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Set bonuses on heavy/med gear... anything good for mag/nec?

Triplesixtyson
Triplesixtyson
✭✭✭
Hey guys,
So Im a mag/nec
Light armor

What im wondering is if there are some med/heavy armor set bonuses out there that are good for a mag/nec? (Would have to change enchantments of course)
And is there a benefit to wearing all or more light armor?

I picked up some of the Dreugh King Slayer gear (heavy), including the fire staff...
2 items) Adds 129 Weapon Damage
(3 items) Adds 129 Weapon Damage
(4 items) Adds 657 Weapon Critical
(5 items) Gain Major Brutality at all times, increasing your Weapon Damage by 20%. When you kill an enemy, you gain Major Expedition for 8 seconds, increasing your Movement Speed

it seems like good set bonuses for magicka, But Im still not sure on what set bonuses are better anyways...so this might be to far advanced for me atm. But any help/advice is appreciated. Thanks.
Edited by ZOS_Bill on January 20, 2022 12:28AM

Best Answer

  • macsmooth
    macsmooth
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    Beardimus wrote: »
    Hey guys,
    So Im a mag/nec
    Light armor

    What im wondering is if there are some med/heavy armor set bonuses out there that are good for a mag/nec? (Would have to change enchantments of course)
    And is there a benefit to wearing all or more light armor?

    I picked up some of the Dreugh King Slayer gear (heavy), including the fire staff...
    2 items) Adds 129 Weapon Damage
    (3 items) Adds 129 Weapon Damage
    (4 items) Adds 657 Weapon Critical
    (5 items) Gain Major Brutality at all times, increasing your Weapon Damage by 20%. When you kill an enemy, you gain Major Expedition for 8 seconds, increasing your Movement Speed

    it seems like good set bonuses for magicka, But Im still not sure on what set bonuses are better anyways...so this might be to far advanced for me atm. But any help/advice is appreciated. Thanks.

    Hi @Triplesixtyson hi, that set is no good for a Magika setup.

    It gives Major Brutality which boosts Weopon Damage, Wep Dam is for Melee/Bow damage. It will do nothing for a fire staff sadly

    You need something that gives Major Sorcery which boosts spell damage.

    As a very rough guide

    - Stamina users have melee weapons / bows and sets with Weopon Damage or Stamina bonuses and use Major Brutality to buff their Weopon Damage
    - Magika users have staves (on the whole) and wets with Spell Damage or Magika bonuses and use Major Sorcery to buff their spell damage

    That's a generalisation and obviously sets do alot .ore for you like penetration or Proc damage (which scales of Spell Damage / Magika if you are a staff users) or armour / healing / protection

    Back to your original question why do you want Heavy Armour set? There are some that can work as a Tanky Mag charactor but alot of mag sets are steered to Light Armour

    OP has copied the wrong stats for that set it was changed it now is

    (2 items) Adds 129 Weapon Damage and Spell Damage
    (3 items) Adds 129 Weapon Damage and Spell Damage
    (4 items) Adds 657 Critical Chance
    (5 items) Gain Major Brutality and Sorcery at all times, increasing your Weapon Damage and Spell Damage by 20%. When you kill an enemy, you gain Major Expedition for 8 seconds, increasing your Movement Speed by 30%.

    It perfectly viable for a mag toon with no class skill for the major buff you would just run jewelry and staffs

    I prefer rattlecage over king set for Necromancer just because it has a health bonus that befits some of their skills plus the first boss can drop magicka neck and rings

    The speed buff is nice but it’s based on after something is dead so if you’re a runner in a dungeon you’re just ticking of the tank and healer if your running ahead to start the fights or dragging the adds to a boss number one reason why a tank and healer should quit the dungeon and leave you to it better a controlled smooth run than a complete mess that the tank and healer has to sort out even on normal day one dungeon runs (yes I got a dig in on runners, you start the fights you tank the fights)
    Answer ✓
  • Ragnork
    Ragnork
    ✭✭✭✭✭
    I play a Mag Templer on my second account that has 5 Mothers Sorrow - head, shoulder, waist, feet, hands and 5 Crafty Alfiq, jewelry and weapons. The weapons are sharpened and as much of the armour as possible is divines. I crafted Chest and Legs in Seducer in heavy and enchanted with health. I use the lover mundas.
    This gives me (CP 600 +/-) 12 408 penetration and 43.8 crit.
    I think the same armour setup for any "overland" mag player would be good enough.
    My Mag Dragonknight has 5 Burning Spellweave and 5 Spinners.Another good setup.
    On my prime account I am running 5 Spinners and 5 Mad Tinkerer on my Mag Templer - because it is fun.
    (To get the extra crit I am using inner light from the mages guild).

    If you can craft your own or have a guild member help then there are many options.
    If you need to farm heavy for magica then probably Medusa from Arx Corinium or Rattelcage from Vaults of Madness.
    Medusa
    (2 items) Adds 657 Spell Critical
    (3 items) Adds 657 Spell Critical
    (4 items) Adds 657 Spell Critical
    (5 items) Gain Minor Force at all times, increasing your Critical Damage by 10%. Also adds 900 Spell Critical.
    Rattlecage
    (2 items) Adds 1206 Max Health
    (3 items) Adds 129 Spell Damage
    (4 items) Adds 129 Spell Damage
    (5 items) Adds 171 Spell Damage
    (5 items) Gain Major Sorcery at all times, increasing your Spell Damage by 20%.
    Burnging Spellweave
    (2 items) Adds 1096 Max Magicka
    (3 items) Adds 129 Spell Damage
    (4 items) Adds 657 Spell Critical
    (5 items) When you deal damage with a Flame Damage ability, you apply the burning status effect to the enemy and increase your Spell Damage by 490 for 8 seconds. This effect can occur once every 12 seconds.
    Spinners
    (2 items) Adds 1096 Max Magicka
    (3 items) Adds 1096 Max Magicka
    (4 items) Adds 129 Spell Damage
    (5 items) Adds 3460 Spell Penetration
    Mothers Sorrow
    (2 items) Adds 1096 Max Magicka
    (3 items) Adds 657 Spell Critical
    (4 items) Adds 657 Spell Critical
    (5 items) Adds 1937 Spell Critical
    Mad Tinkerer - so much fun to be had :)
    (2 items) Adds 657 Spell Critical
    (3 items) Adds 657 Spell Critical
    (4 items) Adds 129 Spell Damage
    (5 items) When you deal damage, a Verminous Fabricant will be summoned that will charge the nearest enemy, doing 10,390 Shock Damage to all enemies in its path, knocking them into the air, and stunning them for 2 seconds. This effect can occur once every 8 seconds.



    Edited by Ragnork on January 10, 2022 9:04AM
  • Beardimus
    Beardimus
    ✭✭✭✭✭
    ✭✭✭✭✭
    Hey guys,
    So Im a mag/nec
    Light armor

    What im wondering is if there are some med/heavy armor set bonuses out there that are good for a mag/nec? (Would have to change enchantments of course)
    And is there a benefit to wearing all or more light armor?

    I picked up some of the Dreugh King Slayer gear (heavy), including the fire staff...
    2 items) Adds 129 Weapon Damage
    (3 items) Adds 129 Weapon Damage
    (4 items) Adds 657 Weapon Critical
    (5 items) Gain Major Brutality at all times, increasing your Weapon Damage by 20%. When you kill an enemy, you gain Major Expedition for 8 seconds, increasing your Movement Speed

    it seems like good set bonuses for magicka, But Im still not sure on what set bonuses are better anyways...so this might be to far advanced for me atm. But any help/advice is appreciated. Thanks.

    Hi @Triplesixtyson hi, that set is no good for a Magika setup.

    It gives Major Brutality which boosts Weopon Damage, Wep Dam is for Melee/Bow damage. It will do nothing for a fire staff sadly

    You need something that gives Major Sorcery which boosts spell damage.

    As a very rough guide

    - Stamina users have melee weapons / bows and sets with Weopon Damage or Stamina bonuses and use Major Brutality to buff their Weopon Damage
    - Magika users have staves (on the whole) and wets with Spell Damage or Magika bonuses and use Major Sorcery to buff their spell damage

    That's a generalisation and obviously sets do alot .ore for you like penetration or Proc damage (which scales of Spell Damage / Magika if you are a staff users) or armour / healing / protection

    Back to your original question why do you want Heavy Armour set? There are some that can work as a Tanky Mag charactor but alot of mag sets are steered to Light Armour
    Xbox One | EU | EP
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    Emperor of Sotha Sil 02-2018 & Sheogorath 05-2019
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    Fighting small scale with : The SAXON Guild
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    Xbox One | NA | EP
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    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • etchedpixels
    etchedpixels
    ✭✭✭✭✭
    Hey guys,
    So Im a mag/nec
    Light armor

    What im wondering is if there are some med/heavy armor set bonuses out there that are good for a mag/nec? (Would have to change enchantments of course)
    And is there a benefit to wearing all or more light armor?

    Firstly there is a trick to this that's not always obvious to new players. You have 12 pieces of gear. Of those only 7 are armour. Thus you can wear 5 pieces of any set you like as weapons and jewellery and still all your armour is light.

    DKS is a very very good set for some classes when levelling up. It's also a very useful general set for some builds on classes without easy access to major brutality or major sorcery. For example it's used on some templar solo or damage focussed tank builds inc ombo with ancient dragonguard.

    For damage you usually want all 7 pieces light armour on a magicka toon but for some things like soloing dungeons having heavy on the chest/legs trades a bit of damage for a lot of survivability.

    If you are levelling I'd strongly recommend having one piece medium, one piece heavy in your armour. That levels all the armour skills and generally means by the time you arrive at CP 160 you've got access if you want it to most of the armour skills in each line.

    So yes DKS weapons and jewellery is good on a mag dd. It's not the set you'll end up wearing end game though.
    Too many toons not enough time
  • Triplesixtyson
    Triplesixtyson
    ✭✭✭
    "For damage you usually want all 7 pieces light armour on a magicka toon"

    But, as long as a I change the enchantment with a magicka glyph, im all set correct? Im asuming thats why people are recomending medusa and rattlecage, even tho they are heavy sets.

    Desicions, desicions.... what to farm on my week off =)

    Magcro runnin maws n mother sorrow sets. With treasure hunter set as secondary for now.

    More input appreciated
    Edited by Triplesixtyson on January 12, 2022 8:21AM
  • MEBengalsFan2001
    MEBengalsFan2001
    ✭✭✭✭✭
    Hey guys,
    So Im a mag/nec
    Light armor

    What im wondering is if there are some med/heavy armor set bonuses out there that are good for a mag/nec? (Would have to change enchantments of course)
    And is there a benefit to wearing all or more light armor?

    I picked up some of the Dreugh King Slayer gear (heavy), including the fire staff...
    2 items) Adds 129 Weapon Damage
    (3 items) Adds 129 Weapon Damage
    (4 items) Adds 657 Weapon Critical
    (5 items) Gain Major Brutality at all times, increasing your Weapon Damage by 20%. When you kill an enemy, you gain Major Expedition for 8 seconds, increasing your Movement Speed

    it seems like good set bonuses for magicka, But Im still not sure on what set bonuses are better anyways...so this might be to far advanced for me atm. But any help/advice is appreciated. Thanks.

    If you are looking at the set for PVP I believe Rattlecage is better as it gives health over crit and has 3 weapon damage bonus and provides the 20% sorcery/brutality buff.
  • etchedpixels
    etchedpixels
    ✭✭✭✭✭
    "For damage you usually want all 7 pieces light armour on a magicka toon"

    But, as long as a I change the enchantment with a magicka glyph, im all set correct? Im asuming thats why people are recomending medusa and rattlecage, even tho they are heavy sets.

    For the armour pieces no. Each armour type has different passives and effects that apply to those pieces worn as armour

    Heavy makes you tankier and slower
    Medium makes you do more damage,. move faster and reduces stamina costs and improves regen
    Light increases your critical chance and penetration as well as reducing magicka costs and improving magicka regen

    Glyphs don't change those base properties.

    These passives and effects don't apply to weapons or jewellery.

    So for your example you wear Medusa on a magicka damage dealer as jewellery and weapons not because it is heavy but because the set gives you a load of critical and also minor force. As a damage dealer you don't want the heavy armour properties because you shouldn't be taking much damage because the tank is doing that and you are fast enough to move out of things.

    If you are solo playing you can mix and match a bit more so you might use some heavy on the body so that you don't die solo running a dungeon. Doing this however reduces your damage dealing a chunk. You might well put magicka glyphs on the heavy pieces in that situation it would depend what you needed more: magicka or health.

    The general rule though for the actual armour pieces rather than jewellery weapons

    - Tank: heavy armour
    - Stamina: medium armour (maybe 1 or 2 pieces light for penetration)
    - Magicka: light armour

    Too many toons not enough time
  • Adremal
    Adremal
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    Personally I haven't found myself changing sets with the hybridification. There could be options, sure, but relegated to weapon/jewels, light armour passives are just too important as a magicka character. Although depending on penetration values and other variables 5/1/1 is still a viable option over 7/7.
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