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Requests of Item Sets

  • WrathOfInnos
    WrathOfInnos
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    Syrpynt 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.
  • Syrpynt
    Syrpynt
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    Syrpynt 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.

    I'm promoting it as 5% so it can be worked on from there. If the developers ever do this, they'll balance the amount to what they see fit. I always under-promote so that it isn't gamebreaking and sounds too ridiculous to implement.
  • master_vanargand
    master_vanargand
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    Need buff to weak craft sets.
  • Stx
    Stx
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    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.
  • Syrpynt
    Syrpynt
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    Stx 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.

    No skill or passive that increases target's damage taken for those elements, no.

    And there are glyphs that resist elemental damage. It would be nice if they were useful. Like if we wore a duplicate jewelry set but with 80% fire resist glyphs--except you'd lose out on spell damage or regen glyphs on your jewelry. But the tradeoff is less than 20% I think. Not even worth batting an eye. Would make PvP more interesting. And having sets specific for certain dungeons. Build for strengths and weaknesses.

    Reminds me kinda of Monster Hunter then...
  • WrathOfInnos
    WrathOfInnos
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    Stx 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
    ESO_Nightingale
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    Stx 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.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • WrathOfInnos
    WrathOfInnos
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    Stx 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.
    Edited by WrathOfInnos on July 8, 2021 7:46AM
  • ESO_Nightingale
    ESO_Nightingale
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    Stx 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.
    Edited by ESO_Nightingale on July 8, 2021 8:00AM
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • WrathOfInnos
    WrathOfInnos
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    Stx 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.
  • ESO_Nightingale
    ESO_Nightingale
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    Stx 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.

    It would still be preferable to have a frost engulfing be on some other medium.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • JoSePHRiNG
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    The "Way of Fire" and "Poisonous Serpent(Ophidian Venom)"

    They basically do the same thing but Way of Fire is easy to proc while Poisonous Serpent need poison ability to use it , also requiring light or heavy attack is also a hinder to the set and top of it their damage is now not even comparable to what people use now. They can definitely use some love.

    I would make them have another 5 piece stat plus unconditional damage like "Way of Fİre" does to both of them

    For reference:
    Way of Fire (Current)(Heavy Armor)(Overland)
    (2 items) Adds 129 Weapon Damage
    (3 items) Adds 1096 Maximum Stamina
    (4 items) Adds 657 Weapon Critical
    (5 items) "When you deal damage with a weapon, you deal an additional 600 Flame Damage". This effect can occur once every 2 seconds 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) When you deal damage with a Light or Heavy Attack against an enemy who has a Poison Damage ability on them, you deal an additional 600 Poison Damage. This effect can occur once every 2 seconds and scales off the higher of your Weapon or Spell Damage.


    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.

    Numbers are here change with your weapon damage so basically, I want them to deal double damage and deal faster.
    And lastly it could be deal damage to EVERY TARGET that your weapon deals damage like Endless Hail.
    Jorvuld's Guidance and SPC all the way down.
  • Syrpynt
    Syrpynt
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    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...

    Just fyi, they didn't make it "2 seconds" as a mistake. They do double the size in twice the time in order to reduce the number of "calculations" the server has to perform.

    And because they already struggle to keep high traffic events without players disconnecting, etc--I disagree with your proposed change. I say this as someone who has used both sets before Update 30 rendered them useless.
  • olsborg
    olsborg
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    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..

    PC EU
    PvP only
  • master_vanargand
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    olsborg 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..

    Adding Bonus status is a smart idea.
    Old sets need it.
  • YandereGirlfriend
    YandereGirlfriend
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    olsborg 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.
  • EF321
    EF321
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    olsborg 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.
  • YandereGirlfriend
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    EF321 wrote: »
    olsborg 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.

    That's not my problem - I'm simply saying that I enjoy the redesign.

    Could/should they have introduced the revision as its own new set - of course. And that would probably have been the best solution.

    But their metrics must show that only like 5 people across all the servers were actually using the set, making it a prime candidate for a re-work. It's unfortunate that your build got deleted but if more people use the set now than did before then the good of the many outweighs the good of the few.
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