Crafted - Pelinal's Aptitude Set
2) Adds Max Health
3) Adds Stamina Recovery
4) Adds Magicka Recovery
5) Your Weapon Damage and Spell Damage both become the highest of the two values.
AWESOME!
This set is nice but the adjusted damage and tooltip need to reflect weapon dmage and max stamina or spell damage and max magica, IMO.
Even with 3800 weapon damage buffed and 38 K max stamina overload is a paulty 12 - 14 which isn't terrible but isn't good either.
staracino_ESO wrote: »The imperial physique seems interesting, but I think it should have scaling grades based on multipliers, as opposed to all or nothing. 2x stones = 200%, 3x stones = 400%, 4x stones = 600%. This way we can choose what to set our power level at while playing in IC, and we can recieve dynamic upgrades to our stats as we kill other players who are either farming stones or trying to use this set themselves.
Crafted - Pelinal's Aptitude Set
2) Adds Max Health
3) Adds Stamina Recovery
4) Adds Magicka Recovery
5) Your Weapon Damage and Spell Damage both become the highest of the two values.
AWESOME!
This set is nice but the adjusted damage and tooltip need to reflect weapon dmage and max stamina or spell damage and max magica, IMO.
Even with 3800 weapon damage buffed and 38 K max stamina overload is a paulty 12 - 14 which isn't terrible but isn't good either.
Vicecanon of Venom
This setbonus is nice, but it is light armor and therefore should be Magic damage. Or make it Medium armor so it matches the poison damage which is used mostly by medium armor characters.
My suggestion: Change the bonus to magic damage// Or swap it to medium armor.
Dreugh King Slayer
This 5 Piece bonus Major Brutality Bonus is 100% useless. Everyone has that buff already anyway.
My suggestion: Make the 20% increased damage a seperate effect so it stacks with Brutality buff.
Some of the sets need some rework. I got eyes on 4 in particular.
Flanking Strategist.
Why would I choose this set over Hundings rage which gives me permanent 288 Weap damage.
My suggestion: Increase the Weapon damage to 500.
In its current state, Hunding's probably is preferable - but don't forget the extra 124 WD included in the 4 piece - this effectively reduces the 5 piece from HR to 164 WD in comparison, so vs. HR this will give you an extra 166 WD when attacking from behind, 164 WD less in the rest of combat. If the 5 piece here were 500, you would have 336 WD more than HR when attacking from behind, and 164 less in the rest of combat. Personally I think that a better comparison to FS would be the Clever Alchemist, which is a similarly niche set - that gives the same 124 WD bonus as FS but also ~650 WD for 15 seconds after a potion - vs. hundings this gives 164 less WD in general combat, but ~610 more for 15s after a potion.
(I'm rambling now...) I guess that the argument would be whether you could utilise speed buffs and mobility to consistently position yourself behind an enemy for more than 1/3 of combat, which is approximately the up-time of the alchemist 5 piece.
Of course for max damage using this play-style you could pair 4 piece HR armour, 1 HR dual wield, 1 piece Molag Kena armour 2 pc FS armour, 3 pc FS jewellery (if it comes in 3 jewellery...) and a single Maelstrom dagger for the WD.
That got intense very quickly...
Hide of Morihaus
This set is nice, but why is it not in Medium armor? This looks more useful for medium armor people.
My suggestion: Swap the set from Heavy to Medium armor.
I guess that this one is to give tanks a bit more damage/CC utility. Even if it were MA, I'm not sure I'd see the benefit of running it for the paltry damage and CC that is easily achievable without it.
Vicecanon of Venom
This setbonus is nice, but it is light armor and therefore should be Magic damage. Or make it Medium armor so it matches the poison damage which is used mostly by medium armor characters.
My suggestion: Change the bonus to magic damage// Or swap it to medium armor.
This one in particular I really don't understand. At first I thought it was another set aimed at the hybrid market - but all of the set bonuses are targeted at stamina players. I'm assuming hoping that this is a typo, as this could be a fun one to play with.
Dreugh King Slayer
This 5 Piece bonus Major Brutality Bonus is 100% useless. Everyone has that buff already anyway.
My suggestion: Make the 20% increased damage a separate effect so it stacks with Brutality buff.
Agree entirely. Minor (major? OP?) Berserk, perhaps?
staracino_ESO wrote: »The imperial physique seems interesting, but I think it should have scaling grades based on multipliers, as opposed to all or nothing. 2x stones = 200%, 3x stones = 400%, 4x stones = 600%. This way we can choose what to set our power level at while playing in IC, and we can recieve dynamic upgrades to our stats as we kill other players who are either farming stones or trying to use this set themselves.
Emma_Eunjung wrote: »I like the new Elegance and Shadow Dancer sets. Both of them have two Magicka bonuses, which is really nice.
Emma_Eunjung wrote: »I like the new Elegance and Shadow Dancer sets. Both of them have two Magicka bonuses, which is really nice.
Exactly what are the changes?
ThatNeonZebraAgain wrote: »Wanted to give my input on the Varen's Legacy set.
Playing an Argonian magicka NB tank, I was excited to see this set, thinking how it would be great paired with Sap Essence. However, after using it to solo run through parts of vWGT, found that the 5pc bonus provided no real benefit--the proc chance was too low, and the damage felt inconsequential. Either the proc chance or the damage bonus needs to be greatly increased; with the current damage, I'd say the proc chance needs to be 30-50%, or the damage should be similarly tripled or more. Right now it's the 5pc bonus is essentially a weak damage ability that has a 10% chance to proc, which is quite weak compared to most other 5pc bonuses. While the blueish-purple swirl effect is easy to see so you know when the proc is active, it's not clear what kind of damage it is dealing (or does it depend on what AoE spell is being used?).
I like that the 2-4pc bonuses are beneficial to both stamina and magicka tank builds, but I think could be better to differentiate from other crafted sets and cater to the set's use (and I still argue more generally that the 4% value for Healing Taken is still underpowered). These changes are assuming the set is geared toward tanking and both magicka and stamina builds (who else would be blocking so often as to make the set useful?). Here are some possible changes:
-Remove the Health and Stamina bonuses, and replace them with physical and spell resistances, respectively.
-Swap the 2pc and 4pc bonuses. There is currently no crafted set with Healing Taken bonus as 2pc.
-Similarly, since the nerf to Shalidor's Curse set last August (IC DLC/Update), no crafted set has 2 Healing Taken bonuses. The 2 and 3pc bonuses could both be Healing Taken, with the 4pc being Health. However, the healing taken bonus in general seems to have no connection to the theme of the set (unless you're like me and use it with Sap Essence), which is centered around doing extra damage.
-Conversely, while I appreciate Healing Taken for my particular build, I know it is not popular among many other players. One option would be to remove healing taken and replace it with a Magicka bonus.
My personal ideal would be 2pc Healing Taken, 3pc Physical Resistance, 4pc Spell Resistance. Stat pools are easy enough to get pretty high (especially health, tanks don't really need more than 27k), but to get to the 33.1k armor caps you need help from set piece bonuses to Resistances. The 2pc bonuses fills a current gap among crafted sets.
Cheers.
Praeficere wrote: »Haven't had a chance to properly test the new sets yet, however I will say this:
(2 items) Adds 967 Maximum Stamina
(3 items) Adds 688 Weapon Critical
(4 items) Adds 129 Weapon Damage
(5 items) Flanking Strategist Attacks from behind an enemy gain an additional 345 Weapon Damage.
Why would someone use this over Hunding's Rage which provides a flat 299 weapon damage always? I know it's a fun looted set, but it would be great if it was comparable to some basic crafted sets. Gaining 45 damage while attacking from behind, but losing 300 elsewhere... not a good trade off.
One suggestion is to make its 5 piece 2 parts. It could give a lower amount of weapon damage always, while providing higher on attacks from behind.
Oh and it's in that new fabulous Imperial style... need more of the new sets in that...
ThatNeonZebraAgain wrote: »Wanted to give my input on the Varen's Legacy set.
Playing an Argonian magicka NB tank, I was excited to see this set, thinking how it would be great paired with Sap Essence. However, after using it to solo run through parts of vWGT, found that the 5pc bonus provided no real benefit--the proc chance was too low, and the damage felt inconsequential. Either the proc chance or the damage bonus needs to be greatly increased; with the current damage, I'd say the proc chance needs to be 30-50%, or the damage should be similarly tripled or more. Right now it's the 5pc bonus is essentially a weak damage ability that has a 10% chance to proc, which is quite weak compared to most other 5pc bonuses. While the blueish-purple swirl effect is easy to see so you know when the proc is active, it's not clear what kind of damage it is dealing (or does it depend on what AoE spell is being used?).
I like that the 2-4pc bonuses are beneficial to both stamina and magicka tank builds, but I think could be better to differentiate from other crafted sets and cater to the set's use (and I still argue more generally that the 4% value for Healing Taken is still underpowered). These changes are assuming the set is geared toward tanking and both magicka and stamina builds (who else would be blocking so often as to make the set useful?). Here are some possible changes:
-Remove the Health and Stamina bonuses, and replace them with physical and spell resistances, respectively.
-Swap the 2pc and 4pc bonuses. There is currently no crafted set with Healing Taken bonus as 2pc.
-Similarly, since the nerf to Shalidor's Curse set last August (IC DLC/Update), no crafted set has 2 Healing Taken bonuses. The 2 and 3pc bonuses could both be Healing Taken, with the 4pc being Health. However, the healing taken bonus in general seems to have no connection to the theme of the set (unless you're like me and use it with Sap Essence), which is centered around doing extra damage.
-Conversely, while I appreciate Healing Taken for my particular build, I know it is not popular among many other players. One option would be to remove healing taken and replace it with a Magicka bonus.
My personal ideal would be 2pc Healing Taken, 3pc Physical Resistance, 4pc Spell Resistance. Stat pools are easy enough to get pretty high (especially health, tanks don't really need more than 27k), but to get to the 33.1k armor caps you need help from set piece bonuses to Resistances. The 2pc bonuses fills a current gap among crafted sets.
Cheers.
I think this set is more a pvp tanking set, well fitted for DK. Considering how much bloodspawn proc when you are surrounded by 3-6 enemies, 3k more damage (and heal) with inhale nearly every time can be really powerful. Same for talon, proxy det, bats and more. If it has no cooldown and no Cyrodiil reduction damage (like a lot of set), it can add a serious boost to pvp tanking build and especially DK.
Im trying again, can you please take a look at Lekis Focus set, the 5th bonus is more negative then positive since it also reduces your selfheal on vigor wich is your bread and butter heal, no players right in their mind can live with a 25% reduction in selfhealing on main heal ability.
Youre already trading your own aoe dmg for less aoe dmg taken, that is a 1:1 tradeoff for a 5set, why add another negative to it, sets are supposed to be a positive addition to your build, not negative, thanks for reading.
ThatNeonZebraAgain wrote: »Good point about PvP. But in PvP you also can't afford to block all the time, which is what makes Bloodspawn useful since it procs simply when hit whether you are blocking or not. What amount of incoming attacks do you try to block in Cyro? 20-40% depending on your build? So whatever 10% of 20-40% is, basically means that this limits how often this set procs even further. In practice it just doesn't seem very useful at all, even for PvP tanking. It's true some set procs aren't affected by the Battle Spirit debuff, but many are, so that's something that needs to be tested.
ThatNeonZebraAgain wrote: »Good point about PvP. But in PvP you also can't afford to block all the time, which is what makes Bloodspawn useful since it procs simply when hit whether you are blocking or not. What amount of incoming attacks do you try to block in Cyro? 20-40% depending on your build? So whatever 10% of 20-40% is, basically means that this limits how often this set procs even further. In practice it just doesn't seem very useful at all, even for PvP tanking. It's true some set procs aren't affected by the Battle Spirit debuff, but many are, so that's something that needs to be tested.
With my ultimate-focused stamina DK in pvp, nearly 98% of the attack when I'm not under corrosive armor's effect, and I get back enough ultimate to use corrosive armor before my stam run out (and I get all my stamina when I use corrosive armor and stop blocking for his duration).
With my magDK, nearly 40% of all attack against six players, and more when I focus on defense while spamming obsidian shield. Even more when the maj will goes out because of the new sturdy (I run five light armor, so no bracing passive).
With my tanky magblade, everything while in a group.
Bracing and CP are really good to moderate block cost, and jewel enchant are even more useful. With the new sturdy, I'll probably able to perma block and spam aoe with my magDK and my magblade against an enemy group, this set will be awesome for my damage.