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INVIGORATING TRAIT: Good news!

Nijey
Nijey
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to: @ZOS_GinaBruno

Hi all,
thanks to ZOS for creating this interesting trait.

Invigorating give 11 (legendary) magicka, stamina, and health recovery for piece.
7 pieces: 77 reg mag, stam and health.

Let's talk clearly.. maybe prosperous was more usefull... But I like your idea. It only needs little improvement in my opinion.

Is possibile thinking to associate that reg to the type of armor and triplicate bonus?

Example:

Heavy armor - Invigorating trait = +33 Health Regen
Light armor - Invigorating trait = +33 Magicka Regen
Medium armor - Invigorating trait = +33 Stamina Regen
Shields = 11/11/11 reg.

Is this case the trait will be not too powerfull, But interesting enough not to be thrown away.

Please community give your opinion.

thanks to all.
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  • Trashs1
    Trashs1
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    im pretty much agreeing this
    Dolche des Königs (DDK); EuPC, DC, Sotha Sil,
  • Strider_Roshin
    Strider_Roshin
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    It's really not that great to be honest.
  • Saucy_Jack
    Saucy_Jack
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    Who read the title in Professor Farnsworth's voice?
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  • luen79rwb17_ESO
    luen79rwb17_ESO
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    At least you can slot it and not feel it's a complete waste while a better trait drops.
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • MurderMostFoul
    MurderMostFoul
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    This would make the trait interesting at least.

    Or how about +33 magicka/stamina regen depending on which pool is larger?
    Edited by MurderMostFoul on August 15, 2017 4:15PM
    “There is nothing either good or bad, but thinking makes it so.”
  • the_man_of_steal
    the_man_of_steal
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    Nijey wrote: »
    to: @ZOS_GinaBruno

    Hi all,
    thanks to ZOS for creating this interesting trait.

    Invigorating give 11 (legendary) magicka, stamina, and health recovery for piece.
    7 pieces: 77 reg mag, stam and health.

    Let's talk clearly.. maybe prosperous was more usefull... But I like your idea. It only needs little improvement in my opinion.

    Is possibile thinking to associate that reg to the type of armor and triplicate bonus?

    Example:

    Heavy armor - Invigorating trait = +33 Health Regen
    Light armor - Invigorating trait = +33 Magicka Regen
    Medium armor - Invigorating trait = +33 Stamina Regen
    Shields = 11/11/11 reg.

    Is this case the trait will be not too powerfull, But interesting enough not to be thrown away.

    Please community give your opinion.

    thanks to all.

    Phenomenal suggestion!
  • MarzAttakz
    MarzAttakz
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    Great suggestion.
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  • jcaceresw
    jcaceresw
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    The new trait is good but it needs to give more resources to incentive people to craft gold gear. In it current form I wouldn't use it because the cost of crafting gold gear (or purple) outweighs the meager resource regeneration (assuming I use 7 pieces)
    Edited by jcaceresw on August 15, 2017 4:35PM
  • ArchMikem
    ArchMikem
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    A max possible boost of just 77 recovery?

    .....oh yeah sure, no, of course sign me up.
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  • Tan9oSuccka
    Tan9oSuccka
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    11 recovery for a gold item still seems like decon fodder.

    Maybe I'm wrong. I'll wait till next week.


  • code65536
    code65536
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    Atronach or Serpent Mundus: +238 Mag or Stam regen

    With gold Divines, that's +7.5%, or +18 Mag or Stam regen

    With gold Invigorating, that's +11 Mag, Stam, and Health regen

    So if want single-resource regen, Divines if you are using a regen Mundus is best. Invigorating returns less than Divines, but covers all three pools.

    I think the numbers for Invigorating are fair. You may think +11 regen is insignificant, but it's in line with what other traits do--armor traits in general have always been pretty insignificant in comparison to the much more important weapon traits.

    PS: Also keep in mind that the +11 regen is unbuffed. In practice, it'll be quite a bit more due to CP, passives from class/race/etc., potions, and other sources of buffs to regen.
    Edited by code65536 on August 15, 2017 4:23PM
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  • Coilbox
    Coilbox
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    The cost of improving gear to gold is just too much for what you would get back... It's not really worth it.

    In general, if you want to squeeze until the last drop of your char thats fine, go for gold... otherwise, gold is not really worth it for all you have to spend on it...
    Comrade, a word...
  • Ratzkifal
    Ratzkifal
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    I would rather have the gold or the bonus experience than this tiny amount of rescovery. I do like the armor specific bonus recovery though. It would give a single piece of invigorating armor much more meaning and value.
    This Bosmer was tortured to death. There is nothing left to be done.
  • Kneighbors
    Kneighbors
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    ArchMikem wrote: »
    A max possible boost of just 77 recovery?

    .....oh yeah sure, no, of course sign me up.

    It was made not to disbalance the game. Hope I don't need to explain you that making it 12 per piece would ruin the game balance? *sarcasm*
  • seedubsrun
    seedubsrun
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    I'd definitely like to see some tests done with this armor just to see how it performs after taking into account regen buffs of any kind. I think @code65536 really put it into context better which is great. The main issue I see with it is using a recovery mundus usually happens in PvP and can be used alongside armor traits so you can get recovery and crit resistance which is pretty much the meta. There isn't a mundus for crit resistance so I don't see Invigorating being useful there. In PvE it's essentially useless. I could only see a healer getting any use out of it and even then it wouldn't be a good idea to use.

    I think it should be more powerful than a mundus by a lot since you'd give up bonuses that a mundus stone change couldn't give back. If it was used like an infused+divines set up it would make a lot of sense. Using 7 Invigorating would probably gimp just about anyone but if you could do 4 divines+3 Invigorating and get a nice bump to recovery then that would be very useful. Encouraging using it that way would be pretty cool. Sure, people could stack 7 pieces and maybe get a bunch of recovery but it would be balanced cause they'd have to give up something else important.
  • Rex-Umbra
    Rex-Umbra
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    Good idea, it's too low to be useful now.
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  • Acrolas
    Acrolas
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    They obviously intended to start on the low end.

    That way they could buff the values and attract more people, as opposed to needing to nerf it and killing the trait yet again. I could see legendary increased to 17 in the future.

    Or keep the baseline at 11 legendary and also add a buff to your active food or drink values. Which would then definitely make it competitive with divines.
    signing off
  • max_only
    max_only
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    At least you can slot it and not feel it's a complete waste while a better trait drops.

    This
    #FiteForYourRite Bosmer = Stealth
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  • Tyreal1974
    Tyreal1974
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    Saucy_Jack wrote: »
    Who read the title in Professor Farnsworth's voice?

    Good-News-Everyone-professor-Farnsworth-Futurama.jpg


  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    code65536 wrote: »
    Atronach or Serpent Mundus: +238 Mag or Stam regen

    With gold Divines, that's +7.5%, or +18 Mag or Stam regen

    With gold Invigorating, that's +11 Mag, Stam, and Health regen

    So if want single-resource regen, Divines if you are using a regen Mundus is best. Invigorating returns less than Divines, but covers all three pools.

    I think the numbers for Invigorating are fair. You may think +11 regen is insignificant, but it's in line with what other traits do--armor traits in general have always been pretty insignificant in comparison to the much more important weapon traits.

    PS: Also keep in mind that the +11 regen is unbuffed. In practice, it'll be quite a bit more due to CP, passives from class/race/etc., potions, and other sources of buffs to regen.

    Even buffed up on a Nightblade passive 15% boost to all three stats it's still low. Less then 100 only 89. So if you have a stamina build the health and magic regeneration boost will not be noticed. With a 89 point regeneration it will not feel any different. Even with your main stat that's like 130 less then one weak enchantment.
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  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    For a new thread.

    The regen mundases (mundai?) give 238 regen at base, so 7.5% of that is 18. The invigorating trait gives 11 per stat, so with invigorating you get 60% of the regen of mundas but for each stat, so a total addtion of base regen of stats of 33, not sure how much more you would want it to give to make it "significant". The math is easy. Invigorating is much better then prosperous and much better then people give it credit for.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    code65536 wrote: »
    Atronach or Serpent Mundus: +238 Mag or Stam regen

    With gold Divines, that's +7.5%, or +18 Mag or Stam regen

    With gold Invigorating, that's +11 Mag, Stam, and Health regen

    So if want single-resource regen, Divines if you are using a regen Mundus is best. Invigorating returns less than Divines, but covers all three pools.

    I think the numbers for Invigorating are fair. You may think +11 regen is insignificant, but it's in line with what other traits do--armor traits in general have always been pretty insignificant in comparison to the much more important weapon traits.

    PS: Also keep in mind that the +11 regen is unbuffed. In practice, it'll be quite a bit more due to CP, passives from class/race/etc., potions, and other sources of buffs to regen.

    Even buffed up on a Nightblade passive 15% boost to all three stats it's still low. Less then 100 only 89. So if you have a stamina build the health and magic regeneration boost will not be noticed. With a 89 point regeneration it will not feel any different. Even with your main stat that's like 130 less then one weak enchantment.

    Then you are must hate Divines with a regen mundas.
  • witchdoctor
    witchdoctor
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    The good news about the Invigorating trait is that it can soon be re-traited to something useful.
  • Enslaved
    Enslaved
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    Trait still remains weakest one in slot even with this change. Tanks in PvE do not need health regen compared to what strudy/reinforced can provide them. In PvP, tanks need pretty much all impen, with possible exception of impregnable armor set, that can be crazy strong with strudy as well.
    PvE aspect from DD's perspective for this trait is even worse. Even with +33 stam or mag per piece, the loss compared with this trait instead of divines is just too great.

    I have another suggestion that would make this type of gear desirable by all, no matter if PvE, PvP or anything else.

    Make it so that this trait can be added via crafting to other traits on a set piece. Here is how that would work.

    You would need to have researched both invigorating and other trait that is already on a piece of armor you want to add it.
    Also, you would have to be lvl 50 in that crafting skill. By using transmutation material and some material needed for regular style and crafting, you would be able to add invigorating trait to one that is already on that armor piece.

    This would result in having, for example invigorating divines piece, or invigorating well fitted piece, etc.
    Thus, gold tier armor sets with this little tweak would give us +77 (+88 with shield equipped) bonus regen of each stat. Would this be op af? No. Would this be interesting addon to crafting system? Hell yeah.

    If this proves to be good system, same could be done for training trait, for example.
    I think this would open up a few spots for some more utility related traits at some point. Why not having 2 more strong traits instead of utility ones such as training and invigorating, and having a second tier of traits of pure utility being introduced at some point?
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    code65536 wrote: »
    Atronach or Serpent Mundus: +238 Mag or Stam regen

    With gold Divines, that's +7.5%, or +18 Mag or Stam regen

    With gold Invigorating, that's +11 Mag, Stam, and Health regen

    So if want single-resource regen, Divines if you are using a regen Mundus is best. Invigorating returns less than Divines, but covers all three pools.

    I think the numbers for Invigorating are fair. You may think +11 regen is insignificant, but it's in line with what other traits do--armor traits in general have always been pretty insignificant in comparison to the much more important weapon traits.

    PS: Also keep in mind that the +11 regen is unbuffed. In practice, it'll be quite a bit more due to CP, passives from class/race/etc., potions, and other sources of buffs to regen.

    Even buffed up on a Nightblade passive 15% boost to all three stats it's still low. Less then 100 only 89. So if you have a stamina build the health and magic regeneration boost will not be noticed. With a 89 point regeneration it will not feel any different. Even with your main stat that's like 130 less then one weak enchantment.

    Then you are must hate Divines with a regen mundas.

    That's 126 added by divines plus 238 a 364 boost to the stat you need bad enough that you take regen over damaging mundus stones. 364 added to the pool you need the most is way better then 130 to two pools you don't need as much.
    Chances are you only buffing one of the three stats with the standard 5-1-1 so it's not like the lower two will get a boost elsewhere. 65 extra points magic or health is not turning the tides.
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  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    code65536 wrote: »
    Atronach or Serpent Mundus: +238 Mag or Stam regen

    With gold Divines, that's +7.5%, or +18 Mag or Stam regen

    With gold Invigorating, that's +11 Mag, Stam, and Health regen

    So if want single-resource regen, Divines if you are using a regen Mundus is best. Invigorating returns less than Divines, but covers all three pools.

    I think the numbers for Invigorating are fair. You may think +11 regen is insignificant, but it's in line with what other traits do--armor traits in general have always been pretty insignificant in comparison to the much more important weapon traits.

    PS: Also keep in mind that the +11 regen is unbuffed. In practice, it'll be quite a bit more due to CP, passives from class/race/etc., potions, and other sources of buffs to regen.

    Even buffed up on a Nightblade passive 15% boost to all three stats it's still low. Less then 100 only 89. So if you have a stamina build the health and magic regeneration boost will not be noticed. With a 89 point regeneration it will not feel any different. Even with your main stat that's like 130 less then one weak enchantment.

    Then you are must hate Divines with a regen mundas.

    That's 126 added by divines plus 238 a 364 boost to the stat you need bad enough that you take regen over damaging mundus stones. 364 added to the pool you need the most is way better then 130 to two pools you don't need as much.
    Chances are you only buffing one of the three stats with the standard 5-1-1 so it's not like the lower two will get a boost elsewhere. 65 extra points magic or health is not turning the tides.

    You can't take the base 238 into consideration. You would get that with or without Divines. So it is just 126 and 126-77= 49. For 49 base regen, you get 77 health recovery and 77 of your off stat. Which all get buffed by that passive you talk about. That seems more then enough to make it worth a ton more the prosperous.


    For what it is worth, invigorating is not something I would ever craft but it's something I would actually pick and use till I found what I was looking for and not feel like I was wasting a slot, unlike either prosperous, which I would never pick up or slot.
    Edited by Lightspeedflashb14_ESO on September 9, 2017 5:40AM
  • Betsararie
    Betsararie
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    I'd love to see it buffed to a useable. It's a very interesting idea, just not useable as it is now.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Blanco wrote: »
    I'd love to see it buffed to a useable. It's a very interesting idea, just not useable as it is now.


    people keep saying this, if it was any stronger, there would be no choice when it came to regen, it would just be this. Right now you get 60% of the regen you would get with regen mundas and divines but for all three. Really. How many much more do you want?
    Edited by Lightspeedflashb14_ESO on September 9, 2017 6:13AM
  • max_only
    max_only
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    Blanco wrote: »
    I'd love to see it buffed to a useable. It's a very interesting idea, just not useable as it is now.


    people keep saying this, if it was any stronger, there would be no choice when it came to regen, it would just be this. Right now you get 60% of the regen you would get with regen mundas and divines but for all three. Really. How many much more do you want?

    Doesn't this assume one is running nothing but invigorating? More than likely people will have just 1 or 2 pieces of this while waiting for sturdy or divines to drop.
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  • Betsararie
    Betsararie
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    Blanco wrote: »
    I'd love to see it buffed to a useable. It's a very interesting idea, just not useable as it is now.


    people keep saying this, if it was any stronger, there would be no choice when it came to regen, it would just be this. Right now you get 60% of the regen you would get with regen mundas and divines but for all three. Really. How many much more do you want?

    and yet, running a full set of this is likely not viable.

    Are you willing to give up impen in PvP? I'm sure as heck not. As it is now divines is the only trait that contributes toward DPS in PvE. So there's no way you can give up divines there.

    So the most someone is going to realistically run is 2 pieces of this, and 2 pieces is certainly not beneficial.
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