WrathOfInnos wrote: »
I was thinking about trying it on an alt, but like someone else mentioned, it's the uptime I'm worried about. Crit surge is constant as long as you refresh it, no cooldown.
Death Of Worm: Trials healer set
2) Mag
3) mag recovery
4) mag recovery
5) Adds reduces the cost of you and your groups abilities by 6% while in trials or dungeons
op prob not, kills worm, yes
Shrouds of the gatherer: Farming Set
2) Stam recovery
3) Stam recovery
4) Stam Recovery
5) Allows Stamina to Regen while Sprinting out of combat
SydneyGrey wrote: »I'd do a fun animal-themed set, such as a set that summons wolves to attack mobs for a short duration. Something like that would be fun for wardens.
MrSensible wrote: »Mine would be a PVP oriented set:
The Noxious Cloud Set:
(2 Items) x critical resistence
(3 Items) x stam recovery
(4 Items) x mag recovery
(5 Items) When you are afflicted with a negative status effect, you have a 50% chance of inflicting the same status effect back on the attacker.
Might be cool?
WrathOfInnos wrote: »
I was thinking about trying it on an alt, but like someone else mentioned, it's the uptime I'm worried about. Crit surge is constant as long as you refresh it, no cooldown.
briarheart heal is no where near as good as crit surge. it's not even close. For a start the heals can't crit.
Trials monster sets. Not 100% done though I'm happy with most of the effects. I tried to balance them as best as I could, but I'm sure something in here'll be too OP for someone's tastes. Since Major Vulnerability isn't really a thing, I just threw some arbitrary number there. Since these would be obtained by completing veteran trials, the 1 piece bonuses and such are higher than any dungeon monster sets, but I don't want these to be BiS for all occasions, just an option.Possessed Mantikora
(1) Adds 1150 Maximum Magicka
(2) Your ground AoEs create a Manitkora Spear that deals that applies Major Magickasteal, Major Lifesteal and Major Staminasteal to all enemies within 8 meters and deals 1500 magic damage per second for 8 seconds. This effect can occur once every 15 seconds.
(2) Adds 992 (4.5%) Spell CriticalRa Kotu
(1) Adds 1150 Maximum Stamina
(2) Whenever you deal damage, you have an 20% chance to summon six rotating blades around you, dealing 2275 physical damage to enemies within 8 meters of you for 6 seconds. This effect can occur once every 9 seconds.
(2) Adds 150 Weapon DamageFoundation Stone Atronach
(1) Adds 1150 Maximum Magicka
(2) Whenever you deal damage to an enemy, you have a 15% chance to hurl a magical stone at the enemy, dealing 5000 magic damage and stunning them for 1 second.This effect can occur once every 4 seconds. The Stone has its own 15% chance to cast another stone for 2000 magic damage with no cooldown, but no stun.
(2) Adds 150 Spell DamageRakkhat, Fang of Lorkhaj
(1) Adds 172 Stamina Recovery
(1) Adds 172 Magicka Recovery
(2) When you take damage while in combat, there is a 5% chance for a lunar seal to appear beneath you for 8 seconds. Enemies that attack you while you're in the seal are Branded for five seconds. Allies can use the Lunar Smite synergy on Branded enemies, inflicting Major Vulnerability, increasing the damage the target takes by 15%, for 10 seconds and dealing 10000 Oblivion damage to the target over 4 seconds. This can occur once every 20 seconds.
(2) Adds 1345 Maximum HealthHiath the Battlemaster
(1) Adds 1345 Maximum Health
(2) Your light attacks apply the Mark of Boethia on a target for 5 seconds, up to 5 stacks and refreshing each time. Each stack increases the amount of resources your fully charged heavy attacks restore by 50% and increases their damage taken from your attacks by 2%. When 5 stacks are placed upon the target, a fully charged heavy attack consumes them and briefly summons the spirit of Hiath to pull all enemies within 15 meters to you, dealing 2775 flame damage.
(2) Adds 2% Stamina cost reduction
(2) Adds 2% Magicka cost reductionArgonian Behemoth
(1) Adds 992 (4.5%) Weapon Critical
(1) Adds 992 (4.5%) Spell Critical
(2) When you deal direct critical damage, you have a 15% chance to create a budding flower near an enemy you damaged. If an enemy stays within 5 meters of flower, it will bloom, dealing 12000 poison or magic damage, whichever is higher. This can occur once every 10 seconds.Assembly General
(1) Adds 1150 Maximum Magicka
(2) Whenever you use an ultimate, it and its effects last 20% longer.
(2) Adds 5% Healing DoneSaint Olms the Just
(1) Adds 1150 Maximum Stamina
(1) Adds 1150 Maximum Magicka
(2) When you block an attack, you have a 1% chance to completely negate that damage and block cost, while also creating an Ordinated Protector to shield an ally for 5 seconds. Ordinated Protectors limit incoming damage to 5% of the target's maximum health. Can occur once every 5 seconds.Z'Maja
(1) Adds 172 Stamina Recovery
(1) Adds 172 Magicka Recovery
(2) When you deal direct critical damage, you have an 8% chance to summon a dark shade of yourself for 10 seconds. This dark shade copies all of your actions done at 35% effectiveness. The shade cannot use ultimates and taunts. This can occur once every 24 seconds.
(2) Adds 150 Weapon Damage
(2) Adds 150 Spell Damage
Death Of Worm: Trials healer set
2) Mag
3) mag recovery
4) mag recovery
5) Adds reduces the cost of you and your groups abilities by 6% while in trials or dungeons
op prob not, kills worm, yes
Shrouds of the gatherer: Farming Set
2) Stam recovery
3) Stam recovery
4) Stam Recovery
5) Allows Stamina to Regen while Sprinting out of combat
What about only group abilities. Like cost reduction on synergies?
Death Of Worm: Trials healer set
2) Mag
3) mag recovery
4) mag recovery
5) Adds reduces the cost of you and your groups abilities by 6% while in trials or dungeons
op prob not, kills worm, yes
Shrouds of the gatherer: Farming Set
2) Stam recovery
3) Stam recovery
4) Stam Recovery
5) Allows Stamina to Regen while Sprinting out of combat
What about only group abilities. Like cost reduction on synergies?
The idea was more to give something to stam the same way worm effects mag without hindering either. Most of my raid team is stam so we never end up using worm
When trying to think up sets, it just further makes one realize how silly it is that ZOS insists on balancing PvP and PvE together.
For example, Twice Born Star is a really cool set, and that would be a set that I would really like to use in PvP, but without divines its not even close to worth it. So I would like to see that set reworked as:
2: Max Stam
3: Max Mag
4: Wpn/Spell Damage
5: 2 mundus stones with their values increased by 20% (or some percentage that works).
The concept of playing around with mundus stone combos intrigues me. But obviously if you carried this over to PvE divines would probably make it too powerful. Although I did enjoy the days when TBS was BiS for stamina dps, crafted BiS gear ftw.
Other sets I would like:
2: Stamina Recovery
3: Health Recovery
4: Max Stamina
5: Adds 400 wpn damage
2: Max Mag
3: Max Mag
4: Max Mag
5: When a destro staff is equipped player gains 2k max mag, when resto staff is equipped player gains 2k max stam. Upon bar swapping to restoration staff, stamina is restored to full.
5: When a destro staff is equipped player gains 2k max mag, when resto staff is equipped player gains 2k max stam. Upon bar swapping to restoration staff, stamina is restored to full.