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Sturdy trait time for a change

Curragraigue
Curragraigue
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I may have used sturdy once on a piece of armour because I had it researched, had the stone and had only just started playing the game so I didn't know any better but with the inclusion of a lowering of the cost of repairs in the Champion System, the fact that zos has removed sturdy from the list of traits on dropped undaunted monster sets and the fact that at lower levels I was levelling 10 levels in the same gear without needing to repair without using this trait is there really any value with this trait?

Can I suggest that you just change the trait effect to something else ZOS? Can we please have some community suggestions for the developers of a different trait effect that could either fall under sturdy or an entirely new one if you are feeling creative. Given this trait tends to be on tank and battle mage like drop sets I'll get the ball rolling with some trait suggestions to suit these styles. All of these like the other current traits are meant as very minor increases to the stated area.

1) damage mitigation
2) elemental damage increase
3) elemental resistance
4) increase critical damage (reverse of impenetrable is the thinking with this one)
5) projectile damage mitigation (similar to the sword and board passive in effect but not to the same degree of course)
PUG Life - the true test of your skill

18 characters, 17 max level, at least 1 Stam and 1 Mag of every class, 1 of every race and 1200+ CP

Tanked to Undaunted 9+ Mag and Stam of every class using Group Finder for 90+% of the Vet Dungeon runs
  • Anvos
    Anvos
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    Honestly if you change it sturdy actually sounds like something that should maybe effect cost to cc break or maybe make it pvp based and say it increases the amount of time you are cc immune.
  • Curragraigue
    Curragraigue
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    Anvos wrote: »
    Honestly if you change it sturdy actually sounds like something that should maybe effect cost to cc break or maybe make it pvp based and say it increases the amount of time you are cc immune.

    I like the sound of a cc break cost reduction but I suspect they want to keep that in the 5 pieces of a set category like the Arena set. Keep them coming people the more suggestions we get the more options ZOS has to consider for a change.
    PUG Life - the true test of your skill

    18 characters, 17 max level, at least 1 Stam and 1 Mag of every class, 1 of every race and 1200+ CP

    Tanked to Undaunted 9+ Mag and Stam of every class using Group Finder for 90+% of the Vet Dungeon runs
  • Moonshadow66
    Moonshadow66
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    There're only 3 traits I'm personally using: Infused, Impenetrable and Divines. Infused on the 3 "major" armor parts (head, chest, legs) where the full enchantment is available and gets increased with this trait, and 2 of both Impenetrable and Divines on the rest of the armor.
    And Sharpened on weapons (Precise isn't bad either).

    I never use the other traits, I only need these items for research (I'm doing all crafting skills with all my characters except for one) in order to be able to craft all the sets I want.

    So yeah, I think some changes would be nice, definitely. Your suggestions are awesome! :)

    (I'm running low on suggestions atm, but yours cover the needs already anyways^^)
    Edited by Moonshadow66 on April 6, 2015 1:40AM
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  • Curragraigue
    Curragraigue
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    I'd like a minor heal leech but like cc break would probably be too powerful for an armour trait.
    PUG Life - the true test of your skill

    18 characters, 17 max level, at least 1 Stam and 1 Mag of every class, 1 of every race and 1200+ CP

    Tanked to Undaunted 9+ Mag and Stam of every class using Group Finder for 90+% of the Vet Dungeon runs
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