Bani’s Torment – Heavy Armor
2 – Adds 4% Healing Taken
3 – Adds 1206 Maximum Health
4 – Adds 1096 Maximum Stamina
5 – When you taunt a nearby enemy, you tether to them for 5 seconds. While tethered, you apply Major Maim to your enemy, reducing their damage done by 30%, and you gain Major Vitality, increasing your healing taken by 30%. The tether is broken if the enemy moves 8 meters away from you. This effect can occur once every 14 seconds.[/i]
Zero value in PvP outside of a possible troll tank build (and even then, probably not). It's very rare that anyone has a taunt on their bar, and even then staying within 8 meters in any fight just won't happen. The potential as a counter to being bombed if you hit the bomber with the Undaunted ranged taunt is almost there, but 5/14 seconds and the 8 meter range makes the value too low to even consider.
Joy_Division wrote: »Nordic__Knights wrote: »I like the new craftables in cryodil but find location to be WRONG because your then asking crafters to 1) capture an town in order to craft items 2)get ganked while on an table by the nb's that well be camping them for easy ap
Each of these three sets have properties that make them exclusively PvP oriented sets and as such will be sought out by players who aren't afraid of getting ganked by a NB and are competent enough to kill a few NPC guards.
MORKULDIN. MORKULDIN. MORKULDIN. I have wanted to run this set since it existed. I even developed a character around it... who I scrapped because the proc condition for this set was garbage. And what did you do? You removed the darned proc chance! OMFGs. This set is SO getting used on my psychopomp, who is a rebooted version of that character. I can't tell you how stupidly excited I am about being able to use this set on her.
Unchained Agressor set has way too high uptime on the best offencive buff in the game. Its crazy strong imo.
Opinions from the PvP perspective only.
Hiti’s Hearth – Light Armor
2 – Adds 129 Magicka Recovery
3 – Adds 129 Magicka Recovery
4 – Adds 1096 Maximum Magicka
5 – When you heal yourself or an ally with an ability, gain a Warming Aura for 10 seconds. While in the Warming Aura, you and group members restore 1020 Health every 1 second and reduce the cost of Sprint, Block, and Roll Dodge by 5%. This effect can occur once every 12 seconds.
This is a nice addition to the three aura sets (increase health, stam cost reduction, mag cost reduction). Rather than making it 10/12 seconds, just make it a consistent aura like the others. One less thing to proc = less calculations = less lag.
If weapon swap actually worked in lag and this could be back-barred, it would have more value as a proc.
Titanborn Strength – Medium Armor
2 – Adds 1487 Physical Penetration
3 – Adds 129 Weapon Damage
4 – Adds 1096 Maximum Stamina
5 – Adds 110 Weapon Damage and 1240 Physical Penetration. This bonus doubles to 220 Weapon Damage and 2480 Physical Penetration when you are under 75% Health. This bonus quadruples to 440 Weapon Damage and 4960 Physical Penetration when you are under 50% Health.
I doubt that we'll see many medium armour players wanting this set. With New Moon as a staple and having consistent stats, and very few players maintaining the attack (vs defence/recover) perspective under 50% health, I'd be surprised to see this outside of VERY niche builds.
Bani’s Torment – Heavy Armor
2 – Adds 4% Healing Taken
3 – Adds 1206 Maximum Health
4 – Adds 1096 Maximum Stamina
5 – When you taunt a nearby enemy, you tether to them for 5 seconds. While tethered, you apply Major Maim to your enemy, reducing their damage done by 30%, and you gain Major Vitality, increasing your healing taken by 30%. The tether is broken if the enemy moves 8 meters away from you. This effect can occur once every 14 seconds.
Zero value in PvP outside of a possible troll tank build (and even then, probably not). It's very rare that anyone has a taunt on their bar, and even then staying within 8 meters in any fight just won't happen. The potential as a counter to being bombed if you hit the bomber with the Undaunted ranged taunt is almost there, but 5/14 seconds and the 8 meter range makes the value too low to even consider.
Mother Ciannait – Monster Mask
1 – Adds 1096 Maximum Magicka
2 – While in combat, casting an ability with a cast time or channeling an ability grants you a damage shield that absorbs 3000 damage for 10 seconds. This effect can occur once every 10 seconds.
Considering battle spirit adjustments, a 1500 shield every 10 seconds has zero value. I doubt anyone would use this even if it automatically shielded you after 10 seconds without a cast.
Unhallowed Grave
Draugrkin’s Grip – Light Armor
2 – Adds 1096 Maximum Magicka
3 – Adds 1487 Spell Penetration
4 – Adds 129 Magicka Recovery
5 – Dealing direct damage to an enemy has a 10% chance to place a ghostly curse on your enemy for 6 seconds. Cursed enemies take 530 extra damage from all your damage abilities. This effect can occur once every 6 seconds.
This has some potential for a DoT build. I can't see anyone other than a MagDK wanting to play with this, and even then the amount of extra damage it'll do will be far less than if said DK was running another high damage oriented set.
Aegis Caller – Medium Armor
2 – Adds 129 Weapon Damage
3 – Adds 129 Stamina Recovery
4 – Adds 129 Weapon Damage
5 – When you deal critical damage with a melee ability, summon a Lesser Aegis for 12 seconds. After 2.5 seconds, the Lesser Aegis spins its blades, dealing 4880 Bleed Damage every 1 second. This effect can occur once every 10 seconds.
This has potential. It's a nice idea that balances out the horrible ideas that the creative people had on some of the other sets. Limited testing so far with the Aegis being static will limit it to breach/keep fights. The word "aegis" means shield or protection. I suggest changing the name to something that has more relevance to a spinning bladed thing.
Bug: Aegis Caller doesn't proc from deadly cloak, and it should since it's 6m radius (per Zheg).
Grave Guardian – Heavy Armor
2 – Adds 1096 Maximum Stamina
3 – Adds 1206 Maximum Health
4 – Adds 1206 Maximum Health
5 – Summon a stone aura while blocking, hardening you and your nearby group members, increasing your Physical and Spell Resistance by 4430.
Potentially interesting as another group buff, but with so many others out there this becomes one of those, "yeah, maybe" sets that will never be used. 6.7% extra mitigation is nice at times, especially when you have to eat a bomb, but overall not worth it if you're in a group that is coordinated.
Kjalnar’s Nightmare – Monster Mask
1 – Adds 129 Spell Damage
2 – Dealing damage with a Light Attack puts a Bone stack on your enemy for 5 seconds. You can only apply 1 stack every 1 second.At 5 stacks, an undodgeable skeletal hand attacks your enemy after 1 seconds, knocking them into the air and stunning them for 3 seconds, or dealing 14500 Magic Damage if they cannot be stunned. An enemy that has reached 5 stacks cannot gain Bone stacks for 3 seconds.
This has potential. The stun vs magic damage part will render this more challenging to use well, and in the time of applying stacks you could likely get 2 procs of Valkyn, more damage with Zaan, or a boost to your ult with Balorgh. I'd never use this for the stun, and would only use the set if there was a consistent method to ensure that the target would take damage (such as ensuring that they have cc immunity before the 5th stack.
Critical Riposte – Located in Vlasterus
2 – Adds 424 Critical Resistance
3 – Adds 1206 Maximum Health
4 – Adds 424 Critical Resistance
5 – When you take critical damage, you apply Minor Uncertainty and Minor Enervation to the enemy for 4 seconds, reducing their Physical and Spell Critical by 1314 and reducing their Critical Damage by 10%. An enemy can only be affected by your Critical Riposte once every 7 seconds.
This will only be of any value if it can proc on all opponents at the same time. It seems to only apply to one person at a time, rendering it useless in a group scenario.
Unchained Aggressor – Located in Bruma
2 – Adds 1096 Maximum Stamina
3 – Adds 129 Stamina Recovery
4 – Adds 129 Weapon Damage
4 – Adds 129 Spell Damage
5 – After Breaking Free, gain Major Berserk for 9 seconds, increasing your damage done by 25%. This effect can occur once every 21 seconds.
If Heem-Jas actually worked the way it was intended, this would never be used. As it is, I find it too situational, enter to bomb and hope that you get cc'ed so you can proc it at the start of the bomb. The 4-set has both weapon and spell damage, with the 2/3 sets being stamina only. I could see one max stam on it to aid in breaking free, but the recovery bonus should be both mag and stam. That would make this a perfect pair with some of the other "works for both mag/stam" sets.
Dauntless Combatant – Located in Cropsford
2 – Adds 1096 Maximum Stamina
3 – Adds 1206 Maximum Health
4 – Adds 1096 Maximum Magicka
5 – Adds 1206 Maximum Health
5 – When you are affected by a disabling effect, you automatically Break Free for no cost. After using this effect, you become winded and cannot retrigger this effect for 21 seconds.
In big fights, people are cc'ed on cooldown. Taking the statistics from the last 10 group vs group fights (minimum 15 people on each side), I was cc'ed every 12 seconds and that's including using the 4.4 second immovable poison on my front bar. There is zero value in this 5-set over the ones being used in (good composition) groups now.
Urzigurumash wrote: »Bani’s Torment – Heavy Armor
5 – When you taunt a nearby enemy, you tether to them for 5 seconds. While tethered, you apply Major Maim to your enemy, reducing their damage done by 30%, and you gain Major Vitality, increasing your healing taken by 30%. The tether is broken if the enemy moves 8 meters away from you. This effect can occur once every 14 seconds.[/i]
Zero value in PvP outside of a possible troll tank build (and even then, probably not). It's very rare that anyone has a taunt on their bar, and even then staying within 8 meters in any fight just won't happen. The potential as a counter to being bombed if you hit the bomber with the Undaunted ranged taunt is almost there, but 5/14 seconds and the 8 meter range makes the value too low to even consider.
I don't know if I would say zero. From the notes alone it seems as though Bani's Torment plus new Vykosa might be the most viable way to run Vanguard's Challenge that there has been yet. As far as I know Vanguard's Challenge is infrequently used, yet it potentially enables an almost non-existent playstyle, being a debuff tank that isn't a defile tank
Nordic__Knights wrote: »I like the new craftables in cryodil but find location to be WRONG because your then asking crafters to 1) capture an town in order to craft items 2)get ganked while on an table by the nb's that well be camping them for easy ap
Unchained Agressor set has way too high uptime on the best offencive buff in the game. Its crazy strong imo.
Let us have nice things for once. Defensive sets and healing is already strong as it is and we need sets that offers strong buffs to damage. Nothing needs to be changed about this set.
ZOS_BrianWheeler wrote: »The locations where the actual crafting stations are safe from being killed while crafting similar to the Imperial City crafting locations. You will not see enemy alliances inside the crafting areas.
Onefrkncrzypope wrote: »ZOS_BrianWheeler wrote: »The locations where the actual crafting stations are safe from being killed while crafting similar to the Imperial City crafting locations. You will not see enemy alliances inside the crafting areas.
Correct, they in fact will actually be right outside.
Thank you for the clarification.