The problem is valuing recovery versus other stats. Yes, 7 divines with atronach or serpent will 125 (your numbers are a little off) recovery, but most people using divines gear are not focusing on recovery or using the atronach stone with it - they're using a damage mundus and getting far more benefit out of it.
Numbers need an absolute massive improvement if they're going to compete with other traits.
I cant believe they seriously thought 9-10 recovery was going to work on any build. Even if you go full invigorating on all 7 armor pieces, you're getting 70 recovery. That's it. Pathetic.
If I'm going to dump all of my divines/infused traits for invigorating, then the amount gained needs to be substantial. If it were 50-100 recovery per piece then we'd be talking.
7 divines will only add 133 recovery with a recovery mundus.
7 invigorating will at 77 to all three stats. (231 in total)
If it did 50 each stat per piece would be way too op.
SilverIce58 wrote: »Why was it changed from Prosperous to Invigorating? At least with prosperous, new players could earn some much needed gold while questing. Training+Prosperous sounds like a great combo to run through zones with. Was it because it only increased found gold? Maybe it should've been changed to increase all gold received from all sources.
The linked thread basically had the guy suggesting that invigorating would give a different resource based on what type of armor it was put on. Instead of 11 to all 3, a medium armor piece would get 33 stamina recovery, a light armor piece would get 33 magicka recovery, and a heavy armor piece would get 33 health recovery.
now, I mostly like that idea as a change to the trait, except for the heavy armor part. I'll admit I'm not big on pvp so I dont really care much what people use heavy armor for there, but for me heavy is meant for tanking. Tanking does not benefit from health recovery at all (nor does any other build in this game, really). Health recovery is a terrible stat and even if you 100% build for health recovery to the exclusion of all other stats, you wont even match up to a single basic heal in terms of gain over time.
It would be much more beneficial for tanks to have heavy armor split the difference between magicka and stamina. That might make it useful.
So, change invigorating to this:
Light armor: + 15/21/27/33 magicka recovery with invigorating trait
Medium armor: + 15/21/27/33 stamina recovery with invigorating trait
Heavy armor & shields: + 8/11/14/17 stamina and magicka recovery with invigorating trait
An all gold medium or light armor invigorating set (7 pieces) would get 231 additional stamina or magicka recovery. An all gold heavy armor invigorating set would get 119 stamina and magicka recovery. Add in a shield and that goes to 136 stamina and magicka recovery for a full heavy tank. More likely you'll have one light and one medium piece on a tank, plus the shield, which would be 85/85 from 5pc heavy, 17/17 from the shield, 33 magicka from the light armor, and 33 stamina from the heavy armor, for a total of 135 stamina and magicka recovery on an all invigorating tank setup.
Still though, not sure it'd be worth using over divines/infused/sturdy. Especially over infused for a pve tank.
Avran_Sylt wrote: »Could just make it increase the % resource return on Heavy Attacks.
Ragnarock41 wrote: »
Thats not called imagination, thats called gimping yourself on purpose.
Ragnarock41 wrote: »
Thats not called imagination, thats called gimping yourself on purpose.
where i use it, its the best trait. im sorry you cant think outside the box.
I doubt they'll change it again since I'm pretty sure the devs held a contest to come up with the most useless trait possible and invigorating was the winner.
VilniusNastavnik wrote: »Nirnhoned: Sometimes used on Tank shields instead of infused
Reinforced: See Nirnhoned
phaneub17_ESO wrote: »How does it fair with Willow's Path?
starkerealm wrote: »Actually, stray thought, why not simply have it boost one recovery stat (based on @nijey's idea) and also boost the associated max stat. So, heavy armor gets health recovery, and health, light gets max magicka and magicka recovery, medium gets max stamina and stamina recovery, with shields either getting health + health recovery, or getting tristat buffs.
dodgehopper_ESO wrote: »(I play a lot of them, please people don't bs me about how hard it is to be a Vampire).
starkerealm wrote: »dodgehopper_ESO wrote: »(I play a lot of them, please people don't bs me about how hard it is to be a Vampire).
Why would I? I've got, like, eight.
Though, seriously, health regen probably is the least important stat in the game after Oblivion resistance. I'm not sure what an overhaul to it would look like, but the way healing works makes it completely irrelevant. The only thought that comes to mind is to scale healing received with health recovery, but that sounds like a horrific idea.
starkerealm wrote: »Honestly, there is absolutely zero reason to run Nirnhoned on armor right now. Unless my math is off, it will always return less of a bonus than reinforced will, unless there's some hidden mechanic with it that I'm unaware of.
starkerealm wrote: »Honestly, there is absolutely zero reason to run Nirnhoned on armor right now. Unless my math is off, it will always return less of a bonus than reinforced will, unless there's some hidden mechanic with it that I'm unaware of.
There are a few instances where Nirnhoned performs better on light and medium armors, but they're not significant instances.
Nirncrux is, basically, a nerve agent. While tying it stun and other crowd control effects would make it too powerful, it wouldn't be that bad as a trait that increases the duration of your damage over time abilities while reducing the duration of damage over time effects that target you.
That opens up the tool box a bit.