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Some Mythic Item Buffs/Changes

Kittytravel
Kittytravel
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Been playing around with a lot of Mythic items lately; some of them end up being rather lackluster and honestly downright sad to see in their current state. They seem more on the border of 'useless' than 'niche' and I'd rather see them be 'niche' just not 'optimal'. So let's go down the list!

Belharza's Band -
Increase the damage of your Light Attacks by 900. When you deal damage with consecutive melee Light Attacks, gain a stack of Belharza's Temper for 10 seconds, up to 5 stacks max. At 5 stacks, consume Belharza's Temper and after 1 second, deal 1471 Physical Damage to enemies in a line and stun them for 3 seconds. This effect can occur once every 10 seconds and scales off the higher of your Weapon or Spell Damage.

Suggested Changes: Remove the cooldown. The effect already requires 5 consecutive Light Attacks; this means you cannot LA Weave for these stacks. You must ONLY light attack. Removing the cooldown just gives this set a direct DPS increase for niche light attack lazy builds while not making it any more powerful for PVP side since... light attacking 5 times in a row in PVP will literally never be optimal. It has a natural cooldown built in as in between each proc you'll still need another 5 LA's.

Shapeshifter's Chain -
Reduce the cost of your Transformation Ultimate and Werewolf abilities by 15%. While transformed, increase your Maximum Health, Stamina, and Magicka by 1707.

Revised Version: Reduce the cost of your Werewolf Transformation Ultimate by 50% and Werewolf abilities by 15%. While transformed, increase your Maximum Health, Stamina, and Magicka by 1707. Increase the cost of all of your other abilities by 15%.

Yeah it's just a version that makes you WW more for people who want to do that. The drawback is that you won't be able to keep up a reasonable rotation with 15% more increased cost on the other skills. Might be slightly annoying in PvP but werewolves have been less prominent for a little while now. I'm aware that the original version technically applied to Vampire and Necro transformation ults but I'd really rather see Vampire just get its own Mythic and let Werewolf have this. A mythic that synergizes with Vampire Lord would be very cool to see.

The Saint and the Seducer -
While in combat, you gain one of five random Major buffs which changes every 10 seconds. Enemies within 12 meters of you gain one of five random Minor debuffs depending on which buff you have. The available effects are: Major Berserk and Minor Maim Major Resolve and Minor Breach Major Force and Minor Brittle Major Evasion and Minor Vulnerability Major Courage and Minor Cowardice

Revised Version: While in combat whenever you have any of the following Major buffs on you; enemies within 12 meters of you gain a Minor debuff corresponding to the Major buffs you have. The available effects are: Major Berserk and Minor Maim, Major Resolve and Minor Breach, Major Force and Minor Brittle, Major Evasion and Minor Vulnerability, Major Courage and Minor Cowardice.

Still niche but I think it'd make for a cool 'buff cycling' group on the tank so that they can keep all the minor buffs up on a boss. I don't think this would effect PvP at all since the requirement would be standing in the middle of every enemy to apply these debuffs; which would likely result in the death of the player post-haste in most scenarios.

Torc of the Last Ayleid King -
Reduce your damage taken by 15%. Adds 1337 Weapon and Spell Damage. Adds 500 Magicka and Stamina Recovery. Disable all other item set bonuses.

Revised Version: For each unique set bonus you have active gain 100 Weapon and Spell Damage and 50 Magicka and Stamina Recovery.

Yeah the idea of this is a mish-mosh type of character. Someone who is frankensteining sets together. All in all I think this setup would get you to (if you used literally every single slot for Weapon/Spell Damage) 774 Weapon/Spell damage from all the sets, a bonus from Perfected Arena weapon(s), and then 800 (75 x 8 for total amount of unique sets) from Torc for a total of 1574 Weapon/Spell damage. And then some 400 Magicka/Stamina recovery.
(1) Arena Weapon (1) Monster Helm (1) Monster Shoulder (2) Random Unique Set (2) Random Unique Set (2) Random Unique Set (2) Random Unique Set (1) Torc
So the drawback is no full monster set bonuses (or if you do lose 100 weapon/spell damage and 50 recovery, not a big deal) and definitely not any full 5 set bonuses (you'd gain the 5 piece but lose out on 300 wd/sd which defeats the point). But it would encourage some builds that might use a double-arena weapon setup with a lot of weapon/spell damage backing it up. It could also complicate PvP a little bit but I do think removing the flat damage reduction helps in that regard. Not many builds that are only damage focused survive very long without defenses.

If you go full crit sets I believe it comes out to 3,942 crit (657 crit chance per set with 6 unique sets) which comes out to around 18%ish crit chance but your WD drops to only 800 bonus. Like I said the goal isn't really to make the torc 'Good' it's just to make it 'Niche and usable'.

So yeah those are some changes that I'd suggest; it's been awhile since I saw a 'These Mythics Feel Weird' thread so here we are again!
Obviously if I'm unaware of some incredibly niche uses for these mythics feel free to point that out, or if the revisions would end up too powerful because of something I didn't think of. Or if you think I didn't go far enough! I just like build diversity even if it's not optimal. Supporting game play styles just makes the game more fun for everyone and I think changing these mythics in this way would just push that a little bit further.

If there's a change you'd like to see to a Mythic you currently think has no use let's hear it. Just remember both PvE and PvP exist and while a mythic might not be great in PvE it might be useful in PvP and vice versa.
  • Lozeenge
    Lozeenge
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    stuck waiting for maintenance so why not armchair dev for a bit
    -
    Belharza's Band:
    This thing feels like another B-tier monster proc set but with extra steps. I think a rework to promote weaving might give it a reason to use up a mythic slot while still keeping to the light attack theme. May need duration adjustments based on varying animation delays between class abilities, but the premise should still make sense.

    (1 item) Casting a damaging ability within 2.5 seconds after making a Light Attack increases the Weapon or Spell Damage of that ability by 300.
    Making a Light Attack within 2.5 seconds after casting a damaging ability increases the damage of that Light Attack by 900.
    Casting a non-damaging ability or using two or more consecutive skills or Light Attacks prevents you from gaining either effects for 6 seconds.

    Syrabane's Ward:
    Lame buffs for a group protection set; requires your group to also be proactive at blocking otherwise it is just a very roundabout healing AoE. Since there's already enough CC immunity to go around I opted for named buffs instead. Because of potential ball group/zerg abuse I had to throw in a cooldown.

    (1 item) While Bracing, you create a 12-meter zone of protection. Group members within the zone gain both Major & Minor Protection and a damage shield that gradually increases in strength, up to 50% of your Maximum Health, over 5 seconds. The damage shield persists outside of the zone for 6 seconds. Enemies that touch the zone are snared by 40% for 3 seconds.
    While Bracing, you cannot move and your Stamina Recovery is reduced to 0. After creating a zone you cannot create another one for 10 seconds.

    The Shadow Queen's Cowl:
    If it was supposed to be a meme mythic it's a very boring one. I decided to retool it a bit as a (costly) utility option against counter-ganking while still maintaining its use for overland.

    (1 item) While crouched, you can see monsters through walls and you gain Nocturnal's Blessing, negating the next stealth detection effect on you and gaining immunity to stealth detection for 3 seconds. After negating the effect, Nocturnal's Blessing is put on cooldown for 15 seconds.

    Torc of the Last Ayleid King:
    OP's suggestion seems to be just another Markyn Ring of Majesty (also a ring mythic lmao) so I figured as an alternative I would simply buff the item to make it a bit more viable in solo content by letting players use at least one gear set, at a cost. Armor of the Trainee my beloved.

    (1 item) Reduce your damage taken by 15%. Adds 1337 Weapon and Spell Damage. Adds 500 Magicka and Stamina Recovery.
    These values are reduced by 33% for each complete set bonus you have active.
    PC-NA / 1600+ CP / PVE sometimes / "Mama didn't raise no tank."
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