jamie.goddenrwb17_ESO wrote: »Melee should be doing as much damage as a ranged nuker. The tradeoff of being a melee dps is that you are in harms way at all times. Even with extra armor to absorb more of a hit, you are in most circumstances in danger far more often than a ranged character. Melee also need to move of combat regularly to avoid close range boss mechanics which further cripples their dps.
Certainly not saying they should do more damage but given the inherent danger of being a melee character they certainly should not do less.
7. Restro Staff is OP for anything other than healer. The Magicka gain was really meant for healers but it turns out it works even better for DPSers.
I'm not worried about this requested change stated above, as I seriously doubt Zos will do it. There are way to many players using the Resto staff in pve and pvp to warrant a change that you want. The need/wants of the many out weigh the needs/wants of the few = you.
I personally do not see anything wrong with players running a resto staff as its available to everyone.
guybrushtb16_ESO wrote: »jamie.goddenrwb17_ESO wrote: »Melee should be doing as much damage as a ranged nuker. The tradeoff of being a melee dps is that you are in harms way at all times. Even with extra armor to absorb more of a hit, you are in most circumstances in danger far more often than a ranged character. Melee also need to move of combat regularly to avoid close range boss mechanics which further cripples their dps.
Certainly not saying they should do more damage but given the inherent danger of being a melee character they certainly should not do less.
Not agreed about the "melee needs more dps then ranged" because when this is employed in games, the pve meta usually shifts towards "ranged is useless for dps, go melee or gtfo" which is not what I'd like to see either.
There are other parameters for balancing melee's inherent issues though, namely mobility (i.e. immobile turret casters vs. instant melee skills) availability of dots for melee (to make their disconnects less detrimental) and of course their overall burst ability (giving melee the ability to frontload more of their damage, at the same overall dps).
jamie.goddenrwb17_ESO wrote: »Certainly not saying they should do more damage but given the inherent danger of being a melee character they certainly should not do less.
houimetub17_ESO wrote: »I've leveled and put point into Bows, Dual Wield, 2 handed, 1 Handed and Shield and tested all of them. I'm wearing 7 medium and currently trying as hard as I can to make stam builds in general as optimal as possible in : 1v1 PvP, Regular AvA, Dungeons and Raids.
Right now with my build I reach 190 - 200 weapon Damage and in between 33-45% crit chance, depending on the gear/ weapon I use, as well as the Shadow Mundus Boon. I have legendary items and by sets consist of Night Mother/Hundling Rage and Dominion gear for PvP. Even with that, I still feel like I am extremely uncompetitive against, half geared or lower VR magika users.
By the eight, no!Therefore, this one proposes the introduction of more skill slots
AshySamurai wrote: »By the eight, no!Therefore, this one proposes the introduction of more skill slots
1 - correct me but ZOS already said that they wont add more skill slots.
2 - TBH I agree with them, we have (5 slots + Ult) x 2. Seesms enough. Dont know what will happen when we get spellcrafting but for now IMO it's OK. Of course it's always pain when you need choose only 6, but this is not WoW or Wild Star.
Here I'm agree with you. But all is possible, I hope 1.3 can change this(I'm about situation with stamina builds and not about my hope ).In the current state PVP is hardly playable with stamina builds
You know there is that other morph of that skill (i.e. radiant light) that all those max critical guys often forget about, which actually gives not only you but also those around you an improved chance against that?AshySamurai wrote: »Don know why you use mage light for stamina/weapon build. If only for revealing hidden and invisible enemies, thats a bad trade for me.
I know about this morph and TBH I'm surprised that it's useful. But I dont think it stack many times. So if you have a group and if at least one have this ability active - it's ok and no need all have this ability.You know there is that other morph of that skill (i.e. radiant light) that all those max critical guys often forget about, which actually gives not only you but also those around you an improved chance against that?
And you would be surprised of how useful that can be in drawn out AvA when fighting for a resource etc. That is not just your average "in and out", "kill some NPCs and repair walls" or just being a part of a large Zerg, but actually being in the smaller group and still taking/keeping things.
Really? Double? Not +1/+2 but double. You want to get 10 + ult?Therefore, doubling that number of skills availabe
You know there is a lot more area to cover on the edge than in the middle, where this would be not so useful and no it does not stack, anyway. At the edge or in a small group, it can help in protecting your team.AshySamurai wrote: »@duncan_cougarpreeb18_ESO
I know about this morph and TBH I'm surprised that it's useful. But I dont think it stack many times. So if you have a group and if at least one have this ability active - it's ok and no need all have this ability.
Well with spell crafting coming things will sure be more interesting for magicka users, if any of this will help for those not relying on magicka ... we will see thenAshySamurai wrote: »@duncan_cougarpreeb18_ESO
I hear you and feel you pain. And things you're talking about is right, but I still cant agree for 100% with you. Sure, with spellcrafting coming it will be a hard choise.
Exiting combat in the middle of it ... easier said then done.AshySamurai wrote: »@duncan_cougarpreeb18_ESO
But!
1. If you want change skills fast you can install special addon (and I know that we cant change skill in combat). Similar addon for outfit. All you need just exit combat and change skills with hotkeys.
Up to does not mean right from the start (see posts above), but after finishing long story quest lines. The maximum number is sure debatable. One or two more would already help a lot, double, i.e. 10 would be an obvious upper limit.AshySamurai wrote: »@duncan_cougarpreeb18_ESO
2.Really? Double? Not +1/+2 but double. You want to get 10 + ult?Therefore, doubling that number of skills availabe
AshySamurai wrote: »@duncan_cougarpreeb18_ESO
3. Why I have feeling that you want to be a unstoppable nuker? When I read your post I had this feeleing all the time. You want to be great in offense and in defence in the same time. I could be wrong and in that case I hope you correct me.
You are welcome. Glad you wrote this wall of text your post in good moodYou Sir, just made my day, haven't had such a good laugh in ages.
IMO This isn't solve the problem. For stamina based builds magika still be a wasted resource. But mages will start use Equlibrium. And with buffed health I afraid battles become very long. Yes, it gives apportunity to not die in few seconds against stealthy nightblade who attacks from behind but I still think this is not a good idea.Now that would be different if magicka damage would actually first damage the opponent's magicka and only once that is depleted starts to effect health, effectively giving those not relying on magicka a health buffer against staff wielders. This would even the odds, as they then too would have to have at least one stamina based backup skill.
For adding - maybe if skill costs magika then blocking and maybe even break also cost magika (sorry if someone already talked about it I dont wanted steal your idea).Blocking Idea: Staffs should use a Magical Block that depletes Magicka, have a magical shield bubble pop up on the center of your staff while blocking.
Otherwise your measly wooden staff would snap in half from the first blade.
This is not about to make the game less fun for others. No! It's all about how to make the game fun fo everyone (but not only for mages in light cloth). And that doesn't mean that mages should have less fun.Why do people like you always want to make the game less fun for others
Maybe I just missed some skills, but I really cant remember any skill which increase spell resist (exept rune focus - templar restoring light skill line). Bound armor, spiked armor - it's good for mages, and it's fine. (TBH when I level my melee DK I often used spiked armor and this a very nice skill not only for mages). We have only passive in heavy armor skill line that grants us 3% spell resist for each piece of heavy armor equipped. Medium armor dont have any spell resist. So maybe you can tell me how I can up my spell resist with skills?This way, Warriors have the same situation as mages: Bad spell resist up front, and able to spend 1-5 slots to increase it.
Creates X point damage shield for 20 seconds. Player takes -50% less damage from spells while shield holds.
AshySamurai wrote: »Maybe I just missed some skills, but I really cant remember any skill which increase spell resist (exept rune focus - templar restoring light skill line)....This way, Warriors have the same situation as mages: Bad spell resist up front, and able to spend 1-5 slots to increase it.
I knew I forgot something. ThxSai87RU wrote:Immovable?