Tasear's Tree House: Tasear ESO

Former Class Rep and Community Ambassador

Showing posts with label Tasear ESO. Show all posts
Showing posts with label Tasear ESO. Show all posts

Saturday, July 13, 2019

What are your Worries or Thanks for Scalebreaker Patch?

July 13, 2019 0
What are your Worries or Thanks for Scalebreaker Patch?
I look at the patch notes, while many of changes are needed. I wonder why they swing my emotions so. Can we have Good news with bad news? Can you show zos devs my concerns are just my imagination with a trial run or two?

My Concerns

  • What does my echoing vigor tooltip match for well healing springs? Like I don't even have cp passives in stamina healing.
  • Stamina healers will over power magicka healer
  • Can my Nb healer will reach all group with path instead of springs?
  • I heard Dk healers still have a lot of buggs
  • Some classes Heals over time go to lowest ally while others go randomly like dk
  • Some classes burst heal go to lowest ally by far
  • Necromancer, Sorcerer and Dk unlike other classes can provide major protection or maim to group.
  • Won't Synergies be more important next patch with healers have more downtime? When will nightblade and dk get one? Would be okay if it's on a new healer skill line.
  • Why was Twilight Matriarch nerfed by 69% when it takes two bars? Can we get some utility or something in return instead of straight nerfs?
  • Can I still proc dark magic heal on my sorc even if doesn't hit anything with encase?
  • Why doesn't Sorc class have AOE burst heal like ever other class? Combat prayer radius is small... and would take other one if you gave us minor berserk to give to group. Even dk's got cinder storm...
  • When will Sorc get real healer like utility?
  • Why was Empoward ward nerfed when

My Thanks
  • As a Dk healer Trimimic kinda looks cool now that raw healing might be more important. Thanks
  • Finally siphon is useful.....Thank you. I like either morph instead of neither now.
  • Thanks for remove of cast time on undaunted altar.
  • Thank you for giving
  • Thanks for coming monday orb change that gives it synergy to 12 people. This makes Navi set viable now without restricting worm set .... or hircuine (if stamina dps want to use it now)
  • Thanks for healing springs
  • Rapids regain change is weird, but I hope still targets lowest ally in radius.
  • Thanks for at least trying to raise skill cap

My Testing

  • Orbs will be missed not for what they did because can't have orb spam healing show off now on rawkla rock
  • Healing springs change will be fine but aoe burst heal of each class should be tested ... cough sorc should actually get one
  • Other morph of Combat Prayer is still useless. So useless nobody realized it didn't scale heal probably till this patch....
  • Not sure which rapid regain or mutagen to use or if they choices are balanced
  • Empowarded Ward got more useless ...if you comapre it to shrooms with warden healer
  • Why Sorc Twilight and one only healing skills got 69% nerf is beyond me...(though anyone notice those numbers... is it all coincidence? Get rid of dps porportion and do some actually utility.

Tuesday, July 9, 2019

Full list of Scalebreaker Healer or Self Heal Changes

July 09, 2019 2
Full list of Scalebreaker Healer or Self Heal Changes
Miss me loves or glad I am gone?

Finally got onto PTS Yesterday , as usual I checked my main healer first to see evaluate things. Orb change is stupid for so many reasons, but they already heard or pleas and angry.



This won't be the spam, but it won't be as bad. Anyone on cool down will be able to proc this synergy. Mind you as only goes to nearby people you are going to want 2 heals with it potentially for at least hps. It's too bad though they don't give mystic orb it's own unique synergy...

Talking about other things, Wheeler is monitoring changes for content that was designed for stack and burn. So my hope is that even after live he will reduce damage on content that is no longer possible after attempting different ways.



Now listen how they will be good for most people. We will step it back, and actually focus on healing and wear reasonable gear sets or have sustain issues. People won't just be able to stick any gear on healer, because it's easiest role anymore. Some content will likely need 3 healers or maybe 4 healers. More sets will be brought up in use with changes.


Still I will use this chance to say biggest issues are now is that echoing vigor is over performing with some people reporting of getting 50k heals to group. This will break need for healers. Ring of Preservation veration radius is way to small  to make up for buff you have done with Templar healers cleansing ritual. Nightblade, Dragon Knight, and Sorc need better aoe heals. My final thought is I wish I could complain... about how Sorc class is one who will face these changes hardest since they have literally only 1 class heal compared to other 5 classes with almost full skills lines of heals.



Changes

Hollowfang Thirst (Light)

2 – 833 Spell Critical
3 – 1096 Maximum Magicka
4 – 833 Spell Critical
5 – Whenever you critically heal or critically damage a target, spawn a ball of Hemoglobin at their location. After 2 seconds the ball explodes, restoring 3470 Magicka and applying Minor Vitality to you and your allies within 6 meters of the ball for 9 seconds, increasing their healing received by 8%. This effect can occur once every 9 seconds.

Z’en’s Redress (Light)

2 – 129 Magicka Recovery
3 – 129 Spell Damage
4 – 1096 Maximum Magicka
5 – Your Light Attacks apply the Eye of Z’en on enemies for 20 seconds. Enemies with the Eye of Z’en take an additional 2% more damage for each damage over time effect you’ve placed on them, up to 10%.


Monster Mask – Grundwulf
1 – 833 Weapon Critical
1 – 833 Spell Critical
2 – Whenever you deal Critical damage, restore 1000 Magicka or Stamina, whichever maximum is higher. You also gain 500 of the other resource. This effect can occur once every 5 seconds

Drain Power:

Power Extraction (morph): This morph no longer increases the damage dealt of the attack, but instead reduces the Weapon Damage of enemies hit by 300 Weapon Damage for 8 seconds.

Empowered Ward (morph): The final cost of this ability is now 3780, and it no longer gains 1.1% shield size per rank as it already has a cost reduction rank up.

Liquid Lightning (morph): This morph no longer increases in damage per rank and now lasts 9 seconds, ranking up to 12 seconds at Rank IV.


Cleansing Ritual:


  • Increased the healing per tick of this ability and its morphs by approximately 95%.
  • Increased the cost of these abilities to 4860 from 4320.
  • Note these abilities continue to only tick once every 2 seconds, instead of the standard 1 second. This is due to the multi-faceted operational power this ability boasts. Ritual of Retribution (morph): This morph no longer states it grants additional modifiers to the damage and healing, and instead deals damage for an identical coefficient of the heal.

Rushed Ceremony:

Honor the Dead (morph): Fixed an issue where this ability would cause animation stutters when attempting to cast the ability at a target who was using Mist Form or its morphs.

Nature’s Grasp: Decreased the heal over time for this ability and its morphs by approximately 24% per tick.

Bursting Vines (morph): Increased the burst heal by approximately 13%.


Momentum:
  • Reduced the duration of this ability and its morphs to 20 seconds from 30 seconds.
  • Reduced the cost to 3780 from 4050.
  • This ability and its morphs will no longer apply a heal over time to you, but instead will grant Major Evasion for the duration of the Major Brutality.
  • Forward Momentum (morph): This morph now reduces in cost as the ability ranks up.
  • Rally (morph): Increased the baseline heal from this ability by 100%, but reduced the maximum scaling bonus to 300% from 564%. The heal will now require the full 20 second duration to reach the maximum bonus, instead of reaching its maximum bonus 70% of the way through.
Pulsar: Reduced the duration of the Minor Mangle this ability applied to 7 seconds from 30 seconds, which ranks up to 10 seconds. This morph now also increases the chance of applying the elemental type’s status effect to 15%, instead of the base 5%.

Restoration Staff

Blessing of Protection:
Reduced the cost of this ability and its morphs to 3510 from 3780.Increased the healing of all these abilities by approximately 10%.

Blessing of Restoration (morph):
Increased the healing of this ability by approximately 3% since it was missing the rank up progression of the previous morph.
This ability now lasts 16 seconds instead of 15 seconds.

Combat Prayer (morph):
This ability no longer ranks up by 1.1% healing efficiency, but instead reduces the cost as it ranks up.
This ability’s Minor Berserk will no longer hit pets, since they already gain their owner’s Minor Berserk.

Force Siphon:
This ability and its morphs no longer have a cast time or a cost since they are purely debuff skills, such as Weakness to Elements.
The duration of this ability now begins at 18 seconds which ranks up to 24 seconds, and both morphs will rank up to 30 seconds in total.
Fixed an issue where these abilities would aggro your target.

Quick Siphon (morph): Since there is no cast time, this ability gains a new morph effect! Triggering the Minor Lifesteal debuff will also grant the activator Minor Expedition for 4 seconds.

Grand Healing: Converted this ability into a true AoE HoT, rather than a hybrid spammable hybrid HoT.
Increased the duration from 3 seconds to 8 seconds, but you may only have 1 active at a time.
Reduced the healing per tick by approximately 44%.
Reduced cost to 2808 from 3510.

Healing Springs (morph): This ability now grants 30 Magicka every time it heals an ally, rather than restoring 330 Magicka for up to 3 allies healed by the initial hit. This will result in a higher return if you hit all 6 targets for the full duration, but will require more coordination to obtain.
Illustrious Healing (morph): This ability continues to increase the duration. The new duration is 9 seconds, which ranks up to 12 seconds at Rank IV.

Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.

Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.

Mutagen (morph): Increased the burst heal value of this ability by approximately 93%.

Steadfast Ward: Increased the base shield size of this ability by approximately 14%, but reduced the bonus scaling to 100% from 300% to better align it with other abilities, and reduce the polarizing effectiveness it has.

Healing Ward (morph): This morph will no longer heal you after the shield ends, because the shield hardly remains to do that. This morph will now heal you once every second for 25% of the remaining shield size instead, to ensure you gain effectiveness out of it.

Devouring Swarm (morph):
Increased the base cost of this Ultimate to 250 from 200.
The heal from this ability has been brought into standards, which will result in no real set % change in power due to the previous version having several issues with scaling. The Weapon Damage scaling of this ability was approximately 800% weaker than the Spell Damage scaling, while the Stamina scaling was 1500% weaker than the Magicka scaling. The heal will now scale for half of the damage’s base coefficient (note this does not mean the heal is tethered to half of the damage dealt).

Drain Essence:
Removed the 1 second delay on this ability and its morphs before it deals damage.
The channel from this ability can no longer be dodged. Reduced the damage per tick by approximately 11%, but the additional tick it now deals results in an increase of damage by approximately 89%. This ability and its morphs now heal for up to 15% of your Missing Health per tick, down from 20%, to retain the 60% of your Missing Health over 3 seconds.

Accelerating Drain (morph): Increased the frequency of damage and healing this ability deals, resulting in 1 extra tick of damage and healing.

Ring of Preservation (morph): This morph no longer reduces the cost of Roll Dodge while in the area. Instead, it heals up to 6 friendly targets (yourself included) in the area every half second. The heal is based on our AoE HoT standards.

Meditate: Slightly reduced the healing and resource return from this ability and its morphs to land on whole numbers.

Introspection (morph): Increased the healing of this ability by approximately 5%.

Blood Altar: This ability and its morphs no longer have a cast time, and now cost Health rather than Magicka.

Overflowing Altar (morph): This ability no longer attempts and fails to rank up in the healing the synergy provides, and instead reduces in cost as it ranks up.

Blood Feast and Blood Funnel: These synergies will now properly use their activator’s highest Critical Strike chance, rather than only using their Spell Critical. Blood Feast now heals for 65% of the activator’s Max Health at all ranks.

Bone Shield: Increased the base cost to 4320 from 3780, but applied the 15% Stamina cost reduction it was missing, which will take the cost to 3672.
Bone Shield will now properly rank up in 1.1% shield size per rank.

Spiked Bone Shield (morph): This ability’s damage return can no longer self-perpetuate with other damage return procs, and will no longer remove the attack from sneak attacks before finishing the attack.
Increased the damage return to 60% from 33% to put it better in line with the other morph.

Bone Surge (morph): This ability will now rank up in 1.1% shield size, rather than reducing in cost.

Bone Wall and Spinal Surge (synergies): These synergies now affect up to 6 allies, up from 4.
Reduced the size of the shields to 30% of the synergizer’s Max Health from 50%.

Necrotic Orb: Reduced the base cost of this ability and its morphs to 3780 from 4590.
Reduced the damage per tick of this ability and the Mystic Orb morph by approximately 13%, but it can now deal damage every half second instead of every second.

You can only have 1 orb active at a time.
Decreased the speed to 2 meters per second from 3 meters per second to help it deal damage or heal targets more reliably as the orb passes them.

Healing Orbs (morph): Reduced the healing per tick of this ability by approximately 13%, and fixed an issue where allies affected by the Heal from this ability were unable to take damage from Necrotic or Mystic Orbs from some players.



Rapid Maneuver:
Reduced the cost of this ability and its morphs to 6885 from 8100 for the 15% Stamina cost reduction standard.This ability and its morphs will no longer remove themselves if you take an action, such as healing or damage.
Reduced the duration of the Major Expedition granted to 8 seconds from 30 seconds at Rank IV. Note it will continue granting Major Gallop for 30 seconds.

Retreating Maneuver (morph): This ability no longer ranks up in duration.

Charging Maneuver (morph):
This morph no longer grants Minor Expedition after the Major Gallop ends or is reapplied. Instead, it grants the Minor Expedition bonus alongside the Major Expedition bonus.
This ability no longer ranks up in duration, but instead reduces in cost.
Fixed an issue where Minor Expedition was ignoring range requirements, and applying to allies in lands far, far away.

Sturdy Horn (morph): This ability no longer extends the duration of the bonuses or provides Minor Ward and Resolve. Instead, it will grant 15% worth of Critical Resistance to targets affected to operate as a counter to Aggressive Warhorn.

Support
Barrier: This ability and its morphs will now affect up to 12 grouped allies, instead of 6 allies.
Reviving Barrier (morph):

Reduced the heal per tick from this ability by approximately 11%.
Reduced the duration to 15 seconds from 30 seconds, but increased the frequency of the tick to 1 second from 1.5 seconds.
Added a 1 second delay to the first heal tick.

Replenishing Barrier (morph):
The Magicka restored from this ability’s conditional requirement now restores a flat amount of Magicka, rather than a percentage of your Max Magicka. Restore is now 1000 at Rank IV.
Reduced the amount of Ultimate restored per shield dissolve to 4 from 6. Note since this ability can now affect more targets, the total restore of both the Magicka and Ultimate can potentially be higher.

Purge:

This ability and its morphs no longer reduce the duration of incoming negative effects.
Increased the amount of negative effects instantly removed per cast to 3 from 2.
This ability now ranks up in cost reduction, leading to a base cost of 7830 at Rank IV.

Efficient Purge (morph): This ability will now cost 5400 at Rank IV, rather than 5130.

Cleanse (morph): This morph no longer heals for 15% of the target’s Max Health if a negative effect was removed from them, but instead heals for 7-10% of their Max Health per negative effect removed.

Revealing Flare: Adjusted this ability to behave more closely to other reveals, such as Magelight or Expert Hunter.The flare now lingers in the area where cast for 5 seconds, rather than being instantaneous. Increased the base cost to 5400 from 1889, which ranks down to 5130.

Lingering Flare (morph): This ability now lasts 7 seconds, down from 8, and ranks up in duration to 10 seconds at Rank IV.

Scorching Flare (morph):
Renamed this ability to Blinding Flare.
This ability no longer damages enemies revealed, but now stuns revealed enemies for 2 seconds, which ranks up to 4 seconds at Rank IV.

Siege Shield:
This ability and its morphs now affect up to 12 allies, instead of only 6.
Reduced the base cost to 8100 from 9450.

Propelling Shield (morph): Reduced the cost to 7830 from 8496.

Siege Weapon Shield (morph):
The protection for siege weapons will now apply to all friendly siege weaponry, including your own, rather than only your allies’ siege.
Fixed an issue where the damage mitigation from siege attacks on players was applying to anyone in the area, instead of only you and allied players.

Sentinel of Rkugamz: The Dwemer Spider spawned from this set will now always spawn on the target who procced the summon, rather than only on the caster. The spider is also now immobile, and will no longer move once it has begun channeling its heal ability.

Monday, June 24, 2019

Do you Enjoy the Dragons Fights?

June 24, 2019 0
Do you Enjoy the Dragons Fights?

It's been a little over a month, since early release of Elsweyr and not even month for our console fans? Still it's a fair chance now to ask do you enjoy the dragon fights? Do they make you want to come to the zone? Personally I find the hunting of the dragons an enjoyable experience.

Seeing that dragon fly over head the first time, then you rushing to find where it lands... but only to regret you are alone when it lands. At last help, it's not far when other hero's come to test there mantle on the hunt.

Many would be dragon slayers came, but as the fight goes on you have to ask yourself how many will survive the fight ...or will you even survive the fight. It becomes a bigger question as those left in middle when dragon takes flight. A dragon's breath is not a forgiving to even the mightiest warriors.


So to the audience?

Do you enjoy dragon fights? Take a poll here

Do you finds dragon fights fun?

Do dragon make the zone feel engaging for you to visit?

How does it compare other zone events like Summerset geysers?

What guild Improvements would you like to see in ESO?

June 24, 2019 0
What guild Improvements would you like to see in ESO?
Onward since Elsweyer Launch, as Guild master myself I have gotten over 200 number new member with over nearly 400 member activity rate. I have seen expansion of people wanting to do content together as guildmates and actually doing things together! 

I think in long run, having guild finder will making group engagement in eso skyrocket. Still I think there still room for improvement.

  • Guild Calendar
    • I see the Guild Calendar as necessary addition now only for guild officers, but so people can share what they are doing and others can join them on adventures.
  • Guild Sign Up Sheet
    • I would really think having a sign up sheet available in game, will make people do things across zones more, even if the rewards are questionable in older content. There's something special if you can do it with friends.
  • Guild Mail
    • This is just extra that can come eventually but would be nice to share special movements and tell people's what is happening in guild
  • Guild Quests
    • Not necessary questions, but it would nice to give guilds goals to work together towards. Something they can feel proud they did together.
  • Guild House. 
    • Big talk but would like to simply give selected house to guild and other people be able to add things to it. Not as important as the other things, but hopefully one day!


Do you think it's important that we have more guild improvements or are things fine as it is in ESO? If you agree towards improvements then what do you think is important to see? How will it help your ESO experience?

Sunday, June 23, 2019

Sunpsire Healer Weekend 3

June 23, 2019 2
Sunpsire Healer Weekend 3
 (shh ... lets ingore that I have 2 sources of magicka steal)

   Life...giver is nice... but I forgot to switch it to negate from last time.



Onwards the 3rd attempt with vSS we crushed the fire boss with new tactics... let just burn the fire atros....we ended running like a smooth machine and got the fire done in hour. The tactics involved less movement of lots of call outs to get back into position. This method... is probably called "stack and burn".

Though taking it back a bit, I feel we made a lot of progress, because we could recap and see what happened during the fight. Tasear worked this time not dying to gsyers....well more like downloaded code's combat alerts. It tells me to move my stupid ass away from incoming doom, so less worry about latency or cluster of things going on. Both healer improved on orbs in rotation so sustain was dreamlike to all allies. Also over the general course of using eso logs. I think each healer moved up a grade or 2. 

In regards to personal improvement went from mid 20s in hps to late 30s hps on average while on my best attempts going into early 40hps. Things I set out to do was increase orbs output and ...actually use healing springs enough to live up to healer "healer bot" name. There was also getting combat prayer rate even in chaos goal which I must say have completed. Also got 94.% uptime for minor prophecy for group. 




Overall, I give myself pat on back in improvement, but there's room still to improve. I really filled in gaps to my weakness, but still could improve combat prayer numbers and uptime along with Siphon Spirit. Major courage is something to look at eventually but steady hitting mid 80s in uptime, so not so bad I say so myself. I shall continue onward for improvements.




Wednesday, June 19, 2019

Sorc Healer Update for Trials

June 19, 2019 0
Sorc Healer Update for Trials


I admit, I had my misgiving before, but really have come to love eso logs. It's finally a way to gauge myself, and seek personal improvement.




I had a goal to get 40k hps after seeing my 23 to 26k hps. I think I had reasons I told myself that I wanted to seek this out, but in the end I keep going cause I wanted to see myself improve at something I believed myself to be skilled in doing. Now I have reach this goal in constantly getting 40k hps. I share with you all my build improvements for my favored and prized Sorc.

I the biggest difference I found in really pushing margin was 40k was adding dark conversion back. The Elsweyr changes really made it finally fluid enough to use in combat. Also minor prophecy buff was enough to give it space on bars once more. Still I see lots of room to refine things here, so will keep you all updated.


Tuesday, June 18, 2019

Unofficial Community Ambassador of Elder Scrolls Online

June 18, 2019 1
Unofficial Community Ambassador of Elder Scrolls Online

Today in sense I received noticed I am fired from my unofficial community Ambassador role. I know I quit two weeks in on paper, but everyone knows all  good I did those six months of service. Well even I am proud of my work second community program...unofficially and without out a title it may have been.

On that note, I would like to set record straight online somewhere. I got transferred into community Ambassador program, from class rep program in order to help program. I was officially an Community Ambassador when this news was given of my purpose. This is outside my time as Class rep. I thought did not like the lack of system, so I moved on in officially letter saying "I quit". I was angry I couldn't help others so lash out and told a few non secure secrets of poor environment I endured to help others. That got communicated poorly, but in the end I was always for the people. 

While as unofficial Community Ambassador (sorry official ones I will take the title) I engaged the community positive topics and brought focused discussion on issues. I used my previous influence in game community to bring change and help community express issues. I had my spats mind you, but my positive contributions is something that existed and I am proud of even as I go into my second exile. Now I have been exiled once again, I don't anguish and lash out this time.  

I don't believe what was done to me was fair, but was railed roaded not once but twice cause I talk to much. Also I got blackmailed not to say anymore about incident or I will not longer be able to help people in game. I regret nothing and everything I said has been true unlike another. On that note, I will be focusing more energy on to making this blog fully functional resource for everyone. Also it's bit weird to say, but you know what all is forgiven even today. I got more out of experience then some people will ever in a life time. Also I will one day sit, and right a book that is truly compelling adventure for people to learn from. I have everything archived when I am ready. 

Sincerely,

Once upon a time, the Class Rep and Community Ambassador