RiskyChalice863 wrote: »universal_wrath wrote: »RiskyChalice863 wrote: »* DKs only get a buff on the last tick of the heavy attack (lightning), if you are using melee weapons/bow - it only buffs the base damage not counting the sets.
* Managing to keep up empower would work the best for Nightblades due to passives for the matters of damage.
* The easiest to manage it all is templar due to 10 second empower.
* Since Markarth you can also use weapon damage / max stamina for Lightning staff and vice-versa. Even though stacking damage provides minimal actual damage - I personally use weapon damage/stamina for Vigor and to increase dodge roll pool while on a Lightning staff.
* Using Pale Order on empowered Lightning attacks provides an average of 600-1200 heal ticks (single target) and additional if aoes are hit. + 1500-2000 plus 5Kish (final tick) or more if on Resto heavies.
Hello cyrodiil, let the nightmare begin.
On the first point, I don’t think it is true that Molten Armaments only buffs the last tick of the lightning heavy attack. That was true several patches ago, but it got changed and last I checked it was working.
That is a good point regarding the Templar empower uptime being really easy to keep up. I’ve always thought that the Magplar version of this build was the easiest to play even if the MagDK was the most powerful on paper. Toppling Charge is extremely good for this build since it’s a really easy source of off balance combined with a stun. Meanwhile, Restoring Focus is a really cheap/good stamina ability to proc Undaunted Unweaver. In contrast, MagDKs need 2-3 global cooldowns to do what Toppling Charge does in one cooldown, and they are stuck either using a really expensive stamina skill or a cheap one that wastes a global cooldown doing nothing useful. Adding the easy empower uptime from Solar Barrage may potentially make the Magplar the best option right now, even if the theoretical damage numbers from the MagDK are higher. To that end, I’m working on a concept for an updated Magplar version of the build.
Regarding using weapon damage and max stamina for lightning staff, it’s an interesting thought but I don’t think it’d be as good. The problem is that this build relies heavily on the sustain that heavy attacks provide. So, while a stamina-based version of the build could pump out as much or more damage, your heavy attacks wouldn’t be giving you the right resource back.
Regarding Pale Order, it’s a good thought and one I’d already been thinking about. I personally don’t have the item but I suspect it’d be really good for this build, assuming that it doesn’t get double hit by Battle Spirit. I typically play PvP in BGs, so I guess it might not be ideal if there were a really good healer on my team, but usually that isn’t the case.
Sonce you decided to use max weapon damage/ stamina for lighting staff, why not usespider cultisr. Provide 600 weapon/spell damage abilties inluding LA & HA.AND ANY other set you would like with it. Also, why not use power of light to proc unweaver instead of retoring rune? It is cheap and reduce target resistance, morph restoring rune bacl to magicka and be on top of your sustain if you need it, win-win.
I think you misread what I said. I have determined that using max weapon damage/ stamina for lightning staff is not good. The reason is that building into stamina with a lightning staff makes the sustain you get from lightning heavy attacks not nearly as useful.
Point of it is to use binding javelin for a ranged stun and vigor heals, combined with rapid regen. Having 32k stam and nearly 3k weapon damage heals for a ton, plus you got a pool to roll dodge. 22k magicka provides a decent Heal from Rapids also. I rarely run out of stamina in any of the fights.
Using toppling charge is a death sentence in any forms of pvp unless its a 1v1.
Waffennacht wrote: »4884 penetration = 7.4% dmg
Waffennacht wrote: »Finally faced one. Very solid offense, seemed rather squishy to me though.
RiskyChalice863 wrote: »RiskyChalice863 wrote: »universal_wrath wrote: »RiskyChalice863 wrote: »* DKs only get a buff on the last tick of the heavy attack (lightning), if you are using melee weapons/bow - it only buffs the base damage not counting the sets.
* Managing to keep up empower would work the best for Nightblades due to passives for the matters of damage.
* The easiest to manage it all is templar due to 10 second empower.
* Since Markarth you can also use weapon damage / max stamina for Lightning staff and vice-versa. Even though stacking damage provides minimal actual damage - I personally use weapon damage/stamina for Vigor and to increase dodge roll pool while on a Lightning staff.
* Using Pale Order on empowered Lightning attacks provides an average of 600-1200 heal ticks (single target) and additional if aoes are hit. + 1500-2000 plus 5Kish (final tick) or more if on Resto heavies.
Hello cyrodiil, let the nightmare begin.
On the first point, I don’t think it is true that Molten Armaments only buffs the last tick of the lightning heavy attack. That was true several patches ago, but it got changed and last I checked it was working.
That is a good point regarding the Templar empower uptime being really easy to keep up. I’ve always thought that the Magplar version of this build was the easiest to play even if the MagDK was the most powerful on paper. Toppling Charge is extremely good for this build since it’s a really easy source of off balance combined with a stun. Meanwhile, Restoring Focus is a really cheap/good stamina ability to proc Undaunted Unweaver. In contrast, MagDKs need 2-3 global cooldowns to do what Toppling Charge does in one cooldown, and they are stuck either using a really expensive stamina skill or a cheap one that wastes a global cooldown doing nothing useful. Adding the easy empower uptime from Solar Barrage may potentially make the Magplar the best option right now, even if the theoretical damage numbers from the MagDK are higher. To that end, I’m working on a concept for an updated Magplar version of the build.
Regarding using weapon damage and max stamina for lightning staff, it’s an interesting thought but I don’t think it’d be as good. The problem is that this build relies heavily on the sustain that heavy attacks provide. So, while a stamina-based version of the build could pump out as much or more damage, your heavy attacks wouldn’t be giving you the right resource back.
Regarding Pale Order, it’s a good thought and one I’d already been thinking about. I personally don’t have the item but I suspect it’d be really good for this build, assuming that it doesn’t get double hit by Battle Spirit. I typically play PvP in BGs, so I guess it might not be ideal if there were a really good healer on my team, but usually that isn’t the case.
Sonce you decided to use max weapon damage/ stamina for lighting staff, why not usespider cultisr. Provide 600 weapon/spell damage abilties inluding LA & HA.AND ANY other set you would like with it. Also, why not use power of light to proc unweaver instead of retoring rune? It is cheap and reduce target resistance, morph restoring rune bacl to magicka and be on top of your sustain if you need it, win-win.
I think you misread what I said. I have determined that using max weapon damage/ stamina for lightning staff is not good. The reason is that building into stamina with a lightning staff makes the sustain you get from lightning heavy attacks not nearly as useful.
Point of it is to use binding javelin for a ranged stun and vigor heals, combined with rapid regen. Having 32k stam and nearly 3k weapon damage heals for a ton, plus you got a pool to roll dodge. 22k magicka provides a decent Heal from Rapids also. I rarely run out of stamina in any of the fights.
Using toppling charge is a death sentence in any forms of pvp unless its a 1v1.
I just tried creating a stamina version of this build. Its strengths and weaknesses are actually different than I thought. Some thoughts about a Stamina Templar version of this below
- I had thought that sustain would much more of an issue on a stamina version, given that the lightning staff is regenerating magicka, not stamina. That hasn’t really turned out to be the case though. The reality is that you don’t actually need to use a lot of stamina on a stamina version of the build. I still use Solar Barrage of course, as well as Toppling Charge and Extended Ritual. My main stamina drain is basically just keeping Vigor up and blocking and doge rolling. So, even with pretty low stam recovery I didn’t find it an issue because I’m actually not using much stamina.
- I had thought that the stamina version would be bulkier. And it is true that it has got several thousand higher health and resistances. But it’s a little complicated on this front. Despite being bulkier on paper, it felt a lot harder to get back on my feet after a burst of damage comes in. This is because the burst healing is massively inferior. I tried running Rally on the back bar, but the weapon damage and stamina isn’t very high with this build, so Rally is basically a pretty mediocre single-use burst heal. I tried running damage shields instead (two of spike bone shield, radiant ward, defensive posture), but that felt pretty mediocre. The reality is that I basically can’t do what I did on the magicka version—which was respond to being taken to low health by burst healing, mist forming around a corner and burst healing a couple more times, etc. Once I was low on the stamina version I felt like there was no coming back from it the vast majority of the time. I guess the reality is that sometimes this build will stay alive from a burst that the magicka version would just die from upfront, but overall I felt like I was at the mercy of bursty builds like stamdens, nightblades, and magsorcs.
- That said, the build felt a lot better defensively against DoT-heavy opponents. The magicka version really struggled with this because of lack of healing over time. The stamina version has Vigor, though, and I can actually just use it to renew Undaunted Unweaver, and therefore keep Vigor heals up using a global cooldown that my magicka version would’ve often wasted on casting Restoring Focus when it was still active. So basically, I can keep Vigor up most of the time while keeping up the same kind of pressure on the opponent that I can on the magicka version. Combined with Pale Order heals and potentially Extended Ritual, this makes me able to stay on the offensive against sustained damage way better.
- The damage of the stamina version is a decent bit lower. It’s still good, but is definitely lower. This is mostly because of the lack of the spell penetration passive from light armor. I believe the lightning staff is affected by spell resistance regardless of whether you’re a magicka or stamina character, and so the stamina version basically just loses 4884 penetration—which is a lot (probably about 10% damage). You also do only about 2/3 of the damage on Toppling Charge and Solar Barrage. Not a huge deal, since those aren’t a big component of your damage, but it’s not nothing. Overall, I did feel like there were times where I got people low that the magicka version would’ve killed and times I couldn’t really damage through healing on people that I think the magicka version could’ve.
The upshot is that I found the stamina version a bit more inconsistent. In BGs without bursty opponents, I was able to dominate in a way that the magicka version actually probably couldn’t (for instance, just had 26 kills and 2 deaths in a BG that I got put into about a third of the way through), because I could stay on the offensive almost constantly. But in BGs with bursty opponents, I’d basically just get burst down to low health and usually have no viable way of getting back from it, while the magicka version can really kite and heal after a burst to get back on its feet and turn things around, and that extra damage on the magicka version really allows you to turn the tables better. So, I think I probably like the magicka version better because it basically is never bad, but the stamina version has situations where it is stronger.
RiskyChalice863 wrote: »RiskyChalice863 wrote: »universal_wrath wrote: »RiskyChalice863 wrote: »* DKs only get a buff on the last tick of the heavy attack (lightning), if you are using melee weapons/bow - it only buffs the base damage not counting the sets.
* Managing to keep up empower would work the best for Nightblades due to passives for the matters of damage.
* The easiest to manage it all is templar due to 10 second empower.
* Since Markarth you can also use weapon damage / max stamina for Lightning staff and vice-versa. Even though stacking damage provides minimal actual damage - I personally use weapon damage/stamina for Vigor and to increase dodge roll pool while on a Lightning staff.
* Using Pale Order on empowered Lightning attacks provides an average of 600-1200 heal ticks (single target) and additional if aoes are hit. + 1500-2000 plus 5Kish (final tick) or more if on Resto heavies.
Hello cyrodiil, let the nightmare begin.
On the first point, I don’t think it is true that Molten Armaments only buffs the last tick of the lightning heavy attack. That was true several patches ago, but it got changed and last I checked it was working.
That is a good point regarding the Templar empower uptime being really easy to keep up. I’ve always thought that the Magplar version of this build was the easiest to play even if the MagDK was the most powerful on paper. Toppling Charge is extremely good for this build since it’s a really easy source of off balance combined with a stun. Meanwhile, Restoring Focus is a really cheap/good stamina ability to proc Undaunted Unweaver. In contrast, MagDKs need 2-3 global cooldowns to do what Toppling Charge does in one cooldown, and they are stuck either using a really expensive stamina skill or a cheap one that wastes a global cooldown doing nothing useful. Adding the easy empower uptime from Solar Barrage may potentially make the Magplar the best option right now, even if the theoretical damage numbers from the MagDK are higher. To that end, I’m working on a concept for an updated Magplar version of the build.
Regarding using weapon damage and max stamina for lightning staff, it’s an interesting thought but I don’t think it’d be as good. The problem is that this build relies heavily on the sustain that heavy attacks provide. So, while a stamina-based version of the build could pump out as much or more damage, your heavy attacks wouldn’t be giving you the right resource back.
Regarding Pale Order, it’s a good thought and one I’d already been thinking about. I personally don’t have the item but I suspect it’d be really good for this build, assuming that it doesn’t get double hit by Battle Spirit. I typically play PvP in BGs, so I guess it might not be ideal if there were a really good healer on my team, but usually that isn’t the case.
Sonce you decided to use max weapon damage/ stamina for lighting staff, why not usespider cultisr. Provide 600 weapon/spell damage abilties inluding LA & HA.AND ANY other set you would like with it. Also, why not use power of light to proc unweaver instead of retoring rune? It is cheap and reduce target resistance, morph restoring rune bacl to magicka and be on top of your sustain if you need it, win-win.
I think you misread what I said. I have determined that using max weapon damage/ stamina for lightning staff is not good. The reason is that building into stamina with a lightning staff makes the sustain you get from lightning heavy attacks not nearly as useful.
Point of it is to use binding javelin for a ranged stun and vigor heals, combined with rapid regen. Having 32k stam and nearly 3k weapon damage heals for a ton, plus you got a pool to roll dodge. 22k magicka provides a decent Heal from Rapids also. I rarely run out of stamina in any of the fights.
Using toppling charge is a death sentence in any forms of pvp unless its a 1v1.
I just tried creating a stamina version of this build. Its strengths and weaknesses are actually different than I thought. Some thoughts about a Stamina Templar version of this below
- I had thought that sustain would much more of an issue on a stamina version, given that the lightning staff is regenerating magicka, not stamina. That hasn’t really turned out to be the case though. The reality is that you don’t actually need to use a lot of stamina on a stamina version of the build. I still use Solar Barrage of course, as well as Toppling Charge and Extended Ritual. My main stamina drain is basically just keeping Vigor up and blocking and doge rolling. So, even with pretty low stam recovery I didn’t find it an issue because I’m actually not using much stamina.
- I had thought that the stamina version would be bulkier. And it is true that it has got several thousand higher health and resistances. But it’s a little complicated on this front. Despite being bulkier on paper, it felt a lot harder to get back on my feet after a burst of damage comes in. This is because the burst healing is massively inferior. I tried running Rally on the back bar, but the weapon damage and stamina isn’t very high with this build, so Rally is basically a pretty mediocre single-use burst heal. I tried running damage shields instead (two of spike bone shield, radiant ward, defensive posture), but that felt pretty mediocre. The reality is that I basically can’t do what I did on the magicka version—which was respond to being taken to low health by burst healing, mist forming around a corner and burst healing a couple more times, etc. Once I was low on the stamina version I felt like there was no coming back from it the vast majority of the time. I guess the reality is that sometimes this build will stay alive from a burst that the magicka version would just die from upfront, but overall I felt like I was at the mercy of bursty builds like stamdens, nightblades, and magsorcs.
- That said, the build felt a lot better defensively against DoT-heavy opponents. The magicka version really struggled with this because of lack of healing over time. The stamina version has Vigor, though, and I can actually just use it to renew Undaunted Unweaver, and therefore keep Vigor heals up using a global cooldown that my magicka version would’ve often wasted on casting Restoring Focus when it was still active. So basically, I can keep Vigor up most of the time while keeping up the same kind of pressure on the opponent that I can on the magicka version. Combined with Pale Order heals and potentially Extended Ritual, this makes me able to stay on the offensive against sustained damage way better.
- The damage of the stamina version is a decent bit lower. It’s still good, but is definitely lower. This is mostly because of the lack of the spell penetration passive from light armor. I believe the lightning staff is affected by spell resistance regardless of whether you’re a magicka or stamina character, and so the stamina version basically just loses 4884 penetration—which is a lot (probably about 10% damage). You also do only about 2/3 of the damage on Toppling Charge and Solar Barrage. Not a huge deal, since those aren’t a big component of your damage, but it’s not nothing. Overall, I did feel like there were times where I got people low that the magicka version would’ve killed and times I couldn’t really damage through healing on people that I think the magicka version could’ve.
The upshot is that I found the stamina version a bit more inconsistent. In BGs without bursty opponents, I was able to dominate in a way that the magicka version actually probably couldn’t (for instance, just had 26 kills and 2 deaths in a BG that I got put into about a third of the way through), because I could stay on the offensive almost constantly. But in BGs with bursty opponents, I’d basically just get burst down to low health and usually have no viable way of getting back from it, while the magicka version can really kite and heal after a burst to get back on its feet and turn things around, and that extra damage on the magicka version really allows you to turn the tables better. So, I think I probably like the magicka version better because it basically is never bad, but the stamina version has situations where it is stronger.
The key to playing it stamina is to use Vigor and dodge roll. I generally rotate Vigor in between 1-2 channels and keep myself up. The thing is squishy and cant take burst damage nevertheless, meaning you have to dodge roll to mitigate it.
RiskyChalice863 wrote: »RiskyChalice863 wrote: »RiskyChalice863 wrote: »universal_wrath wrote: »RiskyChalice863 wrote: »* DKs only get a buff on the last tick of the heavy attack (lightning), if you are using melee weapons/bow - it only buffs the base damage not counting the sets.
* Managing to keep up empower would work the best for Nightblades due to passives for the matters of damage.
* The easiest to manage it all is templar due to 10 second empower.
* Since Markarth you can also use weapon damage / max stamina for Lightning staff and vice-versa. Even though stacking damage provides minimal actual damage - I personally use weapon damage/stamina for Vigor and to increase dodge roll pool while on a Lightning staff.
* Using Pale Order on empowered Lightning attacks provides an average of 600-1200 heal ticks (single target) and additional if aoes are hit. + 1500-2000 plus 5Kish (final tick) or more if on Resto heavies.
Hello cyrodiil, let the nightmare begin.
On the first point, I don’t think it is true that Molten Armaments only buffs the last tick of the lightning heavy attack. That was true several patches ago, but it got changed and last I checked it was working.
That is a good point regarding the Templar empower uptime being really easy to keep up. I’ve always thought that the Magplar version of this build was the easiest to play even if the MagDK was the most powerful on paper. Toppling Charge is extremely good for this build since it’s a really easy source of off balance combined with a stun. Meanwhile, Restoring Focus is a really cheap/good stamina ability to proc Undaunted Unweaver. In contrast, MagDKs need 2-3 global cooldowns to do what Toppling Charge does in one cooldown, and they are stuck either using a really expensive stamina skill or a cheap one that wastes a global cooldown doing nothing useful. Adding the easy empower uptime from Solar Barrage may potentially make the Magplar the best option right now, even if the theoretical damage numbers from the MagDK are higher. To that end, I’m working on a concept for an updated Magplar version of the build.
Regarding using weapon damage and max stamina for lightning staff, it’s an interesting thought but I don’t think it’d be as good. The problem is that this build relies heavily on the sustain that heavy attacks provide. So, while a stamina-based version of the build could pump out as much or more damage, your heavy attacks wouldn’t be giving you the right resource back.
Regarding Pale Order, it’s a good thought and one I’d already been thinking about. I personally don’t have the item but I suspect it’d be really good for this build, assuming that it doesn’t get double hit by Battle Spirit. I typically play PvP in BGs, so I guess it might not be ideal if there were a really good healer on my team, but usually that isn’t the case.
Sonce you decided to use max weapon damage/ stamina for lighting staff, why not usespider cultisr. Provide 600 weapon/spell damage abilties inluding LA & HA.AND ANY other set you would like with it. Also, why not use power of light to proc unweaver instead of retoring rune? It is cheap and reduce target resistance, morph restoring rune bacl to magicka and be on top of your sustain if you need it, win-win.
I think you misread what I said. I have determined that using max weapon damage/ stamina for lightning staff is not good. The reason is that building into stamina with a lightning staff makes the sustain you get from lightning heavy attacks not nearly as useful.
Point of it is to use binding javelin for a ranged stun and vigor heals, combined with rapid regen. Having 32k stam and nearly 3k weapon damage heals for a ton, plus you got a pool to roll dodge. 22k magicka provides a decent Heal from Rapids also. I rarely run out of stamina in any of the fights.
Using toppling charge is a death sentence in any forms of pvp unless its a 1v1.
I just tried creating a stamina version of this build. Its strengths and weaknesses are actually different than I thought. Some thoughts about a Stamina Templar version of this below
- I had thought that sustain would much more of an issue on a stamina version, given that the lightning staff is regenerating magicka, not stamina. That hasn’t really turned out to be the case though. The reality is that you don’t actually need to use a lot of stamina on a stamina version of the build. I still use Solar Barrage of course, as well as Toppling Charge and Extended Ritual. My main stamina drain is basically just keeping Vigor up and blocking and doge rolling. So, even with pretty low stam recovery I didn’t find it an issue because I’m actually not using much stamina.
- I had thought that the stamina version would be bulkier. And it is true that it has got several thousand higher health and resistances. But it’s a little complicated on this front. Despite being bulkier on paper, it felt a lot harder to get back on my feet after a burst of damage comes in. This is because the burst healing is massively inferior. I tried running Rally on the back bar, but the weapon damage and stamina isn’t very high with this build, so Rally is basically a pretty mediocre single-use burst heal. I tried running damage shields instead (two of spike bone shield, radiant ward, defensive posture), but that felt pretty mediocre. The reality is that I basically can’t do what I did on the magicka version—which was respond to being taken to low health by burst healing, mist forming around a corner and burst healing a couple more times, etc. Once I was low on the stamina version I felt like there was no coming back from it the vast majority of the time. I guess the reality is that sometimes this build will stay alive from a burst that the magicka version would just die from upfront, but overall I felt like I was at the mercy of bursty builds like stamdens, nightblades, and magsorcs.
- That said, the build felt a lot better defensively against DoT-heavy opponents. The magicka version really struggled with this because of lack of healing over time. The stamina version has Vigor, though, and I can actually just use it to renew Undaunted Unweaver, and therefore keep Vigor heals up using a global cooldown that my magicka version would’ve often wasted on casting Restoring Focus when it was still active. So basically, I can keep Vigor up most of the time while keeping up the same kind of pressure on the opponent that I can on the magicka version. Combined with Pale Order heals and potentially Extended Ritual, this makes me able to stay on the offensive against sustained damage way better.
- The damage of the stamina version is a decent bit lower. It’s still good, but is definitely lower. This is mostly because of the lack of the spell penetration passive from light armor. I believe the lightning staff is affected by spell resistance regardless of whether you’re a magicka or stamina character, and so the stamina version basically just loses 4884 penetration—which is a lot (probably about 10% damage). You also do only about 2/3 of the damage on Toppling Charge and Solar Barrage. Not a huge deal, since those aren’t a big component of your damage, but it’s not nothing. Overall, I did feel like there were times where I got people low that the magicka version would’ve killed and times I couldn’t really damage through healing on people that I think the magicka version could’ve.
The upshot is that I found the stamina version a bit more inconsistent. In BGs without bursty opponents, I was able to dominate in a way that the magicka version actually probably couldn’t (for instance, just had 26 kills and 2 deaths in a BG that I got put into about a third of the way through), because I could stay on the offensive almost constantly. But in BGs with bursty opponents, I’d basically just get burst down to low health and usually have no viable way of getting back from it, while the magicka version can really kite and heal after a burst to get back on its feet and turn things around, and that extra damage on the magicka version really allows you to turn the tables better. So, I think I probably like the magicka version better because it basically is never bad, but the stamina version has situations where it is stronger.
The key to playing it stamina is to use Vigor and dodge roll. I generally rotate Vigor in between 1-2 channels and keep myself up. The thing is squishy and cant take burst damage nevertheless, meaning you have to dodge roll to mitigate it.
Yes, agreed.
I think the primary benefit of doing a stam version of this is really Vigor. You want to keep a solid HoT up all the time, and there’s a significant benefit in having the ability to cast a HoT that also procs UU. In the middle of a fight, it essentially saves a global cooldown that a magicka version would use on Restoring Focus (when it often doesn’t actually need to be renewed). Saving that global cooldown is a big deal since that dead GCD to renew UU can be really unfortunate. Vigor also can be on the front bar, while the magicka version would have to have its primary HoT (Rapid Regen) on the back bar.
In theory, I suppose a magicka version could run Vigor too in order to avoid the GCD problem when in fights, but the Vigor would, of course, be a good bit weaker. It’s a trade off basically, because the magicka version gets a better burst heal, and also slightly more damage even if you run light armor on both (because Solar Barrage and Toppling Charge scale off magicka).
I’m actually inclined to try Vigor on a magicka version of this build. It wouldn’t be a good Vigor, but it would still be better than a dead GCD from renewing Restoring Focus when it doesn’t need to be renewed. And you’d still have access to an actually decent Honor the Dead and Rapid Regen too, as well as decent damage on Solar Barrage and Toppling Charge.
RiskyChalice863 wrote: »RiskyChalice863 wrote: »RiskyChalice863 wrote: »universal_wrath wrote: »RiskyChalice863 wrote: »* DKs only get a buff on the last tick of the heavy attack (lightning), if you are using melee weapons/bow - it only buffs the base damage not counting the sets.
* Managing to keep up empower would work the best for Nightblades due to passives for the matters of damage.
* The easiest to manage it all is templar due to 10 second empower.
* Since Markarth you can also use weapon damage / max stamina for Lightning staff and vice-versa. Even though stacking damage provides minimal actual damage - I personally use weapon damage/stamina for Vigor and to increase dodge roll pool while on a Lightning staff.
* Using Pale Order on empowered Lightning attacks provides an average of 600-1200 heal ticks (single target) and additional if aoes are hit. + 1500-2000 plus 5Kish (final tick) or more if on Resto heavies.
Hello cyrodiil, let the nightmare begin.
On the first point, I don’t think it is true that Molten Armaments only buffs the last tick of the lightning heavy attack. That was true several patches ago, but it got changed and last I checked it was working.
That is a good point regarding the Templar empower uptime being really easy to keep up. I’ve always thought that the Magplar version of this build was the easiest to play even if the MagDK was the most powerful on paper. Toppling Charge is extremely good for this build since it’s a really easy source of off balance combined with a stun. Meanwhile, Restoring Focus is a really cheap/good stamina ability to proc Undaunted Unweaver. In contrast, MagDKs need 2-3 global cooldowns to do what Toppling Charge does in one cooldown, and they are stuck either using a really expensive stamina skill or a cheap one that wastes a global cooldown doing nothing useful. Adding the easy empower uptime from Solar Barrage may potentially make the Magplar the best option right now, even if the theoretical damage numbers from the MagDK are higher. To that end, I’m working on a concept for an updated Magplar version of the build.
Regarding using weapon damage and max stamina for lightning staff, it’s an interesting thought but I don’t think it’d be as good. The problem is that this build relies heavily on the sustain that heavy attacks provide. So, while a stamina-based version of the build could pump out as much or more damage, your heavy attacks wouldn’t be giving you the right resource back.
Regarding Pale Order, it’s a good thought and one I’d already been thinking about. I personally don’t have the item but I suspect it’d be really good for this build, assuming that it doesn’t get double hit by Battle Spirit. I typically play PvP in BGs, so I guess it might not be ideal if there were a really good healer on my team, but usually that isn’t the case.
Sonce you decided to use max weapon damage/ stamina for lighting staff, why not usespider cultisr. Provide 600 weapon/spell damage abilties inluding LA & HA.AND ANY other set you would like with it. Also, why not use power of light to proc unweaver instead of retoring rune? It is cheap and reduce target resistance, morph restoring rune bacl to magicka and be on top of your sustain if you need it, win-win.
I think you misread what I said. I have determined that using max weapon damage/ stamina for lightning staff is not good. The reason is that building into stamina with a lightning staff makes the sustain you get from lightning heavy attacks not nearly as useful.
Point of it is to use binding javelin for a ranged stun and vigor heals, combined with rapid regen. Having 32k stam and nearly 3k weapon damage heals for a ton, plus you got a pool to roll dodge. 22k magicka provides a decent Heal from Rapids also. I rarely run out of stamina in any of the fights.
Using toppling charge is a death sentence in any forms of pvp unless its a 1v1.
I just tried creating a stamina version of this build. Its strengths and weaknesses are actually different than I thought. Some thoughts about a Stamina Templar version of this below
- I had thought that sustain would much more of an issue on a stamina version, given that the lightning staff is regenerating magicka, not stamina. That hasn’t really turned out to be the case though. The reality is that you don’t actually need to use a lot of stamina on a stamina version of the build. I still use Solar Barrage of course, as well as Toppling Charge and Extended Ritual. My main stamina drain is basically just keeping Vigor up and blocking and doge rolling. So, even with pretty low stam recovery I didn’t find it an issue because I’m actually not using much stamina.
- I had thought that the stamina version would be bulkier. And it is true that it has got several thousand higher health and resistances. But it’s a little complicated on this front. Despite being bulkier on paper, it felt a lot harder to get back on my feet after a burst of damage comes in. This is because the burst healing is massively inferior. I tried running Rally on the back bar, but the weapon damage and stamina isn’t very high with this build, so Rally is basically a pretty mediocre single-use burst heal. I tried running damage shields instead (two of spike bone shield, radiant ward, defensive posture), but that felt pretty mediocre. The reality is that I basically can’t do what I did on the magicka version—which was respond to being taken to low health by burst healing, mist forming around a corner and burst healing a couple more times, etc. Once I was low on the stamina version I felt like there was no coming back from it the vast majority of the time. I guess the reality is that sometimes this build will stay alive from a burst that the magicka version would just die from upfront, but overall I felt like I was at the mercy of bursty builds like stamdens, nightblades, and magsorcs.
- That said, the build felt a lot better defensively against DoT-heavy opponents. The magicka version really struggled with this because of lack of healing over time. The stamina version has Vigor, though, and I can actually just use it to renew Undaunted Unweaver, and therefore keep Vigor heals up using a global cooldown that my magicka version would’ve often wasted on casting Restoring Focus when it was still active. So basically, I can keep Vigor up most of the time while keeping up the same kind of pressure on the opponent that I can on the magicka version. Combined with Pale Order heals and potentially Extended Ritual, this makes me able to stay on the offensive against sustained damage way better.
- The damage of the stamina version is a decent bit lower. It’s still good, but is definitely lower. This is mostly because of the lack of the spell penetration passive from light armor. I believe the lightning staff is affected by spell resistance regardless of whether you’re a magicka or stamina character, and so the stamina version basically just loses 4884 penetration—which is a lot (probably about 10% damage). You also do only about 2/3 of the damage on Toppling Charge and Solar Barrage. Not a huge deal, since those aren’t a big component of your damage, but it’s not nothing. Overall, I did feel like there were times where I got people low that the magicka version would’ve killed and times I couldn’t really damage through healing on people that I think the magicka version could’ve.
The upshot is that I found the stamina version a bit more inconsistent. In BGs without bursty opponents, I was able to dominate in a way that the magicka version actually probably couldn’t (for instance, just had 26 kills and 2 deaths in a BG that I got put into about a third of the way through), because I could stay on the offensive almost constantly. But in BGs with bursty opponents, I’d basically just get burst down to low health and usually have no viable way of getting back from it, while the magicka version can really kite and heal after a burst to get back on its feet and turn things around, and that extra damage on the magicka version really allows you to turn the tables better. So, I think I probably like the magicka version better because it basically is never bad, but the stamina version has situations where it is stronger.
The key to playing it stamina is to use Vigor and dodge roll. I generally rotate Vigor in between 1-2 channels and keep myself up. The thing is squishy and cant take burst damage nevertheless, meaning you have to dodge roll to mitigate it.
Yes, agreed.
I think the primary benefit of doing a stam version of this is really Vigor. You want to keep a solid HoT up all the time, and there’s a significant benefit in having the ability to cast a HoT that also procs UU. In the middle of a fight, it essentially saves a global cooldown that a magicka version would use on Restoring Focus (when it often doesn’t actually need to be renewed). Saving that global cooldown is a big deal since that dead GCD to renew UU can be really unfortunate. Vigor also can be on the front bar, while the magicka version would have to have its primary HoT (Rapid Regen) on the back bar.
In theory, I suppose a magicka version could run Vigor too in order to avoid the GCD problem when in fights, but the Vigor would, of course, be a good bit weaker. It’s a trade off basically, because the magicka version gets a better burst heal, and also slightly more damage even if you run light armor on both (because Solar Barrage and Toppling Charge scale off magicka).
I’m actually inclined to try Vigor on a magicka version of this build. It wouldn’t be a good Vigor, but it would still be better than a dead GCD from renewing Restoring Focus when it doesn’t need to be renewed. And you’d still have access to an actually decent Honor the Dead and Rapid Regen too, as well as decent damage on Solar Barrage and Toppling Charge.
I run Vigor and Rapids. I believe Vigor heals for even more than Rapids do, but on a lower 35% crit chance.
My magden was doing nothing and decided to try this route as of today. This where the build stands:
https://en.uesp.net/wiki/Special:EsoBuildData?id=301793
I was surprised to find Vigor have a half decent tooltip, thus using that to activate UU before bar swap. Then I light attack into Structured Entropy into a heavy attack. The light attack is actually slower than Entropy to reach the target, so it also gets buffed by Empower. Around 15K crit against 3M dummy.
This is only work in progress. I wanted a 1H+S back bar, but haven't got the shield. I wanted the Tri-Focus passive for lightning AOE, but got magicka-based blocking on the back bar in the bargain. Not something I really like. Running Blue Betty because of that. Also I don't rate Bird of Prey as I prefer the snare removal from RAT, but couldn't think of anything else to slot for now. Both skills passively contribute to damage.
This seems to work. Feels tanky and I completed vMA on it. Buffed damage seems good, however sustained damage in boss fights not so much. I was also getting CCd often and badly. You are so open on the heavy attack. While the high health and health-based heal help a lot, the CCs seemed to be macro-slices every time and take longer than normal to break free from. Can't say I liked that much. Escapist Poison is probably a must with this build.
I am a CP player. First impressions in IC are that I am hard to kill 1v1, but I have no feel for whether this does enough damage yet. When focused by 2 or more coordinated players, mag sustain is a problem, though this was before Blue Betty. I might die when focused on my other builds, say on my stam DK, but not by running out of resources as quickly as I do on this.
Thanks! I was trying to look where that 70% damage boost is coming from, then I forgot about it. Is this a base game mechanic? I only see the +10% Exploiter passive from CP. I'm looking in the wrong place, right?RiskyChalice863 wrote: »I think you’re probably losing a lot of potential damage by not running Birds. IMO the biggest advantage that a Warden version of this has is that it can set someone off balance from range. That off balance leads to a massive 70% damage boost on your heavy attacks. Setting people off balance also helps with magicka sustain, because you get more magicka return from heavy attacking an off balance opponent. It also functions as a ranged stun, because your heavy attack will stun off balance opponents.
If you’re not utilizing that, then the Warden version is going to lack in damage compared to other versions. A DK could get a 50% boost from Molten Armaments, a Templar can get a permanent 40% boost from Empower (as opposed to basically just Empower on one heavy attack every time you use Structured Entropy), and even a Necromancer version can get 15% extra heavy attack damage from their extra DoT damage passive. What you’ve got on the Warden is basically just an extra 9% from the Animal Companions passive. The Warden version can make up for this by having better self-healing and by being able to set off balance at range and therefore be able to actually do more damage at range than those other builds could (or at least to do so when off balance isn’t on cooldown).
Thanks! I was trying to look where that 70% damage boost is coming from, then I forgot about it. Is this a base game mechanic? I only see the +10% Exploiter passive from CP. I'm looking in the wrong place, right?RiskyChalice863 wrote: »I think you’re probably losing a lot of potential damage by not running Birds. IMO the biggest advantage that a Warden version of this has is that it can set someone off balance from range. That off balance leads to a massive 70% damage boost on your heavy attacks. Setting people off balance also helps with magicka sustain, because you get more magicka return from heavy attacking an off balance opponent. It also functions as a ranged stun, because your heavy attack will stun off balance opponents.
If you’re not utilizing that, then the Warden version is going to lack in damage compared to other versions. A DK could get a 50% boost from Molten Armaments, a Templar can get a permanent 40% boost from Empower (as opposed to basically just Empower on one heavy attack every time you use Structured Entropy), and even a Necromancer version can get 15% extra heavy attack damage from their extra DoT damage passive. What you’ve got on the Warden is basically just an extra 9% from the Animal Companions passive. The Warden version can make up for this by having better self-healing and by being able to set off balance at range and therefore be able to actually do more damage at range than those other builds could (or at least to do so when off balance isn’t on cooldown).
The idea of doing a ton of damage by simply Heavy Attacking everything is definitely alluring...
I just can't get over the feeling of being pigeon holed. I'm sure this build has no Crit Chance whatsoever right? That would make my Khajiit's passive useless.
Very personal assessment coming up:
After being zerged down repeatedly by stragglers leading me back to their group when I couldn't clinch the deal fast enough, I have to say this class is still awful for my purposes in IC. Despite the speed that I added it remains prone to being LoSd. Give me a nightblade or a sorc any day. Even my DK is more likely to catch someone with Leap and my magplar has a gap closer that instantly stuns, not some random BS stun from Arctic Blast or at the end of a heavy channel.
While I am not sure how much more effective my other classes are - e.g. this magden is definitely viable and has scored kills - I know they feel more involving than this. Magden remains a cumbersome, buff-heavy class. Worst of all this build somehow appears to cause a disproportionate amount of prolonged, unbreakable CCs. I'm not talking low stamina. I'm talking lying flat on the ground, slowly getting up and still having to CC break afterwards, stuff like that. The high health makes it so this usually isn't fatal, but it feels awful to play.
I will probably still keep playing this for a while, because it's a neat and unique build. Maybe I'll get better with it or maybe I'll switch to another class.
Waffennacht wrote: »What about NB?
Has access to off balance and stun via Concealed weapon
Has Empower via degeneration and mage guild passives
Can also run those sets
I mean shouldn't be too different than the magplar right?
RiskyChalice863 wrote: »I’ve continued having more and more success with this build on my Magplar by the way, including a BG that ranked as probably my most dominant ever. Specifically, I just had a BG with 23 kills, 20 assists, and 1 death. I had another game just before that where I had second most kills in the server, most assists (and overall participated in the most kills), and died zero times while everyone else in the server died multiple times. I’ve also had multiple other pretty good games (things like 2nd or 3rd most kills and 2nd or 3rd most damage in the server, and a few deaths but not a ton, even on losing teams).
There are players for whom the above types of games are possible with essentially any build because they’re just really good. But I want to emphasize that I’m decent but definitely not a great player. The results I’m getting with this build are, for me, very good. I don’t know if it would scale up to be very good for extremely good players. It’s a relatively easy build to get the most out of, but maybe its ceiling isn’t super high. Also, I do wonder if the lack of mobility while channeling would leave one particularly vulnerable in high MMR games. It’d certainly make burst combos a bit easier to land on you.
For me, though, the combination of burst damage on single targets, AOE dot damage, extremely good sustain, and great survivability is just extremely good. And I think the survivability will get even better once I go vampire and get Elusive Mist.
Finally, I’ll note that I’ve tried out dropping Purifying Light and Radiant Oppression and slotting two dots (reflective light and soul splitting trap at the moment, but Structured Entropy is probably even better—I just don’t have it on this character yet). The results have improved thus far. The problem with Radiant Oppression for me was that it’s just really buggy in terms of targeting. It’ll often target someone at like a 45 degree angle from me when I’ve got the cursor directly on someone else who is quite low. And if someone is off balance, heavy attacks don’t do much less damage anyways, and if it targets the wrong person, there’s AOE so they die anyways. I don’t love taking Purifying Light off the bar, but the dots just seem stronger.
RiskyChalice863 wrote: »I’ve continued having more and more success with this build on my Magplar by the way, including a BG that ranked as probably my most dominant ever. Specifically, I just had a BG with 23 kills, 20 assists, and 1 death. I had another game just before that where I had second most kills in the server, most assists (and overall participated in the most kills), and died zero times while everyone else in the server died multiple times. I’ve also had multiple other pretty good games (things like 2nd or 3rd most kills and 2nd or 3rd most damage in the server, and a few deaths but not a ton, even on losing teams).
There are players for whom the above types of games are possible with essentially any build because they’re just really good. But I want to emphasize that I’m decent but definitely not a great player. The results I’m getting with this build are, for me, very good. I don’t know if it would scale up to be very good for extremely good players. It’s a relatively easy build to get the most out of, but maybe its ceiling isn’t super high. Also, I do wonder if the lack of mobility while channeling would leave one particularly vulnerable in high MMR games. It’d certainly make burst combos a bit easier to land on you.
For me, though, the combination of burst damage on single targets, AOE dot damage, extremely good sustain, and great survivability is just extremely good. And I think the survivability will get even better once I go vampire and get Elusive Mist.
Finally, I’ll note that I’ve tried out dropping Purifying Light and Radiant Oppression and slotting two dots (reflective light and soul splitting trap at the moment, but Structured Entropy is probably even better—I just don’t have it on this character yet). The results have improved thus far. The problem with Radiant Oppression for me was that it’s just really buggy in terms of targeting. It’ll often target someone at like a 45 degree angle from me when I’ve got the cursor directly on someone else who is quite low. And if someone is off balance, heavy attacks don’t do much less damage anyways, and if it targets the wrong person, there’s AOE so they die anyways. I don’t love taking Purifying Light off the bar, but the dots just seem stronger.
Purifying Light just deals poor damage currently. Radiant Oppression dont will be benefitted from your major damage source in that setup - your HAs!
So here for sure you have 2 options you should change. I played a build like that only with the vMSA lightningstaff and it worked well in the past. I did my main damage via Reflective Light and Degeneration together with Wall of elements, Blazing Spear and Ritual of Retribution. WIth that i placed a huge aoe damage zone and dots to bring opponents down. Since Ritual of Retribution dont has the heal effect anymore, that build feeled much weaker, cause i need to switch on the backbar very often to survive and cant go to make pressure against strong opponents. At all i stopped playing like that, but maybe it will be optional in future again