New Sets, Old Set Revamps and Set Changes
With the Update came 10 new sets, changes to 8 existing ones and scaling improvements to others. 4 of these new sets were actually added to the Imperial City, and are gated behind that DLC as you need to barter with the Tel Var Stone Vendor there in order to obtain them (you can of course, purchase them from other players). 3 are new crafted sets and 3 can be obtained from the Daily Reapeatable Quests or chests around Gold Coast. The most intriguing of these sets is Pelinals Aptitude which makes your Weapon and Spell Damage the higher of the two values, allowing for some interesting new builds.
Of the 8 existing sets that got revamped, the 2 most notable changes are to the Dreugh King Slayer Set and the Viper Sting Set. Dreugh King Slayer now passively provides Major Brutality, effectively gimping the Set (except in some situational builds), and the Vipers Sting Set got a huge increase to the damage you deal. The other 6 sets were improved, but not enough to be worth noting.
Many Sets have now been scaled to Champion 160, most notably are the Trials Sets and ALL PvP Sets. Furthermore, you can no longer purchase Sets directly from the Elite Gear Vendor and other Vendors in Cyrodiil, but now must purchase boxes that drop pieces at random. These boxes have a considerably reduced cost (20,000 AP), and and are also separated into type (light, medium, heavy), and playstyle (defensive/offensive). You may also purchase Hews Bane boxes, which drop pieces of 6 of the Thieves Guild Sets.
All in all, these changes should drastically improve build variety and give the economy of the game a much needed boost. I myself am looking forward to getting Ravager at Champion 160!
Crafting and Trait Changes
A few things have changed on the crafting front. First, Poison Making has been added to the Alchemy craft. New crafting ingredients have been added to make this possible, and many of them drop from enemies (yay for less bag space!). Just as with potions, you will need higher level Alchemy in order to make more potent poisons.
Secondly, there have been some improvements made to Traits. Notably are the changes to Well-Fitted, Charged, Sturdy, Powered, Defending, Nirnhoned, and the addition of Prosperous and Decisive. Well-Fitted now reduces the cost of Roll Dodging as well as Sprinting, making this a serious consideration for Stamina builds. Charged and Infused could both be used in some very specific builds, and might become more mainstream. Powered will now be a staple on most Restoration Staves and Sturdy will be a must on most Shields. Defending actually gives a lot of Resistance now and is worth considering if you need a bump in defense. Nirnhoned simply increases your Weapon Damage by a % now, which is just awesome!
These changes should, again, help to shake up variety, get some creative builds going and really break up that cookie cutter formula the game has possessed for quite some time.
Skill Changes, Buffs and Nerfs
Lastly I want to talk a bit about the Skill changes that came with this Update. Firstly Ill cover the buffs and nerfs to some prominent skills:
Wrecking Blow Got a major nerf, as the knockdown and stun were completely removed. It instead has been added to Dizzying Swing, which lost its Maiming properties, forcing the player to now choose between the knockdown or the extra damage. I expect to see many more people running Dizzying Swing now, as the knockdown is just too good.
Dawnbreaker Now deals Physical Damage (thank god!), and now knocks down ANYONE in its Smiting morph. It also no longer does extra damage to Undead/Daedra. This is huge because it has long been used to deal with Vamps in PvP.
Mage Light Is no longer a toggle and both versions now detect stealth. I expect many players will slot this in their PvP build now more than ever, as the Radiant morph now reduces the damage taken from stealth by 50% AND prevents you from being stunned.
Guard This skill was completely changed and used to be useless. Now it sends 30% damage from a player of your choice to you until you turn it off or move out of range. This skill now has a legitimate place in PvP and PvE. Its only drawback is the 15m range, which will be hard to stay within in PvP. I was fully expecting a morph that increased the range, but no such luck. Hoping they change to one in a future patch.
Perhaps the biggest change to Skills in the Update was to the Fighters Guild line. This whole line has been almost completely redone and where the line used to be effective very situationally (mainly fighting undead), they have broadened the scope of most of the skills to make them effective against any enemy. While it remains to be seen how these changes will affect builds and playstyles, you can expect these Skills to be used in some niche builds.
One thing to note is that many Skills that have Stamina morphs or variations have now been changed to deal Poison, Disease or Physical damage so as to be benefited by Champion System passives like Mighty. This is a great change and should help to improve the DPS of many existing builds and help to create new ones.