Now that the new trial that released with the Thieves Guild patch has started to be cleared more and more, people are starting to finally complete some of the new gear sets that drop from it. In the past, Zenimax has really struggled with making trial gear appealing for any real usage outside of insanely niche or just outright inefficient setups. The first time around Aether was the only usable set, and was highly coveted at the time, while most of the jewelry sets and the heavy and medium sets were not relevant at all. Fast forwarding to Sanctum Ophidia, each set kept its core identity but gained more fitting bonuses, and got close to being strong, but still failed to be truly useful. After a lot of communication with ZoS through something known as the Council of Raiders (thanks to
@Woeler for creating this group), it seemed that we finally gave the company an idea of what to look for when making gear.
The fruit of our work with feedback and communication netted us these 4 unique sets;
Tanks-
Healers-
Stamina DPS-
Caster DPS-
At first glance some of these invoke mixed feelings. Most of them on paper sound incredible, but instead of making assumptions let's jump into what they actually do.
Lunar Bastion; One of the few tanking sets that comes in jewelry, thought to have the ability to replace Footman's.
2 piece- % healing is a pretty lack luster stat for most tank builds, since most of this game deals with overhealing or preemptive healing.
3 piece- gives Minor Aegis, a 5% damage reduction that only is applied to damage dealt by bosses. For reference, Footman's 5 piece gives 6% damage reduction, as it is 12% of block's mitigation, which is 50% (.12 x .5 = .06). It's only 1% short, but does not suffer diminishing returns as block damage reduction does (usually loses value due to rounding down calculations). However, what this buff deems Bosses is rather finicky, as it does not apply to all mobs that would be seen as a boss. World bosses in overland areas are apparently not considered bosses, rather only named enemies with the special health bars in instanced areas are. Not only that but you lose all value when you're not fighting a boss, which effectively makes this a set only have 2 active set bonuses, and another 2 that only apply in set conditions. This is a massive loss to performance and thus ultimately kills this bonus.
4 piece- 1064 health. Pretty basic, more health to be tankier, kinda meh for most builds as they have plenty of health elsewhere.
5 piece- Activating a synergy will place a fairly large blessing down on the ground at your position. Allies who stand in it will receive a small shield every 2 seconds, over 10 seconds. Since tanks often synergize shards this means it's up a fair amount. Damage shields do however, take true damage so CP and mitigation mean nothing to them. Overall it's pretty much just a pseudo health bubble that can save glass cannon builds from mechanics that would otherwise 1 shot them. HOWEVER, this is capped at 6 players. This is a really big deal, as trials run 12 people. You could argue that two tanks could run this, but that incurs operational loses as they can run other sets, as well as the fact that this game lacks a smart system that detects buffs, and can reapply to targets who already have this on them.
Final Verdict: This set is neat, it looks cool and the 5 piece activation is really awesome to look at, but it literally stops there. Weaker than Footman's by 1% mitigation on top of the fact that it doesn't work on the majority of mobs, it pretty much has no use aside from a few niche moments. This set is in dire need of attention, Minor Aegis should apply to all non player entities to be useful, and the 5 piece should go to 12 targets, not 6.
Twilight Remedy; A really interesting set that seems to play to the current meta of group wide utility. I personally love this idea and I wish more sets existed that buffed parties instead of simple stat stacking. Also comes in jewelry, allowing it to be paired with the ever favored Spell Power Cure set for full on healers.
2 piece- 129 magicka recovery. Pretty simple, helps the healer not run out of resources so they can spam away. Most healers will find themselves needing more regen than gear gives them, so this helps fill in the "quota" of how much they need.
3 piece- Minor Aegis again. I really don't understand why this is on a HEALER setup, it makes it seem like ZoS knew that Lunar Bastion wouldn't be too good so they put it on this set as an alternative so tanks could provide some extra boost to the group's DPS. From a healer perspective this is pretty useless, although it'll help on some boss fights since healers run 7/7 light most of the time and are kinda fragile. Regardless this a dead set bonus again since it only applies to bosses.
4 piece- 129 spell damage. Increases potency of healing and damaging spells that scale with Magicka/spell damage. Simple stuff, not bad at all.
5 piece- The eye opener of this set, anyone who activates your synergies while wearing this set will receive a pretty nice heal over 10 seconds, as well as the buff Minor Force (12% critical hit damage). Since it's bound to the synergizer and not the caster, this set has no cap on how many targets who can have it, except for the amount of players who can synergize your stuff. The heal scales with CP and is pretty nice, but it's pretty much just a free Rapid Regen with Minor Force tacked on. Many end game DPS builds run Trap Beast already, which leaves this set either null or a pseudo bar slot. The duration of this set is definitely noticeable, as 10 seconds is a mere fragment of a fight.
Final Verdict: It's good enough to be ran in a trial, by one healer. Two healers are needed for vMoL, so having one healer run 5 SPC and 5 Twilight's is preferred, while the other wears 5 SPC and 5 Worm Cult. However the 3 piece isn't really fitting, and gives no real boost to a healer's purpose or capability. On top of that, the 5 piece is outshined by Trap Beast since it lasts only 10 seconds. If the duration was buffed to 30, then this would be pretty stellar.
Roar of Alkosh; A really interesting looking set that honestly got me SUPER excited to get. Since it comes in jewelry it allows you to run two 5 pieces and a 2 piece monster set, for maximum stat values.
2 piece- 688 weapon critical. Roughly translates to 3.2% weapon crit, which is really good for high Critical Hit Damage builds and raid buffs. Since crit is dependent on many other factors for a DPS value, as well as being inherently chance, it has no static value. However simply plugging it into your Critical Hit Damage modifier will give you a rough estimate of how strong it is. Fully buffed this comes out to 4.22% DPS( .032 x 1.32 ) for my build.
3 piece- Minor Slayer. Operates exactly the same as Minor Aegis, except it buffs YOUR damage against bosses. Almost every single boss in this game has some sort of add mechanic where additional mobs need to be fought, so this bonus immediately becomes outshone by a 3 piece Agility when that happens. This needs to operate the same way as I proposed Aegis, where it applies to all non player entities. If Minor Slayer gave a flat 5% bonus to non player mobs, this set would immediately become viable in almost all scenarios, but not by terribly much over Agility.
4 piece- 129 Weapon damage, pretty straightforward. Boosts DPS by a noticable amount, this is roughly worth 180 weapon damage buffed, which is then applied to abilities' coefficients. Overall for most builds, it comes out somewhere to 400-600 DPS in a full raid scenario. Weaker than a weapon critical bonus if your crit is under 90%.
5 piece- The real reason I was excited for this set. Activating a synergy causes you to shoot out an ability, roughly the size of a Refreshing Path, that damages any enemy that is caught in it. Upon application it deals a small amount of up front damage and reduces their resistances by 3010, which translates to a staggering 6.02% bonus damage (3010/500, 500 being a mobs value to gain 1% mitigation). It also does really decent damage, and even finds it's way into the top 4 of my recap IF I can position myself insanely well. Alone this out performs popular 5 set bonuses like Hundings and even Nightmother's by quite a bit. Not only that, but this mitigation applies to anyone hitting the target, which translates to an entire raid groups DPS being ammped by 6.02% when hitting the target. There is also no ICD (internal cool down) on this set, so reactivating a synergy simply refreshes and reapplies the damage to enemies hit, however this offers no real bonus and actually lowers the value of this set if it means you won't be able to resynergize after the debuff fades. The real drawback to this though, is the activation of a synergy issue. Synergies are currently fubar in the Live patch, many times synergies flickering on and off leaving you unable to hit them in time, or having to reposition yourself numerous times, invoking a heavy operational loss. On top of this, the activation is EXTREMELY small and finicky, if targets are too close they will magically ignore the damage, and if they are slightly to your sides they are not hit. This NEEDS to be changed to become a radial activation, at least 6 or 8 meters. This would allow Alkosh to becomes SO much more useful at applying, while not making it overpowered since it cannot stack.
Final Verdict: This set is a massive tease. It has so much potential loaded into it that just can't currently be tapped into in the current state. On single target fights the application is easy to manage, granted you have a plethora of synergies going out (most synergies have an ICD of 20 seconds, so you need at LEAST two synergies going out every 20 seconds to keep this up 100%) and no one else is stealing them from you. Summary of the set to make it in line to where it should be; Minor Slayer needs to apply to ALL non player entities. The 5 piece activation needs to become a radial explosion, rather than a small line. On top of this, 10 seconds is far too short for the majority of content, where movement and other mechanics are going on. This should be boosted to at least 20 seconds, so that your ICD for activating a unique synergy is off. Personally 30 seconds would be optimal since Moondancer has it, but 20 is definitely the least.
Moondancer; Initially this set gave me and many others mixed feelings. The duality of this set between full out DPS and sustain management really had it be questioned in terms of meta builds. However, the findings of this set were quite shocking.
2 piece- 967 max magicka. Pretty straightforward, this is a lot more once you apply % amps such as racials, CP, and class/gear setups. On my caster Nightblade it comes out to a 1477 bonus. After applying this to kit coefficients it becomes roughly 300-400 dps in a proper raid setting. Weaker than spell damage until CP 3600 is obtainable, and even then is usually beaten.
3 piece- Again, Minor Slayer. Again, outshone by caster's 3 piece jewelry option of Willpower on everything but pure single target boss fights. I find it extremely disappointing that the hardest content in game drops gear weaker than a set obtained from AFK farming mobs.
4 piece- 129 Spell Damage. With Major+Minor Sorcery it becomes 161 Spell Damage, which when applied to class coefficients becomes something like ~350-550 dps in raid settings.
5 piece- Activating a synergy ( do you sense the pattern here? ) grants your character one of two buffs for 30 seconds, 448 Spell damage OR Magicka regen. The ability to offer a massive boost to DPS, or none at all was what originally made many people think this set was weak. However, after some testing we've figured out quite the opposite. The activation for this set has no ICD, and you can spam synergies as much as you want until you get the buff you desire, meaning that as long as there are synergies you can keep trying. On top of that, if you have this 5 piece bonus active on a dual wield bar, and swap off of it after receiving the buff, the buff retains, acting as a pseudo 5 piece without even needing to wear it. This alone leaves this set nigh unparalleled in power, since many caster builds run dual wield swords. Beyond this fact, while getting the Regen boost seems weak to most, it actually allows for another favorite set to be ran with little to no issues, Molag Kena. The added cost increase of Kena often dissuades players from using it, but this 5 piece regen proc alleviate that issue when paired with stellar healers and debuff management. Since I've done it for every other breakdown, 448 Spell damage equates to roughly 560 Spell Damage, which is ~1100-1600 DPS depending on the build.
Final Verdict: The only set that actually holds its own against other gear setups. More factors and variables lean toward the side of favor for this set, compared to against. However, I still believe Minor Slayer should apply to non player enemies aside from bosses. A simple trade off would be to make the 5 piece activation disappear if you swap off of it, if it is seen as too powerful to ZoS.
Overall I agree with the direction these sets are moving toward, being more group PvE based than universal application. While it's a shame that none of these can be utilized to the fullest in solo play, I understand why they aren't. There still needs to be some minor tweaking done to these sets however, before they can be truly utilized. Currently each of these sets except Moondancer are outperformed by crafted and overland(non instanced/dungeoned) farmable gear, which is extremely stupid. I hope that this is appreciated and taken into consideration by
@ZOS_RichLambert ,
@ZOS_Finn ,
@ZOS_JessicaFolsom , and/or
@ZOS_GinaBruno as well as other members of the ZoS staff and player community. I appreciate any feedback or discussion against or for these ideas.