Rust_in_Peace wrote: »The classes are balanced but everyone thinks the other guy is OP because it's literally just war of the glass canons out there
Sorry but I would put sorcs at defense 4.5. They are one of the hardest classes to kill. I know this because everyone tries to dump "kill sorcs" and get another kill quest.
"Defense" does not mean how hard it is to kill an actual player here. There are things like "Mobility" and "CC/zoning" listed for a reason.
Sorry but I would put sorcs at defense 4.5. They are one of the hardest classes to kill. I know this because everyone tries to dump "kill sorcs" and get another kill quest.
"Defense" does not mean how hard it is to kill an actual player here. There are things like "Mobility" and "CC/zoning" listed for a reason.
I can show you a video of my nightblade wailing on a VR4 Sorc for probably 15 seconds with Surprise Attack before I kill him, all because he was spamming shields.
This is with fearing mind you as well....
Sorry but I would put sorcs at defense 4.5. They are one of the hardest classes to kill. I know this because everyone tries to dump "kill sorcs" and get another kill quest.
"Defense" does not mean how hard it is to kill an actual player here. There are things like "Mobility" and "CC/zoning" listed for a reason.
I can show you a video of my nightblade wailing on a VR4 Sorc for probably 15 seconds with Surprise Attack before I kill him, all because he was spamming shields.
This is with fearing mind you as well....
Yes, raw damage by a single person. 2 players attacking the sorc and the shield won't save him, or cc when the shield is nearly or completely down can kill him.
It's not going to tank like you can do with one hand/shield and blocking.
Sorry but I would put sorcs at defense 4.5. They are one of the hardest classes to kill. I know this because everyone tries to dump "kill sorcs" and get another kill quest.
"Defense" does not mean how hard it is to kill an actual player here. There are things like "Mobility" and "CC/zoning" listed for a reason.
I can show you a video of my nightblade wailing on a VR4 Sorc for probably 15 seconds with Surprise Attack before I kill him, all because he was spamming shields.
This is with fearing mind you as well....
Yes, raw damage by a single person. 2 players attacking the sorc and the shield won't save him, or cc when the shield is nearly or completely down can kill him.
It's not going to tank like you can do with one hand/shield and blocking.
So you think I should have 2 players to bring down a VR4 sorc spamming shields?
Also did you just try and compare a VR4 sorc spamming shields to a tank with 1hd/shield and blocking? Do you not see that should not be a comparison in the first place? You should not be tanking like a Tank on a Light armor Caster..
Yes, raw damage by a single person. 2 players attacking the sorc and the shield won't save him, or cc when the shield is nearly or completely down can kill him.
It's not going to tank like you can do with one hand/shield and blocking.
So you think I should have 2 players to bring down a VR4 sorc spamming shields?
Also did you just try and compare a VR4 sorc spamming shields to a tank with 1hd/shield and blocking? Do you not see that should not be a comparison in the first place? You should not be tanking like a Tank on a Light armor Caster..
A very good unbiased and objective write up. Agree with most of the things.
As a templar i'd like to say templars may need slight damage increase(though not necessary imo) but they certainly need more tanking capabilities apart form raw healing skills. The first things come into my mind are old Aura and old Blazing Shield(shield value wise). Or something else that puts us in the position we were pre 1.6.
lol sorcs have no healing? did you ever try to kill a sorc spamming shields? well in 1vs1 its impossible, only full tanks have that kind of survability but they deal 0 dmg, while sorcs can burst you in 1 sec with the right cobination of skills, sorcs should have 5 in defense and healing...also dk has very good cc with fossilize-talons- whip-leap combos, it should have a 5 in cc
ArvenAldmeri wrote: »lol sorcs have no healing? did you ever try to kill a sorc spamming shields? well in 1vs1 its impossible, only full tanks have that kind of survability but they deal 0 dmg, while sorcs can burst you in 1 sec with the right cobination of skills, sorcs should have 5 in defense and healing...also dk has very good cc with fossilize-talons- whip-leap combos, it should have a 5 in cc
Do you realize what bulls*it you are saying right?
ArvenAldmeri wrote: »lol sorcs have no healing? did you ever try to kill a sorc spamming shields? well in 1vs1 its impossible, only full tanks have that kind of survability but they deal 0 dmg, while sorcs can burst you in 1 sec with the right cobination of skills, sorcs should have 5 in defense and healing...also dk has very good cc with fossilize-talons- whip-leap combos, it should have a 5 in cc
Do you realize what bulls*it you are saying right?
What he said is kinda true tbh for 1v1 situations
Not many people ever tried to duel with sorc, most prefer zerg overrun.ArvenAldmeri wrote: »lol sorcs have no healing? did you ever try to kill a sorc spamming shields? well in 1vs1 its impossible, only full tanks have that kind of survability but they deal 0 dmg, while sorcs can burst you in 1 sec with the right cobination of skills, sorcs should have 5 in defense and healing...also dk has very good cc with fossilize-talons- whip-leap combos, it should have a 5 in cc
Do you realize what bulls*it you are saying right?
What he said is kinda true tbh for 1v1 situations
Sorry but I would put sorcs at defense 4.5. They are one of the hardest classes to kill. I know this because everyone tries to dump "kill sorcs" and get another kill quest.
"Defense" does not mean how hard it is to kill an actual player here. There are things like "Mobility" and "CC/zoning" listed for a reason.
I can show you a video of my nightblade wailing on a VR4 Sorc for probably 15 seconds with Surprise Attack before I kill him, all because he was spamming shields.
This is with fearing mind you as well....
Yes, raw damage by a single person. 2 players attacking the sorc and the shield won't save him, or cc when the shield is nearly or completely down can kill him.
It's not going to tank like you can do with one hand/shield and blocking.
So you think I should have 2 players to bring down a VR4 sorc spamming shields?
Also did you just try and compare a VR4 sorc spamming shields to a tank with 1hd/shield and blocking? Do you not see that should not be a comparison in the first place? You should not be tanking like a Tank on a Light armor Caster..
Sorry but I would put sorcs at defense 4.5. They are one of the hardest classes to kill. I know this because everyone tries to dump "kill sorcs" and get another kill quest.
"Defense" does not mean how hard it is to kill an actual player here. There are things like "Mobility" and "CC/zoning" listed for a reason.
I can show you a video of my nightblade wailing on a VR4 Sorc for probably 15 seconds with Surprise Attack before I kill him, all because he was spamming shields.
This is with fearing mind you as well....
Yes, raw damage by a single person. 2 players attacking the sorc and the shield won't save him, or cc when the shield is nearly or completely down can kill him.
It's not going to tank like you can do with one hand/shield and blocking.
So you think I should have 2 players to bring down a VR4 sorc spamming shields?
Also did you just try and compare a VR4 sorc spamming shields to a tank with 1hd/shield and blocking? Do you not see that should not be a comparison in the first place? You should not be tanking like a Tank on a Light armor Caster..
Thats the problem with shields. You can´t balance them for 1v1 because they have to remain somewhat vaible in grp situations.When the sorc is trying to kill you too you´re going to get opportunity windows for the kill.
If a player of any class decides to go full defense mode you´re going to have a hard time killing them (should you be able at all). Thats not a sorc specific.
True. Every other class do that in some degree. But especially non dodgeroll based templar and dk builds have to trade his damaging capabilities for defence.(and for the sake of logic this way is what it should be.) That's not the case for sorcerers and barrel rollers. Problem is here imo.Sorry but I would put sorcs at defense 4.5. They are one of the hardest classes to kill. I know this because everyone tries to dump "kill sorcs" and get another kill quest.
"Defense" does not mean how hard it is to kill an actual player here. There are things like "Mobility" and "CC/zoning" listed for a reason.
I can show you a video of my nightblade wailing on a VR4 Sorc for probably 15 seconds with Surprise Attack before I kill him, all because he was spamming shields.
This is with fearing mind you as well....
Yes, raw damage by a single person. 2 players attacking the sorc and the shield won't save him, or cc when the shield is nearly or completely down can kill him.
It's not going to tank like you can do with one hand/shield and blocking.
So you think I should have 2 players to bring down a VR4 sorc spamming shields?
Also did you just try and compare a VR4 sorc spamming shields to a tank with 1hd/shield and blocking? Do you not see that should not be a comparison in the first place? You should not be tanking like a Tank on a Light armor Caster..
Thats the problem with shields. You can´t balance them for 1v1 because they have to remain somewhat vaible in grp situations.When the sorc is trying to kill you too you´re going to get opportunity windows for the kill.
If a player of any class decides to go full defense mode you´re going to have a hard time killing them (should you be able at all). Thats not a sorc specific.
Same applies here.ArvenAldmeri wrote: »lol sorcs have no healing? did you ever try to kill a sorc spamming shields? well in 1vs1 its impossible, only full tanks have that kind of survability but they deal 0 dmg, while sorcs can burst you in 1 sec with the right cobination of skills, sorcs should have 5 in defense and healing...also dk has very good cc with fossilize-talons- whip-leap combos, it should have a 5 in cc
Do you realize what bulls*it you are saying right?
What he said is kinda true tbh for 1v1 situations
And there are Templar, NB, and DK builds that you can't kill 1vs1 either. Game isn't about 1vs1 and good thing for non-Sorcs is that there defenses scale better against multiple opponents.
This part, while it sounds ok, it isn't effective as it sounds. Shield duration is 20 seconds if I recall corettly.When the sorc is trying to kill you too you´re going to get opportunity windows for the kill.
This. Wearing 5 pieces of heavy armor I have seen death recaps from nightblades where I get hit 3 times. Hell I had a death recap the other day with only 2 hits on it. Granted I don't have a lot of hp on my character, I have just over 20k in Cyrodiil, because I would like to be able to kill things when I am solo, but that doesn't change the fact that burst damage is out of control. Sometimes fear doesn't want to break too which sucks.Rust_in_Peace wrote: »The classes are balanced but everyone thinks the other guy is OP because it's literally just war of the glass canons out there. It's rare to see someone above 20k HP and when people are hitting for 5 digit numbers with non-ultimate attacks battles don't typically last that long unless you're spamming dodges and shields.
I don't really know what the fix is for this. Sometimes things feel like they live forever (damage log not even registering anything because you hit a shield larger than the targets healthpool) and sometimes it's over in a second because you got hard CC'd and couldn't break out and it's not just fear that does this sometimes.
I think in pvp some class abilities just need cooldowns. Spamming things over and over until it lands isn't skillful or fun. At least that way with the inevitable stat inflation from CP there is a limit to what anyone can do.
You are right about the damage being high
Right now on my Nightblade, if you're under 25k with not shields (and if you're a vampire esp) I can instant kill you....
and i mean that..flat out instant death with zero time to respond.
I only rarely play Templar myself, but I heard others saying that Blazing Spear CC can be really nice.Put Templar on level 1 on CC/zoning. They have a huge issue here, they lack some reliable hard cc as well as any root and some skills like puncturing sweeps or eclipse give cc immunity without ever really stunning the opponent.
Aren't the benefits from the elusiveness (more glassy build -> stronger heals) already covered by the mobility category? And thanks for mentioning BOL I forgot about that.Set NB/Sorc on 3/2 for healing/support, because their elusive playstyle allows them to position themselves right without dieing much more reliably than a templar. Also, Ball of Lightning can absorb projectiles for other group members.
- I don't get why the NB gets the upper hand the more enemies are present, can you elaborate on that?Resource management is hard. Simply because NBs and DKs excel in different situations. The more enemies, the more the NB gets upper hand over the DK imo if you build it for it. I wouldn't change the numbers though.
edit:
nvm, i think i would change that actually, making it for resource management:
NB 5, Sorc 3, Templar 1, DK 4
Good point, especially since the Templar's Backlash usually requires additional damage from allies to be effective, while the DK's Molten Armament is pretty strong itself.set Templar burst on 2 and DK on 3. Templar's damage skills don't work really well together to create bursts, even though things like Dark Flare (heal debuff + empower + decent damage) are great. No good combinations.
DK however can create heavy bursts with Molten Armaments.
If "using a 1.5s hardcast" is referring to Streak nvm.The only thing i do not agree with is NB (stamina specifically) burst being worse than sorcs. Why is that - because ALL sorc burst dmg is blockable with no ability to break block except for using a 1.5s hardcast. NBs ambush => fear => soulharvest => suprise attack is far more dangerous (for a player with situational awareness) than timed curse and fragments IMHO.
- Yes you can move but the slow is so strong that it prevents most people from using it.Just a couple of things:
- Healing Ritual is not stationary, you can still move although slower
- On the resources management, I thin you forgot about the Rune Focus morph Channeled Focus that restores Magicka (although that one requires you to stay within the focus area)
I agree that in MMO's the group gameplay should have a much higher focus than in other games. However, I still think that balance is a very important aspect of any game. It might not be about balance in 1v1 fights but there shouldn't be a skill, class, combo, tactic or strategy that strongly outperforms its contenders. Of course there should be differences between them but overall they should have the same streangth, or another way to make up for their deficits. Balancing is not only about skills and perks, it is about the whole game, all of its mechanics and how different things interact with each other.bloodenragedb14_ESO wrote: »The classes are balanced, perhaps more so than they should be for a mmo. A mmo isnt supposed to be about balance, its supposed to be combining your skills in a group effort to overcome the odds, however pvp leets will forever attempt to undermine this, and in the end we are left with a game that is a shell of its former self.
Healing is about restoring HP not about preventing damage. Sorcerers might have the ability to take quite a bit of damage thanks to their Shield, but they lack the Stamina to successfully tank for a extended period of timelol sorcs have no healing? did you ever try to kill a sorc spamming shields? well in 1vs1 its impossible, only full tanks have that kind of survability but they deal 0 dmg, while sorcs can burst you in 1 sec with the right cobination of skills, sorcs should have 5 in defense and healing...
The stun from fossilize is pretty long, but since it break upon damage, it's only useful to buy time. Talons is only soft CC that can be useful to keep your enemy in place, but it doesn't give you time to deal damage and Leap is as ultimate too rarely available to count it as reliable CC. In the end the DK lacks the long stun that buys him the time required to kill an enemy.also dk has very good cc with fossilize-talons- whip-leap combos, it should have a 5 in cc
I agree that block or spell resistance wreck a SR's burst, but this is also true for any other class, yes a NB has fear to break block but that belongs to the CC category.Personally I think Sorc's 5 in burst DPS and 5 in CC/Zoning are too high. As someone else pointed out, a combination of block and dodge wreck our burst. Inevitable Detonation isn't a Sorc skill and the proliferation of max or way past max spell resist people in PVP is very high right now. We're good burst, but not a 5.
I agree that a 5 is too high, especially since Streak, the only tool to break block, is somewhat melee and totally misfits the Sorcerer's kit. However, I still think that Daedric Minefield is really strong, which is why I'll change it to a 4 instead of a 3.As for CC/zoning, you said it yourself that most Sorc skills are just giving free CC immunity. Encase is clunky as hell. Seriously it is one of the most annoying spells to use in PVP. Daedric Minefield alone does not = a 5 compared to what other classes have, IMO.
Lava_Croft wrote: »A very nice write up, thank you! Now I expect one that recognizes the two different 'schools' in this game: Magicka and Stamina.
I really like that idea, and it would supplement this post really nicely, so I think I'm gonna do that next.cozmon3c_ESO wrote: »also i know its a long write up but it really needs to be divided between magicka and stamina specs for dps as well, there are some major imbalances for just that between the classes.
I agree concerning the Templar Ressource Management, especially since Repentance is so unreliable.@Sublime Good post and I find a lot spot on about templars. I think one thing you mentioned as a weakness that does not get much credit is the resource management tools. Makes it harder to focus on adding damage when you need to focus a little harder on making sure you can keep some resources up.
Completely agree here, I however like the support focus of the class so I'd rather give their healing some love instead of boosting their offensive (Biting Jabs' damage is quite ok imo).Honestly; in a full picture, I am not sure how to balance Templars out with their healing abilities. Adding more resource management lets them have stronger heals and for longer. Adding an escape along with the heals could be problematic. More practical instant burst and making the shield more effective again might be OK; but the shield then leads again to questions of the good healing to go with it.
That's something I've started to realize as well, some skills are just rediculously hard to balance not using cooldowns without breaking their purpose. (Looking at Bolt Escape/Scales/Cloak, I know some of them are in an OK state atm, but I'm pretty sure that it wasn't that easy to balane them.)I'm actually afraid the way the game works just is more a part of the problem than any one class.
Now with the changes:FireCowCommando wrote: »The summed totals:
NB - 29
Sorc - 24
Templar - 21
DK - 24
- I don't get why the NB gets the upper hand the more enemies are present, can you elaborate on that?Resource management is hard. Simply because NBs and DKs excel in different situations. The more enemies, the more the NB gets upper hand over the DK imo if you build it for it. I wouldn't change the numbers though.
edit:
nvm, i think i would change that actually, making it for resource management:
NB 5, Sorc 3, Templar 1, DK 4
- I'm not sure about the Sorc, yes their base Resource Management (Magicka/Stamina) is quite bad, but I still think Power Stone is really strong.
- I agree on the suggestion regarding Templars
Templar [Ressource Management]: 2 -> 1
The changes to Sorc and Templar were actually meant to keep the gape to NB/DK - I wouldn't give Templar 1 without that change as they have Channeled Focus and Repentence.
However, the highest regen you can get right now is with AoE + Siphoning Attacks, especially Caltrops, that's why. If you build for tanking - Sap Tank - or even a Steel Tornado spammer, you get more resources the more players stand in your AoE. Basically, all classes got their abilities to manage resources inmidst an enemy zerg nerfed with 1.6, but NBs can do with Caltrops and the new Soul Tether just fine instead.
The changes to Sorc and Templar were actually meant to keep the gape to NB/DK - I wouldn't give Templar 1 without that change as they have Channeled Focus and Repentence.
However, the highest regen you can get right now is with AoE + Siphoning Attacks, especially Caltrops, that's why. If you build for tanking - Sap Tank - or even a Steel Tornado spammer, you get more resources the more players stand in your AoE. Basically, all classes got their abilities to manage resources inmidst an enemy zerg nerfed with 1.6, but NBs can do with Caltrops and the new Soul Tether just fine instead.
Now I see what you meant with the enemy scaling ressource regeneration.
The reason I gave Templars a 1 is because Channeled Focus Returns very few ressources (I think it's actually weaker than Restoring Aura) and even though Repentance is awesome if you manage to kill somebody until you do the 10% bonus just doesn't cut it, meaning you're basically stuck with nothing until you get a kill.
Concerning the changes to DK I'm not sure, because i still think Battle Roar can be very strong and the percent Max Stamina Bonus of Helping Hands synergizes really nicely with a Dragonknights tanky nature. However, I also see that the Regeneration provided by the SA+AOE combo can be insane and actually really boosts their tankiness.
Regarding Soul Thether, I thought they only added thethers to all targets in the AOE increasing the HP leech, but in what way does that affect Ressource Management?
The changes to Sorc and Templar were actually meant to keep the gape to NB/DK - I wouldn't give Templar 1 without that change as they have Channeled Focus and Repentence.
However, the highest regen you can get right now is with AoE + Siphoning Attacks, especially Caltrops, that's why. If you build for tanking - Sap Tank - or even a Steel Tornado spammer, you get more resources the more players stand in your AoE. Basically, all classes got their abilities to manage resources inmidst an enemy zerg nerfed with 1.6, but NBs can do with Caltrops and the new Soul Tether just fine instead.
Now I see what you meant with the enemy scaling ressource regeneration.
The reason I gave Templars a 1 is because Channeled Focus Returns very few ressources (I think it's actually weaker than Restoring Aura) and even though Repentance is awesome if you manage to kill somebody until you do the 10% bonus just doesn't cut it, meaning you're basically stuck with nothing until you get a kill.
Concerning the changes to DK I'm not sure, because i still think Battle Roar can be very strong and the percent Max Stamina Bonus of Helping Hands synergizes really nicely with a Dragonknights tanky nature. However, I also see that the Regeneration provided by the SA+AOE combo can be insane and actually really boosts their tankiness.
Regarding Soul Thether, I thought they only added thethers to all targets in the AOE increasing the HP leech, but in what way does that affect Ressource Management?
The changes to Sorc and Templar were actually meant to keep the gape to NB/DK - I wouldn't give Templar 1 without that change as they have Channeled Focus and Repentence.
However, the highest regen you can get right now is with AoE + Siphoning Attacks, especially Caltrops, that's why. If you build for tanking - Sap Tank - or even a Steel Tornado spammer, you get more resources the more players stand in your AoE. Basically, all classes got their abilities to manage resources inmidst an enemy zerg nerfed with 1.6, but NBs can do with Caltrops and the new Soul Tether just fine instead.
Now I see what you meant with the enemy scaling ressource regeneration.
The reason I gave Templars a 1 is because Channeled Focus Returns very few ressources (I think it's actually weaker than Restoring Aura) and even though Repentance is awesome if you manage to kill somebody until you do the 10% bonus just doesn't cut it, meaning you're basically stuck with nothing until you get a kill.
Concerning the changes to DK I'm not sure, because i still think Battle Roar can be very strong and the percent Max Stamina Bonus of Helping Hands synergizes really nicely with a Dragonknights tanky nature. However, I also see that the Regeneration provided by the SA+AOE combo can be insane and actually really boosts their tankiness.
Regarding Soul Thether, I thought they only added thethers to all targets in the AOE increasing the HP leech, but in what way does that affect Ressource Management?
I thought so too. I tried it on my temp and holy *** was I wrong... 1) you do NOT have to be in the rune for it too work. Out of the rune you still get the return. At max lvl (the skill) Its about 250 magicka per second. That is another 500 magicka regen for free.
I run with 1300 magicka regen on my temp. Which is on the low side yes BUT I am wearing 2 heavy. I have 1600 spell dmg unbuffed. 26k health (some nice blazing shield stuff right there with CP in bastion) and 20k magicka.
Now with only 20k magicka and 1300 regen you would think I run out of magicka fast right. Wrong.
1) I use full warlock so that helps
2) channeled focus.
3) pots
The combination of 2 and 3 reloads ure magicka so bloody fast... If I activate those two and spam BoL my magicka pool is still going up. Channeled focus is a pretty awesome skill to be using in terms of resource management. It costs next to nothing and it allows you to dump points into other stats. With the combination of proper skill rotation (not just spamming high cost spells), the use of selective dodges and blocks I've got near infinite magicka using this skill. Just got to keep it up as much as u can. So every 8 seconds -> channeled focus. It also gives a nice resist buff (5k). With 2 heavy that gives me 29% damage mitigation (not taking into account enemy player penetration stats offcourse).
So I can get higher spell damage, higher health and some extra armor by sacrificing both magicka and magicka regen. Channeled focus helps me fill the gap on the latter making temps some pretty nice all rounders.
Added bonus: mist reduces magicka regen to 0. Technically channeled focus is not increasing magicka regen directly. Just returning magicka at a steady rate. So it works while in mist form. --> mist is a free skill for temps.
The changes to Sorc and Templar were actually meant to keep the gape to NB/DK - I wouldn't give Templar 1 without that change as they have Channeled Focus and Repentence.
However, the highest regen you can get right now is with AoE + Siphoning Attacks, especially Caltrops, that's why. If you build for tanking - Sap Tank - or even a Steel Tornado spammer, you get more resources the more players stand in your AoE. Basically, all classes got their abilities to manage resources inmidst an enemy zerg nerfed with 1.6, but NBs can do with Caltrops and the new Soul Tether just fine instead.
Now I see what you meant with the enemy scaling ressource regeneration.
The reason I gave Templars a 1 is because Channeled Focus Returns very few ressources (I think it's actually weaker than Restoring Aura) and even though Repentance is awesome if you manage to kill somebody until you do the 10% bonus just doesn't cut it, meaning you're basically stuck with nothing until you get a kill.
Concerning the changes to DK I'm not sure, because i still think Battle Roar can be very strong and the percent Max Stamina Bonus of Helping Hands synergizes really nicely with a Dragonknights tanky nature. However, I also see that the Regeneration provided by the SA+AOE combo can be insane and actually really boosts their tankiness.
Regarding Soul Thether, I thought they only added thethers to all targets in the AOE increasing the HP leech, but in what way does that affect Ressource Management?
I thought so too. I tried it on my temp and holy *** was I wrong... 1) you do NOT have to be in the rune for it too work. Out of the rune you still get the return. At max lvl (the skill) Its about 250 magicka per second. That is another 500 magicka regen for free.
I run with 1300 magicka regen on my temp. Which is on the low side yes BUT I am wearing 2 heavy. I have 1600 spell dmg unbuffed. 26k health (some nice blazing shield stuff right there with CP in bastion) and 20k magicka.
Now with only 20k magicka and 1300 regen you would think I run out of magicka fast right. Wrong.
1) I use full warlock so that helps
2) channeled focus.
3) pots
The combination of 2 and 3 reloads ure magicka so bloody fast... If I activate those two and spam BoL my magicka pool is still going up. Channeled focus is a pretty awesome skill to be using in terms of resource management. It costs next to nothing and it allows you to dump points into other stats. With the combination of proper skill rotation (not just spamming high cost spells), the use of selective dodges and blocks I've got near infinite magicka using this skill. Just got to keep it up as much as u can. So every 8 seconds -> channeled focus. It also gives a nice resist buff (5k). With 2 heavy that gives me 29% damage mitigation (not taking into account enemy player penetration stats offcourse).
So I can get higher spell damage, higher health and some extra armor by sacrificing both magicka and magicka regen. Channeled focus helps me fill the gap on the latter making temps some pretty nice all rounders.
Added bonus: mist reduces magicka regen to 0. Technically channeled focus is not increasing magicka regen directly. Just returning magicka at a steady rate. So it works while in mist form. --> mist is a free skill for temps.
The changes to Sorc and Templar were actually meant to keep the gape to NB/DK - I wouldn't give Templar 1 without that change as they have Channeled Focus and Repentence.
However, the highest regen you can get right now is with AoE + Siphoning Attacks, especially Caltrops, that's why. If you build for tanking - Sap Tank - or even a Steel Tornado spammer, you get more resources the more players stand in your AoE. Basically, all classes got their abilities to manage resources inmidst an enemy zerg nerfed with 1.6, but NBs can do with Caltrops and the new Soul Tether just fine instead.
Now I see what you meant with the enemy scaling ressource regeneration.
The reason I gave Templars a 1 is because Channeled Focus Returns very few ressources (I think it's actually weaker than Restoring Aura) and even though Repentance is awesome if you manage to kill somebody until you do the 10% bonus just doesn't cut it, meaning you're basically stuck with nothing until you get a kill.
Concerning the changes to DK I'm not sure, because i still think Battle Roar can be very strong and the percent Max Stamina Bonus of Helping Hands synergizes really nicely with a Dragonknights tanky nature. However, I also see that the Regeneration provided by the SA+AOE combo can be insane and actually really boosts their tankiness.
Regarding Soul Thether, I thought they only added thethers to all targets in the AOE increasing the HP leech, but in what way does that affect Ressource Management?
I thought so too. I tried it on my temp and holy *** was I wrong... 1) you do NOT have to be in the rune for it too work. Out of the rune you still get the return. At max lvl (the skill) Its about 250 magicka per second. That is another 500 magicka regen for free.
I run with 1300 magicka regen on my temp. Which is on the low side yes BUT I am wearing 2 heavy. I have 1600 spell dmg unbuffed. 26k health (some nice blazing shield stuff right there with CP in bastion) and 20k magicka.
Now with only 20k magicka and 1300 regen you would think I run out of magicka fast right. Wrong.
1) I use full warlock so that helps
2) channeled focus.
3) pots
The combination of 2 and 3 reloads ure magicka so bloody fast... If I activate those two and spam BoL my magicka pool is still going up. Channeled focus is a pretty awesome skill to be using in terms of resource management. It costs next to nothing and it allows you to dump points into other stats. With the combination of proper skill rotation (not just spamming high cost spells), the use of selective dodges and blocks I've got near infinite magicka using this skill. Just got to keep it up as much as u can. So every 8 seconds -> channeled focus. It also gives a nice resist buff (5k). With 2 heavy that gives me 29% damage mitigation (not taking into account enemy player penetration stats offcourse).
So I can get higher spell damage, higher health and some extra armor by sacrificing both magicka and magicka regen. Channeled focus helps me fill the gap on the latter making temps some pretty nice all rounders.
Added bonus: mist reduces magicka regen to 0. Technically channeled focus is not increasing magicka regen directly. Just returning magicka at a steady rate. So it works while in mist form. --> mist is a free skill for temps.
To be more clear it restore 240 magicka in a 1 sec, and after healing buff morph nerf magicka morph is only viable left.