IzakiBrotheSs wrote: »
Healing ward. 6 seconds, has a huge damage shield, cost 3k magicka. Better than Vigor IMO.
IzakiBrotheSs wrote: »
Healing ward. 6 seconds, has a huge damage shield, cost 3k magicka. Better than Vigor IMO.
Stamina has one heal and Magicka has many. Pick your poison.
Waffennacht wrote: »Stamina has one heal and Magicka has many. Pick your poison.
It does? Cuz I have dark conversion...oh wait rally? Vigor? Blood craze? Rendering Slashes? Or combat prayer? Or grand horrible healing spell? Or horrible 300 hps HoT?
Oh the 2k heal associated with healing ward?
Jk, resto staff sucks
Waffennacht wrote: »Stamina has one heal and Magicka has many. Pick your poison.
It does? Cuz I have dark conversion...oh wait rally? Vigor? Blood craze? Rendering Slashes? Or combat prayer? Or grand horrible healing spell? Or horrible 300 hps HoT?
Oh the 2k heal associated with healing ward?
Jk, resto staff sucks
Comon man you are comparing abilities that have to hit an enemy or in the case of dark conversion a class based skill. I did forget about rally.
Resto staff heals may not be better one on one but in terms of stacking different heals Resto is far better then rally or vigor. There are choices to be made.
Do we really want to dumb the game down to where no hard choices need to be made? If you go stamina you pretty much give any kind shield stacking. Should we make stamina able to shield stack?
If so why don't we just get rid of magicka/stamina altogether and just have one resource pool + health and call it energy or something. This way we can just dumb the game down to pew pew.
nordsavage wrote: »Magicka users have shields, resto staffs and class heals. Vigor was added to balance the equation for the lack of stamina based heals that plagued early gameplay.
IzakiBrotheSs wrote: »
Healing ward. 6 seconds, has a huge damage shield, cost 3k magicka. Better than Vigor IMO.
thankyourat wrote: »I couldn't even imagine a magsorc with vigor. It would be unkillable
Casting a 12k shield is effectively no different from casting a 12k honor the dead
cschwingeb14_ESO wrote: »Casting a 12k shield is effectively no different from casting a 12k honor the dead
You can't be serious
Just in case you are, let's remind everyone that blocking, impen, resistance, and +% healing taken all have a synergy with healing and health pool size that damage shields do not share. All of this increases your effective health pool much more that a 12k shield does
Damage shield have an effective 100% impen, and they increase your effective health pool by a small amount.
Large damage shields also require Bastion. Which means less Hardy or Ele resistance via CP
Waffennacht wrote: »Plus vigor is Passive healing! All wards and heals require the cast. With vigor you can keep it up prior to being in execute range, you can cast it and go ham while it's ticking.
Waffennacht wrote: »Plus vigor is Passive healing! All wards and heals require the cast. With vigor you can keep it up prior to being in execute range, you can cast it and go ham while it's ticking.
shields are inmune to crit and penetration, your forgot that "small" detail.
exeeter702 wrote: »This thread is seriously full of stupid.
Waffennacht wrote: »You do realize there is NO armor rating for shields, so they take the full amount of damage. - you're dealing more damage to shields than a player.
So if you have 22k resistance your 5k heal is the equivalent of a 7k shield (roughly)
This also doesn't factor in major or minor vitality and mending etc
At higher resistance a heal is better than a ward at the same amount.
They're pretty equal except one is Passive and Active (now)
I still think a ward + vigor (if both were good) would be OP
exeeter702 wrote: »This thread is seriously full of stupid.
Yup. They keep talking, but dont know what they are talking about.Waffennacht wrote: »You do realize there is NO armor rating for shields, so they take the full amount of damage. - you're dealing more damage to shields than a player.
So if you have 22k resistance your 5k heal is the equivalent of a 7k shield (roughly)
This also doesn't factor in major or minor vitality and mending etc
At higher resistance a heal is better than a ward at the same amount.
They're pretty equal except one is Passive and Active (now)
I still think a ward + vigor (if both were good) would be OP
This is what i think the issue would be. Ward+vigor+streak would be great, probably OP. But you know what actually IS OP? Shields getting nuked with no resistance. A light attack/ransack or LA/Suprise attack and bye bye shield, even stacking healing ward after dampen magika gets nuked (when it works). Glad you made that point.
Sorcs might not have an issue because they can actually peel somewhat, but the templars and dks are stuck getting hammered on. Couple ways to approach this really but the easiest is DB being great again, or a magika vigor (mod% by Heavy armor?)
exeeter702 wrote: »This thread is seriously full of stupid.
Yup. They keep talking, but dont know what they are talking about.Waffennacht wrote: »You do realize there is NO armor rating for shields, so they take the full amount of damage. - you're dealing more damage to shields than a player.
So if you have 22k resistance your 5k heal is the equivalent of a 7k shield (roughly)
This also doesn't factor in major or minor vitality and mending etc
At higher resistance a heal is better than a ward at the same amount.
They're pretty equal except one is Passive and Active (now)
I still think a ward + vigor (if both were good) would be OP
This is what i think the issue would be. Ward+vigor+streak would be great, probably OP. But you know what actually IS OP? Shields getting nuked with no resistance. A light attack/ransack or LA/Suprise attack and bye bye shield, even stacking healing ward after dampen magika gets nuked (when it works). Glad you made that point.
Sorcs might not have an issue because they can actually peel somewhat, but the templars and dks are stuck getting hammered on. Couple ways to approach this really but the easiest is DB being great again, or a magika vigor (mod% by Heavy armor?)
It should also be considered that major/minor protection and CP damage reduction passives work on shields, and that crits do not work on them. Armor is often penetrated to extreme degrees by the large amount of players using Spriggan/Spinner sets, so it's not exactly the most reliable damage reduction unless you are going full-on tank with 30k resists.
While I do agree that a 10k shield is often and generally less valuable than 10k health, it's not as bad as it's being made out to be. My noncrit surprise attacks on a very high attack power clever alchemist build usually hit shields for ~5-6k. If it were a crit vs a 2000 crit resist target with ~20k armor, It would be more in the 7-9k range.
exeeter702 wrote: »This thread is seriously full of stupid.
Yup. They keep talking, but dont know what they are talking about.Waffennacht wrote: »You do realize there is NO armor rating for shields, so they take the full amount of damage. - you're dealing more damage to shields than a player.
So if you have 22k resistance your 5k heal is the equivalent of a 7k shield (roughly)
This also doesn't factor in major or minor vitality and mending etc
At higher resistance a heal is better than a ward at the same amount.
They're pretty equal except one is Passive and Active (now)
I still think a ward + vigor (if both were good) would be OP
This is what i think the issue would be. Ward+vigor+streak would be great, probably OP. But you know what actually IS OP? Shields getting nuked with no resistance. A light attack/ransack or LA/Suprise attack and bye bye shield, even stacking healing ward after dampen magika gets nuked (when it works). Glad you made that point.
Sorcs might not have an issue because they can actually peel somewhat, but the templars and dks are stuck getting hammered on. Couple ways to approach this really but the easiest is DB being great again, or a magika vigor (mod% by Heavy armor?)
It should also be considered that major/minor protection and CP damage reduction passives work on shields, and that crits do not work on them. Armor is often penetrated to extreme degrees by the large amount of players using Spriggan/Spinner sets, so it's not exactly the most reliable damage reduction unless you are going full-on tank with 30k resists.
While I do agree that a 10k shield is often and generally less valuable than 10k health, it's not as bad as it's being made out to be. My noncrit surprise attacks on a very high attack power clever alchemist build usually hit shields for ~5-6k. If it were a crit vs a 2000 crit resist target with ~20k armor, It would be more in the 7-9k range.
Shields crit resist aside, having to slot a shield, a heal, and a backbar weapon is dumb to just heal. If had to use SnB for rally you might understand better. Some wouldnt mind, but what will you use for dmg? 2h Execute? No range build? Very limiting.