Idea for Class Sets

FireHawk85
FireHawk85
Soul Shriven
This is a proposal I wrote about taking the existing Class Armor Sets and reimagining them, as well as expanding the amount of Class Armor Sets that each Class has.


This proposal outlines a comprehensive expansion of The Elder Scrolls Online's class armor set system, increasing from 14 class sets (2 per class) to 63 class sets (3 per skill line). This expansion addresses fundamental limitations in ESO's build diversity and class identity by enabling players to use any skill line for any role—DPS, Tanking, or Support—while maintaining strong thematic consistency with each skill line's unique identity.

**Key Benefits:**

- ✅ Dramatically increases build diversity and player freedom
- ✅ Reduces skill line pigeonholing (e.g., Green Balance only for healers)
- ✅ Enhances class identity by making all skill lines viable in all roles
- ✅ Provides meaningful content progression for long-term players
- ✅ Encourages experimentation and creative build crafting

* * *

## Current Problems with ESO's Class Set System

### 1\. Limited Role Options

**Problem:** Currently, many skill lines are effectively pigeonholed into single roles:

- Green Balance (Warden): Only viable for healing
- Restoring Light (Templar): Primarily healing-focused
- Winter's Embrace (Warden): Primarily tanking-focused
- Earthen Heart (Dragonknight): Primarily tanking-focused
- And many others...

**Impact:** Players who want to play a skill line for its thematic appeal are forced into roles they may not enjoy, or must abandon that skill line entirely.

### 2\. Existing Sets Don't Reward Skill Line Mastery

**Problem:** While ESO has hundreds of armor sets that work with certain damage types (flame, frost, shock), provide tanking bonuses, or enhance healing, **none of them are specifically designed to reward and enhance using abilities from a particular skill line**.

**Current Set Limitations:**

- General damage sets (e.g., Pillar of Nirn, Azureblight Reaper, Overwhelming Surge) trigger on dealing damage but don't care WHICH skill line's abilities you use
- General healing sets (e.g., Spell Power Cure, Sanctuary, Combat Physician) trigger on healing but don't reward using a specific skill line's healing abilities
- General tanking sets (e.g., Ebon Armory, Brands of Imperium, Crimson Twilight) provide survivability but don't synergize with specific tanking skill lines
- These sets work across all classes and all skill lines, meaning there's no incentive to master a particular skill line

**What's Missing:**

- Sets that specifically say "Your Winter's Embrace abilities deal more damage" vs just "Your frost abilities deal more damage"
- Sets that trigger on using abilities from a specific skill line, creating a unique playstyle
- Sets that have mechanics that only work with a particular skill line's toolkit
- Sets that make you feel like you're truly mastering Green Balance, not just doing frost damage

**Impact:** Players cannot create builds that truly specialize in a skill line's unique identity, leading to generic builds that feel disconnected from the skill line's theme.

### 2\. Wasted Skill Line Design

**Problem:** Many skill lines contain abilities with potential for multiple roles, but lack the set bonuses to support them:

- Winter's Embrace has frost damage abilities but no DPS set to support them
- Ardent Flame has defensive abilities but no tank set to leverage them
- Siphoning has damage abilities but no dedicated DPS set

**Impact:** Players cannot explore the full depth of their class toolkit, leading to cookie-cutter builds.

### 3\. Reduced Class Identity

**Problem:** When players abandon skill lines that don't match their preferred role, they lose connection to their class's core identity:

- A Dragonknight who never uses Ardent Flame (because they tank) misses the fire-themed identity
- A Warden who never uses Green Balance (because they DPS) misses the nature-healer identity
- A Sorcerer who never uses Dark Magic (because they pet build) misses the dark magic identity

**Impact:** Classes feel less distinct and flavorful, reducing immersion and player attachment.

### 4\. Limited Build Diversity

**Problem:** With only 2 class sets per class, players have limited options for customizing their playstyle within their class:

- Fewer meaningful choices in gear selection
- Reduced incentive to experiment with different skill line combinations
- Stale meta builds that don't evolve

**Impact:** The game feels less dynamic and engaging over time, reducing long-term player retention.

* * *

## The Critical Gap: Generic Sets vs. Skill Line-Specific Sets

### What ESO Currently Has (Generic Sets)

**Damage Sets:**

- Pillar of Nirn: Creates a fissure dealing Bleed Damage when you deal damage (works with ANY class or weapon)
- Azureblight Reaper: Stacks Blight Seed when dealing damage over time, explodes for Disease Damage (works with ANY DoT abilities)
- Flame Blossom: Summons a line of flame dealing Flame Damage when you deal damage (works with ANY damage source)
- Overwhelming Surge: Creates a shock torrent when you deal damage with a Class ability (works with ANY class ability)
- Whorl of the Depths: Applies Frost Damage over time when you Light Attack (works with ANY class)
- Poisonous Serpent: Deals extra Poison Damage on Light/Heavy Attacks against poisoned enemies (works with ANY poison abilities)
- Destructive Mage: Marks enemies with unstable energies on fully-charged Heavy Attacks (works with ANY class)

**Healing Sets:**

- Sanctuary: Increases healing received by 10% for you and group members within 10 meters (works with ANY healing)
- Spell Power Cure: Grants Major Courage when you overheal yourself or an ally (works with ANY healing abilities)
- Blind Path Induction: Increases Damage Shield strength by 13% nearby, Healing Done by 13% at range (works with ANY healing)
- Combat Physician: Grants a damage shield when your healing critically strikes (works with ANY critical healing)
- Curse Eater: Removes negative effects when you heal with a direct heal ability (works with ANY direct heal)

**Tanking Sets:**

- Crimson Twilight: Creates a blood mist that damages enemies and heals you after taking damage (works for ANY tank)
- Brands of Imperium: Grants you and group members a damage shield when you take damage (works for ANY tank)
- Ebon Armory: Increases Max Health by 1000 for you and up to 11 group members (works for ANY tank)
- Durok's Bane: Applies Major Defile to enemies when you take damage (works for ANY tank)

**These sets work with ANY abilities of that type.** A damage set like Pillar of Nirn doesn't care if you're using Ardent Flame abilities, Storm Calling abilities, or weapon skills—it just triggers when you deal damage. Overwhelming Surge triggers on ANY class ability, not specifically Ardent Flame or Storm Calling. A healing set doesn't care if you're using Green Balance, Restoring Light, or weapon healing—it just rewards healing done. A tanking set doesn't care if you're using Draconic Power, Bone Tyrant, or any other skill line—it just rewards tanking.

### What's Missing (Skill Line-Specific Sets)

**The Gap:** While ESO has generic sets that reward DOING damage, healing, or tanking, it lacks sets that specifically reward USING ABILITIES FROM A PARTICULAR SKILL LINE.

**Examples of What's Missing:**

- A set that specifically rewards using Winter's Embrace abilities (not just using any frost damage abilities)
- A set that specifically rewards using Green Balance abilities (not just using any healing abilities)
- A set that specifically rewards using Ardent Flame abilities (not just using any flame damage abilities)
- A set that specifically rewards using Earthen Heart abilities (not just using any earth/physical damage abilities)
- A set that triggers on using abilities from Shadow or Siphoning or Dawn's Wrath

**Why This Matters:** Without skill line-specific sets, players can't build around the identity of their favorite skill lines. A player who loves the theme of Winter's Embrace (frost, ice, winter magic, shattering) can only use generic frost sets that work with ANY frost ability—their build doesn't feel special or connected to that skill line's unique identity.

**This Expansion Fills That Gap.**

## The Solution: Class Armor Sets Expansion

### Overview

Expand the class armor set system to include **3 sets per skill line**, with each set focused on a specific role:

- **DPS-Focused Set**: Maximizes damage output through penetration, critical chance, and damage bonuses
- **Tank-Focused Set**: Emphasizes survivability through health, resistances, damage reduction, and mitigation
- **Support-Focused Set**: Enhances team utility through healing amplification, buffs, and resource recovery

**Total Sets:** 63 (7 classes × 3 skill lines × 3 roles)

### Design Principles

1. **Thematic Consistency**: Each set maintains the flavor and identity of its skill line
2. **Role Alignment**: Each set provides meaningful benefits for its intended role
3. **Cross-Role Viability**: Support-oriented skill lines have DPS sets that trigger on heals/buffs rather than non-existent damage abilities
4. **Mechanical Variety**: Sets use diverse mechanics that align with ESO's design patterns
5. **Balance**: Sets are designed to be competitive without being overpowered
6. **Skill Line Mastery**: Unlike generic damage type or role sets, these sets specifically reward using abilities from a particular skill line, creating unique playstyles

* * *

## Benefits for Players

### 1\. True Skill Line Mastery vs. Generic Builds

**What Makes These Sets Different:**

**Generic Sets (Current ESO):**

- Pillar of Nirn: Creates a fissure dealing Bleed Damage (works with ANY damage source)
- Overwhelming Surge: Creates shock torrent on Class ability damage (works with ANY class ability)
- Spell Power Cure: Grants Major Courage when you overheal (works with ANY healing ability)
- Brands of Imperium: Grants damage shields when you take damage (works for ANY tank)

**Class Skill Line Sets (This Expansion):**

- Verdant Striker: "When you heal an ally with a **Green Balance** ability, you apply Nature's Retribution..."
- Frost Sovereign: "Your **Winter's Embrace** abilities deal 10% more Frost Damage and apply Chilled..."
- Cinder Bastion: "Casting an **Ardent Flame** ability grants you Cinder Barrier..."
- Soul Harvester: "When you heal with a **Living Death** ability, you apply Death's Curse..."

**The Key Difference:** Generic sets reward doing damage, healing, or tanking with ANY abilities. These new sets reward mastering a SPECIFIC skill line's toolkit, creating unique playstyles that feel connected to the skill line's identity. A Warden using Frost Sovereign isn't just doing frost damage—they're a master of Winter's Embrace, using abilities specifically from that line to shatter enemies and control the battlefield.

### 2\. Freedom of Expression

Players can now play their class the way they want, not the way meta dictates:

- A Warden who loves nature magic can play as a DPS, Tank, or Healer using Green Balance
- A Dragonknight who loves fire can tank, DPS, or support using Ardent Flame
- A Nightblade who loves shadows can heal using Siphoning abilities

**Result:** Players feel more connected to their characters and can express their preferred playstyle.

### 3\. Increased Build Diversity

With 63 new class sets, players have exponentially more build options:

- More meaningful gear choices
- Greater incentive to experiment with different skill line combinations
- More viable builds across all content (PvP, PvE, solo, group)
- Unique builds that feel distinct because they rely on specific skill line mechanics

**Why This Matters:** Currently, two players playing DPS might both use Pillar of Nirn and Azureblight Reaper, making their builds feel similar regardless of class—both sets trigger on dealing damage, not on using specific skill lines. With these new sets, a Frost DPS Warden would use Frost Sovereign (Winter's Embrace-focused) while a Storm DPS Sorcerer would use Thunderlord (Storm Calling-focused), creating fundamentally different playstyles tied to their class and skill line identity.

**Result:** The game feels fresh and dynamic, with new builds constantly emerging.

### 4\. Enhanced Class Identity

All skill lines become viable in all roles, allowing players to engage with their class's full toolkit:

- A Templar can embody all aspects of holy power through Aedric Spear (holy melee), Dawn's Wrath (solar light), and Restoring Light (healing)
- A Sorcerer can explore all aspects of magical power through Dark Magic, Daedric Summoning, and Storm Calling
- A Necromancer can master all aspects of death magic through Bone Tyrant, Grave Lord, and Living Death

**Result:** Classes feel more distinct, flavorful, and meaningful.

### Comparison: Generic Sets vs. Skill Line Sets

| Aspect | Generic Sets (Current ESO) | Skill Line Sets (This Expansion) |
| --- | --- | --- |
| **Scope** | Works with ANY abilities of a type | Works ONLY with abilities from one skill line |
| **Example** | Pillar of Nirn: Triggers on any damage | Frost Sovereign: Winter's Embrace ability bonuses |
| **Identity** | Generic, applicable to all classes | Specific to one class and one skill line |
| **Playstyle** | Similar builds across different classes | Unique builds tied to skill line identity |
| **Mastery** | Rewards doing damage/healing/tanking | Rewards mastering specific skill line abilities |
| **Flexibility** | Can use any abilities of that type | Must commit to using that skill line's abilities |
| **Flavor** | Mechanical benefits only | Strong thematic connection to skill line |
| **Example Build** | Any class using Pillar of Nirn for bleed damage | Warden using Frost Sovereign for Winter's Embrace mastery |

**Real-World Example:**

- **Current ESO**: A Sorcerer and Warden both playing DPS might use identical generic sets like Pillar of Nirn and Azureblight Reaper, making their builds feel similar
- **With Expansion**: The Warden uses Frost Sovereign (Winter's Embrace-focused) while the Sorcerer uses a Storm Calling set, creating completely different playstyles despite both dealing frost damage

### 5\. Accessibility for New Players

New players can play the role they enjoy without being penalized for choosing certain skill lines:

- A new player who wants to DPS can choose any class and any skill line
- No need to research which skill lines are viable for which roles
- Easier learning curve with more forgiving build options

**Result**: Lower barrier to entry and better new player retention.

### 6\. Long-Term Engagement

With more sets to collect and more builds to explore, players have more reasons to keep playing:

- New goals for progression (collecting all class sets)
- New challenges (mastering different playstyles within the same class)
- More content for theorycrafting and community discussion

**Result:** Increased player retention and engagement over time.

* * *

## Benefits for Game Design

### 1\. Fills the Skill Line-Specific Gear Gap

**Critical Gap in Current ESO:** While ESO has hundreds of armor sets, there's a significant missing category: **sets that specifically reward and enhance using abilities from a particular skill line**.

**What Currently Exists:**

- ✅ Damage type sets (flame, frost, shock, etc.)
- ✅ Weapon type sets (two-handed, dual wield, etc.)
- ✅ Role sets (healing, tanking, DPS)
- ✅ Class sets (14 existing sets, 2 per class)

**What's Missing:**

- ❌ Sets that specifically enhance Winter's Embrace abilities (not just frost abilities)
- ❌ Sets that specifically enhance Green Balance abilities (not just healing)
- ❌ Sets that specifically enhance Ardent Flame abilities (not just fire damage)
- ❌ Sets that create unique playstyles tied to skill line identity

**Why This Matters:** A player who loves the theme of Winter's Embrace (frost, ice, winter magic) currently can't build around that theme using gear—they must use generic frost sets that work with ANY frost ability. This expansion provides the missing gear that lets players truly specialize in their favorite skill line's identity.

**This expansion fills this gap** by providing 3 role-specific sets for each of the 21 skill lines, creating 49 new skill line-specific sets that didn't exist before.

### 2\. Better Utilization of Existing Content

Many skill line abilities have untapped potential for multiple roles:

- Winter's Embrace frost damage abilities become viable for DPS builds
- Ardent Flame defensive abilities become viable for tank builds
- Restoring Light damage abilities become viable for DPS builds

**Result:** Existing content gets more value and players get more options.

### 2\. Healthier Meta Diversity

With more viable sets, the meta becomes less stagnant:

- More competitive builds across all roles
- Reduced dominance of a few "must-have" sets
- More variety in group compositions

**Result:** The game feels more balanced and dynamic.

### 3\. Enhanced Role Identity

Each role gets more distinct playstyles even within the same class:

- DPS sets emphasize different damage types (flame, frost, shock, etc.)
- Tank sets emphasize different mitigation styles (absorption, reflection, scaling)
- Support sets emphasize different utility types (healing, buffing, resource recovery)

**Result:** Each role feels more unique and specialized.

### 4\. Improved Balance Potential

With more options, balancing becomes easier:

- If one set becomes dominant, other sets provide viable alternatives
- Skill lines can be balanced across all roles simultaneously
- Reduced reliance on a few overperforming sets

**Result:** More stable and balanced game environment.

* * *

## Addressing Potential Concerns

### Concern 1: "We already have sets that do this - why do we need more?"

**Response:** There's a critical difference between generic sets and skill line-specific sets:

**Generic Sets Already Exist:**

- Pillar of Nirn: Creates a fissure dealing Bleed Damage when you deal damage (works with ANY class)
- Overwhelming Surge: Creates shock torrent when dealing damage with a Class ability (works with ANY class ability)
- Spell Power Cure: Grants Major Courage when you overheal (works with ANY healing ability)
- Brands of Imperium: Grants damage shields when you take damage (works for ANY tank)

**What These Do:** Provide mechanical benefits for DOING damage, healing, or tanking with ANY abilities of that type.

**What New Class Sets Do:**

- Frost Sovereign: "Your **Winter's Embrace** abilities deal 10% more Frost Damage and apply Chilled..."
- Cinder Bastion: "Casting an **Ardent Flame** ability grants you Cinder Barrier..."
- Verdant Striker: "When you heal an ally with a **Green Balance** ability, you apply Nature's Retribution..."

**The Key Difference:** Generic sets don't care WHICH abilities you use—they just care WHAT TYPE of action you're doing (frost damage, healing, tanking). These new sets specifically reward using abilities from a PARTICULAR SKILL LINE, creating unique playstyles tied to that skill line's identity.

**Example:**

- Two DPS players using generic sets might both use Pillar of Nirn and Azureblight Reaper—their builds feel similar regardless of class because both sets trigger on dealing damage, not on using specific skill lines
- With new sets, a Warden uses Frost Sovereign (Winter's Embrace-focused) while a Sorcerer uses Thunderlord (Storm Calling-focused), creating fundamentally different playstyles tied to their class identity

### Concern 2: "This will make balance impossible"

**Response:** Actually, more options make balancing easier because:

- No single set becomes mandatory for a role
- Players have alternatives if one set is underpowered
- Skill lines can be adjusted across all roles simultaneously
- ESO already has hundreds of sets; adding more doesn't inherently break balance

### Concern 3: "Players will be overwhelmed by too many choices"

**Response:** ESO players already navigate hundreds of sets. This expansion:

- Only adds 49 new sets (14 already exist)
- Is organized clearly by class and skill line
- Players can focus on their chosen class and role
- Optional systems don't overwhelm new players

### Concern 4: "This takes too much development time"

**Response:** The benefits far outweigh the costs:

- Sets follow established patterns and design principles
- Thematic consistency reduces creative work
- Long-term player engagement justifies the investment
- Can be rolled out gradually (one class at a time)

### Concern 5: "This will devalue current class sets"

**Response:** Current sets will still be valuable:

- They remain viable options
- Different playstyles may prefer different sets
- Players can choose based on personal preference
- More competition leads to healthier balance

* * *

## Implementation Considerations

### 1\. Acquisition Method

**Recommendation:** Continue using The Infinite Archive as the acquisition source, maintaining consistency with current class sets. This provides:

- Clear progression path for players
- Engaging endgame content
- Consistency with existing systems

### 2\. Rollout Strategy

**Option A: Full Release**

- Release all 49 new sets simultaneously
- Maximum player excitement and engagement
- Most impact on build diversity

**Option B: Gradual Rollout**

- Release one class at a time over several updates
- Allows for community feedback and iteration
- Spreads development workload
- Maintains sustained interest

**Recommendation:** Option B for community engagement and quality assurance.

### 3\. Testing and Balance

- Internal testing for each set
- PTS testing for community feedback
- Adjustments based on player data
- Ongoing balance patches as needed

### 4\. Communication Strategy

- Clear announcement of the expansion
- Highlight benefits for each player type
- Showcase example builds using new sets
- Gather community feedback throughout development

* * *

## Economic Benefits

### 1\. Player Engagement

- More sets to collect = more gameplay hours
- More builds to explore = more replayability
- More theorycrafting content = more community engagement

### 2\. Content Longevity

- Existing skill lines get renewed relevance
- Players have new goals for progression
- Meta evolves with new options

### 3\. Community Growth

- More content for content creators
- More discussion points for community
- More reasons for players to return

* * *

## The Unique Value of Skill Line-Specific Gear

### Why This Matters Beyond "Just More Sets"

The current ESO landscape has plenty of gear, but it lacks gear that creates unique skill line identities. Here's why this expansion fills a critical gap:

**Current State:**

- Generic frost sets work for any class using frost abilities
- Generic healing sets work for any healer regardless of class
- Generic tanking sets work for any tank regardless of playstyle
- Result: Builds feel similar across different classes and skill lines

**With This Expansion:**

- Winter's Embrace sets create a unique Warden frost playstyle
- Green Balance sets create a unique Warden healing playstyle
- Ardent Flame sets create a unique Dragonknight fire playstyle
- Result: Each skill line has its own identity and playstyle

**Real Impact:** A Warden using Frost Sovereign feels fundamentally different from a Sorcerer using frost abilities, even though both deal frost damage. The Warden's playstyle revolves around Winter's Embrace abilities, shatter mechanics, and frost control—unique to that skill line. This creates deeper class identity and more meaningful build choices.

* * *

## Conclusion

The ESO Class Armor Sets Expansion represents a significant opportunity to enhance The Elder Scrolls Online by:

1. **Unlocking the full potential** of every class and skill line
2. **Empowering players** to play their preferred role without being pigeonholed
3. **Enhancing class identity** by making all skill lines viable in all roles
4. **Increasing build diversity** and player creativity
5. **Providing long-term engagement** goals for progression

This expansion addresses fundamental limitations in ESO's current system while maintaining thematic consistency and game balance. The benefits for players, game design, and long-term engagement make this a compelling addition to The Elder Scrolls Online.

**Recommendation:** Proceed with development of the Class Armor Sets Expansion, implementing the 49 new sets outlined in this proposal through a gradual rollout strategy beginning with the next major update.

* * *

## Appendix: Example Builds Using New Sets

### Example 1: Nature's Wrath Warden (DPS)

**Set:** Verdant Striker (Green Balance DPS) **Playstyle:** Healing-focused damage dealer **Why it works:** Allows players who love Warden's nature-healing aesthetic to play as a DPS, dealing damage through healing-powered nature attacks.

### Example 2: Holy Knight Templar (Tank)

**Set:** Sacred Protector (Aedric Spear Support) **Playstyle:** Protective holy warrior **Why it works:** Provides a tanking option for Aedric Spear players who want to protect allies while using holy melee abilities.

### Example 3: Frost Sovereign Warden (DPS)

**Set:** Frost Sovereign (Winter's Embrace DPS) **Playstyle:** Frost damage dealer with shatter mechanics **Why it works:** Enables DPS gameplay for Winter's Embrace, which was previously primarily a tanking line.

These examples demonstrate how the expansion enables players to express themselves through playstyles that were previously impossible or suboptimal.
  • FireHawk85
    FireHawk85
    Soul Shriven
    Here are my thoughts on the armor sets that could be placed in the game or even replace the existing ones:

    # ESO Class Armor Sets Expansion Project

    ## Overview

    This document expands the ESO class armor sets system from 14 sets (2 per class) to 63 sets (3 per skill line for all 7 classes). Each skill line now has 3 armor sets: DPS-focused, Tank-focused, and Support-focused, allowing players to use any skill line for any playstyle role.

    * * *

    ## DRAGONKNIGHT CLASS SETS

    ### ARDENT FLAME SKILL LINE

    #### **Inferno Sovereign (DPS Focus)**

    **(2 items)** Adds 1487 Offensive Penetration
    **(3 items)** Adds 129 Weapon and Spell Damage
    **(4 items)** Adds 657 Critical Chance
    **(5 items)** Your Ardent Flame abilities deal 15% more damage. When you deal damage with an Ardent Flame ability, you gain Flame Sovereignty for 4 seconds, stacking up to 3 times. At 3 stacks, your next Light Attack deals 300% additional damage as Flame Damage and applies Major Breach for 10 seconds.

    #### **Cinder Bastion (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 1206 Maximum Health
    **(5 items)** Casting an Ardent Flame ability grants you Cinder Barrier for 8 seconds, increasing your Physical and Spell Resistance by 5000 and reducing all damage taken by 10%. When you block an attack while Cinder Barrier is active, you deal 1242 Flame Damage to the attacker, scaling off your Max Health.

    #### **Ember Vanguard (Support Focus)**

    **(2 items)** Adds 129 Magicka Recovery
    **(3 items)** Adds 1096 Maximum Magicka
    **(4 items)** Adds 4% Healing Done
    **(5 items)** Your Ardent Flame abilities apply Scorching Aura to up to 3 enemies within 8 meters for 12 seconds, dealing 845 Flame Damage every 2 seconds and reducing their damage done by 5%. Allies who hit enemies with Scorching Aura gain Minor Prophecy, increasing their Critical Chance by 132 for 8 seconds.

    ### DRACONIC POWER SKILL LINE

    #### **Dragon's Fury (DPS Focus)**

    **(2 items)** Adds 129 Weapon and Spell Damage
    **(3 items)** Adds 657 Critical Chance
    **(4 items)** Adds 1487 Offensive Penetration
    **(5 items)** Your Draconic Power abilities generate Dragon's Rage, increasing your damage done by 2% per stack, up to 10 stacks. Stacks last 8 seconds. When you reach 10 stacks, your next Draconic Power ability deals 50% additional damage and casts Dragon's Breath in a 6-meter radius, dealing 2987 Magic Damage to enemies and applying Major Maim for 5 seconds.

    #### **Scales of the Dragon (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 4% Healing Taken
    **(5 items)** While in combat, you gain Dragon Scales, increasing your Physical and Spell Resistance by 1000 for every 5% missing Health, up to 10000 total. When you take damage while above 50% Health, you recover 200 Health and generate 1 Ultimate. This can occur once every 2 seconds.

    #### **Ancient Ward (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 129 Magicka Recovery
    **(4 items)** Adds 1096 Maximum Magicka
    **(5 items)** Casting a Draconic Power ability grants Ancient Protection to you and up to 3 allies within 12 meters for 15 seconds, providing a damage shield that absorbs 2500 damage and applying Minor Endurance and Minor Intellect, increasing Stamina and Magicka Recovery by 120. Ancient Protection can be refreshed once every 8 seconds.

    ### EARTHEN HEART SKILL LINE

    #### **Tremor Warden (DPS Focus)**

    **(2 items)** Adds 1487 Offensive Penetration
    **(3 items)** Adds 129 Weapon and Spell Damage
    **(4 items)** Adds 129 Weapon and Spell Damage
    **(5 items)** Your Earthen Heart abilities cause the earth to tremble beneath your foes, dealing 845 Physical Damage every 2 seconds for 12 seconds in a 6-meter radius. Enemies affected by Tremor take 15% increased damage from your Earthen Heart abilities and are snared by 30%.

    #### **Bulwark of Stone (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 1206 Maximum Health
    **(5 items)** Casting an Earthen Heart ability creates a Stone Bulwark around you for 6 seconds, reducing damage taken by 20% and reflecting 25% of damage taken back to attackers as Physical Damage. When Stone Bulwark expires, you heal for 300 Health for each stack, up to 1500 total healing.

    #### **Geomancer's Blessing (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 1096 Maximum Magicka
    **(4 items)** Adds 129 Magicka Recovery
    **(5 items)** Your Earthen Heart abilities create Living Ground for 8 seconds in a 5-meter radius at your target location. Allies standing in Living Ground gain Major Vitality, increasing healing received by 16%, and recover 150 Magicka and Stamina every 2 seconds. Enemies standing in Living Ground take 15% increased damage.

    * * *

    ## NIGHTBLADE CLASS SETS

    ### ASSASSINATION SKILL LINE

    #### **Shadow Slayer (DPS Focus)**

    **(2 items)** Adds 1487 Offensive Penetration
    **(3 items)** Adds 657 Critical Chance
    **(4 items)** Adds 129 Weapon and Spell Damage
    **(5 items)** Your Assassination abilities deal 10% more damage to enemies below 50% Health. When you kill an enemy with an Assassination ability, you gain Shadow Slayer's Fury for 6 seconds, increasing your Critical Damage by 15% and Weapon/Spell Damage by 300. Stacks up to 3 times.

    #### **Phantom Guard (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 1096 Maximum Stamina
    **(5 items)** When you block an attack, you have a 30% chance to enter Phantom Stance for 3 seconds, automatically dodging the next attack and gaining 3000 Physical and Spell Resistance. Phantom Stance can only occur once every 6 seconds. While in Phantom Stance, your Assassination abilities cost 20% less.

    #### **Spectral Commander (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 129 Stamina Recovery
    **(4 items)** Adds 1096 Maximum Stamina
    **(5 items)** Your Assassination abilities apply Phantom Mark to up to 3 enemies within 8 meters for 12 seconds. Allies who attack enemies with Phantom Mark gain 200 Stamina Recovery and Minor Berserk, increasing their damage done by 5% for 6 seconds.

    ### SHADOW SKILL LINE

    #### **Void Assassin (DPS Focus)**

    **(2 items)** Adds 657 Critical Chance
    **(3 items)** Adds 129 Weapon and Spell Damage
    **(4 items)** Adds 1487 Offensive Penetration
    **(5 items)** Your Shadow abilities deal 12% additional damage as Magic Damage. When you cast a Shadow ability from stealth or invisibility, you gain Void Strike for 6 seconds, causing your next Light or Heavy Attack to deal 350% additional damage and apply Major Fracture to the target.

    #### **Umbral Shield (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 1206 Maximum Health
    **(5 items)** Casting a Shadow ability grants you Umbral Ward for 8 seconds, absorbing 4000 damage and reflecting 20% of damage absorbed as Magic Damage to attackers. When Umbral Ward breaks, you gain Major Evasion for 4 seconds, reducing damage taken from area attacks by 20%.

    #### **Shadow Mentor (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 129 Magicka Recovery
    **(4 items)** Adds 1096 Maximum Magicka
    **(5 items)** Your Shadow abilities cloak you and up to 2 allies within 10 meters for 5 seconds, granting Major Prophecy and Savagery, increasing Critical Chance by 132. While cloaked, allies gain 15% increased healing received and recover 150 Magicka every 2 seconds.

    ### SIPHONING SKILL LINE

    #### **Soul Stealer (DPS Focus)**

    **(2 items)** Adds 129 Weapon and Spell Damage
    **(3 items)** Adds 657 Critical Chance
    **(4 items)** Adds 1487 Offensive Penetration
    **(5 items)** Your Siphoning abilities deal 10% more damage and heal you for 15% of damage dealt. When you deal damage with a Siphoning ability, you gain Soul Essence, stacking up to 5 times. At 5 stacks, your next Siphoning ability deals 50% additional damage and heals you for 3000 Health.

    #### **Blood Ward (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 4% Healing Taken
    **(5 items)** Casting a Siphoning ability grants you Blood Pact for 10 seconds, increasing your Max Health by 1500 and reducing damage taken by 8%. When you take damage while Blood Pact is active, you have a 20% chance to heal for 1000 Health and generate 2 Ultimate. This can occur once every 3 seconds.

    #### **Vital Conduit (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 129 Magicka Recovery
    **(4 items)** Adds 1096 Maximum Magicka
    **(5 items)** Your Siphoning abilities create Life Tethers connecting you to up to 3 allies within 15 meters for 12 seconds. Allies with Life Tethers gain Minor Vitality, increasing healing received by 8%, and when they take damage, you heal them for 400 Health after 2 seconds. This can occur once every 2 seconds per ally.

    * * *

    ## SORCERER CLASS SETS

    ### DARK MAGIC SKILL LINE

    #### **Void Annihilator (DPS Focus)**

    **(2 items)** Adds 1487 Offensive Penetration
    **(3 items)** Adds 657 Critical Chance
    **(4 items)** Adds 129 Weapon and Spell Damage
    **(5 items)** Your Dark Magic abilities apply Void Corruption to enemies for 8 seconds, stacking up to 3 times. Each stack increases damage taken from your Dark Magic abilities by 8%. At 3 stacks, enemies are afflicted with Major Brittle for 5 seconds, increasing their Critical Damage taken by 10%.

    #### **Dark Fortress (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 1206 Maximum Health
    **(5 items)** Casting a Dark Magic ability grants you Dark Bulwark for 8 seconds, reducing damage taken by 15% and causing attackers to receive 845 Magic Damage every time they hit you. When Dark Bulwark expires, you gain Major Maim for 4 seconds, reducing damage dealt by 10%.

    #### **Shadow Weaver (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 129 Magicka Recovery
    **(4 items)** Adds 1096 Maximum Magicka
    **(5 items)** Your Dark Magic abilities create Dark Nexus zones for 6 seconds in a 5-meter radius. Allies in Dark Nexus gain Minor Prophecy and Savagery, increasing Critical Chance by 132, and recover 200 Magicka every 2 seconds. Enemies in Dark Nexus take 10% increased damage from all sources.

    ### DAEDRIC SUMMONING SKILL LINE

    #### **Summoner's Might (DPS Focus)**

    **(2 items)** Adds 129 Weapon and Spell Damage
    **(3 items)** Adds 657 Critical Chance
    **(4 items)** Adds 1487 Offensive Penetration
    **(5 items)** While you have a pet active, your Daedric Summoning abilities deal 20% more damage and your pet's damage is increased by 25%. When your pet deals damage, you gain Summoning Power, stacking up to 5 times. At 5 stacks, your next Daedric Summoning ability deals 75% additional damage and extends your pet's duration by 8 seconds.

    #### **Daedric Guardian (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 1206 Maximum Health
    **(5 items)** While you have a pet active, you gain Daedric Protection, increasing your Physical and Spell Resistance by 3000. When you take damage, your pet redirects 15% of the damage to itself and gains Major Resolve for 4 seconds, increasing Physical and Spell Resistance by 5280.

    #### **Bound Ally (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 1096 Maximum Magicka
    **(4 items)** Adds 129 Magicka Recovery
    **(5 items)** While you have a pet active, you and up to 2 allies closest to your pet gain Bound Ward, providing a damage shield that absorbs 1500 damage and Minor Endurance and Intellect, increasing Stamina and Magicka Recovery by 120. Bound Ward refreshes every 6 seconds.

    ### STORM CALLING SKILL LINE

    #### **Thunderlord (DPS Focus)**

    **(2 items)** Adds 657 Critical Chance
    **(3 items)** Adds 129 Weapon and Spell Damage
    **(4 items)** Adds 1487 Offensive Penetration
    **(5 items)** Your Storm Calling abilities deal 10% more Shock Damage. When you deal damage with a Storm Calling ability, you gain Thunder Charge, stacking up to 5 times. At 5 stacks, your Light and Heavy Attacks chain to 2 additional enemies, dealing 1593 Shock Damage each and applying Minor Vulnerability for 5 seconds.

    #### **Storm Shield (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 1096 Maximum Stamina
    **(5 items)** Casting a Storm Calling ability grants you Storm Ward for 8 seconds, absorbing 3500 damage and dealing 845 Shock Damage to enemies within 5 meters when damage is absorbed. While Storm Ward is active, you gain Minor Protection, reducing damage taken by 8%.

    #### **Lightning Conduit (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 129 Magicka Recovery
    **(4 items)** Adds 1096 Maximum Magicka
    **(5 items)** Your Storm Calling abilities create Lightning Fields for 8 seconds in a 6-meter radius. Allies in Lightning Fields gain 15% increased damage done and recover 150 Magicka every 2 seconds. Enemies in Lightning Fields are snared by 40% and take 15% increased damage from Shock abilities.

    * * *

    ## TEMPLAR CLASS SETS

    ### AEDRIC SPEAR SKILL LINE

    #### **Divine Vanguard (DPS Focus)**

    **(2 items)** Adds 1487 Offensive Penetration
    **(3 items)** Adds 657 Critical Chance
    **(4 items)** Adds 129 Weapon and Spell Damage
    **(5 items)** Your Aedric Spear abilities deal 12% more damage. When you deal damage with an Aedric Spear ability, you gain Divine Favor, stacking up to 5 times. At 5 stacks, your next Light or Heavy Attack creates a Holy explosion in a 4-meter radius, dealing 2987 Magic Damage and applying Major Breach for 8 seconds.

    #### **Righteous Bulwark (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 1206 Maximum Health
    **(5 items)** Casting an Aedric Spear ability grants you Divine Shield for 8 seconds, reducing damage taken by 15% and reflecting 30% of damage taken as Magic Damage to attackers. When you block an attack while Divine Shield is active, you recover 200 Stamina and gain Major Resolve for 4 seconds.

    #### **Sacred Protector (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 129 Stamina Recovery
    **(4 items)** Adds 1096 Maximum Stamina
    **(5 items)** Your Aedric Spear abilities apply Holy Ward to up to 3 allies within 10 meters for 12 seconds, increasing their damage done by 8% and providing a damage shield that absorbs 1500 damage. When Holy Ward expires, allies heal for 500 Health.

    ### DAWN'S WRATH SKILL LINE

    #### **Solar Avenger (DPS Focus)**

    **(2 items)** Adds 657 Critical Chance
    **(3 items)** Adds 129 Weapon and Spell Damage
    **(4 items)** Adds 1487 Offensive Penetration
    **(5 items)** Your Dawn's Wrath abilities deal 10% additional damage as Magic Damage. When you deal damage with a Dawn's Wrath ability, you gain Solar Radiance, increasing your damage done by 3% per stack, up to 15%. Stacks last 10 seconds. When you reach max stacks, your Dawn's Wrath abilities cast Sunburst in a 5-meter radius, dealing 1995 Magic Damage and applying Major Vulnerability for 6 seconds.

    #### **Lightbringer (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 4% Healing Taken
    **(5 items)** Casting a Dawn's Wrath ability grants you Divine Aegis for 8 seconds, reducing damage taken by 20% and healing you for 300 Health every time you take damage. When Divine Aegis expires, you gain Major Protection for 6 seconds, reducing damage taken by 10%.

    #### **Luminous Guardian (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 129 Magicka Recovery
    **(4 items)** Adds 1096 Maximum Magicka
    **(5 items)** Your Dawn's Wrath abilities create Sanctified Ground for 8 seconds in a 6-meter radius. Allies in Sanctified Ground gain Major Vitality, increasing healing received by 16%, and Minor Sorcery, increasing Spell Damage by 5%. Enemies in Sanctified Ground take 10% increased damage from Magic abilities.

    ### RESTORING LIGHT SKILL LINE

    #### **Merciful Strike (DPS Focus)**

    **(2 items)** Adds 129 Weapon and Spell Damage
    **(3 items)** Adds 657 Critical Chance
    **(4 items)** Adds 1487 Offensive Penetration
    **(5 items)** When you heal an ally with a Restoring Light ability, you apply Divine Wrath to up to 3 enemies within 8 meters of your target for 10 seconds, dealing 845 Magic Damage every 2 seconds. Additionally, you grant Merciful Purpose to your healed ally for 8 seconds, increasing their damage done by 10%. This effect can occur once every 6 seconds.

    #### **Bastion of Faith (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 1206 Maximum Health
    **(5 items)** Casting a Restoring Light ability grants you Faithful Ward for 8 seconds, absorbing 4000 damage and healing you for 2% of your Max Health every 2 seconds. When Faithful Ward expires, you heal for 1500 Health and gain Major Resolve for 6 seconds.

    #### **Divine Healer (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 129 Magicka Recovery
    **(4 items)** Adds 1096 Maximum Magicka
    **(5 items)** Your Restoring Light abilities apply Grace to allies for 12 seconds, increasing healing received by 12%. When allies with Grace take damage, they heal for 300 Health after 2 seconds. This can occur once every 3 seconds. Additionally, your overhealing creates Healing Orbs that allies can collect for 600 Health.

    * * *

    ## WARDEN CLASS SETS

    ### ANIMAL COMPANIONS SKILL LINE

    #### **Beastmaster (DPS Focus)**

    **(2 items)** Adds 1487 Offensive Penetration
    **(3 items)** Adds 657 Critical Chance
    **(4 items)** Adds 129 Weapon and Spell Damage
    **(5 items)** Your Animal Companion abilities deal 15% more damage. When you deal damage with an Animal Companion ability, you summon Spirit Animals that attack your target for 845 Physical Damage every 2 seconds for 6 seconds. Spirit Animals attack twice and grant Minor Berserk, increasing damage done by 5% for 6 seconds.

    #### **Nature's Guardian (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 1096 Maximum Stamina
    **(5 items)** Casting an Animal Companion ability summons a Guardian Spirit for 8 seconds that protects you, reducing damage taken by 15% and dealing 845 Physical Damage to attackers. When Guardian Spirit expires, you heal for 2000 Health and gain Major Resolve for 6 seconds.

    #### **Pack Leader (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 129 Stamina Recovery
    **(4 items)** Adds 1096 Maximum Stamina
    **(5 items)** Your Animal Companion abilities grant Pack Spirit to you and up to 2 allies within 12 meters for 12 seconds, increasing damage done by 8% and Stamina Recovery by 150. Allies with Pack Spirit heal for 300 Health when they deal damage with Animal Companion abilities.

    ### GREEN BALANCE SKILL LINE

    #### **Verdant Striker (DPS Focus)**

    **(2 items)** Adds 129 Weapon and Spell Damage
    **(3 items)** Adds 657 Critical Chance
    **(4 items)** Adds 1487 Offensive Penetration
    **(5 items)** When you heal an ally with a Green Balance ability, you apply Nature's Retribution to up to 3 enemies within 8 meters of your target for 10 seconds, dealing 845 Magic Damage every 2 seconds. Enemies affected by Nature's Retribution take 15% increased damage from all sources. This effect can occur once every 6 seconds.

    #### **Forest Guardian (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 1206 Maximum Health
    **(5 items)** Casting a Green Balance ability creates a Living Barrier for 6 seconds, absorbing 3500 damage and healing you for 300 Health every 2 seconds. While Living Barrier is active, you gain Minor Protection, reducing damage taken by 8%.

    #### **Nature's Mender (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 129 Magicka Recovery
    **(4 items)** Adds 1096 Maximum Magicka
    **(5 items)** Your Green Balance abilities create Healing Groves for 10 seconds in a 6-meter radius. Allies in Healing Groves gain Major Vitality, increasing healing received by 16%, and recover 200 Health and Magicka every 2 seconds. Your healing on allies in Healing Groves is increased by 15%.

    ### WINTER'S EMBRACE SKILL LINE

    #### **Frost Sovereign (DPS Focus)**

    **(2 items)** Adds 657 Critical Chance
    **(3 items)** Adds 129 Weapon and Spell Damage
    **(4 items)** Adds 1487 Offensive Penetration
    **(5 items)** Your Winter's Embrace abilities deal 10% more Frost Damage and apply Chilled and Major Maim, reducing enemy damage dealt by 10%. When you deal Frost damage to an enemy already affected by Chilled, you deal 50% additional damage and shatter the Chilled effect, dealing 1995 Magic Damage in a 4-meter radius.

    #### **Glacial Ward (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 1206 Maximum Health
    **(5 items)** Casting a Winter's Embrace ability grants you Glacial Armor for 8 seconds, increasing your Physical and Spell Resistance by 5000 and reducing damage taken by 15%. When you take damage while Glacial Armor is active, you have a 20% chance to create an Ice Spike that deals 1242 Frost Damage and applies Minor Maim to the attacker.

    #### **Winter's Blessing (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 129 Magicka Recovery
    **(4 items)** Adds 1096 Maximum Magicka
    **(5 items)** Your Winter's Embrace abilities create Frozen Sanctuaries for 8 seconds in a 5-meter radius. Allies in Frozen Sanctuaries gain Major Vitality, increasing healing received by 16%, and reduce their damage taken by 10%. Enemies in Frozen Sanctuaries are snared by 50% and take 10% increased damage.

    * * *

    ## NECROMANCER CLASS SETS

    ### BONE TYRANT SKILL LINE

    #### **Bone Reaver (DPS Focus)**

    **(2 items)** Adds 1487 Offensive Penetration
    **(3 items)** Adds 657 Critical Chance
    **(4 items)** Adds 129 Weapon and Spell Damage
    **(5 items)** Your Bone Tyrant abilities deal 12% more damage. When you deal damage with a Bone Tyrant ability, you summon Bone Spikes that impale your target for 845 Physical Damage every 2 seconds for 8 seconds. Bone Spikes apply Minor Fracture, reducing Physical Resistance by 1320.

    #### **Skeletal Fortress (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 1206 Maximum Health
    **(5 items)** Casting a Bone Tyrant ability creates a Bone Wall for 6 seconds, reducing damage taken by 20% and reflecting 25% of damage taken as Physical Damage to attackers. When Bone Wall expires, you recover 300 Stamina and gain Major Resolve for 6 seconds.

    #### **Grim Commander (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 129 Stamina Recovery
    **(4 items)** Adds 1096 Maximum Stamina
    **(5 items)** Your Bone Tyrant abilities grant Bone Aura to you and up to 2 allies within 10 meters for 12 seconds, increasing damage done by 8% and Physical and Spell Resistance by 2000. Allies with Bone Aura heal for 400 Health when they deal damage with Bone Tyrant abilities.

    ### GRAVE LORD SKILL LINE

    #### **Death Herald (DPS Focus)**

    **(2 items)** Adds 657 Critical Chance
    **(3 items)** Adds 129 Weapon and Spell Damage
    **(4 items)** Adds 1487 Offensive Penetration
    **(5 items)** Your Grave Lord abilities deal 10% more damage to enemies below 50% Health. When you deal damage with a Grave Lord ability, you apply Death's Mark for 8 seconds, stacking up to 3 times. Each stack increases damage taken from your Grave Lord abilities by 8%. At 3 stacks, enemies take 1995 Magic Damage and are afflicted with Major Vulnerability for 5 seconds.

    #### **Death Knight (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 4% Healing Taken
    **(5 items)** Casting a Grave Lord ability grants you Death's Embrace for 8 seconds, absorbing 4000 damage and healing you for 2% of your Max Health every 2 seconds. While Death's Embrace is active, you deal 25% less damage but reduce damage taken by 25%.

    #### **Necrotic Aegis (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 129 Magicka Recovery
    **(4 items)** Adds 1096 Maximum Magicka
    **(5 items)** Your Grave Lord abilities create Death Fields for 10 seconds in a 6-meter radius. Allies in Death Fields gain Major Vitality, increasing healing received by 16%, and recover 150 Health and Magicka every 2 seconds. Enemies in Death Fields take 10% increased damage and are afflicted with Minor Enfeeble, reducing their damage done by 5%.

    ### LIVING DEATH SKILL LINE

    #### **Soul Harvester (DPS Focus)**

    **(2 items)** Adds 129 Weapon and Spell Damage
    **(3 items)** Adds 657 Critical Chance
    **(4 items)** Adds 1487 Offensive Penetration
    **(5 items)** When you heal with a Living Death ability, you apply Death's Curse to enemies within 6 meters of your healed target for 10 seconds, dealing 845 Magic Damage every 2 seconds. Additionally, your healing abilities grant Soul Harvest to yourself, increasing your damage done by 3% per stack, up to 15%. At 5 stacks, your next healing ability deals 50% additional damage to enemies near your target. This effect can occur once every 6 seconds.

    #### **Undying Guardian (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 1206 Maximum Health
    **(5 items)** Casting a Living Death ability grants you Undying Pact for 8 seconds, reducing damage taken by 15% and healing you for 500 Health when you drop below 50% Health. While Undying Pact is active, your damage taken is reduced by an additional 5% for each 10% missing Health.

    #### **Conduit of Life (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 129 Magicka Recovery
    **(4 items)** Adds 1096 Maximum Magicka
    **(5 items)** Your Living Death abilities create Vitality Wells for 8 seconds in a 5-meter radius. Allies in Vitality Wells gain Major Vitality, increasing healing received by 16%, and Minor Endurance and Intellect, increasing Stamina and Magicka Recovery by 120. Your healing on allies in Vitality Wells is increased by 15%.

    * * *

    ## ARCANIST CLASS SETS

    ### CURATIVE RUNEFORMS SKILL LINE

    #### **Astral Punisher (DPS Focus)**

    **(2 items)** Adds 1487 Offensive Penetration
    **(3 items)** Adds 657 Critical Chance
    **(4 items)** Adds 129 Weapon and Spell Damage
    **(5 items)** When you heal an ally with a Curative Runeform ability, you consume Crux to apply Astral Retribution to up to 3 enemies within 8 meters of your target. For each Crux consumed (up to 3), enemies take 1242 Magic Damage immediately and are afflicted with Major Vulnerability for 5 seconds. This effect can occur once every 6 seconds.

    #### **Apocryphal Defender (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 1206 Maximum Health
    **(5 items)** Casting a Curative Runeform ability grants you Apocryphal Ward for 8 seconds, absorbing 3500 damage and increasing your Physical and Spell Resistance by 3000. While Apocryphal Ward is active, you gain 1 Crux every 3 seconds. When Apocryphal Ward expires, you consume all Crux to heal for 800 Health per Crux.

    #### **Runic Mender (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 129 Magicka Recovery
    **(4 items)** Adds 1096 Maximum Magicka
    **(5 items)** Your Curative Runeform abilities create Runic Sanctums for 10 seconds in a 6-meter radius. Allies in Runic Sanctums gain Major Vitality, increasing healing received by 16%, and Minor Heroism, generating 1 Ultimate every 1.5 seconds. Your healing on allies in Runic Sanctums generates 1 Crux every 3 seconds.

    ### HERALD OF THE TOME SKILL LINE

    #### **Tome Breaker (DPS Focus)**

    **(2 items)** Adds 657 Critical Chance
    **(3 items)** Adds 129 Weapon and Spell Damage
    **(4 items)** Adds 1487 Offensive Penetration
    **(5 items)** Your Herald of the Tome abilities deal 12% more damage. When you deal damage with a Herald of the Tome ability, you gain Tome Knowledge, stacking up to 5 times. Each stack increases your damage done by 3%. At 5 stacks, your next Herald of the Tome ability deals 50% additional damage and applies Minor Breach to enemies for 6 seconds.

    #### **Biblical Shield (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 1096 Maximum Stamina
    **(5 items)** Casting a Herald of the Tome ability grants you Pages of Protection for 8 seconds, reducing damage taken by 20% and reflecting 20% of damage taken as Magic Damage to attackers. While Pages of Protection is active, your Herald of the Tome abilities cost 20% less and generate 1 additional Crux.

    #### **Scholar's Blessing (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 129 Magicka Recovery
    **(4 items)** Adds 1096 Maximum Magicka
    **(5 items)** Your Herald of the Tome abilities grant Knowledge to up to 3 allies within 12 meters for 12 seconds, increasing damage done by 8% and Magicka Recovery by 150. Allies with Knowledge gain 1 Crux every 4 seconds and your healing on them generates 1 Crux every 6 seconds.

    ### SOLDIER OF APOCRYPHA SKILL LINE

    #### **Void Conqueror (DPS Focus)**

    **(2 items)** Adds 129 Weapon and Spell Damage
    **(3 items)** Adds 657 Critical Chance
    **(4 items)** Adds 1487 Offensive Penetration
    **(5 items)** Your Soldier of Apocrypha abilities deal 10% additional damage as Magic Damage. When you deal damage with a Soldier of Apocrypha ability, you apply Apocryphal Decay for 8 seconds, stacking up to 3 times. Each stack increases damage taken from your Soldier of Apocrypha abilities by 8%. At 3 stacks, enemies take 2987 Magic Damage and are afflicted with Major Maim for 5 seconds.

    #### **Apocryphal Vanguard (Tank Focus)**

    **(2 items)** Adds 1206 Maximum Health
    **(3 items)** Adds 1487 Armor
    **(4 items)** Adds 1206 Maximum Health
    **(5 items)** Casting a Soldier of Apocrypha ability summons an Apocryphal Guardian for 6 seconds that protects you, reducing damage taken by 15% and dealing 1242 Magic Damage to attackers. When the Guardian expires, you recover 300 Stamina and gain Major Resolve for 6 seconds.

    #### **Cultivator of Crux (Support Focus)**

    **(2 items)** Adds 4% Healing Done
    **(3 items)** Adds 129 Magicka Recovery
    **(4 items)** Adds 1096 Maximum Magicka
    **(5 items)** Your Soldier of Apocrypha abilities create Crux Fields for 8 seconds in a 5-meter radius. Allies in Crux Fields gain Major Vitality, increasing healing received by 16%, and Minor Protection, reducing damage taken by 8%. Your Soldier of Apocrypha abilities generate 1 additional Crux when cast in Crux Fields.

    * * *

    ## SUMMARY

    This expansion brings the total number of class armor sets from 14 to 63 sets, providing players with:

    - **3 sets per skill line** (DPS, Tank, Support focus)
    - **9 sets per class** (3 skill lines × 3 roles)
    - **63 total unique sets** across all 7 classes

    Each set is designed to:

    1. **Maintain thematic consistency** with its skill line
    2. **Enable cross-role versatility** - players can use any skill line for any role
    3. **Provide meaningful synergy** with existing abilities and mechanics
    4. **Balance power levels** while maintaining gameplay variety
    5. **Encourage diverse build experimentation** and customization

    The sets follow ESO's established design patterns while introducing new mechanics that expand strategic depth and provide players with more freedom to define their playstyle within their chosen class and skill lines.
    Edited by FireHawk85 on February 5, 2026 12:17PM
  • Soarora
    Soarora
    ✭✭✭✭✭
    ✭✭✭✭✭
    Some suggestions to make this more readable (I assume this was copy and pasted from Discord based on the formatting choices?):

    (Remove the spaces in the brackets!)
    [ b]is bold[/b]
    [ i ]is italic[/i]

    [ spoiler]
    makes this text go into a dropdown section
    [/spoiler]

    [ list]
    [*] this is a bullet point in a list!
    [/list]

    In use:
    This is a spoilered section with bolded and italicized text!
    It does not have:
    • Headers
    • Text size
    • Text color
    Technically speaking, you can change text color but I don’t remember how. Perhaps the others are possible, I’m not a bbcode wizard.
    Edited by Soarora on February 5, 2026 3:56AM
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • ESO_Nightingale
    ESO_Nightingale
    ✭✭✭✭✭
    ✭✭✭✭✭
    Ill admit this post was so long that i skimmed it and went straight to frost sovereign. I like the set a lot but im absolutely horrified that it does magic damage. If it did frost damage it would be a lot better. Im also not sure why the set grants 8% mitigation, it doesnt need it. But i like the idea of 3 different sets per line.
    Edited by ESO_Nightingale on February 5, 2026 9:33AM
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
    Youtube: https://www.youtube.com/@Frostingale
    Twitch: https://www.twitch.tv/eso_nightingale
  • FireHawk85
    FireHawk85
    Soul Shriven
    Ill admit this post was so long that i skimmed it and went straight to frost sovereign. I like the set a lot but im absolutely horrified that it does magic damage. If it did frost damage it would be a lot better. Im also not sure why the set grants 8% mitigation, it doesnt need it. But i like the idea of 3 different sets per line.


    Glad you caught that. Must've missed it when I was trying to fix some of them. I had MEANT for it to read 'applies Chilled, and Major Maim, reducing enemy damage by 10%'
  • Yudo
    Yudo
    ✭✭✭✭✭
    Just read the sorcerer set suggestions.

    Firstly, rather than having 3 variants, I just want one excellent set for each skill line. So a rework of existing + addition of the last class sets at some point.

    For Dark magic, I want something fun and creative to come out. Not just "use skill line = more stats".
    Sorry I don't rlly know what but the alternatives did not resonate with me.

    Deadric summoning should not be based on "if pet". I hope they banish them darn creatures back to oblivion.

    Chain lightning for storm calling sounds good actually. The IA vision is a good example of how Monolith could have been done.
    acrxg99smfv3.png
    Edited by Yudo on February 5, 2026 4:04PM
  • Drackolus
    Drackolus
    ✭✭✭
    At least two per skill line would get to the goal - one support and one dps. The biggest thing separating tank and healer gear is armor weight, and that's not even a factor for class sets. It would be fun if it was at least good enough to use if you took both sets, Oakensoul, and slapped the entire line on your bar for the whole build. I would absolutely have a Draconic Power character if it was at least vaguely functional. Definitely has to come after the full set of refreshes so they have something to work off of - and done much better than the DK one, because this one is two good dps lines and a weaker dps line that comes with some decent gap fillers. It completely missed the despecialization goal. If you put every single support skill and passive in the whole class on one line, it would still be around my 7th or lower choice for healer.
    Edited by Drackolus on February 6, 2026 11:40AM
  • ercknn
    ercknn
    ✭✭✭
    The only one even worth considering right is nb soulcleaver set for 1vX’ing in PVP.
    More sets should give the player the kind of power this one does.
    It helps keep game diversity as well as layering the meta playstyle.
Sign In or Register to comment.