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. In this article we will take a look at Mark of the Pariah Set which increases Resistances based on missing Health.
Introduction To Mark of the Pariah Set
This set was added with Orsinium Expansion that launched in November 2015. It added a lot of new content, including 18 new sets, 2 new dungeons and Maelstrom Arena. Mark of the Pariah is an overland set, meaning it drops in the Wrothgar region only. Pieces drop from group bosses, public dungeon bosses, delve bosses and treasure chests. This Heavy Armor Set comes in the Malacath Motif Style. Malacath Motif can be obtained through Wrothgar Daily Contract Recompense boxes by completing Wrothgar Daily Quests.
Weapon and Armor Traits are random, meaning you are likely to have to farm pieces for different Traits. This is a Heavy Set so enchantments on Armor and Weapon pieces are Max Health and Absorb Health. Jewelry comes with Healthy Traits and Health Recovery Enchantments. Keep in mind that you can use Transmutation to change Traits if you wish, however the Summerset expansion is needed to change Traits on Jewelry, along with 50 Transmute Crystals.
This set adds 1206 Max Health, 2975 Physical and Spell Resistance with 4 pieces equipped. The 5 piece set bonus increases Physical and Spell Resistance up to 11904, depending on missing Health. It is a set meant for Tanks.
Resistance and Damage Mitigation
Physical and Spell Resistances
In Elder Scrolls Online players have two types of Resistances: Physical and Spell. Inside each are sub-types. Physical includes Poison and Disease and Spell includes Frost, Shock and Fire. At 33,100 Physical or Spell Resistance (662 = 1%), players reach a cap of 50% mitigation and they cannot mitigate any additional damage done with Resistances. For the purposes of calculation, specific Resistance to Shock, Frost, Poison etc, are simply added to your Physical or Spell Resistance when taking damage of that type. If that number would take you over the 33,100 threshold then you would NOT receive any additional Resistance.
However, this does not factor in any sort of Penetration used by the enemy. In PvP, many players will have between 5000-15000 Penetration, which will subtract directly from your Resistance. In this case having higher than 33,100 Resistance will actually mitigate damage and you would need somewhere over 45k Resistance to ensure you never took more than 50% damage.
Let’s do an example: If you have 40,000 Spell Resistance and a player with 10,000 Spell Penetration attacks you, you will have an effective Spell Resistance of 30,000 vs their attacks. If you had only 33,100 Spell Resistance when they were attacking you, you’d only have 23,100 Spell Resistance vs their attacks. In this case, having above the 50% threshold is actually useful and encouraged.
Things that increase Physical or Spell Resistance are as follows:
- Armor – Varies by type and slot
- Shields – 3536 (Max with Bulwark passive)
- Glyphs – Physical/Spell 927 (Max) or Frost, Flame, Shock, Disease, Poison 3520 (Max)
- Defending Trait – 1376 1H or 2752 2h (Max)
- Class Passives – Varies by Class
- Racial Passives – Varies by Race
- Armor Passives – Varies by piece and type
- Minor Resolve = 1320 Physical Resistance
- Minor Ward = 1320 Spell Resistance
- Major Resolve = 5280 Physical Resistance
- Major Ward = 5280 Spell Resistance
- Light, Medium, Heavy Armor Focus = 5280 Physical Resistance (Max)
- Spell Shield = 5280 Spell Resistance (Max)
Critical Resistance operates a bit differently and comes into play when someone scores a Critical Strike against you. Since enemies in PvE cannot Critically Strike, this is only necessary for those who PvP. Every 68 = 1% Critical Resistance. Players come with a default Critical Multiplier of 1.5x damage when they strike you. This means, in order to completely negate the extra damage that a default player does to you from a Critical Strike, you would need 3400 Critical Resistance. Most players will have somewhere between 1.6x and 1.8x Critical Multipliers. So, in order to make sure you almost never take any additional damage you would need somewhere around 4550 Critical Resistance.
Players can gain Critical Resistance in several ways, which are listed below:
- Impregnable Armor Set = 2500 Critical Resistance
- Transmutation Set = 1304 Critical Resistance
- Impenetrable Armor Trait = 258 per piece
- Resistant = 1650 (Max)
Damage Mitigation and Calcutlations
Putting it all together and connecting the dots can be confusing at first glance, but is actually rather simple once you get the hang of it. The calculation for Damage Mitigation is as follows:
MITIGATION=100-(100*(1-((Resistance/662)/100))*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Mitigation #3)/100))*etc etc)
I know that seems overwhelming, so let’s do an example:
Let’s say you have 25000 Physical and Spell Resistance and you have Minor Protection (-8% incoming damage) and your a Nord (-6% incoming damage) with 20% reduced damage to direct attacks and 7% reduced damage to Poison Attacks and let’s say someone attacks you with a Poison direct damage Skills. To calculate the percentage you would mitigate is as follows:
This gives you roughly 60% damage mitigation. Not as high as you thought? That’s because damage mitigation is multiplicative and that means that each source of protection is only giving a percentage of a percentage. The more percentages you add, the less useful each becomes. Think about it like a pie. If you have 50% resistances then that means you have half a pie left. If then you have Major Protection (30%) damage reduction, then you’re taking 30% of the remaining half of the pie which as not as good as if you took 30% of the whole pie. It is done this way to prevent a player from reaching the point they are simply immune to damage, which would be game breaking. Also remember that you gain a 50% damage reduction while in PvP, so be sure to factor that into your calculations.
For more information on damage mitigation and calculations, please see this thread on the ESO Forum. It was posted by a user named Paulsimonps and it has a ton of information and is the source of this section.
What You Need To Know About This Set
How this set works is whenever you take direct Health damage, it will increase your Physical and Spell Resistance based on missing Health. The more Health you lose, the bigger the buff is. It can go up to 10700 when near death, but this number cannot be increased in any way other than losing Health. It does, however, stack with all other Physical and Spell Resistance increases. If you have a Damage Shield that blocks all incoming damage then Resistance does not go up, as it needs to be Health that is being decreased.
The way Resistance increase is dealt with, is in a linear fashion. Meaning if you lose 30% Health, you get 3210 Physical and Spell Resistance (30% of 10700). For 50% missing Health you get 5350 Resistance. And so on. You get the picture. For every point of missing Health your Resistance numbers go up by the same amount.
Notes for PvE Players
Mark of the Pariah has mixed usage in PvE. Although it all sounds wonderful and you might think that it will make you invincible with the proper setup, Resistances are capped at 33100 (50%). That number, or at least close to it, is easily obtainable at very high levels, making this set worthless in that case. Above 33100 resistance is wasted in PvE, because you cannot mitigate any further damage with Resistances beyond that number. Sure, you can save Champion Points that would otherwise go into Spell Shield or Heavy Armor Focus, but it is not worth it for the end game because other sets offer more.
For earlier levels, or for new tanks, it is a different story. Tanks struggle reaching highest Resistance numbers before reaching CP 160, and therefore this set is exactly what they would require to significantly increase their survivability until that point. Combine that with something like Brands of the Imperium or Ebon Armory to provide some support next to just being very tanky and you have a really good tank build. When getting close to Resistance cap simply switch this set for something else.
Notes for PvP Players
Mark of the Pariah is a good PvP set even if you are at maximum Resistance because players use a lot of Penetration in every PvP scenario, which reduces Resistances quite a bit. With this set that Resistance will go back up to highest numbers upon losing Health, which is something that happens frequently in PvP. This means you will be harder and harder to kill as your Health goes down, which is exactly when you need to be.
You can either pair this Set with a DPS one, so that you can at least deal some damage in PvP, or you can go full Tank. I strongly suggest playing in a group either way if you use this Set because you are not likely to kill anyone while wearing it, even if you are hard to kill yourself, and you will eventually be overwhelmed without support. If you’re planning to play alone, or in a small group (4 or less) I would stick with a different Set.
Mark of the Pariah is a set that has its uses in most scenarios. In PvE it helps early game tanks reach higher Resistances when their Health falls, but has no use whatsoever for end game tanks. It’s more of a gatekeeper to greater stuff further along the way. In PvP its increased Resistance can be a lifesaver, even if you are at the highest Resistance already, due to the Penetration that most players possess. You can never have too much Resistance in PvP.
Overall it is a good tanking set that is not hard to obtain, making it great starting point for new, and for PvP players.