My set change request:
* Netch's Touch (Shock)
* Ysgrimor's Birthright (Frost)
* Silks of the Sun (Flame)
* War Maiden (Magic)
Change the 5th slot to "Your light attacks weaken your target's resistance to (type) damage by 5% for 10 seconds, this effect can only be applied once every 10 seconds."
- It's single target and cannot be reapplied within 10 seconds, even if the enemy dies.
- It's specific to one type of damage only.
- This goes beyond just "abilities", which is what makes these sets useless (at least with the current patch). There are far better sets out there.
- It doesn't boost the players strength, but weakens the target's resistance, so if the target has weak resistance already--it's not as useful.
WrathOfInnos wrote: »My set change request:
* Netch's Touch (Shock)
* Ysgrimor's Birthright (Frost)
* Silks of the Sun (Flame)
* War Maiden (Magic)
Change the 5th slot to "Your light attacks weaken your target's resistance to (type) damage by 5% for 10 seconds, this effect can only be applied once every 10 seconds."
- It's single target and cannot be reapplied within 10 seconds, even if the enemy dies.
- It's specific to one type of damage only.
- This goes beyond just "abilities", which is what makes these sets useless (at least with the current patch). There are far better sets out there.
- It doesn't boost the players strength, but weakens the target's resistance, so if the target has weak resistance already--it's not as useful.
Would this work like the Morag Tong set? I’d like that for other elements, but it should be 10%, not 5%. I’m also hesitant to stack another Fire weakness on top of Engulfing Flames and Encratis Behemoth, but certainly Lightning, Frost and Magic could use one.
Why does fire damage get boosts from skills and monster helm anyway?
Correct me if I'm wrong but there is no skill or set that increases the targets damage taken by shock or frost.
Why does fire damage get boosts from skills and monster helm anyway?
Correct me if I'm wrong but there is no skill or set that increases the targets damage taken by shock or frost.
WrathOfInnos wrote: »Why does fire damage get boosts from skills and monster helm anyway?
Correct me if I'm wrong but there is no skill or set that increases the targets damage taken by shock or frost.
You are correct. There is Morag Tong for 10% Poison and Disease Damage. I’d really like to see something similar for Shock and Frost.
I’ve suggested before that Lightning Flood/Liquid Lightning could give a 10% Shock Vulnerability similar to Engulfing Flames. It’s severely underpowered currently, and I miss the days where Sorcs used this iconic skill.
Not sure where the Frost version would fit. All of the frost class AoE’s are in a pretty good spot for balance (Winter’s Revenge, Boneyard and Glacial Colossus), none need a buff. It does seem like Warden should be the one to get the unique debuff, maybe on one of their worst damage skills (Screaming Cliff Racer?).
ESO_Nightingale wrote: »WrathOfInnos wrote: »Why does fire damage get boosts from skills and monster helm anyway?
Correct me if I'm wrong but there is no skill or set that increases the targets damage taken by shock or frost.
You are correct. There is Morag Tong for 10% Poison and Disease Damage. I’d really like to see something similar for Shock and Frost.
I’ve suggested before that Lightning Flood/Liquid Lightning could give a 10% Shock Vulnerability similar to Engulfing Flames. It’s severely underpowered currently, and I miss the days where Sorcs used this iconic skill.
Not sure where the Frost version would fit. All of the frost class AoE’s are in a pretty good spot for balance (Winter’s Revenge, Boneyard and Glacial Colossus), none need a buff. It does seem like Warden should be the one to get the unique debuff, maybe on one of their worst damage skills (Screaming Cliff Racer?).
problem is that they already have a big bonus to frost damage inbuilt into their passives, and the absurd amount of raw damage boosts they do have is holding back their actual skills. i honestly think that another medium should contain the frost specific boost now. if maybe a monster helmet was to require applying chilled and would make that enemy take 10% more frost damage, that would work, however, it's probably a bit uninspired.
WrathOfInnos wrote: »ESO_Nightingale wrote: »WrathOfInnos wrote: »Why does fire damage get boosts from skills and monster helm anyway?
Correct me if I'm wrong but there is no skill or set that increases the targets damage taken by shock or frost.
You are correct. There is Morag Tong for 10% Poison and Disease Damage. I’d really like to see something similar for Shock and Frost.
I’ve suggested before that Lightning Flood/Liquid Lightning could give a 10% Shock Vulnerability similar to Engulfing Flames. It’s severely underpowered currently, and I miss the days where Sorcs used this iconic skill.
Not sure where the Frost version would fit. All of the frost class AoE’s are in a pretty good spot for balance (Winter’s Revenge, Boneyard and Glacial Colossus), none need a buff. It does seem like Warden should be the one to get the unique debuff, maybe on one of their worst damage skills (Screaming Cliff Racer?).
problem is that they already have a big bonus to frost damage inbuilt into their passives, and the absurd amount of raw damage boosts they do have is holding back their actual skills. i honestly think that another medium should contain the frost specific boost now. if maybe a monster helmet was to require applying chilled and would make that enemy take 10% more frost damage, that would work, however, it's probably a bit uninspired.
Would definitely like to see frost and shock debuffs on monster sets. I suspect they would be 5% like Encratis, and hopefully stack with any skills.
You make a good point about the 10% frost damage passive. Maybe this debuff could simply replace that passive: “Enemies damaged by your Frost abilities take 10% more damage from Frost for 10s”. Then the warden doesnt get any stronger, but still gets to share a nice buff with allies. The 10% individual magic damage passive would not be affected. It checks the box, but doesn’t really do anything to incentivize frost builds.
ESO_Nightingale wrote: »WrathOfInnos wrote: »ESO_Nightingale wrote: »WrathOfInnos wrote: »Why does fire damage get boosts from skills and monster helm anyway?
Correct me if I'm wrong but there is no skill or set that increases the targets damage taken by shock or frost.
You are correct. There is Morag Tong for 10% Poison and Disease Damage. I’d really like to see something similar for Shock and Frost.
I’ve suggested before that Lightning Flood/Liquid Lightning could give a 10% Shock Vulnerability similar to Engulfing Flames. It’s severely underpowered currently, and I miss the days where Sorcs used this iconic skill.
Not sure where the Frost version would fit. All of the frost class AoE’s are in a pretty good spot for balance (Winter’s Revenge, Boneyard and Glacial Colossus), none need a buff. It does seem like Warden should be the one to get the unique debuff, maybe on one of their worst damage skills (Screaming Cliff Racer?).
problem is that they already have a big bonus to frost damage inbuilt into their passives, and the absurd amount of raw damage boosts they do have is holding back their actual skills. i honestly think that another medium should contain the frost specific boost now. if maybe a monster helmet was to require applying chilled and would make that enemy take 10% more frost damage, that would work, however, it's probably a bit uninspired.
Would definitely like to see frost and shock debuffs on monster sets. I suspect they would be 5% like Encratis, and hopefully stack with any skills.
You make a good point about the 10% frost damage passive. Maybe this debuff could simply replace that passive: “Enemies damaged by your Frost abilities take 10% more damage from Frost for 10s”. Then the warden doesnt get any stronger, but still gets to share a nice buff with allies. The 10% individual magic damage passive would not be affected. It checks the box, but doesn’t really do anything to incentivize frost builds.
if you remove the straight up frost damage buff from warden and replace it with a group based one, all that will do is give more power to tank and healer warden in groups like how we see with dragonknight, it also disincentivises frost dps even more than it is currently. with a change like this there is no way you'd ever accept more than one frost dps warden because anything they try to achieve is already taken care of to a degree that their damage would just be significantly worse, since both the minor brittle and 10% frost damage done effects would be group based.
WrathOfInnos wrote: »ESO_Nightingale wrote: »WrathOfInnos wrote: »ESO_Nightingale wrote: »WrathOfInnos wrote: »Why does fire damage get boosts from skills and monster helm anyway?
Correct me if I'm wrong but there is no skill or set that increases the targets damage taken by shock or frost.
You are correct. There is Morag Tong for 10% Poison and Disease Damage. I’d really like to see something similar for Shock and Frost.
I’ve suggested before that Lightning Flood/Liquid Lightning could give a 10% Shock Vulnerability similar to Engulfing Flames. It’s severely underpowered currently, and I miss the days where Sorcs used this iconic skill.
Not sure where the Frost version would fit. All of the frost class AoE’s are in a pretty good spot for balance (Winter’s Revenge, Boneyard and Glacial Colossus), none need a buff. It does seem like Warden should be the one to get the unique debuff, maybe on one of their worst damage skills (Screaming Cliff Racer?).
problem is that they already have a big bonus to frost damage inbuilt into their passives, and the absurd amount of raw damage boosts they do have is holding back their actual skills. i honestly think that another medium should contain the frost specific boost now. if maybe a monster helmet was to require applying chilled and would make that enemy take 10% more frost damage, that would work, however, it's probably a bit uninspired.
Would definitely like to see frost and shock debuffs on monster sets. I suspect they would be 5% like Encratis, and hopefully stack with any skills.
You make a good point about the 10% frost damage passive. Maybe this debuff could simply replace that passive: “Enemies damaged by your Frost abilities take 10% more damage from Frost for 10s”. Then the warden doesnt get any stronger, but still gets to share a nice buff with allies. The 10% individual magic damage passive would not be affected. It checks the box, but doesn’t really do anything to incentivize frost builds.
if you remove the straight up frost damage buff from warden and replace it with a group based one, all that will do is give more power to tank and healer warden in groups like how we see with dragonknight, it also disincentivises frost dps even more than it is currently. with a change like this there is no way you'd ever accept more than one frost dps warden because anything they try to achieve is already taken care of to a degree that their damage would just be significantly worse, since both the minor brittle and 10% frost damage done effects would be group based.
Hmm, it wouldn’t help that situation, but it also would not hurt. Basically the same as what we currently have, Warden support is good, and maybe one frost DPS, no more. The only difference is a little more group synergy since Warden would buff the damage of Necromancer allies, and maybe make Ice Staff brittle Necro a decent option.
I do think it would be nice to have more incentive to use other elements on all classes. Sorc’s Crystal Fragments could easily be frost damage, as could Haunting Curse, Nightblade’s Crippling Grasp, Entropy or maybe Templar’s Dark Flare. Everything being Fire or generic Magic is bland, and most classes wouldn’t even appreciate Frost Vuln if it existed.
JoSePHRiNG wrote: »So I would change them into:
Way of Fire (Changed)(Heavy Armor)(Overland)
(2 items) Adds 129 Weapon Damage
(3 items) Adds 1096 Maximum Stamina
(4 items) Adds 657 Weapon Critical
(5 items) Adds [One Line Bonus] (can be adjusted)
(5 items) "When you deal damage with a weapon , you deal an additional 1200 Flame Damage". This effect can occur once every 1 second and scales off the higher of your Weapon or Spell Damage.
Poisonous Serpent (Current)(Medium Armor)(Trial)
(2 items) Adds 1096 Maximum Stamina
(3 items) Adds 129 Weapon Damage
(4 items) Adds 1096 Maximum Stamina
(5 items) Adds [One Line Bonus] (can be adjusted)
(5 items) When you deal damage with a weapon you deal an additional 1200 Poison Damage.This effect can occur once every 1 second and scales off the higher of your Weapon or Spell Damage...
Crusader:
(2 items) Adds 1096 Maximum Stamina
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 1096 Maximum Stamina
(5 items) Adds 179 Stamina Recovery
(5 items) Increases the duration of the dodge chance bonus of Roll Dodge by 0.3 seconds.
Add the line in bold to this set, like they buffed cowards gear and jailbreaker etc..
Crusader:
(2 items) Adds 1096 Maximum Stamina
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 1096 Maximum Stamina
(5 items) Adds 179 Stamina Recovery
(5 items) Increases the duration of the dodge chance bonus of Roll Dodge by 0.3 seconds.
Add the line in bold to this set, like they buffed cowards gear and jailbreaker etc..
YandereGirlfriend wrote: »Crusader:
(2 items) Adds 1096 Maximum Stamina
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 1096 Maximum Stamina
(5 items) Adds 179 Stamina Recovery
(5 items) Increases the duration of the dodge chance bonus of Roll Dodge by 0.3 seconds.
Add the line in bold to this set, like they buffed cowards gear and jailbreaker etc..
Your buff would have been justified but I really like the direction that they took the set this patch.
It's one revision that, IMO, was well done.
YandereGirlfriend wrote: »Crusader:
(2 items) Adds 1096 Maximum Stamina
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 1096 Maximum Stamina
(5 items) Adds 179 Stamina Recovery
(5 items) Increases the duration of the dodge chance bonus of Roll Dodge by 0.3 seconds.
Add the line in bold to this set, like they buffed cowards gear and jailbreaker etc..
Your buff would have been justified but I really like the direction that they took the set this patch.
It's one revision that, IMO, was well done.
Except it is completely different set now. Imagine farming/reconstructing this set in well-fitted for what it is - increased dodge roll evasion for niche acrobat build, and then they be like 'lol no'. Crusader is the core set of this build, with three other themed sets on jewelry/weapons that I'd switch between, with Crusader always on.
It easily could have been entirely new set in new dungeon / new added crafted set / bg/cyrodiil reward. But no, they took existing niche set and made it completely different set. "Play as you like" they said. Unless we don't like your non-meta builds.