A thread to collect favorite ideas for new items/gear sets thought up by players. I start with my own, including older, more recent, and brand new ideas, but feel free to add your own. It helps to offer the rationale behind the equipment, but, it isn't necessary.
Alliance specific armor sets
The two versions below were the earliest, and I'm certain there was a third version as part of an idea to get players to spread out in Cyrodiil but I can't find that thread/comment. I have suggested various means for the distribution of the set pieces: special Cyrodiil missions, rewards for special Alliance rank milestones, spending lots of AP at a vendor, or unique crafting stations on the edge strongholds. But the idea is to give some uniqueness to your choice of faction. These full set bonuses were conceived of as part of a 5 piece set. Also, the numbers are from pre-1.6/2.0 stat scaling.
Blood for the Pact Once per minute an killing an enemy player has a 10% chance of restoring 25% of player's total health.
The Lion's Roar Once per minute when player's health drops below 20% there is 10% chance of creating an irresistible fear effect on nearby enemy players for 5 seconds.
The Eagle Banner Once per minute when magicka or stamina drops below 20% there is a 10% chance of gaining a 500 point damage shield.
(Original posting September 2014:
http://forums.elderscrollsonline.com/en/discussion/131001/alliance-specific-bonuses-skills )
Blood for the Pact Once per minute an killing an enemy player has a 5% chance of restoring 25% of player's total health.
The Lion's Roar Once per minute when the player's health drops below 25% there is 10% chance of creating an irresistible fear effect on nearby enemy players for 5 seconds.
The Eagle Banner Once per minute when either magicka or stamina drops below 25% there is a 10% chance of gaining an 800 point damage shield.
(Original posting September 2014:
http://forums.elderscrollsonline.com/en/discussion/131606/small-ish-item-alliance-war-wish-list-for-future-updates )
Anti-AoE spam armor sets
This first idea, "Misfire", was suggested early on in the game's existence when Impulse spamming blobs were the big headache in Cyrodiil. In the Steel Tornado age with even bigger blobs I am tempted to lower or drop that one minute cooldown. This was either to be a spell or set bonus. Might work as part of a 2 piece set?
Misfire** - Once per minute there is an 8% chance that an AoE spell targeting the player will misfire and affect enemy players, with damage increased by 10% and centered on the caster.
(**the official name can sound more lore/setting appropriate, such as Hakkar's Folly or Duzom's Curse or the like)
(Original posting September 2014:
http://forums.elderscrollsonline.com/en/discussion/131606/small-ish-item-alliance-war-wish-list-for-future-updates )
More recent ideas now. Initial reaction in the original thread was split for Artful Dodger, but the issue seemed to revolve around the assumed purpose of the set. It isn't to destroy zergs, but to disrupt their use of mass AoE spam. I'd rather have large groups trying to coordinate single targets than large groups mindlessly hitting two buttons. Secunda's Wonder received less interest but there was concern about healers being too hard to kill. No feedback yet on Aetherial Explosion, but it's my favorite of this trio.
I'm sure the numbers need tweaking an the names are stupid but it's the idea behind the 5 piece bonuses I am putting out for review/reaction.
Artful Dodger (medium armor)
2 pc Max Stamina
3 pc Weapon Damage
4 pc Weapon Damage
5 pc All AoE damage taken and dealt by the wearer is reduced by 40%.
Concept: Again, the 2pc to 4pc bonus is filler and can be altered, and the exact number for the 5 pc piece is open for debate. The idea here is that to give a counter to zergs spamming AoEs. And because your own AoE is reduced, it can't be co-opted and used by those same spammers against others.
Secunda's Wonder (light armor)
2 pc Max Magicka
3 pc Magicka Regen
4 pc Spell Power
5 pc When receiving AoE damage gain Major Expedition, Major Mending, and Minor Vitality for 8 seconds. This can only happen once every 30 seconds.
Concept: Similar idea, but for healers facing AoE swarms. The idea is that these will help in PvP but not unbalance PvE. Again, this was really quick off of the top of my head so please offer improvements. Thanks!
(Original posting October 2015:
http://forums.elderscrollsonline.com/en/discussion/225504/potential-aoe-and-dot-type-pvp-gear-sets )
Aetherial Explosion (craftable armor)
2 pc Max Health
3 pc Physical Resist
4 pc Spell Resist
5 pc Upon taking damage, a charge builds up for four seconds and explodes for 2000 damage to all targets within 6 meters. Each additional hit the wearer receives during the charge up increases the damage by 1500. Effect resets after the Aetherial Explosion.
Again, the numbers can be tweaked, but, if you ran into an AoE blob and got hit 8 times in 4 seconds you would do 14K damage. If the blog sticks together and keeps spamming, that's just more damage they take. Yet, in a smaller battle it would be easier to avoid a huge build up as well as avoid or escape the radius of effect. Just imagine 2-3 people with this set charging into the heart of a spamming blob, though.
(Original posting October 2015:
http://forums.elderscrollsonline.com/en/discussion/comment/2364777/#Comment_2364777 )
Tank and DK oriened armor sets
Not just for tanks/tanky DKs mind you, but these sets are definitely meant to help them out. Also see the "Aetherial Explosion" set in the section just above and "Masser's Mystery" in the section just below.
While people can always see a use for set bonuses beyond the obvious, the Aetherial Spark set is focused on characters with higher mitigation/health who rely more heavily on DoTs and HoTs, which primarily help out tanky characters, especially tanky (magicka) DKs. Positive feedback in the original thread for this, but also a desire to see the chance for a big tick boosted to more of a 20-30% range. I know some magicka DKs feel weak at the moment; this could give them a boost.
Aetherial Spark (heavy armor)
2 pc Max Health
3 pc Physical Resist
4 pc Spell Resist
5 pc Grants the wearer a 10% chance per DoT or HoT tick to score a double critical hit.
Concept: Give tankier characters a chance to do more with their "over time" effects in the new reduced damage/healing environment, but not so much that everyone just sits around in heavy armor maxing out health.
(Original posting October 2015:
http://forums.elderscrollsonline.com/en/discussion/225504/potential-aoe-and-dot-type-pvp-gear-sets )
The following set is new. I like the concept, but I'm not sure where the "percentage of Max Health" should be at to make this set realistic and useful, so I just plugged a number in that sounded good. It is meant to proc on really huge hits, not just a standard blow, so if there is a better number for this let me know. I was going to go with 75% but I thought that might be too high. I also keep going back and forth on whether to make Fortitude or Protection the minor buff. With Major Fortitude I make the effect last 8 seconds to let the increase to health regen be useful, but with Major Protection I drop the effect to 4 seconds so the damage mitigation doesn't make the trio of buffs over-powered.
Honor's Shield (heavy armor)
2 pc Increases Stamina Recovery
3 pc Adds Max Health
4 pc Increases Stamina Recovery
5 pc
Blocking an attack equal to 50% or more of your Maximum Health gives you Major Heroism, Major Fortitude, and Minor Protection for 8 seconds, increasing ultimate gain by 3, increasing health recovery by 30%, reducing damage taken by 8%. This effect can happen once every 20 seconds.
Argonian-oriented armor sets
The following are new, first introduced right here. And they wouldn't be only of interest to Argonians. Yet they are meant to help make Argonian passives shine a little.
The Alchemist's Accoutrement set gives an added bonus for drinking a potion, which adds on to the Amphibious passive that can give up to 8% of all resources (magicka, health, stamina) back for each potion consumed. There are two versions at the moment, which I have yet to decide between. The first turns any potion into a mini-cleanse. The second boosts resistance to common status effect damage types. Since Argonians (and Bosmer) already have a racial passive for poison and disease that could really stack nicely, especially with points into Hardy from the Champion System. I considered combining the two ideas "Drinking any potion removes a negative status effect and increases resistance to Poison, Disease, and Elemental Damage for 10 seconds", but that might be over-powered for a two piece set. Both the one and two piece bonuses of any version would fit nicely with the Permafrost set from the Orsinium DLC.
Alchemist's Accoutrement (Dropped)
1 pc Increases Health Recovery.
2 pc Drinking any potion removes two negative status effects.
Alchemist's Accoutrement (Dropped)
1 pc Increases Health Recovery.
2 pc Drinking any potion increases resistance to Poison, Disease, and Elemental Damage for 12 seconds.
Do you think a combo of these would be too strong? Here's what it looks like:
Alchemist's Accoutrement (Dropped)
1 pc Increases Health Recovery.
2 pc Drinking any potion removes a negative status effect and increases resistance to Poison, Disease, and Elemental Damage for 10 seconds.
The original version I had for the Bog Hunter set is, apparently, similar to the Trial by Fire set released with the Orsinium DLC. I found that out while checking to make sure my ideas hadn't already been duplicated, but the difference is that the TbF set is for elemental damage. The 2-4 pc bonuses fit well by stacking on Argonian passives and also fit the logic of the set. Since poison and disease can debuff healing received, buffing that makes sense. And give what it is like in the wilds of Argonia (a.k.a. Black Marsh), this set makes sense lore-wise as well.
Bog Hunter (Craftable)
2 pc Adds Max Health
3 pc Increases Healing Received
4 pc Increases Healing Received
5 pc Taking Poison or Disease Damage boosts resistance to the type of damage taken for 6 seconds.
If you were Argonian, had both of these "Argonian-oriented sets", and had some points in Hardy, you could really get that lore/prior-games based immunity to disease, but, of course, it would be a lot to invest just for that. I wouldn't expect anyone to want both at the same time unless they were swapping out just for one level of DSA or some trial with a similar challenge.
In any case, I also experimented with something a little different. Rather than stacking a racial passive buff for the 5 pc bonus, taking damage related to that resistance buff makes you fiercer.
Bog Hunter (Craftable)
2 pc Adds Max Health
3 pc Increases Healing Received
4 pc Increases Healing Received
5 pc Taking Poison or Disease Damage gives you Major Force and Minor Evasion, increasing critical damage done by 40% and dodge chance by 5% for 8 seconds. This effect can occur once every 20 seconds.
Not sure which version I prefer.
Which brings us to Masser's Mystery. This set favors tankier characters but Argonians do receive racial bonuses to healing received and maximum health. Those things are leveraged into resource management for both stamina and magicka. For example, if you have 30K max health and are at 20% health (6K), it would take 6K health to get you back to 40%. So, you get 1500 magicka and stamina. At 40K max health and sitting at 20% (8K), it would take 8K health to get you back to 40% so you get 2000 magicka and stamina. Trying to decide on a cool-down for this.
Masser's Mystery (Craftable)
2 pc Adds Max Health
3 pc Increases Physical Resistance
4 pc Adds Max Health
5 pc While under 40% health, you gain magicka and stamina equivalent to 50% of healing received.
I was also looking at just getting a flat rate of magicka and stamina for healing done while injured (nothing happens once you hit 100% health) as per the version below. Obviously the gain would be have to be much lower than in the version above, so I set it at 6%. Let's say you receive 10K health per second. You would get 600 magicka and stamina. That sounds high, but, even if you had 40K health you would top out at 2400 after 4 seconds if you were teetering at 0% health. At 30K you would top out at 1800. More realistically, you would get much less from such bursts. I can see upping the percentage of gain because of that, but I decided to open with a more conservative number.
Masser's Mystery (Craftable)
2 pc Adds Max Health
3 pc Increases Physical Resistance
4 pc Adds Max Health
5 pc Gain magicka and stamina equivalent to 6% of healing received.
❤Experienced, new, returner?
❤ Help keep ESO's community strong
ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.
ʕ·ᴥ·ʔ
. . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? -
Share your Character's Story! ◔ ⌣ ◔
(And let us know
🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this