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Monolith of Storms is Fundamentally Flawed BUT Could be Easily Fixed

ViggyBoi
ViggyBoi
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I love eso's classes, I love class identity, and conceptually I love class sets. But a lot of them are really bad. I get the idea of the general set design for the game. Generally speaking the devs seem to want powercreep to scale horizontally instead of vertically that way newer content sets don't completely devalue older ones. That being said, this design philosophy often tends to result in dead on arrival sets due to flawed design.

I discussed Wrathsun in a previous post and now I want to bring to light another set I've been messing around with and offer some constructive feedback on why it doesn't work and how it can be adjusted to be more fun to use without just inflating the damage numbers.

Today's topic: Monolith of Storms

Currently on live, Monolith of Storms functions as a sort of hybrid offensive set. It can function in a single target encounters but its obviously meant for trash fights. Dealing direct damage with a Storm Calling ability or every 5th tick of a storm calling dot summons a Monolith, up to 3, and when they are in range of each other a tether of electricity runs between them damaging all enemies touching the tether.

Immediate issues:

There is a lot of set up required for pretty minimal returns

You can only proc one Monolith at a time, meaning at least 3 GCD's are necessary to attempt maximizing return. The only skills ypu can do that with though are Mages Fury which you wouldn't be using in a fight opening and streak which you wouldn't be using as a DPS through trash. The other way to proc the set takes even longer as lightning splash and hurricane only proc it every 5th tick, the latter ticking every 2 seconds meaning it will take 10 to go off. Keep in mind monomith's only last for 10 seconds. The most useful scenarios AOE sets tend to perform in are trash fights but those only tend to last 15 seconds or so. Meaning at its fastest you're taking up 1/5th of that time setting this up.

The damage is non existent
For all the setup required you are basically getting nothing in return. The range on paper for this set seems big given its 28 meters, but there are tons of blind spots. The monoliths themselves deal no damage. Simply being near one results in nothing, you have to be in between them. Also there's a built in cooldown restricting anything from taking damage from this set more than once every two seconds for some reason. So even in scenarios where you can strategically deploy your monoliths to try and get the most put of your set like in a dragon fight you still are hard locked to a very low damage proc.

The set is extremely clunky and borderline useless in any kind of fight that involves movement/teleporting targets.
This point speaks for itself. The set up is already cumbersome, imagine having to micro manage it again and again during an actual damage sensitive encounter.

Unlike with Wrathsun i genuinely couldn't come up with any kind of consistent use for this set. Its not even a good RP set because it doesn't feel good to use either.


Proposed Changes:

This set is simple in theory but too complicated in practice. I have a reworked version that instead sounds complicated but in practice would be mich easier to use and for multiple forms of content.

Monolith of Storms (Revised Proposal)
​(2 items) Adds 657 Critical Chance
(3 items) Adds 129 Weapon and Spell Damage
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Casting a Storm Calling ability on yourself grants you a Storm Node for 30 seconds. Dealing damage with a Storm Calling ability applies a Storm Node to your target for 15 seconds. This effect can occur once every 15 seconds.
​Casting a ground-targeted ability places a Monolith Spire at the target location for 20 seconds. You can have only one Monolith Spire active at a time.
​While any Storm Node or Monolith Spire is within 15 meters of another, they create a lightning tether between them. Tethers deal [X] Shock Damage every 2 seconds to any enemy touching the tether or within 5 meters of a Storm Node or Monolith Spire and increases by 100% for every Storm Node in range. Damage scales off the higher of your Weapon or Spell Damage.

In this rework instead of having to manage 3 grounded points, you instead only have one, and you and your primary target become the other two. With this set up you are able to prebuff the set on yourself, afflict your target with Storm Node as a fight begins, and drop the Monolith immediately after. The tick rate is the same but increases in damage so long as the points are in range of each other so in a static fight you get the most out of it while in a mobile fight you still are capable of dealing decent damage. The different proc conditions encourage you to use more of your storm calling abilities and depending on the ability it can set up the set quickly.

Ex: page's fury procs storm Node on the target, lightning splash procs the spire and the storm node rebuffed on the first target hit, surge procs storm Node on yourself, lightning form and streak procs it on yourself and the first target hit

This version of the set can also function in PVP since the third grounded Storm Point is completely optional, though I dropped the range from 28 to 15 meters and added a cooldown on the stormnode debuff to not make it too oppressive. Thoughts?
  • Turtle_Bot
    Turtle_Bot
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    I wouldn't get your hopes up seeing a response (let alone seeing this set fixed) anytime soon (if at all).

    These issues with the monolith of storms set have been pointed out ad-nauseum since the sets release a few years ago, yet not even a peep from ZOS about the issues with the set, let alone looking to fix the set.
  • ViggyBoi
    ViggyBoi
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    Turtle_Bot wrote: »
    I wouldn't get your hopes up seeing a response (let alone seeing this set fixed) anytime soon (if at all).

    These issues with the monolith of storms set have been pointed out ad-nauseum since the sets release a few years ago, yet not even a peep from ZOS about the issues with the set, let alone looking to fix the set.

    feelsbadman but a man can hope. Idk i figured since classes in general are getting refreshed it might be an opportune time to revisit these
    Edited by ViggyBoi on March 27, 2026 8:39PM
  • NxJoeyD
    NxJoeyD
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    ViggyBoi wrote: »
    Turtle_Bot wrote: »
    I wouldn't get your hopes up seeing a response (let alone seeing this set fixed) anytime soon (if at all).

    These issues with the monolith of storms set have been pointed out ad-nauseum since the sets release a few years ago, yet not even a peep from ZOS about the issues with the set, let alone looking to fix the set.

    feelsbadman but a man can hope. Idk i figured since classes in general are getting refreshed it might be an opportune time to revisit these

    I really love the creative idea to what you proposed for this. I’ve tried a dozen different ways to make MoS viable in PvE and can’t. As for PvP, I wouldn’t try. I’ve seen it maybe twice in BGs and in both cases the user didn’t fare well.

    I agree with @Turtle_Bot that this set is unlikely to ever get addressed. It would be nice.

    The biggest drawbacks I see with this set are that 1) the overall buggy-ness of the game would very likely see this set not preform correctly & 2) sets that have intricate setups like this are doomed to lag behind in competitiveness.

    Your idea is good but given the degree of power creep in the game, overall, even in most all PvE scenarios you’re likely to see mobs wiped before a player could realistically get MoS setup to do any real scaling damage. That means one would (in reality) end up running and full 5 piece set that only fully manifests on tanky bosses or ones which don’t have massive AoE mechanics to negotiate (potentially breaking tethers).

    Players are likely going to want to run a 5 piece that’s more broadly beneficial and can apply damage more consistently, and I can’t blame them.

    The total premise behind MoS is just bad in any real gameplay sense. .. it almost like they ran out of ideas and decided to just give us Sorcs a set that tries to turn us into a poor man’s Vander Allen
    Edited by NxJoeyD on March 29, 2026 7:39AM
  • ZhuJiuyin
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    I agree that Monolith of Storms needs a rework, but your suggested changes are still too cumbersome. As others have mentioned, players tend to prefer sets with broader effects and more consistent damage output, such as Whorl of the Depths and Pillar of Nirn.

    I think it would be better to make Monolith of Storms a shock version of Pillar of Nirn. We could simply change the 5-set bonus to: "When you deal damage to a target with Storm Calling, a Monolith is spawned near the target, dealing shock damage to targets within 10 meters after 2 seconds. Targets hit will be Off Balanced. The Monolith then deals damage to targets within 10 meters every 2 seconds for 10 seconds. Each attack inflicts Concussion on the target. This effect occurs every 12 seconds."

    This would make the damage output of Monolith of Storms more consistent and suitable for both PvP and PvE.
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • Jestir
    Jestir
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    I am all for the IA class sets not being worthless especially when they are locked behind such a horrific grind

    But the devs clearly do not care if they are usable or not and it's really disappointing
  • Yudo
    Yudo
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    Or they give sorc a proper spammable and cleave and this set will suddenly be much better.

    This set forces class skill direct damage for best uptime, but sorc only has an execute.
    Or you need to give up 2 skill slots to take lightning form + lightning splash changing your build and playstyle drastically.
    This set is currently NOT in harmony with the class skill line at all.

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