StarOfElyon wrote: »I'm creating a spider-themed character but some of the parts could use some work. One is a set and another is a skill. Both have issues with the radius of effect.Hand Of Mephala (set)
(2 items) Adds 4% Healing Taken
(3 items) Adds 1206 Maximum Health
(4 items) Adds 1487 Armor
(5 items) When you take damage, you encase the ground beneath you in webs for 5 seconds, reducing the Movement Speed of enemies within a 4 meter radius by 33% and applying Minor Breach to them, reducing their Physical Resistance and Spell Resistance by 2974. After 5 seconds the webs burst into venom, dealing 0 Poison Damage. This effect can occur once every 5 seconds and scales off the higher of your Physical or Spell Resistance.
Trapping Webs (skill)
Cast Time: Instant
Target: Ground
Range: Maximum range: 28 meters, Radius: 4 meters
Cost: 2984 Stamina
Skill description
Hurl webs to ensnare your foes, reducing the Movement Speed of enemies in the area by 50% and dealing 1742 Physical Damage. After 10 seconds the webs explode, dealing 2323 Poison Damage to enemies within. A ranged ally can activate the Spawn Broodlings synergy, dealing 2249 Poison Damage to them and summoning a spider to attack for 10 seconds. The spider bites enemies for 673 Physical Damage.
A 4 meter radius is almost nothing. It's only slightly bigger than the Templar rune. For an area of effect that snares, the opponent has to be right on top of you. In that case, who cares if they're snared - they don't have anywhere to go anywhere. For a tank set, it's really not going to even beat out a skill like caltrops which has a much wider radius (8 meters). Why can't this set have a radius like that? It just doesn't measure up to other tanking sets.
The same issue for trapping webs exists. It's only 4 meters wide. I tried using it and mobs walk right through it because it's so small. It needs to be at least 5 meters wide to be effective, I think. I also think it could have the snare potency increased the longer an opponent is affected by it, even after they leave the area of effect. So unless it's cleansed or removed, after leaving the AOE, the snare intensifies (like the shadows in Cradle of Shadows). And for an aesthetic improvement, maybe the spiders could be more like the black widow types? That would be great.
These are my suggestions. I appreciate you considering them. Thanks.
Twice Born Star
Gutted since mundus changes but buff too far and would be OP.
Needs something tho either a % boost on 5pc or stat increase 2-4pc
Tommy_The_Gun wrote: »I would change (buff) Salvation set.
https://eso-sets.com/set/salvation
(2 items) Adds 1096 Maximum Stamina
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 1096 Maximum Stamina
(5 items) Reduces the cost of your Werewolf Transformation ability by 33%. While in Werewolf form, your Weapon Damage and Spell Damage is increased by 150.
Because... lets get real: What is the use case for this set ? One could make a point that maybe levelling up WW skill line is maybe, kinda "that moment" when cheaper WW transformation could be useful, but really it is just for a short time, till you level up "a bit" and then cheaper transformation becomes obsolete. You are better off with a sustain oriented set if you want to level up WW skills. Because it is kinda a wasted 5 peace bonus once you transform. Also... why would you grind this set & gold it out just for a brief moment for "levelling WW" ? It is kinda pointless.
Personally, I would change this set into some kind of a "kiss-curse" set. So you would get some penalty, while in human form, but a noticeable bonus while in WW form. Maybe more expensive non - WW abilities, but cheaper WW abilities.
Alternative, maybe just reduce Werewolf Transformation cost reduction to 25%, by make it so it would apply to all WW abilities (ulti & skills).
Tommy_The_Gun wrote: »I would change (buff) Salvation set.
https://eso-sets.com/set/salvation
(2 items) Adds 1096 Maximum Stamina
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 1096 Maximum Stamina
(5 items) Reduces the cost of your Werewolf Transformation ability by 33%. While in Werewolf form, your Weapon Damage and Spell Damage is increased by 150.
Because... lets get real: What is the use case for this set ? One could make a point that maybe levelling up WW skill line is maybe, kinda "that moment" when cheaper WW transformation could be useful, but really it is just for a short time, till you level up "a bit" and then cheaper transformation becomes obsolete. You are better off with a sustain oriented set if you want to level up WW skills. Because it is kinda a wasted 5 peace bonus once you transform. Also... why would you grind this set & gold it out just for a brief moment for "levelling WW" ? It is kinda pointless.
Personally, I would change this set into some kind of a "kiss-curse" set. So you would get some penalty, while in human form, but a noticeable bonus while in WW form. Maybe more expensive non - WW abilities, but cheaper WW abilities.
Alternative, maybe just reduce Werewolf Transformation cost reduction to 25%, by make it so it would apply to all WW abilities (ulti & skills).
StarOfElyon wrote: »I recently just completed my sticker book for Banished Cells and I'm using Tormenter on a tank character. This set definitely needs a buff. Just one more thing... I think the amount of armored you gain from the proc should increase. Right now, it's not much better than fortified brass.
Twice Born Star
Gutted since mundus changes but buff too far and would be OP.
Needs something tho either a % boost on 5pc or stat increase 2-4pc
I gotta agree here, if that set got buffed ever so gently, it would be nice. Maybe a 10-15% increase in stats on the 2-4 pieces and/or something like a 10-15% increase in mundus power added to the 5 piece.
Fizzyapple wrote: »