WatchYourSixx wrote: »Elf Bane on a Magicka DK increases the duration of burning, wall of elements, burning embers, engulfing flames, Eruption, meteor/standard, burning talons, flame clench/reach, and volcanic rune. Not to mention Zaan, Grothdarr, or the fire portion of illambris.
In total, there are 10 dots you can have active at once, all with a 2 second increase. Unfortunately it's heavy armor only and healthy Jewelry. But paired with bsw it's not too far behind in PVE and it can be deadly in pvp. Love me some dots..
WatchYourSixx wrote: »Elf Bane on a Magicka DK increases the duration of burning, wall of elements, burning embers, engulfing flames, Eruption, meteor/standard, burning talons, flame clench/reach, and volcanic rune. Not to mention Zaan, Grothdarr, or the fire portion of illambris.
In total, there are 10 dots you can have active at once, all with a 2 second increase. Unfortunately it's heavy armor only and healthy Jewelry. But paired with bsw it's not too far behind in PVE and it can be deadly in pvp. Love me some dots..
Plus the 3 and 4 piece of Elfs Bane are spell damage increases. I actually run 4 piece Elfs Bane and 5 piece seducer on my MadDK in PVP, 5 heavy 2 light, 2 fire staves. The health from the Elf Bane Jewelry is extremely helpful. Once Dragon Bones hits Xbox I will probably switch back to sword and board to get the 5 piece active again. Especially with the AOE cap gone.
An interesting set combination that I liked was Way of Fire and Night Terror. Ran both on a Stam DK with Chudan. Whenever I took damage I dealt poison damage. And every 2-3 seconds I was proccing the Fire set off weapon attacks. It was pretty fun, and the DK passives boosts damage for fire and poison, but it was very cheesy.
Narvuntien wrote: »Shadowrend.
Its had a whole bunch of buffs recently and I haven't seen anyone use both pieces.
Wyrd Tree's Blessing Set
LEVEL 50 CHAMPION 160
(2 items) Adds 129 Magicka Recovery
(3 items) Adds 129 Spell Damage.
(4 items) Adds 129 Magicka Recovery
(5 items) Casting a spell has a 100% chance to remove 5 negative effect, this can occur every 15 seconds.
Nice for pvp
WrathOfInnos wrote: »WatchYourSixx wrote: »Elf Bane on a Magicka DK increases the duration of burning, wall of elements, burning embers, engulfing flames, Eruption, meteor/standard, burning talons, flame clench/reach, and volcanic rune. Not to mention Zaan, Grothdarr, or the fire portion of illambris.
In total, there are 10 dots you can have active at once, all with a 2 second increase. Unfortunately it's heavy armor only and healthy Jewelry. But paired with bsw it's not too far behind in PVE and it can be deadly in pvp. Love me some dots..
Plus the 3 and 4 piece of Elfs Bane are spell damage increases. I actually run 4 piece Elfs Bane and 5 piece seducer on my MadDK in PVP, 5 heavy 2 light, 2 fire staves. The health from the Elf Bane Jewelry is extremely helpful. Once Dragon Bones hits Xbox I will probably switch back to sword and board to get the 5 piece active again. Especially with the AOE cap gone.
An interesting set combination that I liked was Way of Fire and Night Terror. Ran both on a Stam DK with Chudan. Whenever I took damage I dealt poison damage. And every 2-3 seconds I was proccing the Fire set off weapon attacks. It was pretty fun, and the DK passives boosts damage for fire and poison, but it was very cheesy.
This is a very interesting idea. Does Zaan keep scaling up for the extra 2s?
If my math is correct, Zaan typically ticks 6 times for base 3440, 5160, 6880, 8600, 10320, 12040 for a total of 46440 damage every 18s or 2580 DPS.
Adding two more ticks of 13760 and 15480 would bring the total to 75680 or 4204 DPS, assuming you can stay in beam range for 7s.
Combine that with additional DoT duration including 2 more ticks of elemental rage and it might be worth running healthy rings.
Essence thief, awesome set, I love it, totally underated. Fantastic in no cp.
Sheer venom, I can't make a build without it anymore.
Way of the air. Best all around recovery and damage in a set. It's basically the sustain of eternal.hunt and the dps of hundings. I prefer it over senche.
Either way, all these sets are fun and effective.
Maura_Neysa wrote: »Lightspeedflashb14_ESO wrote: »Tommy_The_Gun wrote: »Yep Bahraha's Curse is a good set but only for specific build.Well, the title kind of says it.
My opinion is Bahraha's Curse.
Yours?
For me that kind of a "underrated" set would be Hircine's Veneer.
btw. I would not be surprised if people would simply be "afraid" of saying that a certain set underrated / actuality good.
I remember personally when Seventh Legion was a niche, non - meta set. And what happened when it became more popular ? It was slightly nerfed...
Hircine's Veneer is the stamina healer set. Parallel to worm.
it really is not, i mean it is supposed to be but 12% regen is junk compared to cost reduction. average cost of mag skill in the game is around 3k, so 4% cost reduction is 120, equal to 240 regen, you would need a base regen of 2k to get functionally the same amount of regen. no one has that.
also what do you mean by this-
All monster setsThese were buffed to do share passives with allies. With all posion and fire...I bet looks good on dks.
Except the average cost of stamina skills is more like 2.5k, so 4% is 100. So you only need a Stamina Regen of 900 for 12% recovery to be better than 4% cost reduction.
Ragnarock41 wrote: »I think you mistake this set with seventh legion.Lightspeedflashb14_ESO wrote: »Ragnarock41 wrote: »shacklebreaker.
You just can't go wrong with shacklebreaker. I don't know why its unpopular, pair it with another damage or sustain set and there you have yourself an easy build to play.
Are you kidding? Everyone uses this set in PvP.
I do ask all my friends about their gear, and I can say shacklebreaker is not that popular.
Silver_Strider wrote: »Maura_Neysa wrote: »Silver_Strider wrote: »Twilight's Embrace.
Because Sanctuary is a thing, TE gets no love but I just find this set to be criminally underrated as it's more offensive than Sanctuary could ever hope to be.Silver_Strider wrote: »Twilight's Embrace.
Because Sanctuary is a thing, TE gets no love but I just find this set to be criminally underrated as it's more offensive than Sanctuary could ever hope to be.
Because Healers really want that offensive, and DD don’t mind giving up a 5 piece for survivablity?
Ever seen a Sap Tank with 5 Heavy Twilight's Embrace + 5 Sanctuary? Even without CP, that is a whooping 34% healing received on the Tank alone. Prior to Morrowind when sustain wasn't a problem, I could just heal myself to full with just 2-3 Funnels and let the Healer fully DPS without needing to throw a single heal out themselves and the only times they would throw out a heal was to keep SPC procced on the group. I miss those days
LiquidPony wrote: »LiquidPony wrote: »Swamp Raider.
It's not as good in PvE as a pure damage set like Hunding's or Briarheart, but it's still pretty good. It procs on a much wider range of effects than the tooltip would lead you to believe, to the point where any stamina build can keep it procced close to 100% fairly easily.
And it can make for some nasty PvP builds. That's a big damage buff to Lethal Arrow, Poison Inject, Acid Spray, Spectral Bow, Killer's Blade, Incap, etc.
Combine swamp raider on a stamdk with morag tong - all of your poisons (even alchemical poisons, poison enchants, and monster set poison procs) deal 10% more damage, and you can use flames of oblivion for major savagery while slotted, it scales with highest stat (stamina/weapon damage in this case), and deals magic damage to keep swamp raider procced. Boosts venemous claw, noxious breath, corrosive armor, poison injection, acid spray, acid barrage, spawn of mephala, etc.
While Flames of Oblivion does indeed proc Swamp Raider, it's not necessary to proc it. Swamp Raider procs off of ... well, just about every proc set effect in the game as far as I can tell. Sunderflame, Viper, Red Mountain, Selene, Velidreth, Stormfist, Kra'gh, etc. It's up 90-100% on just about any stam build using a monster set.
Swampraider procs of other procs? Often look at that set wondering how to make it work... Gonna have to test that. If that's true the disription is really missleading.
My personal favorite for PvP magblade is Skooma Smuggler. In case you think that odd, I'll go over the alternatives for getting Major Expedition:
Crippling Grasp requires a target and only works in combat.
Rapid Maneuvers only works out of combat, or for disengaging, and costs far too much stamina. It risks you not being able to break free, or plain not having the stamina to use it when you need it.
Path does not mix with cloak.
Speed potions only come in stamina varieties.
Double Take is on demand, but has a high opportunity cost and is a total magicka hog, due to the short duration, especially when you combine it with cloak. Surprisingly I find it far more useful / viable on stamblade.
Smuggler lets me combine it with my favorite Immovability / Detection / Magicka potion. This works both offensively, for example when you are pursuing another nightblade, or when you are trying to escape yourself. If you are focused, you don't want to have too many skills to cast to disentangle yourself and retreat into cloak. A single potion covers both speed and immovability. I have tried to play with Immovability / Speed / Stamina potions, but Smuggler with the above potion works better for me.
I wonder if withered hand isn't underrated in VMA or on some tank builds in group dungeons where there almost always mobs dying
Oreyn_Bearclaw wrote: »I think one of the more interesting/unusual sets I have ever farmed (courtesy of @Masel92) was the undaunted infiltrator (medium armor magic set) for a heavy attack mDK build. People thought I was crazy when I got excited over a sword of it dropping in a dungeon. It was very strong, especially in VMA.