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Idea - Monster Weapon Sets

Avran_Sylt
Avran_Sylt
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*Cross-posting this from Combat and Character Mechanics*

This is built from my comments in this post:
https://forums.elderscrollsonline.com/en/discussion/326414/so-here-i-am-thinking-about-my-build-daydreaming-theory-crafting-when-a-idea-just-came-to-my-mind
I can't say I have extensive knowledge on how skills work together, so I want to post this here and get feedback on how these weapon sets could be worthless,broken,improved,changed,etc.
Edit: These weapons would be additional loot drops from the final boss of a dungeon on Vet (HM?) difficulty. Similar to how helmets are dropped.
Edit: If you get any idea from any of these, please post!
Edit: Crossing out all max stat bonuses from the sets

Spindleclutch II
Bloodspawns Teeth - Daggers
(1 piece bonus) Adds 250 Max health
(2 piece bonus) Flurry and its morphs heal for %5 of damage inflcted

Crypt of Hearts II
Nerien'eths Disciple - Frost Staff
(1 piece bonus) Adds 250 Max Magika - %20 chance when dealing damage with Impulse or its morphs to summon a ghost spirit to fight for you for 15 seconds. It's basic attacks deal [x] amount of frost damage and snares the target

From @AzraelKrieg
Nerien'eths Necrotic Blast - (Weapon type: TBD)
(1 Item effect): Adds 250 Magicka- Dealing Direct Elemental Damage has a 10% chance to send a skull of necrotic energy hurtling towards your target, dealing [x] magic damage.

From @Fishstrom
Lich's Chill - (Weapon Type: TBD)
(1 piece) Adds 250 Magicka - Enemies standing in your Wall of Elements are inflicted with Minor Main for 5 seconds, reducing their damage done by 15%. (Cooldown of 7 seconds)

Elden Hollow I
Leafseethers Sweep - Two Handed Axe
(1 piece bonus) Adds 1260 Physical resistance - Cleave or its morphs pulls enemies towards you when hit. 2 second cooldown

Darkshade Caverns II
Hive Lords Rage - Mace and Shield
(1 piece bonus) Adds 250 Stamina
(2 peice bonus) While Shield Wall or its morphs are active, deal [x] damage per second in a 5m radius

Vault of madness
Death's Charge - Sword and Shield
(1 piece bonus) Adds 250 Health
(2 piece bonus) Shield Charge or its morphs deal [x] more damage

Direfrost Keep
Teethmashers Kneecappers - Maces
(1 piece bonus) Adds 250 Stamina
(2 piece bonus) Whirlwind or its morphs have a %20 chance to snare enemies hit

Crypt of Hearts I
Leviathans Femur - Inferno Staff
(1 piece bonus) Adds 250 Stamina - When you roll dodge, create a wall of fire over the area you cover (probably something like a 10m long 1m wide AoE DoT), dealing [x] flame damage per second for 5 seconds (or just take the code from the morihaus set to deal flame damage when you roll through enemies).

City of Ash I
Erthas' Summoning Circle - Bow
(1 piece bonus) Adds 250 Magicka - When you deal damage with volley or its morphs you have a %10 chance to summon a Flame Atronauch for 15 seconds that deals [x] flame damage per attack and inflicts burning

Courtesy of @Alpheu5
Warden's Razors - Daggers
(1 piece) Adds 129 Stamina Recovery
(2 pieces) Casting Whirlwind places a ring of flame in a 5m radius that deals X Flame damage every second for 8 seconds. This ability has a cooldown of 4 seconds.

Fungal Grotto I
Bloodbirthers frenzy - Swords
(1 piece bonus) Adds 250 Health
(2 piece bonus) Each direct damage hit from Twin slashes or its morphs deals [x] shock damage

Imperial City Prison
Lord Wardens Splintered Staff - Restoration Staff
(1 piece bonus) adds 1260 Spell resistance - Steadfast Ward or its morphs have a %10 chance to summon a ranged shade for 15 seconds when cast. the shades attacks deal [x] magic damage. This chance is increased to %100 when cast on an ally below 60% health.

From @Fishstrom
Lord wardens splintered staff (Lord Wardend Protective Shell?) - Restoration Staff
(1 piece) ICP-when you cast a restoration staff ability, you have a 10% to create a dome where allies receive 5% more healing and restore 300 health every second for 8 seconds. Cool down of 15 seconds

Banished Cells II
Kinlords Spite - Two Handed Sword
(1 piece bonus) Adds 4% healing taken- when you Critically hit with Uppercut or its morphs, spawn a Feast Orb nearby. Collecting this orb restores [x] health and [y] stamina. 10 second cooldown.

Ruins of Mazzatun
Ka-Nesh's Leeching Root - Restoration staff
(1 piece bonus ) Adds 4% healing done - When you cast Panacea or it's morphs, summon a siphoning totem near you that drains [x] physical damage from enemies in a 5m radius, heals you for %20 of the damage delt.

White Gold Tower
Molag Kenas Force - Lightning Staff
(1 piece bonus) Adds 64 Spell Damage - Elemental Storm or its morphs knocks enemies down for 2 seconds (this may be too OP)

From @AzraelKrieg
Inhibitor's Coldfire - (Weapon type: TBD)
(1 Item effect): Adds 64 Spell Damage - All attacks have a [x]% chance to proc burning (can be buffed by charged and other stat enhancing effects, a fire staff and skills in this case would make this a lot easier to proc, this set would generally benefit DK's more), successive procs refresh the burning duration, combust for an additional [x] flame (frost) damage, and apply an additional 5% slow. After 6 stacks the target is snared for 4 seconds.

Elden Hollow II
Dark Siphon - Axe and shield
(1 piece bonus) increase health recovery by 60
(2 piece bonus) critically striking an enemy with a shield bash restores [x] magicka and [x] stamina, can only occur once every 10 seconds.

Blackheart Haven
Atarus's Breath - Bow
(1 piece bonus) Increase weapon damage by 64 - Arrow Spray or its morphs deal an additional [x] poison damage

Wayrest Sewers II
Uulgarg's Momentum - Two Handed Axe
(1 piece bonus) Cleave or its morphs are no longer a conal attack, instead decreasing the radius to 5m in a circle.

Selene's Web
Foulhides Fangs - Swords
(1 piece bonus) Adds 250 Stamina
(2 piece bonus) enemies effected by the initial application of lacerate or its morphs are feared for 2 seconds. (or could workaround by casting a version of the NB fear initially)

From @KeiruNicrom
Longclaw's Ambush - Bow
1 piece: Damaging an enemy with snipe causes them to take 8% more damage from critical strikes for 5 seconds (10 second cooldown)

From @KeiruNicrom
Longclaw's Spirit - Bow
1 piece: Damaging an enemy with snipe marks them as prey for 30 sec, any damage from your DoTs during this time has a 3% chance of summoning a daughter of longclaw to swipe at them dealing [x] physical damage

Arx Corinium
Ganaktons Ward - Sword and Shield
(1 piece bonus) Adds 1260 Spell Resistance
(2 piece bonus) Power Bash or its morphs deal [x] Shock damage in a 3m radius. 7 second cooldown

Darkshade Caverns I
The Hive Lords Fist - Warhammer
(1 piece bonus) Adds 250 stamina - Reverse Slash or its morphs deal an additional %30 damage to nearby targets.

From @Fishstrom
Hivelords rage- (Hivelords Carapace ?) - Shield and (TBD)
(1 piece) adds X health
(2 piece) when you taunt an enemy, you gain 2560 physical and spell resistance for 10 seconds (cooldown of 5)

Banished Cells I
Angata's Staff - Inferno Staff
(1 piece bonus) Adds 250 Magicka - When you deal damage with wall of elements or its morphs, you have a %10 chance to summon a clannfear for 15 seconds. The clannfears attacks deal [x] physical magic damage.

Wayrest Sewers I
Allene's Daggers - Dagger
(1 piece bonus) Adds 250 Health
(2 piece bonus) when below 25% health, gain %100 chance to dodge the next attack. 10 second cooldown

Fungal Grotto II
Mephala's Hand - mace and shield
(1 piece bonus) Adds 250 Stamina
(2 piece bonus) Light and heavy attacks have a %15 chance to summon a black widow spider, whose attacks deal [x] poison damage.

Tempest Island
Whirlwind Charge - Two Handed Axe
(1 piece bonus) Adds 250 Magicka - Critical charge or its morphs now knock down enemies. No longer guaranteed Crit.

Spindleclutch I
Butcher - Axes
(1 piece bonus) adds 250 Stamina
(2 piece bonus) With Blade cloak or its morphs active, killing an enemy restores [x] health

Volenfell
Gargoyles Gaze - Sword and Shield
(1 piece bonus) adds %1 damage blocked
(2 piece bonus) Puncture or its morphs now petrify enemies for 10 seconds, dealing damage breaks petrification.

Blessed Crucible
Frigid Touch - Frost Staff
(1 piece bonus) Adds 250 Magicka
(2 piece bonus) Critically striking an enemy with Destructive Touch or its morphs spawns a frigid banekin at your location. This banekin runs to an enemy and then explodes in a 4m radius, dealing [x] frost damage

City of Ash II
From @Fishstrom
Skoria's charred claymore- adds 250 stamina. When you attack an enemy with a physical damage ability you have a (10%,5% other) to activate a synergy to slam your sword into the ground dealing 5000 physical damage in a 4 meter area and 3000 flame damage over 7 seconds

Cradle of Shadows
Shadows Embrace - Daggers
(1 piece bonus) 1260 Physical Penetration
(2 piece bonus) Hidden blade or its morphs deal an additional [x] damage when attacking from stealth.
I'd love to hear your ideas too
Edited by Avran_Sylt on June 17, 2017 12:36AM
  • AzraelKrieg
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    Do you ever just stop and think "Wow, maybe this isn't a good idea and is actually a huge waste of time"? Because I'm starting to think you should as most of these ideas are clearly not thought out very well and are done in the moment.
    Gold Dragons Guildmaster PC-NACR2000+
    Kalthar Wolf-Brother – EP Templar - 50 Maeli Valen - EP NB - 50Naps-During-Trials – EP Templar - 50Rulnakh - EP Sorc - 50Azrael Krieg - EP NB – 50Uvithasa Telvanni – EP DK – 50More-Tail - EP Warden - 50Narile Galen - EP Sorc - 50Bone Soldier - EP Necro - 50Naps-During-Trails - EP Necro - 50
  • Savos_Saren
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    Do you ever just stop and think "Wow, maybe this isn't a good idea and is actually a huge waste of time"? Because I'm starting to think you should as most of these ideas are clearly not thought out very well and are done in the moment.

    OP is just adding some ideas, man. Don't be a forum jock. :|
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

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    Savos Saren
  • Fishstrom
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    The idea is cool, and could work. But there is no sets for healers and tanks. Most SnB needs to be tanking and most resto staves need to be for healing. As for the BC1 weapon, don't do the same mistake shadowrend did (because I see you are copying that set) and make the clannfear do physical damage on a magicka set. It could use some tweaking but it definitely could work.
  • KochDerDamonen
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    I like the idea in terms of giving people other things to slot instead of MA/DSA weapons whether they don't have them, or would rather try something else.

    I like seeing the procs not just keel over and deal a damage type that befits the weapon type, I think it's something ZOS should do more of. In my mind, it would help reduce the generic-ness of DPS stats by making a possible workaround to needing as much penetration.

    I also can't see ZOS making this many unique assets for vanilla dungeons, that they could not charge us money for :(
    Edited by KochDerDamonen on June 16, 2017 3:16AM
    If you quote someone, and intend for them to see what you have said, be sure to Mention them with @[insert name].
  • Alpheu5
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    City of Ash I is incredibly easy.

    Warden's Razors - Daggers (City of Ash I)
    (1 piece) Adds 129 Stamina Recovery
    (2 pieces) Casting Whirlwind places a ring of flame in a 5m radius that deals X Flame damage every second for 8 seconds. This ability has a cooldown of 4 seconds.
    Dalek-Rok - Argonian Sorcerer || Dalek-Shād - Argonian Nightblade || Dalek-Shul - Argonian Templar || Dalek-Xal - Argonian Dragonknight || Mounts-the-Snout - Argonian Warden || Dalek-Xul - Argonian Necromancer || Two-Spires - Argonian Arcanist || Dalek-Nesh - Argonian Sorcerer || Dalek-Kör - Argonian Dragonknight
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  • Avran_Sylt
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    @AzraelKrieg

    If you clicked the link, then you'd have seen that this is indeed from another thread in which I stated that these were in the moment creations. Christ, It's like some people's form of fun isn't always mindlessly farming gear for the best damned cookie cutter dps, maybe they like to think of new ways to implement stuff in a game that they enjoy.

    @Fishstrom

    True, these are all damage and summoning oriented. maybe you've got an idea?

    @Alpheu5

    Oooh, that's a cool idea, though the 8 second duration could be a bit much. (I'll add it to the Original Post)

  • Robby94
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    i like the idea of monster sets, but some of them would be overkill in pvp. it would be interesting to see new builds with some of these though.
  • Vapirko
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    Cool idea, but then youd have people easily running 3+ proc sets, and right now proc sets are already an issue.
  • Avran_Sylt
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    @Fishstrom

    Ah, good catch. changed that to magic damage.

    @Vapirko

    Fair point. When I was pumping these out I was unsure if I should add cooldowns or just axe the damage and allow them to add in slight damage procs but have no cooldowns. (which I still think that they could do with proc sets)
  • Sheva I 7 I
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    bunch of trash
  • Phica_Lovic
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    jaburns wrote: »
    Do you ever just stop and think "Wow, maybe this isn't a good idea and is actually a huge waste of time"? Because I'm starting to think you should as most of these ideas are clearly not thought out very well and are done in the moment.

    OP is just adding some ideas, man. Don't be a forum jock. :|

    I agree with the forum jock.

    This is post is like, "Hey, I'm a dev. Here's some new ideas."

    The problem with it is:
    1. It hasn't been tested for balance.
    2. See 1st point.
    3. He hasn't collaberated with others on these ideas and is probably talking from a dps point of view.
    4. It seems like its just some kid who was like, "You know what'd be cool?!?!"


    It MAY very well be cool. But cool = / = balance. cool = / = happy players. cool = broken game.
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    Phica -Max CP - Lvl 50 Argonian Sorc Healer since launch

  • idk
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    As long as the weapons offered less than vMA and Master weapons it would be fine. Something that is easy to clear such as 4 man dungeons should not offer superior weapons than the more challenging content or that content becomes obsolete.

    Probably not a good design to make premier content obsolete.
  • Avran_Sylt
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    @Phica_Lovic

    You see, I want to collaborate with others, but every damn time I post to the forum I get called a freakin' idiot and barely anyone offers their point of view. Rather than just dismissing this idea, why don't you do exactly what you say this lacks? And collaborate on it rather than just dismissing it entirely?

    @Giles.floydub17_ESO

    That's a fair enough point. I don't really intend for these to be more powerful, and perhaps not even up to par with the dragonstar arena or vMA weapons. Part of the reason for the cooldown's is that reason, such that these will be able to be used once or twice in a rotation that add just a bit more damage than regular weapons, but will have the negative of taking up two slots. the damage numbers would certainly need to be heavily balanced and is likely what I'll be working on in the near future.
    Edited by Avran_Sylt on June 16, 2017 5:29AM
  • Phica_Lovic
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    @Avran_Sylt

    Okay, I'll bite

    Nerien'eths Disciple - Frost Staff

    - Why a frost staff specifically? Why impulse? Is this aimed at mag tanks?


    I could do this with almost every single monster weapon. It's either mace, or axe, or something. Why?

    NO set in the game has these restrictions of a certain weapon type.

    It's not even destro/2h/or 1h. It's super specific stuff that you haven't balanced with the passives of said weapon type. IE: Frost staff or mace.
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    Phica -Max CP - Lvl 50 Argonian Sorc Healer since launch

  • Qbiken
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    Cool idea, but I don´t Think zos would be able to balance even more "monster-sets" than they already have. Maybe in a distant future :)
  • quadraxis666
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    I don't like these ideas. I think that they are not good.
  • Avran_Sylt
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    @Phica_Lovic

    Frost staff mostly due to, as you say, tanking elements. Originally I had it as a lightning staff, but I preferred the cold theme better (under the assumption that ghosts are probably chilly). Why impulse? Namely this relates to how Nerien'eth summons his ghostly students when you fight him in Crypt of Hearts II. Those circular wells of magical energy, impulse seemed like a good skill to augment.

    Though all of this is simply my opinion and is subject to change.

    I kind of want these skills to take the ability of a boss, and implement it in a way that thematically links the boss ability to a player used ability. Though admittedly for some I was grasping at straws.
    Edited by Avran_Sylt on June 16, 2017 5:39AM
  • Avran_Sylt
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    @quadraxis666

    Are you willing to elaborate?
  • Avran_Sylt
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    Qbiken wrote: »
    Cool idea, but I don´t Think zos would be able to balance even more "monster-sets" than they already have. Maybe in a distant future :)

    Oh yeah! I'm not deluding myself that this would be implemented anytime soon (if at all), but if time and effort's put into it , it could possibly give them ideas / give them a head start when if they implement similar things.
    Edited by Avran_Sylt on June 16, 2017 5:44AM
  • idk
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    Avran_Sylt wrote: »
    @Giles.floydub17_ESO

    That's a fair enough point. I don't really intend for these to be more powerful, and perhaps not even up to par with the dragonstar arena or vMA weapons. Part of the reason for the cooldown's is that reason, such that these will be able to be used once or twice in a rotation that add just a bit more damage than regular weapons, but will have the negative of taking up two slots. the damage numbers would certainly need to be heavily balanced and is likely what I'll be working on in the near future.

    Some can equip 2 5pc sets and a monster set at the same time. The monster weapons would probably be sub par than the set bonuses.

    The big question is what would be the point then? Why? This does not get into the design of the weapons since their set bonus is a different discussion than why Zos should consider the idea.
    Edited by idk on June 16, 2017 5:48AM
  • Avran_Sylt
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    @Giles.floydub17_ESO

    If you're going to min-max, then you could wear a monster armor set, a monster weapon set, the agil/will/endurance, and one last 5 piece set. Though for anything to be viable the numbers would have to be looked at closely in conjunction with all those jewelry sets.

    these would likely be the step below weapons like the vMA and DSA ones.

    Not all the sets would be the best in all situations, some might be better in others, and some might just be for theorycrafting purposes or rp players. They'd need to be tested pretty thoroughly in multiple scenarios in order to really get an idea of how they'd work, and if they'd be any good at all.

    The bloodthirster's fangs could be used for players that use flurry and could either stack that with the flurry hp morph or have a slight bit of hp regen from the damage dealing morph.

    That femur one, is. well. that's kinda like the morihaus set, interesting to use, but likely not practical.

    Edited by Avran_Sylt on June 16, 2017 5:56AM
  • skyhawk002
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    This idea if implemented just right would be so great on so many levels. I would be thrilled.

    1. New breath of life into pledges
    2. New breath of life into theory crafting
    3. Good competition to dethrone vMA
    4. Cool and unique styles
    5. Adds more lore items into the game potentially
  • STEVIL
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    To be honest - the LAST thing you want is more key weapon-only elements in the game that are drops and thus subject to the WPNRNG. the WPNRNG is the most onerous one there is.

    I think the game would be a lot better *if* weapons were only crafted, no drop set weapons (they have jewels) so that there is no rng for weapons, its craft what you want. (either have maelstrom/master be jewel sets or mats that allow crafting of weapons or maybe some other special bonus that is expended.)

    that would not only give crafted a set of slots that are their own like jewels are for drops, but also remove that wpnrng climb.

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  • Iccotak
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    I am all for the option to make stuff from the bosses I killed
  • AzraelKrieg
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    I'll add some input since I already made one comment. Having each item follow the same formula as the monster helm/shoulder set is restrictive. Having it so that they require two pieces for a bonus when some items can't be setup in such a way is further restricting. Some solutions.

    1. Make it so they only need to be equipped to provide a bonus, similar to the Master and Maelstrom weapons.
    2. Make it so that the bonus procs off an attack or skill and not buff a particular skill. Leave that to Master and Maelstrom weapons.
    3. Drop only on Hard Mode dungeons, replacing the standard weapon/jewellery drop on the final boss. Make it so people have to earn it.

    I'll use Nerien'eths Disciple as an example since @Phica_Lovic questioned it. Have it operate similar to the Nerien'eth helm. A direct attack procs the bonus but instead of a Lich Crystal, it sends a large projectile skull at the target similar to what Nerien'eth does during the lich crystal phase of his fight. This way the item can used by ranged casters and melee users.

    The item doesn't necessarily have to be named after the same boss the monster helm set is either. I'll use WGT as an example. Name it after the Planar Inhibitor instead. All sources of damage have a chance to inflict the target with a burning effect for 10 seconds where additional procs can stack up to 6 times, dealing more damage and snaring the target. The effect has a cooldown of 15 seconds.
    Gold Dragons Guildmaster PC-NACR2000+
    Kalthar Wolf-Brother – EP Templar - 50 Maeli Valen - EP NB - 50Naps-During-Trials – EP Templar - 50Rulnakh - EP Sorc - 50Azrael Krieg - EP NB – 50Uvithasa Telvanni – EP DK – 50More-Tail - EP Warden - 50Narile Galen - EP Sorc - 50Bone Soldier - EP Necro - 50Naps-During-Trails - EP Necro - 50
  • Sheva I 7 I
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    no, enough useless *** in the game as is, now u want subpar weapons that will confuse new players, or better or equal weapons that you get for completing a dungeon a 4 year old can beat? Not to mention grind for sharpened weapons ?
  • Brrrofski
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    No.

    These are all terrible. Sorry, but they are. Don't need more useless crap loot
  • WikileaksEU
    WikileaksEU
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    Monster Weapons should be rewards for completing certain achievements in veteran dungeons or trials. Not normal dungeons .

    The monster weapons should be more about asthetics and not the effect. They should look cooler than other weapons.
    Edited by WikileaksEU on June 16, 2017 11:43AM
  • Fishstrom
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    Nerien'eths disciple-when your enemy is in your Wall of Ice or morphs they gain minor maim for 7 seconds (cooldown of 5)

    This way it would give players incentive to use a frost staff to tank.

    Hivelords rage-
    (1 piece) adds X health
    (2 piece) when you taunt an enemy, you gain 2560 physical and spell resistance for 10 seconds (cooldown of 5)

    Now you have tanking sets instead of all DPS sets.
  • Avran_Sylt
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    @STEVIL

    Oh I agree, the rng in this game for a specific item is rather arduous, but as it stands currently, there are not enough balanced items/unique set effects to warrant it, since eveyone wants only one set in particular, if you could craft those sets it'd likely mean players would not be spending nearly as much time in your game. Once there is enough horizontal progression flooded into the game, then crafting particular sets (with a resource cost tied to it) might become more of a thing. Now, however, it's not in the interest of the game designers as it'd cause players to reach their goals way too fast.

    An Aside
    Honestly, if ever they implemented all set crafting, that'd be kinda cool. make the undaunted chests drop "infused scraps". The player must then get the Cipher for a set via the vet HM boss (or from chests and world bosses (for overland sets)), with that cipher they use it with an attuned or attunable crafting station. once the cipher has been used with the crafting station, the player can use these "infused scraps" to create the set item. Bridging end-game crafting with dungeonnig

    @AzraelKrieg

    Not all of them require 2 pieces, things such as the staves, 2H, and bows just require 1 piece. Though causing them to be an enchantment effect would be interesting. It'd be great for the 2 hand items as it'd be simple, and they wouldn't beat vMA and vDSA (bonus as well as preventing the player from placing their own enchantment). On the other hand, having them be enchantments means that for all 2 set items (one slot items) you'd have to incorporate weird and wonky conditions (like how the current vMA daggers work)

    Oooh, but those are some cool set ideas, I'll add them to the original post (and reformat it to accommodate several community ideas)

    skull one:
    Nerien'eths Necrotic Blast
    (Weapon type: TBD) | (1 Item effect): Adds 250 Magicka - Dealing Direct Elemental Damage has a 10% chance to send a skull of necrotic energy hurtling towards your target, dealing [x] magic damage.

    planar inhibitor:
    Inhibitor's Coldfire
    (Weapon type: TBD) | (1 Item effect): Adds 64 Spell Damage - All attacks have a [x]% chance to proc burning (can be buffed by charged and other stat enhancing effects, a fire staff and skills in this case would make this a lot easier to proc, this set would generally benefit DK's more), successive procs refresh the burning duration, combust for an additional [x] flame damage, and apply an additional 5% slow. After 6 stacks the target is snared for 4 seconds.
    Edited by Avran_Sylt on June 16, 2017 12:48PM
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