Jaded Healer Set
2. Magicka Regen
3. Magicka Regen
4. Max Magicka
5. Disables all self healing abilities to all other members of the group. Prevents being kicked from group. Increases healing done by 5%.
When trying to think up sets, it just further makes one realize how silly it is that ZOS insists on balancing PvP and PvE together.
For example, Twice Born Star is a really cool set, and that would be a set that I would really like to use in PvP, but without divines its not even close to worth it. So I would like to see that set reworked as:
2: Max Stam
3: Max Mag
4: Wpn/Spell Damage
5: 2 mundus stones with their values increased by 20% (or some percentage that works).
The concept of playing around with mundus stone combos intrigues me. But obviously if you carried this over to PvE divines would probably make it too powerful. Although I did enjoy the days when TBS was BiS for stamina dps, crafted BiS gear ftw.
Other sets I would like:
2: Stamina Recovery
3: Health Recovery
4: Max Stamina
5: Adds 400 wpn damage
2: Max Mag
3: Max Mag
4: Max Mag
5: When a destro staff is equipped player gains 2k max mag, when resto staff is equipped player gains 2k max stam. Upon bar swapping to restoration staff, stamina is restored to full.
What would you do with last set?
Alliance Athlete
(1) Stamina Recovery
(2) Magicka Recovery
(3) Reduces falldamage by 10%. When you take falldamage you gain 0.5 times the Stamina and Magicka of the amount of health lost before mitigation, this effect can happen every 20 seconds.5: When a destro staff is equipped player gains 2k max mag, when resto staff is equipped player gains 2k max stam. Upon bar swapping to restoration staff, stamina is restored to full.
That sounds stupidly broken. It would make resto staff meta for all builds.
Clockwork Mage
2 - Max Magicka
3 - Minor Slayer
4 - Spell Damage
5 - Variable depending on the class:
If Nightblade: Merciless Resolve is transformed into Merciless Rage. When activating the Assassin's Bow proc the player and nearest group member will receive the Major Berserk buff for 1 second.
If Dragonknight: Unrelenting Grip is transformed into Bonding Chains. When activated the next light attack of the nearest 3 group members is Empowered, can only be applied once every 5 seconds.
If Warden: Eternal Guardian is transformed into the Fabricant Guardian and the Guardian's Wrath ability is transformed into the Ancient Wrath ability. The target of Ancient Wrath receives 2.5% additional damage for 5 seconds from all sources if it is above 50% health.
If Sorcerer: Liquid Lightning is transformed Conductive Lightning. The Conduit synergy also provides 20 ultimate to all group members within 28m, this can only be applied to once per 20 seconds.
If Templar: Radiant Oppression is transformed into Radiant Oppression. While channeling Radiant Oppression all group members within 28m receive the Minor Courage buff.
- The numbers would need to be played with of course but the idea is to provide more class ability variety without the need for major skill overhauls.
Trials monster sets. Not 100% done though I'm happy with most of the effects. I tried to balance them as best as I could, but I'm sure something in here'll be too OP for someone's tastes. Since Major Vulnerability isn't really a thing, I just threw some arbitrary number there. Since these would be obtained by completing veteran trials, the 1 piece bonuses and such are higher than any dungeon monster sets, but I don't want these to be BiS for all occasions, just an option.Possessed Mantikora
(1) Adds 1150 Maximum Magicka
(2) Your ground AoEs create a Manitkora Spear that deals that applies Major Magickasteal, Major Lifesteal and Major Staminasteal to all enemies within 8 meters and deals 1500 magic damage per second for 8 seconds. This effect can occur once every 15 seconds.
(2) Adds 992 (4.5%) Spell CriticalRa Kotu
(1) Adds 1150 Maximum Stamina
(2) Whenever you deal damage, you have an 20% chance to summon six rotating blades around you, dealing 2275 physical damage to enemies within 8 meters of you for 6 seconds. This effect can occur once every 9 seconds.
(2) Adds 150 Weapon DamageFoundation Stone Atronach
(1) Adds 1150 Maximum Magicka
(2) Whenever you deal damage to an enemy, you have a 15% chance to hurl a magical stone at the enemy, dealing 5000 magic damage and stunning them for 1 second.This effect can occur once every 4 seconds. The Stone has its own 15% chance to cast another stone for 2000 magic damage with no cooldown, but no stun.
(2) Adds 150 Spell DamageRakkhat, Fang of Lorkhaj
(1) Adds 172 Stamina Recovery
(1) Adds 172 Magicka Recovery
(2) When you take damage while in combat, there is a 5% chance for a lunar seal to appear beneath you for 8 seconds. Enemies that attack you while you're in the seal are Branded for five seconds. Allies can use the Lunar Smite synergy on Branded enemies, inflicting Major Vulnerability, increasing the damage the target takes by 15%, for 10 seconds and dealing 10000 Oblivion damage to the target over 4 seconds. This can occur once every 20 seconds.
(2) Adds 1345 Maximum HealthHiath the Battlemaster
(1) Adds 1345 Maximum Health
(2) Your light attacks apply the Mark of Boethia on a target for 5 seconds, up to 5 stacks and refreshing each time. Each stack increases the amount of resources your fully charged heavy attacks restore by 50% and increases their damage taken from your attacks by 2%. When 5 stacks are placed upon the target, a fully charged heavy attack consumes them and briefly summons the spirit of Hiath to pull all enemies within 15 meters to you, dealing 2775 flame damage.
(2) Adds 2% Stamina cost reduction
(2) Adds 2% Magicka cost reductionArgonian Behemoth
(1) Adds 992 (4.5%) Weapon Critical
(1) Adds 992 (4.5%) Spell Critical
(2) When you deal direct critical damage, you have a 15% chance to create a budding flower near an enemy you damaged. If an enemy stays within 5 meters of flower, it will bloom, dealing 12000 poison or magic damage, whichever is higher. This can occur once every 10 seconds.Assembly General
(1) Adds 1150 Maximum Magicka
(2) Whenever you use an ultimate, it and its effects last 20% longer.
(2) Adds 5% Healing DoneSaint Olms the Just
(1) Adds 1150 Maximum Stamina
(1) Adds 1150 Maximum Magicka
(2) When you block an attack, you have a 1% chance to completely negate that damage and block cost, while also creating an Ordinated Protector to shield an ally for 5 seconds. Ordinated Protectors limit incoming damage to 5% of the target's maximum health. Can occur once every 5 seconds.Z'Maja
(1) Adds 172 Stamina Recovery
(1) Adds 172 Magicka Recovery
(2) When you deal direct critical damage, you have an 8% chance to summon a dark shade of yourself for 10 seconds. This dark shade copies all of your actions done at 35% effectiveness. The shade cannot use ultimates and taunts. This can occur once every 24 seconds.
(2) Adds 150 Weapon Damage
(2) Adds 150 Spell Damage
gamerguy757 wrote: »Medium Armor Sets
Manager
(2 Items) 1096 Max Stamina
(3 Items) 1096 Max Stamina
(4 Items) 1096 Max Stamina
(5 Items) Increase Magicka Recovery by 650
Tumbler
(2 Items) 1096 Max Stamina
(3 Items) 129 Stamina Recovery
(4 Items) 129 Stamina Recovery
(5 Items) When you successfully dodge an attack with a dodge roll, your next dodge roll costs 50% less stamina. This effect has a cool down of 10s.
Sprinter
(2 Items) 1096 Max Stamina
(3 Items) 1096 Max Stamina
(4 Items) 1096 Max Health
(5 Items) When you get damage by critical damage that causes you to lose 25% of your Health at once, gain Extreme Expedition, doubling movement speed for 3 seconds, but stops all resource regeneration for 3 seconds.