Last updated on October 22nd, 2018
Welcome to another installment of a segment where we dive into one Elder Scrolls Online’s many Sets, and explore what sort of Builds you can make. Not only will we show you how to get the most from these Sets, but we’ll explain where to get them, what requirements there are to obtain them (if any), and everything else you could possibly want to know about them. This week’s Set should see a some niche play in Cyrodiil, Battlegrounds and Dungeons as well: Jailer’s Tenacity.
An Introduction to Jailer’s Tenacity
This Set was added to the game with Update 19 Wolfhunter, which launched in August of 2018. The biggest changes to come with this Update were to Werewolves and the nerfing of Snaring and Defiling effects (which makes this Set that much stronger). Jailer’s Tenacity can be obtained by running the 4-man Dungeon Moon Hunter Keep, which requires the Wolfhunter DLC as this Set is bind-on-pickup and cannot be acquired from other players. The Style of this Set is Silver Dawn, which will be obtainable in Update 20, when its Motifs are added to the drop pool of the Moon Hunter Keep final boss on Veteran difficulty.
Since this is a Dungeon Set, you can get Weapons, Shields, Armor and Jewelry, but the Armor will always come in Heavy. The Traits on this Armor are random, so you may have to farm several times in order to get the ones that you need, but the Jewelry for this Set comes with the Healthy Trait. Keep in mind that you can use Transmutation to change Traits if you wish, but you will need the Summerset expansion if you wish to Transmute Jewelry.
Jailer’s Tenacity grants you Major Vitality when struck for 7000 of your Damage. The 2,4 and 5 piece bonuses on this Set do not change no matter the quality of the items worn, which makes upgrading it to Legendary almost useless except for improving your Traits. Consider leaving it at Epic for this reason to save money on materials, and use them for something that gives you more of a benefit. Please note, however, that you can extend the duration to 8.4 seconds by equipping the Jorvuld’s Guidance Set.
Healing Done, Healing Taken and Healing Received Information
Jailer’s Tenacity increases survivability by increasing the amount of Healing Received you take. This is one factor involved in calculating total healing, but there are others such as Healing Done and Healing Taken (which is also present on the Set). There isn’t a lot of information out there on how this all works, so I’ll note it here for convenience. The formula to figure out how much healing you will get is as follows. Note that Healing Done, Healing Taken and Healing Received all affect the healing of Potions as well.
Healing = Skill Value * Healing Done * Healing Taken * Healing Received
This formula allows us to calculate just how much healing a Skill can do based on a number of factors. Since tooltips reflect the changes of Healing Done already, you can take the Tooltip * Healing Taken * Healing Received to get the actual number the Skill will do. You can use this formula to theory craft just exactly how much healing you can get from Skills this way. Let’s do an example:
- Let’s say you want to calculate how much healing Breath of Life would heal you with a tooltip value of 7703. Let’s say your Healing Done is 25%, your Healing Taken is 16% (from Jailer’s Tenacity and Rapid Mending) and your Healing Received is +30%, since you were hit for a quarter of your Health in one attack. You would take 7703 * 1.16 * 1.30 and you would get 11616. You do not need to factor in Healing Done here, as the game already does that for you on the tooltip.
Because of the way this calculation is done, if you are wearing 5 Heavy Armor pieces of this Set when you trigger Major Vitality, you will essentially gain +50% healing from all sources for 6 seconds, which is significant.
Things That Grant Healing Done
- Blessed – Located in The Apprentice Champion Tree (+1-15%)
- Minor Mending – Skills and Sets grant this (+8%)
- Major Mending – Skills and Sets grant this (+25%)
- Sets – Certain Sets have bonuses to Healing Done (+2%)
- Argonian – Racial passive (+1%/3%/5%)
- Powered Weapon Trait – (+9%)
- Combat Medic – (+10%/20%)
- The Ritual Mundus – (+10-15%)
Things That Grant Healing Taken
- Sets – Many tank Sets have this as a bonus (+4%)
Things That Grant Healing Received
- Rapid Mending – Heavy Armor Passive Skill (+4%/8%)
- Quick Recovery – Located in The Lord Champion Tree (+1-15%)
- Minor Vitality – There are many Skills that provide this bonus, a long with one Set.
- Major Vitality – There are a few Skills that provide this bonus, and this Set.
- Argonian – Racial passive (+1%/3%/5%)
- Orc – Racial passive (+1%/3%/5%)
- Sanctuary Set – (+12%)
- Burning Heart – (+6%/12%)