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burst problem magblade

Noctus
Noctus
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the biggest problem with magblade burst is u dont have merciless resolve rdy when u come out of stealth and need 5 lightattacks to be rdy.

if u compare that with scorch from warden. the way it functions would be far better for the magblade playstyle and far more usefull.

right now there is no other way then to play magblades with procs since they cover up the lack of it in the class. since the nerf of the ult and travel time of resolve landing a burst got extremly difficult in comparison to any other class. magblades also have no acess to 50% finisher etc.
Edited by Noctus on 21 March 2021 18:23
  • Waffennacht
    Waffennacht
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    I would definitely agree magNB without procs is not much of a threat (in BGs is what I know)
    That being said, they do have procs there.

    Saw one running a flame blossom gankish set up. Worked pretty well it seemed
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • fred4
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    Well, I do agree that Grim Focus is a schizophrenic skill. Whether and how much burst nightblades should have, coming straight out of stealth, is probably a contentious subject. The only yardstick I can see is how stamblades do that so much better. Some sort of parity would be nice, but this goes straight into the topic of why stamina works better than magicka in PvP. I could list a whole bunch of factors why that is so but, despite almost 6 years in this game, I still can't quite wrap my head around how those factors add up to the enormous damage advantage real-world, viable stamina builds, specifically stamblades, can have over their magicka counterparts.
  • fred4
    fred4
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    I would definitely agree magNB without procs is not much of a threat (in BGs is what I know)
    That being said, they do have procs there.

    Saw one running a flame blossom gankish set up. Worked pretty well it seemed
    Playing in Cyro and IC, I actually feel an uplift to my magblade simply by virtue of the fact that everyone is easier to kill. This suits the stealth classes. I am afraid, however, that this could be temporary and people are copping on to how to build tankier again.
  • Noctus
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    fred4 wrote: »
    Well, I do agree that Grim Focus is a schizophrenic skill. Whether and how much burst nightblades should have, coming straight out of stealth, is probably a contentious subject. The only yardstick I can see is how stamblades do that so much better. Some sort of parity would be nice, but this goes straight into the topic of why stamina works better than magicka in PvP. I could list a whole bunch of factors why that is so but, despite almost 6 years in this game, I still can't quite wrap my head around how those factors add up to the enormous damage advantage real-world, viable stamina builds, specifically stamblades, can have over their magicka counterparts.

    its sets and twohanded skill line giving them 50 % finisher in combination with stamina suprise attack having armor reduction.

    procsets magicka has clear indicators and are easy to avoid. let me elaborate....

    lets take a look at unleashed terror + maelstrom twohander for example they dont have cd when someone rolldodge so u can just try again.

    caluurion easy indicator dodge or flameblossom hah dont make me laugh even a blind guy could avoid that one. the only OP proc that magicka right now has would be vateshran staff which needs a nerf tbh.

    there is actually no reason at all to play magblade ....
    Edited by Noctus on 22 March 2021 03:43
  • ealdwin
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    Noctus wrote: »
    fred4 wrote: »
    Well, I do agree that Grim Focus is a schizophrenic skill. Whether and how much burst nightblades should have, coming straight out of stealth, is probably a contentious subject. The only yardstick I can see is how stamblades do that so much better. Some sort of parity would be nice, but this goes straight into the topic of why stamina works better than magicka in PvP. I could list a whole bunch of factors why that is so but, despite almost 6 years in this game, I still can't quite wrap my head around how those factors add up to the enormous damage advantage real-world, viable stamina builds, specifically stamblades, can have over their magicka counterparts.

    its sets and twohanded skill line giving them 50 % finisher in combination with stamina suprise attack having armor reduction.

    That's part of it, but doesn't fully explain why Stamina performs better in general in PVP.

    Here's my understanding/theory.

    Certainly the 2-Handed skill line is one of the better designed weapon skill trees when considering PVP. The entire line has a really healthy mix of useful damaging and utility abilities that often serve multiple purposes. How many other abilities exist in this game that boost damage and primary resource recovery and then can either provide a burst heal or snare removal? It's not a problem with the 2-Handed line, but more an issue with the other lines lacking similar amounts of utility as far as PVP is concerned.

    Then you have to factor in that Stamina builds in general perform better in melee range than most Magicka builds can. There are some Magicka melee specs that can operate very well in melee range, but they won't necessarily have the same defensive and offensive capabilities that Stamina specs have at similar distances. The big thing, though, is that Stamina also has more mobility and access to fairly potent gap closers either in class or weapon arsenals. Shield Charge stuns and Critical Charge Crits, for example. They have the tools to put themselves in the range at which they typically operate better.

    It's often said that in Trial groups, Magicka is preferred for their ability to stay ranged. Now, I can't say whether this is true or not, but if it is, consider this. In PVE, staying at range is fairly easier because usually the boss isn't doing everything in their power to stay in your face. They have mechanics, sure, which can put them closer to you. But they aren't actively trying to get up in your business and hit you with their sword.
    (That's what she said)
    . In PVP, the reverse is true. Your enemy can get in your face if they want to, and in many cases they will do whatever they can to do so. So, being able to defend better or even attack better in that range, is an advantage. Better yet, being able to build your offense around that range and continuously put yourself in that range is more of an advantage.

    There's more to it, but that's sort of the point. A lot of factors all work together to create certain kinds of builds that just generally work better in PVP. And often those kinds of builds are in your face fighters that can stay on you or ranged casters that can keep at range. I may be completely wrong with this idea, but I'm not always here to be right. I'm here to share info, tips, and ideas or learn how to be better at this game.
  • Mayrael
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    The biggest problem of magblade burst is that it's 100% avoidable. Literally everything magblade can throw at it's enemies can be dodged AND is super slow making it very difficult to finish anyone having at least basic PvP skills, all you need to do is to heal and cancel it with roll dodge.
    Say no to Toxic Casuals!
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    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • ThePedge
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    Mayrael wrote: »
    The biggest problem of magblade burst is that it's 100% avoidable. Literally everything magblade can throw at it's enemies can be dodged AND is super slow making it very difficult to finish anyone having at least basic PvP skills, all you need to do is to heal and cancel it with roll dodge.

    Add on top that there is no reliable CC.
    Fear is costly and has no secondary effects - compared to Fighters Guild fear which provides the user a buff.

    Flame Clench is again, dodgable.
    Even if you do clench them sometimes they break free and roll before Assassin's Will can hit them.
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