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Crazy Idea: 12 Piece Class Sets! (Postponed)

Skullstachio
Skullstachio
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Notice: In order to ensure breathing room for Zenimax, This thread shall be postponed as I move on to something more grandeur. There are plenty of ideas out there that can make ESO even better, not all ideas are bread winners, but the mere concept for such can help to create something that could make it really shine.

(Disclaimer: This was and still is a work in progress, but nonetheless, an idea like this could be a unique circumvention to the “Class Identity” crisis the forumers have been telling us about for quite a fair bit, so far there is at least one for each class below currently, but over time, more may come into fruition as time passes to fill in the gaps since it takes an ample amount of time to come up with these and how they can properly fit thematically to that specific class.
More Importantly: this idea is but a stepping stone to something much greater.)


New: Two new sets have become reality, With the Gravekeepers Mantle Heavy Armor for the Necromancer, and the Master Assassin Medium Armor for the nightblade.

”Found Throughout all of Tamriel and even the darkest corners of Oblivion, these sets have come to possess powerful Magic’s and Enchantments not seen throughout the world, some would say they are nearly akin to that of Daedric artifacts when brought together. However, mages have discerned that such Magic’s could only be wielded by certain individuals, some have come to do extensive research with the mages Guild, while fewer, more discreet individuals have even come to consorting with Hermaeus mora in relation to these ancient sets, but sadly have had almost little to no luck.”

Description: Ultimate 12 Piece Class sets are specially powerful sets that can be found almost anywhere in Tamriel. Public Dungeons, Delves, Base game and DLC zones.(Excluding Cyrodiil, Group Dungeons, Trials and Arena’s.) Even the Depths of oblivion such as coldharbour.

These Sets Come in Light, Medium and Heavy variations with varying bonuses, Tied to a specific role, they have “special” bonuses that are not normally found in any other armor, not even the Fragments of creation, The Elder Scrolls, can discern these ancient Arnaments(yet.) Notably, they provide bonuses on the 2nd, 3rd, 4th and 5th pieces but also on the 6th, 8th, 9th, 10th, 11th and 12th pieces.

The 5th and 11th Piece Bonuses have special bonuses that cater to the Character that picks them up (class specific) with bonuses that are tailored to the class skills of the wearer, the 8th, 9th and 10th Piece bonuses are 100% stronger, the 5th piece Grants a bonus with unique conditions tied to a specific Class skill line, the 6th piece can grant an effect which works in tandem with a specific Passive from a specific class skill line as can the 11th piece, and the 12th piece Grants a legendary bonus with a unique Trade-Off effect to a classes Base Ultimate Ability and its morphs regardless of skill line.

The catch: These Sets are Character Bound and are likewise untradeable, cannot be sold in guild traders or stored in the bank. Class sets also require a lot of work as the 8th, 9th, 10th, 11th and 12th pieces require the whole set to be a specific quality in order to use the full potential of the entire set, with the 9th piece bonus requiring fine quality or higher, the 10th piece requiring superior quality or higher and so on. lastly, with exception to jewellery, these special set pieces require twice as many tempers in order to upgrade them, which in turn will unleash the crafting potential within the most dedicated of vestiges. They can only be found and worn by the strongest of Champions(they can only be worn after achieving Champion 160.)

Class sets:
Necromancer:
Lich's Raiment: (Light Armor, DPS.)
  • 2: Adds 1096 Maximum Magicka.
  • 3: Adds 129 Spell Damage.
  • 4: Adds 1096 Maximum Magicka.
  • 5: When you Damage an enemy with a Grave Lord Ability, You summon a triad of Lich Crystals once every 15 seconds that explode after 3 seconds, dealing 6600 Magic Damage to enemies in a 6 meter radius.
  • 6: Grants 2.5% Critical Chance at all times for each rank in Death Knell.
  • 8(Normal): Adds 2412 Maximum Health.
  • 9(Fine): Adds 1666 Spell Critical.
  • 10(Superior): Adds 258 Magicka Recovery.
  • 11(Epic): Your Direct Damage Done is increased by 5% for Each Rank in Rapid Rot.
  • 12(Legendary): Increases Ultimate Cost of Bone Goliath Transformation by 100% When a Bone Tyrant Ultimate is used, You instead Transform Into a Lich for 1 Minute, Increasing Maximum Health by 12500, but gain 17500 Maximum Magicka, While Transformed, Enemies Damaged by Lich crystals Are stunned for 3 Seconds.

Gravekeepers Mantle(Heavy Armor, Off-Tank, Offensive Support.)
  • 2: Adds 1096 Maximum Stamina.
  • 3: Adds 1096 Maximum Magicka.
  • 4: Adds 129 Magicka Recovery.
  • 5: While in Combat: Enemies damaged by your Death Scythe will add a soul stack to you, reducing the cost of non-Ultimate abilities labeled as a criminal act by 0.5% and increases your Physical and Spell resistance by 165 for 20 seconds, stacks up to 20 times, at maximum stacks, the effect doubles while only lasting 10 seconds.
  • 6: When an enemy within 28 meters of you dies, you restore 400 Magicka and Stamina for each rank in death gleaning.
  • 8(Normal): Adds 2412 Maximum Health.
  • 9(Fine): Adds 5950 Spell Resistance.
  • 10(Superior): Adds 5950 Physical Resistance.
  • 11(Epic): Increases your Maximum Health by 625 for each rank in Last Gasp. in addition, Gain health recovery equal to 4% of your Maximum health.
  • 12(Legendary): Increases Frozen Colossus Ultimate Cost by 33.5% and deals 20% Less Damage. The Duration of the Major Vulnerability is increased by an additional 2.5 seconds. While Slotted, non-Ultimate abilities labeled as a criminal act will no longer incur a bounty.*
(*People will still be horrified but your mantle will say otherwise.)

Dragonknight:
Dragonscale Arnaments (Heavy Armor, Tank.)
  • 2: Adds 1206 Maximum Health.
  • 3: Adds 1096 Maximum Stamina.
  • 4: Adds 129 Health Recovery.
  • 5: While Spiked Armor is Active, Gain a damage shield that absorbs Damage equivalent to 2% of your Maximum health at all times.
  • 6: Adds 1650 Physical Resistance for each rank in Scaled Armor.
  • 8(Normal): Adds 258 Stamina Recovery.
  • 9(Fine): Adds 5950 Physical Resistance.
  • 10(Superior): Adds 5950 Spell Resistance.
  • 11(Epic): Reduces your Damage taken by 5% for each Rank in Iron Skin.
  • 12(Legendary): Increases Cost of Magma Armor by 50%. While Magma Armor is slotted, your skin turns into Dragon scales, Mitigating Melee and Projectile Damage by 10% plus an additional 10% for every 10% of Missing Health up to a maximum of 50%. While Magma Armor is active, Incoming Damage taken is redirected to the attacker.

Warden:
Grisly Leathers(Medium, DPS.)
  • 2: Adds 1096 Maximum Stamina.
  • 3: Adds 129 Stamina Recovery.
  • 4: adds 833 Weapon Critical.
  • 5: Removes the 3 Second delay from Scorch, damaging foes instantly upon use. When damaging an enemy with scorch, leaves a lingering field that deals 50% of the abilities damage over 5 seconds.
  • 6: When Casting an Animal Companions Ability, gain 3 Ultimate per rank of Savage Beast.
  • 8(Normal): Adds 2192 Maximum Stamina.
  • 9(Fine): Adds 2412 Maximum Health.
  • 10(Superior): Adds 258 Weapon Damage.
  • 11(Epic): Adds 4% Increased Damage Done Per Rank of Advanced Species.
  • 12(Legendary): While Feral Guardian is Slotted, The Grizzly runs to you to permanently fight by your side, removing the need to summon your grizzled companion, whenever the grizzly dies, it returns to you after 12 seconds. Guardians Wrath damages enemies in a 7 Meter Conal area upon successfully damaging an enemy for 50% of the damage done.

Nightblade:
Master Assassin(Medium, DPS, Offensive Support.)
  • 2: Adds 1206 Maximum Health.
  • 3: Adds 1096 Maximum Stamina.
  • 4: Adds 1096 Maximum Magicka.
  • 5: While Veiled Strike is slotted: Reduces the Radius you can be Detected by 3 Meters, when you Damage a foe with veiled strike while sneaking, you expose a weak point in their armor, reducing their Physical and Spell resistance by 10% while you remain in combat.
  • 6: Increases your Weapon and Spell Critical Chance by 1095 for each rank in pressure points.
  • 8(Normal): Adds 258 Weapon Damage.
  • 9(Fine): Adds 2192 Maximum Stamina.
  • 10(Superior): Adds 258 Stamina Recovery.
  • 11(Epic): Increases your Weapon and Spell Damage by 10%, while sneaking or invisible, increases your weapon and Spell Damage by an additional 5% for each rank in Master Assassin.
  • 12(Legendary): Increases Death Stroke Ultimate Cost by 114.3% and deals 40% Less Damage. While in combat, When damaging an enemy with Death Stroke, they take 20% increased damage from you and your allies for 10 seconds, if an enemy dies while affected, the debuff spreads up to 6 nearby enemies in a 8m radius for 100% of the remaining time left once.

    Nightingale Guardian (Heavy, Tank.)
    • 2: Adds 1206 Maximum Health.
    • 3: Adds 129 Health Recovery.
    • 4: Adds 1096 Maximum Magicka.
    • 5: When Activating Summon Shade, Summon an Additional Shade to fight by your side and attack an enemy.
    • 6: Increases Maximum Health, Stamina and Magicka Recovery by 7.5% Per rank of Refreshing Shadows.
    • 8(Normal): Adds 258 Stamina Recovery.
    • 9(Fine): Adds 258 Magicka Recovery.
    • 10(Superior): Adds 5950 Physical Resistance.
    • 11(Epic): Adds 5950 Spell Resistance.
    • 12(Legendary): Increases Ultimate Cost of Consuming Darkness by 50%, Consuming Shadow is cast beneath you and follows you wherever you move, Whenever a Nearby Player takes Fatal Damage, 50% of the damage done is redirected to you and activates hidden refresh for you and your ally automatically. This can occur once every 40 seconds per ally.

Templar:
Arkay's Preservation (Light, Healer.)
  • 2: Adds 1096 Max Magicka.
  • 3: Adds 4% Healing Done.
  • 4: Adds 1206 Maximum Health.
  • 5: When Activating Healing Ritual, Enemies in radius take magic damage equal to the amount of healing Done. Allies healed return 2.5% of the Abilities cost as Magicka while enemies damaged return 5% of the Abilities cost as Magicka, up to a maximum of 60%.
  • 6: Increase your healing Done by 6% per rank of Mending, in proportion to the severity of the targets wounds.
  • 8(Normal): Adds 8% Healing Done.
  • 9(Fine): Adds 2192 Maximum Magicka.
  • 10(Superior): Adds 258 Magicka Recovery.
  • 11(Epic): Increases resurrection speed by 5% per rank of Master Ritualist. Resurrected allies return with 100% More Stamina and Magicka.
  • 12(Legendary): Increases the ultimate cost of Rite of Passage by 100%*, Allied Players that suffer a fatal Hit while affected by Rite of Passage will instead become ethereal for 5.5 Seconds, Restoring up to 100% Health, Stamina and Magicka every 0.5 seconds for the duration. While Ethereal, you cannot take Damage or deal Damage. This effect can occur once every 1 minute and 30 seconds per player.
    (*from 125 to 250 ultimate respectively.)

Meridian Knight(Heavy Armor, Hybrid, Off-tank DPS, Utility.)
  • 2: Adds 1206 Maximum Health.
  • 3: Adds 2975 Armor.
  • 4: Adds 4% Healing Received.
  • 5: Whenever a Blessed Shards Synergy is activated, up to 11 other nearby allies within 10 meters of the Spear Shard Area of Effect regenerate 3960 Max Stamina or Magicka over 10 seconds, whichever is higher. While the resource regeneration is active, affected allies gain 12% Increased Stamina, Magicka and Health Recovery for the duration.
  • 6: When you deal damage, you have a 25% chance to deal 1844 Physical damage or 1844 Magic damage for each rank in burning light, whichever is higher. This can only occur once every 0.5 seconds.
  • 8(Normal): Adds 2192 Maximum Magicka.
  • 9(Fine): Adds 2192 Maximum Stamina.
  • 10(Superior): Adds 5950 Armor.
  • 11(Epic): Increases Physical Resistance by 1320, Weapon Damage by 7% and spell damage by 10% per rank of Balanced Warrior.
  • 12(Legendary): Increases Radial Sweep Ultimate Cost by 100%. Increases the Direct Damage and Damage over Time of Radial Sweep by 40%, Damage over Time increases by an additional 30% and and reduces their damage done by 20% for the duration if the damaged target is a Daedra, Undead or Werewolf.

Sorcerer:
Magicka Maelstrom (DPS, Light.)
  • 2: Adds 1206 Maximum Health.
  • 3: Adds 1096 Maximum Magicka.
  • 4: Adds 129 Magicka Recovery.
  • 5: While Lightning Form is slotted, Reduces Shock Damage taken by 5%. Any time you deal or take shock damage with Lightning form active, you heal for 1000 Health every 0.5 seconds.
  • 6: Increases your Magicka recovery and Stamina Recovery by 2.5% per rank of Capacitor.
  • 8(Normal): Adds 258 Magicka Recovery.
  • 9(Fine): Adds 2192 Maximum Magicka.
  • 10(Superior): Adds 258 Spell Damage
  • 11(Epic): Increases your Weapon and Spell Damage by 4% per rank of Expert Mage.
  • 12(Legendary): While Overload is active, Maximum Stamina becomes equal to the value of your Maximum Magicka. Additionally, Your Storm Calling Abilities deal 1% Increased Damage for every 4000 points of Maximum Magicka and Stamina.

Nirn's Bane(Heavy, Tank, Giant Slayer)
  • 2: Adds 1096 Maximum Stamina.
  • 3: Adds 1096 Maximum Magicka.
  • 4: Adds 1206 Maximum Health.
  • 5: Light and Heavy attacks deal 1% of the targets Maximum Health as Oblivion Damage plus an additional 0.5% for each Daedric Summoning creature active, up to a maximum of 2%, this can deal a maximum of between 1000-2000 Oblivion Damage. This can only occur once every 1 second.
  • 6: Increases your Magicka Recovery by 10% and your Stamina and Health Recovery by 5% per rank of Daedric Protection.
  • 8(Normal): Adds 2412 Maximum Health.
  • 9(Fine): Adds 5950 Spell Resistance.
  • 10(Superior): Adds 5950 Physical Resistance.
  • 11(Epic): Increases Maximum Health by 3.5% for each rank in Expert Summoner.
  • 12(Legendary): Increases Summon Storm Atronach ultimate cost by 125%, While your Storm Atronach is Summoned, Incoming Damage is negated but the casters own Damage Done is reduced by 50% and ultimate generation is disabled*. Additionally, If the storm atronach is defeated, The Storm Atronach Violently Explodes for 1000 Shock Damage for each second it was active, up to a maximum of 15000 Shock Damage, in a 8 meter radius and applying minor vulnerability to enemies hit for 15 seconds, increasing their damage taken by 8%
(*Accurate Description: Ultimate Generation is disabled, Incoming Damage is Mitigated, making the player near invincible, but your own damage done will be reduced by 50% while the atronach is summoned , defeating the atronach or expiration will remove the incoming damage mitigation and damage dealt will return to normal levels as well as re-enabling ultimate generation. Moreover, in a PvP environment, you will instead gain 50% damage reduction but your own damage done will be reduced by 25%. Most Importantly, Enemy and player sourced Oblivion Damage and certain Mechanics can still bypass the Invulnerability completely as intended.)
Edited by Skullstachio on November 26, 2019 12:40AM
If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

If a game does not respect your time, best thing to do is move on from it and find something else.
  • Noxavian
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    I love all of these except the Sorc one. Would really of liked to see it's ultimate 12 piece set have something to do with summoning daedra.....

    Like perhaps when you summon your storm atronach it also summons a flame and ice atronach? Could be called "Fury of the elements" or something.

    Just really saddened to see that the main focus for the sorc here seems to be lightning when they have daedra/dark magic abilities and only 1 lightning skill tree.
  • ArchMikem
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    So I get that bonus 8 thru 12 unlock with the item quality of the set pieces, but what's the 6th bonus? Where does that comes from?
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Skullstachio
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    Noxavian wrote: »
    I love all of these except the Sorc one. Would really of liked to see it's ultimate 12 piece set have something to do with summoning daedra.....

    Like perhaps when you summon your storm atronach it also summons a flame and ice atronach? Could be called "Fury of the elements" or something.

    Just really saddened to see that the main focus for the sorc here seems to be lightning when they have daedra/dark magic abilities and only 1 lightning skill tree.

    Oh don’t you worry @Noxavian. I have plans for them... (you forget one thing, there is only “one of each” specifically targeting not just each class tree, but each armor weight. There is still Medium and Heavy Armor Variations to cover.)
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

    If a game does not respect your time, best thing to do is move on from it and find something else.
  • Noxavian
    Noxavian
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    Noxavian wrote: »
    I love all of these except the Sorc one. Would really of liked to see it's ultimate 12 piece set have something to do with summoning daedra.....

    Like perhaps when you summon your storm atronach it also summons a flame and ice atronach? Could be called "Fury of the elements" or something.

    Just really saddened to see that the main focus for the sorc here seems to be lightning when they have daedra/dark magic abilities and only 1 lightning skill tree.

    Oh don’t you worry @Noxavian. I have plans for them... (you forget one thing, there is only “one of each” specifically targeting not just each class tree, but each armor weight. There is still Medium and Heavy Armor Variations to cover.)

    oh my god I love you then LOL. Now you have me VERY excited, Im curious to what you can come up with for necro/sorc.

    Also, out of curiosity, what would your opinion be in regards to perhaps vampire/werewolf getting their own actual sets too? I understand they're subclasses, but still. There are some players that love werewolf builds and would love for vampire to have the ability to be actually "built" around.
  • Tannus15
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    Yeah, not a fan. I would have it be on equal power level to 2 5pc and a 2pc as an alternative to a "pick your own sets" build.

    The reason is that it will kill off what little build diversity there is and everyone will just be running the OP class set.
  • Tannus15
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    I would be very happy to see actual class sets introduced which give specifics benefits for only 1 class, but not to the point of overpowering all other set combinations
  • Vapirko
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    What about the mag or stam counterpart to each class?
  • colossalvoids
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    Pretty sure we'll see somewhat similar stuff with 2piece arena \ mini trial sets as they may run out of options quite soon when will be done with weapon and maybe guild abilities being altered through it. But better sooner than later, as some classes probably will be as dull after all audits are done.
  • mairwen85
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    So every class gets a dps set apart from templar and dk who are relegated to healer and tank (dis)respectively - - you'd ideally want 4 sets per class, stam dps, mag dps, healer, tank. Then we can talk.

    Interesting thoughts to add class identity back, BTW. However, ZoS designs sets for roles without class, drawing instead on weapon and armor skill lines if they need to be specific buffs. I believe there may be a reason for this.
    Edited by mairwen85 on September 4, 2019 6:04AM
  • Hamish999
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    An interesting idea, but I think 12 pieces is too many, 10 would suffice and allow for monster sets.
    Also the bonuses railroad you into a specific role, not all DKs are tanks, mine is a DW/bow DPS, not all wardens are a DPS, mines a tank etc.
    Edited by Hamish999 on September 4, 2019 6:41AM
    PC-EU
    Do'Zahra - Khajiit - StamDK - AD
    Narese Telvanni - Dunmer - Petsorc - EP
    Anastasie Chastain - Breton - Magplar - DC
    Gashnakh the Lusty - Orc - Stamsorc - AD
    Stands-In-Stoopid - Argonian - Warden Tank - AD
    Talia al-Morwha - Redguard - Stamden - AD
    Makes-Fier-Wrong - Argonian - Stamblade - AD
    Busty-Argonian-Maid - Argonian - Templar Healer - AD
    Alaru Telvanni - Dunmer - Stamplar - AD
    Ko'Raehsi - Khajiit - Magsorc - AD
    Torhild Rock-Chucker - Nord - StamDK - AD
    Drusilla Larouche - Breton - MagDK - AD
    Ko'Khanni - Khajiit - Magden - AD
    Ilithyia Ectorius - Imperial - DK Tank -AD
    Rosara Laumont - Breton - Warden Healer - AD
    Do'Darri - Khajiit - Stam Arcanist - AD
    Llerusa Redoran - Dunmer - Stam Arcanist - AD
    Terannil - High Elf - Magsorc - AD
    Sharuk the Indomitable - Orc - Necro - AD

    Keyboard and mouse FTW!
  • red_emu
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    Wow. I really like the whole idea. Would be great to have an epic set for each class (with it's own new motif of course!)
    PC - EU:
    Falathren Noctis - AD MagNecro
    Falathren - AD StamSorc
    Falathren Eryndaer - AD StamDen
    Falathren Irimion - AD MagPlar
    Talagan Falathren - AD StamDK
    Falathren Infernis - AD MagDK
    Your-Ex - AD MagBlade
  • Lazarus_Rising
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    At first i thought it's not a good idea but when i did read your examples i have to say it sounds great. But i would agree that it should be a 10 gear bonus. There would be no harm done inclunding multisets imo. Nice idea!
    also known as Overlich.
  • mocap
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    no way you get class specific items.

    Current IRL meta is equal rights/stuff/form/appearance/behavior etc for everyone and everyting. Enjoy no class identity.
  • FrancisCrawford
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    Sets that buff bad skills (as in the templar or sorcerer examples) are unlikely to be appealing.

    The nightblade tanking one is at least worth a look.

    Turning shalks into a spammable is unlikely to ever be balanced successfully.
  • Artim_X
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    Crazy is definitely the right word to describe this idea.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • antihero727
    antihero727
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    You would need 2 per class, Stam and mag varieties
    Veldrn-AD Magica Sorc
    Bizarro Veldrn-AD Stam Sorc
    Antiherro-AD Stam DK
    Antihero-AD Magplar
    Aww Crit-AD Magblade
    AD Since PC beta
    On A lag free vacation
    for the near and far future
  • Cryptical
    Cryptical
    ✭✭✭✭✭
    NO CHARACTER BINDING!

    ABSOLUTELY NOT!

    SCREW THAT NOISE!

    Trying to grind out 12 pieces would begin at what I experienced when grinding out the 14 individual chapters of the scalecaller motif - nearly 50 Zaan head pieces and at least twice that many failed attempts due to group suckage. But it would ultimately be much worse than grinding that motif because we all know how zenimax's weighted RNG makes for teeny chances at getting what you want.

    And you want to require it be done on the character intended to wear it? Pfft.

    Character bound.
    Worst. Condition. Ever.

    Make it bind on pickup, standard 2 hour group trade window. Because a 12 piece grind is already enough of a barrier.
    Xbox NA
  • Mettaricana
    Mettaricana
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    ✭✭✭
    I'd rather they took a step back to es3 morrowind and have left bracer, right bracer, left shoulder pauldron, right shoulder pauldron. That would atleast add 2 more peices of gear for set bonuses also would allow 2pc boss set and a 1 pc boss set or boss set amd vma weapon.

    Though a 12pc set sounds awesome. Hopefully a stam version as well.

    Another idea is 1pc armor parts like
    "boots of haulass"
    Reduce cost of sprint by 10%
    Increases damage of next attack by 15% used 5 secs after sprinting.

    Valkyn skorias claymore
    1pc
    Crit attacks cause balls of fire to errupt on out in a circle around you they explode when they reach end of range or when they hit a target for a small aoe.

    Not quite vma 1pc standalone but shake things up rather than a million 5pc sets that are totally useless
  • kylewwefan
    kylewwefan
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    ✭✭
    It’s interesting. But, I’m already discouraged that I can try to put together some unique builds and they don’t perform as well as meta. Some by a mile. Meta is just too strong already and kills diversity.
  • FrancisCrawford
    FrancisCrawford
    ✭✭✭✭✭
    ✭✭✭✭
    Cryptical wrote: »
    NO CHARACTER BINDING!

    ABSOLUTELY NOT!

    SCREW THAT NOISE!

    Trying to grind out 12 pieces would begin at what I experienced when grinding out the 14 individual chapters of the scalecaller motif - nearly 50 Zaan head pieces and at least twice that many failed attempts due to group suckage. But it would ultimately be much worse than grinding that motif because we all know how zenimax's weighted RNG makes for teeny chances at getting what you want.

    And you want to require it be done on the character intended to wear it? Pfft.

    Character bound.
    Worst. Condition. Ever.

    Make it bind on pickup, standard 2 hour group trade window. Because a 12 piece grind is already enough of a barrier.

    Character bound. Wow. I missed that part. Horrible idea.
  • AcadianPaladin
    AcadianPaladin
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    ✭✭✭✭✭
    I'd rather completely dump the idea of set bonuses entirely. I don't play to grind for gear. I'd much rather just worry about individual pieces that are gold with the right weight and trait. In fact, dumping all sets sounds like a good way to address both power creep and the chasm between floor and ceiling.
    PC NA(no Steam), PvE, mostly solo
  • akillerninja6
    Not a bad idea other than excluding Cyrodiil.
  • notyuu
    notyuu
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    ✭✭
    The templar one is basically "heal-bot the set"
    sooo

    hard pass

    Unless you can come up with more/other sets for each role and variation [dd, tank, healer, stam, mag of each]
  • Jayman1000
    Jayman1000
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    That is way to non-streamlined for eso. It has to have casual appeal to fit the business model and 12 piece class set is in the opposite direction.
  • dave2280
    dave2280
    Soul Shriven
    10 items per set while utilizing the sets already in the game just adding bonuses 6-10...
    A 10 piece set should be stronger than any 2 5piece sets.
  • Chufu
    Chufu
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    ✭✭
    The idea of 12-piece-sets sounds amazing and I like your concrete ideas about the sets for every class, @Skullstachio.

    But on the other hand we would lose a lot of different playstyles in PvE/PvP, because you don't have to combine undaunted sets and 5 piece sets anymore.

    I think it's a bit against the "play what you want" philosophy of ESO, because it would be mainstream to wear as a healer the X-12-piece-set, as a DD there is only one good X-12-piece-set, etc.

    Therefore I really like the idea, but I don't think it has a future in ESO to implement those.
  • SidraWillowsky
    SidraWillowsky
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    ✭✭✭
    Oh, I love the idea of this... I doubt that this is ever going to get implemented, unfortunately, but it's a really interesting idea. I'm currently pretty bored of the game so I'd welcome something like this.
  • Hazurko_RaShan
    Hazurko_RaShan
    ✭✭✭
    I would be happy if we could use multiple instances of the same set. like those 3 piece sets. 4 of the same 3 piece sat and get all the bonuses off of it each time.

    Like say Agility....

    Agility

    LEVEL 50 CHAMPION 160

    (2 items) Adds 1451 Max Stamina

    (3 items) Adds 193 Weapon Damage


    4x 1451 max stamina

    4x 193 weapon damage
    Edited by Hazurko_RaShan on September 4, 2019 2:05PM
  • Il3rotherhood
    Il3rotherhood
    ✭✭✭
    I really love the idea and I had already thought about something like this when I played Diablo 3 again after a couple years. In Diablo, you can get set pieces that completely change the way certain ability work for a class and so in the long run, you can have multiple flavors for all the classes available :) I think that would be great for ESO too !
  • Tornaad
    Tornaad
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    Might be fun.
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