ShadowStarKing wrote: »@ShadowStarKingYou shouldn't be dodge rolling as a magic build just shield stack and as long as you CC break every 8 secs with some tri pots you don't even need to worry about your stam pool
This works decently against bad players but lately against 500CP stam with proper builds they tear down your shield as fast as you can put it up. and this is one person. Meanwhile stamina is just evasion, vigor rolling around. Watch countless streams or videos you can watch how easy and cheesy this *** is. Then they 2 bang you with a dawnbreaker execute or some ***.
Oh yeah I see what you mean. But It never used to be this way though:
Stam - hit hard with less survivability
Magic - hit less hard with high survivability
Now stam has both dmg and defense while magic has only defence. This is a balance issue that needs to be addressed, however I (imo) believe that shields>rolling
Shields negate 100% of dmg for a short time and also negates crit dmg. There is not punishment for reapplying shields over and over.
Dodge roll negates 80-90% of dmg at the time of rolling( including the .7 sec I-frame) and negates crit dmg but any AoE can dmg you through dodge
Blocking negates 70-80% of dmg also negates crit but halts stam regen so you can't block indefinitely.
Magic builds still have the upperhand in terms of utility and survivability stam builds just have dmg and are forced to run the same build (2h and bow) to compete.
Now dodge change is a little crazy, I don't know how to balance it but Its quite annoying faced a dodgeroller with shuffle and see "dodge" 5x times but then again it's only 20%.
FriedEggSandwich wrote: »But I feel like getting stabbed should hurt more than fairy dust getting thrown at you.
But you're playing a tolkein-esque fantasy game not a medieval warfare sim, so why the disregard for magic? Did gandalf use fairy dust?
I've always subscribed to the theory that stam should hit harder due to being (mostly) melee range. Magic is (mostly) ranged, so technically less risky. I can't justify this theory any more; the waters have been muddied. High damage gap closers negate the "low risk" magicka theory imo.
ShadowStarKing wrote: »@ShadowStarKingYou shouldn't be dodge rolling as a magic build just shield stack and as long as you CC break every 8 secs with some tri pots you don't even need to worry about your stam pool
This works decently against bad players but lately against 500CP stam with proper builds they tear down your shield as fast as you can put it up. and this is one person. Meanwhile stamina is just evasion, vigor rolling around. Watch countless streams or videos you can watch how easy and cheesy this *** is. Then they 2 bang you with a dawnbreaker execute or some ***.
Oh yeah I see what you mean. But It never used to be this way though:
Stam - hit hard with less survivability
Magic - hit less hard with high survivability
Now stam has both dmg and defense while magic has only defence. This is a balance issue that needs to be addressed, however I (imo) believe that shields>rolling
Shields negate 100% of dmg for a short time and also negates crit dmg. There is not punishment for reapplying shields over and over.
Dodge roll negates 80-90% of dmg at the time of rolling( including the .7 sec I-frame) and negates crit dmg but any AoE can dmg you through dodge
Blocking negates 70-80% of dmg also negates crit but halts stam regen so you can't block indefinitely.
Magic builds still have the upperhand in terms of utility and survivability stam builds just have dmg and are forced to run the same build (2h and bow) to compete.
Now dodge change is a little crazy, I don't know how to balance it but Its quite annoying faced a dodgeroller with shuffle and see "dodge" 5x times but then again it's only 20%.
This is incorrect shields only mitigate 10-12k Thats 2 hits or less from one person what about 10 people?. Dodge role avoids 100% of damage against any number of people it could be 100k damage mitigation with one role. Not even close in comparison. Shields don not scale anywhere near as good as dodge role, vigor, and rally in 1vX.
WreckfulAbandon wrote: »So the logic behind the shield nerf was plainly laid out to us in late April with this gem:
"Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously."
So the logic is to add a higher threshold to skilled play by forcing damage builds (that can benefit both offensively and defensively from the same attribute) somewhat balanced. I can get behind that. So why stop with sorcs?
Rally: over 30 sec duration, gives major brutality, HoT, bust heal or snare immunity if needed. Talk about a complete package!
Shuffle: 20 sec duration, I think 20% dodge chance is cheese, but feel to disagree.
Dodge roll: priceless
In the middle of a fight it is common practice to pop Vigor, dodge roll for a tick, and continue the offensive. Defiled? Nah, dodged that! And with another 4 sec of large heal ticks from Vigor combined with Rally heals, you can safely go on the offensive and put tons of pressure on the opponent.
And anyone who's been in Cyrodiil lately sees what that offensive will look like, which really doesn't do justice to the actual amount of attacks hitting you. Sure this has been a constant in the game but come on, animation cancelling heavy attacks into WB is pure cheese, much less throwing in the new Dawnbreaker and 2h execute. Take Flight animation cancels? I think we can all agree stamina hits very hard. So why does stamina also have superior survivability at this stage in the game? You can run away from what you can't kill or dodge/tank. It's every bit as broken as magsorc in 1.6, which generated so much QQ (some of it from me) back in the day.
Can we just be honest and acknowledge that the game is definitely favoring Stamina builds right now? Enough so to warrant some changes. I won't clamor for those changes because the patch just hit and things need to settle, but these are my thoughts right now, I have no problem getting this ball rolling.
I know there are gonna be a ton of gankers here disagreeing vehemently with me
Your confused.... When you are dodge rolling you cannot attack. Hence the philosophy of while you are defending you cannot attack is upheld.... The second your dodge roll ends you can go back to attacking and will take full damage as well.. Wards used to be such that you prebuff before engaging with (in the worst offender cases) with annulment + hardened + healing for a 20k+ shield.. This allows you to go FULL potato offensive while basically ignoring any kind of damage for a good 5-10 seconds depending on how good your opponent is. Dodge roll does NOT allow you to do that. You either attack OR dodge roll.
You also arent acknowledging the shortcomings of heals that are ONLY HOTS. Basically if you ever drop below 30%, you are in serious danger. You cant just hit a massive heal spell like bol and get topped up to almost full. You have to dodge roll and pray the HOTS are enuf to keep you alive and that your opponents are stupid enough to not use undodgeable CCs.
Stamina is pretty good for small scale and 1v1s, but in open world cyro group play, they are basically bombard spam monkeys... Magicka has VD, proxy and pretty much the whole toolkit of hard hitting huge AOE ultimates ranging from standard to meteor. DBOS is fantastic but its the ONLY thing stam has... Steel nado and bombard dosent quite compare to proxy>lotusfan>soul tether/swarm or proxy>meteor>streak etc etc....
I think its fine that stam is better for small scale and that mag is really good in large scale. I think total homogenization should be avoided.... I mean look at magDKs... They are SO strong in small scale group play but total trash in open world solo. They are just sitting ducks waiting to be potato-ed to death.
melloni_aleb16_ESO wrote: »i don't think that the problem is a roll dodges or shuffle .. . I have almost all chars stamina , and more roll dodges matches a low w.damage ...having an equip with many well-fitted and not impenetrable , also many turn in heavy , roll a few dodges.
Roll dodges/shuffle and vigor is the only way to stay alive, It can be annoying as a Magicka NB that using 7 Healing -Ward before being killed with executioner
Surely , it would be discussed on the damage stamina ( Dawnbreaker have a insane damage , but is also an example ) etc etc ..
Said this , magicka char has a magicka shield ( and they aren't weak as you are told ) , stamina char has a R-dodges , if you can do 3-4 r-dodges ( as the maximum in a fight ) , you destroy a stamina dps char
then if someone loses in 4 vs 1 character stamina ..the problem is for the " four "
my 2 cent and sorry for my bad english !
ShadowStarKing wrote: »ShadowStarKing wrote: »@ShadowStarKingYou shouldn't be dodge rolling as a magic build just shield stack and as long as you CC break every 8 secs with some tri pots you don't even need to worry about your stam pool
This works decently against bad players but lately against 500CP stam with proper builds they tear down your shield as fast as you can put it up. and this is one person. Meanwhile stamina is just evasion, vigor rolling around. Watch countless streams or videos you can watch how easy and cheesy this *** is. Then they 2 bang you with a dawnbreaker execute or some ***.
Oh yeah I see what you mean. But It never used to be this way though:
Stam - hit hard with less survivability
Magic - hit less hard with high survivability
Now stam has both dmg and defense while magic has only defence. This is a balance issue that needs to be addressed, however I (imo) believe that shields>rolling
Shields negate 100% of dmg for a short time and also negates crit dmg. There is not punishment for reapplying shields over and over.
Dodge roll negates 80-90% of dmg at the time of rolling( including the .7 sec I-frame) and negates crit dmg but any AoE can dmg you through dodge
Blocking negates 70-80% of dmg also negates crit but halts stam regen so you can't block indefinitely.
Magic builds still have the upperhand in terms of utility and survivability stam builds just have dmg and are forced to run the same build (2h and bow) to compete.
Now dodge change is a little crazy, I don't know how to balance it but Its quite annoying faced a dodgeroller with shuffle and see "dodge" 5x times but then again it's only 20%.
This is incorrect shields only mitigate 10-12k Thats 2 hits or less from one person what about 10 people?. Dodge role avoids 100% of damage against any number of people it could be 100k damage mitigation with one role. Not even close in comparison. Shields don not scale anywhere near as good as dodge role, vigor, and rally in 1vX.
Nope. If you have a shield active you absorbs ALL incoming dmg. If you dodge roll you're still suspectable to AoE attacks and blocking only mitigates 80% of dmg if you refuse you curse them or use an AoE then thats on you. If I want to beat a shield stacker I have to wear a 5 piece set and Light attack.
With shields you can spam reapply it with no punishment it's not like there's a cost increase for using it withing 4 secs.....
On the flip side if I roll continously I run out of stam even if I went for a full sustain build so Magic still has the upper hand in defense and healing. Infact you have an entire skill tree for healing.
If you don't want to use a resto that's fine each class has self healing in their tree:
NB- swallowed soul, refreshing path, sap essence
Dk - buring ember, draw essence
Temp - restoring ligh skill line
Sorc - surge (kinda meh but it's meant as a side heal), restoring twilight, clanfear and blood magic passives
Are some of these heals viable? Nope. But you have way more options with survivability than the typical 2h an bow vigor builds.
Not every stam build uses a 2h or shuffle but we all HAVE to use vigor as a heal.
leepalmer95 wrote: »I think the priority for all stamina skill would be in this order.
1) Shuffle - reduce the evasion to a true 10-15% no a fake 20% that's more like a 50% dodge chance.
2) Vigor - AoE easily spammed heal even stronger with major mending needs double to costs or reduction in the heal value.
3) Rally - Single target heal that can double hit when you pop it twice maybe fix this mechanic and reduce the healing or increase the cost.
4) Dodge roll doesn't need any adjustment until like 5 consecutive dodge rolls with in 5 seconds or so from each other than it needs a harsh cost increase like what streak got.
I don't know if these are the correct values for a reduction or cost increase but stamina all around is to strong and needs some type of adjustments.
Oh ya incapacitating strike definitely needs a ultimate cost increase at 50 for the value that's way to cheap to hit as hard as it currently does.
Hollykills V16 Templar Healer
We should definitely take into account the opinion of a guy whose sole class is a magicka templar healer on changes to stamina.
Yeah because the bias isn't obvious.
1) Shuffle, people have been saying this isn't 20% for a while, but until this day i have not seen a video that proves this.
2) Vigor, it's a heal over time, not and instant 14k heal like BoL can be. It's easily countered by reducing healing or putting a few dots on a person.
3) Rally is fine.
4) Dodge roll is fine it already has a 33% cost increase like streak.
Stamina get an ult and a few skills got changed to scale with cp and all of a sudden stamina is op.
Also FYI Dawnbreaker of Smiting is > incap. Use impen i have yet to be hit more than a 7k incap.
ShadowStarKing wrote: »ShadowStarKing wrote: »@ShadowStarKingYou shouldn't be dodge rolling as a magic build just shield stack and as long as you CC break every 8 secs with some tri pots you don't even need to worry about your stam pool
This works decently against bad players but lately against 500CP stam with proper builds they tear down your shield as fast as you can put it up. and this is one person. Meanwhile stamina is just evasion, vigor rolling around. Watch countless streams or videos you can watch how easy and cheesy this *** is. Then they 2 bang you with a dawnbreaker execute or some ***.
Oh yeah I see what you mean. But It never used to be this way though:
Stam - hit hard with less survivability
Magic - hit less hard with high survivability
Now stam has both dmg and defense while magic has only defence. This is a balance issue that needs to be addressed, however I (imo) believe that shields>rolling
Shields negate 100% of dmg for a short time and also negates crit dmg. There is not punishment for reapplying shields over and over.
Dodge roll negates 80-90% of dmg at the time of rolling( including the .7 sec I-frame) and negates crit dmg but any AoE can dmg you through dodge
Blocking negates 70-80% of dmg also negates crit but halts stam regen so you can't block indefinitely.
Magic builds still have the upperhand in terms of utility and survivability stam builds just have dmg and are forced to run the same build (2h and bow) to compete.
Now dodge change is a little crazy, I don't know how to balance it but Its quite annoying faced a dodgeroller with shuffle and see "dodge" 5x times but then again it's only 20%.
This is incorrect shields only mitigate 10-12k Thats 2 hits or less from one person what about 10 people?. Dodge role avoids 100% of damage against any number of people it could be 100k damage mitigation with one role. Not even close in comparison. Shields don not scale anywhere near as good as dodge role, vigor, and rally in 1vX.
Nope. If you have a shield active you absorbs ALL incoming dmg. If you dodge roll you're still suspectable to AoE attacks and blocking only mitigates 80% of dmg if you refuse you curse them or use an AoE then thats on you. If I want to beat a shield stacker I have to wear a 5 piece set and Light attack.
With shields you can spam reapply it with no punishment it's not like there's a cost increase for using it withing 4 secs.....
On the flip side if I roll continously I run out of stam even if I went for a full sustain build so Magic still has the upper hand in defense and healing. Infact you have an entire skill tree for healing.
If you don't want to use a resto that's fine each class has self healing in their tree:
NB- swallowed soul, refreshing path, sap essence
Dk - buring ember, draw essence
Temp - restoring ligh skill line
Sorc - surge (kinda meh but it's meant as a side heal), restoring twilight, clanfear and blood magic passives
Are some of these heals viable? Nope. But you have way more options with survivability than the typical 2h an bow vigor builds.
Not every stam build uses a 2h or shuffle but we all HAVE to use vigor as a heal.
COMPLETELY WRONG!
Sure magic builds can spam shields but how much time does it buy us before we run out of resources & get zerged down???
When you are standing in one place spamming shields
1.) That's your fault for not moving stam builds dont dodge roll in place so why should you be able to stand still and take dmg?
you have 0 chance of getting away, where a roll dodger may actually get away from his attacker(s). Tell me more about how I have high survivability as a magic nightblade when cloak is broken...
Also your statement about a shield absorbing all incoming damage is wrong too, if you have a shield for 10k & are hit with 15k dizzying swing then you're still taking 5k of damage bud.
2.) This must be pure ignorance. First of all NO one is going to hit with a 15K non crit dizzing swing so stop with that bull s**t. Second if you're hit by it you absorb the dmg completely and if I roll dodge they miss their attack.
Edit: changed Wreking blow to dizzing swing
Seems fine right? But
the difference is if they decide to use steel tornado or any AoE you can still take zero dmg spamming your shields. I will eventually die dodging as the AoE hits through my defense.
If you want to beat a shield stacker you have 2 viable options (neither of which you guessed):
1) shield breaker - set is still OP & as someone who occasionally uses shields (because it does help) I'm continuously trying to find away to beat this set.
2) champion tree, middle blue one, "shattering blows" - deal more damage to targets with shields
3.) I mentioned option number 1 "If I want to beat a shield stacker I have to wear a 5 piece ste and light attack" which is referring to Shield breaker
Is that really so hard? QQ moar about how you can't take someone down with a shield.
never QQed about shields but you're crying about dodge roll which is inferior to shield stacking with all the counters available to you.
If you roll continuously you run outta stam with a full sustain build???? TRY IT, this is 100% false, I know people rocking 3k+ stam recovery & they can still infinite dodge roll.
4.) I'm going to assume you're trolling here or maybe you don't know how math works (mean no disrespect here) but a 33% cost increase STACKS you roll 3x in a row that's a 100% cost increase(99% rounded up) dodge roll costs about 4.5K with out cost reduction let's do some math:
Medium armor(7/7) = 28% cost reduction
Tumbling(100 pts) = 18% cost reduction
Combined = 46% cost reduction
4500 *.46 = 2025
4500 - 2025 = 2475(this is the cost of dodge roll for this build)
Now calculate the penalty cost if used 4- 2x in a roll within a 4 sec time frame
Cost increase = 99%(rolling 4x)
Cost increase = 66%(rolling 3x)
Cost increase = 33%(rolling 2x)
2475 * .33 = 816.75 (rounded up to 817)
2475 + 817 = 3346 cost of roll dodge after 1 roll
2475 * .66 = 1633.5 (rounded up to 1634)
2475 + 1634 = 4109 cost of rolling after 2 rolls
2475 * .99 = 2450.25( rounded up to 2450)
2475 + 2450.25 = 4925.25 (rounded value = 5K) cost of rolling after 3 rolls
If the person has 3K stam regen then:
3000/2 = 1500 stam regen per sec
1500-4925 = a stam deficit of 3425 after rolling 4x in a row
1500 - 4109 = a stam deficit of 2609 after rolling 3x in a row
1500 - 3346 = a stam deficit of 1846 after rolling 2x in a row
This is acounting for a non popular sustain build in a meta where burst dmg insta gibing is a thing. This build also doesn't do much dmg and CC breaks and ability costs aren't calculated either.
No one can "perma roll" even if you had 5K stam recovery you would be able to roll for a while but not indefinitely case closed
Edit: didn't calulate Well fitted
The problem with all of those heals you listed is "THEY ARE ALL CLASS HEALS THAT SUCK AT HEALING" (except templar)
The point we're trying to make is "I WANT A GOOD HEAL WITHOUT A RESTO STAFF", you guys got one, we don't; end of discussion either you get it or you don't.
5.) I said the heals may not be to your liking but you have the diverse options. Belive me I know how you feel us stam builds have to use a 2h not because want to but because its the only option we have besides a HOT, this is the devs fault not stam builds they need to make other options better instead of the whole stam is a 2h melee and magic is a resto destro caster.
PurifedBladez wrote: »leepalmer95 wrote: »I think the priority for all stamina skill would be in this order.
1) Shuffle - reduce the evasion to a true 10-15% no a fake 20% that's more like a 50% dodge chance.
2) Vigor - AoE easily spammed heal even stronger with major mending needs double to costs or reduction in the heal value.
3) Rally - Single target heal that can double hit when you pop it twice maybe fix this mechanic and reduce the healing or increase the cost.
4) Dodge roll doesn't need any adjustment until like 5 consecutive dodge rolls with in 5 seconds or so from each other than it needs a harsh cost increase like what streak got.
I don't know if these are the correct values for a reduction or cost increase but stamina all around is to strong and needs some type of adjustments.
Oh ya incapacitating strike definitely needs a ultimate cost increase at 50 for the value that's way to cheap to hit as hard as it currently does.
Hollykills V16 Templar Healer
We should definitely take into account the opinion of a guy whose sole class is a magicka templar healer on changes to stamina.
Yeah because the bias isn't obvious.
1) Shuffle, people have been saying this isn't 20% for a while, but until this day i have not seen a video that proves this.
2) Vigor, it's a heal over time, not and instant 14k heal like BoL can be. It's easily countered by reducing healing or putting a few dots on a person.
3) Rally is fine.
4) Dodge roll is fine it already has a 33% cost increase like streak.
Stamina get an ult and a few skills got changed to scale with cp and all of a sudden stamina is op.
Also FYI Dawnbreaker of Smiting is > incap. Use impen i have yet to be hit more than a 7k incap.
Ikr.
I have a bigger problem with templars being able to instant heal to full with no way to counter.
Expending multiple dodge rolls to ensure a heal from vigor is a wildly expensive way to get a guaranteed heal by comparison and it in no way protects you from all damage.
DocFrost72 wrote: »
And while we're at it, make dodge rolling have its own, seperate bar. No way to increase the bar size, but keep all current ways of reducing cost.
leepalmer95 wrote: »I think the priority for all stamina skill would be in this order.
1) Shuffle - reduce the evasion to a true 10-15% no a fake 20% that's more like a 50% dodge chance.
2) Vigor - AoE easily spammed heal even stronger with major mending needs double to costs or reduction in the heal value.
3) Rally - Single target heal that can double hit when you pop it twice maybe fix this mechanic and reduce the healing or increase the cost.
4) Dodge roll doesn't need any adjustment until like 5 consecutive dodge rolls with in 5 seconds or so from each other than it needs a harsh cost increase like what streak got.
I don't know if these are the correct values for a reduction or cost increase but stamina all around is to strong and needs some type of adjustments.
Oh ya incapacitating strike definitely needs a ultimate cost increase at 50 for the value that's way to cheap to hit as hard as it currently does.
Hollykills V16 Templar Healer
We should definitely take into account the opinion of a guy whose sole class is a magicka templar healer on changes to stamina.
Yeah because the bias isn't obvious.
1) Shuffle, people have been saying this isn't 20% for a while, but until this day i have not seen a video that proves this.
2) Vigor, it's a heal over time, not and instant 14k heal like BoL can be. It's easily countered by reducing healing or putting a few dots on a person.
3) Rally is fine.
4) Dodge roll is fine it already has a 33% cost increase like streak.
Stamina get an ult and a few skills got changed to scale with cp and all of a sudden stamina is op.
Also FYI Dawnbreaker of Smiting is > incap. Use impen i have yet to be hit more than a 7k incap.
I have a bigger problem with templars being able to instant heal to full with no way to counter.
Expending multiple dodge rolls to ensure a heal from vigor is a wildly expensive way to get a guaranteed heal by comparison and it in no way protects you from all damage.
I have a bigger problem with templars being able to instant heal to full with no way to counter.
Expending multiple dodge rolls to ensure a heal from vigor is a wildly expensive way to get a guaranteed heal by comparison and it in no way protects you from all damage.
I'm interested in getting your perspective on something.COMPLETELY WRONG!
Sure magic builds can spam shields but how much time does it buy us before we run out of resources & get zerged down???
When you are standing in one place spamming shields you have 0 chance of getting away, where a roll dodger may actually get away from his attacker(s). Tell me more about how I have high survivability as a magic nightblade when cloak is broken...
Also your statement about a shield absorbing all incoming damage is wrong too, if you have a shield for 10k & are hit with 15k dizzying swing then you're still taking 5k of damage bud.
If you want to beat a shield stacker you have 2 viable options (neither of which you guessed):
1) shield breaker - set is still OP & as someone who occasionally uses shields (because it does help) I'm continuously trying to find away to beat this set.
2) champion tree, middle blue one, "shattering blows" - deal more damage to targets with shields
Is that really so hard? QQ moar about how you can't take someone down with a shield.
If you roll continuously you run outta stam with a full sustain build???? TRY IT, this is 100% false, I know people rocking 3k+ stam recovery & they can still infinite dodge roll.
The problem with all of those heals you listed is "THEY ARE ALL CLASS HEALS THAT SUCK AT HEALING" (except templar)
The point we're trying to make is "I WANT A GOOD HEAL WITHOUT A RESTO STAFF", you guys got one, we don't; end of discussion either you get it or you don't.
The issue with stam builds is its to easy to have infinite stamina.
They need to do 1 or more things to a few skills or all of them to balance it.
They should increase the cost of Vigor/Rally/Dodge Roll/Shuffle or
Put diminishing returns some or all of these skills.
Major mending buffs Stam Dk's and Stam Templars get make Vigor/Rally even stronger.
It's just to easy to vigor/rally/shuffle > attack > dodge roll > vigor/rally/shuffle > attack > dodge roll > repeat for ever.
At some point you need to run out of resources or be forced to stand and fight (Kinda like when streak got nerfed sorcs used to be able to streak for ever)
What makes it worse is when people use LOS which is smart and I do it myself but you can evade 5-8 people and never die.
PurifedBladez wrote: »leepalmer95 wrote: »I think the priority for all stamina skill would be in this order.
1) Shuffle - reduce the evasion to a true 10-15% no a fake 20% that's more like a 50% dodge chance.
2) Vigor - AoE easily spammed heal even stronger with major mending needs double to costs or reduction in the heal value.
3) Rally - Single target heal that can double hit when you pop it twice maybe fix this mechanic and reduce the healing or increase the cost.
4) Dodge roll doesn't need any adjustment until like 5 consecutive dodge rolls with in 5 seconds or so from each other than it needs a harsh cost increase like what streak got.
I don't know if these are the correct values for a reduction or cost increase but stamina all around is to strong and needs some type of adjustments.
Oh ya incapacitating strike definitely needs a ultimate cost increase at 50 for the value that's way to cheap to hit as hard as it currently does.
Hollykills V16 Templar Healer
We should definitely take into account the opinion of a guy whose sole class is a magicka templar healer on changes to stamina.
Yeah because the bias isn't obvious.
1) Shuffle, people have been saying this isn't 20% for a while, but until this day i have not seen a video that proves this.
2) Vigor, it's a heal over time, not and instant 14k heal like BoL can be. It's easily countered by reducing healing or putting a few dots on a person.
3) Rally is fine.
4) Dodge roll is fine it already has a 33% cost increase like streak.
Stamina get an ult and a few skills got changed to scale with cp and all of a sudden stamina is op.
Also FYI Dawnbreaker of Smiting is > incap. Use impen i have yet to be hit more than a 7k incap.
Ikr.
Just to be clear i have a max level Sorc,Dk, and NB. I prefer a Healing templar over any other role so sure you can say it's biased. At least I know the roles of stam/mag dps of all classes. As a Mag Templar those self heals Vigor/Rally are a bit to strong especially when paired with any class that has access to major mending like a Stam Templar or Dk's in general.
You should test Blur (Mag based) against Shuffle (Stam based) and see for yourself which one evades more even though they both value 20% dodge rate. I guess if I need to prove a point I can make a video to show you how bugged shuffle is when someone hits you.
I have 3400 Impen with transmutation I personally don't have issues with the skill because I can take the big hits but newer people in the game that don't have 501 Champ points and 3000+ Impen with 25k Physical/Spell Resist get their asses handed to them by Incap.
milesrodneymcneely2_ESO wrote: »I'm interested in getting your perspective on something.COMPLETELY WRONG!
Sure magic builds can spam shields but how much time does it buy us before we run out of resources & get zerged down???
When you are standing in one place spamming shields you have 0 chance of getting away, where a roll dodger may actually get away from his attacker(s). Tell me more about how I have high survivability as a magic nightblade when cloak is broken...
Also your statement about a shield absorbing all incoming damage is wrong too, if you have a shield for 10k & are hit with 15k dizzying swing then you're still taking 5k of damage bud.
If you want to beat a shield stacker you have 2 viable options (neither of which you guessed):
1) shield breaker - set is still OP & as someone who occasionally uses shields (because it does help) I'm continuously trying to find away to beat this set.
2) champion tree, middle blue one, "shattering blows" - deal more damage to targets with shields
Is that really so hard? QQ moar about how you can't take someone down with a shield.
If you roll continuously you run outta stam with a full sustain build???? TRY IT, this is 100% false, I know people rocking 3k+ stam recovery & they can still infinite dodge roll.
The problem with all of those heals you listed is "THEY ARE ALL CLASS HEALS THAT SUCK AT HEALING" (except templar)
The point we're trying to make is "I WANT A GOOD HEAL WITHOUT A RESTO STAFF", you guys got one, we don't; end of discussion either you get it or you don't.
I've been grinding both my Magblade and my Stamblade through Cadwell's Gold for the content/gold/CP.
My Stamblade is a typical DW/2H melee ganker; front bar is Killer's Blade, Shadowy Disguise, Ambush, Surprise Attack, Crippling Grasp and Incapacitating Strike. My Magblade is full melee as well, running Impale, Dampen Magic, Lotus Fan, Concealed Weapon, Crippling Grasp and Soul Harvest. On my Magblade I'm using Dampen Magic rotationally and it seems to be keeping me alive pretty well.
In your honest opinion, which do you think would be most favorable in the crucible of a 1v1 situation?
milesrodneymcneely2_ESO wrote: »I'm interested in getting your perspective on something.COMPLETELY WRONG!
Sure magic builds can spam shields but how much time does it buy us before we run out of resources & get zerged down???
When you are standing in one place spamming shields you have 0 chance of getting away, where a roll dodger may actually get away from his attacker(s). Tell me more about how I have high survivability as a magic nightblade when cloak is broken...
Also your statement about a shield absorbing all incoming damage is wrong too, if you have a shield for 10k & are hit with 15k dizzying swing then you're still taking 5k of damage bud.
If you want to beat a shield stacker you have 2 viable options (neither of which you guessed):
1) shield breaker - set is still OP & as someone who occasionally uses shields (because it does help) I'm continuously trying to find away to beat this set.
2) champion tree, middle blue one, "shattering blows" - deal more damage to targets with shields
Is that really so hard? QQ moar about how you can't take someone down with a shield.
If you roll continuously you run outta stam with a full sustain build???? TRY IT, this is 100% false, I know people rocking 3k+ stam recovery & they can still infinite dodge roll.
The problem with all of those heals you listed is "THEY ARE ALL CLASS HEALS THAT SUCK AT HEALING" (except templar)
The point we're trying to make is "I WANT A GOOD HEAL WITHOUT A RESTO STAFF", you guys got one, we don't; end of discussion either you get it or you don't.
I've been grinding both my Magblade and my Stamblade through Cadwell's Gold for the content/gold/CP.
My Stamblade is a typical DW/2H melee ganker; front bar is Killer's Blade, Shadowy Disguise, Ambush, Surprise Attack, Crippling Grasp and Incapacitating Strike. My Magblade is full melee as well, running Impale, Dampen Magic, Lotus Fan, Concealed Weapon, Crippling Grasp and Soul Harvest. On my Magblade I'm using Dampen Magic rotationally and it seems to be keeping me alive pretty well.
In your honest opinion, which do you think would be most favorable in the crucible of a 1v1 situation?
@ShadowStarKing post is getting too long so listing specific points I want to address:
1.) That's your fault for not moving stam builds dont dodge roll in place so why should you be able to stand still and take dmg?
Have you played the game lately? We've been in a recent meta of CC/root/stun city, how do you expect a magic player to have a ton of stam to break free & get away? I've adapted my build so I'm not terrible at this but it's still tough & most non sorc magic builds have this issue
2.) This must be pure ignorance. First of all NO one is going to hit with a 15K non crit dizzing swing so stop with that bull s**t. Second if you're hit by it you absorb the dmg completely and if I roll dodge they miss their attack.
ok, so insert "your choice of damaging ability", because there a plenty of players out there which can do a single non-crit attack for over 10k, my shields are 10k total, each individual shield is less maybe 8k for harness (not a sorc, mag nb). #dmgISreal
4.) I'm going to assume you're trolling here or maybe you don't know how math works (mean no disrespect here) but a 33% cost increase STACKS you roll 3x in a row that's a 100% cost increase(99% rounded up) dodge roll costs about 4.5K with out cost reduction let's do some math:
...bunch of math...
What's insulting is the fact that you feel you need to display your ability to do elementary math without calculating all possibilities! You list out a few things & then clearly state you did not account for well fitted? You said nothing about the champion tree, you said nothing about reducing stam cost such as vicious ophidian or other sets. If you are going to prove a point then prove it but don't waste forum space trying to prove to everyone you can multiply & subtract; it's boring & insulting.
5.) I said the heals may not be to your liking but you have the diverse options. Belive me I know how you feel us stam builds have to use a 2h not because want to but because its the only option we have besides a HOT...
I'll agree, however you have to remember this also depends on class:
dk = igneous (major mendiing), coagulating blood (minor vitality?)
templar = Restoring Aura (major mendiing), Restoring Focus (minor vitality)
nb can have vitality, not sure about sorc, but point being major mending is a huge deal IMO
when you add in the fact that mending & vitality can stack with malabeth it's makes a fight really annoying
ShadowStarKing wrote: »@ShadowStarKing post is getting too long so listing specific points I want to address:
1.) That's your fault for not moving stam builds dont dodge roll in place so why should you be able to stand still and take dmg?
Have you played the game lately? We've been in a recent meta of CC/root/stun city, how do you expect a magic player to have a ton of stam to break free & get away? I've adapted my build so I'm not terrible at this but it's still tough & most non sorc magic builds have this issue
2.) This must be pure ignorance. First of all NO one is going to hit with a 15K non crit dizzing swing so stop with that bull s**t. Second if you're hit by it you absorb the dmg completely and if I roll dodge they miss their attack.
ok, so insert "your choice of damaging ability", because there a plenty of players out there which can do a single non-crit attack for over 10k, my shields are 10k total, each individual shield is less maybe 8k for harness (not a sorc, mag nb). #dmgISreal
4.) I'm going to assume you're trolling here or maybe you don't know how math works (mean no disrespect here) but a 33% cost increase STACKS you roll 3x in a row that's a 100% cost increase(99% rounded up) dodge roll costs about 4.5K with out cost reduction let's do some math:
...bunch of math...
What's insulting is the fact that you feel you need to display your ability to do elementary math without calculating all possibilities! You list out a few things & then clearly state you did not account for well fitted? You said nothing about the champion tree, you said nothing about reducing stam cost such as vicious ophidian or other sets. If you are going to prove a point then prove it but don't waste forum space trying to prove to everyone you can multiply & subtract; it's boring & insulting.
5.) I said the heals may not be to your liking but you have the diverse options. Belive me I know how you feel us stam builds have to use a 2h not because want to but because its the only option we have besides a HOT...
I'll agree, however you have to remember this also depends on class:
dk = igneous (major mendiing), coagulating blood (minor vitality?)
templar = Restoring Aura (major mendiing), Restoring Focus (minor vitality)
nb can have vitality, not sure about sorc, but point being major mending is a huge deal IMO
when you add in the fact that mending & vitality can stack with malabeth it's makes a fight really annoying
I appreciate you condensing the post but here are some flaws with your post...
First you should have no problem what so ever with shields if you're 1vXing you have the ability to LOS just like anyone else in addition to stacking shields so use it to your advantage.
Second you're lying about a non crit 10K ability I don't beleive that's even possible that means you're not putting points into hardy and they have a tool tip of 20K yeah bull crap man.
But shields can be 2 shot or three shot since stam builds can get high WD but this "oh mer gurd they deal 10K non crit dmg" is utter bull crap.
Third I love how you insult me when Im proving you guys wrong. I actually calculated a build running 7/7 medium and 100 pts into Tumbling if you go back an read it but you refuse to acknowledge that. Most builds don't use well fitted nor put 100 pts into Tumbling not do they run 7/7 medium armor and they aren't running trials sets since most PVPer hate PVE. I did the math to prove that this magic perma rolling builds do not exist what else do you want me to do? Just say it ain't so with out facts?
I'd love for you to mathematically prove to me that it's possible to literally perma roll once you do that I leave it at that. I untill then you've lost the argument here by insulting me and not providing evidence of your own.
Lastly all the buffs you mentioned are geared to help healing in general but they benefit magic builds more since you guys have more healing skills available and they synergizes with magic builds.