Oh wow -- that is a unique build you don't see every day. With Malubeth + Twilight those heals are outrageous!
Really cool!
Sorry, hit the post button too fast.
Had a second question. Since IC launch, my experience in Cyr has been that fights last much longer and very often 1v1s end in stalemates since neither party can "close the deal". With this build, which I can see increased survival through not only the set bonuses but the use of Refreshing Path over Twisted and Swallow Soul over Funnel Health. How has your ability to kill (and I do note Impale, which tends to be left out of a Magi NB front bar while the Stam NBs have Executioner) been affected if at all?
Sorry, hit the post button too fast.
Had a second question. Since IC launch, my experience in Cyr has been that fights last much longer and very often 1v1s end in stalemates since neither party can "close the deal". With this build, which I can see increased survival through not only the set bonuses but the use of Refreshing Path over Twisted and Swallow Soul over Funnel Health. How has your ability to kill (and I do note Impale, which tends to be left out of a Magi NB front bar while the Stam NBs have Executioner) been affected if at all?
Worst build Ive ever seen, now show us your real secrets!
Hi Early! ^^
Quite the unique guild going here. Very refreshing and exciting to see.
My only criticism would be that without a gap closer or ranged stun/snare, the ability bars seem to lack stickiness. How often do people run away from you or LoS around corners? (I play mostly in the sewers, so it's perhaps more of a concern to me than to you.)
My initial change would be to replace Refreshing Path with Cripple or even a Prolonged Suffering. Cripple would provide you with the Major Expedition that Path currently does. Have you tried either of those, and how did they work for you?
WTB v16 Malubeth
Hi Early! ^^
Quite the unique guild going here. Very refreshing and exciting to see.
My only criticism would be that without a gap closer or ranged stun/snare, the ability bars seem to lack stickiness. How often do people run away from you or LoS around corners? (I play mostly in the sewers, so it's perhaps more of a concern to me than to you.)
My initial change would be to replace Refreshing Path with Cripple or even a Prolonged Suffering. Cripple would provide you with the Major Expedition that Path currently does. Have you tried either of those, and how did they work for you?
WTB v16 Malubeth
joshdm2001_ESO wrote: »Hi Early! ^^
Quite the unique guild going here. Very refreshing and exciting to see.
My only criticism would be that without a gap closer or ranged stun/snare, the ability bars seem to lack stickiness. How often do people run away from you or LoS around corners? (I play mostly in the sewers, so it's perhaps more of a concern to me than to you.)
My initial change would be to replace Refreshing Path with Cripple or even a Prolonged Suffering. Cripple would provide you with the Major Expedition that Path currently does. Have you tried either of those, and how did they work for you?
WTB v16 Malubeth
Cripple is worthless in pvp. It never sticks due to dodge rolling, and shield stacking soaks up the damage. Refreshing path is a better option for a guaranteed speed boost and healing. I wish there was no magicka cost penalty for spell failure. Cripple costs so much yet it rarely works.
Hi Early! ^^
Quite the unique guild going here. Very refreshing and exciting to see.
My only criticism would be that without a gap closer or ranged stun/snare, the ability bars seem to lack stickiness. How often do people run away from you or LoS around corners? (I play mostly in the sewers, so it's perhaps more of a concern to me than to you.)
My initial change would be to replace Refreshing Path with Cripple or even a Prolonged Suffering. Cripple would provide you with the Major Expedition that Path currently does. Have you tried either of those, and how did they work for you?
WTB v16 Malubeth
Yep good eye.
There's a bit of flexibility with the first bar. I ran cripple during early iterations. It was very effective in stopping that person from slipping around a corner. Now, I tend to slide it on when dueling non-nbs. I swap mark for it. The way I look at it is the damage done by cripple equals or even out weighs the extra dmg from mark. What I've found is that I can use path to close the gap nearly as good.
swap path for double take, the dodge chance is a must have, healing doesnt matter when you get bursted by wrecking blows and surprise attacks
joshdm2001_ESO wrote: »Hi Early! ^^
Quite the unique guild going here. Very refreshing and exciting to see.
My only criticism would be that without a gap closer or ranged stun/snare, the ability bars seem to lack stickiness. How often do people run away from you or LoS around corners? (I play mostly in the sewers, so it's perhaps more of a concern to me than to you.)
My initial change would be to replace Refreshing Path with Cripple or even a Prolonged Suffering. Cripple would provide you with the Major Expedition that Path currently does. Have you tried either of those, and how did they work for you?
WTB v16 Malubeth
Cripple is worthless in pvp. It never sticks due to dodge rolling, and shield stacking soaks up the damage. Refreshing path is a better option for a guaranteed speed boost and healing. I wish there was no magicka cost penalty for spell failure. Cripple costs so much yet it rarely works.
"Spell failure" =/= dodged... Why on earth would they remove the cost when you're outplayed?... Also, shield stacking doesn't soak up its damage any more than it does damage from your other sources... I consider Cripple to be an anti-shield, keeping pressure on the enemy and forcing him to renew his shields that much more often. Taking crit into consideration, Cripple does HEAPS of damage.
Regardless of your results, Cripple is godlike for me. Shoot it between dodge rolls, or run more sustain. Cripple's cost is hardly a concern considering how much damage it does.
As for Path, both morphs have narrow AoEs, so I find them to be too unreliable to run. Just my experiences.
joshdm2001_ESO wrote: »joshdm2001_ESO wrote: »Hi Early! ^^
Quite the unique guild going here. Very refreshing and exciting to see.
My only criticism would be that without a gap closer or ranged stun/snare, the ability bars seem to lack stickiness. How often do people run away from you or LoS around corners? (I play mostly in the sewers, so it's perhaps more of a concern to me than to you.)
My initial change would be to replace Refreshing Path with Cripple or even a Prolonged Suffering. Cripple would provide you with the Major Expedition that Path currently does. Have you tried either of those, and how did they work for you?
WTB v16 Malubeth
Cripple is worthless in pvp. It never sticks due to dodge rolling, and shield stacking soaks up the damage. Refreshing path is a better option for a guaranteed speed boost and healing. I wish there was no magicka cost penalty for spell failure. Cripple costs so much yet it rarely works.
"Spell failure" =/= dodged... Why on earth would they remove the cost when you're outplayed?... Also, shield stacking doesn't soak up its damage any more than it does damage from your other sources... I consider Cripple to be an anti-shield, keeping pressure on the enemy and forcing him to renew his shields that much more often. Taking crit into consideration, Cripple does HEAPS of damage.
Regardless of your results, Cripple is godlike for me. Shoot it between dodge rolls, or run more sustain. Cripple's cost is hardly a concern considering how much damage it does.
As for Path, both morphs have narrow AoEs, so I find them to be too unreliable to run. Just my experiences.
Glad it works for you. My experience is costs a lot, reflected, easily dodged, blocked, and shields soaks it up. With cast time of slowness of distance traveled I end up Having to spam it with little result. My point is, Dots just don't work well in this game. They don't justify the cost when there are so many counters. This game is about instant healing, shield stacking, and burst. Cripple takes s back seat and is situational at best. I find there are better skill options. Buts that's just my experience. Agree to disagree.
SturgeHammer wrote: »I really like this build. I've got one argonian NB sap tank that I absolutely love, but recently I made another argonian NB with the intention of making some type of siphoning caster. Definitely gonna give this build a try.
SturgeHammer wrote: »I really like this build. I've got one argonian NB sap tank that I absolutely love, but recently I made another argonian NB with the intention of making some type of siphoning caster. Definitely gonna give this build a try.
https://www.youtube.com/watch?v=xR3GC15YVpE
This build was born in the Imperial City. It excels in 1vX Situation and is solid in duels. Enjoy!
Stats
64/0/0
Consumable
Max Magicka/Max Health
Gear
5 light - 1 heavy - 1 medium - Destruction Staff- Restoration Staff
5 piece Twilight's Embrace - impenetrable
2 piece Malubeth - impenetrable
3 Piece Arcane Willpower
Skills
1st Bar
Swallow Soul
Impale
Merciless Resolve
Entropy
Piercing Mark
2nd Bar
Refreshing Path
Rapid Regeneration
Healing Ward
Mass Hysteria
Dark Cloak
Here's a question. Early, how do you like your damage with destro versus dual wield / 2h? The spell damage and tool tip differences are pretty large. How does that weigh into overall dps taking weaving and sitting at range into account?SturgeHammer wrote: »I really like this build. I've got one argonian NB sap tank that I absolutely love, but recently I made another argonian NB with the intention of making some type of siphoning caster. Definitely gonna give this build a try.
The Argonian super-healz master race!