There is a way to change the skill of the staff of destruction so that it suits everyone!
Now the DOT of the black rose staff ticks every 3 seconds, causing 1111 damage to each element. This is not very convenient, because rotation with an 8 second step skips the last tick of the DOT.
Why not take a 1 second step that will cause 1111 damage to each element in turn? The first second - 1111 fire damage, the second - 1111 electricity damage, the third - 1111 cold damage. Then we start all over again: fire - lightning - cold.
This would suit both professional players with dynamic rotation, and beginners who would miss the last tick of the DOT
Sorry for Google translate
Lightspeedflashb14_ESO wrote: »This is exactly what I was thinking.
ZOS_Liforce wrote: »The Murkmire update has a total of 18 new item sets, making it one of the most set dense updates to date. Here is the Combat Team’s insight on some of the most debated sets on the forums:
Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
Spell Strategist
Made for an assassin playstyle, Spell Strategist greatly increases your damage output, but only for single targets. In areas with high player concentrations or PvE content featuring multiple targets, players should find a drop-off in overall DPS. In addition, while your damage output on single targets increases, you gain no benefits to your healing abilities outside of abilities that scale off of your damage, such as Strife. Spell Strategist could be considered as a glass cannon item set and as of right now, will not be changed.
Blackrose Weapons
Most forum discussions about the Blackrose Weapons showcase the weapons in PvP environments. The Combat Design team develops item sets based on the environment the sets are acquired in, such that PvP sets are typically acquired in PvP zones, PvE sets are typically acquired in PvE zones, and crafted sets and Monster Masks acting as a mix. That being said, we understand Blackrose is incredibly challenging, and the rewards should feel more awesome, particularly Radial Uppercut, Razor Shot, Wild Impulse, and Spectral Cloak. We are evaluating player feedback and examining these sets more closely.
We understand that not all item sets benefit all playstyles, but when creating each update, we try to craft item sets for the greatest variety of players. We scour the forums for constructive criticism to help inform our decision making and make the item sets that make for fun and exciting choices for our players, because at the end of the day, we make sets that we want to play with!
ZOS_Liforce wrote: »
Blackrose Weapons
Most forum discussions about the Blackrose Weapons showcase the weapons in PvP environments. The Combat Design team develops item sets based on the environment the sets are acquired in, such that PvP sets are typically acquired in PvP zones, PvE sets are typically acquired in PvE zones, and crafted sets and Monster Masks acting as a mix. That being said, we understand Blackrose is incredibly challenging, and the rewards should feel more awesome, particularly Radial Uppercut, Razor Shot, Wild Impulse, and Spectral Cloak. We are evaluating player feedback and examining these sets more closely.
ZOS_Liforce wrote: »
Blackrose Weapons
Most forum discussions about the Blackrose Weapons showcase the weapons in PvP environments. The Combat Design team develops item sets based on the environment the sets are acquired in, such that PvP sets are typically acquired in PvP zones, PvE sets are typically acquired in PvE zones, and crafted sets and Monster Masks acting as a mix. That being said, we understand Blackrose is incredibly challenging, and the rewards should feel more awesome, particularly Radial Uppercut, Razor Shot, Wild Impulse, and Spectral Cloak. We are evaluating player feedback and examining these sets more closely.
Then do us all a favour and make these sets acquired in PVE to not work at all in PVP. You will literally save urself from a million different balancing issues. And while you are at it, throw earthgore, troll king, skoria, zaan, selene etc under the bus as well.
ZOS_Liforce wrote: »The Murkmire update has a total of 18 new item sets, making it one of the most set dense updates to date. Here is the Combat Team’s insight on some of the most debated sets on the forums:
Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
Spell Strategist
Made for an assassin playstyle, Spell Strategist greatly increases your damage output, but only for single targets. In areas with high player concentrations or PvE content featuring multiple targets, players should find a drop-off in overall DPS. In addition, while your damage output on single targets increases, you gain no benefits to your healing abilities outside of abilities that scale off of your damage, such as Strife. Spell Strategist could be considered as a glass cannon item set and as of right now, will not be changed.
Blackrose Weapons
Most forum discussions about the Blackrose Weapons showcase the weapons in PvP environments. The Combat Design team develops item sets based on the environment the sets are acquired in, such that PvP sets are typically acquired in PvP zones, PvE sets are typically acquired in PvE zones, and crafted sets and Monster Masks acting as a mix. That being said, we understand Blackrose is incredibly challenging, and the rewards should feel more awesome, particularly Radial Uppercut, Razor Shot, Wild Impulse, and Spectral Cloak. We are evaluating player feedback and examining these sets more closely.
We understand that not all item sets benefit all playstyles, but when creating each update, we try to craft item sets for the greatest variety of players. We scour the forums for constructive criticism to help inform our decision making and make the item sets that make for fun and exciting choices for our players, because at the end of the day, we make sets that we want to play with!
ZOS_Liforce wrote: »
Blackrose Weapons
Most forum discussions about the Blackrose Weapons showcase the weapons in PvP environments. The Combat Design team develops item sets based on the environment the sets are acquired in, such that PvP sets are typically acquired in PvP zones, PvE sets are typically acquired in PvE zones, and crafted sets and Monster Masks acting as a mix. That being said, we understand Blackrose is incredibly challenging, and the rewards should feel more awesome, particularly Radial Uppercut, Razor Shot, Wild Impulse, and Spectral Cloak. We are evaluating player feedback and examining these sets more closely.
Then do us all a favour and make these sets acquired in PVE to not work at all in PVP. You will literally save urself from a million different balancing issues. And while you are at it, throw earthgore, troll king, skoria, zaan, selene etc under the bus as well.
@ZOS_Liforce
This is true.
PVP players shouldn't be forced to farm specific and hard to obtain OP sets in PVE in order to remain competitive.
I'm quite sure that the statistics can show that most serious PVP players are barely playing in any dungeons and if they do, they are only doing those rarely.
Most PVP players find dungeons and PVE mechanics boring.
This may be a generalization but it is probably the truth.
I like both PVP and PVE, but still PVP needs to be separated from the PVE farming.
There is one more important note:
I have undaunted passives and they are useful, but they shouldn't work in PVP since they give an unfair advantage over too many players who don't have high undaunted guild rank.
ZOS_Liforce wrote: »The Murkmire update has a total of 18 new item sets, making it one of the most set dense updates to date. Here is the Combat Team’s insight on some of the most debated sets on the forums:
Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
Spell Strategist
Made for an assassin playstyle, Spell Strategist greatly increases your damage output, but only for single targets. In areas with high player concentrations or PvE content featuring multiple targets, players should find a drop-off in overall DPS. In addition, while your damage output on single targets increases, you gain no benefits to your healing abilities outside of abilities that scale off of your damage, such as Strife. Spell Strategist could be considered as a glass cannon item set and as of right now, will not be changed.
Blackrose Weapons
Most forum discussions about the Blackrose Weapons showcase the weapons in PvP environments. The Combat Design team develops item sets based on the environment the sets are acquired in, such that PvP sets are typically acquired in PvP zones, PvE sets are typically acquired in PvE zones, and crafted sets and Monster Masks acting as a mix. That being said, we understand Blackrose is incredibly challenging, and the rewards should feel more awesome, particularly Radial Uppercut, Razor Shot, Wild Impulse, and Spectral Cloak. We are evaluating player feedback and examining these sets more closely.
We understand that not all item sets benefit all playstyles, but when creating each update, we try to craft item sets for the greatest variety of players. We scour the forums for constructive criticism to help inform our decision making and make the item sets that make for fun and exciting choices for our players, because at the end of the day, we make sets that we want to play with!
There is one more important note:
I have undaunted passives and they are useful, but they shouldn't work in PVP since they give an unfair advantage over too many players who don't have high undaunted guild rank.
ZOS_Liforce wrote: »The Murkmire update has a total of 18 new item sets, making it one of the most set dense updates to date. Here is the Combat Team’s insight on some of the most debated sets on the forums:
Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
ZOS_Liforce wrote: »The Murkmire update has a total of 18 new item sets, making it one of the most set dense updates to date. Here is the Combat Team’s insight on some of the most debated sets on the forums:
Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
Spell Strategist
Made for an assassin playstyle, Spell Strategist greatly increases your damage output, but only for single targets. In areas with high player concentrations or PvE content featuring multiple targets, players should find a drop-off in overall DPS. In addition, while your damage output on single targets increases, you gain no benefits to your healing abilities outside of abilities that scale off of your damage, such as Strife. Spell Strategist could be considered as a glass cannon item set and as of right now, will not be changed.
Blackrose Weapons
Most forum discussions about the Blackrose Weapons showcase the weapons in PvP environments. The Combat Design team develops item sets based on the environment the sets are acquired in, such that PvP sets are typically acquired in PvP zones, PvE sets are typically acquired in PvE zones, and crafted sets and Monster Masks acting as a mix. That being said, we understand Blackrose is incredibly challenging, and the rewards should feel more awesome, particularly Radial Uppercut, Razor Shot, Wild Impulse, and Spectral Cloak. We are evaluating player feedback and examining these sets more closely.
We understand that not all item sets benefit all playstyles, but when creating each update, we try to craft item sets for the greatest variety of players. We scour the forums for constructive criticism to help inform our decision making and make the item sets that make for fun and exciting choices for our players, because at the end of the day, we make sets that we want to play with!
ZOS_Liforce wrote: »Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
ZOS_Liforce wrote: »The Murkmire update has a total of 18 new item sets, making it one of the most set dense updates to date. Here is the Combat Team’s insight on some of the most debated sets on the forums:
Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
Thank you for the feedback!
If Anguish is supposed to be an anti-shield set, perhaps it should be Shield Absorption, which negates the next ____ of shields, not healing.
Joy_Division wrote: »ZOS_Liforce wrote: »The Murkmire update has a total of 18 new item sets, making it one of the most set dense updates to date. Here is the Combat Team’s insight on some of the most debated sets on the forums:
Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
Spell Strategist
Made for an assassin playstyle, Spell Strategist greatly increases your damage output, but only for single targets. In areas with high player concentrations or PvE content featuring multiple targets, players should find a drop-off in overall DPS. In addition, while your damage output on single targets increases, you gain no benefits to your healing abilities outside of abilities that scale off of your damage, such as Strife. Spell Strategist could be considered as a glass cannon item set and as of right now, will not be changed.
Blackrose Weapons
Most forum discussions about the Blackrose Weapons showcase the weapons in PvP environments. The Combat Design team develops item sets based on the environment the sets are acquired in, such that PvP sets are typically acquired in PvP zones, PvE sets are typically acquired in PvE zones, and crafted sets and Monster Masks acting as a mix. That being said, we understand Blackrose is incredibly challenging, and the rewards should feel more awesome, particularly Radial Uppercut, Razor Shot, Wild Impulse, and Spectral Cloak. We are evaluating player feedback and examining these sets more closely.
We understand that not all item sets benefit all playstyles, but when creating each update, we try to craft item sets for the greatest variety of players. We scour the forums for constructive criticism to help inform our decision making and make the item sets that make for fun and exciting choices for our players, because at the end of the day, we make sets that we want to play with!
Spell Strategist
" Spell Strategist could be considered as a glass cannon item set and as of right now, will not be changed." I'm totally fine with this set. I think your reasoning of the trade off is correct, and as it does not increase the user's healing, I's probably would almost always prefer Julianos, except if I was trying to cheese a target-dummy parse.
ZOS_Liforce wrote: »The Murkmire update has a total of 18 new item sets, making it one of the most set dense updates to date. Here is the Combat Team’s insight on some of the most debated sets on the forums:
Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
ZOS_Liforce wrote: »The Murkmire update has a total of 18 new item sets, making it one of the most set dense updates to date. Here is the Combat Team’s insight on some of the most debated sets on the forums:
Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
Apache_Kid wrote: »
The fact that this set (soldier of anguish) even made it on to the PTS in its current form is honestly mind-blowing. You can take one look at it on paper and know it is an absolute cancer. That there had to be testing done and that players had to raise concerns on the forums for you to see this is very telling on why other changes are happening that are hurting the overall health and balance of the game.
I suggest to adjust this set so it won't over perform when in proximity of the enemy player:
Zaan Set:
(1 items) Adds 833 Spell Critical
(2 items) When you damage a nearby enemy with a Light or Heavy Attack, you have a 20% chance to create a beam of fire that will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second to your enemy for 5 seconds. Every second, this damage increases by 50%. The beam is broken if the enemy moves 8 meters away from you. This effect can occur every 18 seconds.
Zaan Set - adjusted example:
(1 items) Adds 833 Spell Critical
(2 items) When you damage a nearby enemy with a Light or Heavy Attack, you have a 20% chance to create a beam of fire that will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second to your enemy for 5 seconds. Every second, this damage increases by 25%. The beam is broken if the enemy moves 6 meters away from you. This effect can occur every 22 seconds.
I suggest to adjust this set so it won't proc too often:
Valkyn Skoria:
(1 items) Adds 1206 Max Health
(2 items) When you deal damage with a damage over time effect, you have an 8% chance to summon a meteor that deals 9000 Flame Damage to target and 4000 Flame Damage all other enemies within 5 meters. This effect can occur once every 5 seconds.
Valkyn Skoria - adjusted example:
(1 items) Adds 1206 Max Health
(2 items) When you deal damage with a damage over time effect, you have an 6% chance to summon a meteor that deals 9000 Flame Damage to target and 4000 Flame Damage all other enemies within 5 meters. This effect can occur once every 6 seconds.
I feel like the Blackrose Destruction staff could do with a slight buff.
Perhaps 5000 damage from each element instead of 3333
OR
the element of the staff youre wielding to do slightly more damage
ZOS_Liforce wrote: »The Murkmire update has a total of 18 new item sets, making it one of the most set dense updates to date. Here is the Combat Team’s insight on some of the most debated sets on the forums:
Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
Spell Strategist
Made for an assassin playstyle, Spell Strategist greatly increases your damage output, but only for single targets. In areas with high player concentrations or PvE content featuring multiple targets, players should find a drop-off in overall DPS. In addition, while your damage output on single targets increases, you gain no benefits to your healing abilities outside of abilities that scale off of your damage, such as Strife. Spell Strategist could be considered as a glass cannon item set and as of right now, will not be changed.
Blackrose Weapons
Most forum discussions about the Blackrose Weapons showcase the weapons in PvP environments. The Combat Design team develops item sets based on the environment the sets are acquired in, such that PvP sets are typically acquired in PvP zones, PvE sets are typically acquired in PvE zones, and crafted sets and Monster Masks acting as a mix. That being said, we understand Blackrose is incredibly challenging, and the rewards should feel more awesome, particularly Radial Uppercut, Razor Shot, Wild Impulse, and Spectral Cloak. We are evaluating player feedback and examining these sets more closely.
We understand that not all item sets benefit all playstyles, but when creating each update, we try to craft item sets for the greatest variety of players. We scour the forums for constructive criticism to help inform our decision making and make the item sets that make for fun and exciting choices for our players, because at the end of the day, we make sets that we want to play with!
I suggest to adjust this set so it won't over perform when in proximity of the enemy player:
Zaan Set:
(1 items) Adds 833 Spell Critical
(2 items) When you damage a nearby enemy with a Light or Heavy Attack, you have a 20% chance to create a beam of fire that will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second to your enemy for 5 seconds. Every second, this damage increases by 50%. The beam is broken if the enemy moves 8 meters away from you. This effect can occur every 18 seconds.
Zaan Set - adjusted example:
(1 items) Adds 833 Spell Critical
(2 items) When you damage a nearby enemy with a Light or Heavy Attack, you have a 20% chance to create a beam of fire that will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second to your enemy for 5 seconds. Every second, this damage increases by 25%. The beam is broken if the enemy moves 6 meters away from you. This effect can occur every 22 seconds.
I suggest to adjust this set so it won't proc too often:
Valkyn Skoria:
(1 items) Adds 1206 Max Health
(2 items) When you deal damage with a damage over time effect, you have an 8% chance to summon a meteor that deals 9000 Flame Damage to target and 4000 Flame Damage all other enemies within 5 meters. This effect can occur once every 5 seconds.
Valkyn Skoria - adjusted example:
(1 items) Adds 1206 Max Health
(2 items) When you deal damage with a damage over time effect, you have an 6% chance to summon a meteor that deals 9000 Flame Damage to target and 4000 Flame Damage all other enemies within 5 meters. This effect can occur once every 6 seconds.
PvP players, stop feeling the monster sets!
Your alleged changes have already turned PvE into a pumpkin, and you are still climbing. Is not it unreasonable that your changes will destroy these sets in PvE?
ZOS_Liforce wrote: »The Murkmire update has a total of 18 new item sets, making it one of the most set dense updates to date. Here is the Combat Team’s insight on some of the most debated sets on the forums:
Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
Medium armor just can't have nice things it seems.
Yes, the set is overperforming on PTS (it can negate an entire Vigor), but it's also one of the only ways a medium armor build would be able to kill a permablocking healbot.
There is nothing fun about building around maximum burst (and sacrificing sustain to achieve that goal), landing your entire burst unblocked/dodged (no easy feat) and then seeing a magplar for example just CC break, hold block & heal back to full health spamming Honor the Dead with your Incap's Major Defile still on them.
So here's what I'd like to see:
- Keep the value as is.
- Prevent stacking.
- Reduce the duration of the debuff to 2 seconds so that it's still strong against burst heals but doesn't equal to a "100% heal debuff" vs most heal over time effects
Alternative: take a close look at current overperforming defensive sets like Impregnable, Earthgore, Troll King etc as well as offensive/defensive heavy armor sets such as 7th Legion & Fury.
ZOS_Liforce wrote: »The Murkmire update has a total of 18 new item sets, making it one of the most set dense updates to date. Here is the Combat Team’s insight on some of the most debated sets on the forums:
Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
Medium armor just can't have nice things it seems.
Yes, the set is overperforming on PTS (it can negate an entire Vigor), but it's also one of the only ways a medium armor build would be able to kill a permablocking healbot.
There is nothing fun about building around maximum burst (and sacrificing sustain to achieve that goal), landing your entire burst unblocked/dodged (no easy feat) and then seeing a magplar for example just CC break, hold block & heal back to full health spamming Honor the Dead with your Incap's Major Defile still on them.
So here's what I'd like to see:
- Keep the value as is.
- Prevent stacking.
- Reduce the duration of the debuff to 2 seconds so that it's still strong against burst heals but doesn't equal to a "100% heal debuff" vs most heal over time effects
Alternative: take a close look at current overperforming defensive sets like Impregnable, Earthgore, Troll King etc as well as offensive/defensive heavy armor sets such as 7th Legion & Fury.
Joy_Division wrote: »ZOS_Liforce wrote: »The Murkmire update has a total of 18 new item sets, making it one of the most set dense updates to date. Here is the Combat Team’s insight on some of the most debated sets on the forums:
Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
Medium armor just can't have nice things it seems.
Yes, the set is overperforming on PTS (it can negate an entire Vigor), but it's also one of the only ways a medium armor build would be able to kill a permablocking healbot.
There is nothing fun about building around maximum burst (and sacrificing sustain to achieve that goal), landing your entire burst unblocked/dodged (no easy feat) and then seeing a magplar for example just CC break, hold block & heal back to full health spamming Honor the Dead with your Incap's Major Defile still on them.
So here's what I'd like to see:
- Keep the value as is.
- Prevent stacking.
- Reduce the duration of the debuff to 2 seconds so that it's still strong against burst heals but doesn't equal to a "100% heal debuff" vs most heal over time effects
Alternative: take a close look at current overperforming defensive sets like Impregnable, Earthgore, Troll King etc as well as offensive/defensive heavy armor sets such as 7th Legion & Fury.
That's rich coming from you who complained so much and so hard about anything that kills your I'm not investing anything into defense, I'm just going to rely on twitch reflexes and cloak build. After 4 and half years of crusading, I hope you're finally happy about shields.
Joy_Division wrote: »ZOS_Liforce wrote: »The Murkmire update has a total of 18 new item sets, making it one of the most set dense updates to date. Here is the Combat Team’s insight on some of the most debated sets on the forums:
Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
Medium armor just can't have nice things it seems.
Yes, the set is overperforming on PTS (it can negate an entire Vigor), but it's also one of the only ways a medium armor build would be able to kill a permablocking healbot.
There is nothing fun about building around maximum burst (and sacrificing sustain to achieve that goal), landing your entire burst unblocked/dodged (no easy feat) and then seeing a magplar for example just CC break, hold block & heal back to full health spamming Honor the Dead with your Incap's Major Defile still on them.
So here's what I'd like to see:
- Keep the value as is.
- Prevent stacking.
- Reduce the duration of the debuff to 2 seconds so that it's still strong against burst heals but doesn't equal to a "100% heal debuff" vs most heal over time effects
Alternative: take a close look at current overperforming defensive sets like Impregnable, Earthgore, Troll King etc as well as offensive/defensive heavy armor sets such as 7th Legion & Fury.
That's rich coming from you who complained so much and so hard about anything that kills your I'm not investing anything into defense, I'm just going to rely on twitch reflexes and cloak build. After 4 and half years of crusading, I hope you're finally happy about shields.
Joy_Division wrote: »ZOS_Liforce wrote: »The Murkmire update has a total of 18 new item sets, making it one of the most set dense updates to date. Here is the Combat Team’s insight on some of the most debated sets on the forums:
Soldier of Anguish
This set was designed to put pressure on single targets. Soldier of Anguish applies Heal Absorption, which acts like a reverse Damage Shield. Like Damage Shields, Heal Absorption was not intended to be stackable from the same source and we are already in the process of resolving this bug. Unlike Damage Shields, Heal Absorption is not currently affected by battle spirit and after reviewing some of the comments and testing the set in a greater variety of PvP scenarios, we’ve come to agreement that Soldier of Anguish is over-performing, and its values will be re-evaluated.
Medium armor just can't have nice things it seems.
Yes, the set is overperforming on PTS (it can negate an entire Vigor), but it's also one of the only ways a medium armor build would be able to kill a permablocking healbot.
There is nothing fun about building around maximum burst (and sacrificing sustain to achieve that goal), landing your entire burst unblocked/dodged (no easy feat) and then seeing a magplar for example just CC break, hold block & heal back to full health spamming Honor the Dead with your Incap's Major Defile still on them.
So here's what I'd like to see:
- Keep the value as is.
- Prevent stacking.
- Reduce the duration of the debuff to 2 seconds so that it's still strong against burst heals but doesn't equal to a "100% heal debuff" vs most heal over time effects
Alternative: take a close look at current overperforming defensive sets like Impregnable, Earthgore, Troll King etc as well as offensive/defensive heavy armor sets such as 7th Legion & Fury.
That's rich coming from you who complained so much and so hard about anything that kills your I'm not investing anything into defense, I'm just going to rely on twitch reflexes and cloak build. After 4 and half years of crusading, I hope you're finally happy about shields.
Funny thing about impreg, its only "overperforming" because crit dmg is over-the-charts-out-of-reach-by-normal sets lol.
Taking away impreg, is like buffing nightblade to have a 20%+ crit dmg passive (and im sure certain people want both to happen).
I get that people like to blame NBs for everything, but that's just illogical.
- NBs aren't the only class with higher crit modifier, Templars get +10% as well from passive.
- Crit Resistance is subtracted directly from opponent's Crit Modifier. In case of Impregnable, that's -38% crit damage regardless of whom you're fighting. 50% Crit Modifier becomes 12%, 60% becomes 22% - the damage mitigated by slotting Impregnable is the same.