Marcelovski wrote: »When using the new mythic item "Ring of the Pale Order" together with a procset like for example Sheer Venom the damage done by the proc set doesn't count towards the "lifesteal"-like healing of the ring. Not sure if intended or not, but seems strange to me as it is still damage done by me. It was tried in duels in a house.
Otherwise, the item seems really nice as it gives a lot of build options for solo players in pvp.
Marcelovski wrote: »When using the new mythic item "Ring of the Pale Order" together with a procset like for example Sheer Venom the damage done by the proc set doesn't count towards the "lifesteal"-like healing of the ring. Not sure if intended or not, but seems strange to me as it is still damage done by me. It was tried in duels in a house.
Otherwise, the item seems really nice as it gives a lot of build options for solo players in pvp.
Coward’s Gear: This set now also grants up to 250 Stamina Recovery when wearing 5 pieces.
Canned_Apples wrote: »Marcelovski wrote: »When using the new mythic item "Ring of the Pale Order" together with a procset like for example Sheer Venom the damage done by the proc set doesn't count towards the "lifesteal"-like healing of the ring. Not sure if intended or not, but seems strange to me as it is still damage done by me. It was tried in duels in a house.
Otherwise, the item seems really nice as it gives a lot of build options for solo players in pvp.
Damage done by proc sets is not damage done by you.
Re: Force Overflow and Wrath of Elements arena weapons - these are INCREDIBLY weak considering the nature of beams and how easy they are to break. Instead of a 10 second cooldown, why not just make it so you can only have the effect active on one target at a time? That way you can re-cast if the beam fails for whatever reason.
Night mother's gaze.
The 5 piece now applies major fracture/breech for 4 secs after a critical - a natural change given the change to resistance and penetration.
This weakens the set for it's intended role of stamina dd/support, but it has the opportunity to useful in other roles. It could in theory be useful on any high crit group support build, except the 2,3,4 piece bonus are still intended for stamina dd's.
As with other crafted sets, please consider making the 2,3,4 bonuses useful to tanks/hybrids/magicka. Perhaps adding both spell and weapon critical, and replacing weapon damage with max health.
The Point-Blank Snipe is kind of weird. You lose 12% damage on everything from Long Shots only to gain 33% damage from this set but only on your spammable, but you also give up your advantage of being a ranged dps completely and melee is currently superior to bow setups anyway so if you are going to be melee why bother with a bow at all?
As for PvP, this set is completely useless because you can just get bashed before you fire. If it gave your snipe immunity to being interrupted, then alright. But it doesn't, so it's worthless.
I get that Snipe can already be a very oppressive skill but this was the one chance we had to make Bow/Bow builds competitive with melee builds in PvE and we got something going against the style of the weapon - going melee.
Some other ideas for how this set could work without simply adding more damage:All of these sound more interesting than using Snipe at point blank. This is a meme set and not in the good way like Daedric Trickery.
- reduce the cast time but reduce the damage a bit as well for balance
- make targets hit by snipe receive more damage from other bow abilities
- make Snipe apply something interesting to the target or yourself
- increase the range further just for the lolz
- reflavor the damage it deals to be disease or a bleed or something. Different arrow heads are a thing after all.
- make it grant a buff or refund resources after killing something with Snipe
Executioners blade needs to have the "behind" requirement removed.
The skill this weapon enchances is already pretty terrible, at least this would make it a somewhat okay ranged execute ability.
As it stands no one will use this.