Joy_Division wrote: »cozmon3c_ESO wrote: »
- Sorcs have the highest burst damage in the game, and it also happens to be ranged
- Um lethal arrow. wrecking blow. all out burst sorcs damage. sorc has delayed damage, everything is easily counterable if you know what you are doing. crystal frag, you can see from a mile, curse delayed damage.
- Sorcs have the best movement ability in the game (Streak)
- true (though streak kinda sucks now, it barely does any damage and leaves you wide open unlike BOL)
- Sorcs have the strongest ranged CC in the game (Crystal Shards)
- sure it knocks you down sometimes for 1.5 seconds. best i would say is shield charge, 3 second knock down feels like an eternity if you are out of stam.
- Sorcs have the cheapest and incredibly strong spammable shield in the game (Hardened Ward)
- i wouldnt say incredibly strong, it gets eaten through in one hit most of the time, so i am going 1 for 1 with people. best shield in the game imo is healing ward.
- Sorcs have a really good self-heal that works simply by dealing damage.
- you must be joking, we dont even need to worry about our health as a magicka sorc really, when that shield goes down, we are mostly toast. i save myself with healing ward, not a sorc skill btw. crit surge is to unreliable for use as it will proc of some tiny damage you do and be on cool down for you nice hits.
- Sorcs have the best execute in the game (Fury). It is ranged and can be pre-applied.
- i hate to be the bearer of bad news for you but the best execute is actually the jesus beam. fury barely goes off because the game gives the person afflicted by it like 2 seconds to heal before the execute even happens most of the time. (frustrating fighting dks and templars and nightblades and sorcs lol). the skill is just mediocre and frustrating and takes 2-3 casts to kill people with it who are below 20% life.
Bold ^
[...]
Mage's Wrath is still the best execute in the game despite the whining that the Jesus Beam has elicited. How can you complain about the supposed 2 second explosion time - wildly overstating the case btw - and then praise the Jesus Beam that take 3.5 seconds to complete it's damage? That just makes no sense at all. Here is the other key difference people praising the Jesus Beam always forget, the Templar must willingly leave themselves defenseless for 3.5 seconds and surrender the initiative to the enemy to get that kill in. A sorc just presses a button, even via blockcasting, and *poof* the enemy is dead. In 99% of situations when the opponent has less than 20% health, Mage's Fury is better. In many situation above 20%, mage's fury is still the better way to set up a kill because the vulnerable templar must channel the beam whereas a sorc after casting mage's fury is free to follow up with a high damage spell like crushing shock (or better is a crystal shard insta-cast) and still defend herself. Radiant destruction is only insdisputably better if the target is incapable of reacting (which means the target is dead no matter what). If Jesus had to slot an execute, it would be Mage's Fury.
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »
You got a 15% nerf on already more powerful shields the before, and you can completely negate it by taking points into the cp line, so all and all you got a buff. Complaining about mitigation when you have a shield thay you can cast over and over is pointless, it's insanely poweful, also crit surge got a nerf in pve, it got a buff in pvp since you can now actually crit people in pvp, so don't try and pretend you suffer from healing, esp when you can stack healing ward after hardened ward.
As dodging forever and attacking forever as a stamina user, this is false, the only setup that can do this is a bosmer nightblade, and by doing it you will completely forgoe any weapon damage, which means you will not be able to break through any sorcs shields.
Same with blocking, you can't do that forever either as a single crushing shock will eat about 3k stamina while blocking, you'll be drained of stamina In seconds.
Blocking and shields are also not comparable because you can have endless resources to shield, but blocking requires a silly about of stamina right now.
Maybe 3 or 4 people in the game are completely negating the shield nerf at the moment.
Your understanding of dodgeroll simply isn't true. Just this morning me and 2 other sorcs were chasing a single DK who dodge rolled for a minute straight and the entire time all 3 of us were casting a rotation of Velocious Curse and Mana Detonation on the DK(which are the only abilities we can use that can't be dodged besides streak). We're talking about 6 spells hitting this guy every few seconds and he perma-dodge rolled and chain cast GDB and harness magicka nonstop *while* rolling. Finally he made it to a keep door and walked inside.
You're forgetting that running Tri-stat pots 100% of the time when needed is pretty easy for any good player. With Tri-stat chugging and the 20% stamina regen they offer, Medium armor, and 3 Stam cost reduction glyphs it's actually quite easy.
I'll agree with you on the block except under certain setups that are generally useless in PvP.
I already told ya that you'd need around 4k stamina recovery to perma dodge roll, then we get into the fact that GDB eats a lot of mana and Harness Magicka (Why he was using something like that, which will at best in a stamina build absorb 3k damage vs Shuffle i'll never under) which also eats a lot of mana...i don't see how its possible...Now if he was close to a keep sure..I can dodge roll a few times myself...But its not forever like you stated.
I guess I'll have to make some video evidence to prove you wrong then. You know as well as I know that you don't need anywhere near 4K stamina recovery to perma-dodge roll. You can get the cost of a single dodge roll down to 1741, possibly less if there are any set bonuses that reduce it as well (not sure).
The protection offered by dodge roll lasts between 1.5 and 2 seconds. I know this because it takes at least 2 seconds after someone dodge rolls on me before my mages wrath will land and I'll often miss 2-3 wraths from a single dodge roll (I'll have to test this to find out exactly).
Let's say Dodge roll is only 1.5 (I think it is longer) that means you need 2321 Stamina regen with *no* tri-pots involved at max mitigation to "permaroll". With tri-pots (or even just stamina pots) this becomes far easier.
I know for a fact I was able to create a VR14 Template on the PTS who was able to permaroll. Even without the crappy pots they give you I could dodge roll somewhere between 15-20 times. (I'll have to retest).
Even if you don't have max reduction or insane stamina regen, with only 40 champion points in dodge roll reduction, full medium armor and 3 stamina reduction enchants your dodge roll costs you 1952. Chain chugging tri-stats while you're dodge rolling allows you to only need around 1800 stamina regen or less which is easy to do for anyone wearing Medium armor and using drinks.
eventide03b14a_ESO wrote: »Those sorcs that shieldstack can be a pain to kill, yes, just remove the shieldstacking, diminishing returns or whatever, only 1 shield active at any one time...something like that. (this is true for every class with a class shield + harness/dampen magicka btw.)
sure bring medium armor down to dmg mitigation values LA provides while HA dmg gets reduced to resemble the dmg a LA user can do to them while blocking, then you can take a way all the shields you like.
I only use hardened ward and I do fine. If I shieldstacked aswell, it just becomes ridiculous.
There is nothing to *stack*. Ok so you're going to throw Harness Magicka or Dampen Magick on top of your Hardened Ward? Great. The problem is 80% of the damage in Cyrodiil right now is coming from 2handers and Bows and neither of those weapons care that you're using Harness magicka. Good luck knowing how much actual shield value you have remaining on your hardened ward while you're using either of those. That's why I've completely dropped the abilities.
Are you going to "Stack" healing ward? It is the most expensive of the shields, it lasts a whopping four seconds and it gives you a real *fat* shield to "Stack" at 4K if you've dumped your entire warrior tree champion points into Bastion. Healing Ward is only good when used reactively after some fool with a bow just took you within an inch of your life through your shields and you're dodge rolling for everything you're worth. Only then does the shield value it gives make it worth the cast.
So no "Shield stacking" doesn't make anyone ridiculous, it makes you dead.
Thats your perspective, and I respect it, but my perspective is that class shields + dampen/harness makes a ridiculous shield vs magicka. Sorry that I didnt specify this in the previous post, I tought it obvious given that light armor shield only works vs magicka skills. Lets say I fight a magicka nb, I put on hardened ward(12k shield) then put dampen magicka over that (shield now becomes 30kish) Call me oldfashioned, but I find that lame.
First let's get your numbers straight. The average sorc running Hardened Ward in Cyrodiil right now has 8-9K on their Hardened Ward. I'm only able to get just over 10K on my hardened ward with over 40 champion points into a single passive called Bastion right now and stacking full VR14 legendary gear with legendary magicka enchants, VR14 magicka rings, and all of my attributes into magicka. This gives me just under 28K magicka. Most sorcs in Cyrodiil aren't nearly as stacked as I am nor do they have as many champion points etc. My Harness Magicka is just under 12K so I'm able to "Stack" 22K in 100% unmitigatable shields against a Magicka nightblade. If I'm running Dampen I get another 3.6K. I've run into @Sypher a couple of times in Cyrodiil so far while playing his magicka nightblade and both times our fight ended up with me dead. Magicka nightblades right now when actually played by a skilled player are an absolute terror to fight. Am I out calling for a nerf to nightblades because I was killed or found this one hard for me to kill? No, I just do my best to learn from every encounter and instead of trying the same exact strategy *harder* I try to actually modify my strategy and if need be my build.
*Everything* in the game can be countered.Lava_Croft wrote: »I want to note that the term 'glass cannon' when talking about Magicka stacking Sorcerers is a bit of a joke.
That's true. Glass slingshot maybe. Or glass Slinky more likely.
You sure the Hardened Ward is only 10k, so you did count the morph?
Because it should actually be higher than your Harness Magicka.
Yes I know to multiply the tooltip value by .33% to get the actual hardened ward value. The same is true of Dampen Magick.
It is possible that I'm mentally remembering Dampen Magicka with 7 pieces of light armor as 12K however in which case Harness Magicka would only be 8500 which makes sense.
I know that when I calculated my maximum magicka "shield stack" values, my hardened was just over 10K, My harness or Dampen was 12K and my healing ward was 4K (which if you're under 30% health when you cast it makes it 16K).
So nothing seems wrong about a 38k damage shield that is recastable?
Hmmm idk about that
The hardened ward is only that high when you're extremely low health and the ward itself heals you to prevent it receiving the bonus permanently.
Let me put it in these terms for you is spending 8000+ magicka(1/3 of most sorcs mana bar) worth 38K in 0 mitigation Magick Only shields in the best possible circumstances?
I think you're mixing up Hardened Ward with Healing Ward. Everyone has access to Healing Ward.Every other game calls them Wards, even other TES games. The people complaining about them for some reason decided to rename them. I'm guessing either because they don't know any better or they simply thought it strengthened their argument. But honestly if you call them the wrong thing then it only shows you really don't know much about them.xsorusb14_ESO wrote: »eventide03b14a_ESO wrote: »Why do people keep calling them damage shields? They are wards. A damage shield is something that reflects damage. The wards cause no damage.
You don't know how much that has bothered me for the longest time.
They should be called Absorb Shields.
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »
You got a 15% nerf on already more powerful shields the before, and you can completely negate it by taking points into the cp line, so all and all you got a buff. Complaining about mitigation when you have a shield thay you can cast over and over is pointless, it's insanely poweful, also crit surge got a nerf in pve, it got a buff in pvp since you can now actually crit people in pvp, so don't try and pretend you suffer from healing, esp when you can stack healing ward after hardened ward.
As dodging forever and attacking forever as a stamina user, this is false, the only setup that can do this is a bosmer nightblade, and by doing it you will completely forgoe any weapon damage, which means you will not be able to break through any sorcs shields.
Same with blocking, you can't do that forever either as a single crushing shock will eat about 3k stamina while blocking, you'll be drained of stamina In seconds.
Blocking and shields are also not comparable because you can have endless resources to shield, but blocking requires a silly about of stamina right now.
Maybe 3 or 4 people in the game are completely negating the shield nerf at the moment.
Your understanding of dodgeroll simply isn't true. Just this morning me and 2 other sorcs were chasing a single DK who dodge rolled for a minute straight and the entire time all 3 of us were casting a rotation of Velocious Curse and Mana Detonation on the DK(which are the only abilities we can use that can't be dodged besides streak). We're talking about 6 spells hitting this guy every few seconds and he perma-dodge rolled and chain cast GDB and harness magicka nonstop *while* rolling. Finally he made it to a keep door and walked inside.
You're forgetting that running Tri-stat pots 100% of the time when needed is pretty easy for any good player. With Tri-stat chugging and the 20% stamina regen they offer, Medium armor, and 3 Stam cost reduction glyphs it's actually quite easy.
I'll agree with you on the block except under certain setups that are generally useless in PvP.
I already told ya that you'd need around 4k stamina recovery to perma dodge roll, then we get into the fact that GDB eats a lot of mana and Harness Magicka (Why he was using something like that, which will at best in a stamina build absorb 3k damage vs Shuffle i'll never under) which also eats a lot of mana...i don't see how its possible...Now if he was close to a keep sure..I can dodge roll a few times myself...But its not forever like you stated.
I guess I'll have to make some video evidence to prove you wrong then. You know as well as I know that you don't need anywhere near 4K stamina recovery to perma-dodge roll. You can get the cost of a single dodge roll down to 1741, possibly less if there are any set bonuses that reduce it as well (not sure).
The protection offered by dodge roll lasts between 1.5 and 2 seconds. I know this because it takes at least 2 seconds after someone dodge rolls on me before my mages wrath will land and I'll often miss 2-3 wraths from a single dodge roll (I'll have to test this to find out exactly).
Let's say Dodge roll is only 1.5 (I think it is longer) that means you need 2321 Stamina regen with *no* tri-pots involved at max mitigation to "permaroll". With tri-pots (or even just stamina pots) this becomes far easier.
I know for a fact I was able to create a VR14 Template on the PTS who was able to permaroll. Even without the crappy pots they give you I could dodge roll somewhere between 15-20 times. (I'll have to retest).
Even if you don't have max reduction or insane stamina regen, with only 40 champion points in dodge roll reduction, full medium armor and 3 stamina reduction enchants your dodge roll costs you 1952. Chain chugging tri-stats while you're dodge rolling allows you to only need around 1800 stamina regen or less which is easy to do for anyone wearing Medium armor and using drinks.
I tested it in pts with 3k stamina recovery, you could not perma dodge roll with that amount on pts, this was with the passivesre from medium and cp and everything. If you like I'll make you a video of it
The protection of dodge last whatever the length of the animation is, I think 1.5 to 2 seconds is probably close, since you'll need stamina at some point for break free youll need a gain in stamina as well, just having 2k stamina recovery won't work. Even 3k won't work, you need 4k stamina recovery.
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »
You got a 15% nerf on already more powerful shields the before, and you can completely negate it by taking points into the cp line, so all and all you got a buff. Complaining about mitigation when you have a shield thay you can cast over and over is pointless, it's insanely poweful, also crit surge got a nerf in pve, it got a buff in pvp since you can now actually crit people in pvp, so don't try and pretend you suffer from healing, esp when you can stack healing ward after hardened ward.
As dodging forever and attacking forever as a stamina user, this is false, the only setup that can do this is a bosmer nightblade, and by doing it you will completely forgoe any weapon damage, which means you will not be able to break through any sorcs shields.
Same with blocking, you can't do that forever either as a single crushing shock will eat about 3k stamina while blocking, you'll be drained of stamina In seconds.
Blocking and shields are also not comparable because you can have endless resources to shield, but blocking requires a silly about of stamina right now.
Maybe 3 or 4 people in the game are completely negating the shield nerf at the moment.
Your understanding of dodgeroll simply isn't true. Just this morning me and 2 other sorcs were chasing a single DK who dodge rolled for a minute straight and the entire time all 3 of us were casting a rotation of Velocious Curse and Mana Detonation on the DK(which are the only abilities we can use that can't be dodged besides streak). We're talking about 6 spells hitting this guy every few seconds and he perma-dodge rolled and chain cast GDB and harness magicka nonstop *while* rolling. Finally he made it to a keep door and walked inside.
You're forgetting that running Tri-stat pots 100% of the time when needed is pretty easy for any good player. With Tri-stat chugging and the 20% stamina regen they offer, Medium armor, and 3 Stam cost reduction glyphs it's actually quite easy.
I'll agree with you on the block except under certain setups that are generally useless in PvP.
I already told ya that you'd need around 4k stamina recovery to perma dodge roll, then we get into the fact that GDB eats a lot of mana and Harness Magicka (Why he was using something like that, which will at best in a stamina build absorb 3k damage vs Shuffle i'll never under) which also eats a lot of mana...i don't see how its possible...Now if he was close to a keep sure..I can dodge roll a few times myself...But its not forever like you stated.
I guess I'll have to make some video evidence to prove you wrong then. You know as well as I know that you don't need anywhere near 4K stamina recovery to perma-dodge roll. You can get the cost of a single dodge roll down to 1741, possibly less if there are any set bonuses that reduce it as well (not sure).
The protection offered by dodge roll lasts between 1.5 and 2 seconds. I know this because it takes at least 2 seconds after someone dodge rolls on me before my mages wrath will land and I'll often miss 2-3 wraths from a single dodge roll (I'll have to test this to find out exactly).
Let's say Dodge roll is only 1.5 (I think it is longer) that means you need 2321 Stamina regen with *no* tri-pots involved at max mitigation to "permaroll". With tri-pots (or even just stamina pots) this becomes far easier.
I know for a fact I was able to create a VR14 Template on the PTS who was able to permaroll. Even without the crappy pots they give you I could dodge roll somewhere between 15-20 times. (I'll have to retest).
Even if you don't have max reduction or insane stamina regen, with only 40 champion points in dodge roll reduction, full medium armor and 3 stamina reduction enchants your dodge roll costs you 1952. Chain chugging tri-stats while you're dodge rolling allows you to only need around 1800 stamina regen or less which is easy to do for anyone wearing Medium armor and using drinks.
I tested it in pts with 3k stamina recovery, you could not perma dodge roll with that amount on pts, this was with the passivesre from medium and cp and everything. If you like I'll make you a video of it
The protection of dodge last whatever the length of the animation is, I think 1.5 to 2 seconds is probably close, since you'll need stamina at some point for break free youll need a gain in stamina as well, just having 2k stamina recovery won't work. Even 3k won't work, you need 4k stamina recovery.
I'm going it right now on PTS. Perma dodge roll I can do this all day long and stay at 90-100% stamina.
Do you really need me to record this for you?
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »
You got a 15% nerf on already more powerful shields the before, and you can completely negate it by taking points into the cp line, so all and all you got a buff. Complaining about mitigation when you have a shield thay you can cast over and over is pointless, it's insanely poweful, also crit surge got a nerf in pve, it got a buff in pvp since you can now actually crit people in pvp, so don't try and pretend you suffer from healing, esp when you can stack healing ward after hardened ward.
As dodging forever and attacking forever as a stamina user, this is false, the only setup that can do this is a bosmer nightblade, and by doing it you will completely forgoe any weapon damage, which means you will not be able to break through any sorcs shields.
Same with blocking, you can't do that forever either as a single crushing shock will eat about 3k stamina while blocking, you'll be drained of stamina In seconds.
Blocking and shields are also not comparable because you can have endless resources to shield, but blocking requires a silly about of stamina right now.
Maybe 3 or 4 people in the game are completely negating the shield nerf at the moment.
Your understanding of dodgeroll simply isn't true. Just this morning me and 2 other sorcs were chasing a single DK who dodge rolled for a minute straight and the entire time all 3 of us were casting a rotation of Velocious Curse and Mana Detonation on the DK(which are the only abilities we can use that can't be dodged besides streak). We're talking about 6 spells hitting this guy every few seconds and he perma-dodge rolled and chain cast GDB and harness magicka nonstop *while* rolling. Finally he made it to a keep door and walked inside.
You're forgetting that running Tri-stat pots 100% of the time when needed is pretty easy for any good player. With Tri-stat chugging and the 20% stamina regen they offer, Medium armor, and 3 Stam cost reduction glyphs it's actually quite easy.
I'll agree with you on the block except under certain setups that are generally useless in PvP.
I already told ya that you'd need around 4k stamina recovery to perma dodge roll, then we get into the fact that GDB eats a lot of mana and Harness Magicka (Why he was using something like that, which will at best in a stamina build absorb 3k damage vs Shuffle i'll never under) which also eats a lot of mana...i don't see how its possible...Now if he was close to a keep sure..I can dodge roll a few times myself...But its not forever like you stated.
I guess I'll have to make some video evidence to prove you wrong then. You know as well as I know that you don't need anywhere near 4K stamina recovery to perma-dodge roll. You can get the cost of a single dodge roll down to 1741, possibly less if there are any set bonuses that reduce it as well (not sure).
The protection offered by dodge roll lasts between 1.5 and 2 seconds. I know this because it takes at least 2 seconds after someone dodge rolls on me before my mages wrath will land and I'll often miss 2-3 wraths from a single dodge roll (I'll have to test this to find out exactly).
Let's say Dodge roll is only 1.5 (I think it is longer) that means you need 2321 Stamina regen with *no* tri-pots involved at max mitigation to "permaroll". With tri-pots (or even just stamina pots) this becomes far easier.
I know for a fact I was able to create a VR14 Template on the PTS who was able to permaroll. Even without the crappy pots they give you I could dodge roll somewhere between 15-20 times. (I'll have to retest).
Even if you don't have max reduction or insane stamina regen, with only 40 champion points in dodge roll reduction, full medium armor and 3 stamina reduction enchants your dodge roll costs you 1952. Chain chugging tri-stats while you're dodge rolling allows you to only need around 1800 stamina regen or less which is easy to do for anyone wearing Medium armor and using drinks.
I tested it in pts with 3k stamina recovery, you could not perma dodge roll with that amount on pts, this was with the passivesre from medium and cp and everything. If you like I'll make you a video of it
The protection of dodge last whatever the length of the animation is, I think 1.5 to 2 seconds is probably close, since you'll need stamina at some point for break free youll need a gain in stamina as well, just having 2k stamina recovery won't work. Even 3k won't work, you need 4k stamina recovery.
I'm going it right now on PTS. Perma dodge roll I can do this all day long and stay at 90-100% stamina.
Do you really need me to record this for you?
I'm going to make a video for you when I get home from work, even the guy above me says he can't do it with 3k, which would be incredibly hard to get wit a dk (so hard I don't think it's possible
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »
You got a 15% nerf on already more powerful shields the before, and you can completely negate it by taking points into the cp line, so all and all you got a buff. Complaining about mitigation when you have a shield thay you can cast over and over is pointless, it's insanely poweful, also crit surge got a nerf in pve, it got a buff in pvp since you can now actually crit people in pvp, so don't try and pretend you suffer from healing, esp when you can stack healing ward after hardened ward.
As dodging forever and attacking forever as a stamina user, this is false, the only setup that can do this is a bosmer nightblade, and by doing it you will completely forgoe any weapon damage, which means you will not be able to break through any sorcs shields.
Same with blocking, you can't do that forever either as a single crushing shock will eat about 3k stamina while blocking, you'll be drained of stamina In seconds.
Blocking and shields are also not comparable because you can have endless resources to shield, but blocking requires a silly about of stamina right now.
Maybe 3 or 4 people in the game are completely negating the shield nerf at the moment.
Your understanding of dodgeroll simply isn't true. Just this morning me and 2 other sorcs were chasing a single DK who dodge rolled for a minute straight and the entire time all 3 of us were casting a rotation of Velocious Curse and Mana Detonation on the DK(which are the only abilities we can use that can't be dodged besides streak). We're talking about 6 spells hitting this guy every few seconds and he perma-dodge rolled and chain cast GDB and harness magicka nonstop *while* rolling. Finally he made it to a keep door and walked inside.
You're forgetting that running Tri-stat pots 100% of the time when needed is pretty easy for any good player. With Tri-stat chugging and the 20% stamina regen they offer, Medium armor, and 3 Stam cost reduction glyphs it's actually quite easy.
I'll agree with you on the block except under certain setups that are generally useless in PvP.
I already told ya that you'd need around 4k stamina recovery to perma dodge roll, then we get into the fact that GDB eats a lot of mana and Harness Magicka (Why he was using something like that, which will at best in a stamina build absorb 3k damage vs Shuffle i'll never under) which also eats a lot of mana...i don't see how its possible...Now if he was close to a keep sure..I can dodge roll a few times myself...But its not forever like you stated.
I guess I'll have to make some video evidence to prove you wrong then. You know as well as I know that you don't need anywhere near 4K stamina recovery to perma-dodge roll. You can get the cost of a single dodge roll down to 1741, possibly less if there are any set bonuses that reduce it as well (not sure).
The protection offered by dodge roll lasts between 1.5 and 2 seconds. I know this because it takes at least 2 seconds after someone dodge rolls on me before my mages wrath will land and I'll often miss 2-3 wraths from a single dodge roll (I'll have to test this to find out exactly).
Let's say Dodge roll is only 1.5 (I think it is longer) that means you need 2321 Stamina regen with *no* tri-pots involved at max mitigation to "permaroll". With tri-pots (or even just stamina pots) this becomes far easier.
I know for a fact I was able to create a VR14 Template on the PTS who was able to permaroll. Even without the crappy pots they give you I could dodge roll somewhere between 15-20 times. (I'll have to retest).
Even if you don't have max reduction or insane stamina regen, with only 40 champion points in dodge roll reduction, full medium armor and 3 stamina reduction enchants your dodge roll costs you 1952. Chain chugging tri-stats while you're dodge rolling allows you to only need around 1800 stamina regen or less which is easy to do for anyone wearing Medium armor and using drinks.
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »
You got a 15% nerf on already more powerful shields the before, and you can completely negate it by taking points into the cp line, so all and all you got a buff. Complaining about mitigation when you have a shield thay you can cast over and over is pointless, it's insanely poweful, also crit surge got a nerf in pve, it got a buff in pvp since you can now actually crit people in pvp, so don't try and pretend you suffer from healing, esp when you can stack healing ward after hardened ward.
As dodging forever and attacking forever as a stamina user, this is false, the only setup that can do this is a bosmer nightblade, and by doing it you will completely forgoe any weapon damage, which means you will not be able to break through any sorcs shields.
Same with blocking, you can't do that forever either as a single crushing shock will eat about 3k stamina while blocking, you'll be drained of stamina In seconds.
Blocking and shields are also not comparable because you can have endless resources to shield, but blocking requires a silly about of stamina right now.
Maybe 3 or 4 people in the game are completely negating the shield nerf at the moment.
Your understanding of dodgeroll simply isn't true. Just this morning me and 2 other sorcs were chasing a single DK who dodge rolled for a minute straight and the entire time all 3 of us were casting a rotation of Velocious Curse and Mana Detonation on the DK(which are the only abilities we can use that can't be dodged besides streak). We're talking about 6 spells hitting this guy every few seconds and he perma-dodge rolled and chain cast GDB and harness magicka nonstop *while* rolling. Finally he made it to a keep door and walked inside.
You're forgetting that running Tri-stat pots 100% of the time when needed is pretty easy for any good player. With Tri-stat chugging and the 20% stamina regen they offer, Medium armor, and 3 Stam cost reduction glyphs it's actually quite easy.
I'll agree with you on the block except under certain setups that are generally useless in PvP.
I already told ya that you'd need around 4k stamina recovery to perma dodge roll, then we get into the fact that GDB eats a lot of mana and Harness Magicka (Why he was using something like that, which will at best in a stamina build absorb 3k damage vs Shuffle i'll never under) which also eats a lot of mana...i don't see how its possible...Now if he was close to a keep sure..I can dodge roll a few times myself...But its not forever like you stated.
I guess I'll have to make some video evidence to prove you wrong then. You know as well as I know that you don't need anywhere near 4K stamina recovery to perma-dodge roll. You can get the cost of a single dodge roll down to 1741, possibly less if there are any set bonuses that reduce it as well (not sure).
The protection offered by dodge roll lasts between 1.5 and 2 seconds. I know this because it takes at least 2 seconds after someone dodge rolls on me before my mages wrath will land and I'll often miss 2-3 wraths from a single dodge roll (I'll have to test this to find out exactly).
Let's say Dodge roll is only 1.5 (I think it is longer) that means you need 2321 Stamina regen with *no* tri-pots involved at max mitigation to "permaroll". With tri-pots (or even just stamina pots) this becomes far easier.
I know for a fact I was able to create a VR14 Template on the PTS who was able to permaroll. Even without the crappy pots they give you I could dodge roll somewhere between 15-20 times. (I'll have to retest).
Even if you don't have max reduction or insane stamina regen, with only 40 champion points in dodge roll reduction, full medium armor and 3 stamina reduction enchants your dodge roll costs you 1952. Chain chugging tri-stats while you're dodge rolling allows you to only need around 1800 stamina regen or less which is easy to do for anyone wearing Medium armor and using drinks.
Your forgetting that stam regen is reduced in combat...
I got 3k Stamina Reg using potions and I can dodge 54 times. (If I spam it)
I think as Bosmer and with some more CP I could roll forever but not with 3k.
You have 3/4 the mitigation of a Heavy Armor user, while having far more useful passives. You can heal yourself with Vigor and Rally.jelliedsoup wrote: »I'm curious what mitagate\self heals do people think stam nbs have?
I'm guessing most will stick with the roll dodge and rallies heal. Neither of these are nb skills.
https://www.youtube.com/watch?v=V1AKU5kM5Dk
It wont be finished uploading and processing for another hour probably. Enjoy.
mike.gaziotisb16_ESO wrote: »https://www.youtube.com/watch?v=V1AKU5kM5Dk
It wont be finished uploading and processing for another hour probably. Enjoy.
DAFUUUUQ! And I get 50% cost increase in Bolt Escape? Which does't even mitigate half the damage and can't animation cancel it with an attack?
That's it, I'm starting a new hashtag.
#FreeBlinky
mike.gaziotisb16_ESO wrote: »https://www.youtube.com/watch?v=V1AKU5kM5Dk
It wont be finished uploading and processing for another hour probably. Enjoy.
DAFUUUUQ! And I get 50% cost increase in Bolt Escape? Which does't even mitigate half the damage and can't animation cancel it with an attack?
That's it, I'm starting a new hashtag.
#FreeBlinky
You can cancel a light attack..
And for mitigating dmg you got your shields, while Stamina builds mostly doesn't use any shields at all.. Only dodge as defense.
Do it in combat. Not out of combatxsorusb14_ESO wrote: »xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »
You got a 15% nerf on already more powerful shields the before, and you can completely negate it by taking points into the cp line, so all and all you got a buff. Complaining about mitigation when you have a shield thay you can cast over and over is pointless, it's insanely poweful, also crit surge got a nerf in pve, it got a buff in pvp since you can now actually crit people in pvp, so don't try and pretend you suffer from healing, esp when you can stack healing ward after hardened ward.
As dodging forever and attacking forever as a stamina user, this is false, the only setup that can do this is a bosmer nightblade, and by doing it you will completely forgoe any weapon damage, which means you will not be able to break through any sorcs shields.
Same with blocking, you can't do that forever either as a single crushing shock will eat about 3k stamina while blocking, you'll be drained of stamina In seconds.
Blocking and shields are also not comparable because you can have endless resources to shield, but blocking requires a silly about of stamina right now.
Maybe 3 or 4 people in the game are completely negating the shield nerf at the moment.
Your understanding of dodgeroll simply isn't true. Just this morning me and 2 other sorcs were chasing a single DK who dodge rolled for a minute straight and the entire time all 3 of us were casting a rotation of Velocious Curse and Mana Detonation on the DK(which are the only abilities we can use that can't be dodged besides streak). We're talking about 6 spells hitting this guy every few seconds and he perma-dodge rolled and chain cast GDB and harness magicka nonstop *while* rolling. Finally he made it to a keep door and walked inside.
You're forgetting that running Tri-stat pots 100% of the time when needed is pretty easy for any good player. With Tri-stat chugging and the 20% stamina regen they offer, Medium armor, and 3 Stam cost reduction glyphs it's actually quite easy.
I'll agree with you on the block except under certain setups that are generally useless in PvP.
I already told ya that you'd need around 4k stamina recovery to perma dodge roll, then we get into the fact that GDB eats a lot of mana and Harness Magicka (Why he was using something like that, which will at best in a stamina build absorb 3k damage vs Shuffle i'll never under) which also eats a lot of mana...i don't see how its possible...Now if he was close to a keep sure..I can dodge roll a few times myself...But its not forever like you stated.
I guess I'll have to make some video evidence to prove you wrong then. You know as well as I know that you don't need anywhere near 4K stamina recovery to perma-dodge roll. You can get the cost of a single dodge roll down to 1741, possibly less if there are any set bonuses that reduce it as well (not sure).
The protection offered by dodge roll lasts between 1.5 and 2 seconds. I know this because it takes at least 2 seconds after someone dodge rolls on me before my mages wrath will land and I'll often miss 2-3 wraths from a single dodge roll (I'll have to test this to find out exactly).
Let's say Dodge roll is only 1.5 (I think it is longer) that means you need 2321 Stamina regen with *no* tri-pots involved at max mitigation to "permaroll". With tri-pots (or even just stamina pots) this becomes far easier.
I know for a fact I was able to create a VR14 Template on the PTS who was able to permaroll. Even without the crappy pots they give you I could dodge roll somewhere between 15-20 times. (I'll have to retest).
Even if you don't have max reduction or insane stamina regen, with only 40 champion points in dodge roll reduction, full medium armor and 3 stamina reduction enchants your dodge roll costs you 1952. Chain chugging tri-stats while you're dodge rolling allows you to only need around 1800 stamina regen or less which is easy to do for anyone wearing Medium armor and using drinks.
I tested it in pts with 3k stamina recovery, you could not perma dodge roll with that amount on pts, this was with the passivesre from medium and cp and everything. If you like I'll make you a video of it
The protection of dodge last whatever the length of the animation is, I think 1.5 to 2 seconds is probably close, since you'll need stamina at some point for break free youll need a gain in stamina as well, just having 2k stamina recovery won't work. Even 3k won't work, you need 4k stamina recovery.
I'm going it right now on PTS. Perma dodge roll I can do this all day long and stay at 90-100% stamina.
Do you really need me to record this for you?
xsorusb14_ESO wrote: »I'm watching that video and you are taking way to long to dodge roll I'll make one when I get home to show you
xsorusb14_ESO wrote: »I'm watching that video and you are taking way to long to dodge roll I'll make one when I get home to show you
xsorusb14_ESO wrote: »Its only a matter of time before its looked at.
What we have now:
1. perma dodge rollers
2. perma blinkers
3. perma mist spammers
4. perma cloakers
Just deal with it
What we have now:
1. perma dodge rollers
2. perma blinkers
3. perma mist spammers
4. perma cloakers
Just deal with it
mike.gaziotisb16_ESO wrote: »What we have now:
1. perma dodge rollers
2. perma blinkers
3. perma mist spammers
4. perma cloakers
Just deal with it
I'm not dealing with it!
Of all the above blink-a-blink is the only one with increasing cost penalty, actually making it more expensive than all the others.
#FreeBlinky
mike.gaziotisb16_ESO wrote: »What we have now:
1. perma dodge rollers
2. perma blinkers
3. perma mist spammers
4. perma cloakers
Just deal with it
I'm not dealing with it!
Of all the above blink-a-blink is the only one with increasing cost penalty, actually making it more expensive than all the others.
#FreeBlinky
Of all the above cloak is the most buggiest one, actually making it quite useless compared to all the others.
#FixCloak