There are some strong write-ups on the forum that currently deal with Kyne's Aegis's set problems. The focus of these write-ups is on Roaring Opportunist. It is front and center due to Magicka DPS being so starved for sets when it comes to endgame DPS. Mother's Sorrow is 5 years old and yet still BIS in most situations. Even more, in theory, Opportunist boasts great power with Major Slayer, but so far, the execution is lackluster, awkward, and simply non-functional.
When designing the set, it seems the Devs were looking at trying to pigeonhole it to fit within the META without destroying the META. That is they wanted to A) Give Magicka the power granted to stamina builds through Lokkestiiz without simply copying the set, B ) Not destroy Sunpire's Perfected False God, making it a dead set within a years’ time and replacing it with a new set, and C) Squeeze it into a now debunked revamped light/heavy attack system.
This has caused the set to suffer considerably and created some glaring problems.
With this said, very little is being offered in solutions to this current design by the player base other than simply stating “change the set.” Also, it seems that the glaring issue of what set in current Magicka builds needs to be replaced, is not a focus.
Further analysis of these problems follows (Placed in Spoiler Boxes to make the post as short as possible and let readers choose what they want to parse through):
End-game players, as well as a considerably large portion of the player base endgame or not, let it be known they were not interested, nor did they want a Heavy Attack META for combat in ESO. ZOS took this feedback and opted to revert the proposed changes. Yet, the first strong and possibly viable sets, Roar of Opportunist and Yandir's Might, have come to the table still attached to this system.
While Yandir is not un-usable, with PVP players considering it as a possible viable option, in its current state it is dead for PVE stamina builds. Likely, most PVP players will not bother with the hassle of farming the set from PVE content when they already have builds and sets the come close to the power out-put already and are able to be sustained.
Opportunist is in a much worse state. It has no viable use outside of PVE content, and as is, has no purpose beyond being used by a single player in a group of 12. Even this is questionable with the DPS loss the player will already have in running Heavy Attacks for damage and the frustrating builds that will be required to Maximize the uptime of the set, which will remain quite low overall with the current design, giving the group an extremely low DPS gain, one which stamina will heartily laugh at compared to their reliable and high-uptimes of Major Slayer.
There is little to change this besides removing its proc from Heavy attacks, if this is not done, the set will remain dead from a DPS perspective until ZOS forces a Heavy Attack meta on the player base or the entire set traits are redesigned in a way to make the set too strong to pass up.
Problem #2Buffing the entire group is not what is wrong with Roaring Opportunist, it is the de-buff style cool-down that is placed on the enemy. This means that multiple players cannot run the set to create higher up-times. It is made for 1 player and 1 player alone because the cool-down is NOT on the set itself or the player who wears it. Zos has claimed they want this to be DPS viable and not another set going into the inventory of support characters. Yet, having any set that is usable by only 1 player and buffs all 12 in a trial has no option but to be run on support characters. It is simply how the game works.
If the set was instead an internal cool-down for the player, then multiple players would need to run it, pulling it off support classes.
Example:
5-Pieces= When you heavy attack you and up to 11 group members are granted Major Slayer for 5 seconds. This effect can occur every 22 seconds.
By simply taking the cool-down off the enemy and placing it on the player creates an entirely different situation, even though the ENTIRE group is still buffed by the 5th trait. This means up to 4 players would want to run the set in a raid to grant the maximum of 88% up-time on Major Slayer. Likely a rotation would be called out as is already done with Colossus and Warhorn, and no doubt add-ons would be modified or created to track it.
This too would remedy the absolutely CRAZY scaling of adding 1 second of duration for every 8000 damage the Heavy Attack does to the enemy when procing the set. This places the set at a base of 22% up-time with 5 seconds up vs 22 seconds down, a figure that is not worth the hassle of running it. It then requires a Heavy Attack to deal at least 48k damage to move the timer 1 second. This is absurd. Given the set hasn't any critical strike stats in its design and hitting such numbers would require a Critical Hit paired with a very specific build (Which everyone is trying to design) it simply makes running the set on a DPS a dire situation.
Since the set in its current creation can only be worn by 1 group member, a healer, which already uses Heavy Attacks in normal play, can equip Jorvuld's and passively buff the up-time from 5 to 7 seconds or (22% to 31% overall up-time) while not changing anything they already do...Heavy Attacking. A DPS would have to punch out 56k Heavy Attacks consistently to manage the same feat, while taking an overall DPS loss with the set traits and changing their play style to incorporate Heavy Attacks.
Since the set in its group buff design is made to keep False God's Viable on all other Magicka players in the group, likely the uptime would want to be moved from 5 seconds back to the 10 seconds it had on its inception. Thus, only 2 players would need to run it vs 4 and net the same uptime. Placing 2 support characters in the set would not be advantageous; thus, it would want to be placed on DPS instead.
If 88% uptime is too high, then the values can be changed, but beware, in mixed groups of Stamina and Magicka players (Supposedly how Zos wants raid group make-up) if the uptime falls too low it will be unusable for Stamina DPS as Lokkestiiz will be better for them. And if half the group is in Lokkestiiz it will be less of a pain, and less of a DPS loss to the players running the gear, to instead have 2 players run Master Architect, which has a 40-50% uptime in an experienced player’s hands. This is what is already done in live gameplay. Thus, the set will become dead in anything other than completely Magicka DPS groups.
Problem #3
Penetration as a stat is, currently, better left to Stamina DPS. On Magicka DPS it is simply pouring more resources into a stat that is already on full.
Currently the value of Penetration a build should carry sits at 5850. This figure is based on a raid team having the Templar's Stamina morphed Power of the Light, A tank or healer with a 2-handed infused weapon wearing Torug's Pact with a Crushing Enchant, Roar of Alkosh, and the basic Major Breach & Fracture provided by the tank or tank+Healer together.
Magicka DPS have 4884 Penetration baked into their Light Armor, and all Destructive Staves ignore an additional 10% of an enemy’s defenses. As such, simply placing 10 CP in Spell Erosion makes all Magicka classes hit the current required cap and gives a little leeway for certain penetration de-buffs to be missing through the Destructive stave passive. This excludes Magicka Necromancers which passively have 1500 more penetration and are already over this cap. Thus, in PVE, having Penetration as a trait on your gear does nothing more than free up 10 CP points for the tiniest of tiny DPS gains.
Spell Critical well far outperform a trait of penetration, so too will Max Magicka while offering up sustain, even Spell Damage well net a greater result.
Even more, Monster sets were just readjusted, and Valkyn Skoria, which was touted as being more DPS focused with the change of its first trait to Penetration would become an over-penetration nightmare when paired with any other penetration stat in a Magicka build.
Simply put, until something is done with Alkosh, or Light Armor passives are redesigned, Penetration is simply a PVP stat for Magicka DPS.
Galenwe's change might make it a little more viable, as Galenwe my put Torug out in the cold for use, but this is yet to be tested, and will likely adversely affect Stamina DPS which is starved for Penetration.
So now we know and understand the problems with the new set. How do we fix it?
As stated in the opening, Mother's Sorrow is an ancient set, from base game overworld, that has been BIS for mostly 3 out of the 4 years I have been a player of ESO on ALMOST every Magicka DPS build. The set is dusty, stale, and is in dire need of having a replacement. Perfected False God's Devotion isn't even a year old and is likely the most farmed set currently in game keeping Sunspire full of players farming gear.
The answer to which one Roar of Opportunist needs to replace is easy; however, what is needed to replace Mother's Sorrow is hard.
The problem is simply that False God's, as stat dense as it is, is not that strong of a DPS set. In truth it is weaker in power than Julianos.
Julianos grants:
1666 Spell Critical,
1096 Max Magicka,
300 Spell Damage.
Perfected False God's Devotion grants:
1666 Spell Critical
1096 Max Magicka
129 Spell Damage
(And that is the Perfected Version, Non-Perfected is even weaker.)
What makes False God's desirable OVER Julianos is that it also carries Minor Slayer (5% Damage Boost) and reduces Magicka costs by 8%.
However, if you are pairing False God's with another Trial Set, such as Roaring Opportunist, then the Minor Slayer stat becomes useless, because Roaring Opportunist also carries it. Thus, you are left with simply a weaker version of Julianos.
Yes, there is still the 8% cost reduction, but if Opportunist goes live running off Heavy Attacks, then the 8% reduction of False God's becomes moot, as you will sustain through the Heavy Attacks instead, and likely sustain much much better.
Thus, the conundrum the Dev's seemed stuck surfaces. How to create a set that will keep False God's in play?
If the Dev's simply use Opportunist as an exact copy of Lokkestiiz (A player base easy answer and recommended remedy) you destroy False God's usability.
Lokkestiiz only provides 1 dose of Critical; thus, choosing to run its proposed Magicka based equivalent with False God's will net an almost 12% Critical Damage loss + a Dose of Max Magicka with only a 2 doses of Spell power to make up that glaring difference.
Instead dropping False God's and pairing Mother's Sorrow with the Magicka Lokkestiiz equivalent would net a far greater DPS gain, as you will lose only 4% Critical while gaining one dose of Raw Spell Power. Sustain will be a bit of an issue, but it’s possible to overcome with slight alterations to the build, as Siroria + Mother's sorrow is already in the same situation and is sustained by many players.
As such, this is not a remedy for the goal in mind or the health of the game, and killed off False God's as an end game set within a years’ time.
The only way to use Roar of Opportunist in an effective way, is to
1) Follow the Developers path and keep it as a group buff worn by a limited number of players but design it with less player DPS loss, or
2) Create a need for False God's 8% cost reduction to outshine Sorrow's 8% Critical Chance. Which would require the set to increase the cost of skills while beating Mother's Sorrow Power output.
In truth, Mother's Sorrow honestly needs to be replaced by another Dungeon or Overworld set, thus Magicka DPS would Lose Minor Slayer running Mother Sorrow in the build or lose out on the power output of the new set, however this does not solve the problem of making Roar of Opportunist and Kyne’s Aegis staples in gameplay.
Below are 3 set options that are based on either the current PTS iteration of Opportunist, or off Stamina versions of sets not yet available to Magicka DPS:
Option: 1 Keeping Roar of Opportunist in its current Heavy Attack focus with a 2-person maximum and minimal DPS loss to the players designated to wear it.
Perfected Roar of Opportunist
2-Pieces= 833 Spell Critical
3-Pieces= Minor Slayer
4-Pieces= 833 Spell Critical
5-Pieces= 1096 Max Magicka + 129 Spell Damage
When you use a heavy attack, you grant Major Slayer
to you and up to 11 group members for 10 seconds.
This effect can happen every 22 seconds.
The non-perfected version would lose the dose of Spell Damage.
This leaves the current META of Mother's Sorrow intact for all group members as Opportunist would replace False Gods for the 2 DPS required to wear it without any individual DPS loss save for having to Heavy Attack. The loss of 8% cost reduction to Magicka skills would also be negated by the Heavy Attacks to keep sustain viable. It would also allow for more diverse Stamina builds as they could drop Lokkestiiz and run different sets. However, this would force Heavy Attack builds into play, something that a majority of players do not want and will also limit its farm-ability as everyone will not have need for it since it will only be run by 2 players per group.
Option: 2 Combine the usability and design of Lokkestiiz but make it comparable to False God's Stats and remain a group buff to limit the number of players needing to wear it.
Perfected Roar of Opportunist
2-Pieces= 833 Spell Critical
3-Pieces= Minor Slayer
4-Pieces= 833 Spell Critical
5-Pieces = 1096 Max Magicka + 1096 Max Magicka
When you activate a synergy, gain Major Slayer for you and up to 11 group members for 15 seconds. This effect can occur once every 33 seconds.
The Non-Perfected version would lose the extra dose of Max Magicka.
This leaves the current META of Mother's Sorrow intact for all group members as Opportunist would replace False Gods for the 2 DPS required to wear it. The loss of 8% cost reduction to Magicka skills would make the set harder to sustain, which is why it comes with more Max Magicka instead of Spell Damage. It would also allow for more diverse Stamina builds as they could drop Lokkestiiz and run different sets. This set now plays into the current playstyle of the game with minimal DPS loss to the wearer. Its farm-ability is reduced as all players will not have need for it since it will only be run by 2 players per group.
Option: 3 Bring an altered Tzogvin into play for Magicka DPS but in a trial set with a catch that plays off False God's 8% Reduction of Cost.
Perfected Roar of Opportunist
2-Pieces= 833 Spell Critical
3-Pieces= Minor Slayer
4-Pieces= 833 Spell Critical
5-Pieces= 129 Spell Damage
Dealing Critical Damage gains you a stack of Opportunity,
increasing your Spell Critical by 333 and your Spell Damage
by 52 for 10 seconds. Up to 5 Stacks Max. With each stack
the Cost of all Magicka Skills is increased by 1%, At max
stacks, you also gain Minor Force.
The Non-Perfected version would lose the dose of Spell Damage.
This would completely alter the Magicka DPS make-up. The set would open a bar spot for virtually all players, as Trapping Beasts or the Psijic Order Skill would no longer be needed. This would allow DPS to have more freedom in builds depending on class, such as slotting another DOT increasing over-all damage output, or creating a buff/flex spot for classes with crowded bars. At Max Stacks Magicka skills (Not All Skills, so Ultimates would be left untouched) would cost 5% more but the set would grant 389 Total Spell Damage and 3,332 Spell Critical. This would net roughly a 1% Critical loss, compared to Mother's Sorrow but a massive raw power gain. Add a theoretical 100% uptime of Minor Force at Max Stacks, and you have a set that will clearly out DPS Mother's Sorrow but at the expense of sustain. This would then make the 8% reduced cost to Magicka Skills granted by False God's have heavier weight and it make it the BIS combination set instead of adding the 8% Critical supplied by paring it with Mother's Sorrow.
Personally, I find option 3 the best fit for what is needed in Magicka DPS. It would replace both Siroria (2 years old) and Mother's Sorrow (5 Years old) while reinforcing Perfected False God's as an endgame set and offer utility to the playerbase in freeing up bar space. It also moves the awful BIS Trapping Beast (Melee Stamina Based skill) off ranged Magicka based make-ups. Lastly, it keeps Lokkestiiz in play, on Stamina builds reinforcing Sunspire as a go-to trial as all sets (Save the Healing set) remain endgame viable or BIS option. Win, win, win, win.
In Conclusion
Kyne's Aegis currently is not pulling the player base under its thrall (Vampire Pun) with its current sets. If it goes live as is, it will be mostly a one and done Trial with little incentive to keep it as part of one's continuous play cycle. Gaining only a memento from completing its hardest achievement is simply the cherry ontop of the disappointment cake. While score pushers, those seeking 100% completion, and those that want the glory of having a specific title next to their name will, for a time, tinker in its machinations. The player base at large will simply do it while its new and then move on as the sets do not give an incentive for farming on repeat.
Heavy Armor is getting something out of this update, even if it is not a set from this new trial. Galenwe's update is an exciting prospect for a 2-year old set that has been deconned since its inception. I suspect that it will find its way into end-game make-ups as now Tanks can divide sets evenly between them. One takes Yolnakrin + Alkosh and the other Galenwe + Ebon, or vice versa, granting a trial set on each tank ,and with-it Minor Aegis, while also buffing the entire roster with strong stats. Granting the group 100% uptime on Empower will be a significant DPS boost and will likely free up the CP currently sunk in Staff/Weapon Expert by the player base allowing them to strengthen other stats. Relying on Galenwe as the primary boost to light attack damage is a wise move as its 40% buff is stronger than anything DPS is getting from the CP Tree currently.
Healers are in a good place and already have an inventory bag chock full of sets to use. Symphony of Blades, Hollowfang's Thirst, and Hiti are all end-game sets given to them within a years’ time. Currently there is not much Healers need from a set other than larger or easier to use group buffs. Also, if Roar of Opportunist remains in a state close to what it is now, and has been since PTS going live, Healers might end-up getting the only set of worth out of this trial.
Stamina DPS was always going to be in a take-it or leave-it stance with the new set from Kyne's. In the past year they have received Tzogvin's Warband, Lokkestiiz, Aegis Caller, and New Moon Acolyte all of which are endgame viable and BIS on specific classes and Stamina builds. If Roar of Opportunist remains a group buff, and its uptime is strengthened to a reliable amount, Stamina builds will end up with a different build META's as Lokkestiiz will be moved off their make-up. Even with this, the medium set Yandir's Might could easily be tweaked to become BIS and is already in consideration as a PVP build staple as is.
This boils us down to Magicka DPS and Roar of Opportunist, the keystone clench set in making Kyne's Aegis a go-to Trial. Magicka has received only False God's Devotion as a viable endgame PVE set in almost 2 years. New Moon Acolyte comes close, but Magicka's lackluster Spell Damage scaling makes its effectiveness pale in comparison to its power on Stamina make-ups. Also, the stat of Spell Penetration is mostly wasted on Magicka builds, thus using OTHER sets than New Moon for Magicka PVE play is always a wise choice, especially with it increasing the cost of everything including Ultimates, which are already largely more expensive for Magicka DPS. This leaves us with Mother's Sorrow still the other staple set of Magicka builds, and as previous stated, is 5 years old. Therefore, the forums and player base are focusing heavily on making Opportunist viable. Out of everything Kyne's Aegis can offer, the Magicka DPS set is the most important.