The sets are disappointingly weak. Even the dk one, which on paper sounds quite strong, is weaker than I'd expected, because it doesn't work like I expected it to and it's too selfish to compete e.g. with Drake's Rush.
EA/IA was free though for all players, it's not part of a new chapter we'd have to pay for, so it's not entirely surprising that the sets are sub-par.
AvalonRanger wrote: »Is Infinity Archive class set...useless?
Keep farming in the Infinity Archive (pre EA) 1 month, I finally got full correction of
DK and Arcanist and Sorcerer class set. Well, it's happy (^^)...maybe happy right?
...Actually not(/._.\). My long term struggle of the Infinity Archive battle is almost meaningless.
And I finally noticed that IF class set is extremely terrible.
I tested "Monolith Sorcerer class set" in today at the public dungeon.
But, my old "rattle cage weapon set" is FAR MORE BETTER than Monolith.
Oh my god!! What I've done in this 1 month?
Only Arcanist class set is good for my healer(maybe for the arcanist tank also).
Because it has "extra sharing damage shield" for the protection of the group member
from damage.
Seriously? ZOS. Please give us true meaningful reward. I'm so sad.
AvalonRanger wrote: »Is Infinity Archive class set...useless?
Keep farming in the Infinity Archive (pre EA) 1 month, I finally got full correction of
DK and Arcanist and Sorcerer class set. Well, it's happy (^^)...maybe happy right?
...Actually not(/._.\). My long term struggle of the Infinity Archive battle is almost meaningless.
And I finally noticed that IF class set is extremely terrible.
I tested "Monolith Sorcerer class set" in today at the public dungeon.
But, my old "rattle cage weapon set" is FAR MORE BETTER than Monolith.
Oh my god!! What I've done in this 1 month?
Only Arcanist class set is good for my healer(maybe for the arcanist tank also).
Because it has "extra sharing damage shield" for the protection of the group member
from damage.
Seriously? ZOS. Please give us true meaningful reward. I'm so sad.
AvalonRanger wrote: »AvalonRanger wrote: »Is Infinity Archive class set...useless?
Keep farming in the Infinity Archive (pre EA) 1 month, I finally got full correction of
DK and Arcanist and Sorcerer class set. Well, it's happy (^^)...maybe happy right?
...Actually not(/._.\). My long term struggle of the Infinity Archive battle is almost meaningless.
And I finally noticed that IF class set is extremely terrible.
I tested "Monolith Sorcerer class set" in today at the public dungeon.
But, my old "rattle cage weapon set" is FAR MORE BETTER than Monolith.
Oh my god!! What I've done in this 1 month?
Only Arcanist class set is good for my healer(maybe for the arcanist tank also).
Because it has "extra sharing damage shield" for the protection of the group member
from damage.
Seriously? ZOS. Please give us true meaningful reward. I'm so sad.
And I lost my "24 gold jewelry material" because of terrible Monolith set.
ZOS should not make meaningless huge time consuming contents anymore.
Please DON'T seriously.
Well, "Infinity Archive" is good training contents for the beginner ESO player
who needs to learn basic combat technique. (Tank, DD, Healer) If you got
arc4 boss, then you and your partner have some skill for the Veteran
dungeon anyway. If you can't get arc1 boss by solo, then your building or
combat style will not work in Veteran dungeon.
But consider gear farming, Infinity Archive is almost time wasting.
I can't understand why ZOS made such a nonsense gear for us.... :'(
Araneae6537 wrote: »AvalonRanger wrote: »AvalonRanger wrote: »Is Infinity Archive class set...useless?
Keep farming in the Infinity Archive (pre EA) 1 month, I finally got full correction of
DK and Arcanist and Sorcerer class set. Well, it's happy (^^)...maybe happy right?
...Actually not(/._.\). My long term struggle of the Infinity Archive battle is almost meaningless.
And I finally noticed that IF class set is extremely terrible.
I tested "Monolith Sorcerer class set" in today at the public dungeon.
But, my old "rattle cage weapon set" is FAR MORE BETTER than Monolith.
Oh my god!! What I've done in this 1 month?
Only Arcanist class set is good for my healer(maybe for the arcanist tank also).
Because it has "extra sharing damage shield" for the protection of the group member
from damage.
Seriously? ZOS. Please give us true meaningful reward. I'm so sad.
And I lost my "24 gold jewelry material" because of terrible Monolith set.
ZOS should not make meaningless huge time consuming contents anymore.
Please DON'T seriously.
Well, "Infinity Archive" is good training contents for the beginner ESO player
who needs to learn basic combat technique. (Tank, DD, Healer) If you got
arc4 boss, then you and your partner have some skill for the Veteran
dungeon anyway. If you can't get arc1 boss by solo, then your building or
combat style will not work in Veteran dungeon.
But consider gear farming, Infinity Archive is almost time wasting.
I can't understand why ZOS made such a nonsense gear for us.... :'(
I’m sorry you golded the set before finding it was useless!Hopefully it didn’t also cost you transmutes! I’ve golded stuff prematurely too only to find a build didn’t work well for me, etc.
It is disappointing when, given the reward structure, you had the reasonable expectation of the gear being good, or at least decent! Since I’ve been on the forums, I knew the sorc set was terrible and other sets niche at best, so I’ve been running it for fun and furnishings and the Archival currency and I get ridiculously excited about new book furnishings!
AvalonRanger wrote: »Is Infinity Archive class set...useless?
Keep farming in the Infinity Archive (pre EA) 1 month, I finally got full correction of
DK and Arcanist and Sorcerer class set. Well, it's happy (^^)...maybe happy right?
...Actually not(/._.\). My long term struggle of the Infinity Archive battle is almost meaningless.
And I finally noticed that IF class set is extremely terrible.
I tested "Monolith Sorcerer class set" in today at the public dungeon.
But, my old "rattle cage weapon set" is FAR MORE BETTER than Monolith.
Oh my god!! What I've done in this 1 month?
Only Arcanist class set is good for my healer(maybe for the arcanist tank also).
Because it has "extra sharing damage shield" for the protection of the group member
from damage.
Seriously? ZOS. Please give us true meaningful reward. I'm so sad.
I've only gotten the NB, Warden, and DK sets. I threw the Warden set on for a PvP healer and have been pleased enough with it that I haven't tried the others yet.
I guess it's kinda limited to healing, so that's a downside, but I think more sets are coming for the other skill lines too??
If you're a sorc main you might still want to grind the set just so you can get the next one faster. I think at least half the sets are decent and if your favorite class didn't get a good one then hopefully the next ones will be.
As for the Warden set, I like that I'm using my Green Balance abilities a lot instead of just spamming Polar Wind. And minor heroism isn't bad... Especially for myself, since Wardens already have access to Major.
Well I can understand you feeling that way @Turtle_Bot after the rather large amount of time that sorc has had troubles. It has been a long time. But there are Templar mains who feel the same as you, and necros too. And before that there were others as well. Sorc isn't the first class to feel neglected and they probably won't be the last.
I wouldn't encourage anyone to do IA if they don't halfway enjoy the content anyway. I'm just saying if you DO like the content then farming the gear may be worthwhile. Gear sets get changed sometimes. And there is the next one to consider getting ready for.
And ultimately, beyond sorcs woes, I just came here to say all the sets aren't useless.
AvalonRanger wrote: »
And I lost my "24 gold jewelry material" because of terrible Monolith set.
About 4000 shock damage and more to every mob in the area every 2 seconds ... seems not so worthless to me ...Turtle_Bot wrote: »The sorc class set (Monolith of Storms) is worse than useless, it straight up nerfs your build to use it and nothing was done to either fix the set or facilitate it to bring it to a usable state despite the countless evidence/spreadsheet/data-based feedback provided during the entire 5 week PTS cycle by everyone who tested the set.
About 4000 shock damage and more to every mob in the area every 2 seconds ... seems not so worthless to me ...
About 4000 shock damage and more to every mob in the area every 2 seconds ... seems not so worthless to me ...Turtle_Bot wrote: »The sorc class set (Monolith of Storms) is worse than useless, it straight up nerfs your build to use it and nothing was done to either fix the set or facilitate it to bring it to a usable state despite the countless evidence/spreadsheet/data-based feedback provided during the entire 5 week PTS cycle by everyone who tested the set.
Turtle_Bot wrote: »
It would require a lot of changes to make the set viable.
Myself and many others tested the set on the PTS (feedback was given via countless threads on the PTS section of the forums including the official class set feedback thread). All of us (without exception) reached the same conclusion, that the set, even at its most powerful iteration (during week 1 of the PTS) was still a 5 to 10% DPS nerf to run it over any of the other top DPS sets in the game and it was for multiple reasons.
The main reason it's so bad is because the design itself of the set is flawed. It is a set that wants to sit on the front bar because you want to keep 3 monoliths active all the time, but the skills required to proc it are back bar skills (hurricane/liquid lightning) or the execute that only becomes useful for the final 20% of the fight. The rotation just becomes extremely awkward and un-intuitive to run when using the set as well as creating a conflicting build set-up to get the most out of it.
Another reason was the set also does nothing until it has 2 or more monoliths active. The monoliths don't do anything themselves, its only the beams that do anything and they can't even be stacked.
The other main reason it is so bad is because the skills that proc it are bad with the exception of Hurricane (stam morph of lightning form) and overload (which has its own issues, particularly for group play).
- Liquid lightning is the worst DoT in the game because too much of its damage is tied to its synergy.
- Fury is a horrible execute that starts its execute proc far too late to be practical and its execute damage is barely above a frags proc which can be used at any health percentage while its initial damage is barely above a single standard DoT tick.
- Boundless Storm (mag morph) suffers from the U35 changes that made it tick once every 2 seconds as well as never getting its radius increased from 5m to 7m in U40 to match the new melee attack range of 7m, meaning it now doesn't even hit melee enemies.
- Hurricane is decent, but only because its AoE and DPS increases over its duration meaning it actually hits melee enemies and becomes a decent DoT against stationary targets.
- Streak has a ramping cost, meaning it cannot be spammed like a typical AoE ability would and it's design is as a mobility tool, not an AoE spammable.
- Crit surge cannot proc the set at all because it doesn't deal any damage.
The only real exception is Overload, but that is a toggle ability that adds to the complexity of the rotation due to managing ultimate levels and also takes away from atro uptime where the group major berserk is much more important to the groups DPS than overload + monolith could ever be.
On top of all the issues outlined above, the set got nerfed over the course of the PTS cycle. It got a flat 18-24% damage nerf because they changed its damage type from single target direct damage to area damage over time.
That is 12% reduction because it's no longer buffed by the shock staff passives + a further 6 to 12% reduction from not being buffed by the CP ran on sorcs. (I say 6 to 12% for the CP because some sorcs may run the AoE or the DoT CP, but it still loses the direct and single target CP buffs which are mandatory on sorc due to all of sorcs relevant class DPS abilities being single target and/or direct damage abilities).
The only "buff" the set got through the entire PTS cycle was the fix it got after the final PTS week (before the patch went live) to allow it to critically strike. A pitiful change to a dead on arrival set that needed a complete redesign from the ground up.
The common suggested changes from all of the feed back were as follows:
Easy changes (short term/easy/keeps current set design):
- Reduce tick rate to 1 second down from 2 seconds (standard AoE DoT tick rate).
- Allow monoliths themselves to deal damage around them. (1 of the main changes suggested here)
- Allow the beam damage to be stacked.
- Allow the set to proc every 1, 2 or 3 ticks instead of the initial + 5th ticks only. (The other commonly suggested easy change)
- Allow the set wearer to act as another monolith that the monoliths can tether to.
- Revert the changes to the sets damage types so it actually gets buffed by already slotted CP/weapon passives.
Harder changes (long term reworks):
- Change fury to be a standard instant cast spammable against enemies above 20% health, while keeping its current execute function/design against enemies below 20% health. (This was the main change of this type put forward in the feedback).
- Change the set to be an AoE proc around the set wearer (boring, but functional).
- Redesign the set to be like a Chain Lightning type of proc, where if an enemy is hit by a storm calling ability, a bolt of lightning jumps to a nearby enemy dealing X damage (Y second cooldown per target).
The real kick in the teeth about this set though, was it was supposed to be the set for no-pet sorc builds, but all it does is add more summons...
Turtle_Bot wrote: »About 4000 shock damage and more to every mob in the area every 2 seconds ... seems not so worthless to me ...Turtle_Bot wrote: »The sorc class set (Monolith of Storms) is worse than useless, it straight up nerfs your build to use it and nothing was done to either fix the set or facilitate it to bring it to a usable state despite the countless evidence/spreadsheet/data-based feedback provided during the entire 5 week PTS cycle by everyone who tested the set.
The "area" doesn't exist, its only the beam that deals any damage. The monoliths themselves do nothing unless there are multiple of them summoned.
I have outlined more details as to why the sorc set is so bad in this post (see the spoiler) on the other thread here:
https://forums.elderscrollsonline.com/en/discussion/646250/which-class-set-is-most-worth-getting-from-endless-archive#latestTurtle_Bot wrote: »
It would require a lot of changes to make the set viable.
Myself and many others tested the set on the PTS (feedback was given via countless threads on the PTS section of the forums including the official class set feedback thread). All of us (without exception) reached the same conclusion, that the set, even at its most powerful iteration (during week 1 of the PTS) was still a 5 to 10% DPS nerf to run it over any of the other top DPS sets in the game and it was for multiple reasons.
The main reason it's so bad is because the design itself of the set is flawed. It is a set that wants to sit on the front bar because you want to keep 3 monoliths active all the time, but the skills required to proc it are back bar skills (hurricane/liquid lightning) or the execute that only becomes useful for the final 20% of the fight. The rotation just becomes extremely awkward and un-intuitive to run when using the set as well as creating a conflicting build set-up to get the most out of it.
Another reason was the set also does nothing until it has 2 or more monoliths active. The monoliths don't do anything themselves, its only the beams that do anything and they can't even be stacked.
The other main reason it is so bad is because the skills that proc it are bad with the exception of Hurricane (stam morph of lightning form) and overload (which has its own issues, particularly for group play).
- Liquid lightning is the worst DoT in the game because too much of its damage is tied to its synergy.
- Fury is a horrible execute that starts its execute proc far too late to be practical and its execute damage is barely above a frags proc which can be used at any health percentage while its initial damage is barely above a single standard DoT tick.
- Boundless Storm (mag morph) suffers from the U35 changes that made it tick once every 2 seconds as well as never getting its radius increased from 5m to 7m in U40 to match the new melee attack range of 7m, meaning it now doesn't even hit melee enemies.
- Hurricane is decent, but only because its AoE and DPS increases over its duration meaning it actually hits melee enemies and becomes a decent DoT against stationary targets.
- Streak has a ramping cost, meaning it cannot be spammed like a typical AoE ability would and it's design is as a mobility tool, not an AoE spammable.
- Crit surge cannot proc the set at all because it doesn't deal any damage.
The only real exception is Overload, but that is a toggle ability that adds to the complexity of the rotation due to managing ultimate levels and also takes away from atro uptime where the group major berserk is much more important to the groups DPS than overload + monolith could ever be.
On top of all the issues outlined above, the set got nerfed over the course of the PTS cycle. It got a flat 18-24% damage nerf because they changed its damage type from single target direct damage to area damage over time.
That is 12% reduction because it's no longer buffed by the shock staff passives + a further 6 to 12% reduction from not being buffed by the CP ran on sorcs. (I say 6 to 12% for the CP because some sorcs may run the AoE or the DoT CP, but it still loses the direct and single target CP buffs which are mandatory on sorc due to all of sorcs relevant class DPS abilities being single target and/or direct damage abilities).
The only "buff" the set got through the entire PTS cycle was the fix it got after the final PTS week (before the patch went live) to allow it to critically strike. A pitiful change to a dead on arrival set that needed a complete redesign from the ground up.
The common suggested changes from all of the feed back were as follows:
Easy changes (short term/easy/keeps current set design):
- Reduce tick rate to 1 second down from 2 seconds (standard AoE DoT tick rate).
- Allow monoliths themselves to deal damage around them. (1 of the main changes suggested here)
- Allow the beam damage to be stacked.
- Allow the set to proc every 1, 2 or 3 ticks instead of the initial + 5th ticks only. (The other commonly suggested easy change)
- Allow the set wearer to act as another monolith that the monoliths can tether to.
- Revert the changes to the sets damage types so it actually gets buffed by already slotted CP/weapon passives.
Harder changes (long term reworks):
- Change fury to be a standard instant cast spammable against enemies above 20% health, while keeping its current execute function/design against enemies below 20% health. (This was the main change of this type put forward in the feedback).
- Change the set to be an AoE proc around the set wearer (boring, but functional).
- Redesign the set to be like a Chain Lightning type of proc, where if an enemy is hit by a storm calling ability, a bolt of lightning jumps to a nearby enemy dealing X damage (Y second cooldown per target).
The real kick in the teeth about this set though, was it was supposed to be the set for no-pet sorc builds, but all it does is add more summons...
The TL//DR of that post is simply:
- 1 monolith does nothing, so that's 2 full seconds before the set does anything at all.
- The abilities required to keep the 3 monoliths consistently active are not good outside of specifically hurricane (stam morph of lightning form).
- The set cannot be stacked so the set is hard limited to 1 per group which takes away from better group sets.
- The sets damage type conflicts with the CP and weapon passives that are BiS for Sorcerer.
- The set warps how you build the class and not in a good way.
Something not mentioned here, but was mentioned quite a bit in the PTS feedback regarding the set, was that the set itself has a very wonky summon placements where it often summons all 3 of the monoliths directly on top of each other, especially if the same enemy is hit by a storm calling ability meaning that the beams cannot hit anything because enemies cannot be in-between the monoliths.
There is a lot more wrong with the set that the numbers alone don't tell you, but all of that was covered in the countless feedback threads/posts regarding the set.
IZZEFlameLash wrote: »DK one, more I play with it, more apparent the glitch is and it is frankly irritating.