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Fixing Craglorn trial sets mess

robpr
robpr
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Everyone can agree Craglorn trial sets are not very powerful, but they do good job as introductory gear for new players. The sets there were never sorted out when we first got a concept of Perfected gear with extra stat so its a mess. Celerity and Vicious Ophidian do exactly the same thing but Vicious Ophidian has the stamina restore, so I strongly feel they just should be combined and unclutter the drop pool for already diluted and underused sets.

What drops where:
AA
Healing Mage
2 items: Adds 3-129 Magicka Recovery
3 items: Adds 25-1096 Maximum Magicka
4 items: Adds 4% Healing Done
5 items: When you use an area of effect heal ability, you apply Minor Cowardice to enemies within 10 meters of you, reducing their Weapon and Spell Damage by 215 for 5 seconds. This effect can occur once every 3 seconds.

Quick Serpent
2 items: Adds 15-657 Critical Chance
3 items: Adds 25-1096 Maximum Stamina
4 items: Adds 25-1096 Maximum Stamina
5 items: Reduces the costs of your Stamina abilities by 8%. When an enemy you have recently damaged dies, you restore 57-2454 Stamina and gain Major Expedition for 8 seconds, increasing your Movement Speed by 30%. These effects can occur once every second.

Defending Warrior
2 items: Adds 34-1487 Armor
3 items: Adds 34-1487 Armor
4 items: Adds 28-1206 Maximum Health
5 items: When you Block, you deal 1196 Magic damage to all enemies within 10 meters of you and heal for 100% of the damage done. This effect can occur once every 5 seconds and scales off your Max Health.

HRC
Destructive Mage
2 items: Adds 25-1096 Maximum Magicka
3 items: Adds 15-657 Critical Chance
4 items: Adds 3-129 Weapon and Spell Damage
5 items: When you deal damage with a fully-charged Heavy Attack, you place a bomb on the enemy for 10 seconds. When they are hit with a fully-charged Heavy Attack the bomb detonates, dealing 952 Magic damage all enemies within 8 meters. This effect can occur once every 4 seconds and scales off the higher of your Weapon or Spell Damage.

Poisonous Serpent
2 items: Adds 25-1096 Maximum Stamina
3 items: Adds 3-129 Weapon and Spell Damage
4 items: Adds 25-1096 Maximum Stamina
5 items: When you deal damage with a Light or Heavy Attack against an enemy who has a Poison Damage ability on them, you deal an additional 571 Poison damage. This effect can occur once every 2 seconds and scales off the higher of your Weapon or Spell Damage.

Berserking Warrior
2 items: Adds 15-657 Critical Chance
3 items: Adds 3-129 Weapon and Spell Damage
4 items: Adds 15-657 Critical Chance
5 items: When you deal Martial melee damage, your Critical Chance is increased by 5-241 for 5 seconds, stacking up to 10 times. This effect can occur once every half second.

SO
Wise Mage
2 items: Adds 15-657 Critical Chance
3 items: Adds 15-657 Critical Chance
4 items: Adds 3-129 Weapon and Spell Damage
5 items: Enemies you damage with fully-charged Heavy Attacks are afflicted with Minor Vulnerability for 10 seconds, increasing their damage taken by 5%.

Twice-Fanged Serpent
2 items: Adds 3-129 Weapon and Spell Damage
3 items: Adds 25-1096 Maximum Stamina
4 items: Adds 15-657 Critical Chance
5 items: When you deal damage, your Offensive Penetration is increased by 12-544 for 5 seconds, stacking up to 10 times. This effect can occur once every half second.

Immortal Warrior
2 items: Adds 4% Healing Taken
3 items: Adds 28-1206 Maximum Health
4 items: Adds 4% Healing Taken
5 items: When you take damage while below 35% Health you gain Major Protection for 20 seconds, reducing your damage taken by 10%. This effect can occur once every 20 seconds.

Plus, all 3 trials drops randomly one of these:

Infallible Mage
2 items: Adds 15-657 Critical Chance
3 items: Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
4 items: Adds 3-129 Weapon and Spell Damage
5 items: Adds 15-657 Critical Chance
5 items: Your Heavy Attacks deal an additional 20-900 damage. Enemies you damage with fully-charged Heavy Attacks are afflicted with Minor Vulnerability for 10 seconds, increasing their damage taken by 5%.

Vicious Serpent
2 items: Adds 15-657 Critical Chance
3 items: Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
4 items: Adds 15-657 Critical Chance
5 items: Adds 3-129 Weapon and Spell Damage
5 items: Reduces the cost of your Stamina abilities by 8%. When an enemy you have recently damaged dies, you restore 57-2454 Stamina and gain Major Expedition for 8 seconds, increasing your Movement Speed by 30%. These effects can occur once every second.

Eternal Warrior
2 items: Adds 4% Healing Taken
3 items: Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
4 items: Adds 28-1206 Maximum Health
5 items: Adds 4% Healing Taken
5 items: When you take damage while below 25% Health in combat, you heal for 9370 Health and gain 2-100 Ultimate. This effect can occur once every 1 minute and the heal scales off your Max Health.

1. Removing double drop pools
At first glance, Wise and Quick do the same as Infallible and Vicious without the extra stat. Immortal Warrior used to do the same thing as Eternal Warrior but got changed. Since there is no Perfect/Imperfect divide on the gear (and shouldnt be in my opinion), there is no reason for those weaker sets to drop at all other than ability to wear both of them at the same time.

Proposal:
Combine Wise Mage, Quick Serpent and Immortal Warrior with Infallible, Vicious and Eternal. Move Infallible to drop only in AA, Vicious to drop only in SO and Eternal only in HRC (to fit the theme, unfortunately there are not enough sets to fit stamina-magicka-healer-tank theme like all other trials). This also makes easier to fill the stickerbook.

2.Increasing the stats a bit
Sets other than Berserking, Twice-Fanged and Poisonous fell off the charts over the years replaced by even crafted sets. While its natural, sets from 12man content should retain some power over overland or craftable at least.

Add Minor Slayer as 3 piece to Destructive Mage, Poisonous Serpent, Berserking Warrior and Twice-Fanged Serpent. Add Minor Aegis as 3 piece to Healing Mage and Defending Warrior

Individual set changes:
Healing mage
OLD
5 items: When you use an area of effect heal ability, you apply Minor Cowardice to enemies within 10 meters of you, reducing their Weapon and Spell Damage by 215 for 5 seconds. This effect can occur once every 3 seconds.

NEW
5 items: When you use an area of effect heal ability, you apply Minor Cowardice to enemies within 15 meters of you, reducing their Weapon and Spell Damage by 215 for 5 seconds. Allies healed by area of effect heal ability gain Major Courage for 5 seconds increasing their Weapon and Spell Damage by 430. This effect can occur once every 3 seconds.

Vicious Serpent
OLD
5 items: Reduces the cost of your Stamina abilities by 8%. When an enemy you have recently damaged dies, you restore 57-2454 Stamina and gain Major Expedition for 8 seconds, increasing your Movement Speed by 30%. These effects can occur once every second.

NEW
5 items: Reduces the cost of your Stamina abilities by 8%. When an enemy you have recently damaged dies, you restore 57-2454 Stamina and gain Major Expedition for 8 seconds, increasing your Movement Speed by 30%.While Major Expedition holds, your Stamina abilities do 6% increased damage. These effects can occur once every second.

Defending Warrior
Increase the damage a bit but dont turn it into Crimson 2.0

Destructive Mage
Damage of the bomb is too low. Base damage of Galerion's Revenge (1462) should be comparable as you do both sets in similar time (5 LAs vs 2 Heavies). Bomb placement cooldown should be per target.

Poisonous Serpent
Its fine as medium version of Trial by Fire. Maybe drop the poison ability requirement or reduce cd to 1s like it used to be.

Berserking Warrior
Its fine.

Infallible Mage
Buff the heavy attack damage bonus back to 1100 or higher.

Twice-Fanged Serpent
It's fine

Eternal Warrior
Since its combined with Immortal Warrior, it should do both things at once.
OLD
5 items: When you take damage while below 25% Health in combat, you heal for 9370 Health and gain 2-100 Ultimate. This effect can occur once every 1 minute and the heal scales off your Max Health.

NEW
5 items: When you take damage while below 35% Health in combat, gain Major Protection for 10s reducing your damage taken by 10%. You heal for 9370 Health and gain 2-100 Ultimate over 10s. This effect can occur once every 40 seconds and the heal scales off your Max Health.
  • Necrotech_Master
    Necrotech_Master
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    i do agree the way they handled the drops for those trials is annoying

    the sets which drop specifically in that trial are more common in normal difficulty and the sets which drop from any of the 3 trials is more common on vet, which is why ive filled out more on those than the trial specific sets lol

    not to mention that those pools are exclusive and rolled separately outside of curation

    the way i could see them fixing it to work better is adjust those drops so that there is 1 pool, that matches what is available in the collection menu so that the curation isnt a secondary roll after the pool of drops
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014
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  • El_Borracho
    El_Borracho
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    I never did understand why there was a good and bad version of each set in Craglorn. Immortal and Eternal Warrior were a perfect example. Before the last rework of those sets, one was literally a more useless version of the other with the 5th piece turning you into a statue. Apparently, it was marginally useful for no death runs, but the cooldown was an hour, on the good version.

    Honestly, the only sets I have ever used for PVE out of there were AY, IA, VO, and TFS. And I stopped using the VO+TFS combination years ago when Relequen came out. IA was still useful for a while for a heavy attack build, then as a VMA-specific heavy attack build, but even that has been surpassed by Undaunted Infiltrator/Unweaver and Noble Duelist. Healing Mage once upon a time was a great healer set, but almost nonexistent these days.

    AY is truly the only viable set left from those trials. But is still kind of a mess after the hybridization clashed with the old "Smart Loot" system. In reality, its only a viable stamina set because of the martial melee proc condition that does not work well with staves.
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  • jaws343
    jaws343
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    I actually don't think they need to necessarily change the sets themselves. Especially because, while the 5th piece bonuses are mostly the same, the 3 piece bonuses are a mix between PVP viable or PVE viable with the major dungeon buffs.

    This is purely speculation on how the curation is working for the craglorn trial sets based on the way it appears to be dropping sets, but set group choice (trial specific or all craglorn trials) appears to be happening first. Then curation is applied, then the subset of sets for that particular group are called upon for curation.

    Seems a really simple fix would be to move curation up 1 level and have it taken into account prior to set group selection.
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