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Mythic Item Ideas

  • Djennku
    Djennku
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    Elrond87 wrote: »
    Would be good for the new shoulder mythic item. (Mora's Whispers)

    Go to mystic vendor buy the lore books from them that are known to your character, place them in your housing so then your new character can just read them in an instant to make full use of that new shoulder mythic, who is going to want to read every single one from every zone on multiple characters?

    Unfortunately, those are furnishing items, and do not count for the guild skill line or collections. I tried that years ago and found out the hard way.
    @Djennku, PCNA.

    Grand Master crafter, all styles and all furnishing plans known pre U41.
    Vamp and WW bites available for players.
    Shoot me an in-game mail if you need anything, happy to help!
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Item Name: Amulet of Mirrors
    Item Slot: Neck
    Item Trait: Bloodthirsty
    Item Enchantment: Tri-Stat
    1 Peice: Your Stamina and Msgicka recovery are set to zero, Performing a Stamina ability will restore 50% of it's value as Magicka and Magicka abilities will restore 50% of itheir value as Stamina.

    Item Name: Boots of Blinding Speed
    Item Slot: Feet
    Item Trait: Infused
    Item Enchantment: Stamina
    1 Peice: Increases movement speed by 100%, when moving your vision will be blurred.
  • BloodyStigmata
    BloodyStigmata
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    Here's some ideas for holiday-themed mythic items that could maybe come from leads that drop during holiday events;

    Thicketman's Vestments
    Medium, Chest

    (1): Summons a persistent scarecrow specter to fight alongside you. The specter fights at a range by throwing crows every 2 seconds for X damage. Every 20 seconds the specter is in combat it summons an aspect of the Thicketman, dealing X damage to all enemies within 10 meters of it and increasing the weapon and spell damage of you and your allies by X amount for each enemy hit for 6 seconds.

    Hollowjack's Gourd-Grabbers
    Heavy, Hands

    (1) Blocking creates a hollowjack patch on the ground beneath you. While the patch persists it grows by 1 meter every 1 second up to a maximum of 12 meters. For every ally standing in the hollowjack patch, you restore (X amount) magicka and stamina per second and gain a stack of Detritus Blessing, decreasing the amount of damage your allies take by 1% for each stack.

    Jester-King's Pantaloons
    Light, Legs

    (1) Being struck by a player from stealth; causes your pants to burst into flames and then explode after 1 second, dealing (X amount) of damage to all enemies in a 20 meter radius for every ally within 20 meters of you. If you are killed before your pants can explode, the damage is instead dealt to all allies and structures within a 100 meter radius at octuple the amount. This effect can only occur during the Jester's Festival.
    (1) Killing an enemy player causes them to explode into confetti.

    Red-Nosed Indrik Feather
    Amulet

    (1) Critically healing an ally summons the legendary Red-Nosed Indrik at their location for 12 seconds. After 2 seconds the Indrik begins shining its light, granting each ally within a 10 meter radius 1 of 5 major buffs and healing them for (X amount) every 1 second. Every enemy within the same radius gains 1 of 5 major debuffs and is damaged for (X amount) every 1 second.
    Edited by BloodyStigmata on 1 May 2022 17:12
    Owner and proprietor of the Northern Elsweyr Guar Reserve and The Hunting Grounds Guar Reserve, Tamriel's home to all things guar.
    See the embedded brochures for all information regarding our reserves, as well as our collection status!
  • kypranb14_ESO
    kypranb14_ESO
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    Kinetic Breastplate:
    Slot: Torso
    Weight: Heavy
    Enchant: Health
    Trait: Reinforced

    Restore X % of damage mitigated by Spell Resistance as Magicka. Restore Y% of damage mitigated by Physical Resistance as Stamina. Disabled while blocking.

    Maybe throw some armor rating on as a passive bonus as well. Or increase the effectiveness of all equipped reinforced traits. Or a bunch of armor rating on ultimate cast. Just throwing some ideas out.
  • Amottica
    Amottica
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    Amottica wrote: »
    Amottica wrote: »
    Amottica wrote: »
    Some good ideas could come from this.

    However, I would suggest a few things.

    Weapon mythics are not a good idea as the benefit would have to be huge to give up some of the ability altering weapons we have in the game. That makes it unfeasible. No other slot is as important. Another point is that the set bonus would only be available on one bar making it awkward. If used on the back bar it could work but Zenimax would see right through that as a free mythic leading to it being unlikely.

    Traits are not important either since we can change traits and choose whatever trait we want when we recreate the mythic.

    Adding a skill slot, which with a weapon would only be available on one bar, is also not very feasible as it would be a drop in DPS. Sure, it could be used for fun builds but not for top DPS builds. That brings up a possible issue and that is PvP balance which is something Zenimax would need to consider.

    Just some thoughts.

    I'd argue the fact that you only gain benefits on one bar a design choice for items such as this, allowing for them to be stronger. My Keening example is one such thing; if the weapon was instead, say, a helmet, you'd have the benefit all the time, and thus it would be too strong since you'd have 2 additional slots over two bars instead of the intended 1. It would need a larger downside to compensate the bonus, for example not being able to switch ability bars, but they already did that for the new Oakensoul Mythic item, or a worse effect like allowing you to put normal skills into your Ultimate slot allowing for 6 abilities but no ultimate.
    It also wouldn't be much different, at least for a 1-handed weapon, than just using any other mythic. You just don't gain the 5 set effect on your back bar if you use an arena set which is already the case. And most mythic items aren't good for DPS builds as they sit. With the exception of the kilt, you can get just as good if not better DPS with other items if you don't use a mythic. Even the Oakensoul mythic i previously mentioned; it's only overpowered in WW pvp builds, which should be addressed, but it's still not as optimal as not using it for PVE DPS.

    Anyway, I think weapon mythics should become a thing. Or even set mythics where you can wear multiple pieces of a set that go together. Keening example could easily be each piece has a bonus, but you only gain the bonus if you wear Keening, Sunder, and the gauntlet. But really, I'm sure players would love to have access to the weapons throughout the Elder Scrolls series and lore, same with the armor pieces. It might not be top DPS to use these weapons, but they could easily be decent alternative choices in similarly to the Oakensoul ring. And you could still run 5 5 1 in terms of 2-handed weapons like bows, staves, and greatswords, trainee for the leftover 1 slot difference, and then the pvp or arena sets for the backbar.

    Being the weapon can be back barred it opens the door to being able to have the benefit of a mythic while still having a 5/5/2 gear build. It seems clear from the numerous mythics already available, and about to be added to the game, that Zenimax intends for us to give up something full time.

    This is probably the most important point.

    Excellent point. But with the way items work, it might work fine as long as the design philosophy is followed correctly. For example, let's theory craft another one from lore: The Ebony Blade. This sword has already appeared in ESO in quests, namely a couple of dungeons. Based on the way it works, it deals more damage and makes you more barbaric when you attack with it, but also messes with the perception of those around you. It's a two handed greatsword. Here's how this could work:

    (2 items) Whenever you kill an enemy, you gain a stack of Deadly Whispers (max 15) for 30 seconds. For each stack, you gain 33 weapon and spell damage and your attack speed is increased by 2%. While you are at max stacks, innocents are not alerted to murders you perform, and guards do not attempt to attack or arrest you regardless of your infamy or your current bounty, however you still gain bounty as normal. You lose all stacks when you swap bars.

    By making it so weapons lose their buffs when you swap bars, or making it so the benefits they give only work while you're using that bar and don't leave any debuffs behind on enemies, then the problem you outlined is no longer a problem, because if you really want to use the item to its fullest, you'd have to do 5/5 using the head and shoulder slot to get an optimal build to work most of the time.
    As for my example, it's pretty weak in PVE since it relies on you killing enemies, but in large group PVP it's good. I'm a PVE person though, so I'd probably make it crit based rather than kill based, or increase the duration to something much longer like 1 or 2 minutes, but it felt appropriate to version 1 to be kill based,

    I would not want Zenimax to nerf our skill-altering weapons that have been hard-fought for. Negating their buff or benefit when not on the back bar would make some fairly useless. The MA bow would become decon fodder with such a change. The MA destruction staff would be much less desirable. This also brings up a good point that Zenimax made a conscious choice to make it so the enchant on the back bar would still proc when we are on the front bar so it seems the weapon benefits are intended to still work even when we are on a different bar.

    There does seem to be more of a core philosophy concerning these powerful items, mythic gear, and skill-altering weapons, that are at the core of why no mythic gear are weapons. This is just speculation but what is available in the game after a couple of years or more of these mythics being added supports the guess I have put forth.

    Anyhow, as I said at the start, I was just providing ideas. Not interested in an argument as the overall idea of the thread is a good idea.

    Oh no absolutely. This example only extends to the idea of mythic weapons. Mythic weapons would have the potential to be much stronger than other weapons because they would have this limitation on them, specified in their weapon text. Of course not all of them would need this, and could easily be on the power level of any of the Arena weapons, allowing for the swapping. In fact, this alone is fine for that context, as arena weapons generally only get released when a new arena is released, and such a thing is rare and seldom. Using them as inspiration, they could make very interesting Mythic weapons, and allow themselves to create arena-esque weapons whenever they want to.

    If the benefit of the weapon ceases when on a different bar, as you suggested, then that would be a heavy nerf to both the MA bow, Master bow, and the MA dStaff. The bow is a back bar weapon in PvE for all but the rare bow/bow build. The MA staff is typically back bar to allow for a full set bonus on the front.

    If the idea is only for this proposed mythic item then it would not make sense to allow some special weapons' special abilities to work when they are not the active weapon and have then not work for other weapons in the same situation. We are not talking about normal set bonuses but special weapons.

    And I will repeat what I suggested before, that it seems clear Zenimax has a core philosophy concerning skill altering weapons and mythics, that they will not compete with each other.

    It is great to create this thread to suggest different ideas for mythic bonuses. It is not important which slot it is for since Zenimax will make that choice for themselves if they do like an idea presented.
  • Iron_Warrior
    Iron_Warrior
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    Glove of martial supremacy
    Medium hands

    (1) increase your damage done by 10% and reduces your damage taken by 5%. You can't use magicka costing abilities anymore

    Gloves of magical supremacy
    Light hands

    (1) increase your damage done by 10% and reduces your damage taken by 5% when you are at 100% stamina. If you drop below 100% stamina the bonuses will get deactivated for 6 seconds and can only get reactivated if you are at 100% stamina

    Since hybridization is now a thing, The idea of these mythics is to encourage full stam or mag builds.
    Edited by Iron_Warrior on 2 May 2022 22:35
  • Lephrel
    Lephrel
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    Darkstorne wrote: »
    Fishy Stick
    Amulet
    [ Prismatic Recovery ]
    [ Triune ]
    (1 Item) Gain Major Brutality, Major Sorcery, Major Savagery, Major Prophecy, and Major Heroism at all times. Increase the cost of your non-ultimate abilities by 10%.

    It's a buff stick!

    With the 10% cost increase, nobody would ever wear this mythic.
    Even without the cost increase, it's not all that appealing.
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