Right now, when they fail to factor mitigation before absorbing damage, they are worthless!
A single hardened ward is falling off to 1-2 normal melee attacks from a veteran mob! Same goes with resto staff shield.
You need to fix these shields if you want them seeing any use.
Why should armor mitigate damage taken from a surrounding magic shield? That wouldn't make any sense. If shields need to be buffed, then they can increase the amount of damage the shield takes before it breaks.
A single hardened ward is falling off to 1-2 normal melee attacks from a veteran mob! Same goes with resto staff shield.
A single hardened ward is falling off to 1-2 normal melee attacks from a veteran mob! Same goes with resto staff shield.
so it protected you for about 600-800 dmg .. seems that it is working as it should. heals are also only about 600-800. if a shield would absorb 10 hits it would be WAY better than any heal out there.
like you described it I don´t see any problems
Right now, when they fail to factor mitigation before absorbing damage, they are worthless!
A single hardened ward is falling off to 1-2 normal melee attacks from a veteran mob! Same goes with resto staff shield.
You need to fix these shields if you want them seeing any use.
Right now, when they fail to factor mitigation before absorbing damage, they are worthless!
A single hardened ward is falling off to 1-2 normal melee attacks from a veteran mob! Same goes with resto staff shield.
You need to fix these shields if you want them seeing any use.
I wasn't impressed with restoration staff shield either.
Perhaps some builds may find it useful. But I thought it was a waste of magicka.
Jeremy_gelber_ESO wrote: »Right now, when they fail to factor mitigation before absorbing damage, they are worthless!
A single hardened ward is falling off to 1-2 normal melee attacks from a veteran mob! Same goes with resto staff shield.
You need to fix these shields if you want them seeing any use.
I wasn't impressed with restoration staff shield either.
Perhaps some builds may find it useful. But I thought it was a waste of magicka.
its useful to buy you an extra couple of ticks of regen. or to heal that dps that cant figure out how to avoid aoes and is infrequently taking damage ( with the healing ward morph). its nowhere near as useful as rushed ceremony or either of its morphs.
I use it on my Nightblade Healer for this exact reason. It gives you a chance to tick a few more regen ticks and, MAYBE, find the dude that's dieing and do a Combat Prayer on him if i can.Jeremy_gelber_ESO wrote: »its useful to buy you an extra couple of ticks of regen. or to heal that dps that cant figure out how to avoid aoes and is infrequently taking damage ( with the healing ward morph).
Still_Mind wrote: »Absorb shields need bigger pools, or they need cool effects when the shield pops - like an AoE knockdown, slow, ornon-negligible damage (Blazing isn't bad in this regard).
Yeah well Healing Ward also costs a metric ton of magicka for anyone who isn't stacking light armor passives with high levels of magicka. I'm soft capped with magicka on leather but casting a healing ward ends up eating a huge chunk of your mana as leather, which means less thundering presence uptime whereas using quick siphon with either rapid regen or illustrious healing ends up with more immediate health returns as DW leather player.
It also has to do with the fact that Healing Ward has a healing component on top of an absorb that triples in effectiveness on low health targets whereas a 750ish point damage shield of Hardened Ward falls of in 2 hits because mobs already hit me for 240 dmg autoattacks through leather mitigation, without considering mitigation that number goes up considerably.
A single hardened ward is falling off to 1-2 normal melee attacks from a veteran mob! Same goes with resto staff shield.
so it protected you for about 600-800 dmg .. seems that it is working as it should. heals are also only about 600-800. if a shield would absorb 10 hits it would be WAY better than any heal out there.
like you described it I don´t see any problems
Except a shield doesn't recover health, still leaving you vulnerable to getting executed as is the case in some boss mechanics, which I'm sure you have done nothing of.
And if your heals are healing for 600-800 your heals suck.
Jeremy_gelber_ESO wrote: »Yeah well Healing Ward also costs a metric ton of magicka for anyone who isn't stacking light armor passives with high levels of magicka. I'm soft capped with magicka on leather but casting a healing ward ends up eating a huge chunk of your mana as leather, which means less thundering presence uptime whereas using quick siphon with either rapid regen or illustrious healing ends up with more immediate health returns as DW leather player.
It also has to do with the fact that Healing Ward has a healing component on top of an absorb that triples in effectiveness on low health targets whereas a 750ish point damage shield of Hardened Ward falls of in 2 hits because mobs already hit me for 240 dmg autoattacks through leather mitigation, without considering mitigation that number goes up considerably.
its been covered many times. light armor is always the best choice.
i haveJeremy_gelber_ESO wrote: »Yeah well Healing Ward also costs a metric ton of magicka for anyone who isn't stacking light armor passives with high levels of magicka. I'm soft capped with magicka on leather but casting a healing ward ends up eating a huge chunk of your mana as leather, which means less thundering presence uptime whereas using quick siphon with either rapid regen or illustrious healing ends up with more immediate health returns as DW leather player.
It also has to do with the fact that Healing Ward has a healing component on top of an absorb that triples in effectiveness on low health targets whereas a 750ish point damage shield of Hardened Ward falls of in 2 hits because mobs already hit me for 240 dmg autoattacks through leather mitigation, without considering mitigation that number goes up considerably.
its been covered many times. light armor is always the best choice.
Try light armor as a melee sorcerer and see how much crit surge heals you with a weapon crit chance of 6-11%
Crit surge is the only real healing sorcerer has, and to function it needs armor stacking. If you're not going to be a crystal shard/force shock spammer with magelight, you will not survive in light armor.
Jeremy_gelber_ESO wrote: »
no i meant class skills.Jeremy_gelber_ESO wrote: »
Much like DK's?
Or you mean the 3 weaponskill lines with 5 skills each they have access to?
Jeremy_gelber_ESO wrote: »no i meant class skills.Jeremy_gelber_ESO wrote: »
Much like DK's?
Or you mean the 3 weaponskill lines with 5 skills each they have access to?
you will notice most dk stills have less than a 10m range.
you will notice almost all sorc skills have greater than a 10m range
you will notice all classes except sorcs have a class skill that regenerates stamina.
you will notice all classes except sorcs have a class skill to close the distance to the opponent. you will also notice sorcs are the only class that has a skill to increase the distance from the opponent.
Jeremy_gelber_ESO wrote: »no i meant class skills.Jeremy_gelber_ESO wrote: »
Much like DK's?
Or you mean the 3 weaponskill lines with 5 skills each they have access to?
you will notice most dk stills have less than a 10m range.
you will notice almost all sorc skills have greater than a 10m range
you will notice all classes except sorcs have a class skill that regenerates stamina.
you will notice all classes except sorcs have a class skill to close the distance to the opponent. you will also notice sorcs are the only class that has a skill to increase the distance from the opponent.
Bolt Escape is as much a distance closer as a gap creator. And while much of the DK skills are short range, they have ranged skills. Sort of how like sorcerers only have 2 ranged nukes and the rest are close quarter skills like daedric mines and encase, and the familiar needs melee range, and bound armaments is a melee skill, and so is surge, and storm form doesn't do damage from range but damage from melee.
But talk out of your ass by all means. Most of those classes don't even use skills to regenerate stamina because stamina skills are cheap to use to begin with. All classes use more magicka based skills than they use stamina ones. Stamina lines like a whirlwind morph also has stamina return, and a sorcerer can use the vamp skill drain essence to regen stamina.