Lord_Wrath wrote: »I was looking forward to doing this after upgrading my jullianos gear. Im not a bad player at all, i have my CP in the right places, but the problem for me is I was LAGGING under 100 ping, funky things happening like input response timing issues with skills, 3rd person camera issues, its just beyond ridiculous.
My other issue was enemy damage. Ive watched the videos on what to do, but when i do it the tables turn out waaay differently for me. I can be at full health, have my shields up and within a second im dead with no chance to defend myself. Sometimes I have to spam shields JUST to survive these constant hits if im lucky. If I can die in a split second, that isnt fun or challenging to me, I just consider that unfair BS and wont bother with it again. There are more fun things to do than spend my time dropping dead for crappy rewards.
PlagueMonk wrote: »I do find it interesting that while many claim they weren't using a Sorc, they also conveniently left out the fact of weather they were magicka based or not. This is makes a HUGE difference because being magicka based gives you full access to your class abilities AND staves, something Stamina can't use.
I'm not going to call for a nerf to vet like the OP but they DO need to give stamina builds a buff to be on at least the same playing field as a mag Sorc.
DRXHarbinger wrote: »PlagueMonk wrote: »I do find it interesting that while many claim they weren't using a Sorc, they also conveniently left out the fact of weather they were magicka based or not. This is makes a HUGE difference because being magicka based gives you full access to your class abilities AND staves, something Stamina can't use.
I'm not going to call for a nerf to vet like the OP but they DO need to give stamina builds a buff to be on at least the same playing field as a mag Sorc.
Stamina, 100 points in mighty and dump the rest in crits. Caltrops on every mob and boss and vigor ( you must all have vigor now with the update ) if NB 2h with crit charge for your gap closer and rally. Dual wield for everything else. Weave and sup attack in your caltrops field is all you need to do.
Every other champ point in elemental defender up to 100 and the rest in medium focus now for the physical res.
Green skills it's easy recovery and reduced cost.
Gear 5 hundings, 1pc Kena and 1pc blood spawn and healthy endurance with weapon glyphs. Probably 2pc night mother weapons but I'm using malestrom axes and not used anything else.
I had 21k health, 28k stamina and 2200 regen.
DK I'd assume the same but weave with Whip and stamplar purifying light, caltrops, vigor and jab your way through them.
Stam sorc. ..well you had it coming for picking a class so unsuited to stamina play so can't say anything on that. Vigor and Caltrops are critical though imo. 35k minimum damage on a high crit build they'll eat through anything and the heals are pretty good too.
Also for ad heavy rounds for stam players brawler works wonders if you just face tank and spam it over and over. Got me through the harder round on sehts flywheel and the atronarch round on level 5. It can be done no need for nerf. Unlike sorc builds having stupidly high hits isn't key ( to give you and idea to combat text says my overload with power sigil hits for 49k each so yes sorc is easy street but without overload and Kena you'd be screwed)
It's doable? It's easy now for real I don't how you couldn't complete it they nerfed it into the ground this last patch.
Elijah_Crow wrote: »
I think that this kind of damage is not needed. Who in earth desing that kind of damage? Let say 25,000 is enough for 99 % playerbase.
The crematorial guards on stage 9 do need a nerf.
You can't out run them, can't out heal them and can't out dps them.
It comes down to hoping you can deliver enough dps to them before they go fire phase.. stupid..
The BS rng in stage seven could use some polishing as well but as for the rest of it, it's fine.
PlagueMonk wrote: »DRXHarbinger wrote: »PlagueMonk wrote: »I do find it interesting that while many claim they weren't using a Sorc, they also conveniently left out the fact of weather they were magicka based or not. This is makes a HUGE difference because being magicka based gives you full access to your class abilities AND staves, something Stamina can't use.
I'm not going to call for a nerf to vet like the OP but they DO need to give stamina builds a buff to be on at least the same playing field as a mag Sorc.
Stamina, 100 points in mighty and dump the rest in crits. Caltrops on every mob and boss and vigor ( you must all have vigor now with the update ) if NB 2h with crit charge for your gap closer and rally. Dual wield for everything else. Weave and sup attack in your caltrops field is all you need to do.
Every other champ point in elemental defender up to 100 and the rest in medium focus now for the physical res.
Green skills it's easy recovery and reduced cost.
Gear 5 hundings, 1pc Kena and 1pc blood spawn and healthy endurance with weapon glyphs. Probably 2pc night mother weapons but I'm using malestrom axes and not used anything else.
I had 21k health, 28k stamina and 2200 regen.
DK I'd assume the same but weave with Whip and stamplar purifying light, caltrops, vigor and jab your way through them.
Stam sorc. ..well you had it coming for picking a class so unsuited to stamina play so can't say anything on that. Vigor and Caltrops are critical though imo. 35k minimum damage on a high crit build they'll eat through anything and the heals are pretty good too.
Also for ad heavy rounds for stam players brawler works wonders if you just face tank and spam it over and over. Got me through the harder round on sehts flywheel and the atronarch round on level 5. It can be done no need for nerf. Unlike sorc builds having stupidly high hits isn't key ( to give you and idea to combat text says my overload with power sigil hits for 49k each so yes sorc is easy street but without overload and Kena you'd be screwed)
You seemed to have MIS read my post. Here, lemme quote myself......I'm not going to call for a nerf to vet. G E T I T?
And what you said proves my point that stamina needs a buff. With minimal re-tooling a mag Sorc can waltz in an come out with a flawless because of things like shield stacking and insane mag resources topping 50k+ (while Stamina struggles to get much past 30-35k). Hell, even a mag NB can do pretty damn well with a staff on one bar but stamina builds MUST have X Y and Z or, as you put it, "you'd be screwed"
Just so you know I'm a Stamblade and run a similar build with similar abilities; 31k Stam, 26k stam regen (buffed) 21k health, 4400 WD. I'm an all DW/NB skills build however. Front bar the usual damage abilities plus full caltrops, back bar mainly buffs plus vigor and ST with FDB as ult on both. As for gear I'm full gold from A-Z; 5 Hund, 4 piece Mork, 3 prefect agi jewelry (so all robust). I have yet however to get Kena so I guess after all of that I'm still SOL? Do you NOT see a problem with that?
I also have a problem with your setup......you claim to have 1 Kena and 1 Blood but yet say you HAVE to have 2 pc kena overload? You are also using maelstrom weapons that I assume you did NOT get with this supposed toon, giving you yet another leg up on people like myself with a powerful flurry attack.
Once again.......Stamina builds NEED a freakin' buff so we have similar resource management, defenses and DPS capabilities of mag classes because we atm do not.
Dear @LegendaryArcher
There are 3 types of players
- Good players - focus on improving their skills in order to overcome a challenge
- Average players - do not care too much either way, they do what they enjoy
- Terrible players - focus on trying to bring a challenge down to their current skill which is also very ignorant by the way
Please stop being a terrible player.
Thanks!
lmao whatLegendaryArcher wrote: »Alright ZOS,
vMA has been out there long enough. The <1% Sorcerers have had their fun for quite some time now. It's time to make it available to your player base, at least for 5% of it.
What balancing it would look like:
Stage 1: No balance needed.
Stage 2: Slow down the blades.
Stage 3: Significantly reduce the damage. Disable pull attacks from enemies while the water is electrified. Remove the slow down dot from flowers.
Stage 4: No balance needed.
Stage 5: Significantly reduce the amount of enemies in the rounds. Make the troll always go to the platform closest to the player. Reduce the amount of Frost Atronachs to 1 at a time. Same for the giants. Reduce the last boss's health by 20%.
Stage 6: Reduce the frequency of Webspinner spawns and swarm attacks. Make Webspinners only appear when there are 3 or more pinions unwebbed. Remove the enrage mechanic from the last boss.
Stage 7: Remove the phase with 3 archers spawning at the same time. Prohibit Venomcallers from spawning or have them die instantly once the boss starts his "cry attack".
Stage 8: Remove the chain pull attack from the last boss or add a mechanic the prohibits pulls that end up in or go through AoE.
Stage 9: Boss fight: Reduce the Daedroths' HP by 50%. Reduce the crystals' HP by 20%. Reduce make the boss's attacks and mechanics (channeling, skull, etc.) depend on his health taken, not on time.
With these changes, ~5% of the player base might be able to complete it. It would still require 501 CP and best-in-slot min-maxed gear. It would NOT solve the fact that stamina builds would still struggle a lot through it and the amount of stamina players completing it would still be under 1%. But it's not vMA's fault. Stamina desperately needs buffs in the healing/damage shield area.
Now let the <1% and mundus stone cheater crying begin.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_GaryA @ZOS_TristanK @ZOS_KaiSchober when can we expect some balance? The normal version of MA it a cakewalk to 70%+ of your player base. And the best weapons are locked for <1% and mundus stone cheaters.
strikeback1247 wrote: »
More practice my friend. The more you practice, the more you're able to prevent/dodge damage. Some damage involves a bit of luck tho so that's kinda crappy.
Elijah_Crow wrote: »