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Mark of the Pariah Set

  • EgoRush
    EgoRush
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    I have slowly been accumulating pieces of this for PvP too. I'm wondering how much resistance I could get coupling this with my Breton spell resistance and Vampire damage reduction at low health. Could make you pretty sturdy at low health. Maybe even throw in Trial By Fire to gain resistance to a particular element. Shame that doesn't give magic resistance too now they are all tied together in CP.
    Server: EU Pact
    Guild: Hodor (PvE - www.hodor-guild.eu), Chimaira (PvE)
    Character: Oriantha (Templar Healer), Zelda's Inferno (Dragonknight Tank), The Lumen Sage (Stamina Sorcerer DD), The Umbra Witch (Magicka Nightblade DD), Flirts-With-Boys (Stamina Nightblade DD), Oriantha Ellesidil (Magicka Sorcerer DD/healer), Wariantha (Magicka Warden in the making)

    Current vMA score (Templar): Pending return to game
    World Record for all trials pre-Thieves Guild
    World first V16 Maw of Lorkhaj clear
    World first V16 Maw of Lorkhaj speed run clear
    Returning to the game for Morrowind
  • GreenSoup2HoT
    GreenSoup2HoT
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    This set proc did not really change. I think all that changed was how often it fluxuates.

    I dont really know what that means entirely.

    The buff is nice. I dont think id use it though even in pvp. If you have low hp your often going to die anyways to executes. Really depends when the this set kicks in though.
    PS4 NA DC
  • SmalltalkJava
    SmalltalkJava
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    I tried this set a bit I love its premise. The only problem is see with it is that it doesn't go over resistance cap at 32k. To be truly viable the 5 bonus needs to ignore the resist cap.
  • hrothbern
    hrothbern
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    I did just now the testing at 10%, 20%, etc to 90% loss of Health.

    And the devs did a significant buff on the Pariah set shortly before or with the TG DLC patch !
    The added buff compared to the original Orsinium version kicks in at full Health.

    5 items bonus for a Vet 16 (5x gold):
    "Increases your Physical and Spell Resistance by up to 11.000 based on your missing Health".

    Of this 11.000 Armor Resistance buff, you get 2.600 at full Health as steady buff !!!
    The other 8.400 Armor Resistance gain goes proportional to lost Health with 840 per 10% health lost.

    So the table, with rounded figures, looks like this:
    At 100% Health: 2.600
    At 90% Health: 3.440
    At 80% Health: 4.280

    At 70% Health: 5.120
    At 60% Health: 5.960
    At 50% Health: 6.800
    At 40% Health: 7.640
    At 30% Health: 8.480
    At 20% Health: 9.320
    At 10% Health: 10.160
    At 0% Health: 11.000

    There is BTW a small time delay of about 1 second between the decreased health and the moment the higher Armor Resistance buff kicks in !
    You can test this very easily yourself, to get a feeling for this effect, by looking at your stats overview while Wheapon swapping (assuming you do that with two bars with a small Health pool difference).
    It could also be an UI issue.

    Anyway...

    Adding the steady buff of 2.600 Armor Resistance is a significant buff to this set, and I appreciate that the devs did listen to our pleas to improve this set. Thank you <3

    And I think now a nice set to try out in PVP >:)



    Edited by hrothbern on March 25, 2016 12:03AM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • SmalltalkJava
    SmalltalkJava
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    Nice testing
    @Autolycus @TotterTates
    You guys might find this interesting.
  • Autolycus
    Autolycus
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    @hrothbern
    Thanks for testing and sharing your results!

    I find the concept of this set to very interesting. However, I think it's most viable in a pvp setting. I've always steered clear of sets that provide benefits that are inversely proportional to a tanks health. This could very well just be a matter of preference, but I don't like the idea of delayed benefit. For me, the ideal scenario is one where the tank is at his or her prime right from the start, and throughout the entire fight.

    That being said, there are several interesting opportunities between Pariah and other sets, and as someone mentioned earlier, it could be used in unison with vampire skills and passives to maximize the benefit. My stance on this is pretty much the same as before though. In my experience, the utility of this synergy is limited to clutch scenarios, or when running away. I've found alternatives for clutch scenarios via other methods, and I'm really not one to run away (and this is the same reason I don't run cloak in pvp either). This is also why I never bothered to run Yokeda, because imho the tank shouldn't be dying at all.

    If I were to use this set, I would pair it with something other than a typical tank setup, or "offset" the mitigation provided by this set by running something that provides for more damage and sustain. I could see it working well with something like Bahraha's Curse, Twice-born, or Armor Master (especially in pvp).

  • hrothbern
    hrothbern
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    Autolycus wrote: »
    @hrothbern
    Thanks for testing and sharing your results!

    I find the concept of this set to very interesting. However, I think it's most viable in a pvp setting. I've always steered clear of sets that provide benefits that are inversely proportional to a tanks health. This could very well just be a matter of preference, but I don't like the idea of delayed benefit. For me, the ideal scenario is one where the tank is at his or her prime right from the start, and throughout the entire fight.

    That being said, there are several interesting opportunities between Pariah and other sets, and as someone mentioned earlier, it could be used in unison with vampire skills and passives to maximize the benefit. My stance on this is pretty much the same as before though. In my experience, the utility of this synergy is limited to clutch scenarios, or when running away. I've found alternatives for clutch scenarios via other methods, and I'm really not one to run away (and this is the same reason I don't run cloak in pvp either). This is also why I never bothered to run Yokeda, because imho the tank shouldn't be dying at all.

    If I were to use this set, I would pair it with something other than a typical tank setup, or "offset" the mitigation provided by this set by running something that provides for more damage and sustain. I could see it working well with something like Bahraha's Curse, Twice-born, or Armor Master (especially in pvp).

    agree
    Usefulness PVE raids is imo doubtfull and indeed also a matter of taste.
    Would for me be different if the 50% cap would be raised.

    Yes... PVP is the interesting spot to investigate, also for MA and even LA.

    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • Francescolg
    Francescolg
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    This set might be much better, than some people think! Especially, if you wear it on trinkets, combined with light or medium armor. I see many possibilities for tanky builds, as well as PvP (into-the-masses) builds, as soon as staking weapon/spell dmg will be nurfed again in the near future, because one/two shots are still there and even area effects do easily 8k+ dmg,

    I'd not use the set on an sorc.
  • Velazanth
    Velazanth
    I'm curious to see what 5PC Armor Master + 5PC Pariah would look like on @TotterTates Bastion build... I may try to assemble this and let everyone know how it works; however, I play on console so my ability to run any sort of definitive test is limited.
    XB1 NA
    Velazanth - V16 Altmer Magicka DK (Fire Mage)
    Velatron - V1 Imperial Stamina DK (Tank in training)
  • ThatNeonZebraAgain
    ThatNeonZebraAgain
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    Velazanth wrote: »
    I'm curious to see what 5PC Armor Master + 5PC Pariah would look like on @TotterTates Bastion build... I may try to assemble this and let everyone know how it works; however, I play on console so my ability to run any sort of definitive test is limited.

    For PvE it would likely be overkill. Bonuses to block mitigation (eg Footman's) would provide more mitigation that wouldn't needlessly go over the 33.1k resist cap. [Edit: even though some bosses through out debuffs, block and other mitigation bonuses provide ways to increase overall mitigation better than stacking more resists]

    Thank you so much for the testing, great work. The always on buff to resists is quite nice, and offers a lot of promise in PvP. 5pc Pariah+5pc Kagnerac sounds like a fun combo for a magicka vampire PvP build.
    Edited by ThatNeonZebraAgain on March 25, 2016 2:37PM
    Gore-of-the-Forest Argonian Nightblade
    Wode Earthrender Breton Dragonknight
    Ceol the Last Baron Redguard Dragonknight
    Wayra High Elf Sorceress
    Erebain Salothran Dark Elf Templar
    Rituals-of-the-Forest Argonian Warden
  • TotterTates
    TotterTates
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    @SmalltalkJava @Velazanth thanks for bringing me here.

    @hrothbern do you happen to still have all of your original your test values?

    Cuppincakes
    • Imperial Dragonknight (Tank)
    • Pre-TG vMA Score: 459,636 [55:36, 0 Sigils, 0 Deaths] (Stamina)
    • Post-TG vMA Score: 537,328 [53:36, 0 Sigils, 0 Deaths] (Stamina)
    Bäby Spice
    • Altmer Sorc (DPS)
    Alisaeri
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    • Khajiit Nightblade (DPS)


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  • hrothbern
    hrothbern
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    @SmalltalkJava @Velazanth thanks for bringing me here.

    @hrothbern do you happen to still have all of your original your test values?

    @TotterTates ,

    Hereby:
    Testing done in Coldharbour for slow health loss
    no CP in tree or other Armor buffs except HA passive Resolve 1811 and defensive trait on Axe (S&B)
    Tooltip value Pariah 10.578 Armor. Because I had a mixture of blue/purple and one Vet15.
    (I extrapolated that in the table of my last post to 11.000 to round up to full gold Vet 16)

    At full health without the Pariah Necklace Armor Resist at 21.136 (both Spell as Physical)
    At full Health including the Pariah Necklace an Armor Resist at 23.716
    Difference 2.580
    100%: 23.716
    90%: 24.750
    80%: 25.600
    70%: 26.300
    60%: 27.300
    50%: 28.016
    40%: 28.876
    30%: 29.650
    20%: 30.500
    10%: 31,300
    For my table I rounded up the figures a lttle bit to ajust to full gold all at Vet 16.

    The time delay between a changed health anfd the new Armor Resist value kicking in of seemingly approx 1 second is a nuisance, because I had to switch all the time from my normal screen (for the percentual Health value) to the overview screen to see the corresponding Armor Resist value.


    There were 2 oddities during testing.
    I hope to have time tomorrow to really dig in

    The first oddity:
    It does make a difference if you have a percentual buff from the trait defensive or not !!!!!!

    So with a precise weapon my two 100% health values, with and without Pariah Necklace were: 22.325 and 20.045 for a difference of 2.285. The starting fixed value of the set.
    With a defensive trait weapon (6% Armor increase), my two 100% Health values, with and without Pariah Necklace were: 23.716 and 21.136 for 2.580 difference
    With a nirnhoned weapon for 9% more Spell Resist, my two 100% Health values, with and without Pariah Necklace were 24.661 and 21.849 for a difference of 2.812

    What I hope to do tomorrow is to check if the Armor gain as function of Health loss changes as well with chhanging the trait of the weapon.


    The second oddity was that the Resolve value changed during the Health decrease. I have to check that as well if I can repeat it.



    Edited by hrothbern on March 25, 2016 5:02PM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • TotterTates
    TotterTates
    ✭✭✭✭
    hrothbern wrote: »
    @SmalltalkJava @Velazanth thanks for bringing me here.

    @hrothbern do you happen to still have all of your original your test values?

    @TotterTates ,

    Hereby:
    Testing done in Coldharbour for slow health loss
    no CP in tree or other Armor buffs except HA passive Resolve 1811 and defensive trait on Axe (S&B)
    Tooltip value Pariah 10.578 Armor. Because I had a mixture of blue/purple and one Vet15.
    (I extrapolated that in the table of my last post to 11.000 to round up to full gold Vet 16)

    At full health without the Pariah Necklace Armor Resist at 21.136 (both Spell as Physical)
    At full Health including the Pariah Necklace an Armor Resist at 23.716
    Difference 2.580
    100%: 23.716
    90%: 24.750
    80%: 25.600
    70%: 26.300
    60%: 27.300
    50%: 28.016
    40%: 28.876
    30%: 29.650
    20%: 30.500
    10%: 31,300
    For my table I rounded up the figures a lttle bit to ajust to full gold all at Vet 16.

    The time delay between a changed health anfd the new Armor Resist value kicking in of seemingly approx 1 second is a nuisance, because I had to switch all the time from my normal screen (for the percentual Health value) to the overview screen to see the corresponding Armor Resist value.


    There were 2 oddities during testing.
    I hope to have time tomorrow to really dig in

    The first oddity:
    It does make a difference if you have a percentual buff from the trait defensive or not !!!!!!

    So with a precise weapon my two 100% health values, with and without Pariah Necklace were: 22.325 and 20.045 for a difference of 2.285. The starting fixed value of the set.
    With a defensive trait weapon (6% Armor increase), my two 100% Health values, with and without Pariah Necklace were: 23.716 and 21.136 for 2.580 difference
    With a nirnhoned weapon for 9% more Spell Resist, my two 100% Health values, with and without Pariah Necklace were 254.661 and 21.849 for a difference of 2.812

    What I hope to do tomorrow is to check if the Armor gain as function of Health loss changes as well with chhanging the trait of the weapon.


    The second oddity was that the Resolve value changed during the Health decrease. I have to check that as well if I can repeat it.

    Awesome, keep us informed!
    Cuppincakes
    • Imperial Dragonknight (Tank)
    • Pre-TG vMA Score: 459,636 [55:36, 0 Sigils, 0 Deaths] (Stamina)
    • Post-TG vMA Score: 537,328 [53:36, 0 Sigils, 0 Deaths] (Stamina)
    Bäby Spice
    • Altmer Sorc (DPS)
    Alisaeri
    • Dunmer Dragonknight (Healer/DPS)
    Church
    • Argonian Templar (Healer)
    Moon Moon
    • Khajiit Nightblade (DPS)


    My Twitch Channel: TotterTanks
  • Waffennacht
    Waffennacht
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    ✭✭✭✭✭
    Considering a tanky build....

    Something like x5 pariah, x5 perma frost, kinda wanna be a heavy health sorc usin clannfear too. Just a silly idea i bet lol.
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • hrothbern
    hrothbern
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    Somebody must have made his doctorate on the formulars for this armor set
    Further testing delivered quite unexpected results !!!

    I do NOT say it is broken or so.... it is just set up in a kind of opaque way ;)

    It turns out that the lowest level weapon or shield determines the value of the constant full health Armor buff and the total Armor buff achievable. Although these weapons are not part of the set.
    The tooltip value shown (always the average of level and improvement of your armor set pieces worn) assumes that your Weapons/Shield have the same level and improvement level.
    If you use a level 1, not improved weapon, the total Resist gain achievable with this set is only 255 Armor Resist !!!
    So why the devs did choose to use the Weapon level in stead of the average Armor set level shown on the tooltip ???
    You can even get higher values than the tooltip if your Weapons/Shield are Vet 16 improved to gold and you choose deliberately only blue Jewelry.
    I could not test more extreme examples with Vet 15 blue Jewelry and Vet 15 Armor pieces, because I always sell or decon Vet 15 stuff immediately.
    What I did test is if it leveled on the weapon level, or Weapon/Spell Damage level (in which case we could boost the Armor Resist gain).
    But it is just the weapon level or more precise the lowest level of your weapons/shield.


    first some facts:

    The old set before TG DLC could for gold Vet 16 be put in this formular:
    Armor gained = % Health lost * 85 and max Armor gain: 8,500
    so at 60% Health, and 40% Health loss, you would gain 40*85 = 3,400 Armor Resist
    (was based on tests in post #16, showing the linear behaviour)

    My testing of yesterday with a gold Vet 16 weapon with defensive trait and a gold Vet 16 Shield could be put in the formular:
    Armor gained = 2,580 + % Health lost * 84 and max Armor gain: 10,980
    so at 60% Health, and 40% Health loss, you would gain 2,580 + 40*84 = 5,940 Armor Resist
    (see for tests post #65)

    Because from all tests it was meanwhile clear that the loss of Health effect is linear, I could simplify testing by only noting the full Health constant Resist gain and the Resist value when dead. These are all precise measurable values and not so fluctuating as measuring during continuous health losses and health gains and extrapolating the 0% Health value.
    So I repeated the test of yesterday with the defensive trait weapon for the following more precise formular:
    Armor gained = 2,580 + % Health lost * 86 and max Armor gain: 11,180
    so at 60% Health, and 40% Health loss, you would gain 2,580 + 40*86 = 6,020 Armor Resist

    Testing of today with the same Pariah pieces, 1x gold Vet 16 weapon with nirnhoned trait and gold Vet 16 Shield, leads to two formulars. One for Spell Resist gained and one for Physical Resist gained.
    Spell Resist gain:
    Spell Resist gained = 2,812 + % Health lost * 93.7 and max Spell Resist gain: 12,186
    so at 60% Health, and 40% Health loss, you would gain 3,045 + 40*93.7 = 6,793 Spell Resist
    Physical Resist gain:
    Physical Resist gained = 2,580 + % Health lost * 86 and max Physical Resist gain: 11,180
    so at 60% Health, and 40% Health loss, you would gain 2,580 + 40*86 = 6,020 Physical Resist

    The odd thing to note here is that the Physical Resist is the same for the defensive trait (+6% Physical) and the nirnhoned trait (+0% Physical),
    BUT the Spell Resist clearly benefits from the nirnhoned trait !!!
    I do NOT say that that is wrong, it could be a deliberatie choice... but it is a-symetrical.


    Testing of today with the same Pariah pieces, Dual Wield 2x gold Vet 16 weapon with nirnhoned trait leads to two formulars. One for Spell Resist gained and one for Physical Resist gained.
    Spell Resist gain:
    Spell Resist gained = 3,045 + % Health lost * 100 and max Spell Resist gain: 13,045
    so at 60% Health, and 40% Health loss, you would gain 3,045 + 40*100 = 7,045 Spell Resist
    Physical Resist gain:
    Physical Resist gained = 2,580 + % Health lost * 86 and max Physical Resist gain: 11,180
    so at 60% Health, and 40% Health loss, you would gain 2,580 + 40*86 = 6,020 Physical Resist

    So what happens is that the 9% or 18% of the nirnhoned trait are effective on the constant value and the increase per % of health lost.
    109% * 86 = 93.7 and 118% * 86 = 100
    also 109% * 2580 = 2,812 and 118% * 2,580 = 3,045


    These tests should I think cover enough the possibilities of this set.

    One last thing

    @ZOS_Finn ,
    The only thing I think is now not ok is that the 9% and the 18% of nirnhoned are applied to increase the parameters of the formular, but the 6% of the Defensive trait is NOT applied.
    I think that is bugged or overlooked in the redesign of this Armor set.
    The formular for a set with a weapon with the defensive trait is now: Armor gained = 2,580 + % Health lost * 86 and max Armor gain: 11,180
    And within the logic applied in this set it should be imo: Armor gained = 2,735 + % Health lost * 91.2 and max Armor gain: 11,850
    (106% * 2,580=2,735 and 106% * 86 = 91.2)


    EDIT
    Once I will have a golden Vet 16 set, I will do the testing again to get the final values.
    The current values are I guess approx 1-2% too high because of the effect described at the beginning of this post.
    If your weapons are of lower level & improvement your Armor gain will be lower and IF you use max gold Vet 16 weapons with a blue/purple Vet 16 Armor set, the opposite happens and your gain is slightly higher.

    Edited by hrothbern on March 26, 2016 6:30PM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • ThatNeonZebraAgain
    ThatNeonZebraAgain
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    @hrothbern Wow great work, and interesting results!
    Gore-of-the-Forest Argonian Nightblade
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    Erebain Salothran Dark Elf Templar
    Rituals-of-the-Forest Argonian Warden
  • Faulgor
    Faulgor
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    ✭✭✭✭✭
    Velazanth wrote: »
    I'm curious to see what 5PC Armor Master + 5PC Pariah would look like on @TotterTates Bastion build... I may try to assemble this and let everyone know how it works; however, I play on console so my ability to run any sort of definitive test is limited.

    For PvE it would likely be overkill. Bonuses to block mitigation (eg Footman's) would provide more mitigation that wouldn't needlessly go over the 33.1k resist cap. [Edit: even though some bosses through out debuffs, block and other mitigation bonuses provide ways to increase overall mitigation better than stacking more resists]

    Thank you so much for the testing, great work. The always on buff to resists is quite nice, and offers a lot of promise in PvP. 5pc Pariah+5pc Kagnerac sounds like a fun combo for a magicka vampire PvP build.

    Combining Pariah with Vampire's Undeath passive seems quite obvious. Does anybody have practical experience with that setup? I'd really like to try that.
    Considering a tanky build....

    Something like x5 pariah, x5 perma frost, kinda wanna be a heavy health sorc usin clannfear too. Just a silly idea i bet lol.

    Sadly I don't think Pariah and Perma Frost synergize well. Perma Frost only works while you have a shield active, and when you have a shield active your health shouldn't drop enough to make Pariah worthwhile. I had the same trouble when I tried to combine Perma Frost with Orgnum's Scales.
    Perma Frost on a Sorcerer should work great, though.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • ThatNeonZebraAgain
    ThatNeonZebraAgain
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    Wishing I hadn't deconned all my pariah pieces these past few months :'( Really want to test out 5pc Pariah, 5pc Kagnerac, 1 Kena, and 1 Bloodspawn in Cyro.
    Gore-of-the-Forest Argonian Nightblade
    Wode Earthrender Breton Dragonknight
    Ceol the Last Baron Redguard Dragonknight
    Wayra High Elf Sorceress
    Erebain Salothran Dark Elf Templar
    Rituals-of-the-Forest Argonian Warden
  • ThatNeonZebraAgain
    ThatNeonZebraAgain
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    After grinding out a Pariah chest piece, I put together this new Pariah to use in PvP, combining it with 5pc Kagnerac and 1pc Kena (couldn't fit Bloodspawn because I don't have a light armor hat, and wanted to maintain 5 pieces of Light Armor) on my Argonian magicka NB. Spell damage is about 2.5k buffed, so not too bad but not great. 32k magicka, 26k health, 16k stamina with purple food, all magicka armor enchants, 2 arcane and 1 robust jewelry pieces, 4 armor pieces with impen trait.

    Initial impressions are good when you don't get bursted to death in 2 seconds. The high burst meta of Cyro is a big mark against using the set in PvP because of the set's delay in buffing resistances. Given how fast attacks can come, especially against multiple players and lag, it's hard to tell if the set is even having an effect in many fights, making me question if it is worth the 5 slots when more spell power and magicka would yield better sustain, healing power, and straight damage. I also wonder if healing>resistances given the high amounts of penetration typically found in Cyrodiil (in this case, I'm wondering if Bahraha would be more fun for a sap tank than Pariah).

    I will definitely keep testing the setup, and plan to level Vamp to see how well it synergizes with it. If the resistances scaled more quickly with health lost (eg max resist bonus at 30% health, evenly distributed up to that point), and didn't have a delay in taking effect, it might be a different story.

    Edited by ThatNeonZebraAgain on April 1, 2016 3:31PM
    Gore-of-the-Forest Argonian Nightblade
    Wode Earthrender Breton Dragonknight
    Ceol the Last Baron Redguard Dragonknight
    Wayra High Elf Sorceress
    Erebain Salothran Dark Elf Templar
    Rituals-of-the-Forest Argonian Warden
  • Autolycus
    Autolycus
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    After grinding out a Pariah chest piece, I put together this new Pariah to use in PvP, combining it with 5pc Kagnerac and 1pc Kena (couldn't fit Bloodspawn because I don't have a light armor hat, and wanted to maintain 5 pieces of Light Armor) on my Argonian magicka NB. Spell damage is about 2.5k buffed, so not too bad but not great. 32k magicka, 26k health, 16k stamina with purple food, all magicka armor enchants, 2 arcane and 1 robust jewelry pieces, 4 armor pieces with impen trait.

    Initial impressions are good when you don't get bursted to death in 2 seconds. The high burst meta of Cyro is a big mark against using the set in PvP because of the set's delay in buffing resistances. Given how fast attacks can come, especially against multiple players and lag, it's hard to tell if the set is even having an effect in many fights, making me question if it is worth the 5 slots when more spell power and magicka would yield better sustain, healing power, and straight damage. I also wonder if healing>resistances given the high amounts of penetration typically found in Cyrodiil (in this case, I'm wondering if Bahraha would be more fun for a sap tank than Pariah).

    I will definitely keep testing the setup, and plan to level Vamp to see how well it synergizes with it. If the resistances scaled more quickly with health lost (eg max resist bonus at 30% health, evenly distributed up to that point), and didn't have a delay in taking effect, it might be a different story.

    I've used Bahraha's a bit in cyrodiil with a 5pc BC, 5pc Footman, 2pc Endurance setup (Breton NB saptank). I have to say that, even if it's not the most effective setup, it's still a lot of fun to use. I can say with confidence that it is more effective than Leeching for any magicka-based build, due to the CP allocation to EE and more reliable procs (since I can control the procs, rather than waiting to be hit, which contradicts the build itself.

    Given what you've stated here, particularly regarding the high burst nature of Cyrodiil, I'd be leaning towards BC instead. In an earlier post I mentioned that I find the concept of the set to be very intriguing, but relative to other sets, it really just doesn't seem to pack the punch it should to be a strong contender against other options. Even a 5pc Fasalla's + 5pc BC (or 5pc Footman) sounds like a much more flexible and effective setup.

    I do really like that the set provides bonuses even at full health. However, I'd suggest that to make this set really shine, the resistances should be on a steeper curve, favoring the high-health values over the low-health values. Something like having 80% of the total buff to resistances come in to play before reaching 50% health, and then perhaps one or two other points below 50% where the additional 20% is awarded, would make this set more competitive with the alternatives.
  • Waffennacht
    Waffennacht
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    @hrothbern @Autolycus

    Hey guys, I know this thread is gettin a bit long in the tooth, but I wanted some feedback please :)

    So, first, I read a poster whom made an excellent point about glass cannons and needing to be revived a lot. I don't wannabe revived so much lol, so I've decided to do something about it.

    My first thought was Permafrost, but that got me thinking, is 1100 health regen really gonna save me? Prob not, especially with such low resistance. So I decided to check out Pariah.

    I have full jewelry so I first threw on x4 just for the standard boosts (replacing willpower, gasp!)

    You think this is viable?

    In my experience, how I die is:First I get hit and get low on health, I try and spam hardened ward while in execute range, flail like a fish for a bit and then die lol. Im hoping the increase to resist during that fish part will provide me the time to switch to resto staff and hit blessing of restoration.

    I sacrificed approx 3k max magicka and approx 400 spell dmg for this set up (though I could up the spell dmg around 200 to 360 more if I where to sacrifice regen but I like my regen level atm)

    I think that's some decent stats, If I where to make an nirnhoned weapon(s) that would increase my spell resist (I just learned that re reading this thread)

    So here is my sorc, fully buffed on my dps bar.

    x5 Pariah (jewelry x3, x2 armor)
    x5 (dw bar, x3 in staff) Clever Alchemist
    x2 Transmutation (x3 staff bar)

    Keep in mind, no undaunted passives, almost all purp, and a random impen trait, no heavy armor passives yet

    2016-04-22-09-35-09_zpspgsf9bju.png

    Would love some feed back, Im thinkin at 30% health I'll hit 30k resist.

    Edit: Forgot, set up for PvP, but pic is not in Cyrodiil, add another 5k health putting me around 23k health.
    Edited by Waffennacht on April 22, 2016 4:02PM
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • ThatNeonZebraAgain
    ThatNeonZebraAgain
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    @hrothbern @Autolycus

    Hey guys, I know this thread is gettin a bit long in the tooth, but I wanted some feedback please :)

    So, first, I read a poster whom made an excellent point about glass cannons and needing to be revived a lot. I don't wannabe revived so much lol, so I've decided to do something about it.

    My first thought was Permafrost, but that got me thinking, is 1100 health regen really gonna save me? Prob not, especially with such low resistance. So I decided to check out Pariah.

    I have full jewelry so I first threw on x4 just for the standard boosts (replacing willpower, gasp!)

    You think this is viable?

    In my experience, how I die is:First I get hit and get low on health, I try and spam hardened ward while in execute range, flail like a fish for a bit and then die lol. Im hoping the increase to resist during that fish part will provide me the time to switch to resto staff and hit blessing of restoration.

    I sacrificed approx 3k max magicka and approx 400 spell dmg for this set up (though I could up the spell dmg around 200 to 360 more if I where to sacrifice regen but I like my regen level atm)

    I think that's some decent stats, If I where to make an nirnhoned weapon(s) that would increase my spell resist (I just learned that re reading this thread)

    So here is my sorc, fully buffed on my dps bar.

    x5 Pariah (jewelry x3, x2 armor)
    x5 (dw bar, x3 in staff) Clever Alchemist
    x2 Transmutation (x3 staff bar)

    Keep in mind, no undaunted passives, almost all purp, and a random impen trait, no heavy armor passives yet

    2016-04-22-09-35-09_zpspgsf9bju.png

    Would love some feed back, Im thinkin at 30% health I'll hit 30k resist.

    Edit: Forgot, set up for PvP, but pic is not in Cyrodiil, add another 5k health putting me around 23k health.

    Your stats look to be in a good place. For my experiences using Pariah in Cyro, scroll up a bit and read my last post before this. As a sorc relying on ranged attacks, you might fare better than my magicka melee NB.
    Gore-of-the-Forest Argonian Nightblade
    Wode Earthrender Breton Dragonknight
    Ceol the Last Baron Redguard Dragonknight
    Wayra High Elf Sorceress
    Erebain Salothran Dark Elf Templar
    Rituals-of-the-Forest Argonian Warden
  • Waffennacht
    Waffennacht
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    @ThatNeonZebraAgain I went and re re read your post ;)

    I also thought about armor penetration, however that's a constant and as we all have some armor, might as well just consider it a wash with our standard amount.

    I haven't had a chance to really do any testing just yet though
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Autolycus
    Autolycus
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    @Waffennacht Hey there!

    I would sooner keep the magicka and spell damage and forego the resistances, truthfully, at least for a magicka sorc. The max magicka is going to boost your hardened ward (3k magicka is a fair bit more than negligible). From the way you described your problems with being stuck at low health, it might actually be more a matter of working on your timing with your shields. Timing is pretty key with shield stacking.

    I'm not implying to outright ignore your resistances, but I wouldn't dedicate my set pieces to resistances. I would sink everything into magicka and spell damage, and only as much recovery as is totally necessary. Boundless Storm will give you all the resistances you really need for when your shields are down, and if you stay in/around your daedric mines you should have enough breathing room to get your shields back up.

    The next time you find yourself getting smacked on and you have troubles getting your shields back up, try casting Defensive Rune (maybe a couple times in a row depending on how many you're facing). It usually buys me enough time to turn the fight around if I'm in a pickle.

    Magicka sorcs with strong shields, proper timing, and the ability to watch their opponent are potentially very formidable. The glass cannon label doesn't apply in the same way to them as it does, say, a bow nightblade.
  • Waffennacht
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    @Autolycus thanks for the advice.

    A few things, one being the shields. I cannot stack shields effectively lol, i end up spending all my effort into refreshing my shields while sitting in execute range and end up just dying. My playstyle etc just does not mesh with stacking. I see other stack very well and it motivates me to try, and fail again lol.

    Timing again is probably right, I gotta admit, a lot of times Ill hit hardened just to proc frag, sure it's not the most effective use of time, but it's something I do lol.

    I've decided to adjust to maximize my style, rather than try and change my style to fit the build.

    (I use to be a tank, have always been a tank in the past, still like the feel of being an immovable force)

    So what I decided to do, which others may find interesting,

    Is to supplement my pure armor set with a pure offense set.

    in my duel wield I have gone with:

    x5 Mark of the Pariah (v15 x3 blue arcane jewelry, x2 armor peices,)
    x5 Law of Julianos
    x2 Transmutation (can be anything, most likely a monster set, I only have maw complete)

    On resto bar: I use x4 Julianos because I have it in nirnhoned gold and that's a huge resistance bonus with pariah.

    I have found that using atronach goes a long way in sustainability and allows me to mostly forgo using armor to get regen.

    You're probably correct in saying I could achieve good results with my older pure dps (standard dps sets) and learning to time better etc, but I'm having great results with this.

    2016-04-25-14-14-17_zpsb99vkwdh.png

    2016-04-25-14-13-41_zpspehoposv.png

    I need to make nirnhoned swords for the dw, that's why the lower resist atm.

    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Autolycus
    Autolycus
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    @Waffennacht
    I see what you're getting at, and I think that's totally okay. I've seen a lot of people do a lot of interesting things with their builds, and in pvp there are a lot more options for hybrids and build diversity than in pve.

    The main drawback to this setup is that shields don't have mitigation tables. You ward doesn't get any stronger by having higher resistances. In fact, those stats are completely obsolete while a shield is active, and only matters when you take damage that isn't hitting your shield first, so basically when you have no shield. If the main issue is survivability at lower health thresholds, then your logic for Pariah is totally viable, giving you the resistances when you theoretically need it most.

    I would suggest instead that selecting a set that gives you the resources you need to prevent getting to that point in the first place would be more beneficial. I've done a ton of tanking in ESO, but I've always avoided sets that provide benefits that are inversely proportional to health, under the premise that you want to be at your prime from the get-go, rather than when you're already at a disadvantage. This might be a bit of personal flavor, but I think you can be more productive (solo) or more useful (group) if you wear sets that always benefit you.

    Do you make use of your daedric mines, defensive rune, bolt escape, etc.? These abilities are perfect for buying you time to rebuff. I can't count how many times I've almost had a sorc laying on his/her back, just to get a last-second bolt escape + shield stacks. You don't have to be a shield stacker (or be particularly good at it) to make use of these skills. You can also use them to buy you time for other combos, buffs, heals, etc.

    On the other hand, it sounds like what you've switched to is working fairly well for you. I noticed at least one other post of yours that made mention of this setup, and it sounds like you're enjoying it. If that's the case, then why change anything at all? I've always been an advocate of playing your preferred build, and encourage making your build the best it can be, rather than catering to someone else's "best" build. It's a lot easier to do this in pvp, so if what you're doing works for your playstyle, then don't change it (maybe just refine it)!
  • Waffennacht
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    @Autolycus no mines, no rune. I prefer solo or small scale battles, so im set up for that.

    You mentioned how because a shield doesn't have armor, then the sorc should go more shield and for go armor. That's true if you never get hit by either a move stronger than your shield, and you have a shield up all the time.

    My logic goes: that proxy det hits for around 25k pre battle spirit, that's 12.5k, if my shield is full Ill stop approx 10k of that, the 2.5k goes to me.

    Not much mitigation you're right, but now I just got stunned, cc breaking, two attackers etc... Im gonna take one to the chin.

    The normal haymaker move (im just gonna use my frag) hits for about 15k tool tip. 7.5 in pvp. As is im gonna be down to 10k health in this scenario, sure I can hit ward again and negate one attack, but that other guy is now gonna kill me.

    With my armor, that 7.5 becomes 3.2, and that follow up is now 6k, im still alive and can streak heal etc...

    In group play, I don't see much need for anything but dps, just sit back and fire, but I usually get very bored with that.

    I love dueling/small scale.

    Edit: also prevents ganking to a large degree.

    P.S. I like to look at it like, I'm trading 5k dps to give you -7.5k dps. With the burst meta, if my shield is up, you're not gonna kill me, you gotta CC me until my shield is down. Normally at that point, your burst would suffice, with my build it wont. You'll burst me, ill live, and before your burst comes back around ill regen.

    Again this logic is for small scale, your bigger shields is the better choice in large scale, where far more consistent damage is coming in.

    Oh one more thing, that 25k resist is at 100% health. At 50% im slightly over 33k, at most it gets to around 36k resist.
    Edited by Waffennacht on April 26, 2016 12:47AM
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
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