@everyone .. I did some.. testing.. on the PTS "Involving slavery of fellow guildies in another guild for about an hour" and have tried MULTIPLE times across classes.. and your biggest issue is pairing sustain and damage together. Without sustain, you dont have damage, simple as that. So, from best to worst, here are your options (For mag sustain) Magblade-Templar-DK-Sorc..... This may or may not change based on current PTS flip flopping their decisions.
As a magblade with ele drain (All tests had ele drain) I had no sustain issues. Siphoning attacks is a wonderful tool, and it means you dont have to run witchmothers brew. temp has rune, DK- ulti's, and lastly sorc.. My poor baby is no longer near as viable.. If you use dark conversion, then you are screwing yourself out of stam.. no stam= orbs return stam meaning you can use it MAYBE one more time, but then you're SOL.. with this newfound knowledge, reroll a magblade.. (This was all done with the current meta gear- BSW, Grothdar/Illambris, MD, vMA inferno)
In theory, magblades will be the best sustained DPS next patch, while sorcs will be at the top with burst
Now consider spending additional points into stuff like master-of-arms or into CP buffing your light and heavy attacks and the DPS should be going up again.
Uriel_Nocturne wrote: »I'm having trouble completing DELVES with the reduction in CP resource management and the nerf to the resource return for Light Armor. The Mobs were a hassle, but I found I could wipe them out at about the same time my Magicka ran out fully. The Delve Boss? I had to fully run out of it's aggro area to the point that the tether kicked in and reset the Boss back to its spawn point... even using Potions I crafted myself (which are infinitely more potent than the ones the game gives you), I couldn't regen Magicka fast enough to take out a Delve Boss. Even in a group, the only reason we beat the Boss is due to combined DPS, and even then, our resources were completely depleted.
I hope we can get a constructive and scientific (if anecdotal) discussion for those who actually logged into PTS and tested on target dummies. This is a thread of "what I tried, problems with sustain/dps I encountered, my attempted solutions, and what worked."
If you haven't played 3.0.0 on PTS, feel free to read this thread for info but please refrain from posting.
Obviously, keep NDA content out of this thread. This includes new quests, new items, new zones, new houses, and anything about the Warden class. We can talk about CP, existing gear combinations, and skills for existing classes.
I'll start. I spent about an hour on PTS with my Stam Sorc wacking on target dummies last night. I run 5pc NMG, 5pc Spriggan, and 2pc Veli. I took off all CP and added 50 into Mooncalf. Findings:A guildie of mine went onto PTS and tested all the existing Mag classes, and here's his contribution:
- I ran OOS in about 51s without Mooncalf and 67s with Mooncalf with my current live rotation weaving light attacks.
- When I wove heavy attacks, I managed similar DPS while sustaining very well.
@everyone .. I did some.. testing.. on the PTS "Involving slavery of fellow guildies in another guild for about an hour" and have tried MULTIPLE times across classes.. and your biggest issue is pairing sustain and damage together. Without sustain, you dont have damage, simple as that. So, from best to worst, here are your options (For mag sustain) Magblade-Templar-DK-Sorc..... This may or may not change based on current PTS flip flopping their decisions.
As a magblade with ele drain (All tests had ele drain) I had no sustain issues. Siphoning attacks is a wonderful tool, and it means you dont have to run witchmothers brew. temp has rune, DK- ulti's, and lastly sorc.. My poor baby is no longer near as viable.. If you use dark conversion, then you are screwing yourself out of stam.. no stam= orbs return stam meaning you can use it MAYBE one more time, but then you're SOL.. with this newfound knowledge, reroll a magblade.. (This was all done with the current meta gear- BSW, Grothdar/Illambris, MD, vMA inferno)
In theory, magblades will be the best sustained DPS next patch, while sorcs will be at the top with burst
I couldn't follow up with him (he went to bed) with details regarding how much he wove in heavy attacks or if he tried combinations like removing a monster set and doing 5pc seducer and 5pc BSW, so it'd be great if other people in the community tested hypotheses like these.
I hope we as a community can find the sweet spot of "sustained highest DPS" for various builds by changing up rotations and builds. Keep in mind we're in PTS1, and the ease/difficulty of this exercise will also inform the evolution of PTS2+ for Morrowind.
Uriel_Nocturne wrote: »I'm having trouble completing DELVES with the reduction in CP resource management and the nerf to the resource return for Light Armor. The Mobs were a hassle, but I found I could wipe them out at about the same time my Magicka ran out fully. The Delve Boss? I had to fully run out of it's aggro area to the point that the tether kicked in and reset the Boss back to its spawn point... even using Potions I crafted myself (which are infinitely more potent than the ones the game gives you), I couldn't regen Magicka fast enough to take out a Delve Boss. Even in a group, the only reason we beat the Boss is due to combined DPS, and even then, our resources were completely depleted.
Sorry, but there is something seriously wrong that has nothing to do with CPs if you cannot complete a delve because you're running out of resources. Like, if you literally went in and ONLY cast puncturing sweeps on everything you saw, you should be able to clear a delve without any CP at all (wearing level-appropriate gear).
Name me a player who only uses one Skill in their arsenal.Uriel_Nocturne wrote: »I'm having trouble completing DELVES with the reduction in CP resource management and the nerf to the resource return for Light Armor. The Mobs were a hassle, but I found I could wipe them out at about the same time my Magicka ran out fully. The Delve Boss? I had to fully run out of it's aggro area to the point that the tether kicked in and reset the Boss back to its spawn point... even using Potions I crafted myself (which are infinitely more potent than the ones the game gives you), I couldn't regen Magicka fast enough to take out a Delve Boss. Even in a group, the only reason we beat the Boss is due to combined DPS, and even then, our resources were completely depleted.
Sorry, but there is something seriously wrong that has nothing to do with CPs if you cannot complete a delve because you're running out of resources. Like, if you literally went in and ONLY cast puncturing sweeps on everything you saw, you should be able to clear a delve without any CP at all (wearing level-appropriate gear).
Uriel_Nocturne wrote: »*** I am not in the Closed Beta, this is just testing based off of the Base Game Changes coming with the 3.0 Update ***
Resource management is going to be a very huge issue.
I Main a Magicka Templar DPS (Dunmer). I retooled all his gear with a specific mind to maximize Resource regen (5x Seducer [including Destro Flame Staff], 3x Magnus's Gift, and 3x Destruction Mastery [jewelry])(for armor I went with all Light).
With this set-up, I sacrificed a lot in DPS in favor of maximizing resource return; but I figured "what the hell, it may take me a bit longer, but if this resource gear works well, I can handle an increase in TTK, because I'll have the Magicka to back up a longer fight".
I am still rampantly running out of Magicka, and it takes me 30 seconds or longer to replenish a fully spent Magicka pool...
I'm having trouble completing DELVES with the reduction in CP resource management and the nerf to the resource return for Light Armor. The Mobs were a hassle, but I found I could wipe them out at about the same time my Magicka ran out fully. The Delve Boss? I had to fully run out of it's aggro area to the point that the tether kicked in and reset the Boss back to its spawn point... even using Potions I crafted myself (which are infinitely more potent than the ones the game gives you), I couldn't regen Magicka fast enough to take out a Delve Boss. Even in a group, the only reason we beat the Boss is due to combined DPS, and even then, our resources were completely depleted.
I was not able to complete a Public Dungeon. Period.
I couldn't get through the tougher, higher number Mobs at all, and mitigation through Potions helped in the same manner as for the Delves (as in; so little that it was like I didn't use a potion at all).
So our little group then tried a World Boss. That was a *** joke. On us. And we were the punchline.
Talking to the guys in our group of four, our Stamina characters were depleting their Stamina pools just as fast (our StamDK Sword & Board had it worse off than the rest of us) as the Magicka Characters were. Not even our Sorc was able to keep his Magicka pool at a decent flow rate.
Every one was running out of resources fast enough that we couldn't complete the base content.
We briefly discussed trying one of the 4-man Group Dungeons, but quickly decided that was simply out of the question with how our performance in the above content acted out.
If these changes to resource sustain/cost reduction remain "as is", I have no idea how players (even the "elite" end-game players) are going to complete ANY of the Trials.
Stack that Resource sustain/cost reduction with the changes to how the Class Skills and abilities act, and I can easily see Trials and Group Dungeons would be simply unplayable.
This Update 3.0 is going to be a cancer, and actually being able to play a Class (any class really...) is going to be a monumental increase in difficulty.
This coming update is abhorrent, and my wife and I signed out of the PTS in disgust. All we could do was shake our heads at how bad of an experience it was.
I quoted myself to add in this additional thought:Uriel_Nocturne wrote: »*** I am not in the Closed Beta, this is just testing based off of the Base Game Changes coming with the 3.0 Update ***
Resource management is going to be a very huge issue.
I Main a Magicka Templar DPS (Dunmer). I retooled all his gear with a specific mind to maximize Resource regen (5x Seducer [including Destro Flame Staff], 3x Magnus's Gift, and 3x Destruction Mastery [jewelry])(for armor I went with all Light).
With this set-up, I sacrificed a lot in DPS in favor of maximizing resource return; but I figured "what the hell, it may take me a bit longer, but if this resource gear works well, I can handle an increase in TTK, because I'll have the Magicka to back up a longer fight".
I am still rampantly running out of Magicka, and it takes me 30 seconds or longer to replenish a fully spent Magicka pool...
I'm having trouble completing DELVES with the reduction in CP resource management and the nerf to the resource return for Light Armor. The Mobs were a hassle, but I found I could wipe them out at about the same time my Magicka ran out fully. The Delve Boss? I had to fully run out of it's aggro area to the point that the tether kicked in and reset the Boss back to its spawn point... even using Potions I crafted myself (which are infinitely more potent than the ones the game gives you), I couldn't regen Magicka fast enough to take out a Delve Boss. Even in a group, the only reason we beat the Boss is due to combined DPS, and even then, our resources were completely depleted.
I was not able to complete a Public Dungeon. Period.
I couldn't get through the tougher, higher number Mobs at all, and mitigation through Potions helped in the same manner as for the Delves (as in; so little that it was like I didn't use a potion at all).
So our little group then tried a World Boss. That was a *** joke. On us. And we were the punchline.
Talking to the guys in our group of four, our Stamina characters were depleting their Stamina pools just as fast (our StamDK Sword & Board had it worse off than the rest of us) as the Magicka Characters were. Not even our Sorc was able to keep his Magicka pool at a decent flow rate.
Every one was running out of resources fast enough that we couldn't complete the base content.
We briefly discussed trying one of the 4-man Group Dungeons, but quickly decided that was simply out of the question with how our performance in the above content acted out.
If these changes to resource sustain/cost reduction remain "as is", I have no idea how players (even the "elite" end-game players) are going to complete ANY of the Trials.
Stack that Resource sustain/cost reduction with the changes to how the Class Skills and abilities act, and I can easily see Trials and Group Dungeons would be simply unplayable.
This Update 3.0 is going to be a cancer, and actually being able to play a Class (any class really...) is going to be a monumental increase in difficulty.
This coming update is abhorrent, and my wife and I signed out of the PTS in disgust. All we could do was shake our heads at how bad of an experience it was.
Uriel_Nocturne wrote: »Name me a player who only uses one Skill in their arsenal.
Just one.
There's no way to keep any or enough resources to tackle the content. And if I do as you say; use no other Skill except for Puncturing Sweeps, so that my Magicka doesn't deplete in less than 15 seconds, that doesn't make what the Update has done to the game any better.
That's saying: "We nerfed your resource management tools so drastically, that the only way you can make it through content is to literally spam one skill (and still hope your Magicka/Stamina don't run out).
I even weaved in Light and Heavy attacks, but the update nerfs the return from those attacks so much, that you only get back slightly less than a third of what you spend to activate a Skill.
This update is horrifically punishing any type of Skill use, by making your resources deplete at an ungodly rate, while making your resource return next to nothing.
My wife and two friends are "planning" on getting back in there again tonight. But with the way it has gone over the last two days, we're kind of dreading doing so.Thank you, @Uriel_Nocturne
I was hoping the patch would be tested by a player similar to myself, crafted gear, limited play time, etc...
This is very discouraging. Especially reading you had trouble in delves.
Please keep reporting what you experience.
They did reduce the return on Light and Heavy attacks, as well as the resource management passives on Armor.Drummerx04 wrote: »Uriel_Nocturne wrote: »Name me a player who only uses one Skill in their arsenal.
Just one.
There's no way to keep any or enough resources to tackle the content. And if I do as you say; use no other Skill except for Puncturing Sweeps, so that my Magicka doesn't deplete in less than 15 seconds, that doesn't make what the Update has done to the game any better.
That's saying: "We nerfed your resource management tools so drastically, that the only way you can make it through content is to literally spam one skill (and still hope your Magicka/Stamina don't run out).
I even weaved in Light and Heavy attacks, but the update nerfs the return from those attacks so much, that you only get back slightly less than a third of what you spend to activate a Skill.
This update is horrifically punishing any type of Skill use, by making your resources deplete at an ungodly rate, while making your resource return next to nothing.
This is really not the point. Resource management will definitely be tougher... but delves are SO easy that you really shouldn't need to run away from a puny delve boss that hits like a rolled up newspaper.
On a side note, did they actually nerf the resource returns from heavy attacks, I didn't see that in the patch notes? Currently they restore somewhere around 1.5k I believe.
santos.vellab16_ESO wrote: »Ok, the flow of disinformation needs to stop.
On the PTS I can still easily solo any public delve/non-DLC group dungeon on my (purposedly) terrible 2H-only Stamplar Master Crafter/gatherer build that is geared for max sprinting speed of all things. I don't even have Caltrops or Vigor. And this isn't a brag whatsoever, I have like 3 APM.
santos.vellab16_ESO wrote: »Ok, the flow of disinformation needs to stop.
On the PTS I can still easily solo any public delve/non-DLC group dungeon on my (purposedly) terrible 2H-only Stamplar Master Crafter/gatherer build that is geared for max sprinting speed of all things. I don't even have Caltrops or Vigor. And this isn't a brag whatsoever, I have like 3 APM.
As a magblade with ele drain (All tests had ele drain) I had no sustain issues. ... Siphoning attacks is a wonderful tool, and it means you dont have to run witchmothers brew ... In theory, magblades will be the best sustained DPS next patch
I'm not trying to *** on your experience or rag on you in any way at all, but you've kind of proven my point.My experience with my breton templar was nowhere as poor as @Uriel_Nocturne had. I was in a basic 5 light + 1 + 1 setup: Julianos, Grothdarr, willpower, DW torugs + maelstrom ice staff (because my inferno was elsewhere). My basic playstyle is slow and steady, so I had a fair amount of regen (1500) for a non-healer spec. Delves and public dungeon bosses were no problem, just a bit harder and took longer.
I switched to world bosses. The first couple I picked at random creamed me. So I went to one that I have farmed 50+ times with pretty simple mechanics, Siren's Cove I think it's called. I was very strained for resources and using pots on cooldown, and sometimes had to just fall back and heavy attack and heal in my rune. I did finish her on the second try, but it was I'd say about 50% harder than before.
I'm actually okay with the increased difficulty level for magplars in solo pve. Remember how cool the tough world bosses they introduced with Orsinium were? World Bosses should be very hard to solo, IMO. On live, magplars can very nearly jab spam their way through world bosses and nearly any content including Skyreach solo. It doesn't promote smart play. With the regen changes for magplar, players will need to learn to rotate in aoes and heavy attacks early in their progress.
The group synergy that templars don't have anymore is more worrisome to me. That side of magplar has been gutted. On live, pretty much every group does better as a whole with a templar around than with another class in that slot. In that respect, templars have utterly lost their identity. There's no compelling reason to want to choose templar as a class now, IMO.
By comparison, my pvp-spec'ed single target sorc with no aoe at all and 700 regen easily nuked my way through a public dungeon. Minor sustain issues and I just used heavy attacks and streak on easier mobs to regen. But 52k magicka is a big pool from which to draw.
Uriel_Nocturne wrote: »I quoted myself to add in this additional thought:Uriel_Nocturne wrote: »*** I am not in the Closed Beta, this is just testing based off of the Base Game Changes coming with the 3.0 Update ***
Resource management is going to be a very huge issue.
I Main a Magicka Templar DPS (Dunmer). I retooled all his gear with a specific mind to maximize Resource regen (5x Seducer [including Destro Flame Staff], 3x Magnus's Gift, and 3x Destruction Mastery [jewelry])(for armor I went with all Light).
With this set-up, I sacrificed a lot in DPS in favor of maximizing resource return; but I figured "what the hell, it may take me a bit longer, but if this resource gear works well, I can handle an increase in TTK, because I'll have the Magicka to back up a longer fight".
I am still rampantly running out of Magicka, and it takes me 30 seconds or longer to replenish a fully spent Magicka pool...
I'm having trouble completing DELVES with the reduction in CP resource management and the nerf to the resource return for Light Armor. The Mobs were a hassle, but I found I could wipe them out at about the same time my Magicka ran out fully. The Delve Boss? I had to fully run out of it's aggro area to the point that the tether kicked in and reset the Boss back to its spawn point... even using Potions I crafted myself (which are infinitely more potent than the ones the game gives you), I couldn't regen Magicka fast enough to take out a Delve Boss. Even in a group, the only reason we beat the Boss is due to combined DPS, and even then, our resources were completely depleted.
I was not able to complete a Public Dungeon. Period.
I couldn't get through the tougher, higher number Mobs at all, and mitigation through Potions helped in the same manner as for the Delves (as in; so little that it was like I didn't use a potion at all).
So our little group then tried a World Boss. That was a *** joke. On us. And we were the punchline.
Talking to the guys in our group of four, our Stamina characters were depleting their Stamina pools just as fast (our StamDK Sword & Board had it worse off than the rest of us) as the Magicka Characters were. Not even our Sorc was able to keep his Magicka pool at a decent flow rate.
Every one was running out of resources fast enough that we couldn't complete the base content.
We briefly discussed trying one of the 4-man Group Dungeons, but quickly decided that was simply out of the question with how our performance in the above content acted out.
If these changes to resource sustain/cost reduction remain "as is", I have no idea how players (even the "elite" end-game players) are going to complete ANY of the Trials.
Stack that Resource sustain/cost reduction with the changes to how the Class Skills and abilities act, and I can easily see Trials and Group Dungeons would be simply unplayable.
This Update 3.0 is going to be a cancer, and actually being able to play a Class (any class really...) is going to be a monumental increase in difficulty.
This coming update is abhorrent, and my wife and I signed out of the PTS in disgust. All we could do was shake our heads at how bad of an experience it was.
I am not an "Elite-end-game-player". I am, if anything, a slightly above average Casual player.
I use only Crafted Sets, as I cannot (due to circumstance and time constraints) grind the Trials and Group Dungeons for Monster Drop Sets. I have not done the Dragonstar Arena, Maelstrom Arena, or (again) any of the Trials and Group dungeons.
My play time and real life limit me to a couple of hours per night, and I am only ever really able to run Delves, Public Dungeons, and do the Daily Mages Guild/Fighters Guild/Dark Brotherhood quests.
I have discovered every crafting location in the game, and thus I have a decent working knowledge of the Crafted Sets, and how they interact in the game world for Overland and Base Game content. My friends that I group with on those rare occasions that we can Group, are in the same position that I am.
While mitigating or finding a "work around" for the Resource sustain/cost reduction nerfs might be a relatively easy thing for those aforementioned "elite end game content players" only around 1-2% of the game population has conquered that same end-game content.
The other 98%-99% of the game, are in the same situation as my friends an I are.
If the resource management changes are hitting us (again; slightly above average players) as hard as they are, where even Delves are an issue and tougher content is simply impossible to complete due to resource constraints; imagine how hard these changes are going to hit the "average" and "below average" players.
For them, even overland Mobs might be a very serious issue and very difficult to complete if these changes stay "as is".
While those elite players may actually have some great advice for lower ability players, those casual players aren't going to seek them out. They'll see that they can't do anything with their characters after this patch drops, and what do you think those Casual players will do at that point?
While it might be very easy for those Elite players to sift through multiple combinations of Sets to find the right balance between DPS and sustain in order to keep their resources high; casual players don't have that luxury, and due to their own constraints, likely never will have that option.
This is not going to be a good change to the game. None of 3.0 is going to be good for the game.
Again; while this might seem like an absurdly easy fix for the Elite end-game content players, the rest of the game populace is going to suffer greatly with this update.
I love ESO. It's one of the better MMO's I've played over the last 20+ years. But this upcoming patch is one of the worst I've ever seen in the entire MMORPG genre.
And that's the view and experience from the "other 98%" after playing it for a couple days on this PTS.