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INVIGORATING TRAIT: Good news!

  • Mystrius_Archaion
    Mystrius_Archaion
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    I say no to this. I don't like being forced into certain armor choices to be "efficient" with my skills, which is the point of this trait.

    Currently you can use any armor type for any resource focus, more open with heavy armor though than light or medium armor. I prefer to pick the armor I like the look of and customize bonuses as best I can and work with it. This would definitely make that much harder if I chose that trait.


    You still get more with divines and The Atronach mundus stone though, so it wouldn't be used.
  • Nemesis7884
    Nemesis7884
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    Just make it stronger, twice as strong and i guess its fine
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Just make it stronger, twice as strong and i guess its fine

    Twice as strong is 22% stronger then Divines with a regen mundas and you get all three resources? That is insane. Do the math, it is fine the way it is. Invigorating is literally the Glyph of Prismatic Defense version of regen for armor and people went nuts over those, they cost like 15k+. The math is even better with invigorating, you only get half max stats with a Glyph of Prismatic Defense then you do with a straight max stat glyph, 434 vs 868 for you primary stat, with invigorating you get 60%, 11 vs 18.
    Edited by Lightspeedflashb14_ESO on September 12, 2017 5:58AM
  • MCBIZZLE300
    MCBIZZLE300
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    I want prosperous back.
  • Flameheart
    Flameheart
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    On the one hand I do like the suggestion of the TO converting the almost non exististing bonus to max stats into a regen bonus which makes a difference (even it is a small one). The actual value is left to discussion. The current bonus at least is absolutely useless as it is, I guess we all agree about that.

    On the other hand I am sure Zenimax won't change that into a reg bonus because it would stand in contradiction to their doctrine to decrease sustain (as they did with the last nerf *** to CPs and else).

    Edited by Flameheart on September 12, 2017 1:04PM
    Sometimes the prey turns and nips us... it's a small thing.

    So let the snow flakes and unicorns dance alone until they melt or vanish from existence, we will finish up with those smart enough to stay in the glowing circle of love.

    Selissi - CP 1k+ Redguard Stamina Nightblade (Ebonheart Pact)
    Silmerel - CP 1k+ Breton Magicka Templar (Ebonheart Pact)
    Sunja - CP 1k+ Dunmer Magicka Nightblade (Ebonheart Pact)
    Suldreni - CP 1k+ Dunmer Magicka Dragonknight (Ebonheart Pact)
    Sulhelka - CP 1k+ Altmer Magicka Sorcerer (Ebonheart Pact)
    Sylundine - CP 1k+ Breton Magicka Warden (Ebonheart Pact)







  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Flameheart wrote: »
    One the one hand I do like the suggestion of the TO converting the almost non exististing bonus to max stats into a regen bonus which makes a difference (even it is a small one). The actual value is left to discussion. The current bonus at least is absolutely useless as it is, I guess we all agree about that.

    On the other hand I am sure Zenimax won't change that into a reg bonus because it would stand in contradiction to their doctrine to decrease sustain (as they did with the last nerf *** to CPs and else).

    It is not and I don't.
  • Cyrediath
    Cyrediath
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    I thinl all regen sources in this game needs some buff.
  • Hymzir
    Hymzir
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    Okay... Here's the thing: Mathematically speaking, Invigorating is fine. Doesn't change the fact that it's a crap trait, and that there is no real reason to ever use it on purpose. All it's good for is as a bit better place holder gear for end game raiding community than Prosperous, and definitely much more so than Training. Which should never, under any circumstances at all, drop for max level gear.

    The reason Invigorating sucks is simple - it's not the best option in any meaningful scenario. In other words - there is no actual use for it beyond as a placeholder. For any conceivable build and situation or role, there is a better option out there.

    Health regen is utterly irrelevant for just about everyone except dedicated health regen builds, and they need as much of it as possible. So invigorating is of no use for them.

    Magicka and Stamina builds need regen for their primary stat, ad to have it as high as possible without sacrificing too much to get it. The pittance they get for their secondary resource with Invigorating is irrelevant. Without gear that buffs it, and CP, and drink/food, that regen is gonna be pretty much base value anyway, and the small amount you'd get from Invigorating is not gonna mean anything at all.

    The only ones who could, under any circumstance, consider Invigorating for realsies are hybrid builds, but they already gimp themselves so hard anyway, that even 7 pieces of legendary Invigorating gear will not help them. And even for them, there are much better armor traits available.

    When the news about Prosperous being turned into Invigorating dropped, I noted that it was a bad move. ZOS was taking a non combat specced bit of game mechanics and giving it a combat role. A weak combat role - boosting regen. And that role already had an option - using Divines and a regen mundus. And using Divines to boost regen was already a sub-optimal use for armor traits, so having an alternative way for gear traits to boost regen that was crappier than the one already in game... That is some bad design right there.

    It's even more aggravating that with this move they also removed a useful bit of game mechanics that really has no meaningful alternative. Prosperous certainly was a bad trait, and had no business dropping on endgame gear. But at least it had a purpose. You could rake in meaningful amount of gold by farming Imperial mobs. You could even boost this gain by relegating armor repair to all those repair kits that doing daily crafting writs keep giving you. It was a niche use, for niche builds, but at least it was a viable thing to do, and Prosperous had a meaningful use in game! Where as Invigorating does not.

    Think about it, what armor traits are you using and for what end?

    Impenetrable is top choice for PVP, Divine for maxing DPS, and Infused for those builds that need to max their resources. Well-fitted has a niche use for dedicated dodge rollers, but for me it's mostly a non-combat trait used for farming and crafting and running from a market stall to the next. Sturdy is important for tanks and many builds can benefit from having Reinforced gear, especially on their chest piece. Nirn is pretty bad and Training is pretty much pointless, so what's left? Invigorating. But what is it used for? Regen? Well if your regen is dependent on the paltry amount that Invigorating provides, it's time to re-think your build.

    There are many ways you can cover regen for your build - passive abilities, gear sets, CPs, and food and drink buffs. And you can sacrifice some DPS by using a jewelry enchant for regen. And you can always just heavy attack a bit more. If you do, for what ever reason, need to run a regen mundus, then buffing it via Divine pieces is much more useful than using Invigorating pieces. But even in that scenario, you'd probably benefit more from running non-divine pieces of gear than trying to boost the regen you gain from said mundus.

    I mean look at the numbers!

    Is 238 Magicka regen worth the same as 238 spell damage? With 7 pieces Legendary Divines you buff those values to 363. Is 363 Spell damage worth the same as 363 Magicka recovery? I think not. Is Divine even the best trait to use on armor? Used to be, when people used it to buff crit rating, but that is now nerfed. And what traits are you using and for what end is an important thing to think about. For example in PVP - is the 125 extra regen you'd gain from Divine pieces more useful than the crit resitance you'd gain from 7 Impenetrable pieces? I think not.

    And that is where the problem lies - using armor trait to boost your regen is already a sub-optimal route to take. Divine gives much better returns on buffing non-regen mundus stones, and the other traits give much better returns for non DPS players. Basing the math behind Invigorating on the amount Divine buffs a regen mundus makes the whole trait meaningless.

    Buffing Invigorating, while retaining it's current function, would just mean that, for regen at least, it would become the top trait. Which, to be hones, is is not a bad idea actually. Divine would still be a better trait for those who use their mundus for DPS purposes, but for adding more regen to your build, a buffed Invigorating might become worth wearing.

    I doubt that will happen though, since ZOS has moved the game towards much tighter regen budgets, and is emphasizing the importance of heavy attacking as a part of you rotation.

    And that's the rub - Invigorating sucks, and I certainly would be much happier, if I still had my dedicated gold farming outfit with 7 pieces Prosperous, rather than this nonsense with Invigorating.
  • Chilly-McFreeze
    Chilly-McFreeze
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    By how much? Look at the math and it is quite good, if you think this triat need buffing then you have to thing dovines with a regen mundas need it too.

    This is where I get lost. Why has divines to be the best/ equally good as invigorating for regen? Divines is already better for dmg or whatever your mundus aims at? Why has it to be top tier for regen too? What would be the problem with slotting invig if you want great sustain and slapping on divines if you want more dmg stats, penetration, crit chance, crit dmg? You know, that whole "choices should matter" stuff.

    I don't like this idea that it should all be equal, no matter if I slap an divines + regen mundus or invig. 11 regen... still decon stuff.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Hymzir wrote: »
    Okay... Here's the thing: Mathematically speaking, Invigorating is fine. Doesn't change the fact that it's a crap trait, and that there is no real reason to ever use it on purpose. All it's good for is as a bit better place holder gear for end game raiding community than Prosperous, and definitely much more so than Training. Which should never, under any circumstances at all, drop for max level gear.

    The reason Invigorating sucks is simple - it's not the best option in any meaningful scenario. In other words - there is no actual use for it beyond as a placeholder. For any conceivable build and situation or role, there is a better option out there.

    Health regen is utterly irrelevant for just about everyone except dedicated health regen builds, and they need as much of it as possible. So invigorating is of no use for them.

    Magicka and Stamina builds need regen for their primary stat, ad to have it as high as possible without sacrificing too much to get it. The pittance they get for their secondary resource with Invigorating is irrelevant. Without gear that buffs it, and CP, and drink/food, that regen is gonna be pretty much base value anyway, and the small amount you'd get from Invigorating is not gonna mean anything at all.

    The only ones who could, under any circumstance, consider Invigorating for realsies are hybrid builds, but they already gimp themselves so hard anyway, that even 7 pieces of legendary Invigorating gear will not help them. And even for them, there are much better armor traits available.

    When the news about Prosperous being turned into Invigorating dropped, I noted that it was a bad move. ZOS was taking a non combat specced bit of game mechanics and giving it a combat role. A weak combat role - boosting regen. And that role already had an option - using Divines and a regen mundus. And using Divines to boost regen was already a sub-optimal use for armor traits, so having an alternative way for gear traits to boost regen that was crappier than the one already in game... That is some bad design right there.

    It's even more aggravating that with this move they also removed a useful bit of game mechanics that really has no meaningful alternative. Prosperous certainly was a bad trait, and had no business dropping on endgame gear. But at least it had a purpose. You could rake in meaningful amount of gold by farming Imperial mobs. You could even boost this gain by relegating armor repair to all those repair kits that doing daily crafting writs keep giving you. It was a niche use, for niche builds, but at least it was a viable thing to do, and Prosperous had a meaningful use in game! Where as Invigorating does not.

    Think about it, what armor traits are you using and for what end?

    Impenetrable is top choice for PVP, Divine for maxing DPS, and Infused for those builds that need to max their resources. Well-fitted has a niche use for dedicated dodge rollers, but for me it's mostly a non-combat trait used for farming and crafting and running from a market stall to the next. Sturdy is important for tanks and many builds can benefit from having Reinforced gear, especially on their chest piece. Nirn is pretty bad and Training is pretty much pointless, so what's left? Invigorating. But what is it used for? Regen? Well if your regen is dependent on the paltry amount that Invigorating provides, it's time to re-think your build.

    There are many ways you can cover regen for your build - passive abilities, gear sets, CPs, and food and drink buffs. And you can sacrifice some DPS by using a jewelry enchant for regen. And you can always just heavy attack a bit more. If you do, for what ever reason, need to run a regen mundus, then buffing it via Divine pieces is much more useful than using Invigorating pieces. But even in that scenario, you'd probably benefit more from running non-divine pieces of gear than trying to boost the regen you gain from said mundus.

    I mean look at the numbers!

    Is 238 Magicka regen worth the same as 238 spell damage? With 7 pieces Legendary Divines you buff those values to 363. Is 363 Spell damage worth the same as 363 Magicka recovery? I think not. Is Divine even the best trait to use on armor? Used to be, when people used it to buff crit rating, but that is now nerfed. And what traits are you using and for what end is an important thing to think about. For example in PVP - is the 125 extra regen you'd gain from Divine pieces more useful than the crit resitance you'd gain from 7 Impenetrable pieces? I think not.

    And that is where the problem lies - using armor trait to boost your regen is already a sub-optimal route to take. Divine gives much better returns on buffing non-regen mundus stones, and the other traits give much better returns for non DPS players. Basing the math behind Invigorating on the amount Divine buffs a regen mundus makes the whole trait meaningless.

    Buffing Invigorating, while retaining it's current function, would just mean that, for regen at least, it would become the top trait. Which, to be hones, is is not a bad idea actually. Divine would still be a better trait for those who use their mundus for DPS purposes, but for adding more regen to your build, a buffed Invigorating might become worth wearing.

    I doubt that will happen though, since ZOS has moved the game towards much tighter regen budgets, and is emphasizing the importance of heavy attacking as a part of you rotation.

    And that's the rub - Invigorating sucks, and I certainly would be much happier, if I still had my dedicated gold farming outfit with 7 pieces Prosperous, rather than this nonsense with Invigorating.

    this is an amazing post, well written and coherent, while i do not agree with all of it and especially the last line, i see farming gold as pointless when you can actually play the content and sell motifs, if i changed my mind this is how it would be done. good work.

    your point about how much regen is worth vs spell damage and especially inpen, is a good one but i think inpen should be nerfed, it is far too strong compared to anything else in pvp. but to me, this trait is also worthless cause i only pvp to get the skills i need for pve, warhorn and vigor especially, so i would much rather have invigorating.

    By how much? Look at the math and it is quite good, if you think this trait need buffing then you have to thing divines with a regen mundas need it too.

    This is where I get lost. Why has divines to be the best/ equally good as invigorating for regen? Divines is already better for dmg or whatever your mundus aims at? Why has it to be top tier for regen too? What would be the problem with slotting invig if you want great sustain and slapping on divines if you want more dmg stats, penetration, crit chance, crit dmg? You know, that whole "choices should matter" stuff.

    I don't like this idea that it should all be equal, no matter if I slap an divines + regen mundus or invig. 11 regen... still decon stuff.

    this question is the wrong way to look at it. Zos wanted a way to have tristat regen. the only other way to get regen from armor traits is from divines and a regen mundas. so to have balance, zos needed to make sure invigorating was not better then straight divines, so they gave it 60% of the power for your main stat and then you get the other two regen with it. divines with a regen mundas is "top tier" if you want to specialize. otherwise everyone would run invigorating. You know, that whole "choices should matter" stuff.

    just for the record, with the exception of the lover, and only if you are not get full penetration, the DPS difference between Dinines and infused on the head, chest and legs is nonexistent.
    Edited by Lightspeedflashb14_ESO on September 12, 2017 1:23PM
  • ookami007
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    To give you an idea and comparison...

    If you take the Atronach Mundus, it gives you increases Magicka recovery by 238. With 7 Legendary Divine Traits that bumps it up to 363. That's a difference of 125.

    As you pointed out, a full set of Legendary Invigorating is 77 regen to all 3 stats. So technically, that's almost twice as powerful by supplying a total of 231 regen (across 3 stats) , but in reality, most builds are specialized and really only need regen across one stat.

    So once again, the devs fail by not understanding the way the game is actually played.

    I agree that it would be better if invigorating increase a single stat based on armor type, but reduce it to 18 per piece on legendary. That would put a full set at 126 recovery, just 1 point above divines.
  • Hymzir
    Hymzir
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    Hymzir wrote: »
    Okay... Here's the thing: Mathematically speaking, Invigorating is fine. Doesn't change the fact that it's a crap trait, and that there is no real reason to ever use it on purpose. All it's good for is as a bit better place holder gear for end game raiding community than Prosperous, and definitely much more so than Training. Which should never, under any circumstances at all, drop for max level gear.

    The reason Invigorating sucks is simple - it's not the best option in any meaningful scenario. In other words - there is no actual use for it beyond as a placeholder. For any conceivable build and situation or role, there is a better option out there.

    Health regen is utterly irrelevant for just about everyone except dedicated health regen builds, and they need as much of it as possible. So invigorating is of no use for them.

    Magicka and Stamina builds need regen for their primary stat, ad to have it as high as possible without sacrificing too much to get it. The pittance they get for their secondary resource with Invigorating is irrelevant. Without gear that buffs it, and CP, and drink/food, that regen is gonna be pretty much base value anyway, and the small amount you'd get from Invigorating is not gonna mean anything at all.

    The only ones who could, under any circumstance, consider Invigorating for realsies are hybrid builds, but they already gimp themselves so hard anyway, that even 7 pieces of legendary Invigorating gear will not help them. And even for them, there are much better armor traits available.

    When the news about Prosperous being turned into Invigorating dropped, I noted that it was a bad move. ZOS was taking a non combat specced bit of game mechanics and giving it a combat role. A weak combat role - boosting regen. And that role already had an option - using Divines and a regen mundus. And using Divines to boost regen was already a sub-optimal use for armor traits, so having an alternative way for gear traits to boost regen that was crappier than the one already in game... That is some bad design right there.

    It's even more aggravating that with this move they also removed a useful bit of game mechanics that really has no meaningful alternative. Prosperous certainly was a bad trait, and had no business dropping on endgame gear. But at least it had a purpose. You could rake in meaningful amount of gold by farming Imperial mobs. You could even boost this gain by relegating armor repair to all those repair kits that doing daily crafting writs keep giving you. It was a niche use, for niche builds, but at least it was a viable thing to do, and Prosperous had a meaningful use in game! Where as Invigorating does not.

    Think about it, what armor traits are you using and for what end?

    Impenetrable is top choice for PVP, Divine for maxing DPS, and Infused for those builds that need to max their resources. Well-fitted has a niche use for dedicated dodge rollers, but for me it's mostly a non-combat trait used for farming and crafting and running from a market stall to the next. Sturdy is important for tanks and many builds can benefit from having Reinforced gear, especially on their chest piece. Nirn is pretty bad and Training is pretty much pointless, so what's left? Invigorating. But what is it used for? Regen? Well if your regen is dependent on the paltry amount that Invigorating provides, it's time to re-think your build.

    There are many ways you can cover regen for your build - passive abilities, gear sets, CPs, and food and drink buffs. And you can sacrifice some DPS by using a jewelry enchant for regen. And you can always just heavy attack a bit more. If you do, for what ever reason, need to run a regen mundus, then buffing it via Divine pieces is much more useful than using Invigorating pieces. But even in that scenario, you'd probably benefit more from running non-divine pieces of gear than trying to boost the regen you gain from said mundus.

    I mean look at the numbers!

    Is 238 Magicka regen worth the same as 238 spell damage? With 7 pieces Legendary Divines you buff those values to 363. Is 363 Spell damage worth the same as 363 Magicka recovery? I think not. Is Divine even the best trait to use on armor? Used to be, when people used it to buff crit rating, but that is now nerfed. And what traits are you using and for what end is an important thing to think about. For example in PVP - is the 125 extra regen you'd gain from Divine pieces more useful than the crit resitance you'd gain from 7 Impenetrable pieces? I think not.

    And that is where the problem lies - using armor trait to boost your regen is already a sub-optimal route to take. Divine gives much better returns on buffing non-regen mundus stones, and the other traits give much better returns for non DPS players. Basing the math behind Invigorating on the amount Divine buffs a regen mundus makes the whole trait meaningless.

    Buffing Invigorating, while retaining it's current function, would just mean that, for regen at least, it would become the top trait. Which, to be hones, is is not a bad idea actually. Divine would still be a better trait for those who use their mundus for DPS purposes, but for adding more regen to your build, a buffed Invigorating might become worth wearing.

    I doubt that will happen though, since ZOS has moved the game towards much tighter regen budgets, and is emphasizing the importance of heavy attacking as a part of you rotation.

    And that's the rub - Invigorating sucks, and I certainly would be much happier, if I still had my dedicated gold farming outfit with 7 pieces Prosperous, rather than this nonsense with Invigorating.

    this is an amazing post, well written and coherent, while i do not agree with all of it and especially the last line, i see farming gold as pointless when you can actually play the content and sell motifs, if i changed my mind this is how it would be done. good work.

    your point about how much regen is worth vs spell damage and especially inpen, is a good one but i think inpen should be nerfed, it is far too strong compared to anything else in pvp. but to me, this trait is also worthless cause i only pvp to get the skills i need for pve, warhorn and vigor especially, so i would much rather have invigorating.
    Thanks. Always nice to be appreciated. Especially since writing those things does take a bit of time and effort...

    Anyway few responses to your thoughts:

    As I have pointed out in another thread about this issue, farming gold was not for everyone. It might have not been for you, but that is not the point. The point is that it wasn't a pointless thing to do in the game. I'm not saying that it was the best way to spend one's time playing, but it certainly was not the worst.

    It's that old adage you know, it takes all kinds... Why do some people still play Tetris or Super Mario Bros? It's repetitive and not especially challenging, but a good way to relax for some. And doing Gold farming runs was a good way for me to relax at the end of the day, while still getting something done in game. Gold is always useful.

    You could also rake in quite a bit of gold once you got the hang of it. And grinding mobs in, say The Vile Manse (my usual haunt), gave just enough challenge to be fun for me. It didn't require my full concentration and I could have the telly on at the same time. Or listen to pod casts or something while doing it. With other players running around, the mob spawns were just randomized enough to keep it interesting and sometimes you pulled a bit too many mobs and found yourself suddenly in a pickle. It certainly was more fun to do than farming mats, running from a node to node and ignoring those pesky and pointelss overland mobs.

    Farming Motifs by murdering people left and right in VVardenfell is certainly a more lucrative way of making gold at the moment. But that market will eventually dwindle. Not like those NPC's are gonna stop re-spawning. So there is an endless supply of those motif pages available. And farming them is not even that hard. Got 5 of them yesterday with few hours of just running around Vivec harbor area knifing people in the back.

    Some people might enjoy that immensely, but I find it mostly just annoying. I'd much rather be running around Vile Manse grinding mobs for gold while listening to an interesting pod cast.

    The point of it all is that there are as many ways to enjoy this game as there are players. Design choices that force people towards a narrower set of meaningful activities is not good. And making gold farming not worth it, did limit those choices. You, and many others might not miss that aspect of the game, but to many others it was the preferred way to gain gold, and just as much "playing the game" as any other activity it provides.

    As for impenetrable being too strong... Maybe. Maybe not. Maybe crits are out of control in this game. It's another pet peeve of mine about the design choices behind the game. When you you have 95% crit rating, then it is more meaningful to note that you have a 5% fumble rating. That 95% of the time you will hit for your full damage, and 5% of the time you will hit for less.

    Majority of builds have really high crit ratings in this game. Not 95%, I admit, but still high enough that they crit more often than they do not. Against mobs I suppose it's irrelevant. They have ridiculous amount of health to compensate, but player characters do not. And -getting hit continuously for 15k crits is not fun.

    I actually do not run full 7 pieces of Impenetrable in PVP. I run 3 or 4, and usually 3 or 4 Divines. To me it is a meaningful choice between the two. Impen gives much needed crit protection, but divines buffs my own damage and more importantly also buffs my healing. I've currently settled on a compromise of 3 Impen, 3 divines and 1 Infused on my main. I am constantly thinking about adding more Impen or Divine or maybe having more Infused. (However, since I do not have easy access to major breach, and often run solo, I pick Lover mundus most of the time these days, and having Divines buff that is much more useful than maxing my stat pools via Infused.) I have also, in the past, used Reinforced on my heavy chest to help with survivability, but my current set up seems to be the best all a rounder, for my personal playstyle at least.

    Thus I do not think Impen is too strong for what it does in reigning in crit damage, and think that what it offers makes for a reasonable decision between survivability and upping your own damage (and healing) via Divines. Besides, it's pretty much useless in PVE...
  • Cherryblossom
    Cherryblossom
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    I'd personally like prosperous back, it was more useful
  • Lynx7386
    Lynx7386
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    Would rather see it give +17/17 stamina and magicka recovery on heavy armor, though I'm fine with your suggested 33 stamina or 33 magicka for medium and light respectively.

    Health recovery is one of the worst stats in this game, even if you 100% focus on nothing but health recovery you wont even hit the same amount of health per second that a basic heal gives you, even the cheaper heals like rapid regeneration.

    As a tank, I dont give two craps about health recovery. Magicka and stamina are far more important to me than health recovery will ever be.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Enslaved
    Enslaved
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    Kinda necro.
  • Nijey
    Nijey
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    Kneighbors wrote: »
    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*

    Why truined the game? IN PVP? 7 pieces invigorating and no impenetrable, LOL

    In pve? 7 pieces invigorating was good only for healer.

    NOW INVIGORATING IS USELESS.
    ALL MY FURNISHING STORE, WATCH IT!!
    http://tinyurl.com/NijeyStore

    PROUD TO BE AEDRA'S COVE MEMBER.
    Youtube: Aedra's Channel
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  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Nijey wrote: »
    Kneighbors wrote: »
    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*

    Why truined the game? IN PVP? 7 pieces invigorating and no impenetrable, LOL

    In pve? 7 pieces invigorating was good only for healer.

    NOW INVIGORATING IS USELESS.

    It is not useless, not at least as useless as prosperous and training were/are to me, as a capped champion point player. I would decon every piece of prosperous trash, now I use invigorating till I get a better trait or enough stones to transmute.
    Edited by Lightspeedflashb14_ESO on March 26, 2018 11:46AM
  • MrWesleyPipes
    MrWesleyPipes
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    trash trait.
  • Darkstorne
    Darkstorne
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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?

    This. Otherwise you further cripple hybrid classes. Split the resource regen based on your resource pools, not on the type of armour you wear. In fact, you could solve this by making it a % regen rather than a fixed figure.
  • Pink_Violinz
    Pink_Violinz
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    62VpK8O
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