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Jewelry of Endurance a bit off?

UltimaJoe777
UltimaJoe777
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Anyone else think it should give a large bonus to Physical Resistance and Spell Resistance? I'm all for what it gives now but I think it's only geared towards Shield users as is.
Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • cpuScientist
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    The stam recovery is also useless, as dont recover stam when blocking derp. It is useless
  • clocksstoppe
    clocksstoppe
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    The stam recovery is also useless, as dont recover stam when blocking derp. It is useless

    Maybe if you didn't hold block all the time it wouldn't be useless.
  • Personofsecrets
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    endurance was a failed idea. A failed idea that we should hope helps the developers not make the same mistakes again.

    @Wrobel , fix endurance, lord warden, and the maelstrom sword please.
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • Vaoh
    Vaoh
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    But I like Endurance! It's the cheap version of Agility. I don't think it was ever created for tanking....right?

    On the flip side:
    • The Maelstrom's Sword and Mace need a slight buff to warrant not using the slot as a set piece
    • The Maelstrom's Shield should have it's stats naturally infused or given a special blocking enchant on top of the Tri Stat enchant
    • Lord Warden 1-piece should become something better, like Magicka Recovery (to match Blood Spawn 1-piece). The 2-piece should do exactly what it does now but also provide something extra to the Caster/Wearer itself.
    Edited by Vaoh on June 14, 2016 11:03PM
  • UltimaJoe777
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    Doncellius wrote: »
    But I like Endurance! It's the cheap version of Agility. I don't think it was ever created for tanking....right?

    On the flip side:
    • The Maelstrom's Sword and Mace need a slight buff to warrant not using the slot as a set piece
    • The Maelstrom's Shield should have it's stats naturally infused or given a special blocking enchant on top of the Tri Stat enchant
    • Lord Warden 1-piece should become something better, like Magicka Recovery (to match Blood Spawn 1-piece). The 2-piece should do exactly what it does now but also provide something extra to the Caster/Wearer itself.

    It's meant to have a focus on tanking by raising health and anything involved with defending. I think raising resistances is a better idea than Stamina Recovery though. That way you take less damage in general.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Wing
    Wing
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    I agree with replacing stam regen with resistances.

    the stam regen bonus was kind of a slap in the face, the gutted stam regen while tanking. . .sorry blocking. . .then were like "oh a tank jewelry set you say?. . .how about. . .Stamina Regen! :epic troll face:"

    ESO player since beta.
    game got too disappointing.
  • GreenSoup2HoT
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    I use Endurance sometimes over Agility. This is mainly due to being an Imperial. The one thing Imperials lack is stamina recovery racial passive's, which means Endurance is a great set for this. Imperial's also can capitalize on the health bonuses endurance give's you because of their racial passive's.

    When i'm not ganking and doing more AvA large scale battle's i switch to Endurance. Nothing wrong with 28k health while running drink's.

    Instead of changing Endurance, i'd rather see more set's be released in the form of 3 piece jewelry set's. Many people like myself still use the set for specific build's/race's.
    PS4 NA DC
  • UltimaJoe777
    UltimaJoe777
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    I use Endurance sometimes over Agility. This is mainly due to being an Imperial. The one thing Imperials lack is stamina recovery racial passive's, which means Endurance is a great set for this. Imperial's also can capitalize on the health bonuses endurance give's you because of their racial passive's.

    When i'm not ganking and doing more AvA large scale battle's i switch to Endurance. Nothing wrong with 28k health while running drink's.

    Instead of changing Endurance, i'd rather see more set's be released in the form of 3 piece jewelry set's. Many people like myself still use the set for specific build's/race's.

    You can always add Stamina Recovery enchantments though that are almost as good. By almost I mean like a 15 point difference. Resistance enchantments though are barely under 1000 and you can only do 1 per piece.
    Edited by UltimaJoe777 on June 15, 2016 12:00AM
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Talyena
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    The stam recovery is also useless, as dont recover stam when blocking derp. It is useless

    Maybe if you didn't hold block all the time it wouldn't be useless.

    Exactly. If you are blocking all the time you are doing it wrong. Resistances are easy enough to max out for tank gear so stam regen makes sense.
  • phaneub17_ESO
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    I use Robust Endurance on my Stamina builds, extra health and stamina recovery are nice.
  • Personofsecrets
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    Talyena wrote: »
    The stam recovery is also useless, as dont recover stam when blocking derp. It is useless

    Maybe if you didn't hold block all the time it wouldn't be useless.

    Exactly. If you are blocking all the time you are doing it wrong. Resistances are easy enough to max out for tank gear so stam regen makes sense.

    not blocking = dying. go stop blocking in vet maw when you have 0 armor due to mechanics.

    The game was made with heavy use of blocking in mind and the stam regen nerf didn't undo all of the work that makes tanking blocking-centric.
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • waterfairy
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    Stamina + health = endurance

    resistance + resistance = resistance :p
  • UltimaJoe777
    UltimaJoe777
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    Vigarr wrote: »
    Stamina + health = endurance

    resistance + resistance = resistance :p

    Well it's not unknown that people think extra defense should come with Health as extra damage comes with Magicka and Stamina. Agility set which boasts Stamina gives Weapon Damage and Willpower set which boasts Magicka gives Spell Damage but Endurance set which boasts Health does not grant extra Resistances but instead Stamina Recovery for dodging, blocking, etc. if anything add a 1-piece bonus and make the Health Magicka and Stamina boosts that and make the 2-piece bonus Recovery that matches each one (meaning Agility gets Stamina Recovery instead) and then the 3-piece does damage and resistance.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • GreenSoup2HoT
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    To be honest, resistance is pretty garbage right now. Sharpened being a flat value just chunks Armour away. I think it would be a better idea to give Endurance Critical Resistance. Then you can put other trait's on your gear like block cost reduction or reinforced.

    I dunno im just brainstorming here :)
    PS4 NA DC
  • UltimaJoe777
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    To be honest, resistance is pretty garbage right now. Sharpened being a flat value just chunks Armour away. I think it would be a better idea to give Endurance Critical Resistance. Then you can put other trait's on your gear like block cost reduction or reinforced.

    I dunno im just brainstorming here :)

    Well the set is barely worth anything based on guild store values so it can't possibly get any worse apparently lol
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Vaoh
    Vaoh
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    Check this out guys: (I think you'll like this idea!)

    I think it is time to finally add the other TES attribute-based sets: Strength, Speed, Personality, Luck, and Intelligence.

    These jewelry/weapon sets should stay true to what they did in past TES games, but in an ESO type of way. The only reasonable way to change the effects of Agility, Endurance, and Willpower is of course to wait until the max level becomes CP180 or CP200 (since the CP160 variants would no longer be important anymore).

    Here's how it would work! I also listed what each attribute does based on TES: :)

    Agility
    Total Fatigue, Ranged damage, Chance to hit enemies, Resistance to stagger and knockdown, Steadiness, Chance to dodge.
    (2 pieces) Adds X Maximum Stamina
    (3 pieces) CC Immunity increased by 2 seconds. Decreased the stacking cost of each consecutive Roll Dodge from 33% to 25%.

    Endurance
    Total Fatigue, Total Health, Health (per level), Fatigue while fighting, Fatigue while sprinting.
    (2 pieces) Add X Maximum Health
    (3 pieces) Reduce the Magicka or Stamina cost of a cast ability by 15%, but only once every 10 seconds. Increased block mitigation by 10%. Reduce the cost of block and sprint by 6%.

    Intelligence
    Max Magicka, Magicka gained per hour slept.
    (2 pieces) Add X Maximum Magicka
    (3 pieces) Increase Max Magicka by 4%. Each of your active pets will grant another 10% Max Magicka and 5% Magicka Recovery. This set bonus cannot increase your Max Magicka by more than 50% or Magicka Recovery by more than 25%.

    Luck
    Chance, RNG, nothing in particular yet affects everything you do.
    (2 pieces) Adds X Maximum Health
    (3 pieces) Passively grants Minor Evasion, Minor Force, Minor Prophecy, and Minor Savagery. 4% chance to negate the Magicka or Stamina cost of an ability. Resistance to Critical Hits increased by 15%. Increased gold gained from looting enemies and chests by 20%. Increase all experience gained by 10%.

    Personality
    Ability to get information, disposition with others, better prices from vendors.
    (2 pieces) Adds X Spell Damage
    (2 pieces) Adds X Weapon Damage
    (3 pieces) Adds 30 Champion Points into both the Mighty and Elemental Expert champion stars. These stars cannot exceed 100CP. Adds 4% Magicka Recovery, Stamina Recovery, and Max Health.

    Speed
    Walk speed, Run speed, Swim speed, Levitation speed, Jump height.
    (2 pieces) Adds X Maximum Stamina
    (3 pieces) Increase all forms of movement speed and jump height by 15%. This value is doubled when under 10% health. Reduce the effectiveness and duration of incoming snares and immobilizations by 30%. Grants Minor Expedition for 8 seconds and Major Expedition for 3 seconds after using an Ultimate.

    Strength
    Total Fatigue, Encumbrance (inventory), Melee damage, Total Health, Damage with weapons.
    (2 pieces) Add X Maximum Stamina
    (3 pieces) Add X Weapon Damage

    Willpower
    Total Fatigue, Magicka regeneration rate, Chance of successful spell cast, resistance to spells.
    (2 pieces) Adds X Max Magicka
    (3 pieces) Adds X Spell Damage

    Cool or nah?
    Edited by Vaoh on June 15, 2016 8:42AM
  • susmitds
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    Doncellius wrote: »
    Check this out guys: (I think you'll like this idea!)

    I think it is time to finally add the other TES attribute-based sets: Strength, Speed, Personality, Luck, and Intelligence.

    These jewelry/weapon sets should stay true to what they did in past TES games, but in an ESO type of way. The only reasonable way to change the effects of Agility, Endurance, and Willpower is of course to wait until the max level becomes CP180 or CP200 (since the CP160 variants would no longer be important anymore).

    Here's how it would work! I also listed what each attribute does based on TES: :)

    Agility
    Total Fatigue, Ranged damage, Chance to hit enemies, Resistance to stagger and knockdown, Steadiness, Chance to dodge.
    (2 pieces) Adds X Maximum Stamina
    (3 pieces) CC Immunity increased by 2 seconds. Decreased the stacking cost of each consecutive Roll Dodge from 33% to 25%.

    Endurance
    Total Fatigue, Total Health, Health (per level), Fatigue while fighting, Fatigue while sprinting.
    (2 pieces) Add X Maximum Health
    (3 pieces) Reduce the Magicka or Stamina cost of a cast ability by 15%, but only once every 10 seconds. Increased block mitigation by 10%. Reduce the cost of block and sprint by 6%.

    Intelligence
    Max Magicka, Magicka gained per hour slept.
    (2 pieces) Add X Maximum Magicka
    (3 pieces) Increase Max Magicka by 4%. Each of your active pets will grant another 10% Max Magicka and 5% Magicka Recovery. This set bonus cannot increase your Max Magicka by more than 50% or Magicka Recovery by more than 25%.

    Luck
    Chance, RNG, nothing in particular yet affects everything you do.
    (2 pieces) Adds X Maximum Health
    (3 pieces) Passively grants Minor Evasion, Minor Force, Minor Prophecy, and Minor Savagery. 4% chance to negate the Magicka or Stamina cost of an ability. Resistance to Critical Hits increased by 15%. Increased gold gained from looting enemies and chests by 20%. Increase all experience gained by 10%.

    Personality
    Ability to get information, disposition with others, better prices from vendors.
    (2 pieces) Adds X Spell Damage
    (2 pieces) Adds X Weapon Damage
    (3 pieces) Adds 30 Champion Points into both the Mighty and Elemental Expert champion stars. These stars cannot exceed 100CP. Adds 4% Magicka Recovery, Stamina Recovery, and Max Health.

    Speed
    Walk speed, Run speed, Swim speed, Levitation speed, Jump height.
    (2 pieces) Adds X Maximum Stamina
    (3 pieces) Increase all forms of movement speed and jump height by 15%. This value is doubled when under 10% health. Reduce the effectiveness and duration of incoming snares and immobilizations by 30%. Grants Minor Expedition for 8 seconds and Major Expedition for 3 seconds after using an Ultimate.

    Strength
    Total Fatigue, Encumbrance (inventory), Melee damage, Total Health, Damage with weapons.
    (2 pieces) Add X Maximum Stamina
    (3 pieces) Add X Weapon Damage

    Willpower
    Total Fatigue, Magicka regeneration rate, Chance of successful spell cast, resistance to spells.
    (2 pieces) Adds X Max Magicka
    (3 pieces) Adds X Spell Damage

    Cool or nah?

    Do you realize how OP Luck and how useless Personality would be?
  • Vaoh
    Vaoh
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    susmitds wrote: »
    Doncellius wrote: »
    Check this out guys: (I think you'll like this idea!)

    I think it is time to finally add the other TES attribute-based sets: Strength, Speed, Personality, Luck, and Intelligence.

    These jewelry/weapon sets should stay true to what they did in past TES games, but in an ESO type of way. The only reasonable way to change the effects of Agility, Endurance, and Willpower is of course to wait until the max level becomes CP180 or CP200 (since the CP160 variants would no longer be important anymore).

    Here's how it would work! I also listed what each attribute does based on TES: :)

    Agility
    Total Fatigue, Ranged damage, Chance to hit enemies, Resistance to stagger and knockdown, Steadiness, Chance to dodge.
    (2 pieces) Adds X Maximum Stamina
    (3 pieces) CC Immunity increased by 2 seconds. Decreased the stacking cost of each consecutive Roll Dodge from 33% to 25%.

    Endurance
    Total Fatigue, Total Health, Health (per level), Fatigue while fighting, Fatigue while sprinting.
    (2 pieces) Add X Maximum Health
    (3 pieces) Reduce the Magicka or Stamina cost of a cast ability by 15%, but only once every 10 seconds. Increased block mitigation by 10%. Reduce the cost of block and sprint by 6%.

    Intelligence
    Max Magicka, Magicka gained per hour slept.
    (2 pieces) Add X Maximum Magicka
    (3 pieces) Increase Max Magicka by 4%. Each of your active pets will grant another 10% Max Magicka and 5% Magicka Recovery. This set bonus cannot increase your Max Magicka by more than 50% or Magicka Recovery by more than 25%.

    Luck
    Chance, RNG, nothing in particular yet affects everything you do.
    (2 pieces) Adds X Maximum Health
    (3 pieces) Passively grants Minor Evasion, Minor Force, Minor Prophecy, and Minor Savagery. 4% chance to negate the Magicka or Stamina cost of an ability. Resistance to Critical Hits increased by 15%. Increased gold gained from looting enemies and chests by 20%. Increase all experience gained by 10%.

    Personality
    Ability to get information, disposition with others, better prices from vendors.
    (2 pieces) Adds X Spell Damage
    (2 pieces) Adds X Weapon Damage
    (3 pieces) Adds 30 Champion Points into both the Mighty and Elemental Expert champion stars. These stars cannot exceed 100CP. Adds 4% Magicka Recovery, Stamina Recovery, and Max Health.

    Speed
    Walk speed, Run speed, Swim speed, Levitation speed, Jump height.
    (2 pieces) Adds X Maximum Stamina
    (3 pieces) Increase all forms of movement speed and jump height by 15%. This value is doubled when under 10% health. Reduce the effectiveness and duration of incoming snares and immobilizations by 30%. Grants Minor Expedition for 8 seconds and Major Expedition for 3 seconds after using an Ultimate.

    Strength
    Total Fatigue, Encumbrance (inventory), Melee damage, Total Health, Damage with weapons.
    (2 pieces) Add X Maximum Stamina
    (3 pieces) Add X Weapon Damage

    Willpower
    Total Fatigue, Magicka regeneration rate, Chance of successful spell cast, resistance to spells.
    (2 pieces) Adds X Max Magicka
    (3 pieces) Adds X Spell Damage

    Cool or nah?

    Do you realize how OP Luck and how useless Personality would be?

    Personality ---> Fantastic for Hybrids
    Luck ---> Not that OP (I think)

    These were just my ideas. All of the percentages and such can be moved around. I just wanna see some fun and interesting sets added instead of +Max stat or +Damage....
    Edited by Vaoh on June 15, 2016 6:18PM
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