Greetings,
After further review we have decided to move this thread to a category we think is more appropriate for this topic.
Thank you for your understanding.
Greetings,
After further review we have decided to move this thread to a category we think is more appropriate for this topic.
Thank you for your understanding.
phaneub17_ESO wrote: »Greetings,
After further review we have decided to move this thread to a category we think is more appropriate for this topic.
Thank you for your understanding.
I was curious how long before they moved it. My poll didn't make it past page 1 before they moved it.
Back in April
https://forums.elderscrollsonline.com/en/discussion/631992/
Your work around suggestion is so helpful, that this thread now fits the 'Players Helping Players' category even more! How ironic!phaneub17_ESO wrote: »Greetings,
After further review we have decided to move this thread to a category we think is more appropriate for this topic.
Thank you for your understanding.
I was curious how long before they moved it. My poll didn't make it past page 1 before they moved it.
Back in April
https://forums.elderscrollsonline.com/en/discussion/631992/
And it could also have been moved to "players helping players"
players choosing something based on reasons other players mention for their choice is after all helping them
So the only way out, as a work around, is to make polls whereby we explicitly ask forum members ONLY to vote and make no posts so that the thread cannot derail in anyway, and cannot give any reason to be moved outside the general discussion
It's strange... if you look at Altmer passives, they are perfect for the Arcanist. You not only get defensive boost while channeling- and the overwhelming majority of our damage will be channeling the beam, but they also have resource return on casting abilities. You also get a boost with WD/SD and a boost to Magicka.
People will soon find out that Arcanist is designed to be a hybrid, and while Dunmer may seem like a logical choice due to them having a boost in both Stam and Mag... their other passive "damage against fire" is only situationally useful. Whereas all the Altmer passives are a boost for an Arcanist. I think this is why so many people were having resource problems on PTS, because they were taking the way they build other classes and applying them to Arcanist- which doesn't work well due to how they designed skill costs. I also did this, and went full magicka build, and suffered major sustain problems. So then I switched gear around and tested spec'ing into all Stamina for both staff and DW builds, and it worked extremely well.
On my Arcanist, I'll be running a hybrid build with 5x Light/2x Medium for staff and 4x Light/3x Medium for DW while spec'd full Stamina for both. The gear will have Stam glyphs and weapon/jewelry will have all WD/SD glyphs. I tested this on PTS and it works perfectly with no sustain problems (at least for the content I ran). Due to several Arcanist skills having a "max resource" dependent cost and one with a "lowest resource" cost, it makes for a perfect hybrid build.
I found for difficult content like World Bosses, going with a Lightning staff while spec'd Stamina, I was able to repeatedly use defensive skills (which cost Magicka) and could be restored with staff HA's if depleted too quickly... while DPS was using Stamina- which was sustained with Recuperative Treatise and Reconstructive Domain. If you also run Azandar, his Zone of Recuperation skill also boosts your recovery and it is stackable (up to six times I believe). On PTS I ran him as a tank and he did a super job, so he'll become my main tank once he's fully leveled. Also note, I run a full set of Telvanni Efficiency which also helped Azandar's frequent use of Zone of Recuperation as well as constantly shielding both of us.
LittlePinkDot wrote: »It's strange... if you look at Altmer passives, they are perfect for the Arcanist. You not only get defensive boost while channeling- and the overwhelming majority of our damage will be channeling the beam, but they also have resource return on casting abilities. You also get a boost with WD/SD and a boost to Magicka.
People will soon find out that Arcanist is designed to be a hybrid, and while Dunmer may seem like a logical choice due to them having a boost in both Stam and Mag... their other passive "damage against fire" is only situationally useful. Whereas all the Altmer passives are a boost for an Arcanist. I think this is why so many people were having resource problems on PTS, because they were taking the way they build other classes and applying them to Arcanist- which doesn't work well due to how they designed skill costs. I also did this, and went full magicka build, and suffered major sustain problems. So then I switched gear around and tested spec'ing into all Stamina for both staff and DW builds, and it worked extremely well.
On my Arcanist, I'll be running a hybrid build with 5x Light/2x Medium for staff and 4x Light/3x Medium for DW while spec'd full Stamina for both. The gear will have Stam glyphs and weapon/jewelry will have all WD/SD glyphs. I tested this on PTS and it works perfectly with no sustain problems (at least for the content I ran). Due to several Arcanist skills having a "max resource" dependent cost and one with a "lowest resource" cost, it makes for a perfect hybrid build.
I found for difficult content like World Bosses, going with a Lightning staff while spec'd Stamina, I was able to repeatedly use defensive skills (which cost Magicka) and could be restored with staff HA's if depleted too quickly... while DPS was using Stamina- which was sustained with Recuperative Treatise and Reconstructive Domain. If you also run Azandar, his Zone of Recuperation skill also boosts your recovery and it is stackable (up to six times I believe). On PTS I ran him as a tank and he did a super job, so he'll become my main tank once he's fully leveled. Also note, I run a full set of Telvanni Efficiency which also helped Azandar's frequent use of Zone of Recuperation as well as constantly shielding both of us.
I think Imperials 10% cost reduction of all skills is a great sustain perk.
LittlePinkDot wrote: »
I think Imperials 10% cost reduction of all skills is a great sustain perk.
LittlePinkDot wrote: »
I think Imperials 10% cost reduction of all skills is a great sustain perk.
It could be, however, Imperial cost reduction is actually only 6%.
Most people say recovery is much better than cost reduction. If you actually calculate the tiny amount that 6% reduction gives you, it's not much. However, higher recovery seems to replenish much faster, from what I've read.
LittlePinkDot wrote: »
I think Imperials 10% cost reduction of all skills is a great sustain perk.
It could be, however, Imperial cost reduction is actually only 6%.
Most people say recovery is much better than cost reduction. If you actually calculate the tiny amount that 6% reduction gives you, it's not much. However, higher recovery seems to replenish much faster, from what I've read.
I think what matters also is whether you use lower cost or higher cost abilities.
With using more higher cost abilities the cost reduction becomes more effective
With using the typical spammable abilities (2700 Magicka) recovery becomes more effective