Yeah, there is a set for tanks, stam DDs, and healers.SleepyTroll wrote: »Not to sure about the other two but the artful dodger one seems very apealing.
SleepyTroll wrote: »Not to sure about the other two but the artful dodger one seems very apealing.
Yeah, again, the 2-4 piece bonuses are just there to give a finished look. Some will be yay or nay for those, but really the 5 pc is the point, which may also get a mix of yays and nays.hammayolettuce wrote: »SleepyTroll wrote: »Not to sure about the other two but the artful dodger one seems very apealing.
the 5pc bonus is cool, but that 3 and 4 will never happen. It just makes stam users go for that instead of sheer venom.
Don't agree about the artful dodger one, lag trains will never switch to single target dps, that would completely ruin their playstyle. Plus they would actually realize that they don't have the coordination they seem to think they possess when they have to call for specific targets.Sure, 2 of the three sets favor zergs, why not, we all love zergs, right?
Artful Dodger:
Instead of a Steal Tornado train they will just run a train using this armor and pump out heavy single target damage on smaller enemy groups being 40% immune to incoming Aoe? No thanks...
Secunda's Wonder:
It is already hard enough to take down dedicated healers within a larger group and now AoE hits should also buff those tough nuts? How about no?
Sorry, I don't want to be rude but that's how I read the 5 piece bonuses there and that's what I would current players expect to use them for.
I like the concept of the hot/dot set but I feel like the chance is kinda low considering how weak dots are already and how quickly they are purged. I'd begin to feel more comfortable about it if it was in 20% range, 30% and I'm drooling. The hots are going to make rapid regen really nice.tinythinker wrote: »Just a quick thought, feel free to tell me why these wouldn't be helpful/useful in Cyrodiil. I'm sure the numbers need tweaking an the names are stupid but it's the idea behind the 5 piece bonuses I am putting out for review/reaction.
Aetherial Spark (heavy armor)
2 pc Max Health
3 pc Physical Resist
4 pc Spell Resist
5 pc Grants the wearer a 10% chance per DoT or HoT tick to score a double critical hit.
Concept: Give tankier characters a chance to do more with their "over time" effects in the new reduced damage/healing environment, but not so much that everyone just sits around in heavy armor maxing out health.
Sure, 2 of the three sets favor zergs, why not, we all love zergs, right?
Artful Dodger:
Instead of a Steal Tornado train they will just run a train using this armor and pump out heavy single target damage on smaller enemy groups being 40% immune to incoming Aoe? No thanks...
Don't agree about the artful dodger one, lag trains will never switch to single target dps, that would completely ruin their playstyle. Plus they would actually realize that they don't have the coordination they seem to think they possess when they have to call for specific targets.
Having 12 people focus on one guy is a waste of ressource, you'd have to divide your lag train into smaller groups, each going for different targets so as to not waste time/dps, things that lag trains are completely incapable of.
No offense taken Legedric, I asked for people to pick apart the suggestions.Well Etaniel, I am not only talking about lag trains but more like just large groups, especially coordinated ones which are able to keep themselves up at all time picking one target after another while being 40% untouched from AoE.
The boost would only be after taking AoE damage, and would have a 30 second cool down. I can see why people might not like this, but your group needs to keep a healer up when facing a lagtastic pain train. If you are using Artful Dodger you aren't proccing the Secunda's Wonder set. If there is less AoE spam the single-target focus would naturally turn to healers anyway. In any event, I am open to suggestions for light armor users. I would like something that specifically scales with AoE damage taken, but I was writing this in between breaks in PvP action last night so I went with proccing off of AoE period.Secunda's Wonder:
It is already hard enough to take down dedicated healers within a larger group and now AoE hits should also buff those tough nuts? How about no?
Well, again, Artful Dodger isn't about group size but about mass AoE spam. I think it works for that concern. The tricky issue for anti-zerg effects as opposed to anti-AoE spam effects is that it can unintentionally lead to more zerging. I wouldn't mind having anti-zerging changes like those I mentioned earlier in this comment and the common denominator is scaling, so that if 10 people use something on me it doesn't do too much but if I, alone, use it on them it does a lot.I like the ideas behind these sets, i'll be honest that when I look for sets its the 5th trait that I aim for. I also feel these sets would help in some situations, but like ZOS's other attempts to combat zerging I feel the aoe reduction and healer speed/healing buff would help them a lot as well. Perhaps a set that radiated damage based on # of hits, that could also front load a lot more damage if the wearer was quickly killed could help.
I like the concept of the hot/dot set but I feel like the chance is kinda low considering how weak dots are already and how quickly they are purged. I'd begin to feel more comfortable about it if it was in 20% range, 30% and I'm drooling. The hots are going to make rapid regen really nice.tinythinker wrote: »Just a quick thought, feel free to tell me why these wouldn't be helpful/useful in Cyrodiil. I'm sure the numbers need tweaking an the names are stupid but it's the idea behind the 5 piece bonuses I am putting out for review/reaction.
Aetherial Spark (heavy armor)
2 pc Max Health
3 pc Physical Resist
4 pc Spell Resist
5 pc Grants the wearer a 10% chance per DoT or HoT tick to score a double critical hit.
Concept: Give tankier characters a chance to do more with their "over time" effects in the new reduced damage/healing environment, but not so much that everyone just sits around in heavy armor maxing out health.
I run a heavy armor build and the things I need most are more spell damage and magicka sustain. So I would prefer the first 3 bonuses to be recovery and spell damage.
As a magicka DK if this were in the game with the above conditions I'd be buying it right now.
I thought up this set a couple of weeks ago but forgot about it until I started having other ideas for armor sets, so I tossed it in. I made the numbers a little cautious but sure, you could up it to 20% chance. I was just thinking that some folks might have 2-3 DoTs up at once so even 10% would hit a good bit. It's my favorite of all the armor sets I suggested in the original post and also the extra one added in this comment.IxskullzxI wrote: »I would love to see a set tbat somehow boosted the effectiveness of dots. That would be a very nice set to have for my magicka dk. Maybe something that made dots always crit. Or gave increased spell damage while a dot was up.