Bliblablubblubb wrote: »What I like about the sets:
The general idea of being a class set. Also to bind them to a skill line I find good in general and incentiveses to think of ways how to use those skills.
I like that arcanist set is tied to Crux.
What can be improved:
I am missing some more uniqueness. They seem like another 5 piece set from a dungeon or overland. So to be useful they need to have at least the same power level as those. We want to use the new class sets, so give them power.
The proc conditions are either complicated or the description in the text is.
Most need to be double-barred. That will limit how you pair them with other sets and therefore people will tend to use other ones.
Bliblablubblubb wrote: »What I like about the sets:
The general idea of being a class set. Also to bind them to a skill line I find good in general and incentiveses to think of ways how to use those skills.
I like that arcanist set is tied to Crux.
What can be improved:
I am missing some more uniqueness. They seem like another 5 piece set from a dungeon or overland. So to be useful they need to have at least the same power level as those. We want to use the new class sets, so give them power.
The proc conditions are either complicated or the description in the text is.
Most need to be double-barred. That will limit how you pair them with other sets and therefore people will tend to use other ones.
Suggestions:
Move 2-4 piece bonus to 1-3 piece.
Give them two procs. One with 4 piece bonus. One with 5 piece bonus. The 5 piece is meant to be one-barred.
This also means players could use them as 4 piece sets only, if that's what they need for the build. Build diversity...
sorcerer set:
1 piece: crit chance
2 piece: weapon & spell damage
3 piece: weapon & spell damage
4 piece: if a storm calling ability does damage to an enemy, create a Monolith for 10s up to 3 times. Each Monolith deals X damage in a 5m radius every 1s.
5 piece Increase the damage of fury to a the value of a ranged spammable. Decrease splash damage by x %. Fury cost is changed to your highest resource.
Reasoning:
Way easier proc condition. Now you can use fury to proc the monoliths without losing damage.
Fury cost: I know thats an Arcanist thing so far. Maybe change one of the morphs to cost Stam in general with a class change instead. This was to make stamsorc viable for the idea.
Necro set:
1 piece: health
2 piece: healing taken
3 piece: health
4 piece: Casting a bone tyrant ability grants you beautiful corpse. 10s cooldown. Casting a corpse consumer ability consumes Beautiful Corpse, treating you as a corpse.
5 piece: After Casting bone tyrant ultimate grant 3000 resistances to you and up to
11 players in your group for 30s.
While transformed you gain 600 weapon and spell damage.
Reasoning:
Yes, unnamed resistances buff. This of course focuses PvE tanking. The sets has to bring something to the table. There is a lot of good group buff sets. One of those has to be dropped for this set, so it has to be strong.
600 weapon damage only to yourself: burst window for PvP.
Adjust the numbers if it's too strong.
Also this set incentives to use the class ultimate.
Templar set:
1 piece: weapon & spell damage
2 piece: crit
3 piece: weapon & spell damage
4 piece: When you deal damage with a Dawn's Wrath ability, you gain a stack of Sunlight for 10 seconds, once per attack. You can have 50 stacks max and gain 12 Magicka Recovery per stack. When at max stacks, your Dawn's Wrath abilities deal 25% bonus damage.
5 piece: if you cast a Nova after the effect ended you gain Wrathful Nova for 10s. If you damage an enemy with a Dawn's Wrath ability, a Wrathful Nova is cast on the enemy.
Reasoning:
This reduces the potential of wasting the stacks. Two Novas rights after each other? Sounds strong to me. It incentives to use the ultimate as an active skill.
You could only use the set as 4 piece set if that's what you want.
No curse attached to the set: No build uses only skills from one skill line. 25% damage increase is strong. But so are other sets: Deadly Strike increases nearly all Templar damage by 15%. No proc condition.
The limitation to only buffing one skill line and a burst window is already a big curse.
I hope this helped a bit to make the class sets the new shiny thing they should be.
Bliblablubblubb wrote: »What I like about the sets:
The general idea of being a class set. Also to bind them to a skill line I find good in general and incentiveses to think of ways how to use those skills.
I like that arcanist set is tied to Crux.
What can be improved:
I am missing some more uniqueness. They seem like another 5 piece set from a dungeon or overland. So to be useful they need to have at least the same power level as those. We want to use the new class sets, so give them power.
The proc conditions are either complicated or the description in the text is.
Most need to be double-barred. That will limit how you pair them with other sets and therefore people will tend to use other ones.
Suggestions:
Move 2-4 piece bonus to 1-3 piece.
Give them two procs. One with 4 piece bonus. One with 5 piece bonus. The 5 piece is meant to be one-barred.
This also means players could use them as 4 piece sets only, if that's what they need for the build. Build diversity...
sorcerer set:
1 piece: crit chance
2 piece: weapon & spell damage
3 piece: weapon & spell damage
4 piece: if a storm calling ability does damage to an enemy, create a Monolith for 10s up to 3 times. Each Monolith deals X damage in a 5m radius every 1s.
5 piece Increase the damage of fury to a the value of a ranged spammable. Decrease splash damage by x %. Fury cost is changed to your highest resource.
Reasoning:
Way easier proc condition. Now you can use fury to proc the monoliths without losing damage.
Fury cost: I know thats an Arcanist thing so far. Maybe change one of the morphs to cost Stam in general with a class change instead. This was to make stamsorc viable for the idea.
Necro set:
1 piece: health
2 piece: healing taken
3 piece: health
4 piece: Casting a bone tyrant ability grants you beautiful corpse. 10s cooldown. Casting a corpse consumer ability consumes Beautiful Corpse, treating you as a corpse.
5 piece: After Casting bone tyrant ultimate grant 3000 resistances to you and up to
11 players in your group for 30s.
While transformed you gain 600 weapon and spell damage.
Reasoning:
Yes, unnamed resistances buff. This of course focuses PvE tanking. The sets has to bring something to the table. There is a lot of good group buff sets. One of those has to be dropped for this set, so it has to be strong.
600 weapon damage only to yourself: burst window for PvP.
Adjust the numbers if it's too strong.
Also this set incentives to use the class ultimate.
Templar set:
1 piece: weapon & spell damage
2 piece: crit
3 piece: weapon & spell damage
4 piece: When you deal damage with a Dawn's Wrath ability, you gain a stack of Sunlight for 10 seconds, once per attack. You can have 50 stacks max and gain 12 Magicka Recovery per stack. When at max stacks, your Dawn's Wrath abilities deal 25% bonus damage.
5 piece: if you cast a Nova after the effect ended you gain Wrathful Nova for 10s. If you damage an enemy with a Dawn's Wrath ability, a Wrathful Nova is cast on the enemy.
Reasoning:
This reduces the potential of wasting the stacks. Two Novas rights after each other? Sounds strong to me. It incentives to use the ultimate as an active skill.
You could only use the set as 4 piece set if that's what you want.
No curse attached to the set: No build uses only skills from one skill line. 25% damage increase is strong. But so are other sets: Deadly Strike increases nearly all Templar damage by 15%. No proc condition.
The limitation to only buffing one skill line and a burst window is already a big curse.
I hope this helped a bit to make the class sets the new shiny thing they should be.
Do you have any general feedback?
Can we add Minor Slayer to the 3 piece bonus and move the 3 piece bonus to the 5 piece bonus? It would make it easier to find builds if I didn't have to combine it with a trials set. Since Endless Archive is basically a trial I think it would thematically fit.
chessalavakia_ESO wrote: »Initial Feedback for Soulcleaver :
I felt the set was quite powerful (maybe a little too powerful)
The sorc set I tossed on a template build I set up quickly and I didn't make it to the Ink boss.
I did the same thing with the NB set and it made it nearly to the Ink boss the second time around.
I found that in the PvE content such as Public Dungeons where the npcs die fast I could easily keep my ult up even with the abilities draining it on use. I ended up running the CP for Health Recovery for every point of ultimate since my ult was staying high enough it seemed like it was a good deal for PvE at least.
Visually, the set looks quite cool but, the red is more distracting than the sorc's purple and that combined with the visuals of grim focus really clash with how I like to view my Nightblade.
Initial Feedback for Wrathsun
I found I could get the set to proc fairly fast in areas with decent mob density. The magicka loss is definitely painful. If you aren't displaying the stacks, it's hard to tell when it's actually about to go off.
I think functionally, it might be more effective in groups/group Pvp due to the potential big synergies but I can't actually test that since I run solo.
Visually, the set looks okay and the white light isn't as offensive as the nightblades red and goes with the general flashiness of the Templar.
Tyrant_Tim wrote: »Okay, here are my opinions.
First, I feel the Warden, Arcanist, and Nightblade sets are in a really good place for their respective skill lines, with that being said…
I love the idea of corpse generation for Necromancer, although the two buffs provided are very obtainable, if those could be changed to either major brutality/sorcery, minor berserk, or minor vitality, it would be a much better option. Hopefully at a later point we can see another set introduced that Decay’s an opponent, turning them into a walking corpse, to allow tethers to attach to enemies.
Someone mentioned a possible remedy to the Dragonknight set’s problem, and that damage over time scaling with your ultimate count could encourage Dragonknights to use their ultimate offensively instead of holding out for 500 Balorgh procs constantly. Also want to add, the set is very ugly when activated and would love for this visual to be looked into, as the giant chunks of rock look bland, and float above your armor, rather than attach to it.
For the Sorcerer set, having enemies only able to take damage from one pillar at a time completely shuts down this set for players in large groups, because if two players are using it, only one of them will be doing damage, of course this could be remedied if the damage was increased, or the frequency of ticks, it would offset that problem.
Now for the Templar set, I have to say, out of all of them, it’s got to be the worst. Pre-DoT changes, when Vampire’s Bane ticked once-per-second, 50 stacks wouldn’t have been a problem, but with the current frequency you can deal damage with Dawn’s Wrath, it pushes the set into a very niche area that only works for AoE fights in Cyrodiil. I feel this is a bad direction to be taking, when comparing it to the other sets that have universal functionality. The damage increase to Dawn’s Wrath would be great with Dark Flare, but in order to achieve a decent stack production, you’re forced to use the other morph. Overall, I would say this set needs to be looked at again, possible solutions could be, less stacks required to reach the max, a revert to the tick rate of Vampire’s Bane, or the removal of the halving of your magic.
Bliblablubblubb wrote: »What can be improved:
I am missing some more uniqueness. They seem like another 5 piece set from a dungeon or overland. So to be useful they need to have at least the same power level as those. We want to use the new class sets, so give them power.
The proc conditions are either complicated or the description in the text is.
Most need to be double-barred. That will limit how you pair them with other sets and therefore people will tend to use other ones.
Templar set:
1 piece: weapon & spell damage
2 piece: crit
3 piece: weapon & spell damage
4 piece: When you deal damage with a Dawn's Wrath ability, you gain a stack of Sunlight for 10 seconds, once per attack. You can have 50 stacks max and gain 12 Magicka Recovery per stack. When at max stacks, your Dawn's Wrath abilities deal 25% bonus damage.
5 piece: if you cast a Nova after the effect ended you gain Wrathful Nova for 10s. If you damage an enemy with a Dawn's Wrath ability, a Wrathful Nova is cast on the enemy.
Reasoning:
This reduces the potential of wasting the stacks. Two Novas rights after each other? Sounds strong to me. It incentives to use the ultimate as an active skill.
You could only use the set as 4 piece set if that's what you want.
No curse attached to the set: No build uses only skills from one skill line. 25% damage increase is strong. But so are other sets: Deadly Strike increases nearly all Templar damage by 15%. No proc condition.
The limitation to only buffing one skill line and a burst window is already a big curse.
Bliblablubblubb wrote: »Templar set:
1 piece: Adds Magicka Recovery
2 piece: When you deal damage with a Dawn's Wrath ability, you gain a stack of Sunlight for 10 seconds, once per attack. You can have 50 stacks max and gain 12 Magicka Recovery per stack. When at max stacks, your Dawn's Wrath abilities deal 25% bonus damage.
3 piece: if you cast a Nova after the effect ended you gain Wrathful Nova for 10s. If you damage an enemy with a Dawn's Wrath ability, a Wrathful Nova is cast on the enemy.
Bliblablubblubb wrote: »Templar set:
1 piece: Adds Magicka Recovery
2 piece: When you deal damage with a Dawn's Wrath ability, you gain a stack of Sunlight for 10 seconds, once per attack. You can have 50 stacks max and gain 12 Magicka Recovery per stack. When at max stacks, your Dawn's Wrath abilities deal 25% bonus damage.
3 piece: if you cast a Nova after the effect ended you gain Wrathful Nova for 10s. If you damage an enemy with a Dawn's Wrath ability, a Wrathful Nova is cast on the enemy.
Tyrant_Tim wrote: »Okay, here are my opinions.
First, I feel the Warden, Arcanist, and Nightblade sets are in a really good place for their respective skill lines, with that being said…
I love the idea of corpse generation for Necromancer, although the two buffs provided are very obtainable, if those could be changed to either major brutality/sorcery, minor berserk, or minor vitality, it would be a much better option. Hopefully at a later point we can see another set introduced that Decay’s an opponent, turning them into a walking corpse, to allow tethers to attach to enemies.
Someone mentioned a possible remedy to the Dragonknight set’s problem, and that damage over time scaling with your ultimate count could encourage Dragonknights to use their ultimate offensively instead of holding out for 500 Balorgh procs constantly. Also want to add, the set is very ugly when activated and would love for this visual to be looked into, as the giant chunks of rock look bland, and float above your armor, rather than attach to it.
For the Sorcerer set, having enemies only able to take damage from one pillar at a time completely shuts down this set for players in large groups, because if two players are using it, only one of them will be doing damage, of course this could be remedied if the damage was increased, or the frequency of ticks, it would offset that problem.
Now for the Templar set, I have to say, out of all of them, it’s got to be the worst. Pre-DoT changes, when Vampire’s Bane ticked once-per-second, 50 stacks wouldn’t have been a problem, but with the current frequency you can deal damage with Dawn’s Wrath, it pushes the set into a very niche area that only works for AoE fights in Cyrodiil. I feel this is a bad direction to be taking, when comparing it to the other sets that have universal functionality. The damage increase to Dawn’s Wrath would be great with Dark Flare, but in order to achieve a decent stack production, you’re forced to use the other morph. Overall, I would say this set needs to be looked at again, possible solutions could be, less stacks required to reach the max, a revert to the tick rate of Vampire’s Bane, or the removal of the halving of your magic.
Tyrant_Tim wrote: »Okay, here are my opinions.
First, I feel the Warden, Arcanist, and Nightblade sets are in a really good place for their respective skill lines, with that being said…
I love the idea of corpse generation for Necromancer, although the two buffs provided are very obtainable, if those could be changed to either major brutality/sorcery, minor berserk, or minor vitality, it would be a much better option. Hopefully at a later point we can see another set introduced that Decay’s an opponent, turning them into a walking corpse, to allow tethers to attach to enemies.
Someone mentioned a possible remedy to the Dragonknight set’s problem, and that damage over time scaling with your ultimate count could encourage Dragonknights to use their ultimate offensively instead of holding out for 500 Balorgh procs constantly. Also want to add, the set is very ugly when activated and would love for this visual to be looked into, as the giant chunks of rock look bland, and float above your armor, rather than attach to it.
For the Sorcerer set, having enemies only able to take damage from one pillar at a time completely shuts down this set for players in large groups, because if two players are using it, only one of them will be doing damage, of course this could be remedied if the damage was increased, or the frequency of ticks, it would offset that problem.
Now for the Templar set, I have to say, out of all of them, it’s got to be the worst. Pre-DoT changes, when Vampire’s Bane ticked once-per-second, 50 stacks wouldn’t have been a problem, but with the current frequency you can deal damage with Dawn’s Wrath, it pushes the set into a very niche area that only works for AoE fights in Cyrodiil. I feel this is a bad direction to be taking, when comparing it to the other sets that have universal functionality. The damage increase to Dawn’s Wrath would be great with Dark Flare, but in order to achieve a decent stack production, you’re forced to use the other morph. Overall, I would say this set needs to be looked at again, possible solutions could be, less stacks required to reach the max, a revert to the tick rate of Vampire’s Bane, or the removal of the halving of your magic.
Completely agree on the visual effect for the dk set its very ugly pretty much just a fat suit of rocks hanging off your character