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[Community Project] SET BONUS THINK-TANK

  • scipionumatia
    scipionumatia
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    Peryite scale (jewelry set)

    2- max stam
    3- SPELL BREAKER - once every [X] seconds gain the protection of Peryite, reflecting projectiles back at the caster for [X] oblivion damage for [X] seconds.
    Scipio Numantia Red guard Nightblade PvP- AD
    Scipio Asiaticus Khajiit Nightblade (CRAFTER/DPS) PvE- EP
    Altmer Nightblade PvP- EP
    Fueoculto Breton Templar (DPS) PvE- EP
    Rasoculto Orc Dragon Knight PvP- EP
    Caethus Argonian Templar (HEAL) PvE- EP
    Vale Oso Nord Sorc (DPS) PvE- AD
    Sir-Galahad-the-pure Altmer Sorc (DPS) PvE- EP
    Scipionumantine Imperial Templar PvP- EP
    Un-bearable Imperial Warden PVP- EP
    Vale Bear Altmer Warden PvP- EP
    Baits-All-Zergs Argonian Dragon knight PVP- DC
  • ComboBreaker88
    ComboBreaker88
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    Pelinal's new Groove

    2- weapon and spell damage
    3- Stam recovery
    4- Mag recovery
    5- your max stamina, magika, and health become the highest of the three values.

    Yeah... no. This would make people have 100k + resources it would essentially turn templars into Vet Trials bosses. Lmao.
    Edited by ComboBreaker88 on July 27, 2017 9:39PM
  • Maryal
    Maryal
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    Liofa wrote: »
    How about this one ?

    okdrvb.png

    I'll take that one.
    Maryal wrote: »
    Life After Maelstrom Armor Set
    The 5th piece bonus gives the wearer a 20% chance to get a maelstrom weapon (any trait) from the final boss chest in Normal Mode, and in vet mode the weapon dropped after beating the final boss has 100% chance to be in any trait EXCEPT training and prosperous.

    Training and prosperous are not weapon traits. guaranteeing a certain set pool of traits. ie sharp,precise infused would be better.

    LOL! Training IS a weapon trait (it's in the patch notes), prosperous was a typo (I was tired) ... I meant powered. Thank you for pointing that out!

    I edited my previous suggestion as follows:

    Life After Maelstrom
    The 5th piece bonus:
    After beating Maelstrom in normal mode, 20% chance for a weapon to drop (any weapon trait);
    However, after beating Maelstrom in vet mode, you have a 100% chance for a weapon to drop with a 100% chance that it will not have any of the following traits: training, powered, or defending

    Again, thank you for pointed out my previous error.
    Edited by Maryal on July 27, 2017 10:24PM
  • Savos_Saren
    Savos_Saren
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    The Master Shield:

    Blocking an attack inflicts the attacker with minor maim and minor defile
    Adds 477 Health, 434 Magicka, 434 Stamina


    The Maelstrom Shield

    Grants Minor Heroism at all times
    Adds 2% Healing Done and 2% Healing Taken
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • dpencil1
    dpencil1
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    Some really nice ideas offered today. Thanks all who have contributed!

    Once again, I'll remind everyone who either contributes or just reads this thread to please read all of it and <3 "Awesome" set bonus ideas that you want the devs to notice.

    I am adding all serious set bonus ideas that get 10 <3 to the OP, so please help upvote good ideas.
    Edited by dpencil1 on July 27, 2017 11:45PM
  • overclocker303b14_ESO
    U Mad Tho Monster Set
    1 head piece (head band)
    1 2h weapon - machine gun weapon that only has a rapid fire ability

    1. 1 Health
    2. When you deal damage with the rapid fire ability, you have a 33.3% chance to proc a rambo companion daedra with another machine gun that deals 45000 oblivion damage over 4 seconds to the target, and if the target dies the target is permanently removed from their current PVP campaign.
  • Fishstrom
    Fishstrom
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    Wabbajack's Blessing:

    Max Stamina

    Max Magicka

    Stamina recovery and Magicka Recovery

    When you deal damage with a damage over time ability you have a X% chance to give the enemy one of the following buffs: Major Defile, Major Maim, Major Vulnerability and Major Cowardice
  • Avran_Sylt
    Avran_Sylt
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    Resonant Defense:

    (1pc) Increases Max Health Whoops. was tired.
    (2pc) Increases Physical Defense
    (3pc) Increases Spell Resistance
    (4pc) Increases Max Stamina
    (5pc) While blocking, melee attackers take [x] Magic Damage
    Edited by Avran_Sylt on July 28, 2017 4:39PM
  • Sheva I 7 I
    Sheva I 7 I
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    Avran_Sylt wrote: »
    Resonant Defense:

    (1pc) Increases Max Health
    (2pc) Increases Physical Defense
    (3pc) Increases Spell Resistance
    (4pc) Increases Max Stamina
    (5pc) While blocking, melee attackers take [x] Magic Damage

    yeah thats basically called resilient yokeda set lmao, there are no 1p bonuses btw.

    Wizards Malignity
    (2p) Spell Crit
    (3p) Spell Damage
    (4) Max Mag
    (5) Converts all your elemental damage attacks into fire damage
    (5) 200 spell dmg


  • Sheva I 7 I
    Sheva I 7 I
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    Tank set:

    Draugr Resolve

    2 (p) max health
    3 (p) max health
    4 (p) spell resistance
    4 (p) physical resistance
    5 (p) When you block an enemy attack you have 10% chance to gain major heroism for 8 seconds generating 18 ult
  • Azurya
    Azurya
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    to help ZOS and coming faster forwards with their ongoing NERF of all and everything:

    for all sets the same setbonus:
    Mostersets: 1 pcs you are like a god
    2 pcs when recieve dmg, they beam you instantly home or to the major city of your faction, into the magesguild were you recieve healing.

    all 5 sett: 2 pcs increase movement speed (so all can run away)
    3 pcs increase pride
    4 pcs immune against all dmg
    5 pcs you light like a X-mas-tree

    VMA weapons: light like star splashes

    Food/drinks buff: you can dance forever

    Potions: you are drunk forever

    Poisions: what poisions, they are deleted

    so ZOS have no longer that much to do and the forums get a pause from those always crying for NERF this and NERF that!
  • Publius_Scipio
    Publius_Scipio
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    Harambe's Retribution

    Max Stam
    Max Mag
    Stam Recov
    Wep Dmg

    When below 25% health any damage you take has 3% chance to summon the vengeful spirit of Harambe that mauls your enemy for instant kill. No cool down.
  • ComboBreaker88
    ComboBreaker88
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    Grace of the Wabbajack:

    Max Health

    Weapon and Spell crit

    Max Mag and Stam

    When you deal damage with a light or heavy attack you have a 8% chance to give yourself and the target any major buff or debuff in the game for 10 seconds.
  • KeiruNicrom
    KeiruNicrom
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    The werebear hide monster helm

    1)max health, stam recovery
    2) Werewolf ultimate now turns you into a werebear instead. WW fear replaced with an interrupt. Howl morph with increased damage to feared targets replaced with taunt. WW timer increased by 1 minute

    Edit: adding croc and lion helms

    Werecroc monster helm

    1) spell damage
    2) Werewolf ultimate turns you into a werecrocodile instead. Howl, claws, and leap change to magicka abilities and deal magic damage, scaling off spell damage and magicka. Bounty effects one ally as well as the caster. Magicka increased instead of stamina


    Werelion monster helm

    1)weapon crit
    2) Werewolf ultimate turns you into a werelion (lioness if female character)instead. Claws damage increased and duration lengthened, leap range increased and minimum range removed. Light and heavy attack speed increased
    Edited by KeiruNicrom on July 28, 2017 11:47AM
  • Midori_Oku
    Midori_Oku
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    Fury of the Deadlands

    2. Adds Max Magicka
    3. Adds Spell Critical
    4. Adds Spell Damage
    5. Flame damage over time abilities do up to 50% more damage to targets based on their remaining health. Adds magicka recovery

    I'm not exactly sure what would be a good increase to the DoT damage. Maybe more maybe less? Either way it would give magicka DK a form of execute.
    Midori Oku - Female High Elf - Magicka Sorcerer
    Allesse Nightvale - Female Wood Elf - Stamina Dragonknight
    Raelette Velaoche - Female Breton - Magicka Templar
  • deleted008293
    deleted008293
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    The following sets are designed in a way to give players very powerfull bonuses but at a very costly price as well.

    The Traitor - Light/Medium/Heavy
    (2 set bonus)
    Spell and Weapon Crit
    (3 set bonus)
    Spell and Weapon Crit
    (4 set bonus)
    Crit Resist
    (5 set bonus) Upon death, turn yourself into an immortal form, reducing incoming damage to 0 for (value)s. Enemy players damaging you while in immortal form will get (value) lower damage or do (value) more damage for (value)s. Friendly players around (value)m you while in immortal form will also get (value) lower damage or do (value) more damage for (value)s. When effect expires you violently explode damaging both friend or foe for (value) physical/magical/poison/disease/fire/frost/shock damage. This effect can only occur once every (value)m.

    Psijic Cloack - Light/Medium/Heavy
    (2 set bonus)
    Stamina
    Stamina Regen
    (3 set bonus)
    Magika
    Magika Regen
    (4 set bonus)
    Weapon and Spell Damage
    (5 set bonus)
    When you die you and all players around (value)m will transform into a Psijic Form beign unable to heal, move, take or do any form of damage for (value)s. When effect expire all enemies will be healed for 20% of their max health and you will do (value)% less damage for (value)s. This effect can only occur once every (value)m.

    Oathkeepers Power - Light/Medium/Heavy
    (2 set bonus)
    Health
    (3 set bonus)
    Magika
    (4 set bonus)
    Stamina
    (5 set bonus)
    Players within (value)m do (value)% less damage but generate (value) ultimate each second when damaged.
    You take (value)% more damage.

    Oathkeepers Curse - Light/Medium/Heavy
    (2 set bonus)
    Health
    (3 set bonus)
    Magika
    (4 set bonus)
    Stamina
    (5 set bonus)
    Players within (value)m receive additional (value)% damage but do (value)% more damage.
    You take (value)% more damage.

    Oathkeepers Steel - Light/Medium/Heavy
    (2 set bonus)
    Health regen
    (3 set bonus)
    Magika regen
    (4 set bonus)
    Stamina regen
    (5 set bonus)
    Players within (value)m moves (value)% slower but generate (value)% Health, (value)% and Magika (value)% Stamina each second.
    Your max Health, Magika and Stamina are (value)% lower.

    Oathkeepers Armor - Light/Medium/Heavy
    (2 set bonus)
    Weapon and Spell Damage
    (3 set bonus)
    Weapon and Spell Crit
    (4 set bonus)
    Weapon and Spell Damage
    (5 set bonus)
    Players within (value)m do (value)% more damage but their max Health, Magika and Stamina are (value)% lower.
    You take (value)% less damage.

    Last Oathkeeper Mage - Light
    (2 set bonus)
    Magika
    (3 set bonus)
    Spell Crit
    (4 set bonus)
    Spell Damage
    (5 set bonus)
    Your spells costs up to (value)% less based on missing magika.
    (value)% chance to generate 100% of your missing magika or turn into a statue for (value)s and lose 100% of your max magika. This effect can occur once every (value)s.

    Last Oathkeeper Healer - Light
    (2 set bonus)
    Magika
    (3 set bonus)
    Healing given
    (4 set bonus)
    Healing given
    (5 set bonus)
    Your spells costs up to (value)% less based on missing magika.
    (value)% chance to generate 100% of your missing magika or turn into a statue for (value)s and lose 100% of your max magika. This effect can occur once every (value)s.

    Last Oathkeeper Fighter - Medium
    (2 set bonus)
    Stamina
    (3 set bonus)
    Weapon Crit
    (4 set bonus)
    Weapon Damage
    (5 set bonus)
    Your weapon skills costs up to (value)% less based on missing stamina.
    (value)% chance to generate 100% of your missing stamina or turn into a statue for (value)s and lose 100% of your max stamina. This effect can occur once every (value)s.

    Last Oathkeeper Tank - Heavy
    (2 set bonus)
    Health taken
    (3 set bonus)
    Health taken
    (4 set bonus)
    Health taken
    (5 set bonus)
    You take up to (value)% less damage based on missing health.
    (value)% chance to heal for 100% of your missing health or turn into a statue for (value)s and lose 99% of your max health. This effect can occur once every (value)s.

    The following ideas is to make a twin set system where 2 or multiple sets can work together in order to achieve a very powerfull bonus for a short time.

    The Fabricant Hunter - Light
    (2 set bonus)
    Magika
    (3 set bonus)
    Spell Critical
    (4 set bonus)
    Spell Damage
    (5 set bonus)
    When in close proximity with another player wearing the (name) set, you create an electrical bound with that player.
    Enemies affected by the link are slowed down by (value)%, does (value)% less damage and/or take (value)% more damage for (value)s.
    As long as the link is active both players receive (value) shock damage each second and an additional increasing (value) shock damage each (value)s. (The idea is to get more and more damage over time until you and your partner die if you don't break the link).
    Players who get touched by the link also receive (value) shock damage and lose (value) magika each second.

    The Fabricant Hunter - Light armor set
    (2 set bonus)
    Magika
    (3 set bonus)
    Magika regen
    (4 set bonus)
    Healing Given
    (5 set bonus)
    When in close proximity with another player wearing the (name) set, you create an magic bound with that player.
    As long as the link is active players within (value)m receive (value)health every second over (value)s.
    As long as the link is active both players receive (value) shock damage each second and an additional increasing (value) shock damage each (value)s. (The idea is to get more and more damage over time until you and your partner die if you don't break the link).
    Players who get touched by the link also receive (value) shock damage and lose (value) magika each second.

    The Shalk Hunter - Medium armor set
    (2 set bonus)
    Stamina
    (3 set bonus)
    Weapon Critical
    (4 set bonus)
    Weapon Damage
    (5 set bonus)
    When in close proximity with another player wearing the (name) set, you create an magical bound with that player.
    Enemies affected by the link are slowed down by (value)%, does (value)% less poison/disease damage and/or take (value)% more poison/disease damage for (value)s.
    As long as the link is active both players receive (value) disease/poison damage each second and an additional increasing (value) disease/poison damage each (value)s. (The idea is to get more and more damage over time until you and your partner die if you don't break the link).
    Players who get touched by the link also receive (value) disease/poison damage and lose (value) stamina each second.

    The Fabricant Hunter - Heavy armor set
    (2 set bonus)
    Health
    (3 set bonus)
    Healing Taken
    (4 set bonus)
    Healing Taken
    (5 set bonus)
    When in close proximity with another player wearing the (name) set, you create an electrical bound with that player.
    Enemies affected by the link are slowed down by (value)%, does (value)% less damage and/or take (value)% more damage for (value)s.
    As long as the link is active both players receive (value) shock damage each second and an additional increasing (value) shock damage each (value)s. (The idea is to get more and more damage over time until you and your partner die if you don't break the link).
    Players who get touched by the link also receive (value) shock damage and lose (value) magika each second.

    (note)
    If the ideas above cannot be implemented into the game due to various reasons, a more elegant way is to transform the alliance guard skill into an electrical bound instead when using the above set or even create a new skill set based on the ideas above.
  • deleted008293
    deleted008293
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    The Deceiver
    (2)
    (3)
    (4)
    (5) Upon taking damage, (value)% to create 2 clones of yourself. While in clone form you and your clones will do no damage but receive 100% more damage. Effect expire until 2 of the 3 clones are dead. This effect can occur each (value)s.

    Master Guardian
    (1) Health
    (2) (value)% chance on ability to create a dwemer sphere that recover (value) health, magika and stamina each second of up to three nearby players. This effect can occur each (value)s.

    Fabricant Guardian (+ variants)
    (1) Weapon and Spell Damage
    (2) (value)% chance on ability to create a dwemer fabricant raptor that does (value) shock (+ variants) damage each second for (value)s. This effect can occur each (value)s.

    Fabricant Terminal
    (1) Weapon and Spell Damage
    (2) (value)% chance on damage to create terminal. Upon activating the terminal, by solving a mini puzzle a Reactor, Reducer or Reclaimer could appear for (value)s. While the terminal is active the player can do (value)% lower damage. This effect can occur each (value)s.
    Reactor should do shock damage.
    Reducer should do flame damage.
    Reclaimer should do physical.

    The Maid Sacrifice
    (1) Magika
    (2) (value)% on damage to throw an magic orb around for (value)s. Collecting the orb should grand the player a 200% damage increase for 5s. Collecting 5 orbs should grand the player a 1000% damage increase for 10s but it should also kill the player if he doesn't collect an orb in the meanwhile.
    Edited by deleted008293 on July 28, 2017 1:33PM
  • Fishstrom
    Fishstrom
    ✭✭✭
    Sheogoraths Butterflies

    Weapon damage and spell damage

    Physical and spell resistance

    Magicka and stamina recovery

    When you deal damage with an area of affect ability you have an X% chance to deal X amount of oblivion damage to an enemy per 100 weapon or spell damage (whichever is higher) of the enemy

  • dpencil1
    dpencil1
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    Bumping to see if we can get some more participation. Remember that serious suggestions that get 10+ <3 Awesome's will be added to the OP. Several good ideas are close at 8 or 9.

    If you are the one who bumps a set idea to 10, please post and let me know.
    Edited by dpencil1 on August 10, 2017 5:19PM
  • Xelrick
    Xelrick
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    Mad God's Alternative

    Spell Damage
    Spell Crit
    Max Magicka
    10% chance when dealing direct damage from a non-physical attack the damage type will be randomly changed to Poison, Disease, Oblivion, or Healing. Cooldown 4 seconds.

    Yes Healing cause it a chance you'll heal the enemy instead lol.

    On physical side

    Weapon Damage
    Weapon Crit
    Max Stamina
    8% chance when dealing direct damage from a physical attack the damage type will be randomly changed to Fire, Frost, Lightning, Earth, Oblivion, or Healing. Cooldown 4 seconds.
    Xelrick: "Do not mix chaos with madness. It will only lead to unexplored adventures."
  • nbksaske
    nbksaske
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    Master wizard set:

    1. Max mag
    2. Mag recovery
    3. Spell damage
    4. Reduce cost of mag abilities
    5. Killing enemies has an X% chance to increase mag recovery by X for X seconds
  • Avran_Sylt
    Avran_Sylt
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    Cold-Snap:
    (Augments the Chilled Status Effect)
    (2pc) Max HP
    (3pc) Max Magicka
    (4pc) Spell Damage
    (5pc) When you Chill an enemy they take an additional X Cold Damage, are slowed by 30%, and enemies within 3m take Y Cold Damage (No Cooldown)
    Edited by Avran_Sylt on August 22, 2017 2:17PM
  • Tyrion87
    Tyrion87
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    Some nice ideas here!

    But I would also like to see the sets with max 4 bonuses with the 4th bonus being the unique one. That would be ideal for builds 5x2x4, giving us an opportunity to use one 5pc set, then 2pc monster set, and the unique 4pc set (jewelry and staff for example).
  • Saucy_Jack
    Saucy_Jack
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    Blessing of Snugglorr

    2 pc: +10% pickpocket chance, +50% bounty if seen/caught.
    3 pc: mobs drop 50% more gold, you take 25% more damage from mobs
    4 pc: harvest nodes have an extra 5% chance to double yields; 5% of nodes harvested randomly cause 8k oblivion damage.
    5 pc: 10% chance of doubling effects of treasure hunter perk; 10% chance of an opened chest causing 80k oblivion damage, immediately killing the player.
    ALL HAIL SNUGGLORR THE MAGNIFICENT, KING OF THE RNG AND NIRN'S ONE TRUE GOD! Also, become a Scrub-scriber! SJ Scrubs: Playing games badly to make you feel better about yourself.
  • SaintSubwayy
    SaintSubwayy
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    These sets are craftable at CP300 requires 9 trait research and special mats which dropps in Trials, it also comes with jewelry crafting for this set.

    They can only be used in vet Trials, if you leave a vet Trials the set will automaticly be undressed.


    Rage of the Eternal Mage:

    (1pc) Each stat of this set is increased by 5% per piece worn.
    (2pc) Add 6000 Spellpenetraion
    (3pc) Add 1000 Health
    (4pc) Add 1000 Stamina
    (5pc) Add 2300 Spellcritical
    (6pc) Add 600 Spelldmg
    (7pc) Add 3500 Magicka
    (8pc) Add 1800 Spellcritical and 400 Spelldmg
    (9pc) Gain Minor Aegis and Minor Slayer in vTrials
    (10pc) Gain Major Force in vTrials (increase Krit dmg by 15%)


    Rage of the Mighty Warrior

    (1pc) Each stat of this set is increased by 5% per piece worn.
    (2pc) Add 7500 Physical Penetration
    (3pc) Add 1000 Health
    (4pc) Add 1000 Magicka
    (5pc) Add 2300 Weaponcritical
    (6pc) Add 600 Weapondmg
    (7pc) Add 3500 Stamina
    (8pc) Add 1800 Weaponcritical and 400 Weapondmg
    (9pc) Gain Minor Aegis and Minor Slayer in vTrials
    (10pc) Gain Major Force in vTrials (increase Krit dmg by 15%)


    Endurance of Srendarr

    (1pc) Each stat of this set is increased by 5% per piece worn.
    (2pc) Add 800 Magicka Regenration
    (3pc) Add 1500 Health
    (4pc) Add 1500 Stamina
    (5pc) Add 2800 Spellcritical
    (6pc) Add 800 Spelldmg
    (7pc) Add 5500 Magicka
    (8pc) Increase Healing done by 10%
    (9pc) Add 800 Magicka Regeneration and Increase Healing done by 10%
    (10pc) Gain Major Aegis to you and your group in vTrials


    Assemblygenerals Blockade

    (1pc) Each stat of this set is increased by 5% per piece worn.
    (2pc) Add 500 Magicka and Stamina Regeneration
    (3pc) Add 3000 Magicka
    (4pc) Add 3000 Stamina
    (5pc) Add 4000 Spell Resistance
    (6pc) Add 4000 Physical Resistance
    (7pc) Add 7000 Health
    (8pc) Increase Healing recieved by 10%
    (9pc) Add 800 Health Regeneration and Increase Healing recieved by 10%
    (10pc) Gain Major Protection to you and your group in vTrials

    Yeah i know they are probably OP af, but if they would add a even harder versiaon on vettrials they would be very noice.
    Edited by SaintSubwayy on August 22, 2017 3:00PM
    PC EU
    vAA HM / vHRC HM / vSO HM / vMoL HM / vHoF HM / vAS HM / vCR HM / vSS HM / vKA HM

    Flawless Conqueror / Immortal Redeemer / Dawnbringer / Griphon Heart / Master Angler / Spirit Slayer

  • Dasovaruilos
    Dasovaruilos
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    I really wish they would work something out to give bonuses to actually mixing elemental damage.

    Netche's Touch just boost Shock Damage, for example.

    But what about a set that would something like this:

    Adds 350 Spell Damage to your Shock and Fire abilities by for X seconds when you hit an enemy with both types of damage within X seconds.

    Numbers a little lower than the 100% specialized sets, but a little higher than Julianos. And do all the variations so you can actually create a strong Ice/Fire, Ice/Shock, Shock/Fire mix.

    And maybe even a crazy one that gave the bonus to using all 3 magic elements. It would be cool to see a set that only worked with a DK with Ice/Lightning staves, Sorcs with Fire/ice and Wardens with FIre/Lightning.
  • kojou
    kojou
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    Master of the Arena

    5 Piece Bonus:

    Increase Damage from heavy attacks by X and increases the players movement speed while channeling a heavy attack by X%

    I was doing VMA last night and got toasted while doing a heavy attack...
    Playing since beta...
  • Koensol
    Koensol
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    Monster set: Wrobel's Redemption.

    1: Gives any proc set a 1% chance to instantly unsub the target and a 50% chance to either stunlock their entire computer or send them into a 30 minute loading screen.
    2: Plays the "Wrobel's evil laugh" sound when it procs.

    This set has a 1 second cooldown.
  • bebynnag
    bebynnag
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    switcher

    (2pc) Max health
    (3pc) Max magic
    (4pc) Max Stamina
    (5pc) All skills that cost magic and deal magic/elemental damage now cost stamina and deal physical damage
    All skills that cost Stamina and deal physical/poison/disease damage now cost Magic and deal magic damage

    EDT: skills will now scale with the new resource
    Edited by bebynnag on August 22, 2017 4:30PM
  • Ulfgarde
    Ulfgarde
    ✭✭✭✭✭
    Occultist's Vestments

    (2p) Spell Damage
    (3p) Max Magicka
    (4p) Max Magicka
    (5p) Whenever you deal skill damage, 10% of the damage is converted into Oblivion damage.

    Scorching Power

    (2p) Spell Damage
    (3p) Spell Crit
    (4p) Spell Crit
    (5p) Enemies inflicted by the Burning status effect take 15% more fire damage. Duration of Burning is reduced by 25%.

    Will of the Frostborn

    (2p) Max Magicka
    (3p) Magicka Recovery
    (4p) Spell Damage
    (5p) Whenever you deal cold damage, you have a 20% chance to apply Frostborn to them, reducing movement speed by 10%, stacking up to 6 stacks. When you have 6 stacks of Frostborn, your next cold damage ability deals 30% more damage and disorients the enemy for 3 seconds. Can only occur once every 10 seconds.

    Blood-Drinker's Accord

    (2p) Spell Damage and Weapon Damage
    (3p) Stamina Recovery
    (4p) Magicka Recovery
    (5p) 9% of all resource costs are paid through health. Damage taken from resources paid by health is increased by 100%.
    Edited by Ulfgarde on August 22, 2017 6:21PM
    Very athletic eso player
    PC EU
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