With the release of a bunch of new sets that give bonuses to both Spell and Weapon Damage, hybrid builds seem more viable than ever. But the old (not so old) armor that made it so you could do hybrids for the longest time has been Pelinal's Aptitude, and even with these new sets, Pelinal's still seems to be decent when it comes to a choice for this kind of set up, but isn't it kinda... Weak in general?
I've been doing some testing on some niche builds, trying to get good dps out of a hybrid. So far my builds have been good for solo play, but it gets out parsed (by a lot) by a more optimal DPS. This comes as no surprise, but the discrepancy is night and day. ZOS seems to be pushing more hybrid type armors, but why was THE hybrid armor designed the way it was?
The capstone of Pelinal's is making it so your weapon and spell damage equal one another based on the higher value. That's fine. But crit rate becomes an issue unless you're playing an AOE or DOT heavy build that doesnt focus as much on crit. Magicka and Stamina isn't much of a problem due to the fact that you can just slot for stam and magic, so you can swap whenever one resource is running a bit low...
With that last statement in mind, Pelinal's gives you stamina recovery as the 3 set effect and magicka recovery as the 4 set effect, and health as the two set effect. But why? If you're playing hybrid, you really don't need as much recovery in general (750-1000 will do, which isn't difficult to achieve without an armor buff). Not only that, but ZOS has begun to embrace giving two types of stats to a single line. This set also doesn't give any spell or weapon attack, despite being a set that should help that. With all that in mind, I think it should be buffed a bit, something like this:
(At CP 160):
(2 items) Adds 129 Magicka and Stamina Recovery
(3 items) Adds 833 Weapon and Spell Critical
(4 items) Adds 129 to your highest damage stat (weapon or spell damage)
(5 items) Adds 171 to your highest damage stat (weapon or spell damage), then
your Spell and Weapon Damage both become the highest of the two values.
The extra spell/weapon damage at 5 items might not be necessary, or it could be arguable that the 129 weapon/spell damage at 4 items should be replaced with max stam/magic or spell/phys penetration, but I think a buff like this would make hybrid builds more viable than they currently are as a meta option, rather than their current status as niche options for solo play and arena runs.
Thoughts?