Animenut1
Member
|
First, let's address the elephant in the room. It's a LIGHT armor, so how does it compare to Paladin? It's worse. But that's not a shocker. Paladin is one of the best armors in the game. I cannot honestly think of any light armor that could reasonably compete with Paladin's versatility. So the REAL question is "If someone doesn't have Paladin and doesn't want to go through the effort of getting it and ranking it up, would this set be worth buying?" To which the answer is a resounding......kinda? Eh? I mean, it's a neat set. It's not like the thing isn't powerful in some respect. The issue is that ALL of its utility is in its skill. It's a dire lean armor with a focus on DoT effects that almost require its set weapon to be worth using considering the weapon reliably applies a DoT. But the issue is that since it's a DoT build, it CANNOT hit hard enough to justify using a light-elemental attack while using a light-elemental armor. Against darkness enemies it would be strong against, you're taking way too much damage and not really dealing much in return thanks to DoT scaling. But the armor's DRAIN poison might mitigate that....right? I mean, it's a strong drain poison, for sure. Against the training Drakel, I'm getting roughly ~300 per tick on one stack and around ~500 per tick after two stacks. Against a neutral-element enemy, that's pretty good by DoT standards, but that's WITH the full set equipped, including all the poison potency built into the set items. Assuming a darkness enemy is 130% weak to light, a 650 Light DoT for a few turns isn't terrible......if it was backed by player damage, as well. "But it's a DRAIN poison!" Yeah, and a x1 drain rate is decent. Getting 650 (optimistically) back per turn would be nice if it wasn't for the fact that you're making yourself vulnerable to damage to do it, and that DoT is nearly ALL of your effective damage. A genuine Light nuke on another armor would end the same battle way faster and way more safely, and for way less SP. "Okay, so what WOULD it be good for?" Well, it has a fairly powerful drain poison. That's utility. If you're fighting a stubborn Darkness enemy, I could imagine a world where you swap in the armor to use its skill, then go back to a Darkness armor to benefit from a few turns of moderately-strong poison heals. Is it worth a turn of unresisted damage? Maybe...? You could force a turn of Celerity to do this safely. Probably the best way to use it. But that's putting a LOT of effort into making it viable, which should be very telling. The issue with the set primarily centers around being focused on DoT. DoT is inherently weaker than player damage, even when buffed by the (current incarnation of) Dire lean, so the DoT has to have a lot more going for it to make it viable when the damage type matches the armor type. Unfortunately, without nuke potential, a DoT-focused, ele-locked set really can only find use in niche situations. So, again, is it worth getting? If you like novelty, then sure. The armor LOOKS AMAZING. I wish it was better, or at least comparable to Paladin, so I had an excuse to use it. But the DoT focus really harms the set. Either the DoT scaling needs a huge buff, the Dire lean needs to REDUCE enemy incoming damage (Taking more damage implies a glass cannon build, but it...can't....cannon...), or the skill's element and resulting poison has to match the player's current weapon. Or make the DoT a prismatic burn so it's universally useful. A prismatic burn would actually make it a really neat armor that's....not the strongest, but having a reliable DRAIN prismatic burn would certainly make up for its weaknesses. As for which piece of the set is the best? The armor. Not even close. The DRAIN poison only comes from the armor, and that's where most of its niche lies. Second is the weapon. It's....It needs a rework. Being 100% proc is weird. Sacrifices a LOT of damage for no real gain. It can toggle to inflict two tiers of poison, but that's not really...good. It's not that poisoning itself is bad, but sacrificing weapon damage AND SP to inflict a poison doesn't feel worth it on a weapon that's already kinda weak. It just ends up dealing moderate DoT while the player damage is terrible. If the poison from the weapon was PERMANENT, then maybe we'd have something to consider here. But an underpowered DoT that gives way too much up to inflict from an already-weak weapon is just not a good look. Plus, it actively makes the DRAIN poison from the armor weaker. It's an active detriment to the armor's main appeal. Third is the shield. Literally just a Light shield with the ability to boost poison infliction chance. Good for the set? Technically. But it's a shield that just gives potence. Not useless, but not interesting, and not what the set actually needs. I decided to go test out the "healing against a Darkness enemy" thing by fighting King Raymoond the Moonray ("Final Challenge" in the guardian arena) to see how the Light drain poison fares against a reasonably strong monster with a HUGE weakness to Light. It was terrible. Raymoond was slapping me for 2K per turn (granted, I had the LIGHT shield on, so take that for what it's worth), the drain poison was having difficulty even applying WITH the full set equipped, and even when it did apply, I was only getting barely ~300 damage off of it. Not worth tanking all that damage to apply it. The set has potential, for sure. But it needs to be heavily reworked to be considered for genuine viability. Unless someone has noticed something I missed.
< Message edited by Animenut1 -- 2/21/2026 23:29:13 >
|