I think this poll shows a major flaw in the game's design that should probably be addressed. Too many skills are magic based, and that combined with the fact that trying to base your character on stamina forces you to use the same resource pool for both offense and defense (via sprinting, dodging, blocking, interrupting, bashing, and stealthing) is a huge issue.
Because stamina is automatically used for so many things that magicka isnt, it's unwise to rely on stamina as a fuel for damage output. Perhaps the devs should improve the scaling between stamina and melee abilities? Or just the cost of stamina abilities in general?
My character currently has an even split between points invested in stamina and points invested in magicka (like 13/8/13 at the moment, or somewhere around there). With that split, I've got even baselines for both resource pools (magicka ends up being slightly higher due to rings that boost magicka).
When I look at my hotbar, though, I'm seeing my class abilities costing 100-150 magicka and dealing 250~ points of damage, while my weapon abilities are costing 200-300 stamina and are dealing damage between 90-150. When I'm forced to use stamina both for those abilities as well as all of my defense (dodging, blocking, stealth, sprinting, interrupting, etc.) my stamina bar drops like a brick.
I can cast Impale a dozen times in a row, but I can only cast whirlwind or reverse slash 3-4 times before blowing through my stamina reserves, and that's after having the reduced feat cost passives.
I really think that the stamina cost of all stamina abilities in the game needs to be dropped by at least 25% (probably more) to account for the double-use of stamina as a defensive resource compared to magicka. I also think the damage on all weapon-based abilities needs to be boosted to be equivalent to similar magicka-based abilities.
Shaun98ca2 wrote: »Heavy Armor allows a Higher Armor class and as for spell resistance that's easy to increase as well. Heavy Armor allows you to receive increased healing. Since Armor is easy to soft cap in all Heavy Armor you can choose a trait for the armor that better suits you.
TheGrandAlliance wrote: »THe "elite" PVPers (usually DK and TEMP) use heavy or a combo with mostly heavy used. Heavy is good. You should use it too.
Don't forget immobilize skill btw. Works wonders for CC resistance.
LIght armor is usless for non SOCO... You dont need magic resistance if you are in a group that has proper skills such as Purge, Negate field, Reflect, and the like.
People who think Heavy passives are "Trash" don't know how to Tank.