I don't know what to come up with for end game since most of those sets have group utility and fancy mechanics. I just want sets that can stack max resources or base damage. I'm what the Trial tryhards would call, selfish.
I don't know what to come up with for end game since most of those sets have group utility and fancy mechanics. I just want sets that can stack max resources or base damage. I'm what the Trial tryhards would call, selfish.
I don't disagree or agree but the idea is to talk about what they expect in sets. Maybe if they had more options they would feel less oppressive aganist others.
Facefister wrote: »Tank
(Heavy)Explosive Rage
(2)Physical Resistance
(3)Maximum Health
(4)Maximum Stamina
(5)Whenever you block an attack, you gain 1 stack of "Boiling Blood". At x stacks you explode with rage, dealing x physical damage. This explosion reduces Physical and Spell resistance of any enemy hit by x. This effect can occur once every x seconds.
AlienatedGoat wrote: »Garb of the Remedied Connection (Crafted)
(2) Max Magicka
(3) Spell Damage
(4) Max Magicka
(5) Removes up to 200ms latency
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
MilwaukeeScott wrote: »2. Give Milwaukeescott 30000 Magicka And Stamina
3. Give Milwaukeescott 5000 Magica And Stamina Recovery
4. Give Milwaukeescott 5000 Weapon And Spell Damage
5. Give Milwaukeescott 32500 Physical And Spell Resistance
1- Powerful Assault buffing 12 players instead of 4 would be an amazing change for tanking. It has decent bonuses for tanking and can be used as jewelry and 1h/s so it fits perfectly.
2- I don't think any set can outperform Olorime so more Major Courage sets would be just a waste. Minor Courage would be nice though.
3- Another piece of teamwork taken away sadly. Sunderflame still see some use but rarely. I would like them to just return to their original state. That probably would result in Sunderflame being used by tanks instead of DDs but still...
4- Support sets are always welcome but they allow insane group DPS numbers which makes group be able to skip mechanics etc. Obviously they are not the only reason for this but a big factor in it. If we would get support sets that increase group DPS, they need to be able to compete with current meta sets to see some proper use, even if only in certain situations. For example Galenwe, even though it looks great on first look, didn't see much use because of how impractical and limiting it is in actual combat.
If I could design a set for end-game, it would be a tank set that's synergy related. Something like this:
Heavy Armour
(2 piece) Adds Max Health
(3 piece) Adds Max Stamina
(4 piece) Adds Max Magicka
(5 piece) When you take damage, you summon an orb that floats forward. The orb grants a synergy to your allies, providing Minor Courage to all allies in 10 meters radius for 20 seconds. This effect can occur once every 15 seconds. You gain a second of Major Heroism per each ally in the radius when Orb synergy was activated. Duration for Major Heroism can stack up to 12 seconds.
Or a monster set:
(1 piece) Max Health
(2 piece) Every debuff you applied on your enemy reduces the cooldown of your synergies by a second and increase their effectiveness by 5%. This effect can stack up to 5 times.
These are the type of sets I want to see in this game. Things that pushes you into being a better player as much as being able to play together as a team.
5th piece bonus ideas:
Grant max Magicka or max stamina to 12 group members (like ebon).
Chance to grant major force uptime to 12 group members.
Inceases the duration of all DOTs by 2 seconds, and decreases the cost of spammables by x%.
Incease all the armor passive values for medium and light armor by one unit or a %.
Decrease nerfs of the current patch to your class by 50%.
redspecter23 wrote: »Armor of Tower Lurker Decimation
2. Max stam
3. Max magicka
4. Max health
5. While targeting resource towers, your siege weapons do 10 times the damage to players and 25 times the damage to the tower itself, have 5 times the radius, apply a 10 second ground aoe dot, apply a 90% snare to them and a 90% defile.
redspecter23 wrote: »Armor of Tower Lurker Decimation
2. Max stam
3. Max magicka
4. Max health
5. While targeting resource towers, your siege weapons do 10 times the damage to players and 25 times the damage to the tower itself, have 5 times the radius, apply a 10 second ground aoe dot, apply a 90% snare to them and a 90% defile.
Overpowered... but interesting concept.
redspecter23 wrote: »redspecter23 wrote: »Armor of Tower Lurker Decimation
2. Max stam
3. Max magicka
4. Max health
5. While targeting resource towers, your siege weapons do 10 times the damage to players and 25 times the damage to the tower itself, have 5 times the radius, apply a 10 second ground aoe dot, apply a 90% snare to them and a 90% defile.
Overpowered... but interesting concept.
It's only overpowered if players lurk in towers. You can very easily turn it into a garbage set by... getting out of the tower.
PS, I'm not a big fan of tower lurkers.
I don't know what to come up with for end game since most of those sets have group utility and fancy mechanics. I just want sets that can stack max resources or base damage. I'm what the Trial tryhards would call, selfish.