You won´t have enough stamina to use defensive stance and cc break constantly on a pure magicka sorc in 1.6 while also stacking enough spelldmg to actually do dmg.
TheMachineKiller wrote: »
madangrypally wrote: »You won´t have enough stamina to use defensive stance and cc break constantly on a pure magicka sorc in 1.6 while also stacking enough spelldmg to actually do dmg.
This is the problem with the current live meta. Defense was never an issue so players never added it into their builds. After update 6 this meta will change.
Nearly every PvP game I have played it was suicide to build glass cannons and ESO meta for the last year was just that. Pure damage glass cannon builds without the glass tag.
Pure magicka sorcs will be destroyed in PvP if they ignore their defense. Primary cc break and block. I am not saying players should stack stamina and find sources of reduced block/cc break but they should look for ways to add enough to survive. Other non stamina alternatives should also be found if possible. IE: Purge and damage shields.
Regardless of Stamina a VR14 has the base defensive cost are below:
Base Block Cost: 2160 Stamina per block.
Base CC Break Cost: 4788 Stamina per CC Break which last a short duration.
The above are very expensive since a VR 14 Base Stamina is only 7958. The more champion points a player spends the higher this value will become, though the above defensive base cost will stay the same.
I know it is not a magicka DPS Set but:
Way of the Arena:
Reduce CC Break cost by 40%.
This means CC Break will now cost: 2872 Stamina
The above will greatly improve survivablity as it greatly reduces cc break cost. Eventually with enough CPs this set can be replaced due to increased stamina, stamina regen, and reduced cc break cost if wanted.
madangrypally wrote: »You won´t have enough stamina to use defensive stance and cc break constantly on a pure magicka sorc in 1.6 while also stacking enough spelldmg to actually do dmg.
This is the problem with the current live meta. Defense was never an issue so players never added it into their builds. After update 6 this meta will change.
Nearly every PvP game I have played it was suicide to build glass cannons and ESO meta for the last year was just that. Pure damage glass cannon builds without the glass tag.
Pure magicka sorcs will be destroyed in PvP if they ignore their defense. Primary cc break and block. I am not saying players should stack stamina and find sources of reduced block/cc break but they should look for ways to add enough to survive. Other non stamina alternatives should also be found if possible. IE: Purge and damage shields.
Regardless of Stamina a VR14 has the base defensive cost are below:
Base Block Cost: 2160 Stamina per block.
Base CC Break Cost: 4788 Stamina per CC Break which last a short duration.
The above are very expensive since a VR 14 Base Stamina is only 7958. The more champion points a player spends the higher this value will become, though the above defensive base cost will stay the same.
I know it is not a magicka DPS Set but:
Way of the Arena:
Reduce CC Break cost by 40%.
This means CC Break will now cost: 2872 Stamina
The above will greatly improve survivablity as it greatly reduces cc break cost. Eventually with enough CPs this set can be replaced due to increased stamina, stamina regen, and reduced cc break cost if wanted.
And this helps you in the "do enough dmg to actually kill people department" exactly where?
Also ESO meta has never been about true glass cannon builds imho. Sustainability trumps everything else in solo/smallscale play and duels. Thats why seducer/magnus/warlock are that popular...
Sometimes i think i´ve been playing a different game than most ppl on the forums.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Also ESO meta has never been about true glass cannon builds imho. Sustainability trumps everything else in solo/smallscale play and duels. Thats why seducer/magnus/warlock are that popular...
Sometimes i think i´ve been playing a different game than most ppl on the forums.
And this helps you in the "do enough dmg to actually kill people department" exactly where?
Also ESO meta has never been about true glass cannon builds imho. Sustainability trumps everything else in solo/smallscale play and duels. Thats why seducer/magnus/warlock are that popular...
Sometimes i think i´ve been playing a different game than most ppl on the forums.
david.haypreub18_ESO wrote: »First of all, u wont see many of light armor magicka based tank DKs.. those times are over with 1.6.x... But u will see a lot of stam based DKs, especially 2H/bow DKs.. How to kill such guy? Well, rly esy, just use pokemons
Mines -> pokemons -> curse -> heavy att and inst crystal
Pokemons?
david.haypreub18_ESO wrote: »First of all, u wont see many of light armor magicka based tank DKs.. those times are over with 1.6.x... But u will see a lot of stam based DKs, especially 2H/bow DKs.. How to kill such guy? Well, rly esy, just use pokemons
Mines -> pokemons -> curse -> heavy att and inst crystal
Pokemons?
Yep, pets
Flap>Stuff>Flappy>Stuff>Flappity>Stuff>Whee>All your profit are belong to DKDrop mines >Pop ward>Curse> Profit
Seriously. I wish I was joking.
It's not a hard counter, only a deterrent. You can still do things like invasion over the mines, you'll take the hit but keep moving through with the invasion animation and connect with it. Given that the damage from mines is negligible unless you walk over all of them at once and the fact that they have an insane magicka cost along with 3 second arm time, it's a pretty meh skill.With low CP mines kind of hardcounter all melee... Since spellpenetration is still not working on those the higher the def gets the less value they hold. Atleast they will be vaible for a short while after 1.6 is released.
9k Is pretty substantial don't you think? Like Derra said throughout PTS mines have hard countered all melee. Not only is the damage high, they also cause melee to burn stamina.Teargrants wrote: »It's not a hard counter, only a deterrent. You can still do things like invasion over the mines, you'll take the hit but keep moving through with the invasion animation and connect with it. Given that the damage from mines is negligible unless you walk over all of them at once and the fact that they have an insane magicka cost along with 3 second arm time, it's a pretty meh skill.With low CP mines kind of hardcounter all melee... Since spellpenetration is still not working on those the higher the def gets the less value they hold. Atleast they will be vaible for a short while after 1.6 is released.
Encase works much better now that they reduced the cost, but the wonky hitbox and weird agitation delay make it unreliable if you're looking for it to work more than 50% of the time.
I'm simply staing my observations from dueling on PTS. You don't get 9k dmg on mines unless they hit multiple ones, and they don't do that unless they're bad.9k Is pretty substantial don't you think? Like Derra said throughout PTS mines have hard countered all melee. Not only is the damage high, they also cause melee to burn stamina.Teargrants wrote: »It's not a hard counter, only a deterrent. You can still do things like invasion over the mines, you'll take the hit but keep moving through with the invasion animation and connect with it. Given that the damage from mines is negligible unless you walk over all of them at once and the fact that they have an insane magicka cost along with 3 second arm time, it's a pretty meh skill.With low CP mines kind of hardcounter all melee... Since spellpenetration is still not working on those the higher the def gets the less value they hold. Atleast they will be vaible for a short while after 1.6 is released.
Encase works much better now that they reduced the cost, but the wonky hitbox and weird agitation delay make it unreliable if you're looking for it to work more than 50% of the time.
I do not expect mines to be as prevalent during live due to the scale of combat, but for those who slot for 1v1/small skirmish situation, mines will be enough to make an average player good.
I'm going to try to be polite as possible. Are you running low magicka and spell power? 9k hits are crits. In no way shape or form has encase been better for sorcerers on PTS.Teargrants wrote: »I'm simply staing my observations from dueling on PTS. You don't get 9k dmg on mines unless they hit multiple ones, and they don't do that unless they're bad.9k Is pretty substantial don't you think? Like Derra said throughout PTS mines have hard countered all melee. Not only is the damage high, they also cause melee to burn stamina.Teargrants wrote: »It's not a hard counter, only a deterrent. You can still do things like invasion over the mines, you'll take the hit but keep moving through with the invasion animation and connect with it. Given that the damage from mines is negligible unless you walk over all of them at once and the fact that they have an insane magicka cost along with 3 second arm time, it's a pretty meh skill.With low CP mines kind of hardcounter all melee... Since spellpenetration is still not working on those the higher the def gets the less value they hold. Atleast they will be vaible for a short while after 1.6 is released.
Encase works much better now that they reduced the cost, but the wonky hitbox and weird agitation delay make it unreliable if you're looking for it to work more than 50% of the time.
I do not expect mines to be as prevalent during live due to the scale of combat, but for those who slot for 1v1/small skirmish situation, mines will be enough to make an average player good.
If you want them to burn stamina, spamming encase on them works much better since you can be proactive with it and it's cheap.
All that aside, stam NBs are uncounterable in this fashion since ambush can't be stopped by roots, so they can keep spamming their primary dps/gap closer to their hearts content which forces sorc to always be on the defensive.
i have the opposite question - how can DK beat a shield stacking bolt escaping sorc in 1.6?
cschwingeb14_ESO wrote: »Actually, all of this can go away if there is a morph of Fury that doubles the base damage and cuts the execute explosion to 1/4 what it was. A better "donor skill" IMO
But it's incredibly annoying for sorcs to have so much trouble, and need to have a very anti-melee build (or be melee themselves....with few class skills that synergize with melee) just because of 1 skill (reflect)
david.haypreub18_ESO wrote: »Sadly, the game has become defined largely by this one skill, which is the benchmark by which builds are measured (nice build, but what are you going to do against a DK?).
david.haypreub18_ESO wrote: »Sadly, the game has become defined largely by this one skill, which is the benchmark by which builds are measured (nice build, but what are you going to do against a DK?).
david.haypreub18_ESO wrote: »Let me be clear: I'm not whining here; I'm actually looking to prepare my Sorc for 1.6, and wondering what skills I'm going to need. The game is changing significantly, but I find that my Sorc on live (and in fact every character I play on live) has a tough time with the archetypal DK. The combination of Scales, Talons, Whip, Standard and Batswarm usually proves too much for my newbie Sorc (lvl 49) to take, even on Blackwater. So here I'm trying to learn to play, and trying to figure out what skills I should be sure to have once 1.6 hits. So how do I do it? How do I, as a magicka-Sorc, take down a DK?
Right now I am using Destro/Resto. I am stacking Hardened Ward and either healing ward or Harness magicka as defence. I use Velocious Curse and Mage's Fury, but that seems just to tickle a DK. Streak can be helpful, and Crushing Shock before I see the wings. Heavy attacks with my lightning Destro staff do ok damage. I've started to use Daedric Mines, but the jury is still out on them for me so far. But what normally happens is that I burn into the DK, get health down a bit, often below 50%, and then the DK heals, shield charges, Talons, whips, and game over.
Any help would be greatly appreciated.