The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/
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If you could rework a set, how would do it?

CaptainVenom
CaptainVenom
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How I'd do it:

Dark Convergence: Reduces damage time from 4s to 3s, but deals 25% of current health as oblivion (irreducible) damage and scales 10% per target up to a maximum 75% current health damage. This means DC can never actually kill the enemy (if you have, for instance, 1000 Health left, you will get between 250-750 damage from it) while remaining powerful as a AoE/zerg punishment intended set.

What about you?
🌈 Ride with Pride 🌈Magicka/Damage Necromancer - PC - NA - DC
  • NoodleESO
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    tbh I think if they reverted a lot of older sets they would find the game might work the way they want it to. Take for example the old Earthgore: gets pulled into the dark convergence and removes all the effects.

    It would be a perfect counter, if someone if going to use a blind pull set then they run the risk of pulling a blind cleanse set.
  • BloodyStigmata
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    Netch's Touch/Silks of the Sun/Ysgramor's Birthright

    (5) Magic damage you deal is converted into shock/fire/frost damage. The converted damage can still apply overcharged.
    (5) Add 450 weapon and spell damage to your shock/fire/frost damage abilities & effects.

    War Maiden's

    (5) Elemental damage you deal is converted into magic damage. The converted damage can still apply their respective status effects.
    (5) Add 450 weapon and spell damage to your magic damage abilities & effects.

    Blooddrinker/Swamp Raider/The Morag Tong

    (5) Physical damage you deal is converted into bleed/disease/poison damage. The converted damage can still apply sundered.
    (5) Add 450 weapon and spell damage to your bleed/disease/poison damage abilities & effects.
    Owner and proprietor of the Northern Elsweyr Guar Reserve and The Hunting Grounds Guar Reserve, Tamriel's home to all things guar.
    See the embedded brochures for all information regarding our reserves, as well as our collection status!
  • Blackbird_V
    Blackbird_V
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    Did numerous older trial sets, couldn't think of just 1. If I had to, It'd likely be Alkosh.


    Maw of Lorkhaj: Added perfected bonuses. Empower will become a Major/Minor buff. All current sources of empower in-game will be treated as Major Empower (Increases damage of light, medium, and heavy attacks by 40%.) This is seen in Twilight Remedy.
    Roar of Alkosh:
    • 2 Pieces: Adds 657 Critical Chance
    • 3 Pieces: Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    • 4 Pieces: Adds 129 Weapon Damage and Spell Damage
    • 5 Pieces (Perfected): Adds 657 Critical Chance
    • 5 Pieces: When you activate a synergy, you let out a roar to enemies 8 meters around you that increases their damage taken from Martial Attacks by 8% and reduces their physical and spell resistance by the amount of your Weapon or Spell damage, up to a maximum of 6000 for 20 seconds.

    Twilight Remedy:
    • 2 Pieces: Adds 129 Magicka Recovery
    • 3 Pieces: Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
    • 4 Pieces: Adds 4% Healing Done
    • 5 Pieces (Perfected): Adds 1096 Maximum Magicka
    • 5 Pieces: When you activate a synergy, you and your group members gain Minor Force for 20 seconds, increasing Critical Damage by 10%. Allies affected by Twilight Remedy will also gain Minor Empower, increasing the damage of light, medium, and heavy attacks by 15%.

    MoonMemedancer
    • 2 Pieces: Adds 1096 Maximum Magicka
    • 3 Pieces: Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    • 4 Pieces: Adds 657 Critical Chance
    • 5 Pieces (Perfected): Adds 129 Weapon Damage and Spell Damage
    • 5 Pieces: When you activate a synergy while in combat, you gain a shadow blessing that increases your Weapon and Spell Damage by 700, or a lunar blessing that increases your Critical Chance by 1971 for 20 seconds. You can only have one blessing active at a time, and cannot be changed for 10 seconds.

    Lunar Bastion:
    • 2 Pieces: Adds 129 Magicka Recovery
    • 3 Pieces: Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
    • 4 Pieces: Adds 4% Healing Taken
    • 5 Pieces (Perfected): Adds 1206 Maximum Health
    • 5 Pieces: When you activate a synergy, you and your group members gain a stacking damage shield every 1 second that absorbs 3000 damage per stack, up to a maximum of 5. The damage shield lasts 7 seconds. When the effect ends, the shields shatter and deal 2000 magic damage spread equally among all enemies within 8 meters. The damage scales off the higher of your allies' Weapon Damage and Spell Damage. The latter effect can occur once every 25 seconds.

    Halls of Fabrication: Added perfected bonuses & new Minor/Major Buff for use in War Machine.
    Inventor's Guard:
    • 2 Pieces: Adds 4% Healing Done
    • 3 Pieces: Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
    • 4 Pieces: Adds 4% Healing Done
    • 5 Pieces (Perfected): Adds 1206 Maximum Health
    • 5 Pieces: When you use an Ultimate ability while in combat, you and the closest 5 group members within 28 meters of you gain 20 Weapon and Spell damage and lasts for 1 second per 10 Ultimate spent.

    Automated Defence:
    • 2 Pieces: Adds 1206 Maximum Health
    • 3 Pieces: Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
    • 4 Pieces: Adds 4% Healing Taken
    • 5 Pieces (Perfected): Adds 1206 Maximum Health
    • 5 Pieces: When you use an Ultimate ability while in combat, you and your group members within 28 meters of you gain Major Toughness for 60 seconds, increasing maximum health by 20%.

    War Machine:
    • 2 Pieces: Adds 1096 Maximum Stamina
    • 3 Pieces: Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    • 4 Pieces: Adds 129 Weapon Damage and Spell Damage
    • 5 Pieces (Perfected): Adds 129 Weapon Damage and Spell Damage
    • 5 Pieces: When you use an Ultimate ability while in combat, you and the closest 5 group members within 28 meters of you gain Major Mania for 1 second per 10 Ultimate spent, increasing your Critical Rating by 2628.

    Master Architect: *Kept the same, but with a perfected 5th piece bonus.
    • 2 Pieces: Adds 1096 Maximum Magicka
    • 3 Pieces: Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    • 4 Pieces: Adds 129 Weapon Damage and Spell Damage
    • 5 Pieces (Perfected): Adds 129 Weapon Damage and Spell Damage
    • 5 Pieces: When you use an Ultimate ability while in combat, you and the closest 5 group members within 28 meters of you gain Major Slayer for 1 second per 10 Ultimate spent, increasing your damage done to Dungeon, Trial, and Arena Monsters by 10%.
    Edited by Blackbird_V on November 27, 2021 9:02PM
    Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 25 DLCs. 41 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game.
  • ssewallb14_ESO
    ssewallb14_ESO
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    Draugr's Heritage

    (5) When you take damage while under 40% health, you heal for (x) health and place Draugr's Curse on all enemies within 4 meters for 5 seconds. Enemies with Draugr's Curse are healed by all damage taken, and damaged by all healing taken. This effect can occur once every 20 seconds.
  • AuraStorm43
    AuraStorm43
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    How I'd do it:

    Dark Convergence: Reduces damage time from 4s to 3s, but deals 25% of current health as oblivion (irreducible) damage and scales 10% per target up to a maximum 75% current health damage. This means DC can never actually kill the enemy (if you have, for instance, 1000 Health left, you will get between 250-750 damage from it) while remaining powerful as a AoE/zerg punishment intended set.

    What about you?

    Honestly Dark Con in its current state is perfectly fine, the new aoe is way more clear and the damage is way lower

    I’d change Priority Therric to pump up aoe damage for you and 11 group mates, at 5% its basically encratis but for aoe abilities
  • newtinmpls
    newtinmpls
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    I would rework the Antiquity "Ring of the Wild Hunt"

    First, it should NOT be a ring, it should be Boots

    Second it should be named "The Boots of Blinding Speed"

    Effects
    Adds 169 Stamina Recovery (keep the same)
    Swift (keep the same)
    Increases your movement speed by 15% while in combat. Increases your movement speed by 45% while out of combat (keep the same)

    ADD:
    When wearing the ring, your ability to detect chests, nodes, invisible or hiding opponents is decreased by 10%
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • phaneub17_ESO
    phaneub17_ESO
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    Max health, stamina or magicka set bonuses work interchangeably to accommodate more hybrid builds.
  • Vevvev
    Vevvev
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    Vampire Lord gets a scaling spell and weapon damage boost to all it's healing and damage dealing abilities. Something like 100/200/300/400 depending on stage.

    Also the Pale Order Ring has a cut off point to it's downwards scaling where it has a minimum of 2-4% healing based on damage done, Or have it turn off the you can't be healed by others rule should it hit 0%. Won't believe the amount of times I joined a small group then the group keeps growing as I'm fighting in Cyrodiil and them I'm screwed since I can't take the ring off in combat.
    Edited by Vevvev on November 27, 2021 8:33PM
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Vevvev
    Vevvev
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    Max health, stamina or magicka set bonuses work interchangeably to accommodate more hybrid builds.

    In the big picture that's actually a really bad thing. Sets like Crafty Alfiq would be some of the most insanely strong PvP sets as you not only get Magicka to cast skills but more than enough stamina to block, dodge, and break free with.

    During the no-proc tests people like myself would equip Domihaus and Swarm Mother since their 1 piece bonuses gave both Stam and Mag. It was like wearing a 4 piece set on top of the two five piece sets.
    Edited by Vevvev on November 27, 2021 8:54PM
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
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