How I think ZOS should change some of the proc-sets (constructive post about some of the sets)

Qbiken
Qbiken
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The opinions regarding proc-sets varies a lot. While some players hate them, others love them. ZOS mention earlier last week that they have a change coming up regarding proc-sets. Last time ZOS made changes to proc-sets they did so that all proc-sets became unable to do critical damage. From what I can tell this didn´t fix much in PvP, where some proc-sets can be a problem sometimes, but this change affected PvE for most parts. At the same time the un-ability to cause critical damage made some proc-set utterly useless.

What I´m "afraid" of is that ZOS will do another global change to all proc-sets. A lot of players tend to focus on the offensive proc-sets only when making suggestions on how they should be fxed, but forgets that there´re defensive proc-sets as well. It didn´t work out last time with a global change, and I highly doubt that another global change will fix anything. Without knowing what changes ZOS has planned I think it´s a much better idea to look at each individual proc-set and tweak/change them so that they´re somewhat balanced. I will go through some of the proc-sets and make my own suggestions on how I think ZOS should change them. I´m also interested in your (the forum) ideas/suggestions on proposed changes. Now a few things to keep in mind when commenting on this post:

* This is not a " I hate proc-sets and they should be removed"-thread. So leave that out please (in before the trolls.....)
* No personall persuits/attacks. Stay to the subject, if you dissagree that´s one thing. To claim that people have no right to talk about the PvP aspect just because they only/mainly PvE (or vise versa) is not ok. We all have more or less insight on things but everyones opinion matters. Keep it friendly :)

Disclaimer: Another thing is that I should mention how I define proc-sets: If there´s a random % chance for something to occur, it´s a proc-set. If something has a 100% chance to go off every x seconds, it´s not a proc-set.


Monster Helmets


Bloodspawn
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Perhaps one of the most iconic monster helmet sets in the game. A defensive set that is mostly used by tanks in PvE, and by varies of builds/setups in PvP. A balanced set in my opinion that doesn´t need any changes whatsoever.

Chokethorn
CtnqFJ_WcAE6Ofu.jpg
Has the potential to be a nice set for healers in both PvE and PvP, rarely used since there´re better options. I would suggest a buff to this set to let it heal up to 2 maybe 3 people

Enginge Guardian (aka Deltia´s Guardian)
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No issues with this set really, doesn´t need a chance on any part in my opinion

Grothdarr
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One of those set that were greatly affected by the "no-crit" nerf a while ago. Still BiS for some magicka builds though. Can´t say much about this set for PvP, but I haven´t seen or heard many complains about this set in PvP. No proposed change to this set

Iceheart
Iceheart-Mask.jpg
This set needs a huge buff in my opinion. A set that has potential to work for magicka Wardens in PvE since they can utilize frost-damage better than other classes. For PvP the shield should be increased (since shields are reduced by 50% by battle spirit if I´m not wrong) and the damage should also be increased. Exactly by how much I can´t say, but this set could use a buff.

Ilambris
Didn´t find any picture but anyway. While this set is good in PvE (and balanced in my opinion), it´s a non-existing set in PvP. No proposed changes.

Infernal Guardian
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A set that has some good usage in PvE on some maelstrom setups, this is mostly used in PvP. A set that´s been trough a lot of bug-fixes. I`m not sure if it´s still bugged......I personally think the 5 meter blast area is a little to big and that it could be reduced a little, but as long as the mortars doesn´t go through walls I´m satisfied with the set.

Kra´gh
No picture here. A set that took a hit with the "no-crit" nerf, but I´ve no propsed changes to this set. Works as intended and isn´t OP.

Lord Warden
No picture. While a nice tanking set in PvE, it´s not widely used in PvP (for what I know). Perhaps make the orb follow the caster to make it more viable for PvP?? But in general I don´t think any changes are needed to this set.

Maw of the Infernal
ESO_Maw_of_the_Infernal%27s_Helm.jpg
Why this set only has a physical damage part is beyond my logic. I suggestion is to make it work similiar to the deadroths in maelstrom arena. The first 10 seconds it deals physical damage, the last 5 seconds the deadroth catch fire and starts doing magical damage/fire damage.

Mighty Chudan
No picture. Can stay as it is, I got no proposed changes to this set anyway.

Molag Kena
No picture. Read my comments for Mighty Chudan.

Nerien´eth
(1 items) Adds 1064 Max Health

(2 items) When you deal direct damage, you have a 10% chance to summon a Lich crystal that explodes after 3 seconds, dealing 7408 Magic Damage to all enemies within 4 meters. This effect can occur once every 3 seconds.
A set that can be used as a substitute in PvE (if you haven´t got anything better). In PvP this set isn´t much used because the crystal is easy to avoid. My suggestion is to either reduce the time that it takes for the cystal to explode to 2 seconds, or to add a slow to anyone who is inside the "red circle" where you take damage from the explosion.

Nightflame
ESO_Bogdan_The_Nightflame%27s_Visage.jpg
Make the totem mobile to the person it hits or increase the heal-radius of the totem. Maybe even lower the cooldown (which is at 6 seconds)

Pirate Skeleton
No picture. Receive some fixes a while ago so that you need to take damage to your health for it to proc. The issue that shield is affected by major protection still needs a fix (correct me if I´m wrong here). Otherwise set is fine.

Malubeth
(1 items) Adds 1064 Max Health

(2 items) When you take damage, you have a 6% chance to create a beam that steals 5805 Health over 4 seconds from the attacker. The beam breaks from enemy moves further than 8 meters away. While the beam holds gain Major Vitality, increasing your healing received by 30%. This effect can occur once every 6 seconds.
Boi did this set receive a lot of hate a few patches ago. The set is ok-ish in my opinion at the moment, both in PvE and PvP. Strong in PvP but not overpowered, requires some brains from the person who gets the beam to move away......

Selenes
No picture. Probably the most hated/loved set in this patch. Extremely strong in No-CP and CP campaigns. A few things can be changed with this set:
- Reduce the tooltip damage by a lot
- Reduce the proc-change to 7-8%
- Increase cooldown to 7-8 seconds instead of 4

Sellistrix, Sentinel of Rkugamz, Shadowrend, Slimecraw, Spawn of Mephala, Stormfist, Swarm Mother
I have absolutely no insight in these sets and how they can be changed (says a lot to be honest) so I´ll leave out comments/suggestions on these ones.

Tremorscale
One simple fix for this set is all that is needed: Make it work so that players are considered "un-tauntable". To compensate for this, increase the damage so that it´s a little more viable in PvE situations.

Trollking (picture is in-accurate, it should be 50% not 60%)
CtnqG0_WgAUql29.jpg
One of fiew defensive proc-sets that rerceived some hate a while ago. Got nerfed. Still strong but not overpowered in my opinion. Health regen is a stat that is good as long as you stack a lot of it (and by a lot I mean a lot). Sometimes used on healers, but I see it most of the times on people trying to play solo and want some extra surviveability.

Valkyn Skoria
(1 items) Adds 1064 Max Health

(2 items) When you deal damage with a damage over time effect, you have an 8% chance to summon a meteor that deals 9000 Flame Damage to target and 4000 Flame Damage all other enemies within 5 meters. This effect can occur once every 5 seconds.
While some people think this set is too strong in PvP I want to say it´s balanced. You are forced to use damage over-time effects to trigger Skoria.Channaled abilities can also trigger skoria. Skoria becomes strong when you stack a lot of DoT´s. But with a build that stacks a lot of DoT´s you sacrifice burst damage for DoT´s. A fair trade if you ask me. In PvE the set is nice for the extra health the 1-piece gives. I´ve no proposed changes to this set since I consider it balanced.

Velidreth
(1 items) Adds 129 Weapon Damage

(2 items) When you deal damage, you have a 20% chance to spawn 3 disease spores in front of you that deal 10320 Disease Damage to the first enemy hit. This effect can occur once every 9 seconds.
Velidreth works more like Selene´s should work. The orbs from Velidreth can be avoided fairly easily in PvP. In PvE Velidreth is a really nice set for content like Maelstrom (where burst-damage is important). But for the amount of damage Velidreth does, the 20% proc-chance is a little high. Reduce it to 10% and it´s quite balanced.

Other proc-sets


Shadow of the red mountain

(2 items) Adds 129 Weapon Damage

(3 items) Adds 129 Spell Damage

(4 items) Adds 688 Weapon Critical

(5 items) When you deal damage with a Weapon ability, you have a 10% chance to deal an additional 8400 Flame Damage. This effect can occur once every 2 seconds.
In my opinion this set was meant for stamina DK´s back in the days were "Poison Knights" didn´t exist. And from the 2-4 piece bonus it´s obvious that this is a stamina set. Still you see magicka users in PvP using this set since the damage from the 5 piece is really strong. I´ve seen 2 suggestions/proposed changes so far that I like. One of them is to change "Weapon abilities" to physical weapon abilities. Another suggestion is to just lower the damage/proc-chance.

Please post your own suggestions to some of the sets :)
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