Imperial or Nord?

heyjeremy
heyjeremy
I have a level 28 Nord character, but I also own the Imperial Edition. Never really trained an Imperial character over 5 because I didn't want to start over (so not sure of many of the benefits). Are Imperial characters a lot better than Nord? Or should I just stay with my Nord character... (DragonKnight)
  • golfer.dub17_ESO
    golfer.dub17_ESO
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    Imperials are way better than Nords.
  • heyjeremy
    heyjeremy
    Imperials are way better than Nords.

    Could you go a bit more into detail?
  • GreySix
    GreySix
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    Imperials are way better than Nords.

    Another meaningless and unsupported statement: Circles are way better than squares.

    Concur with the previous post. You should provide more explanation for your opinion.
    Crotchety Old Man Guild

    "Hey you, get off my lawn!"
  • kgold0
    kgold0
    Stats are king in this game and imperial get huge stat bonuses.
  • golfer.dub17_ESO
    golfer.dub17_ESO
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    GreySix wrote: »
    Another meaningless and unsupported statement: Circles are way better than squares.

    Concur with the previous post. You should provide more explanation for your opinion.

    Okay, though it's pretty common knowledge.

    An Imperial gets +12% Health and +10%* Stamina.
    A Nord gets +3% Health and 6% damage reduction.

    The Higher your Health / Stamina, the wider the gap between the two gets.

    Is 3%HP and 6% damage reduction comparable to +12% hp? I would disagree.
    And an Imperial has bonus stamina on top of that.

    I'll stack the cards in the Nord's favor and say that they have better survivability, in which case Imperials are only slightly inferior tanks and still quite superior at dealing damage.
    Edited by golfer.dub17_ESO on 19 April 2015 17:04
  • Leon119
    Leon119
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    Imperial master race. No but seriously i personally have redguards best class for stamina dps bretons for casters. Dunmer for magicka DKs and imperials for tanks. Thing is with the stat bonuses imperial has just with hp means u can dump all attributes in stamina or magicka and still be tanky
  • starkerealm
    starkerealm
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    heyjeremy wrote: »
    Imperials are way better than Nords.

    Could you go a bit more into detail?

    Imperials have class. :p

    But, yeah, the stamina/health bonuses are very nice for imperials. Though it's +10% Stamina, +12% Health, not +12% to both.
  • AngryNord
    AngryNord
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    Nord. Because Nord.
  • heyjeremy
    heyjeremy
    AngryNord wrote: »
    Nord. Because Nord.

    Thank you for your incredibly helpful input...
    Edited by heyjeremy on 19 April 2015 18:12
  • ChampionSheWolf
    ChampionSheWolf
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    if you plan on tanking, go Nord. Their survivability is much better. They have their regeneration, 3% health and of course 6% damage reduction all standard. Imperials get more health and of course more stamina, which translates into slightly better DPS, but not better survivability. Once you gear up, buff out, and all that stuff, the actual difference starts realistically becoming negligible, not a wider margin as some would believe.
    Harbinger of The Black Wolves.
    Member of Grindstone.

    Ebonheart Pact
    Tyra Ravenheim - Templar (newly rerolled)
  • newtinmpls
    newtinmpls
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    Well.... expect the min/maxers to give numerical reasons, and the RPers to give RP reasons.

    Sounds like you are NOT an RP fan.
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • starkerealm
    starkerealm
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    if you plan on tanking, go Nord. Their survivability is much better. They have their regeneration, 3% health and of course 6% damage reduction all standard. Imperials get more health and of course more stamina, which translates into slightly better DPS, but not better survivability. Once you gear up, buff out, and all that stuff, the actual difference starts realistically becoming negligible, not a wider margin as some would believe.

    Health Regen is pretty worthless. Especially for tanks. The numbers are just way too low for it to be meaningful for serious tanking. If you're playing a NB tank, you're going to be packing abilities that heal you from the Siphoning Tree (Refreshing Paths comes to mind, though leaching strikes and strife are also possible) which will make health recovery meaningless. As a DK you're buried up to your eyes in self heal options. Templars are... well, templars. And Sorcs... are the only ones without a reliable self heal, except the clanfear. So that might be an option... if the clanfear didn't scale with your max health.

    If health recovery scaled your healing received, then I'd agree, but as it is, the health regen bonus is basically meaningless. If it was +15% or +20%, then maybe it might be worth something. But as it is, it's in competition with Red Diamond, which is almost equally terrible.

    EDIT: I should add, I like Red Diamond, but the healing from it is also basically meaningless. Though, I think it does benifit from healing received set bonuses, which you'll probably already be trying to collect as a tank.
    Edited by starkerealm on 19 April 2015 19:59
  • Alcast
    Alcast
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  • Xsorus
    Xsorus
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    as a nord DK, imperial is better...

    Hell Imperial is better based simply on the fact that you can forgo using Food completely and use Drink.

  • Brasseurfb16_ESO
    Brasseurfb16_ESO
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    32500 armour/spellresist is the hard cap and grants 50% mitigation.
    -> So we can easely say 650 armour/spellresist = 1% mitigation.

    A legendary set bonus grants :
    - 1890 armour/spellresist
    - 126 health regen
    - 1039 health

    126 health regen means a player can sustain an extra 63dmg/sec without taking anything else into consideration.
    1890 armour/spellresist means a player can mitigate an extra 2,9% dmg without taking anything else into consideration.
    1039 health means a player can soak an extra 1039 dmg without taking anything else into consideration.

    But it gets interesting because to remotely increase your mitgation for both armour/spellresist with item sets, you have to slot 2 pieces of gear to have a general 2,9% increase while health regen increases sustainability against both types of dmg. So to increase both armour/spellresist you actualy have to give up 2078 health or 252 health regen. It is also worth to mention that health regen and health will scale in effectiveness exponentialy the more mitigation your have. So mitigation would be the obvious choice at first glance, since it increases the effectiveness from both ressources up to 100%.

    Let's say you wear a full armour set and have 50% mitigation or 32500 armour/spellresist. If you give up 1890 armour/spellresist it leaves you with :
    30213 armour/spell resist [32500 - 1890 x 1.21]
    or 46,5% mitgation [30213 : 650 = 46,50+-]

    If I now compare a similar build but with just a little difference in 2 set bonuses it gives me this :
    BUILD1 :
    armour/spellresist : 32500 (+21% from resolve)
    health regen : 309 (no modifiers)

    BUILD2 :
    armour/spellresist : 30213 (+21% from resolve)
    health regen : 565 (no modifiers)

    So for that 3,5% modifier to be more effective you have to compare how much that health recovery could add to your surviability :
    [256 : 3,5 x 100] : 2 = 3657 dmg/sec taken without any mitigation for armour+spellresist to be more effective.

    Now add this value in BUILD2 which instead has 46,5% mitigation and add on top of that 3 important sources of health regen up by 78% (Robust, Constitution, Major Fortitude).
    [3657 : (100 - 46,5) x 100)] x 1,78 - /b][158,5 : (100 - 50) x 100] - [158,5 : (100 - 46,5) x 100][b = 12146~dmg/sec

    So you need to take at least 12146~ dmg/sec for that extra 3,5% mitigation to be more effective against both physical and spell damage.

    Now add something like Mundus stones :
    Serpent : 211 health regen or 167% of a yellow set value.
    Lady/Lover : 1280 armour/spellresist or 67% of a yellow set value.

    Or just the fact you can block in the game and I can ensure you health regen has a very good spot in this game.
    Edited by Brasseurfb16_ESO on 19 April 2015 22:04
  • newtinmpls
    newtinmpls
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    I'm not even going to try to quote or understand that last post. It astonishes me that both Brasseurfb and I can play and enjoy the same game. .... ZOS must be doing something right :)
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • Xsorus
    Xsorus
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    32500 armour/spellresist is the hard cap and grants 50% mitigation.
    -> So we can easely say 650 armour/spellresist = 1% mitigation.

    A legendary set bonus grants :
    - 1890 armour/spellresist
    - 126 health regen
    - 1039 health

    126 health regen means a player can sustain an extra 63dmg/sec without taking anything else into consideration.
    1890 armour/spellresist means a player can mitigate an extra 2,9% dmg without taking anything else into consideration.
    1039 health means a player can soak an extra 1039 dmg without taking anything else into consideration.

    But it gets interesting because to remotely increase your mitgation for both armour/spellresist with item sets, you have to slot 2 pieces of gear to have a general 2,9% increase while health regen increases sustainability against both types of dmg. So to increase both armour/spellresist you actualy have to give up 2078 health or 252 health regen. It is also worth to mention that health regen and health will scale in effectiveness exponentialy the more mitigation your have. So mitigation would be the obvious choice, since it increases the effectiveness from both ressources up to 100%.

    Let's say you wear a full armour set and have 50% mitigation or 32500 armour/spellresist. If you give up 1890 armour/spellresist it leaves you with :
    30213 armour/spell resist [32500 - 1890 x 1.21]
    or 46,5% mitgation [30213 : 650 = 46,50+-]

    If I now compare a similar build but with just a little differences in 2 set bonuses it gives me this :
    BUILD1 :
    armour/spellresist : 32500 (+21% from resolve)
    health regen : 309 (no modifiers)

    BUILD2 :
    armour/spellresist : 30213 (+21% from resolve)
    health regen : 565 (no modifiers)

    So for that 3,5% modifier to be more effective you have to compare how much that health recovery could add to your surviability :
    [256 : 3,5 x 100] : 2 = 3657 dmg/sec taken without any mitigation for armour+spellresist to be more effective.

    Now add this value in BUILD2 which instead has 46,5% mitigation and add on top of that 3 important sources of health regen up by 78% (Robust, Constitution, Major Fortitude).
    [3657 : (100 - 46,5) x 100)] x 1,78 - /b][158,5 : (100 - 50) x 100] - [158,5 : (100 - 46,5) x 100][b = 12146~dmg/sec

    So you need to take at least 12146~ dmg/sec for that extra mitigation to be more effective against both physical and spell damage.

    Now add something like Mundus stones :
    Serpent : 211 health regen or 167% of a yellow set value.
    Lady/Lover : 1280 armour/spellresist or 67% of a yellow set value.

    Or just the fact you can block in the game and I can ensure you health regen has a very good place in this game.

    Which is great and all..till you realize the Red Diamond Passive and throwing down Caltrops will result in more healing done then the Health Regen Passive Nords have.

    You can do a Health Regen Build on a Nord...I got up to 3400 Health Regen..its amusing..

  • Brasseurfb16_ESO
    Brasseurfb16_ESO
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    newtinmpls wrote: »
    I'm not even going to try to quote or understand that last post. It astonishes me that both Brasseurfb and I can play and enjoy the same game. .... ZOS must be doing something right :)

    I'm just saying health regen is totaly viable in this game, its not crap like people like to say. There are barely any encounters dealing that much dmg/sec and every mechanics which does involve more usualy forces you to use dodge, block or doing something very specific to not get killed in a single strike. So it might even be more interesting to give up some health or mitigation for health regen instead because it can potentialy increase your own sustain and help the healer to focus his attention on other people in your team.
  • Xsorus
    Xsorus
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    newtinmpls wrote: »
    I'm not even going to try to quote or understand that last post. It astonishes me that both Brasseurfb and I can play and enjoy the same game. .... ZOS must be doing something right :)

    I'm just saying health regen is totaly viable in this game, its not crap like people like to say. There are barely any encounters dealing that much dmg/sec and every mechanics which does involve more usualy forces you to use dodge, block or doing something very specific to not get killed in a single strike. So it might even be more interesting to give up some health or mitigation for health regen instead because it can potentialy increase your own sustain and help the healer to focus his attention on other people in your team.

    You can probably use Health Regen to some extent in a Dungeon for example if your healers are kind of blah

    But considering the average Tank Setup is going to be

    Footmans 5 Piece/histbark 5 piece/2 Engine Guardian you really only get 2 Health Regen Bonuses

    and you could run Serpents..

    But I think Imperial would still be better simply because Caltops and Red Diamond.

  • heyjeremy
    heyjeremy
    Okay last question sorry, but is Dragonknight the best class for Imperial?
  • starkerealm
    starkerealm
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    heyjeremy wrote: »
    Okay last question sorry, but is Dragonknight the best class for Imperial?

    No, any class works pretty well with them. Imperials do best with Stamina builds, which are (somewhat) class agnostic.
  • Jakeol
    Jakeol
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    If i had the option to reroll i'd go imperial, I play a stam DPS nightblade, and my main bar has three shadow abilities on it, thats 9% hp right there, add in the 12% hp and 10% stam just scales so much better. If you want to min/max i'd go a stam build if you're going imperial.
    Jaqqe'nova - EP v14 Nord NB
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