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Are you using any of these sets? (PVE/PVP)

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Hello all,

I'm getting sick and tired of having always full inventory (+bank+8 characters backpacks +storage in housing full). Yep I'm a hoarder, because I don't want to remove /deconstruct sets that I might need at one point.


Anyways, Because of that, I'm creating a list for myself to "Deconstruct/Sell"


I've removed all the sets so far that I've seen people use in builds, pve or pvp, doesn't matter the class. and I've come to 151 dropped sets that seem to be completely useless/never used.

So here the question:
Are there any sets in this list that you use? Pve, pvp, doens't matter what for.

If so please reply what sets you use, and what you use them for.

Thanks.


Affliction
Alessian order
Aspect of mazzatun
automated defense
Bastion of the heartland
Battalion Defender
Beckoning Steel
Brands of Imperium
Champion of the hist
Curse of Doylemish
Draugr Heritage
Dreugh King Slayer
Duneripper Scales
Durok's Bane
Embershield
Eternal warriorac
Footman fortune
glorious Defender
Green Pact
Hagraven's Garden
Hand of mephala
Hatchling's shell
Haven of ursus
Hide of horihaus
Immortal Warrior
Ironblood
Jolting arms
Knight-errant's mail
Knightmare
Lunar Bastion
Medusa
Mighty Glacier
Nikulas heavy armor
Order of diagna
Perfect aegis of galenwe
Permafrost
Reactive Cuirass
Sergeant's Mail
Shalk Exoskeleton
Soulshine
Steadfast Hero
Storm knight's plate
The ice furnace
Juggernaut
Thews of the Harbinger
Tormentor
Ulfnor's Favor
Undaunted Bastion
Vampire's Cloak
Vanguard's challenge
Warrior-poet
Way of FIre
Wyrd Tree's Blessing
Archer's mind
Barskin
Crusader
Darkstride
Dead water's guile
Defiler
Flanking Strategist
Gryphon's Ferocity
Heem-jas'retribution
Hircine's veneer
Jailbreaker
Kure's Kiss
Leki's Focus
Night Mother's embrace
Night Terror
Oblivion's edge
Para Bellum
Plague Slinger
Quick serpent
Ranger's gait
Salvation
Savage werewolf
Scavenging Demise
Sentry
Shadow walker
Sheer venom
Shield breaker
Shield of the valiant
Soldier of anguish
Spelunker
Storm master
Stygian
Sunderflame
Swamp Raider
Sword-singer
Sword Dancer
Toothrow
twin sisters
Undaunted infiltrator
Vicecanon of venom
Ward of cyrodiil
Way of Air
widowmaker
Wilderqueen's arch
Witchman Armor
Almalexia's mercy
Auroran's thunder
Bloodthorn's touch
Buffer of the swift
Combat physician
destructive mage
Draugr's rest
Dreamer's mantle
Elemental Succession
Flame Blossom
Galerion's revenge
Gossamer
Hanu's Compassion
Healer's habit
Icy conjuror
Indomitable fury
Inventor's guard
Knight slayer
Lamia's song
Light of Cyrodiil
Magicka furnace
Meritorious Service
Moon Hunter
Netch's touch
Noble duelist's silks
Overwhelming surge
Phoenix
Prayer Shawl
Prisoner's rags
Queen's Elegance
Robers of alteration mastery
Robes of destruction mastery
Robes of the hist
Robes of the withered hand
Scathing Mage
Shadow dancer's rainment
Shroud of the lich
Skooma smuggler
Spider cultist cowl
Stendarr's embrace
Syrabane's grip
The arch-mage
Treasure hunter
Trinimac's valor
Twilight remedy
Undaunted unweaver
Vampire lord
Vestment of the warlock
Way of martial knowledge
Winterborn
Wisdom of vanus
Wise mage
Ygramor's birthright

Stamsorc Needs

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While Stamsorc remains a powerful class it does lack a lot of identity. A few good stam sorcs talked about it and came down to the following changes as things they'd like to see for the class:

1. Crit Surge scaling off of precise strikes and any other stam alternatives
2. Increase damage to hurricane or at least the initial two ticks as it gets refreshed before the third tier really has a chance to hit. That or make it last longer so it doesn't need to be refreshed as often and will have more time in it's third time expanding Also, it giving group minor expedition.
3. Stamina clan fear morph for additional healing or tankiness.
4. Exploitation Passive gives minor savagery if stam is your higher resource
5. Capacitor Also give stam regeneration.
6. Stamina version of atronarch that follows you around doing aoe damage
7. Stamina version of overload. Gives major expedition when active and attacks have a shorter range than there magicka counterparts

Bound armaments blocking reduction is underused and instead of the blocking bonus we'd love it to apply another small aoe around us, similar to blade cloak or a more useful passive as we're severely lacking in the buff and debuff department. A stam version for crystal blast as it's unused in pve and pvp. They could give the stun to frags and us a stam morph and it would make everyone happy and I'd love to take advantage of the blood magic passive. I'd say it'd have to be fairly short range, maybe 12 meters. For streak most would love to see the delay taken away when casting.

Of course though these ideas would need to be balanced accordingly! Discuss!

Losing the entire map overnight.

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I play on a non cp campaign. Populations are usually the highest at about 6-12 est and then dip overnight. The past few weeks i've looked at the portion my faction controls at the end of the night (usually a good portion, if not all) and when I log in the next morning, Red controls it all. There is nothing fun or satisfying about working all night to see your progress of controlling the map wiped out by a group of small players. I know its dumb of me to say "can you stop players from playing the game" but I think letting a group of players cap everything with little to no resistance every night isnt really good for the campaign. That factions always has the highest score because of this, and id suggest maybe closing campaigns during the night or something. I know that most likely wont happen I just thought id share my experience and feelings about this.

We've been scamed, I want my money back - Monster Mask set Weapon Packs with tickets

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In patch note 5.0.1 it says there will be a Dungeon Event where we will be able to get the shoulders and masks from thier respective chests and dungeon bosses. But it also says the following:

"Shadowrend, Ilambris, Molag Kena, and Grothdarr style pages for mask, shoulders, and weapons will also be available from the Impresario during the event, for Event Tickets. Earn your tickets during the event and you can complete your look with the Impresario’s offerings."

The weapons from the Weapon Packs we bought in the Crown Store with REAL MONEY is possible to buy with tickets, a in game currency. This is not right, there was no information that the Weapons Packs would be avaible with a in game currency, something which if I'd known I would never have bought the Weapon Packs with REAL MONEY. Its even worse, because, and I think it was the case for many that did buy the Weapon Packs, I just wanted 1 of the weapons in the pack.

I created a ticket about this, but I am also making a forum post about it so that ZOS notices and sees that this is not the sway to creat a loyal costumer and devoted player, things that are Crown Store exclusive should remain that way.
ZOS I want my money back, and for you to respect me as a costumer in the future.

If you agree that this is a scam, simply write "I want my money back ZOS"

Question for pvpers

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I want to start off by saying I am not knocking anyone and firmly believe everyone has the right to play the game as they see fit. I mostly play solo pve content and I am just curious really. What is the point of these small gank groups killing off solo questers? Most of them are not geared well, they don't fight back. It can't be for the challenge so what then is driving it? Does it offer more ap to kill players who are under prepared? Does it make you guys feel good to get easy kills? As a solo pve player I would think this was the equivalent of killing skeevers. Do you guys get picked on in the regular PvP campaign so you are taking your rage out on players trying to play the event? Is it flat out you just want to be jerks? Just would like to know what the driving force is out of curiosity.

Can giant Clam or Clam Gall Specifically be more widespread ?

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First off, it makes no sense that summerset is the ONLY shores or oceans with clams.
Secondly, Clam Gall drops are RNG from clams as most of the time you get fish, a poison reagent and worms which make clam gall rare for the limited amount of utility they bring.
Thirdly, Giant Clams in Summerset are SO rare and fare-spread! Walking from the southern most shore to the norther most shore of summerset will nab you just 1-3 clams! Good luck getting clam gall 😖

AD seems really strong right now.

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If this is anything to go by for the upcoming faction locks I think AD will be very dominant.

What is the strongest PvP class?

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Just came back to the game and want to know what the average player thinks.

What happens when wearing 2 synergy sets?

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For instance, if I am tanking in Alkosh and Lunar Bastion and I hit a synergy, do both activate at once? Or would only one activate at a time?

Thank you ZOS for having such a fantastic customer support team!

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This is a sincere thank you to the people who, over the course of the last 2 weeks, helped me enjoy this beautiful gem of a game again!

In short description, I have recently encountered an unpleasant and very unusual issue in-game which has led to my gameplay experience to become quite unenjoyable if not outright terrible. This issue has been, with a very friendly approach, swiftly dealt with and fixed under what I can describe as one of the best customer service experiences I've ever had. I could not be a happier customer.

Special thanks go to these employees: Ersyna, Allison, Tyler for solving my problem.
Ticket no. for referrence: #190412-001789.

PS: To readers on this forum, please take this as an example of how ZOS truly takes care of their customers. They DO CARE, they DO HELP, they are however JUST PEOPLE, and if you take a civil and polite approach, they WILL MAKE YOUR EXPERIENCE BETTER. As I mentioned it has taken 2 weeks to solve my issue. And they've still done it!

Thanks for reading!

Nirhomed Dagger

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Hi would anyone be willing to help me out, I just need one to get the traits off, if someone could craft me one , or sell me one quite cheap, sorry I don't have much gold.
I would be very thankful. have been unable to find the trait, or one for sale at a reasonable price for me, I could only offer a few thousand gold, sorry but im not very good at making money in this game.
Anyway if there is a kind hearted person out there willing to help I would be grateful, or maybe I could swap some purple gear, thanks

Another anti-zerg idea

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Looks like all attempts to fix zerg groups are failing.
Let's take detonation for example. It worked well until zerg groups started using it themselves.
There are many examples like that, another one is the bugged siege (now fixed) that were melting players in seconds. Seemed like a nice anti-zerg tool but as in the first example it was exploited and used against single players too.

I still believe there are good solutions to fix zergs out there. I'll bring one idea below. Hope to see it implemented.

The idea is to have an ultimate "Challenge Soul". You drop it on a group and one of its members is being challenged. Basically it is a duel request. All players get greyed out and you fight the random player that got lucky being challenged.

The challenge will hold for 5 minutes or until one of the players dies.

When you get out of the challenge your ultimate is getting depleted in order to avoid being in the challenge mode non-stop.

please please fix empowering sweep

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I can’t stress enough how hard this skill is getting nerfed. I’ll be forced into running dawnbreaker and I’ll be losing a vital defensive tool on my stamplar.

My ESO Financial History To Date (it's four digits..)

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I don't know why I decided this would be an idea, let alone a good one, but I went into my Xbox Live order history to tally up all the money I've paid into The Elder Scrolls: Online since purchasing the game back in August of 2015. It's, really staggering, bit depressing, and enlightening, even when granted these were spread out over the last almost four years of playing. I even broke it down. Starting with the major content purchases, the Base Game up to pre-ordering Elsweyr. These amounts are in USD and all but the Xbox Live gold are before Tax, and all lesser content packs such as the Dark Brotherhood, Thieve's Guild etc were purchased via Crowns.

Base Game: $59.99
Morrowind Upgrade: $39.99
Summerset Upgrade: $29.99
Elsweyr Collectors Upgrade: $49.99

Major Content Sub Total: $179.96

It's interesting to note Summerset was $10 cheaper than Morrowind.

Now onto the purchases that actually made the wallet cry.

Crown Packs Sub Total: $1,426.40
ESO Plus Subscription Sub Total TD: $338.81
Xbox Live Gold Total TD: $261.08

GRAND TOTAL TD: $2,206.25

To put into perspective, that's about $400ish more than my monthly income, spent over the last 3 years, 8 months of playing. When viewed like that, the in-the-moment costs don't seem like much at all. Adding it all together however, by far, makes this my most expensive hobby I've ever had in my life.....and I don't believe I'm gonna stop before the Servers die first.

source.gif

So then, how much have you guys bled into-I mean supported our favorite game?

Werewolves

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Werewolves need a buff after bleeds nerf they are seriously under powered now... What's your thoughts

Necros Are So OP In PvP It’s Not Funny

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I’m not even going to write a lot about this. It’s just crazy. Went in to duel some friends on necros with my Stamplar who I switched to heavy armor so 29k resists + bloodspawn. Mag necros are like pet sorcs on steroids. You can do nothing but survive for a little while. Targeting becomes a feat of impossibility. Stamina necros can easily get tooltips of 24k on the Goliath ult. It’s like having a more powerful DBoS spammed at you. The buffs and debuffs from both are crazy. Feel free to discuss. I’m just adding my personal experience, but the warden is a cake walk compared to fighting these things. For a stamplar at least we’re looking at very tough times ahead. The other issue is that with so many corpses runnng around Cyrodil is sure to lag like never before. This isn’t a new class, this is unmatched strength locked behind a paywall that completely ignores the fact that PvP already can’t handle the animations current classes have.

Healing Done is Broken and Inconsistent

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***UPDATE***
On PTS, set bonuses to healing done have been adjusted to 4%, however the ritual mundus stone and the powered weapon trait still remain at 10% and 9%, respectively. These values need to be adjusted to 1.85x of the set bonus to healing done (~7.4%) to bring them in line with the other mundus stones and weapon traits in order to resolve the inconsistency.


This post is in regards to the 2-4 pc item set bonus, 2% healing done, being both completely outclassed by the 2-4 pc item set bonus of 129 spell damage in all realistic scenarios and also wildly inconsistent in terms of its relationship to its corresponding mundus stone, the ritual, and weapon trait, powered, when compared to similar 2-4 pc item set bonuses and their respective mundus stones and weapon traits.

TL;DR
The 2-4 pc item set bonus, 2% healing done, is mathematically inferior to the 2-4 pc item set bonus of 129 spell damage in all realistic scenarios, in all aspects (including boosting the user's healing done, ironically). Furthermore, neither the healing done mundus stone (the ritual) nor the healing done weapon trait (powered) share the same 1.85x relationship all other mundus and weapon traits share with their corresponding 2-4 pc item set bonuses. Nor are these two healing done resources weighted at the same value, as all other mundus stones and their related weapon traits are.

To remedy this, two possible options come to mind.

Option 1:
The 2-4 pc item set bonus to healing done should be bumped up to 4% healing done to better match it's healing received/taken counterparts, and both the ritual mundus stone and the powered weapon trait should be adjusted to 1.85x of this value, or 7.4% healing done.

Option 2:
Alternatively, the 2-4 pc item set bonus can be reverse engineered from the current ritual mundus stone. This would result in the 2-4 pc item set bonus to healing done being valued at 5.4%, and would require both that the powered weapon trait be brought up to speed with the ritual mundus (to 10% healing done), and also that the 2-4 pc item set bonuses to healing taken and received be boosted to 5.4% to better match their healing done counterpart.

Healing Done vs. Spell Damage

The math:
The healing power of spells can be determined by using the formula for average damage overtime, but slightly modified:

Healing Power = (SpellDamage*%modifiers*10.5+MaxMag*%modifiers)*HealingDone*(1+CritDamage*CritChance)

Using this as a template, we are able to derive formulas that can be used to calculate the effectiveness of both a set bonus to spell damage and a set bonus to healing done.

Spell Damage Set Bonus:

Healing Power = [(SpellDamage*%modifiers*10.5+MaxMag*%modifiers)+129*%modifiers*10.5]*HealingDone*(1+CritDamage*CritChance)

Healing Done Set Bonus:

Healing Power = (SpellDamage*%modifiers*10.5+MaxMag*%modifiers)*(HealingDone+.02)*(1+CritDamage*CritChance)

By setting these two equations equal to each other, we are able to solve for the breakpoint at which a set bonus to healing done equals the exact value of a set bonus to spell damage in terms of healing done:

[(SD*%modifiers*10.5+MaxMag*%modifiers)+129*%modifiers*10.5]*HealingDone*(1+CHD*CHC) = (SD*%modifiers*10.5+MaxMag*%modifiers)*(HealingDone+.02)*(1+CHD*CHC)

The critical multipliers cancel out, so we are left with:

[(SD*%modifiers*10.5+MaxMag*%modifiers)+129*%modifiers*10.5]*HealingDone=(SD*%modifiers*10.5+MaxMag*%modifiers)*(HealingDone+.02)

By filling in some variables, we are able to solve for an exact value of spell damage at which the healing value of 2% healing done is equivalent to the healing value of 129 spell damage. In order to do this, however, we must make some assumptions. These assumptions will be made off of the stats of most endgame healer builds. They are as follows:
-Major Sorcery for 20% spell damage
-Max cp increase for 20% max magicka
-Minor mending for 8% healing done
-30k max mag (as this a benchmark for most healers)

Filling these in, we are left with:

[(SpellDamage*1.2*10.5+30000*1.2)+129*1.2*10.5]*1.08=(SpellDamage*1.2*10.5+30000*1.2)*1.1

(SpellDamage*1.2*10.5+30000*1.2)+129*1.2*10.5=(SpellDamage*1.2*10.5+30000*1.2)*1.0185

129*1.2*10.5=.0185*(SpellDamage*1.2*10.5+30000*1.2)

1625.4=.0185*(SpellDamage*1.2*10.5+30000*1.2)

87771.600=SpellDamage*1.2*10.5+30000*1.2

51771.600=SpellDamage*1.2*10.5

4108.857=SpellDamage

So, given our assumptions, we have determined that at 4,108.857 spell damage, the addition of 2% healing done adds the equivalent healing value of the addition of 129 spell damage. If a healer has more spell damage than this, 2% healing done will out-perform 129 spell damage. If a healer has less than this amount of spell damage, however, 129 spell damage will add a larger bonus to healing than 2% healing done.

Assuming that a healer is running major sorcery, receiving the full benefit of the cp increase to max resources, running minor mending, and has 30k max magicka, the spell damage required on a build to allow a 2% healing done set bonus to perform on the same level as a 129 spell damage set bonus is around ~4109. Any more spell damage than this would give the advantage to the healing done set bonus, but any less spell damage would give the advantage to the spell damage set bonus.

The problem? The 4,000 spell damage mark is very nearly impossible to obtain for healers, so in almost all realistic scenarios healers are better off running 129 spell damage over 2% healing done if they want to increase their healing. But not only does 129 spell damage provide more healing power, it also provides more damage to their damage dealing abilities. So why would anybody run 2% healing done if it would result in both less healing potential and also less damage than a generic spell damage bonus?

Given the very specialized nature of healing done in comparison to the more general use of spell damage, it seems only fitting that bonuses to healing done provide a larger benefit to healing abilities than bonuses to spell damage. Currently, this is not the case, as bonuses to spell damage provide a larger benefit to both healing abilities and damage abilities. Spell damage is getting the best of both worlds.

It is important to note, however, that bonuses to healing done do affect proc heals (from item sets like briarheart/earthgore and things like crit surge on sorcs and siphoning attacks on nb) while spell damage does not. This is the lone advantage healing done holds over spell damage, and it is so niche and miniscule that it does not provide enough of a benefit to compete with bonuses to spell damage.

The Mundus Stone Dilemma

Even more concerning is the inconsistency between 2-4 pc item set bonuses to healing done and the ritual mundus. All other mundus stones give a benefit equal to about ~1.85 2-4 pc item set bonuses:

2028 magicka = 1.85*1096 magicka
238 spell damage = 1.85*129 spell damage
238 magicka recovery = 1.85*129 magicka recovery
7% critical chance = 1.85*3.8% critical chance (833 weapon critical)

But when it comes to the ritual mundus and healing done, the numbers are far off:

10% healing done = 5*2% healing done

Further inconsistency arises when you consider the powered weapon trait. In all other cases in which a weapon trait grants a similar bonus to a mundus stone, the 2h weapon trait value exactly mirrors the mundus value.

The thief=7% crit chance, 2h precise=7% crit chance
The lady=2752 resistance, 2h defending=2752 resistance
The lover=2752 penetration, 2h sharpened=2752 penetration

But the ritual grants 10% healing done and the 2h powered trait only offers 9%.

So what gives? Something definitely seems off about this item set bonus.

What should be done?

Probably the easiest solution would be to work backward from either the ritual mundus or the 2h powered trait to reverse engineer a more appropriate 2-4 pc item set bonus.

Let's look at the ritual mundus first. Doing this would yield ~5.4% healing done as a proper 2-4 pc item set bonus:

10%/1.85=~5.4%

But this seems like a pretty wonky number. Let's take a look at the 2h powered trait.

9%/1.85=~4.8%

This too isn't a very clean number.

Perhaps, then, we can double check which value of these is the better fit by also looking at 5 pc item set bonuses that grant bonuses to healing done. We already know from 5 pc item set bonuses like hundings rage that 5 pc bonuses are typically worth ~2.31 2-4 pc item set bonuses (299 weapon damage/129 weapon damage=2.31).

But there are no 5 pc bonuses that give a flat bonus to healing done, outside of healers habit which is a peculiar case because it grants a minor/major buff in minor mending, and not a flat bonus to healing done. Furthermore, reverse engineering a 2-4 pc item set bonus from this 5 pc bonus yields a different number: ~3.4%.

This supports neither the value the ritual mundus suggests nor the one the powered trait denotes. But, as mentioned earlier, I am skeptical of the accuracy of this 5 pc set bonus because it grants a minor/major buff (and potentially frees up a skill slot) and not a regular flat bonus to healing done. Perhaps their are other similar 5 pc item set bonuses that we can consider.

No other 5 pc bonuses provide healing done, but one does provide healing received to all group members, which is comparable to healing done because it effectively provides the same bonus to your healing abilities as a bonus to healing done would. This set is the sanctuary set. The 5 pc bonus is as follows: increases healing received by 12% for you and your group members within 10 meters of you.

Now this isn't the cleanest comparison either, as this is a conditional proc set (group must be within 10 m of you). We do know, however, that the values of conditional proc sets can be increased by up to 25% of a more regular 5 pc item set bonus, resulting in 5 pc bonuses of this type typically being valued at ~2.8875 2-4 set pc bonuses. What do we get when we reverse engineer a healing done 2-4 pc item set bonus from the sanctuary 5 pc?

12%/2.8875=~4.15% healing done.

This adds up with neither the ritual mundus stone, nor the powered weapon trait, nor the healer's habit 5 pc bonus and only further contributes to the inconsistencies regarding healing done.

By comparing all of these different values, however, I feel we are given a general idea of where the healing done 2-4 pc set bonus should be valued at. They all seem to be bouncing around the values of anywhere between 3.4% to 5.4% healing done.

This would conceivably make sense, as it fits in line nicely with the similar 2-4 pc item set bonuses to healing taken and received, which both grant 4%. We know ZOS likes to re-use numeric values for similar bonuses too, as evidenced by the 2-4 pc item set bonuses to both spell/weapon damage and magicka/stamina recovery each granting a numeric value of 129. Therefore, given that 4% falls within the range of the inconsistencies regarding healing done and also that the current bonuses to healing taken/received grant the same amount, the 2-4 pc item set bonus to healing done could very believably be valued at 4%.

But what does the math say? Does it remedy the uselessness of the current 2% bonus to healing done when compared to spell damage and support this notion?

Math:
[(SpellDamage*1.2*10.5+30000*1.2)+129*1.2*10.5]*1.08=(SpellDamage*1.2*10.5+30000*1.2)*1.12

(SpellDamage*1.2*10.5+30000*1.2)+129*1.2*10.5=(SpellDamage*1.2*10.5+30000*1.2)*1.0370

129*1.2*10.5=.0370*(SpellDamage*1.2*10.5+30000*1.2)

1625.4=.0370*(SpellDamage*1.2*10.5+30000*1.2)

43885.800=SpellDamage*1.2*10.5+30000*1.2

7885.800=SpellDamage*1.2*10.5

625.857=SpellDamage

This indicates that the break point (when the value of 4% healing done = the value of 129 spell damage) occurs when a build has a total of ~626 spell damage, assuming they are running major sorcery, receiving the complete cp increase to max resources, running minor mending, and have 30k max magicka. If a build has more than ~626 spell damage, 4% healing done holds the advantage. If a build has less than this amount of spell damage, 129 spell damage holds the advantage.

Given that even just equipping a cp160 weapon of any type grants more than this amount of spell damage, it is safe to say that bumping the 2-4 pc item set bonus to healing done upwards to the value of 4% healing done would allow this bonus to provide more healing done than a similar bonus to spell damage in all realistic scenarios. The bonus of 129 spell damage, however, would still hold the clear advantage in terms of damage dealing abilities, while also improving the potency of heals (although not as much as healing done would).

Using the same assumptions and formulas as we did earlier (but changing the healing done bonus from 2% to 4%), we find that, strictly in terms of healing abilities, 4% healing done would out-perform 129 spell damage in all realistic scenarios, while 129 spell damage would still offer the clear advantage of improving the potency of damage dealing abilities in addition to a less potent increase in healing. It would seem then that changing the 2% healing done bonus to at the very least 4% healing done would provide a tradeoff between spell damage bonuses and healing done bonuses that is currently not there: if a healer wants to boost their healing power to the highest possible value, 4% healing done would be preferable over 129 spell damage, but if a healer wanted a more general boost to the effectiveness of all of their abilities, 129 spell damage would be chosen at the cost of max healing potential.

This solution seems to solve our problem.

My Proposal

The way I see it, there are two possible solutions to this problem.

Option 1:

The 2-4 pc item set bonus of 2% healing done should be bumped up to 4% healing done to better match its healing received and taken 2-4 pc item set bonus counterparts. Consequently, both the ritual mundus stone and the powered weapon trait should be standardized off of this 4% mark, consistent with how all other mundus stones and weapon traits are valued at 1.85 of their corresponding 2-4 pc item set bonuses. This would result in their values being adjusted to ~7.4% healing done. This would not only give the 2-4 pc item set bonus to healing done more viability in comparison to bonuses to spell damage, but also fix the inconsistencies surrounding this bonus regarding the ritual mundus stone and the powered weapon trait.

It would also, however, result in a nerf to both the ritual mundus and also the powered weapon trait.

Option 2:

Alternatively, the 2-4 pc item set bonus can be reverse engineered from the current ritual mundus stone. This would result in the 2-4 pc item set bonus to healing done being valued at 5.4%, and would require both that the powered weapon trait be brought up to speed with the ritual mundus (to 10% healing done), and also that the 2-4 pc item set bonuses to healing taken and received be boosted to 5.4% to better match their healing done counterpart.

It is important to note, however, that if this option is chosen, certain 5 pc bonuses to healing received/taken must also be adjusted in order to preserve the current balance of 5 pc bonuses being valued at 2.31 2-4 pc item set bonuses for flat stat bonuses and 2.8875 2-4 pc item set bonuses for conditional proc bonuses.

Notable 5 pc bonuses that must be adjusted accordingly belong to:
-Sanctuary: 12% -> ~15.6%
-Twilight's Embrace: 10% -> ~12.5%

Regeneration of stam mag/cp for sturdy? Has something changed since maintenance 23 April

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Ran moon hunter hm and found it really difficult compared to previous runs although we did clear. All dd reported resource issues far greater than previous runs. As tank I had real trouble sustaining after doing many previous runs with no problems at all. I have had trouble with the wall interfering with block in the past but it seemed more than a few times I was one shot through block well away from the wall with or without the boss being enraged. It felt like Regen was off and or cp was not working as it should for block cost reduction.

Wondering if anyone else has noted this?

Deadly Strike with 7th Legion vs Spriggan - StamDK dilemma

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Ok, here's my dilemma...

I have these 3 sets fully available, axes, daggers, armors, impens, golden..... (except Sprig/Deadly rings, those are purple)

And I'm having a hard time picking the best combination for my DW/2H stamDk....... IMHO, these 3 works fine, and I really like Deadly Strikes as I'm a DoT build DK wearing Valkyn Skoria...

What do you guys think/prefer?
1. Deadly Strike med armor - 7th Leg jewel/weps.
2. Deadly Strike med armor - Spriggan jewel/weps. (essentially same as Sprig med armor + DS jewel/weps)
3. 7th Leg heavy armor -Deadly Strike jewel/weps.

Now, I also have Troll King monster set, and using option #3 with Troll King is my tankish build. less damage but pop a Vigor and u'll laugh in middle of Alessia Bridge zerg....

As for pro and cons,
#1 has a good balance of DoT and survivability. #2 has highest DPS and I feel a bit squishy. #3 seems very meta, but I'm not enjoying having to proc 7th leg a few times before I can max my wep damage...... I need more burst!

Thoughts??

[Class Rep] Dragonknight Feedback Thread

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The purpose of this thread is to give you a place to post your current top two pain points with the Dragonknight. Our new Class Representatives will be keeping a close eye on this thread, and will utilize it to gather additional feedback for the notes they’re currently compiling for their first meeting with the Dev Team next week. Please be sure and keep your post clear and succinct, and focus more on what is currently frustrating you rather than potential solutions. Thanks!
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