My opinion currently...
Weapon: This is a lovely item. The major problem with autohit weapons like Kusagani Sword was their lack of versatility. You don't really require the dodge bypass for most of the monsters in the game, so keeping it permanently in your inventory only really limits your damage output. The toggle alone makes this worth using in the inventory. The burn mode is also really interesting. The effectiveness is somewhat limited by the lean independent nature of DoT effects (a flaw with the suggested setup posted by @ruleandrew above), but is never a bad thing to have. I love the unique concept. The only thing I would say was a 100-proc within the three would have been useful given the FD armour.
Armour: I completely understand the direction this armour is taking the set. I know some people want to see this in FO, but I think it works better with FD (again, because of the lean independent nature of DoT). The MC effect into the access of a burn skill totally fits with the burn stacking concept. Not everyone wants a FD DoT setup, but this makes the most of the burn damage you deal.
Shield: Not really fond of this. We've had similar kinds of effects in the past, like the Fruitcake Wreath, regenerating more SP when the foe is under a specific status condition. In 2015 this wasn't too bad (although there were still better options). Nowadays, we have a number of ways to significantly regenerate SP (we just got some with the giftbox set) and so the small SP regen provided by the shield is fairly unnoticeable. I feel like another idea, maybe inflicting burn when blocking an attack, would be more useful.
Spell: This is similar to the weapon, in that it it's more useful than your standard autohit spell because it pays HP to cover the damage penalty. Really cool concept and I love how we're starting to see HP costs being used for other stuff. Extra damage for burning foes is also great. A wonderful item, best used in FD setups to take advantage of those burns for +10% damage too).
Pet: Another fantastic item, getting to toggle between damage and burn (with the small HP cost fuelling the potence of that burn). FO wise, you're probably better off with something like Pikazard, who can stun and enable you to get nukes off better. However, this is by no means a bad option.
Misc: To be honest, this feels like a lesser version of Samukematsuri Oni Mask I see the benefits of having that extra burn inflict, but the multiple hit attacks (thinking about the spell) would have benefitted much more from that per-hit style of burn infliction. It's still a good item though!
Overall, pretty solid set. I question how many people will make use of it, as I can't see many people wanting to use the FD DoT setup at the moment. With that said, this is a really good way of doing it.
Weapon: It's basically a water MP/SP Soul Drinker, which is never a bad thing. Lots of competition for water items, so I would probably not use this regularly. With that said, could really come in handy in certain situations (especially when combined with major damage boosters like Bloodzerker. I really don't like the magic weapon's art though...
Armour: I see what the staff were trying to do, but the problem is in the execution. You could use this in a damage dealing setup (as demonstrated by @ruleandrew above). The issue is that a number of other FO items do this a lot better. Using all three of these boosts, you're getting *1.13+20% damage. However, the setup above isn't particularly good given the evolve skills for Vamp/Wolf are boosting by almost twice that. You could make the argument of sustainability, but sustainability isn't really an issue when an enemy is knocked down and out in two or three turns. Additionally, if you're playing FO, efficiency isn't normally at the top of your priority list. I think this would have probably been better as a FD setup, with the boost further fuelling 100-proc weapons. That way, it fills a niche. It's a really interesting concept and I love how they've incorporated berserk (something we were talking about during the Burning Solstice for the war armour), I just feel it's not quite there.
Shield: Shield is really interesting. Only blocking 1 hit means you wouldn't want to use this for a monster like a Gogg. However, it could prove vital in tanking certain hits for a huge risk/reward payoff.
Spell: Extra damage is never a bad thing. I know that some have talked about the more effective Cysero spell, but it's worth pointing out that this is added as part of a token package. We got this one for nothing, and the difference in damage output is pretty small. It might not be the most exciting spell, but it certainly has uses.
Pet: I'm not a fan of this pet. I can see what they were going for, similar to the weapon. If a player is trying to heal MP/SP, you can reasonably assume that they don't have much MP/SP left or they wouldn't be trying to heal. Both the weapon and Pet are unreliable at doing this given the 20% chance to heal at all. The Weapon is ok, because the damage you can deal on that special means the heal is very substantial. On the pet though... I don't think it works too well.
Misc: For me, this misc is by far the best thing we've gotten this frostval. Nothing special with the +50 STR/INT (although very useful) and damage bonus. What really sells it though, the unique -40 END effect. I love these kind of new mechanics, and what's better is that the effect is really useful in battle too. it essentially makes your nukes even more powerful, limiting how much your enemy can take before dying. HP cost as well, making it pretty efficient. I'll definitely be using it in my active inventory.
Overall, the set feels a bit mismatched. I see some elements of FO and FD in there. I can see where they somewhat synergise though. Definitely think that armour needs to be FD. I'm not too fond of the art, but that's more personal taste.
EDIT: I had a brainwave:
Those that I've spoken with seem to pretty much universally like the misc. I can't help but think it feels a little out of place though. Sure, part of the description of the dragon fang reads
"... it allows you to invoke the River Dragon's spirit to leave your foe Fragile!" and it makes thematic sense. However, the fragile effect is used nowhere but the misc. I figure that a way to fix some of the issues might be to incorporate the fragile effect...
Take, for example, the armour. Instead of using the MP/SP toggles to boost your damage, you could up the cost of each a little to have a chance to inflict your foes with fragile. Sort of like a lesser imbue, but you can combine the toggles to boost your chances.
Or maybe the spell. Instead of using the SP cost to boost your damage output, which we've seen before, it could be used to inflict a fragile onto your foe. Thematically it could make sense: Using your energy/mana to invoke the River Dragon's spirit here too. If you have an issue with stacking, you could make it so they don't stack. Alternatively, you could make it so that only the fragile effects from the items in the set stack. It would be a really unique way of making the spell and armour more interesting and fill a niche without changing the theme or direction of the set.
< Message edited by CH4OT1C! -- 1/8/2020 8:17:04 >