So, going by what you're stressing here, why can the destruction staff line do everything by itself? It's got single target damage, aoe damage, status effects, debuffing, and control all in one.
Compare any weapon line to the destruction staff line and it will come up short. That's a problem, and you cant explain it away.
So, going by what you're stressing here, why can the destruction staff line do everything by itself? It's got single target damage, aoe damage, status effects, debuffing, and control all in one.
Compare any weapon line to the destruction staff line and it will come up short. That's a problem, and you cant explain it away.
Bow is the Stamina Weapon like Destruction Staff.
It has Single Target DPS, AOE DMG, Status Effects, Debuffing and Control. It only suffers at a weaker AOE DMG than Destruction Staff but that is maybe adressed by the Devs, as they mentioned they will buff some Stamina Skills if needed. Than we have of cause the Magicka Builds Regeneration Abilities. There have to come a major nerf.
And you know, Bow as well as Destruction Staff have something common. They are the only Range DPS Weapons for your choice. Other as Melee Weapons. There you have Dual Wield, 2Handers and 1Hand + Shield. And thats the reason why not every Melee Weapon can do everything like Bow or Destruction Staff. (And even those can`t do all, cause both suffer an Execute Ability against Low Health Targets)
So, going by what you're stressing here, why can the destruction staff line do everything by itself? It's got single target damage, aoe damage, status effects, debuffing, and control all in one.
Compare any weapon line to the destruction staff line and it will come up short. That's a problem, and you cant explain it away.
Bow is the Stamina Weapon like Destruction Staff.
It has Single Target DPS, AOE DMG, Status Effects, Debuffing and Control. It only suffers at a weaker AOE DMG than Destruction Staff but that is maybe adressed by the Devs, as they mentioned they will buff some Stamina Skills if needed. Than we have of cause the Magicka Builds Regeneration Abilities. There have to come a major nerf.
And you know, Bow as well as Destruction Staff have something common. They are the only Range DPS Weapons for your choice. Other as Melee Weapons. There you have Dual Wield, 2Handers and 1Hand + Shield. And thats the reason why not every Melee Weapon can do everything like Bow or Destruction Staff. (And even those can`t do all, cause both suffer an Execute Ability against Low Health Targets)
ExiledKhallisi wrote: »my new alt is stamina based and at lvl 39 pulling 700DPS
demonlkojipub19_ESO wrote: »Bow this, bow that. There are stamina based weapons other than the bow. The bow is the only one that is safe to use and burn your stamina in a large PvP engagement, the others will get you killed.
You think the only point of a 2h melee weapon is the gap closer? gap close to death while you remain safe with your bow?
Its utter crap to suggest that one should use bow or staves or suck it up.
No, we got his point.
He is ignoring the whole part where its totally okay for magicka builds to do the exact thing.
The whole play the way you want thing is a myth.
I just wouldn't call a build a "stamina build" just because it uses a weapon other than a staff.
jesterstear wrote: »But then , so are guild and world skills....
AtriasNaradan wrote: »Everyone here seems to miss the actual root of the problem, which is TES series original stats usage principle. ZOS here use the same stats usage principle as other TES series. Now anyone please tell me any use of Stamina on TES series other than any phisycal actions (running, heavy attacks,light attacks, blocking, etc.)...and tell me if you can find any healing that use stamina.
There's really no use of stamina stats in any TES series other than physical actions. The problem is, on previous TES series there are no pots cooldown, which is a must on every MMO's, which is why they using the same stats principle isn't working as good. When we play Oblivion for example, we can go melee all the way without any magic at all, goes all physical contact like a badass spartan, but we can heal using pots easily without cooldown, which makes it fine not having magic at all.
So, yes, on any TES series, Stamina never amount that much, but they're compensated by no-cooldown item usages on the original series.
......................
Now, the only good solution here is to make class abilities based on a whole different stat, just like how Bethesda done it with Dragon Shout on Skyrim. Sure, we can say that Sorceress is abilities are magicka abilities on previous series, but the difference in items usage principle makes it that it's best for any class abilities to use a whole different stat, if they won't give any possibilities for full stamina build to be effective.
For now, i suggest doing hybrid build of stamina and magicka, if you don't want to go walking in light armor. I for one use all my stat points on health and stamina, while i have magicka enchantments on my heavy armor. my bar is always a mix of magical and physical abilities. Also i think being a Redguard helps me with stamina as well, making me doing totally fine on PVE ground when i use any weapons (other than resto, but that's only because i never level'd it up yet).
And one more thing, don't always go anywhere sprinting, especially on dungeon. That's simply idiotic...anyone who does that can't say anything about the effectiveness of stamina build.
demonlkojipub19_ESO wrote: »AtriasNaradan wrote: »Everyone here seems to miss the actual root of the problem, which is TES series original stats usage principle. ZOS here use the same stats usage principle as other TES series. Now anyone please tell me any use of Stamina on TES series other than any phisycal actions (running, heavy attacks,light attacks, blocking, etc.)...and tell me if you can find any healing that use stamina.
There's really no use of stamina stats in any TES series other than physical actions. The problem is, on previous TES series there are no pots cooldown, which is a must on every MMO's, which is why they using the same stats principle isn't working as good. When we play Oblivion for example, we can go melee all the way without any magic at all, goes all physical contact like a badass spartan, but we can heal using pots easily without cooldown, which makes it fine not having magic at all.
So, yes, on any TES series, Stamina never amount that much, but they're compensated by no-cooldown item usages on the original series.
......................
Now, the only good solution here is to make class abilities based on a whole different stat, just like how Bethesda done it with Dragon Shout on Skyrim. Sure, we can say that Sorceress is abilities are magicka abilities on previous series, but the difference in items usage principle makes it that it's best for any class abilities to use a whole different stat, if they won't give any possibilities for full stamina build to be effective.
For now, i suggest doing hybrid build of stamina and magicka, if you don't want to go walking in light armor. I for one use all my stat points on health and stamina, while i have magicka enchantments on my heavy armor. my bar is always a mix of magical and physical abilities. Also i think being a Redguard helps me with stamina as well, making me doing totally fine on PVE ground when i use any weapons (other than resto, but that's only because i never level'd it up yet).
And one more thing, don't always go anywhere sprinting, especially on dungeon. That's simply idiotic...anyone who does that can't say anything about the effectiveness of stamina build.
There's already no choice but to go hybrid. Theres not enough stamina based abilities to go around anyways, and fighters guild abilities are only good anti-abomination.
Each weapon only has 5 skills and no ultimate, and cant mix and match abilities from other weapons onto one weapon. Part of the stamina build fix should be adding more abilities to each weapon to give more attack options.
But they'll still need to make class skills damage scale off of whichever stat is highest and make a new energy bar for blocking, dodging, etc. Its their attachment to their single player series that made them mix those with physical weapon attacks in the first place, and as you said it doesn't work for an MMO. There's no other PC's to worry about, and NPC's are so slow in attacking you you never lost stamina that fast from blocking. Then there was only light and heavy attacks anyways, and no CC breaking.
trimsic_ESO wrote: »Or do balance magicka and stamina abilities all over the board: for instance CC break could use magicka instead of stamina, and some class abilities could use stamina instead of magicka, etc...
trimsic_ESO wrote: »When we are at melee range we take risks, while at a safe range we don't. It's therefore not logical nor balanced that ranged attacks deal more damage than melee attacks. Example: flying blade deals more damage at a safe range than any other melee dual wield abilities; single target attacks done with the bow deal more damage than any other melee weapon abilities. This makes absolutely no sense.
CapuchinSeven wrote: »
So we should just accept that stamina abilities will never be on par with magicka ones? I think I've found the root of your problem now.
Yes, I'll accept that there are some self-healing/utility spells that every class should get used to using, just as every class needs to learn to block/dodge. Are you seriously suggesting though that those without viable stamina DPS options should just suck it up and use the superior magicka equivalents? You've kinda just shredded your credibility there.
CapuchinSeven wrote: »
So we should just accept that stamina abilities will never be on par with magicka ones? I think I've found the root of your problem now.
Yes, I'll accept that there are some self-healing/utility spells that every class should get used to using, just as every class needs to learn to block/dodge. Are you seriously suggesting though that those without viable stamina DPS options should just suck it up and use the superior magicka equivalents? You've kinda just shredded your credibility there.
Yes. You should accept that, because stamina abilities are NOT DESIGNED to be your main damage output skills. How many skills use stamina in Skyrim? Morrowind? Answer: zero.
The stamina skills are meant to compliment your class skills and give you a way to spend suprlus stamina, think of them as "special" weapon attacks that are a little cooler than pressing LMB. Stamina is NOT another magicka bar, except green. If green was supposed to function just like blue except with different cast animations, they woulda meged them into one turquoise resource bar and been done with it. Try to understand this:
MAGICKA != STAMINA
They don't serve the same purpose. People are hung up on the so-called "stamina build", because they are applying some bass ackwards WOW paradigm to an ES game. What they mean is "warrior" build, which is perfectly viable now, and wasn't even that bad at launch. A warrior will however use Magicka for a lot of his powers, because Magicka is the "super power" resource, period.
The sooner you come to terms with this deliberate design decision, the sooner you can all stop crying on these forums and enjoy your dual-wielding dovahkin clones, because ZOS is not going to make Green the new Blue. Ever.
Never, ever, ever, ever, ever.
Got it?
CapuchinSeven wrote: »
So we should just accept that stamina abilities will never be on par with magicka ones? I think I've found the root of your problem now.
Yes, I'll accept that there are some self-healing/utility spells that every class should get used to using, just as every class needs to learn to block/dodge. Are you seriously suggesting though that those without viable stamina DPS options should just suck it up and use the superior magicka equivalents? You've kinda just shredded your credibility there.
Yes. You should accept that, because stamina abilities are NOT DESIGNED to be your main damage output skills. How many skills use stamina in Skyrim? Morrowind? Answer: zero.
The stamina skills are meant to compliment your class skills and give you a way to spend suprlus stamina, think of them as "special" weapon attacks that are a little cooler than pressing LMB. Stamina is NOT another magicka bar, except green. If green was supposed to function just like blue except with different cast animations, they woulda meged them into one turquoise resource bar and been done with it. Try to understand this:
MAGICKA != STAMINA
They don't serve the same purpose. People are hung up on the so-called "stamina build", because they are applying some bass ackwards WOW paradigm to an ES game. What they mean is "warrior" build, which is perfectly viable now, and wasn't even that bad at launch. A warrior will however use Magicka for a lot of his powers, because Magicka is the "super power" resource, period.
The sooner you come to terms with this deliberate design decision, the sooner you can all stop crying on these forums and enjoy your dual-wielding dovahkin clones, because ZOS is not going to make Green the new Blue. Ever.
Never, ever, ever, ever, ever.
Got it?
CapuchinSeven wrote: »
So we should just accept that stamina abilities will never be on par with magicka ones? I think I've found the root of your problem now.
Yes, I'll accept that there are some self-healing/utility spells that every class should get used to using, just as every class needs to learn to block/dodge. Are you seriously suggesting though that those without viable stamina DPS options should just suck it up and use the superior magicka equivalents? You've kinda just shredded your credibility there.
Yes. You should accept that, because stamina abilities are NOT DESIGNED to be your main damage output skills. How many skills use stamina in Skyrim? Morrowind? Answer: zero.
The stamina skills are meant to compliment your class skills and give you a way to spend suprlus stamina, think of them as "special" weapon attacks that are a little cooler than pressing LMB. Stamina is NOT another magicka bar, except green. If green was supposed to function just like blue except with different cast animations, they woulda meged them into one turquoise resource bar and been done with it. Try to understand this:
MAGICKA != STAMINA
They don't serve the same purpose. People are hung up on the so-called "stamina build", because they are applying some bass ackwards WOW paradigm to an ES game. What they mean is "warrior" build, which is perfectly viable now, and wasn't even that bad at launch. A warrior will however use Magicka for a lot of his powers, because Magicka is the "super power" resource, period.
The sooner you come to terms with this deliberate design decision, the sooner you can all stop crying on these forums and enjoy your dual-wielding dovahkin clones, because ZOS is not going to make Green the new Blue. Ever.
Never, ever, ever, ever, ever.
Got it?
Are you kidding? Dual Wield is the best balanced Weapon Tree from all Stamina Weapons at the moment.trimsic_ESO wrote: »4. Skill tree design
- A complete redesign of 2 handed and dual wield skill trees is an absolute must. These skills have no interesting synergies, and do not deal enough damage.
Really, than tell my why I can see Dual Wield Builds with Flurry that deal around 700-850 DPS Prepatch 1.3, and no Bow Build?single target attacks done with the bow deal more damage than any other melee weapon abilities. This makes absolutely no sense.
Are you kidding? Dual Wield is the best balanced Weapon Tree from all Stamina Weapons at the moment.trimsic_ESO wrote: »4. Skill tree design
- A complete redesign of 2 handed and dual wield skill trees is an absolute must. These skills have no interesting synergies, and do not deal enough damage.
- Blood Craze, good bleed dmg and a self heal HoT, only used to refresh.
- Rapid Strikes, Main DMG Skill to spam and Haste Buff
- Steel Tornado, great AOE that hits like a truck as soon as the Trash hits Low Health.
- Heated Blade, nice Defense Skill and little DMG buff
- Flying Blade, awesome DMG from 28y range, help to keep up DPS if you can't stay in range from the Boss.
If any Weapons needs adjustments than 2Handers and Bows but not Dual Wield and SnB.
Lastely- with regard to the "haste" buff from rapid strikes... what exactly do you intend to use that for? Because, basically any scenario in which you use more than one left-click attack in a row is a dps loss, and the haste (so far as i know) has no impact on animation/ability GCD or cast/channel speed. So, what's the point?
I don't see a problem here. I raided a long time in WoW and there has been encounter where Range DPS was hitting with 30-40% more DPS and it wasn't a problem outside the 1% world first kill Raid guilds.Stam DW is the strongest dps output for a stam build that I have seen so far, but it is still easily 20-30% lower than magicka builds. Period. If you don't know this, then you haven't min-maxed fully.
Furthermore, DW requires you to be IN MELEE. For anyone who has a basic knowledge of combat in this game, you will understand that in most scenarios, this is a disadvantage. In complicated fights, ranged builds do more damage in virtually all cases, including bow vs DW.
Nerf 10% Bonus DMG from Resto Staff, Magicka Regenration with Blocking from Resto Staff, Spell Symetrie from Mage Guild and Elemental Drain from Destruction Staff and show me again a light armor destru/resto Build that will hit 1.200 DPS.If anyone in the game can show me a Hard Mode Hel Ra Parse with a Stam build DW only character over 1,200 dps, I will delete my account. I could easily find you a douzen who can accomplish that with light armor destro/resto builds.
Heavy Attack cancelling, even if this should be removed completly from this game. It is just stupid to have such a mechanic in game for max. DPS.Lastely- with regard to the "haste" buff from rapid strikes... what exactly do you intend to use that for? Because, basically any scenario in which you use more than one left-click attack in a row is a dps loss, and the haste (so far as i know) has no impact on animation/ability GCD or cast/channel speed. So, what's the point?
CapuchinSeven wrote: »
Lastely- with regard to the "haste" buff from rapid strikes... what exactly do you intend to use that for? Because, basically any scenario in which you use more than one left-click attack in a row is a dps loss, and the haste (so far as i know) has no impact on animation/ability GCD or cast/channel speed. So, what's the point?
The highest DPS DW build I've seen uses animation cancelling with a heavy strike like magic builds. Haste has a morph that boosts heavy strike damage.
with regard to the "haste" buff from rapid strikes...