooting fish in a barrel" loooool. Sometimes in bg's it does get to a point where I just start trying to find out of bounds spots but usually when it's against Pve'ers and some of them legit leave the BG.
    "they could literally spawnkill our team from the wooden platform" Yeah about that, ZOS did change the map but they did not change the synergy of range abilities under Propelling Shield so we pretty much negate the distance change by adding range to our abilities with Propelling Shield ¯\_(ツ)_/¯. Then we're able spawncamp anyway with lots of range abilities besides ele sus.

    Regardless this did and will annihilate the pve'ers on your team that BG then from there my team is able to focus anyone who's still alive so it quickly becomes a 1v4 for you.
    In my head though, a team of bruisers, say Dk's with a ton of pulse AOE's and maybe crosshealing is still gonna be infinitely times better than a team running setups above.
    And when I do go up against a team of bruisers and my team has the pve'ers chain casting caltrops I don't even get double digit kills. I still die to 1 leap and 1 follow up ability. Any pvper can focus and charge at me and I instadie.

    But overall I don't think ZOS should nerf Shattared Paths if their debating it. 1vx'ers are outnumbered so to me it shouldn't be in their favor to win, bombers are more of the real actual pvp victim of this, not 1vX'ers. For a 1v1 gank, Monomyth is most likely gonna be better, not this Shattered mythic. Damage is set to be higher next patch anyway with class masteries. Then Pve'ers or super casuals are getting Vengeance but ZOS can't stop them from queuing in to BG's so up to them what they wanna do with the mythic or any abilities within that above combo seeing as the combo got popular around same time as introduction of Shattered mythic even though it was subclassing update that gave all gank builds Crystal Weapon and Overload, both with range capabilties.
  • Urzigurumash
    Urzigurumash
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    Is anybody down playing the strength of this ring able to provide numbers justifying their position? Or gameplay showing they can do it just as well with Monomyth?
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • decairn
    decairn
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    I looked at with Monomyth and with Signet - Signet boosts overall damage burst by 20%. Its still decent with monomyth. Change recuperative treatise to only work with arcanist abilities and the output drops rapidly. This general build / sets has been out there a long time. Sub-classing boosted it a big amount, then the 2 mythics further boosted it and here we are.
  • Alchimiste1
    Alchimiste1
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    ioResult wrote: »
    Personally, I think the actual issue is the subclassing combo with Treatise + C-wep + Overload. That, on top of the Signet nerf, is what should be looked at.

    The whole gank burst relies on Recuperative Treatise, not the signet. You can nerf the whole thing with one small simple change.

    You change Recuperative to proc ONLY on an ARCANIST class ability and not on any Class Ability.

    You do that and Crystal Weapon won’t proc it so the whole gank combo falls apart. It falls apart whether you’re using the Signet or Monomyth or anything else.

    Simple. Nerf the ability not the mythic.

    Of course that should be done but what exactly is Treatise showing up for in your recaps? In mine it's between 2 and 3k so I don't see how that's going to bring this combo in line.

    The Signet is a WAY higher percentage of the overall combo's damage.

    Signet should be nerfed for different reasons, but trust me, if you only nerf signet you do not nerf the gank.

    This is how I feel.
  • Urzigurumash
    Urzigurumash
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    Well let's check our feelings and get into the math. 20% Crit Damage x Typical Crit Chance, lets say 35%(?) On everything versus 80%(?) on every tick of Status damage.

    Typical recaps are all Status plus like 3 to 4k CWs and 2 to 3k Treatises, right?

    edit: those are BGs numbers btw

    Edited by Urzigurumash on May 27, 2026 7:14PM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Urzigurumash
    Urzigurumash
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    Seems like I get 35k hp chunked in 2 gcd, in BGs with no Rallying so lets say 2k Impen. Those are basically all the variables I have to solve this, I think. With 7k given to CW and Treatise, I have 28k left, so lets say 14k per gcd.

    What's doing more of that, Monomyth or Signet?
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
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