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Is invigorating a weak trait?

Kite42
Kite42
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I find sustain to be typically either fine, or specific to one resource which I can then aim to improve.

The invigorating trait seems not only weak per piece, but further weakened by being 'rainbow' across all 3 resources.

Is it a PvP thing, or a PvE thing I can't see? Am I missing something here?
  • KS_Amt38
    KS_Amt38
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    Weakest trait, dont use it.
  • Araneae6537
    Araneae6537
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    No, you’re not missing anything. As far as I know, invigorating has always been the least desired trait and isn’t used for anything.
  • smackinhippies
    smackinhippies
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    I think the trait it replaced, prosperous, had more use to it..
  • Necrotech_Master
    Necrotech_Master
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    sustain is good, but generally speaking you dont need a lot of it unless you pvp, and generally for pvp you might want to have other traits

    in pve you dont really need much sustain, especially if you are running a HA build, and i find divines to be a more flexible trait as you can adjust the bonus with mundus stones (such as giving more recovery for a particular stat that might be more use in your build)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

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  • Nestor
    Nestor
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    The only purpose of the Invigorating Trait is to research it so you know more traits so you can craft better sets.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • MashmalloMan
    MashmalloMan
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    I would honestly use it if it was at least 32(double) per piece. I currently prefer 6-7 well fitted in pvp, 1-0 reinforced. Well fitted is technically a "sustain" trait too, but it gives up to 42% less dodge roll cost. Invig only gives up to 112 stam/mag regen which is not even close to comparable. 1 piece of a double regen Monster set piece gives 129 stam/mag regen, so there is very little reason to use Invigorating unless it can replace the 1 piece (129x2), a Jewelry enchant (170-270ish), or food (360ish x1-2).
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
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    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Hapexamendios
    Hapexamendios
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    I think the trait it replaced, prosperous, had more use to it..

    Agreed. The amount of regen you get is too ridiculously low to be of any use.
  • the1andonlyskwex
    the1andonlyskwex
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    It's technically more stat dense than divines. The problem is that most people either don't need any more sustain, only need single-resource sustain, or need so much sustain that they need to get it from something stronger than an armor trait.
  • Finedaible
    Finedaible
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    The only way I would consider using Invigorating trait is if I had already met my stat goals elsewhere in the build, which has not happened in several years now, and certainly not in late game setups.

    I think is there were still soft caps on certain stats then invigorating trait might have had a more attractive use for padding out a build. If the trait's power budget was only split between stam and mag then it would not be as bad.
  • Dragonredux
    Dragonredux
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    Worthless trait. Only used for the last trait to research.
  • NyassaV
    NyassaV
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    I think the trait it replaced, prosperous, had more use to it..

    Impen was actually better for gold farming cuz it reduced repair costs.
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
  • smackinhippies
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    NyassaV wrote: »
    I think the trait it replaced, prosperous, had more use to it..

    Impen was actually better for gold farming cuz it reduced repair costs.

    Ha, I never thought about that. I always assumed it meant your armor wouldn't break down from player damage, only npc damage.
  • virtus753
    virtus753
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    NyassaV wrote: »
    I think the trait it replaced, prosperous, had more use to it..

    Impen was actually better for gold farming cuz it reduced repair costs.

    Ha, I never thought about that. I always assumed it meant your armor wouldn't break down from player damage, only npc damage.

    Your armor doesn’t break down from damage taken from other players anyhow. It breaks down from your PvE deaths (to mobs/the environment) and from gaining xp from kills. I seem to recall breaking a piece of gear while turning in master writs once, but it isn’t frequent for me. Maybe the degradation is so low I don’t notice it, or maybe that was a bug.
    Edited by virtus753 on March 21, 2024 10:04PM
  • Carcamongus
    Carcamongus
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    virtus753 wrote: »
    NyassaV wrote: »
    I think the trait it replaced, prosperous, had more use to it..

    Impen was actually better for gold farming cuz it reduced repair costs.

    Ha, I never thought about that. I always assumed it meant your armor wouldn't break down from player damage, only npc damage.

    Your armor doesn’t break down from damage taken from other players anyhow. It breaks down from your PvE deaths (to mobs/the environment) and from gaining xp from kills. I seem to recall breaking a piece of gear while turning in master writs once, but it isn’t frequent for me. Maybe the degradation is so low I don’t notice it, or maybe that was a bug.

    More than once a piece of armor broke after I hit something with an arrow. At first that made me vow never to buy my gear from reputable stores such as Goocci and Harmani again. Then I realized it was just another silly aspect of the game, a "feature" instead of a bug.

    On the thread's topic, I suppose there must always be that one trait that's borderline (maybe I'm being kind) useless. How about replacing it with "sneaky", the trait that makes you less visible, but only when you're alone at night?
    Imperial DK and Necro tank. PC/NA
    "Nothing is so bad that it can't get any worse." (Brazilian saying)
  • tsaescishoeshiner
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    Even when sustain was a bigger issue, Invigorating wasn't used. Even in PvP, where both mag and stam recovery are important, invigorating isn't really used. I think it's just low numbers.

    For example, using 7 Divines with the Atronach Stone gives you 300 Magicka Recovery, which is then buffed by other sources to reach up to 400 or more in practice.

    7 Invigorating gives you less than 80 tri-stat recovery, so 240 total before buffs, which is not great, and health recovery doesn't really count because it's not an important part of most builds.
    Edit: See below for the right numbers
    Edited by tsaescishoeshiner on March 22, 2024 1:53AM
    PC-NA
    in-game: @tsaescishoeshiner
  • the1andonlyskwex
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    Even when sustain was a bigger issue, Invigorating wasn't used. Even in PvP, where both mag and stam recovery are important, invigorating isn't really used. I think it's just low numbers.

    For example, using 7 Divines with the Atronach Stone gives you 300 Magicka Recovery, which is then buffed by other sources to reach up to 400 or more in practice.

    7 Invigorating gives you less than 80 tri-stat recovery, so 240 total before buffs, which is not great, and health recovery doesn't really count because it's not an important part of most builds.

    Your numbers are super wrong. Seven invigorating is 112 x 3 stats, while seven divines with the Atronach stone is 197 x 1 stat, and both benefit from all of the same other buffs.
  • tsaescishoeshiner
    tsaescishoeshiner
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    Even when sustain was a bigger issue, Invigorating wasn't used. Even in PvP, where both mag and stam recovery are important, invigorating isn't really used. I think it's just low numbers.

    For example, using 7 Divines with the Atronach Stone gives you 300 Magicka Recovery, which is then buffed by other sources to reach up to 400 or more in practice.

    7 Invigorating gives you less than 80 tri-stat recovery, so 240 total before buffs, which is not great, and health recovery doesn't really count because it's not an important part of most builds.

    Your numbers are super wrong. Seven invigorating is 112 x 3 stats, while seven divines with the Atronach stone is 197 x 1 stat, and both benefit from all of the same other buffs.

    LOL my b, was looking at the fully-Divines-buffed number on UESP for Atronach stone instead of the unbuffed one. It does list Invig as 11 per stat, which might be outdated.
    PC-NA
    in-game: @tsaescishoeshiner
  • Nestor
    Nestor
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    virtus753 wrote: »
    I seem to recall breaking a piece of gear while turning in master writs once, but it isn’t frequent for me. Maybe the degradation is so low I don’t notice it, or maybe that was a bug.

    You get a good chunk of Experience with Master Writs, especially during Exp Doubling Events stacked with Scrolls. I have Wrecked my entire Armor set doing a pile of Master Writs.

    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Kite42
    Kite42
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    Nestor wrote: »
    You get a good chunk of Experience with Master Writs, especially during Exp Doubling Events stacked with Scrolls. I have Wrecked my entire Armor set doing a pile of Master Writs.

    This is a pretty weird aspect of the game code.
    Edited by Kite42 on March 25, 2024 3:55PM
  • Rowjoh
    Rowjoh
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    Outdated and irrelevant trait.

    Was introduced in another time a long long time ago when sustain was very different.
  • kringled_1
    kringled_1
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    Nestor wrote: »
    virtus753 wrote: »
    I seem to recall breaking a piece of gear while turning in master writs once, but it isn’t frequent for me. Maybe the degradation is so low I don’t notice it, or maybe that was a bug.

    You get a good chunk of Experience with Master Writs, especially during Exp Doubling Events stacked with Scrolls. I have Wrecked my entire Armor set doing a pile of Master Writs.

    I can check again but any time I've done master writs in bulk, I'm not taking armor damage. I turned in about 4-5 million xp worth last week, I should have noticed if there was any damage. It's certainly possible that this used to be different, but it hasn't done that for quite a while.
    I can specifically check on Thursday or Friday.
  • YandereGirlfriend
    YandereGirlfriend
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    Invigorating is one of those marquee casualties of "balancing via spreadsheet" that is the current style of the combat devs.

    They look at the trait and say, "Well, the sum of all this regen is actually quite strong" but completely ignore context and the opportunity cost of choosing to run Invigorating versus basically any other trait.

    In PvE, the sustain is generally not needed and in PvP the health regen component is simply dead weight artificially inflating the spreadsheet value of the trait. That is why nobody uses the trait in either game mode and why the trait is functionally dead.

    The idea of the trait is neat but they need to like double the current values if they want to entice anyone to ever run it.
  • LadyLavina
    LadyLavina
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    I don't think it was meant to be, but the numbers it offers are so insignificant no matter where you are on the skill curve that it's fair to call a bad trait in all settings.
    PC - NA @LadyLavina 1800+ CP PvP Tank and PvP Healer
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