Sustain is good on a stamplar.
I have 2.1k stam regen with a 32k stam pool. Plus repentence can help you sustain. That's with 3.7k weapon damage before attacking with my maul/bow.
How is that even possible? I'm dunmer stamina templar and I cannot get to those values (mine are: WP ~3500, ST 25k, HP 19k, ST regen 1200).
I run the following:
2x Bloodspawn
5x Eternal Hunt
3x agility
1x random 2h maul and a bow (will be maelstrom eventually, i hope)
Serpent Mundus
64 points into stam
Orzorga's Food (the one that gives 5k health and like 350 stam regen)
As a Redguard I sit at roughly 21k health, 30k stam, 3.4k weapon damage, and 2.4k regen on my 2h bar. Swapping to bow w/ werewolf and repentence I get 2.8k regen. Boost that by 20% after chugging a pot. Boosted again by 30% from 2h passive after a kill.
This is w/ 501CP and purple gear/purple enchants except for maul/bow which are gold.
My crit is low but i've found crit to be basically useless against most decent players due to shield stacking and impen.
Sustain is good on a stamplar.
I have 2.1k stam regen with a 32k stam pool. Plus repentence can help you sustain. That's with 3.7k weapon damage before attacking with my maul/bow.
How is that even possible? I'm dunmer stamina templar and I cannot get to those values (mine are: WP ~3500, ST 25k, HP 19k, ST regen 1200).
I run the following:
2x Bloodspawn
5x Eternal Hunt
3x agility
1x random 2h maul and a bow (will be maelstrom eventually, i hope)
Serpent Mundus
64 points into stam
Orzorga's Food (the one that gives 5k health and like 350 stam regen)
As a Redguard I sit at roughly 21k health, 30k stam, 3.4k weapon damage, and 2.4k regen on my 2h bar. Swapping to bow w/ werewolf and repentence I get 2.8k regen. Boost that by 20% after chugging a pot. Boosted again by 30% from 2h passive after a kill.
This is w/ 501CP and purple gear/purple enchants except for maul/bow which are gold.
My crit is low but i've found crit to be basically useless against most decent players due to shield stacking and impen.
Do you really find that this setup has enough burst in outnumbered, particularly solo, situations, where you don't have long to burst a player before they get incoming heals? Stamina templars have such good area denial that I'm not sold on wearing a set that just adds more area denial. With jabs being kinda clunky in open field situations, I find the need for every one that connects to HURT.
I agree with you about crit and if there's a legit viable set out there to run aside from hundings that's going to give me the damage I need I'd love to use that so I'm not wasting 2 bonuses on crit I don't care for.
Also, wtb fixed invis bats
Sustain is good on a stamplar.
I have 2.1k stam regen with a 32k stam pool. Plus repentence can help you sustain. That's with 3.7k weapon damage before attacking with my maul/bow.
How is that even possible? I'm dunmer stamina templar and I cannot get to those values (mine are: WP ~3500, ST 25k, HP 19k, ST regen 1200).
caeliusstarbreaker wrote: »Since I don't see it mentioned anywhere here.
5 hundings 2 skoria 3 endurance maelstrom bow/2hand
Using volley+jabs+merciless charge means you'll proc skoria nearly on cool down, since we're adding burst this way I like to run endurance jewels for more sustain. Shuffle, major mending, vigor, rally, purifying ritual, and roll dodge will help make you tanky AF.
Access to snare immunity, purify, and major expedition give this build near unbeatable mobility.
You can run either vamp or ww, depending on preference, if invis bats weren't bugged I'd say absolutely go vamp though.
Edit: since jabs is considered a DoT, you can double dip on CP to increase damage from this, while also buffing your maelstrom weapon DoTs. Those last few ticks from volley will hit HARD and combined with skoria, gives you some of the best area denial available in the game.
You like skoria? I honestly just can't seem to get behind it. Juice never seemed worth the squeeze.
caeliusstarbreaker wrote: »Since I don't see it mentioned anywhere here.
5 hundings 2 skoria 3 endurance maelstrom bow/2hand
Using volley+jabs+merciless charge means you'll proc skoria nearly on cool down, since we're adding burst this way I like to run endurance jewels for more sustain. Shuffle, major mending, vigor, rally, purifying ritual, and roll dodge will help make you tanky AF.
Access to snare immunity, purify, and major expedition give this build near unbeatable mobility.
You can run either vamp or ww, depending on preference, if invis bats weren't bugged I'd say absolutely go vamp though.
Edit: since jabs is considered a DoT, you can double dip on CP to increase damage from this, while also buffing your maelstrom weapon DoTs. Those last few ticks from volley will hit HARD and combined with skoria, gives you some of the best area denial available in the game.
You like skoria? I honestly just can't seem to get behind it. Juice never seemed worth the squeeze.