If you have 17k resist in heavy, you are doing something wrong.
Depends what you're using it for. To be fair, my resto staff is defending which adds another 5k to that when its out - and if I had the slot space, I could run Boundless Storm for another 5k(still experimenting with that - but I think it means too much of a dmg loss for me) - putting it up to 27k.. Which kind of goes to show that over 1/3 of that resistance isn't from the armour - so with 5 heavy/2 light vs 5 light/2 hvy, the actual difference in resistances when buffed up isn't really that huge.
But as I said, the defence comes from dmg shields/pirate skeleton so rare those armour resists are actually needed, therefore stacking it seems a waste.. But since most of my deaths before this build came from running dry on stam and being unable to break-free (and so unable to shield) - the heavy armour addresses that.
Waffennacht wrote: »If you have 17k resist in heavy, you are doing something wrong.
Depends what you're using it for. To be fair, my resto staff is defending which adds another 5k to that when its out - and if I had the slot space, I could run Boundless Storm for another 5k(still experimenting with that - but I think it means too much of a dmg loss for me) - putting it up to 27k.. Which kind of goes to show that over 1/3 of that resistance isn't from the armour - so with 5 heavy/2 light vs 5 light/2 hvy, the actual difference in resistances when buffed up isn't really that huge.
But as I said, the defence comes from dmg shields/pirate skeleton so rare those armour resists are actually needed, therefore stacking it seems a waste.. But since most of my deaths before this build came from running dry on stam and being unable to break-free (and so unable to shield) - the heavy armour addresses that.
Exactly, heavy gives enough stam return for CC breaking everytime immunity is up. Also provides enough resist to slow the roll on that (insert any insult here) that pops an ult right in the beginning of a duel.
Exactly the same here with defending resto. I also learned to hate Boundless Storm - after leveling a NB (whom gets the same buff for free) I can't pay over 3k magicka just for a buff that's more than likely just being circumvented 30% of the time.
I use Troll King over Pirate (I um... don't like looking like a skeleton...Vanity be my name!) But it synergies very well with Healing Ward (and it does look pretty cool)
Malamar1229 wrote: »
does that health recovery stack onto itself and does a heal from surge count towards the proc? it doesnt say "this can only occur every X seconds" so basically if you are low health and you get two back to back heals from surge...does that give you 3k health recovery?
Malamar1229 wrote: »
does that health recovery stack onto itself and does a heal from surge count towards the proc? it doesnt say "this can only occur every X seconds" so basically if you are low health and you get two back to back heals from surge...does that give you 3k health recovery?
I could be wrong, but my understanding is that health recovery and healing are two very different things. Health recovery works just like stam and mag recovery - which means that it cannot crit, but also cannot be buffed (apart from gear sets) or debuffed. I also don't think it's affected by battle sprirt. CP-wise, its only affected by the health recovery option
But healing (ie from surge), can be debuffed, can crit, is impacted by battle-spirit is impacted by healing done/helaing received CP's (but not health recov). ALso most healing is impacted by stats (spell-power/max magicka, although I don't think surge is)
So basically, you CAN have health recov happening at the same time as healing ticks from surge - along with any other heals you receive.
To be honest, I've been thinking of experimenting with my stam-sorc with some kind of health recov build. Combined with surge, perhaps the clannfear pet (pet passives boost health recov) - and a set that returns health (perhaps the 1h+shield set from blackheart) And troll-king of course - assuming it can be procced by your own surge ticks.
I have a vague (and probably stupid) idea floating around to try to keep DW alive but still benefit from destro.. Thinking around using the twilight for heals instead of healing ward(the only thing I currently use resto for), and just keeping the pet on passive in all but very small-scale - which means necropotence - which then made me think about just going 'what the hell' and maxing magicka at the expense of everything else..
The idea is for destro staff as main bar(allowing EOTS) and a DW 'burst bar'.. just can't figure out how to fit all the skills on!
I have a vague (and probably stupid) idea floating around to try to keep DW alive but still benefit from destro.. Thinking around using the twilight for heals instead of healing ward(the only thing I currently use resto for), and just keeping the pet on passive in all but very small-scale - which means necropotence - which then made me think about just going 'what the hell' and maxing magicka at the expense of everything else..
The idea is for destro staff as main bar(allowing EOTS) and a DW 'burst bar'.. just can't figure out how to fit all the skills on!
If you use matriarch + necropotence, you only need hardened ward, no more shield, hardened ward on main bar, it's very important.
But I really think, the best thing would be the volatile deadra, you can't imagine how cool is it. This pet can replace a spamable ability, and it's stun at the end.
Dual wield bar : Frag, Mage wrath, volatile pet, entropy (?), hardened ward.
Healing bar : pet curse (the tooltip of pet explosion is more than 5k (happen every 2s) the pet curse increase it by 55%), harness, Healing ward streak, volatile pet.
The key is to synconyse the curse and the last pet explosion (it's stun !!!) and mage wrath is placed just before then put the frag and it's the death
If you really want to make it with matriarch, you can do :
Dual wield bar : Crystal frag/ Mage Wrath/ Classical curse or entropy/ Healing pet/ hardened ward.
Flamme staff : classical curse if not in main bar or an other skill / elemental drain/ Healing pet/ streak/ Mines.
Waffennacht wrote: »I have a vague (and probably stupid) idea floating around to try to keep DW alive but still benefit from destro.. Thinking around using the twilight for heals instead of healing ward(the only thing I currently use resto for), and just keeping the pet on passive in all but very small-scale - which means necropotence - which then made me think about just going 'what the hell' and maxing magicka at the expense of everything else..
The idea is for destro staff as main bar(allowing EOTS) and a DW 'burst bar'.. just can't figure out how to fit all the skills on!
If you use matriarch + necropotence, you only need hardened ward, no more shield, hardened ward on main bar, it's very important.
But I really think, the best thing would be the volatile deadra, you can't imagine how cool is it. This pet can replace a spamable ability, and it's stun at the end.
Dual wield bar : Frag, Mage wrath, volatile pet, entropy (?), hardened ward.
Healing bar : pet curse (the tooltip of pet explosion is more than 5k (happen every 2s) the pet curse increase it by 55%), harness, Healing ward streak, volatile pet.
The key is to synconyse the curse and the last pet explosion (it's stun !!!) and mage wrath is placed just before then put the frag and it's the death
If you really want to make it with matriarch, you can do :
Dual wield bar : Crystal frag/ Mage Wrath/ Classical curse or entropy/ Healing pet/ hardened ward.
Flamme staff : classical curse if not in main bar or an other skill / elemental drain/ Healing pet/ streak/ Mines.
It's so good to see the familiar getting it's due, I've ran the Shepherd build since day one and been this little guy's advocate since.
One issue about Necro and Pets. Almost every player thinks you're runnin Necro with a pet. This makes most players focus on the pet first. If you're running Necro, they are playing against you correctly. Wanna mess them up? Run something other than Necro and watch their amazement when you do no less dmg (nor desperately try to re summon them.)
Also remember all buffs that are lost (say your health from Pet passive) goes from top down, you'll never die because your pet was killed.
Waffennacht wrote: »ToRelax not about to bad mouth Necro but it does have it's downsides:
Can't keep the magicka and run another x5 set on a second bar (unless you dw so no resto)
You lose about 5k in magicka when your pet dies, meaning when that La, veli, LA just cost you your pet and ward strength and all of your damage. You must resummon to even participate.
Pets, against stam builds, last for about 1 sec, if you are interrupted while recasting gg.
Yes Ysgramor's and or spider are not optimal sets (lookin at BSW for that) they just what I have atm to duel with while I break from the grind. But any experienced stam build will make your necro a worthless 5 set that won't let you have a second. Unless you don't like monster helms.
It also is only LA so it restricts options.
Not saying it's bad by any means, it's definitely not BiS in PvP (oh and I'm console so Pets run right into AoEs and die... thanks templars...)
Been playing resto destro LA since beta (stam sorc while viable is an oxymoron to me) Mostly the same core skills subbing the odd few for testing out others with the odd set change when bored or a new set demands it.
I will Assess the changes then play accordingly. these doom and gloom threads remind me of when the 2h ulti was hailed as talos second coming on the PTS yet the destro ultimate was a joke that needed buffs. See how that ended up team?
Take PTS as a grain of salt above example shows the players and the dedicated streamers aren't always right, and despite our opinions ZOS do have a handle on it yo.
I tested frost staff on pts and found it impacts too much on magika sustain and I need like 2400 magika regen to use effectively in duels. I could just be playing it wrong though. I did like the cc's frost staff provides.
I am happy with all the changes they made and very happy they actually buffed curse and staff damage rather then nurfed it. I was dreading the purposes curse change.
I will be using these sets. Same as I am on live. I am very happy with this high damage and quite high magika build that involves no pets.
40k magika, 4000 spell damage and 2k magika regen when buffed.
Destro/restro in use
1x Grothgar
1x Infernal guardian
5x burning Spell Weave
5x clever alchemist
I don´t even think so.
I think zos could go on and implement it without any additional change. Just harness/dampen replacing hardened/empowered and the other way round.
The game would instantly become more enjoyable.
leepalmer95 wrote: »
I don´t even think so.
I think zos could go on and implement it without any additional change. Just harness/dampen replacing hardened/empowered and the other way round.
The game would instantly become more enjoyable.
Shields aren't big enough for just 1 shield open world anymore.
leepalmer95 wrote: »
I don´t even think so.
I think zos could go on and implement it without any additional change. Just harness/dampen replacing hardened/empowered and the other way round.
The game would instantly become more enjoyable.
Shields aren't big enough for just 1 shield open world anymore.
I open world every day with one shield.
Two anytime shields + healing ward make anyone capable of pressing 3 buttons immortal in a 1v1 situation when deciding to go full defensive.
I only advocate to make hardened + harness unstackable. I´m for reworking healing ward aswell but as is i don´t think it´s as much of an issue when taking harness out of the equation.
leepalmer95 wrote: »
I don´t even think so.
I think zos could go on and implement it without any additional change. Just harness/dampen replacing hardened/empowered and the other way round.
The game would instantly become more enjoyable.
Shields aren't big enough for just 1 shield open world anymore.
I open world every day with one shield.
Two anytime shields + healing ward make anyone capable of pressing 3 buttons immortal in a 1v1 situation when deciding to go full defensive.
I only advocate to make hardened + harness unstackable. I´m for reworking healing ward aswell but as is i don´t think it´s as much of an issue when taking harness out of the equation.
I can only hope they don't just blindly change it without some kind of compensatory buff on hardened ward.
The whole reason for six second shields was the whole double/triple stack problem. Without stacking? There's no reason to keep them at six seconds, or as small as they are individually for that matter. With a few shattering CP, they last maybe one good hit.
I think you forget, that unlike your HA MDK, we're running 'commando' underneath that shield. Light armor? We might as well be naked.
leepalmer95 wrote: »
I don´t even think so.
I think zos could go on and implement it without any additional change. Just harness/dampen replacing hardened/empowered and the other way round.
The game would instantly become more enjoyable.
Shields aren't big enough for just 1 shield open world anymore.
I open world every day with one shield.
Two anytime shields + healing ward make anyone capable of pressing 3 buttons immortal in a 1v1 situation when deciding to go full defensive.
I only advocate to make hardened + harness unstackable. I´m for reworking healing ward aswell but as is i don´t think it´s as much of an issue when taking harness out of the equation.
I can only hope they don't just blindly change it without some kind of compensatory buff on hardened ward.
The whole reason for six second shields was the whole double/triple stack problem. Without stacking? There's no reason to keep them at six seconds, or as small as they are individually for that matter. With a few shattering CP, they last maybe one good hit.
I think you forget, that unlike your HA MDK, we're running 'commando' underneath that shield. Light armor? We might as well be naked.
The reason for the shield nerf was to make it more of a reactionary defense that´s not up 100% of the time while being offensive. That has been stated by ZOS on that matter.
Also the duration nerf has changed absolutely nothing about double/tripplestacks effectiveness as a defensive mechanism. So the whole "stacking problem" has not changed at all with the duration changes.
The problem is shields can´t last for much more than one hit (which they already do). Why? Because you can spam them in gcd.
When i run harness hardened healingward i´ve not met a single player who can break me going fully defensive.
I honestly think anyone not thinking shieldstacking is broken op at this point is living in denial. You can´t kill someone with three shields unless they´ve made a terrible mistake.
leepalmer95 wrote: »
I don´t even think so.
I think zos could go on and implement it without any additional change. Just harness/dampen replacing hardened/empowered and the other way round.
The game would instantly become more enjoyable.
Shields aren't big enough for just 1 shield open world anymore.
I open world every day with one shield.
Two anytime shields + healing ward make anyone capable of pressing 3 buttons immortal in a 1v1 situation when deciding to go full defensive.
I only advocate to make hardened + harness unstackable. I´m for reworking healing ward aswell but as is i don´t think it´s as much of an issue when taking harness out of the equation.
I can only hope they don't just blindly change it without some kind of compensatory buff on hardened ward.
The whole reason for six second shields was the whole double/triple stack problem. Without stacking? There's no reason to keep them at six seconds, or as small as they are individually for that matter. With a few shattering CP, they last maybe one good hit.
I think you forget, that unlike your HA MDK, we're running 'commando' underneath that shield. Light armor? We might as well be naked.
The reason for the shield nerf was to make it more of a reactionary defense that´s not up 100% of the time while being offensive. That has been stated by ZOS on that matter.
Also the duration nerf has changed absolutely nothing about double/tripplestacks effectiveness as a defensive mechanism. So the whole "stacking problem" has not changed at all with the duration changes.
The problem is shields can´t last for much more than one hit (which they already do). Why? Because you can spam them in gcd.
When i run harness hardened healingward i´ve not met a single player who can break me going fully defensive.
I honestly think anyone not thinking shieldstacking is broken op at this point is living in denial. You can´t kill someone with three shields unless they´ve made a terrible mistake.