If you're gravitating towards a particular class or playstyle, let us know.
Reasons to use:I can understand Impenetrable being the main trait. I am looking for suggestions on traits and armor weight distribution or at least an online guide that gives some sort of guidelines.
Yes, it is wishful thinking. However I do use many of my characters in both PvP and PvE with merely gear and skill changes and no CP nor mundus change.It might be wishful thinking on my part but I am lazy as to switch between PvE and PvP gears. So is there something "balanced" so that I can do both PvP and PvE/Dungeon/Trial without having to constantly switch between gears? If not, that's ok.
Reasons to use:I can understand Impenetrable being the main trait. I am looking for suggestions on traits and armor weight distribution or at least an online guide that gives some sort of guidelines.
Impenetrable: Default choice for PvP unless you have a specific playstyle in mind for which another trait may be better.
Well Fitted: Your next obvious choice, particularly in medium armor, but for any playstyle that relies on some dodge rolling. Half Impen, half Well Fitted is a common compromise.
Divines: Use for high-damage ganking and bombing builds that put everything into attack, particularly with the Shadow mundus and the Mechanical Acuity set.
Sturdy: If you're a tanky character using 1H+Shield you might use half Sturdy, particularly on DK which already has a blocking passive. Sturdy builds into that strength. Also I make my shields Sturdy on every build.
Infused: I wouldn't really go for it, although it may make sense for magicka sorcerers or any other magicka class that relies on damage shield skills, e.g. to build your magicka as high as possible. Probably only the big pieces (chest, head, legs).
Reinforced: I always prefer Impenetrable over Reinforced, unless maybe in some very specific builds, such as wearing Alessian Armor, which is typical for werewolf builds.
Other traits (Nirnhoned, Invigorating, Training) are useless.
Reasons to use jewelry traits:
Arcane: Good for magicka builds, particularly if they use damage shield skills. Particularly good for magsorcs, magblades and magdens. Magsorc relies on high magicka and that's been meta since forever. Magden and magblade have magicka % boosting skills (Northern Storm, Siphoning skills). Any class can slot Inner Light for another +7% magicka, however magplar prefers Infused jewelry / boosting spell damage over boosting magicka, due to having Minor Sorcery. Mag DK and magcro, I'm not sure.
Robust: OK for stamina builds, although those usually prefer boosting weapon damage, e.g. Infused jewelry, particularly in medium armor due to +15% weapon damage from that armor type. However Infused only comes into it's own at gold quality. Purple jewelry I would still go Infused on most stamina builds, particularly DK due to Minor Brutality. Blue jewelry I would leave Robust.
Infused: The default choice for stamina builds and some magicka builds.
Swift: Speed is highly valuable. Nightblades benefit a lot. Sorcs probably the least, due to Streak and Minor Expedition on stamsorc. Personally either 3x Swift or 1x Wild Hunt, or both, are a must, except for sorc. However you may prefer to be slower and higher damage. Malacath is a popular alternative to Wild Hunt for heavy armor, for proc builds and / or for no CP.
Triune: For either a hybrid build or one that does not use tri-stat food, e.g. not Sugar Skulls, Triune may be useful. Emphasis on may. Your first priority is IMO to load up your build with Hakeijo enchants in that case. The opposite stat tends to be useful in PvP. All magicka builds need stamina for break free and dodge rolling. Some stamina builds benefit from magicka sustain, particularly stamsorcs and stamblades. Personally I am happy with as little 12K of the opposite stat in PvP, which can be achieved via Hakeijo alone, and I prefer opposite stat regen over a higher pool. However people differ in this regard and in no CP you may need a bigger stamina pool on magicka characters, due to the increased break free cost. Still, I don't really think Triune is the way to go in most builds.
Harmony: There is something called a Harmony bomber necro, but I think this was nerfed. Other than that, no use in PvP.
Healthy: Not a bad choice, since there is a high health meta going on with some builds relying on health-based heals, such as Arctic Blast. I'm not sure I'd ever transmute jewelry to healthy, but it's the default for heavy sets and may suit your build.
Bloodthirsty: I have not experimented with this in PvP. I'd go with Infused over Bloodthirsty, but I could be wrong.
Protective: Was overnerfed, therefore no longer used by most. Might make sense in an Alessian (werewolf) build.
Reasons to use weapon traits:
Sharpened: Probably your best choice for your offensive weapon these days. Penetration is highly valuable in PvP and this was buffed to where it outperforms Nirnhoned by a good bit. Also one of the few ways to buff proc damage, which Nirnhoned does not.
Defending: As good as Sharpened is on your front bar, Defending is on the back bar. A good way to bump your resistances.
Nirnhoned: The compromise. Boosts your heals (Rally), which Sharpened does not. Also increases your damage, but not as much as Sharpened. People who want to compromise tend to run Nirnhoned Mauls.
Infused: This has many uses. The more aggressive choice for the back bar weapon, particularly bows. People run the +452 weapon damage enchant. Light attack / Poison Injection activates the enchant. A second use for this trait is that it is bursty damage and burst kills in PvP. Fire, Shock and Disease enchants are popular on the front bar. Some people combine this with the Torug's Pact set. Personally I like an Infused Magic Damage / Return Health enchant on the front bar for magicka builds that lack healing. Beware: This goes to waste, if you experiment with poisons.
Charged: I've seen sorc use this for the increased chance to hit people with status effects. May be good with Force Shock. I'm not entirely sure, since I have not experimented with it.
Powered: I've used it on a resto staff and it makes sense for a healer, I guess. Overall I think Defending is better and at least one healer told me Precise is better (in CP), but that may be wrong.
Precise: An alternative to Powered for healers. May be useful for better Crit Surge uptime on sorc. Overall I don't think this is a good trait for PvP. Nightblades and templars have crit passives that may make this useful in CP and with the Shadow mundus, but unless you fancy a lot of testing / theorycrafting, I would not use it.
Decisive: A speciality trait. There are some builds that go for all out ulti-gen. May be useful for DKs, werewolves (to get to the ultimate) and sorcs that are built to pump out Negates in group play.
Training: Absolutely no use in PvP. If you are in the low-level campaign, you probably want to stay there and not level your character, right?Yes, it is wishful thinking. However I do use many of my characters in both PvP and PvE with merely gear and skill changes and no CP nor mundus change.It might be wishful thinking on my part but I am lazy as to switch between PvE and PvP gears. So is there something "balanced" so that I can do both PvP and PvE/Dungeon/Trial without having to constantly switch between gears? If not, that's ok.
Charged: I've seen sorc use this for the increased chance to hit people with status effects. May be good with Force Shock. I'm not entirely sure, since I have not experimented with it.
This is interesting and those are valid points, especially since resistance is more effective the more of it you stack. The reason I personally don't go for that is that I like sustain and, with Serpent and Atro buffed to 310, those mundus stones are now more effective than others. Other mundus stones are the strength of approx. 1.84 times an armor set line. Serpent and Atro are 2.4 times the strength. Of course in making that argument I omit that part of your armor is countered by penetration, which makes adding to the remaining armor a lot more effective than it would seem. Having less than 15K or even 20K, the armor might as well not exist. Having more than 20K and you start to feel ever more tanky.You underestimate divine's use. It's not just a ganker's trait.
Divine can also boost your survivability. On Magsorc with the Mage, it results in roughly 200 more conjured ward shield strenght in no cp. Even more in cp.
When used with the Lady, which is a popular choice, you can get some universal resistance.
This is interesting and those are valid points, especially since resistance is more effective the more of it you stack. The reason I personally don't go for that is that I like sustain and, with Serpent and Atro buffed to 310, those mundus stones are now more effective than others. Other mundus stones are the strength of approx. 1.84 times an armor set line. Serpent and Atro are 2.4 times the strength. Of course in making that argument I omit that part of your armor is countered by penetration, which makes adding to the remaining armor a lot more effective than it would seem. Having less than 15K or even 20K, the armor might as well not exist. Having more than 20K and you start to feel ever more tanky.You underestimate divine's use. It's not just a ganker's trait.
Divine can also boost your survivability. On Magsorc with the Mage, it results in roughly 200 more conjured ward shield strenght in no cp. Even more in cp.
When used with the Lady, which is a popular choice, you can get some universal resistance.
That said, personally I am the sort of player for whom sustain is more important. For example I feel more comfortable on my magplar with added stamina sustain at the expense of armor. Give me Amber Plasm over a defensive heavy armor set (other than Eternal Vigor, which also wear) any day, basically. I have no idea whether that is objectively more effective, but it feels more fun to play and was certainly more effective in the last duel I had, for my playstyle. I much prefer light armor on templar. The damage hit you take in heavy is very noticeable on that class in CP. I even tried Malacath in heavy, albeit not on a proc build. It was no contest. Light with good stamina sustain felt like better damage and more defensively sound.
That said, part 2: I don't strive to be a really competitive player anymore. If it took a major change of playstyle to be one, I wouldn't do it nor would I know where to start, if I'm honest. I have a playstyle that I like and am building towards that.