SuraklinPrime wrote: »Sadly OP this is, at least in part, the result of the roll dodge nerf you were very vocal in obtaining in the first place - many people, myself included, warned that this and the other stamina nerfs would have unintended consequences in PvE content because of the importance of being able to quickly get out of the way of various boss mechanics.
I think that's what evil hunter, master resto staves and the redguard race are for.
just use heavy attacks
SuraklinPrime wrote: »Sadly OP this is, at least in part, the result of the roll dodge nerf you were very vocal in obtaining in the first place - many people, myself included, warned that this and the other stamina nerfs would have unintended consequences in PvE content because of the importance of being able to quickly get out of the way of various boss mechanics.
This has nothing to do with raid groups not being able to keep stamina DPSers rescources up while having ton of possibilities to feed magicka users the rescource they need to keep DPSing.I think that's what evil hunter, master resto staves and the redguard race are for.
Can't expect everyone who goes stamina to be Redguards and the stamina gain from master staff is minor to say the least.just use heavy attacks
Yeah imagina if we would start telling that to magicka users aswell. They cry even when we ask them to keep Elemental Drain up themselves.
This is the big problem - and big inequality - between magicka and stamina, and why I wish they hadn't started tweaking their system so as to allow for "stacking" builds.
Because stamina is the resource that MUST be used for things like roll-dodging and breaking free, as it stands, any player who chooses to stack stamina over magicka is going to have far more difficulty than a player who chooses to stack magicka over stamina, especially in long fights, because they have no choice but to use their skill resource for basic maneuvers.
About the only way to fix this would be to add in a third resource - one used solely for things like sprinting, roll-dodge, and breaking free. Perhaps based off of the number of points a player puts in Health in terms of boosting the number past the amount one gets from normal level progression. Adding in a third resource would then allow stamina builds to do what magicka builds can already do now: save their skill resource for actual skills.
SuraklinPrime wrote: »It really does have a lot to do with it actually - prior to changes stamina builds were pretty much able to keep our own resources going so temps needed to chuck spears for tanks and maybe run restoring aura for the group and not a lot else for the stamina folks. The various rises in stamina costs and reduction in stamina regen have simply made this a problem where it was not before.
If you have good support templar with you who gives you spears and repetance you will never have any stam issues eaven with full weapon damage jewely + use pots on CD.
If you have good support templar with you who gives you spears and repetance you will never have any stam issues eaven with full weapon damage jewely + use pots on CD.
Depends on your race choise, but you're mostly correct. However with Spears and Repentance as the only options, this become such a bigger chore in Trials than keeping magicka users full on rescources. During group content like dungeons keeping stamina users full on stamina if they know what they are doing isn't really a problem indeed.
SuraklinPrime wrote: »It really does have a lot to do with it actually - prior to changes stamina builds were pretty much able to keep our own resources going so temps needed to chuck spears for tanks and maybe run restoring aura for the group and not a lot else for the stamina folks. The various rises in stamina costs and reduction in stamina regen have simply made this a problem where it was not before.
As far as I know there were no changes to stamina costs or nerfs to reduction possibilities.
Besides you didn't mention these in your first comment, only dodge rolling.
Furthermore dodge roll still costs the same, it is only increased if you dodge roll again after four seconds, if you need to dodge roll this much in dungeons or trials you or your group is doing something wrong.
No proper healing templar runs Restoring Aura, they go for the Repentance morph, since the buff from Restoring Aura doesn't stack with regeneration from potions. They are the same buffs.
Prior to whatever change has come since Trials were introduced keeping stamina up was a problem if you wanted to do good DPS. I have been raiding Trials since they came out at the highest level (so competing on trial leaderboards), and magicka users have always been able to be assisted with magicka rescource constantly through Mystic Orb which affects entire raid, Siphon Spirit which affects entire raid, Elemental Drain which effects entire raid or even back in 1.5 with Spell Symmetry spamming. Our only choise for stamina users have always been Luminous/Blazing Spear spamming which can only be used by one guy or Repentance which only hits 6 people, so you just pop it and pray it hits the stamina guys. Not to mention it needs dead mobs and some of the adds on trial fights can't be Repentanced.
But once again I reiterate; this has nothing do do with the nerf to dodging which was very much needed for PvP just like the nerf to permanently blocking.
I think you're taking an unconsequential problem and trying to link it to something you have an opinion on should be changed. The two are not related. If you feel the dodge roll nerf was over the top that is fair enough but it is not related to the subject OP posted.
SuraklinPrime wrote: »SuraklinPrime wrote: »It really does have a lot to do with it actually - prior to changes stamina builds were pretty much able to keep our own resources going so temps needed to chuck spears for tanks and maybe run restoring aura for the group and not a lot else for the stamina folks. The various rises in stamina costs and reduction in stamina regen have simply made this a problem where it was not before.
As far as I know there were no changes to stamina costs or nerfs to reduction possibilities.
Besides you didn't mention these in your first comment, only dodge rolling.
Furthermore dodge roll still costs the same, it is only increased if you dodge roll again after four seconds, if you need to dodge roll this much in dungeons or trials you or your group is doing something wrong.
No proper healing templar runs Restoring Aura, they go for the Repentance morph, since the buff from Restoring Aura doesn't stack with regeneration from potions. They are the same buffs.
Prior to whatever change has come since Trials were introduced keeping stamina up was a problem if you wanted to do good DPS. I have been raiding Trials since they came out at the highest level (so competing on trial leaderboards), and magicka users have always been able to be assisted with magicka rescource constantly through Mystic Orb which affects entire raid, Siphon Spirit which affects entire raid, Elemental Drain which effects entire raid or even back in 1.5 with Spell Symmetry spamming. Our only choise for stamina users have always been Luminous/Blazing Spear spamming which can only be used by one guy or Repentance which only hits 6 people, so you just pop it and pray it hits the stamina guys. Not to mention it needs dead mobs and some of the adds on trial fights can't be Repentanced.
But once again I reiterate; this has nothing do do with the nerf to dodging which was very much needed for PvP just like the nerf to permanently blocking.
I think you're taking an unconsequential problem and trying to link it to something you have an opinion on should be changed. The two are not related. If you feel the dodge roll nerf was over the top that is fair enough but it is not related to the subject OP posted.
Well, if we are talking specifics just one example of a place I do find the dodge roll hurts is on Manti... If you get the rings then you need to dodge roll out, personally I do this twice before running out of the third, you then need a block so no regen and then if you are doing the no hole version you need another sprint and roll.... 3 rolls, sprints and blocks with raised costs and reduced regen does make a difference and that's running 36k stamina and around 1.5k regen.
SuraklinPrime wrote: »SuraklinPrime wrote: »It really does have a lot to do with it actually - prior to changes stamina builds were pretty much able to keep our own resources going so temps needed to chuck spears for tanks and maybe run restoring aura for the group and not a lot else for the stamina folks. The various rises in stamina costs and reduction in stamina regen have simply made this a problem where it was not before.
As far as I know there were no changes to stamina costs or nerfs to reduction possibilities.
Besides you didn't mention these in your first comment, only dodge rolling.
Furthermore dodge roll still costs the same, it is only increased if you dodge roll again after four seconds, if you need to dodge roll this much in dungeons or trials you or your group is doing something wrong.
No proper healing templar runs Restoring Aura, they go for the Repentance morph, since the buff from Restoring Aura doesn't stack with regeneration from potions. They are the same buffs.
Prior to whatever change has come since Trials were introduced keeping stamina up was a problem if you wanted to do good DPS. I have been raiding Trials since they came out at the highest level (so competing on trial leaderboards), and magicka users have always been able to be assisted with magicka rescource constantly through Mystic Orb which affects entire raid, Siphon Spirit which affects entire raid, Elemental Drain which effects entire raid or even back in 1.5 with Spell Symmetry spamming. Our only choise for stamina users have always been Luminous/Blazing Spear spamming which can only be used by one guy or Repentance which only hits 6 people, so you just pop it and pray it hits the stamina guys. Not to mention it needs dead mobs and some of the adds on trial fights can't be Repentanced.
But once again I reiterate; this has nothing do do with the nerf to dodging which was very much needed for PvP just like the nerf to permanently blocking.
I think you're taking an unconsequential problem and trying to link it to something you have an opinion on should be changed. The two are not related. If you feel the dodge roll nerf was over the top that is fair enough but it is not related to the subject OP posted.
Well, if we are talking specifics just one example of a place I do find the dodge roll hurts is on Manti... If you get the rings then you need to dodge roll out, personally I do this twice before running out of the third, you then need a block so no regen and then if you are doing the no hole version you need another sprint and roll.... 3 rolls, sprints and blocks with raised costs and reduced regen does make a difference and that's running 36k stamina and around 1.5k regen.
BugCollector wrote: »Oh, and btw, the useless Energy Orb should increase stamina regen on synergy activation, just like its counterpart, Mystic Orb.
What do you think?
BugCollector wrote: »Oh, and btw, the useless Energy Orb should increase stamina regen on synergy activation, just like its counterpart, Mystic Orb.
What do you think?
And Spear should give everyone stamina who stands in it when it is picked up, including the caster.
I think that's what ... the redguard race are for.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
i might be a heretic here but what about actually having some setbonis used for stamina reg and a few jewel anchants with cost reduction or reg as you can easily match the same number in weapon dmg as caster have spelldmg while having significant amounts of stamina reg (does not count for tanks though but they have other options than can be used)
enchanted all Weapon Dmg on Jewelry instead of trying some Cost Reductionquote
yes - please give us more options to sustain as Stamina users as we are quite dependant on Templars while Magicka Users can run with any class healer.
But just because something is a bit harder doesnt mean it's not fair. "impossible to keep... up" is just a bit too much imho
This not a personal opinion, it is a known fact.
Ask anyone in Hodor.
If you want to compete on the highest level as stamina you cannot invest in rescource management if there is an option to go for more offense.
They can be fed Spears but this is much more bothersome than throwing an Orb that affects 6 people or keeping a debuff up on the boss.
This not a personal opinion, it is a known fact.
Ask anyone in Hodor.
If you want to compete on the highest level as stamina you cannot invest in rescource management if there is an option to go for more offense.
They can be fed Spears but this is much more bothersome than throwing an Orb that affects 6 people or keeping a debuff up on the boss.
I love your Stamina players and respect them, but allowing other peoples perspective doesnt hurt, does it?
Personal opinions are neither facts nor arguments.
SuraklinPrime wrote: »SuraklinPrime wrote: »It really does have a lot to do with it actually - prior to changes stamina builds were pretty much able to keep our own resources going so temps needed to chuck spears for tanks and maybe run restoring aura for the group and not a lot else for the stamina folks. The various rises in stamina costs and reduction in stamina regen have simply made this a problem where it was not before.
As far as I know there were no changes to stamina costs or nerfs to reduction possibilities.
Besides you didn't mention these in your first comment, only dodge rolling.
Furthermore dodge roll still costs the same, it is only increased if you dodge roll again after four seconds, if you need to dodge roll this much in dungeons or trials you or your group is doing something wrong.
No proper healing templar runs Restoring Aura, they go for the Repentance morph, since the buff from Restoring Aura doesn't stack with regeneration from potions. They are the same buffs.
Prior to whatever change has come since Trials were introduced keeping stamina up was a problem if you wanted to do good DPS. I have been raiding Trials since they came out at the highest level (so competing on trial leaderboards), and magicka users have always been able to be assisted with magicka rescource constantly through Mystic Orb which affects entire raid, Siphon Spirit which affects entire raid, Elemental Drain which effects entire raid or even back in 1.5 with Spell Symmetry spamming. Our only choise for stamina users have always been Luminous/Blazing Spear spamming which can only be used by one guy or Repentance which only hits 6 people, so you just pop it and pray it hits the stamina guys. Not to mention it needs dead mobs and some of the adds on trial fights can't be Repentanced.
But once again I reiterate; this has nothing do do with the nerf to dodging which was very much needed for PvP just like the nerf to permanently blocking.
I think you're taking an unconsequential problem and trying to link it to something you have an opinion on should be changed. The two are not related. If you feel the dodge roll nerf was over the top that is fair enough but it is not related to the subject OP posted.
Well, if we are talking specifics just one example of a place I do find the dodge roll hurts is on Manti... If you get the rings then you need to dodge roll out, personally I do this twice before running out of the third, you then need a block so no regen and then if you are doing the no hole version you need another sprint and roll.... 3 rolls, sprints and blocks with raised costs and reduced regen does make a difference and that's running 36k stamina and around 1.5k regen.
There is no reason at all to dodge roll on the World Breaker mechanic in SO, your group is using a flawed tactic then. At most sprinting could be a good idea, and that's only for 2-3 seconds each World Breaker. The blocking can be quite penalizing though indeed, but you can also just use a defensive class ability that uses magicka instead, then you won't need to block unless your health is super low.