Sapphire
Member
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Ok so I have played with the full set a bit, and my thoughts are as follows: Pet: Easily the worst part. Splitting 40% melee into MP regen and SP regen, and then further splitting that to 2 turns makes this pet terrible. I don't use my pets/guests for damage so the damage mode it has is negligible. The regen mode isn't enhanced via CHA boosts or other normal pet boosting so not even Beastmasters can really even make much use of this. The split regen is more helpful for non mages. I play mage builds. So this makes it even worse for me, than even the normal terribleness it already is. 2/10 Shield: Quick Cast heal on a shield with 6.25% heal resist isn't something we've seen. From that standpoint, it gets some points. But as Aura Knight so correctly pointed out, and something I've long been saying, END is a stat when trained, provides so many HP's that you need to heal less often. Making END assist healing IMO is just silliness. It's double dipping. I also do not play tank builds unless I'm backlashing, and if I'm backlashing, I'm using doomlight shields. As has been pointed out, with END stat trained and some berserk shenanigans, it can heal quite a bit. But I still say with END stat trained, it's not needed in 99.99% of situations. So i could care less about what it can be boosted to do. If someone who has 250 END is needing to do this, something's wrong. 4/10 Misc: No issues with the misc. Providing a barrier after attacks and spells is a decent misc. 6.25% heal resist is ok. It gets points for the idea not existing, but it isn't so utterly fantastic that it's a must have/use . 6/10 Weapon: Easily the best item in the set. I am rather fond of clickable skills on weapons and the barrier eater for free cost is something I think is great. In fact, I think more effects that lower or make costs free is at times, better than damage. I still say resource management is better than damage due to the flexibility it provides in more difficult fights, which coincidentally, is likely versus a mob with a damage cap. With a finite amount of slots to use, I'd rather just carry stuff that I can always use. So the weapon gets a huge thumbs up from me. 9/10 Armor: The armor isn't bad, but it isn't the greatest thing ever, either. I like dismount mode more than mounted mode. I find the perm heal resist on a damaging skill a bit counter to reality. If I'm damaging the monster , I'm killing it faster. But yet a get perm heal resist? It means I'm less likely to take advantage of the feature. To me it would have made more sense if the perm heal resist didn't happen on a damaging skill, or the damage was drastically lowered for *better* heal resist. Also, the secondary heal resist of 12.5% only being allowed while in the full set is bad. I think it's a good balance idea to attach it to the armor, at least, but not the full set. It is a blatant attempt to disallow too much heal resist stacking by staff, and so the potential the overall idea put forth falls short of expectations..which was my huge concern. Also, magic attacks taking a .75 penalty to the barrier removes points for me. 6/10 Overall, I think the fact that the entire set is best in a tank warrior build, ie it doesn't excel in multiple builds, makes it lose points for me....especially considering I don't play warrior, and I don't play tank builds outside backlashing. The niche build that takes the best advantage of this set caters to some players. Just not me. I wish it had a bit more universal appeal. The barrier difference in a 0 END MAge build vs a Tank warrior build is quite noticeable, and enough that I can see those who play those builds may quite like this. But for me, it fell short. I initially backed the idea. Although the idea did evolve some, and I did prefer some of the original ideas over the final suggestion (like the mechanic that tracked over-heals), the huge concern I had (besides the pet, which I figured would be terrible) was that staff would severely reign in the perm heal resist to the point that if the set were chosen, it would leave me with a feeling of regret for spending tokens to place to get everything. Not only did they reign it back in like I thought might happen, they reigned it in to the point of me sort of disliking the final product altogether. I love it when new ideas are implemented, but my concerns here simply came to fruition. Even Lupul said just use it for the barrier mode and forgo the heal resist mode. And I agree. My assessment is a bit biased in that I don't do warrior, and I don't do END, and I think training END means you don't really need heals/barriers, so making this cater to that build is silliness. I personally think training END is a waste, but I know other players like it.
< Message edited by Sapphire -- 9/13/2023 5:49:43 >
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