From my first looks at PTS, it looks like the old Max Magicka and swords is out for sorcs boys.
Dawn breaker is out, as it's no longer Magicka based.
Trapping webs is a stamina skill and an AOE like liquid lightning.
Shields are cut down to nothing.
So here's what's I'm thinking most builds will look like:
Gear: 5 piece Kags with Torugs and Kena shoulders
5 X impen, 2 infused on the large pieces.
5/1/1 light/med/heavy
Kags gives health as a bonus, and three piece torugs gives health as well. It should add up to 23k in PVP. With impen, you should survive long enough to hit shields when they're down and avoid a gank. Losing divines on this only means that we miss regen with the atronach mundus, but we'll make up for it, just watch..
Skills: We're being pigeon-holed into destro-resto. Because there are no other spammable skills. You can use swords and spam mages wrath, but really. That's terrible. It won't pressure tank or heal type builds enough IMO.
Bar 1: Force pulse/crushing shock, frags, curse, empowered ward, dampen magicka, overload
The reasoning is simple. Empowered ward gives an eight second shield and 10% Magicka recovery with minor intellect. That helps make up for what we miss out with running five impen. To make up for it, stack with dampen magicka. Keep those up, stay of the offense longer.
Bar 2: mages wrath, mines, surge, healing ward, streak, ice comet
Pretty standard here. No imagination, heal and get out of dodge.
Overload bar: When you're not in combat, you should always be on your overload bar. Always. This is so you don't make yourself Wrobel r-e-t-a-r-d-e-d trying to keep a six second shield up:
Radiant Mage light
Mines
Defensive Rune (always switch to this bar and hit this)
Empowered Ward
Streak
This is your basic 'f*** you ganker' setup. Even on live I've found myself on the handing-out end of mushroom stamps 90% of the time.
You keep defensive rune up instead of shield, it lasts like two minutes, so it's not hard to keep going. Radiant light prevents their ambush stun and they can't escape and cloak. 3-4 light overload attacks kill any Nightblade. Mines and defensive rune usually make sure that they land. Your shield is eight seconds and enough. Immovable pots mean that terrible gankers (most of them) will be surprised when you kill them, but the good ones can still get away (but not kill you). I'm usually miserly with ultimate, so I'm sitting at 1200 most of the time. Ravage Magicka poison has little effect on this.
Potions: I usually keep immovable pots with health, magicka, and regen for 1v1 (bind to F1). I keep spell power pots as well when I know I need the major sorcery buff and can't get to it in overload (bind to F2). Stam recovery pot (on F3) because you never know.
The build should have about 23k health/39K magic/10k-ish stamina. Use blue food, or purple if you need more Stam. With a staff and Kena shoulders, count on 3200 or so spell damage.
For the staff, I'm thinking sharpened with spell damage enchant, or infused with spell damage enchant for PVE content. I'll probably keep Nirn on the resto staff, it doesn't matter as much. With two swords, you can get the three piece torug health bonus. Don't laugh, 1K health with impen and resists is great.
Thoughts? Ideas? I don't see the old builds working out at all next patch, but with a few changes..
AverageJo3Gam3r wrote: »I think you're right. A bigger focus on defense is in order. Honestly, I'm not too worried about the patch. I already have a magplar and my DK is mag specced half the time. Neither of them have shields and I do alright. Plus, due to lag I've always ran with a shield on the front bar. Too many times I went to swap to reshield and lag wouldn't let me. Never again! I said.
Defensive rune is a hidden gem. Love that thing.
From my first looks at PTS, it looks like the old Max Magicka and swords is out for sorcs boys.
Dawn breaker is out, as it's no longer Magicka based.
Trapping webs is a stamina skill and an AOE like liquid lightning.
Shields are cut down to nothing.
So here's what's I'm thinking most builds will look like:
Gear: 5 piece Kags with Torugs and Kena shoulders
5 X impen, 2 infused on the large pieces.
5/1/1 light/med/heavy
Kags gives health as a bonus, and three piece torugs gives health as well. It should add up to 23k in PVP. With impen, you should survive long enough to hit shields when they're down and avoid a gank. Losing divines on this only means that we miss regen with the atronach mundus, but we'll make up for it, just watch..
Skills: We're being pigeon-holed into destro-resto. Because there are no other spammable skills. You can use swords and spam mages wrath, but really. That's terrible. It won't pressure tank or heal type builds enough IMO.
Bar 1: Force pulse/crushing shock, frags, curse, empowered ward, dampen magicka, overload
The reasoning is simple. Empowered ward gives an eight second shield and 10% Magicka recovery with minor intellect. That helps make up for what we miss out with running five impen. To make up for it, stack with dampen magicka. Keep those up, stay of the offense longer.
Bar 2: mages wrath, mines, surge, healing ward, streak, ice comet
Pretty standard here. No imagination, heal and get out of dodge.
Overload bar: When you're not in combat, you should always be on your overload bar. Always. This is so you don't make yourself Wrobel r-e-t-a-r-d-e-d trying to keep a six second shield up:
Radiant Mage light
Mines
Defensive Rune (always switch to this bar and hit this)
Empowered Ward
Streak
This is your basic 'f*** you ganker' setup. Even on live I've found myself on the handing-out end of mushroom stamps 90% of the time.
You keep defensive rune up instead of shield, it lasts like two minutes, so it's not hard to keep going. Radiant light prevents their ambush stun and they can't escape and cloak. 3-4 light overload attacks kill any Nightblade. Mines and defensive rune usually make sure that they land. Your shield is eight seconds and enough. Immovable pots mean that terrible gankers (most of them) will be surprised when you kill them, but the good ones can still get away (but not kill you). I'm usually miserly with ultimate, so I'm sitting at 1200 most of the time. Ravage Magicka poison has little effect on this.
Potions: I usually keep immovable pots with health, magicka, and regen for 1v1 (bind to F1). I keep spell power pots as well when I know I need the major sorcery buff and can't get to it in overload (bind to F2). Stam recovery pot (on F3) because you never know.
The build should have about 23k health/39K magic/10k-ish stamina. Use blue food, or purple if you need more Stam. With a staff and Kena shoulders, count on 3200 or so spell damage.
For the staff, I'm thinking sharpened with spell damage enchant, or infused with spell damage enchant for PVE content. I'll probably keep Nirn on the resto staff, it doesn't matter as much. With two swords, you can get the three piece torug health bonus. Don't laugh, 1K health with impen and resists is great.
Thoughts? Ideas? I don't see the old builds working out at all next patch, but with a few changes..
NordSwordnBoard wrote: »From my first looks at PTS, it looks like the old Max Magicka and swords is out for sorcs boys.
Dawn breaker is out, as it's no longer Magicka based.
Trapping webs is a stamina skill and an AOE like liquid lightning.
Shields are cut down to nothing.
So here's what's I'm thinking most builds will look like:
Gear: 5 piece Kags with Torugs and Kena shoulders
5 X impen, 2 infused on the large pieces.
5/1/1 light/med/heavy
Kags gives health as a bonus, and three piece torugs gives health as well. It should add up to 23k in PVP. With impen, you should survive long enough to hit shields when they're down and avoid a gank. Losing divines on this only means that we miss regen with the atronach mundus, but we'll make up for it, just watch..
Skills: We're being pigeon-holed into destro-resto. Because there are no other spammable skills. You can use swords and spam mages wrath, but really. That's terrible. It won't pressure tank or heal type builds enough IMO.
Bar 1: Force pulse/crushing shock, frags, curse, empowered ward, dampen magicka, overload
The reasoning is simple. Empowered ward gives an eight second shield and 10% Magicka recovery with minor intellect. That helps make up for what we miss out with running five impen. To make up for it, stack with dampen magicka. Keep those up, stay of the offense longer.
Bar 2: mages wrath, mines, surge, healing ward, streak, ice comet
Pretty standard here. No imagination, heal and get out of dodge.
Overload bar: When you're not in combat, you should always be on your overload bar. Always. This is so you don't make yourself Wrobel r-e-t-a-r-d-e-d trying to keep a six second shield up:
Radiant Mage light
Mines
Defensive Rune (always switch to this bar and hit this)
Empowered Ward
Streak
This is your basic 'f*** you ganker' setup. Even on live I've found myself on the handing-out end of mushroom stamps 90% of the time.
You keep defensive rune up instead of shield, it lasts like two minutes, so it's not hard to keep going. Radiant light prevents their ambush stun and they can't escape and cloak. 3-4 light overload attacks kill any Nightblade. Mines and defensive rune usually make sure that they land. Your shield is eight seconds and enough. Immovable pots mean that terrible gankers (most of them) will be surprised when you kill them, but the good ones can still get away (but not kill you). I'm usually miserly with ultimate, so I'm sitting at 1200 most of the time. Ravage Magicka poison has little effect on this.
Potions: I usually keep immovable pots with health, magicka, and regen for 1v1 (bind to F1). I keep spell power pots as well when I know I need the major sorcery buff and can't get to it in overload (bind to F2). Stam recovery pot (on F3) because you never know.
The build should have about 23k health/39K magic/10k-ish stamina. Use blue food, or purple if you need more Stam. With a staff and Kena shoulders, count on 3200 or so spell damage.
For the staff, I'm thinking sharpened with spell damage enchant, or infused with spell damage enchant for PVE content. I'll probably keep Nirn on the resto staff, it doesn't matter as much. With two swords, you can get the three piece torug health bonus. Don't laugh, 1K health with impen and resists is great.
Thoughts? Ideas? I don't see the old builds working out at all next patch, but with a few changes..
Thanks for the info. I never used defensive rune in the field before and that sounds like a good alternative to the ward to try.AverageJo3Gam3r wrote: »I think you're right. A bigger focus on defense is in order. Honestly, I'm not too worried about the patch. I already have a magplar and my DK is mag specced half the time. Neither of them have shields and I do alright. Plus, due to lag I've always ran with a shield on the front bar. Too many times I went to swap to reshield and lag wouldn't let me. Never again! I said.
Defensive rune is a hidden gem. Love that thing.
I hear you about the bar swap with lag and not getting to shields in time. I'm looking for more passives/alternatives to the shield in general because of this. I want the first bar to be all burst damage and the shield there gives me one less damage slot.
Shields were cut down to nothing as in the duration or their effectiveness? @Minalan
Shields were cut down to nothing as in the duration or their effectiveness? @Minalan
Duration, six seconds for hardened ward, and anulment.
You can get 8 seconds with empowered ward, and stack a 6 second shield (healing or Anulment) on top of that. That seems to work out best with all of the CC out there.
FriedEggSandwich wrote: »Continued from my last post..
I recently managed to complete vMA enough times to get myself a defending fire staff and a defending resto staff. I wasn't too bummed about the trait as I already knew it was getting a buff next patch, and it pretty much fits with the idea behind my pvp build, i.e tanking up. I still wear 5x kags, but I replaced the 3x arch mage with 2x torugs and 1x maelstrom. This lost me about 180 regen but I gained about 200 spell damage.
The pts currently has EU character transfers so I just hopped on to see what my stats looked like with my current build. I took advantage of the free crafting mats to switch my 2 reinforced heavy pieces to impen.
So on pts I was wearing 5x kags, 3x willpower, 2x torugs and 1x maelstrom. I was wearing 5x light and 2x heavy with 7/7 impen. Both my staves are defending and all my jewellery is arcane with 2x spell damage glyphs and 1x cost reduction glyph. I was buffing up with power surge for the major sorcery, boundless storm for the major ward and resolve, and combat prayer for the minor ward and resolve.
Here is a screenshot of my character sheet while fully buffed:
This is as high as it's possible for a sorc to get resistances while still wearing 5x light armour and without investing cp into defensive lines such as Resistant and Light Armor Focus. I haven't actually fought with this setup on pts yet so not sure how it performs, but it looks good in theory. On live this build performs well despite having lowish regen and defending not being as potent.
I thought I would make the most of being on pts, so I made myself 3 more pieces of kagrenac's hope in heavy armour and upgraded to yellow. So now I was wearing the same set bonuses but this time with 5x heavy and 2x light. Here is the screenshot of my character sheet fully buffed:
You'll notice the slight increase in resistances and health regen, but I lost another 200 magicka regen and 10% spell crit. But most importantly what you can't see is I lost >4k spell pen, which is a big deal. I could make this back by using a sharpened staff instead, but then I lose the 5.1k resistances from defending, which just defeats the point of my efforts. I'm not sure the heavy armour 5 piece passives are enough to make up for these losses.
So it's definitely still necessary for a dps spec sorc to use no less than 5x light armour. And the stats in the first screenshot are about as good as you can expect from the "tanking up" approach in the next patch. I'm not sure exactly how effective this approach will be next patch, but I'm hoping it will be at least as effective as it currently is on live and allow me to get away with just using one 10.3k hardened ward in pvp. I haven't factored in poisons though, so maybe I'll have to rethink everything.
Edit: I still don't have Undaunted Mettle on pts, so the stats in the screenies would be 4% higher with this passive maxed, and hardened ward would be more like 11k as a result.
Edit 2: If there was a non-resto staff heal that could be used in place of combat prayer on the back bar then it would be possible to tank-up even further by using S&B on the back bar. I looked at the expensive morph of purge but it costs 5k magicka and only heals for 16% of your hp, and only when it purges an effect. Dark Exchange is another candidate but I don't think it's insta cast and it needs to be. The only other option would be to rely on surge heals, but I suspect this won't be enough for open world pvp. So sorcs are still stuck with resto staff for now I think, although I will probably test S&B at some point.
FriedEggSandwich wrote: »35k is fine for pvp atm, I've never had any more than 38k for pvp anyway. I would love to have undaunted mettle but I don't believe suddenly having 4% more stats is gonna change anything drastically. I've duelled with this build and fought open world with this build and it works. I can take damage and dish out damage. I run with 44k magicka in pve, but magicka is what you sacrifice when you try to tank up with heavy armour and traits other than infused.
Poisons are the unknown factor for me atm; I've no idea how they will affect me but I suspect they will be the bane of my life. I would rather increase my magicka regen than max magicka if I'm honest.
Lava_Croft wrote: »
'Cut down to nothing' implies that shields are useless. However, their duration is heavily shortened while the burst protection that shield stacking provides is buffed.Lava_Croft wrote: »
Because six seconds is an eternity or something?
Lava_Croft wrote: »'Cut down to nothing' implies that shields are useless. However, their duration is heavily shortened while the burst protection that shield stacking provides is buffed.Lava_Croft wrote: »
Because six seconds is an eternity or something?
@FriedEggSandwich I have been running something really close on LIVE right now and doing awesome.
Have you tried PTS with vamp? I think the fire dmg is a fair trade off for the stage 4 perks.
@FriedEggSandwich I have been running something really close on LIVE right now and doing awesome.
Have you tried PTS with vamp? I think the fire dmg is a fair trade off for the stage 4 perks.
It's not just the attractiveness of mist form & bat swarm which absolutely add to the "survivability" of our builds, it's the undeath and magicka/stamina regen passives they provide at stage 4. I mean, it's almost a no brainer.
I only run heal ward and hardened ward right now on live with around 2k magicka regen, 41k magicka, and 3.1k spell power (with major sorcery active and I run inner light on my destro bar). Everyone's losing their freaking minds (insert Joker meme here) over the 6 second change but to be honest I do just fine in 1vX right now without needing a 20 second shield. Most of the time I open up on someone without a shield active because like you, I am running impen and some survivability. If I can keep someone on the defense then I don't really need to be spamming shields anyway. We'll see how it goes when changes go live.
With the new spell damage glyphs for staffs, i'm thinking more on a high dps pressure build with destro and high mobility to avoid having to rely that much in shield stacking. The builds suggested by the OP is, imho, boring to play, so i'm going to try a build with a lot of soft CC's with high mobility, once people start timming their CC's with the 6 seconds duration of the shields no impen will save you if you are in LA, so better start being more mobile without need of dodge roll so you always have stam for cc break, on live you can eat the entire CC and not get killed because of the shields, that won't be a thing when DB hits live.
Also i don't want to re craft everything, so i want to create a build where i can keep using divines/infused (<=== cheap ***)
What's your idea for the skill bars? Lightning form for better mobility and protection helps with the LA problem.