LIGHT ARMOR
GRACE:
- Reduces the effectiveness of snares applied to you by 4% per piece of light armor worn.
- Reduces the cost of Sprint by 3% per piece of light armor worn.
EVOCATION:
- Increases your Magicka Recovery by 4% for each piece of Light Armor equipped.
- Reduces the Magicka Cost of your abilities by 2% for each piece of Light Armor equipped.
SPELL WARDING:
- Increases your Spell Resistance by 363 for each piece of Light Armor equipped.
WHEN 3 OR MORE PIECES OF LIGHT ARMOR ARE EQUIPPED:
PRODIGY:
- Increases your Spell Critical rating by 2191.
CONCENTRATION:
- Increases your Spell Penetration by 4884.
MEDIUM ARMOR:
DEXTERITY:
- Increases your Weapon Critical rating by 328 for each piece of Medium Armor equipped.
WIND WALKER:
- Increases Stamina Recovery by 4% per piece of Medium Armor equipped.
- Also reduces the Stamina cost of abilities by 2% per piece of Medium Armor equipped.
IMPROVED SNEAK:
- Reduces the cost of sneaking by 7% per piece of Medium Armor equipped.
- Also reduces the size of your detection area by 5% per piece of Medium Armor equipped.
WHEN 3 OR MORE PIECES OF MEDIUM ARMOR ARE EQUIPPED:
AGILITY:
- Increases your Weapon Damage by 15%.
ATHLETICS:
- Increases your Movement Speed while using Sprint by 3% and reduces the cost of Roll Dodge by 4% per piece of Medium Armor equipped.
HEAVY ARMOR:
RESOLVE:
- Increases your Physical Resistance and Spell Resistance by 362 for each piece of Heavy Armor equipped.
CONSTITUTION:
- Increases Health Recovery by 4% per piece of Heavy Armor equipped.
- You restore 108 Magicka and Stamina when you take damage for each piece of Heavy Armor equipped. This effect can occur once every 4 Seconds.
JUGGERNAUT:
- Increases Max Health by 2% per piece of Heavy Armor equipped.
WHEN 3 OR MORE PIECES OF HEAVY ARMOR ARE EQUIPPED:
REVITALIZE:
- Increases the Magicka or Stamina your Heavy Attacks restores by 25%.
RAPID MENDING:
- Increases healing received by 8%.
SgtNuttzmeg wrote: »You don't need this to make a hybrid build work. The main reason they fail is because you can't balance your resource totals appropriately. There are a ton of sets that already could be seen as catering to hybrids. Most of which are craftable and are easy to get.
SgtNuttzmeg wrote: »You don't need this to make a hybrid build work. The main reason they fail is because you can't balance your resource totals appropriately. There are a ton of sets that already could be seen as catering to hybrids. Most of which are craftable and are easy to get.
SgtNuttzmeg wrote: »You don't need this to make a hybrid build work. The main reason they fail is because you can't balance your resource totals appropriately. There are a ton of sets that already could be seen as catering to hybrids. Most of which are craftable and are easy to get.
StarOfElyon wrote: »I think hybrid characters could use some help and the way I think it can be done is by changing some of the armor skill passives. I think by lowering the minimum for some bonuses from 5 pieces to 3 pieces, it would allow characters to wear 3 pieces of two different armor weights and gain the advantages of both, while still not feeling unbalanced.
Instead of using a 5-1-1 set-up or a 5-2 set-up, I can choose to use a 3-3-1 set-up or a 3-2-2 set-up. It opens up more combinations and allows for hybrids to be competitive.
Thoughts?
SgtNuttzmeg wrote: »You don't need this to make a hybrid build work. The main reason they fail is because you can't balance your resource totals appropriately. There are a ton of sets that already could be seen as catering to hybrids. Most of which are craftable and are easy to get.
You can balance your resource useage actually for a long fight. Your hybrid probably isn't using the right food/drink, or distibuting the resources well enough. I'm doing it on 3 different characters right now.StarOfElyon wrote: »I think hybrid characters could use some help and the way I think it can be done is by changing some of the armor skill passives. I think by lowering the minimum for some bonuses from 5 pieces to 3 pieces, it would allow characters to wear 3 pieces of two different armor weights and gain the advantages of both, while still not feeling unbalanced.
Instead of using a 5-1-1 set-up or a 5-2 set-up, I can choose to use a 3-3-1 set-up or a 3-2-2 set-up. It opens up more combinations and allows for hybrids to be competitive.
Thoughts?
The only problem right now keeping hybrids from ruining the game is the lack of total resource pools for healing. This is a GOOD thing imo. I like hybrid magicka/stamina dps builds. The healing is weak. GREAT! But real issue is that healing AND damage are scaled off of the total resource pool. If healing was strictly resource pool and damage was purely weapon/spell then everything would make much more sense again.
SgtNuttzmeg wrote: »You don't need this to make a hybrid build work. The main reason they fail is because you can't balance your resource totals appropriately. There are a ton of sets that already could be seen as catering to hybrids. Most of which are craftable and are easy to get.
You can balance your resource useage actually for a long fight. Your hybrid probably isn't using the right food/drink, or distibuting the resources well enough. I'm doing it on 3 different characters right now.StarOfElyon wrote: »I think hybrid characters could use some help and the way I think it can be done is by changing some of the armor skill passives. I think by lowering the minimum for some bonuses from 5 pieces to 3 pieces, it would allow characters to wear 3 pieces of two different armor weights and gain the advantages of both, while still not feeling unbalanced.
Instead of using a 5-1-1 set-up or a 5-2 set-up, I can choose to use a 3-3-1 set-up or a 3-2-2 set-up. It opens up more combinations and allows for hybrids to be competitive.
Thoughts?
The only problem right now keeping hybrids from ruining the game is the lack of total resource pools for healing. This is a GOOD thing imo. I like hybrid magicka/stamina dps builds. The healing is weak. GREAT! But real issue is that healing AND damage are scaled off of the total resource pool. If healing was strictly resource pool and damage was purely weapon/spell then everything would make much more sense again.
One idea that I feel like I've heard before, that I've begun liking, is to replace the scaling of damage based on respective offensive attribute with the the combination of both attributes.
So, instead of Magic Damage scaling off of purely Magicka, it would instead scale off of the combination of Magicka and Stamina, and vice versa with Physical Damage. So, 64 Magicka would add the same amount of damage as 64 Stamina and the same amount of damage as 32 Mag and 32 Stam.
Ideally, this would make investing points into each offensive resource pool more about how often you can cast abilities that cost magicka or stamina, while investing into either resource pool is about investing into an offensive setup. (This would prevent people from just stacking all 64 into Health and then stacking Weapon Damage for high damage tanks)
Araneae6537 wrote: »I’m fine with the armor bonuses remaining as they are. I think abilities’ strength scaling with the highest offensive stat is the greatest obstacle for hybrid builds.SgtNuttzmeg wrote: »You don't need this to make a hybrid build work. The main reason they fail is because you can't balance your resource totals appropriately. There are a ton of sets that already could be seen as catering to hybrids. Most of which are craftable and are easy to get.
You can balance your resource useage actually for a long fight. Your hybrid probably isn't using the right food/drink, or distibuting the resources well enough. I'm doing it on 3 different characters right now.StarOfElyon wrote: »I think hybrid characters could use some help and the way I think it can be done is by changing some of the armor skill passives. I think by lowering the minimum for some bonuses from 5 pieces to 3 pieces, it would allow characters to wear 3 pieces of two different armor weights and gain the advantages of both, while still not feeling unbalanced.
Instead of using a 5-1-1 set-up or a 5-2 set-up, I can choose to use a 3-3-1 set-up or a 3-2-2 set-up. It opens up more combinations and allows for hybrids to be competitive.
Thoughts?
The only problem right now keeping hybrids from ruining the game is the lack of total resource pools for healing. This is a GOOD thing imo. I like hybrid magicka/stamina dps builds. The healing is weak. GREAT! But real issue is that healing AND damage are scaled off of the total resource pool. If healing was strictly resource pool and damage was purely weapon/spell then everything would make much more sense again.
One idea that I feel like I've heard before, that I've begun liking, is to replace the scaling of damage based on respective offensive attribute with the the combination of both attributes.
So, instead of Magic Damage scaling off of purely Magicka, it would instead scale off of the combination of Magicka and Stamina, and vice versa with Physical Damage. So, 64 Magicka would add the same amount of damage as 64 Stamina and the same amount of damage as 32 Mag and 32 Stam.
Ideally, this would make investing points into each offensive resource pool more about how often you can cast abilities that cost magicka or stamina, while investing into either resource pool is about investing into an offensive setup. (This would prevent people from just stacking all 64 into Health and then stacking Weapon Damage for high damage tanks)
That seems like a potentially good solution to me... Maybe it should vary by ability too? Like a purely weapon ability would depend on stamina while purely spells would depend on magicka while those class abilities that seem a mix (conjure a weapon and attack with it) could maybe be based off of total? I feel that there should still be some trade-offs besides resources only — that a 100% magicka spellcaster would still cast stronger spells than a hybrid but not as great of a difference or there are other abilities in which the hybrid would be equal (I don’t think they should be stronger than pure magicka or stamina in anything as they will already have a broader range of abilities to choose from). But I would like to see hybrids as well as pure magicka/stamina all be able to compete in all content (of course there will always be some set-ups that are BiS, but my understanding now is that all hybrid builds would be greatly inferior in endgame PvE for instance).
Everest_Lionheart wrote: »Pulling off a hybrid requires some give and take. The whole point of hybrid is to stay in the fight by using both pools to damage and mitigate effectively. You are able to fire off skill after skill but at the expense of dealing too end damage. It’s the trade you have to be willing to accept.
You can go way out of the box here and run something like vicious ophidian on the body and overwhelming surge weapons and jewelry and have a sustain set for each type. Throw on a Balrogh or Domihaus monster set and you’ve got something interesting.
If you lean to the magicka side run false gods with ancient dragonguard. Or run a cheap set like innate axiom plus a trial set of your choice. Hybrids can work well enough in this game but come the hardest trials and dungeons it’s best to specialize your role and tune your character to one or the other.
SgtNuttzmeg wrote: »You don't need this to make a hybrid build work. The main reason they fail is because you can't balance your resource totals appropriately. There are a ton of sets that already could be seen as catering to hybrids. Most of which are craftable and are easy to get.
You can balance your resource useage actually for a long fight. Your hybrid probably isn't using the right food/drink, or distibuting the resources well enough. I'm doing it on 3 different characters right now.StarOfElyon wrote: »I think hybrid characters could use some help and the way I think it can be done is by changing some of the armor skill passives. I think by lowering the minimum for some bonuses from 5 pieces to 3 pieces, it would allow characters to wear 3 pieces of two different armor weights and gain the advantages of both, while still not feeling unbalanced.
Instead of using a 5-1-1 set-up or a 5-2 set-up, I can choose to use a 3-3-1 set-up or a 3-2-2 set-up. It opens up more combinations and allows for hybrids to be competitive.
Thoughts?
The only problem right now keeping hybrids from ruining the game is the lack of total resource pools for healing. This is a GOOD thing imo. I like hybrid magicka/stamina dps builds. The healing is weak. GREAT! But real issue is that healing AND damage are scaled off of the total resource pool. If healing was strictly resource pool and damage was purely weapon/spell then everything would make much more sense again.