I think that's the first time I've heard a complaint about hardened in PvE. With a good group is that the best use of resource allocation? If solo, who cares (only solo leaderboard is class specific)? But that is a question, as my main sorc is solo, and I don't compete in vMSA.Why do people keep saying hardened Ward is a 20k sheild?
It's on average 9k. for someone with 36k Magika and 800 or less regen with 100 points in bastion it's gonna be like 12k.
You're correct inside Cyrodiil, but remember that not everyone is talking about pvp. 36k Magic, 100 bastion, PvE shield:
Okay so are pets now viable? For pve solo, pve group and PvP? For stamina and magicka?
I would say not.
Pets still lack enough of a punch to be useful in PVP - esp as the scamp is now a DoT rather than a burst damage effect.
Pets are still not battle levelled in PVP making them really vulnerable / weak.
Pets don't gain from cps
Pets are still weak for stamina as they don't scale for stamina.
Pets are still a toggle
They should now be okay for solo and pve group if built around - for max magicka builds only.
Okay so are pets now viable? For pve solo, pve group and PvP? For stamina and magicka?
I would say not.
Pets still lack enough of a punch to be useful in PVP - esp as the scamp is now a DoT rather than a burst damage effect.
Pets are still not battle levelled in PVP making them really vulnerable / weak.
Pets don't gain from cps
Pets are still weak for stamina as they don't scale for stamina.
Pets are still a toggle
They should now be okay for solo and pve group if built around - for max magicka builds only.
Why do you guys continue to talk about pets in PvP as if they will ever be viable?
Make them scale with CP.
Give one a stam morph.
Make them break free.
Make them faster.
Make them smarter.
Give them battle spirit.
ZOS will never do all of that, and even if they did...
They're still toggles that will not justify their spot over other useful abilities.
Your overall survivability will be lower because bars full of toggles.
They still have a ridiculous cast time.
They'll never hit hard enough or apply enough pressure.
They'll never gap close.
They'll never deal with LOS or terrain well. Show me a pet that can deal with Alessia bridge shenanigans.
They do not burst.
They will still melt when focused.
They scream focus me, I'm an idiot.
Please just stop shitting in this thread with this garbage. Talk about stuff that actually helps us.
Why do you guys continue to talk about pets in PvP as if they will ever be viable?
Make them scale with CP.
Give one a stam morph.
Make them break free.
Make them faster.
Make them smarter.
Give them battle spirit.
ZOS will never do all of that, and even if they did...
They're still toggles that will not justify their spot over other useful abilities.
Your overall survivability will be lower because bars full of toggles.
They still have a ridiculous cast time.
They'll never hit hard enough or apply enough pressure.
They'll never gap close.
They'll never deal with LOS or terrain well. Show me a pet that can deal with Alessia bridge shenanigans.
They do not burst.
They will still melt when focused.
They scream focus me, I'm an idiot.
Please just stop shitting in this thread with this garbage. Talk about stuff that actually helps us.
Khaos_Bane wrote: »Get rid of pets entirely please ! They are just dumb in nearly every mmo I have played.
Thelon, you really dont have any ground to stand on. They're suboptimal in PvE too.
If you want to be the "Unholy Herdsman" of barny the dinosaur, flappy the bird, and shmeagle the scamp, while simultaneously gimping yourself and your group, have fun with it.
Most sorcs don't, and rightfully so. We want to shoot flames from our fingertips and lightning bolts from our ass.
There was a good bit of insight made in the Templar thread and given not everyone would read it, I am reposting it here for it provides insight into the balancing issues of all classes.
There are several basic tools every class should have available from class abilities. These are Major Resolve, Major Ward, Major Mending, Major Evasion, Major Defile, Major Brutality, Major Sorcery, Minor Maim, Major Breach and Major Fracture. Players can choose any combination of weapon and class abilities to attain these de/buffs for use, including combinations with only weapon abilities and only class abilities.
Templars have:
- Major Resolve
- Major Ward
- Major Mending
- Major Defile
Dragonknights have:
- Major Resolve
- Major Ward
- Major Mending
- Major Defile
- Major Fracture
- Major Brutality
- Major Sorcery
- Minor Maim
Nightblades have:
- Major Resolve
- Major Ward
- Major Evasion
- Major Defile
- Major Fracture
- Major Breach
- Major Brutality
- Major Sorcery
- Minor Maim
- Major Vitality
Sorcerers have:
- Major Resolve
- Major Ward
- Major Brutality
- Major Sorcery
While Major Defile is accessible to three classes, it's gated behind an ultimate for 2 and cast time for Templars. For Nightblades, it is okay to leave Major Defile behind the ultimate because it costs 50, low enough to be considered a regular ability. Dragonknights' Major Defile is gated behind the Standard, their most expensive ultimate and hardest to keep enemies in without help. Templars require the Dark Flare morph of Sun Flare for Major Defile. For once, Templars are ahead of the other classes.
Though as we can see, Templar and Sorcerer are severely lacking in the basic toolset, leading to very few builds for each class that are successful. Nightblades almost have the entire toolset, possessing Major Vitality instead of Major Mending, and are the most balanced and versatile class because of it. Dragonknights are a close second as they are missing several basic tools but still possess double the tools of Templar and Sorcerer.
Granting the functionally same abilities to each class to achieve the same de/buffs is homogenization that lessens class identity. But granting these de/buffs through effectively different abilities is homogenization that retains class identity. Each of these classes has access to Major Ward and Major Resolve, but do the abilities that grant these buffs feel the same for each class? Templar has a rune that increases recovery; Dragonknight has a spiked shell that deals counter damage; Nightblade has a passive that activates when a skill line is used; Sorcerer has a lightning form that increases mobility and deals area damage. These all grant the same buffs, Major Resolve and Major Ward, and go about them in effectively different ways -- homogenization that retains class identity.