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.)
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.