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Why can't we have good damage dealing monster sets?

BananaBender
BananaBender
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There are so few monster sets which are worth using in PvE for DDs. The only ones which see any use are Selene and Balorgh with Zaan and Maw of the Infernal as honourable mention. Selene and Maw are base game and both Balorgh and Zaan were released in 2018. There has been times where other monster sets were briefly used like Domihaus and Kjalnar, but neither has been good in years.
So even if count Kjalnar (released in 2019) as the last good DD monster set, it has been six years since it was released!

If we look at monster sets before Kjalnar, there was actually some competition:
Balorgh
Domihaus
Grothdarr
Ilambris
Maw of the Infernal
Nerien'eth
Selene
Stormfist
Valkyn Skoria
Velidreth
Zaan

All of these sets were pretty good and usable in at least some stage of the game. Even half decent monster sets after Kjalnar:
*crickets*

It's not that there hasn't been DD monster sets, they are just all extremely bad.
(Note, Black Gem Monstrosity has some potential if it wasn't held back by the requirement to use Soul Magic abilities)

Newer support monster sets have seen some use though, notably Nazaray, Archdruid Devyric and Ozezan.


Could we please have actually good DD monster sets again?
  • NxJoeyD
    NxJoeyD
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    I’m using the Black Gem set as a Mag Sorc DD and I think it’s great.

    The Soul Gem cost barrier is fair given the damage it does.

    It’s not a broad set in that I’m sure a lot of builds won’t find it appealing, but, since Scribing I know many people are using either Weld Soul or Soul Burst in some capacity.

    Since you only have to cast a Soul Magic ability, not necessarily deal damage with, one could proc it off Healing Soul which is a popular slot item in the current state.

    I know that it won’t fit into a lot of builds but that’s often the case for many sets. That’s said I feel like they really gave us a set that punches pretty hard and is finally a great choice for builds who can’t run Balorgh or Zaan because they don’t make sense. Now those of us who never could really make use of those high end damage sets have a set that might make more sense for us to use.
  • Malprave
    Malprave
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    Don't leave out Stormfist. Effective and interesting set until an inexplicable nerf.
  • flizomica
    flizomica
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    Malprave wrote: »
    Don't leave out Stormfist. Effective and interesting set until an inexplicable nerf.

    But the spreadsheet said the modifier was too high! Can't be having that.
  • Gabriel_H
    Gabriel_H
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    Any 2nd piece bonus would have to out-perform any number of Mythics, which is the problem.
  • tomofhyrule
    tomofhyrule
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    Gabriel_H wrote: »
    Any 2nd piece bonus would have to out-perform any number of Mythics, which is the problem.

    This is the issue here.

    Considering the role of DDs now is to use Fatecarver and slot Grim Focus (you know, because "play the way you want" can't come close to doing that amount of damage), and that setup uses Velothi's as a mythic, any new Monster set would need to be a choice on par with that level of power.

    Which is not allowed in the magic spreadsheet, of course.
  • sixlalas
    sixlalas
    Oakensoul rules. To take that ring off, we need a lot of juice in the gear that replaced it. A lot. I've been trying for over a year, dozens of setups, classes, so on. No dice; got one set and I'm stuck there. What is needed, from cosmology, is the "shock breakout" of a new set of powers based on deep CP, and with that, matching gear. The game needs to grow, and making the deep CP useful, with, say, Mythic gear sets... flight... and so on - that would thunder! Oh, and I'd pay for it. Totally. Slimm Pickens
  • StihlReign
    StihlReign
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    Another issue lies in the conditions set for many of these sets. As a DD, percentage based probabilities of firing the set drop it off the use list. RNG is bad in ESO. RNG based damage design...why?

    I don't want to guess when the damage might hit and ZOS can't be trusted with RNG. We're already placed in RNG pools that regularly ruin the play experience, adding it to damage sets makes them unreliable. Some sets also have proc conditions that can be problematic to meet such as Infernal Guardian.

    Bloodspawn 1 item: Adds 129 Stamina Recovery
    2 items: When you take damage, you have a 6% chance to generate 13 Ultimate and increase your Physical and Spell Resistance by 3731 for 5 seconds. This effect can occur once every 5 seconds.

    Chokethorn 1 item: Adds 129 Magicka Recovery
    2 items: When you use a heal ability with a cost, you have a 33% chance to summon a strangler sapling that heals you or an ally for 6986 Health over 6 seconds. This effect can occur once every 10 seconds and scales off the higher of your Max Magicka or Stamina.

    Grothdarr 1 item: Adds 1096 Maximum Magicka
    2 items: When you deal damage to an enemy within 8 meters, you have a 10% chance to create lava pools that swirl around you, dealing 259 Flame damage to all enemies within 8 meters of you every 1 second for 5 seconds. This effect can occur once every 10 seconds and scales off the higher of your Weapon or Spell Damage.

    Ilambris 1 item: Adds 1096 Maximum Magicka
    2 items: When you deal Flame or Shock Damage, you have a 33% chance to summon a meteor shower that deals 145 Flame damage and 145 Shock damage to all enemies within 4 meters every 1 second for 5 seconds. This effect can occur once every 8 seconds and scales off the higher of your Weapon or Spell Damage.

    Infernal Guardian 1 item: Adds 1096 Maximum Magicka
    2 items: When you apply a damage shield to yourself or an ally, you have a 50% chance to lob 3 mortars over 2 seconds at the furthest enemy from you that each deal 641 Flame damage to all enemies within 5 meters of the blast area. This effect can occur once every 6 seconds and scales off the higher of your Weapon or Spell Damage.

    Kra'gh 1 item: Adds 1487 Offensive Penetration
    2 items: When you deal damage, you have a 10% chance to spawn dreugh limbs that create shockwaves in front of you dealing 249 Physical damage every 0.6 seconds for 2.4 seconds. This effect can occur once every 6 seconds and scales off the higher of your Weapon or Spell Damage.

    Maw of the Infernal 1 item: Adds 129 Weapon and Spell Damage
    2 items: When you deal damage with a Light or Heavy Attack, you have a 33% chance to summon a fire breathing Daedroth for 15 seconds. The Daedroth's attacks deal 599 Flame damage every 2 seconds. The Daedroth can only be summoned once every 15 seconds and its damage scales off the higher of your Weapon or Spell Damage.

    Nerien'eth 1 item: Adds 129 Weapon and Spell Damage
    2 items: When you deal direct damage, you have a 15% chance to summon a Lich crystal that explodes after 2 seconds, dealing 1360 Magic damage to all enemies within 4 meters. This effect can occur once every 3 seconds and scales off the higher of your Weapon or Spell Damage.

    Stormfist 1 item: Adds 129 Stamina Recovery
    2 items: When you deal damage, you have a 10% chance to create a thunderfist to crush the enemy, dealing 277 Shock damage every 1 second for 3 seconds to all enemies within 4 meters and a final 1110 Physical damage when the fist closes. This effect can occur once every 8 seconds and scales off the higher of your Weapon or Spell Damage.

    Valkyn Skoria 1 item: Adds 1487 Offensive Penetration
    2 items: When you deal damage with a damage over time effect, you have an 8% chance to summon a meteor that deals 1342 Flame damage to the target and 447 Flame damage to all other enemies within 5 meters. This effect can occur once every 5 seconds and scales off the higher of your Weapon or Spell Damage.

    Velidreth 1 item: Adds 129 Weapon and Spell Damage
    2 items: When you deal damage, you have a 20% chance to spawn 3 disease spores in front of you after 1 second that deal 1557 Disease damage to any enemy they hit. This effect can occur once every 8 seconds and scales off the higher of your Weapon or Spell Damage.

    Zaan 1 item: Adds 657 Critical Chance
    2 items: When you deal Critical Damage with a Light or Heavy Attack, you have a 33% chance to tether to your enemy for 10 seconds as long as you remain within 8 meters of them. Enemies touching the tether take 145 Flame damage every 1 second, increasing by 100% per tick and are afflicted with the Burning status effect. This effect can occur once every 20 seconds and scales off the higher of your Weapon or Spell Damage.


    "O divine art of subtlety and secrecy!

    Through you we learn to be invisible, through you inaudible; and hence we can hold the enemy’s fate in our hands.” – Ch. VI, v. 8-9. — Master Sun Tzu

    "You haven't beaten me you've sacrificed sure footing for a killing stroke." — Ra's al Ghul

    He who is prudent and lies in wait for an enemy who is not, will be victorious — Master Sun Tzu

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