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Sustain in PvE for Morrowind

Nifty2g
Nifty2g
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ZOS, this has turned into Heavy Attack DPS builds.

Since the NDA was partially lifted it would be better to post here
Resource Recovery Changes
Combat in ESO is, and has always been, about fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is key and is a core pillar of the system. Due to the number of balance changes we have made over time, this core pillar of resource management has become somewhat trivial; it’s become easier than ever to have nearly infinite sustainability while still being fully maximized for damage.

As such, some significant changes to resource recovery are being made. In general, each of the changes falls into one of four major categories:
Restores based on the maximum resource pool - These abilities were simply too effective once you obtained a significant pool size.
Cost reduction & recovery passives - Several of these passives were over-performing and have been adjusted.
Group based buffs/synergies - Several of these abilities were near-mandatory in end-game situations and have been adjusted.
Resource spend/gain rates - Abilities that cost either too much or too little were adjusted to ensure that each class and build type are spending and gaining resources at roughly the same rate.
Our goal with these changes is to have a combat system that reinforces decision making and resource management. Having players make choices between abilities, buffs and gear that provide more damage, or ones that provide more resource sustain, ultimately helps ensure that ESO's combat stays balanced and healthy for years to come.

Sustain Changes - PTS v3.0.0
Repentance: (Restoring Aura morph): This morph now restores Health and Stamina based on your character level instead of your Max Resource. It also only restores Stamina to the casting Templar, but continues to restore Health to the casting Templar and his allies.

Mystic Orb: (Necrotic Orb morph): This morph now increases the damage the orb deals.
Necrotic Orb: The synergy from this ability and its morphs now restore Stamina or Magicka to the synergy-user, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Spear Shards synergy.

Spear Shards: The synergy from this ability and its morphs now restore Stamina or Magicka, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
Luminous Shards: (Spear Shards morph): This morph now causes the synergy to also restore an equal amount of Magicka or Stamina to the casting Templar, with a 20-second cooldown.

Evocation: This is now a 2-point passive, originally 3-points. It now reduces the cost of your Magicka abilities by 1/2% per piece of Light Armor, down from 1/2/3%.

Recovery: This is now a 3-point passive, originally 2-points. It now increases your Magicka Recovery by 2/3/4% per piece of Light Armor, instead of 2/4%.

Minor Magickasteal: Reduced the amount of Magicka this debuff restores to the attacker to 300 Magicka from 400 Magicka.

Sustain Changes - PTS v3.0.1
Energy Orb (Necrotic Orb morph): Fixed an issue where the Healing Combustion synergy from this morph had no cooldown.
Necrotic Orb: The synergy from this ability and its morphs now restores Magicka or Stamina based on whichever has the highest maximum, instead of whichever has the largest missing percentage.

Spear Shards: The synergy from this ability and its morphs now restores Magicka or Stamina based on whichever has the highest maximum, instead of whichever has the largest missing percentage.

Sustaining with group synergies is something that makes this game very unique in which it allows team work and team building. It allows players to have great teamwork pay off. That is something where ESO succeeds. Removing that I believe is very damaging. If certain abilities are mandatory, I believe they should be left alone as it really changes around the way this game was built up from (Repentance, Spear Shards, Necrotic Orb, Magicksteal). If your group is well organised there should be a level of accomplishment, having roles dedicated to watching your sustain feels like teamwork. Sustain as it is on Live we can all agree in PvE end game content is over performing, well over performing. I came to PTS tonight with my raid and I was excited to see changes like this it would give a very interesting turn on the gameplay for all roles. But then I realised just how heavily this game really is dependent on resources, there were no skill cost reductions in this patch, sustain got hit everywhere not just the Champion Points which I personally think was way too overboard, especially doing it all at once with a new trial also being introduced, a change like this is so drastic it's really shocking.

So I took my raid into the new trial, on Veteran Mode. We made it past the first boss, which was a very long fight, very different also and incredible amount of movement required (at least how we did it), it took a turn for the worst honestly majority of people were running 3x cost reduction glyphs thinking it would even out sustain. It really didn't, all people were doing were heavy attacking with lightning staves... on a boss.

Tanking is really just not that fun right now either, I assume no one plays a tank the sustain nerf to them was just really awful, I was hoping for some good changes in how I manage my resources. Instead, I can't even control what I get back, I ask for shards and get magicka back because it's my lowest resource pool. I have literally no idea how you guys imagine we spec our characters for this. It really makes no sense.

Healers really can't sustain at all, they spend half their time heavy attacking and because of the amount of movement in this trial the breath of life nerf is really terrible too. Thanks for the PvP community for ruining that for PvE but that's a whole other topic. Not sure how you expect to design a trial on massive amounts of movement and include a change so heavily like that.

All in all, I really think sustain like this is just going to be very boring and very bland, it will grow old very quickly, not being able to do anything and just heavy attacking is a thing of the past, it's a very 1.3ish version of this game that I don't think we should ever revisit.
I think a lot of sustain in other places need to be buffed, magickasteal, orbs, shards, repentance, light armour should have their values changed and adjusted around because this really will not make a healthier game I do not think. I also do not think people will adjust to it to like it.

I'd love to see some cost reductions to skills and also buffs to sustain in other places that make running a group and group roles worth it. Cause right now, everyone in the raid is suffering and resorting to heavy attacks. A possible cost reduction passive to CP would be nice, around 5% or a regen passive somewhere. Maybe in the Mage tree or the Warrior tree.

If you guys want to nerf the damage, attacking sustain is fine, just don't do it this drastically to the point people are not going to enjoy the content. The new trial is so nice but I feel if we stay like this, it's fun and with the others too, will quickly fade out, from what I seen tonight, people do not feel engaged by just heavy attacking, you have taken away their rotation and skill within the game.

[Please also remove the recent homogenisation to sustain! Necrotic Orbs and Blazing Spear should be separate (one gives magicka, the other gives stamina), the fact I can't choose my resource pool I gain sustain in as a tank, is very very silly, and not strategic at all. You are basically telling me to lower my Stamina to less than my Magicka Pool so I can get sustain in it.] - This also kills the uniqueness of classes

As a side note, well done on the new trial. It's very fun.

@ZOS_GinaBruno @ZOS_Finn @ZOS_RichLambert
Edited by Nifty2g on April 25, 2017 11:52AM
#MOREORBS
  • lunalitetempler
    lunalitetempler
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    People should start getting used to it on live by changing the green points. Break them in easyer, I did it to my regen but never used cost reduction so I don't notice the difference.
    Edited by lunalitetempler on April 25, 2017 2:58PM
  • HuawaSepp
    HuawaSepp
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    So true.
    Heavy attack builds are very boring.
    Get your meals ready before starting a raid...
    PTS-EU
  • LorDrek
    LorDrek
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    Elder scrols heavy attack, all same builds any diversity.
    Imperial DK stamDPS, Nord DK magTANK
    YDoA CZ/SK Guild
    @LorDrek
  • Autolycus
    Autolycus
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    Yep I agree with pretty much all of what you said Nifty. I've been experimenting with my tank on PTS and we ran some dungeons and got some exposure to the new trial as well. There is a ton of movement required and mechanics, which are all very interesting and cool imho, place a heavy strain on resources by design. Coupled with the massive reworking of how sustain works in ESO it's like reverting to old heavy attack builds like you said. It almost feels like starting over completely, but with a inkling of how to go about it because we've seen something similar before.

    The changes to Orbs and Shards make sense for most builds that cater to one stat or the other, but for tanks it is a completely backwards and nonsensical design. We come from a long history in this game of being able to spec exactly into each stat the way we see fit, whether that means tons of stamina to permablock on a DK tank with high magicka recovery to cycle resources, or with a magblade tank that has just the right amount of stamina for blocking, taunting and utility, and going heavily into magicka and SD to boost healing, etc. Now there is no such thing as a magblade tank actually; if our magicka is higher than our stamina there is absolutely no reliable way to get stamina back. The best we can do is pop a synergy for Undaunted Command, which is like 800-1k back and only once per synergy per 15s...

    Tanking as far as I can tell in my testing so far is now a pure hybrid strategy with virtually no build diversity. I didn't have very much trouble managing my resources as a tank except in some situations, likely would not have a been a big deal if we had any idea what to do during the fights and were more organized (lack of experience, first time there ofc). But I re-did a lot to make that happen, and I now have almost identical magicka and stamina pools, with stamina being just the tiniest bit higher so that Shards or Orbs work in my favor. It feels to me like I'm doing the exact same thing as every other tank of every other class no matter who I play now.
    Edited by Autolycus on April 25, 2017 7:43PM
  • wimhwimladimf
    wimhwimladimf
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    If heavy attacks werent so poorly designed, i wouldnt really mind if i had to use them so often. They should at least make them faster but restore less resource, so they dont feel so clunky.
  • ziaodix
    ziaodix
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    The most disappointing thing about this patch is the removal of group synergy, and the reason to play as a group in the first place. It almost feels like there is no reason to balance your group's gear and synergy options so they work in tandem with one another. It's almost as if we have a 12-man "solo" dungeon where it's pretty much fend for yourself. The joy of going into a 12-man trial with a group that is well balanced has been replaced with the dread of going into them knowing the majority of your time will be spent heavy attacking, and mostly fending for yourself resource wise, as you are no longer rewarded for having a well balanced group with proper group synergy.

    This change has made me sad.
    @ziaodix
    PC/NA CP Rank: 1400
    GuildsKeep Moving ForwardNightfighters
    Accomplishments • vMA • vDSA (43238) • vAA HM • vHRC HM • vSO HM • vMoL HM • vHoF HM • vAS+2 •

    Characters
    NA Server
    1. ziaodix - Breton Templar
    2. ziaodix the artisan - Argonian Templar
    3. ziaodix the lightbringer - Imperial Templar
    4. ziaodix the shadow - Breton Nightblade
    5. ziaodix the fleet-footed - Bosmer Nightblade
    6. ziaodix the necromantia - Breton Necromancer
    7. ziaodix the orcromancer - Orsimer Necromancer
    8. ziaodix the dryskin - Argonian Warden
    9. ziaodix the shaman - Breton Warden
    10. ziaodix the hellspawn - Khajiit Warden
    11. ziaodix the wardenstein - Redguard Warden
    12. ziaodix the titan - Nord Dragonknight
    13. ziaodix the toxic - Redguard Dragonknight
    14. ziaodix the hellfire - Dunmer Dragonknight
    15. ziaodix the cauterizer - Breton Dragonknight
    16. ziaodix the incinerator - Dunmer Dragonknight
    17. ziaodix the sylph - Redguard Sorcerer
    18. ziaodix the storm -Altmer Sorcerer
    19. ziaodix the arcanist - Nord Templar
    20. ziaodix the fatecarver - Altmer Templar

    Media : YouTubeTwitch
  • Gomumon
    Gomumon
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    At the very least, if you're going to force us to heavy attack, take out f*****g Prosperous and give us back Weighted. :neutral:
  • Rohamad_Ali
    Rohamad_Ali
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    I think they made up their minds and we are getting this system like it or not . Gina's statement was pretty cut and dry .
  • Akimbro
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    Yeah it's nothing about nerfing sustain. That's fine. But don't do so by punishing well-coordinated groups. And definitely don't do so by requiring heavy attacks.
    ALACRITY Emperors united RIP
    LAST PRODIGIES World first SO clear RIP

    The last egg in the carton.
  • potirondb16_ESO
    potirondb16_ESO
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    Overall with synergies the core issue is that you had to give all class a group regen option or they would have been systematicly left out of group. The core component of that would have been to find suitable replacement inside class specific.

    Option: NB : Gives Reaper's Mark the capacity to give minor magicksteal and minor staminasteal to mobs and when the buff fade or the target die it restore stamina and magicka regarding how long it last

    It's giving nightblade a viable sustaining option which is likely to increase self and group sustainability

    Option: Sorc: Endless fury is now a debuff applying minor vulnerability that has an 6% chance to restore magicka and stamina to the player who does damage.

    Gives stamina and magicka alike an opportunity to buff and help sustain, giving a magicka sorc healer some kind of opportunity to make it inside the big league

    Option: Templar : Already have

    Option : Dragonknight : Draw Essence drain magicka and stamina from ennemies and restore magicka and stamina to the group up to 4 people (gives one of the most ungiften magicka class and the most likely tank class an opportunity to help with sustain)

    Option : Warden : Turn the Netch into a group thing
    Gives warden and opportunity to help sustain

    For all that is ressource management concerne turn us into the solution and don't make it a one way street to blame it on the support classes.

    Sciffer



  • ziaodix
    ziaodix
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    Overall with synergies the core issue is that you had to give all class a group regen option or they would have been systematicly left out of group. The core component of that would have been to find suitable replacement inside class specific.

    Option: NB : Gives Reaper's Mark the capacity to give minor magicksteal and minor staminasteal to mobs and when the buff fade or the target die it restore stamina and magicka regarding how long it last

    It's giving nightblade a viable sustaining option which is likely to increase self and group sustainability

    Option: Sorc: Endless fury is now a debuff applying minor vulnerability that has an 6% chance to restore magicka and stamina to the player who does damage.

    Gives stamina and magicka alike an opportunity to buff and help sustain, giving a magicka sorc healer some kind of opportunity to make it inside the big league

    Option: Templar : Already have

    Option : Dragonknight : Draw Essence drain magicka and stamina from ennemies and restore magicka and stamina to the group up to 4 people (gives one of the most ungiften magicka class and the most likely tank class an opportunity to help with sustain)

    Option : Warden : Turn the Netch into a group thing
    Gives warden and opportunity to help sustain

    For all that is ressource management concerne turn us into the solution and don't make it a one way street to blame it on the support classes.

    Sciffer



    Get this logical sense out of the forums please. They have no place here.

    Seriously though, they need to make each class unique, while allowing them all to manage all play styles. If I can't find a reason to play a nightblade over a templar, or a dragonknight over a nightblade, etc, other than the simple fact of it being a "nightblade, templar, dragoinknight" then why bother having different classes? If you want everyhting to be "one size fits all" then remove the ability to choose a class in the first place. Obviously, this is not what we want - nor do I expect they want this either - then they need to find a viable and suitable end game for the classes so they are all unique and I have a reason to play each class.
    @ziaodix
    PC/NA CP Rank: 1400
    GuildsKeep Moving ForwardNightfighters
    Accomplishments • vMA • vDSA (43238) • vAA HM • vHRC HM • vSO HM • vMoL HM • vHoF HM • vAS+2 •

    Characters
    NA Server
    1. ziaodix - Breton Templar
    2. ziaodix the artisan - Argonian Templar
    3. ziaodix the lightbringer - Imperial Templar
    4. ziaodix the shadow - Breton Nightblade
    5. ziaodix the fleet-footed - Bosmer Nightblade
    6. ziaodix the necromantia - Breton Necromancer
    7. ziaodix the orcromancer - Orsimer Necromancer
    8. ziaodix the dryskin - Argonian Warden
    9. ziaodix the shaman - Breton Warden
    10. ziaodix the hellspawn - Khajiit Warden
    11. ziaodix the wardenstein - Redguard Warden
    12. ziaodix the titan - Nord Dragonknight
    13. ziaodix the toxic - Redguard Dragonknight
    14. ziaodix the hellfire - Dunmer Dragonknight
    15. ziaodix the cauterizer - Breton Dragonknight
    16. ziaodix the incinerator - Dunmer Dragonknight
    17. ziaodix the sylph - Redguard Sorcerer
    18. ziaodix the storm -Altmer Sorcerer
    19. ziaodix the arcanist - Nord Templar
    20. ziaodix the fatecarver - Altmer Templar

    Media : YouTubeTwitch
  • Gomumon
    Gomumon
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    ziaodix wrote: »
    Overall with synergies the core issue is that you had to give all class a group regen option or they would have been systematicly left out of group. The core component of that would have been to find suitable replacement inside class specific.

    Option: NB : Gives Reaper's Mark the capacity to give minor magicksteal and minor staminasteal to mobs and when the buff fade or the target die it restore stamina and magicka regarding how long it last

    It's giving nightblade a viable sustaining option which is likely to increase self and group sustainability

    Option: Sorc: Endless fury is now a debuff applying minor vulnerability that has an 6% chance to restore magicka and stamina to the player who does damage.

    Gives stamina and magicka alike an opportunity to buff and help sustain, giving a magicka sorc healer some kind of opportunity to make it inside the big league

    Option: Templar : Already have

    Option : Dragonknight : Draw Essence drain magicka and stamina from ennemies and restore magicka and stamina to the group up to 4 people (gives one of the most ungiften magicka class and the most likely tank class an opportunity to help with sustain)

    Option : Warden : Turn the Netch into a group thing
    Gives warden and opportunity to help sustain

    For all that is ressource management concerne turn us into the solution and don't make it a one way street to blame it on the support classes.

    Sciffer



    Get this logical sense out of the forums please. They have no place here.

    Seriously though, they need to make each class unique, while allowing them all to manage all play styles. If I can't find a reason to play a nightblade over a templar, or a dragonknight over a nightblade, etc, other than the simple fact of it being a "nightblade, templar, dragoinknight" then why bother having different classes? If you want everyhting to be "one size fits all" then remove the ability to choose a class in the first place. Obviously, this is not what we want - nor do I expect they want this either - then they need to find a viable and suitable end game for the classes so they are all unique and I have a reason to play each class.

    Doesn't it seem weird to homogenize classes around the same time they're releasing a 5th one? I feel like people there aren't communicating. It really seems like two or three groups of people with conflicting objectives all worked on a portion of this update, and these patch notes are the consequential hodgepodge.
  • Joker99
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    Sustain is gonna be fine on stam classes.
    PC-EU
    DPS Slave:
    StamNB, MagNB, MagPlar, MagDK, StamDK, StamWarden
    Mostly just a scrub. Not even max CP.Actually max CP.
  • Shader_Shibes
    Shader_Shibes
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    I think they made up their minds and we are getting this system like it or not . Gina's statement was pretty cut and dry .

    I think that was always gonna be the case.

    Sad.
  • zaria
    zaria
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    How much much magic and stamina does the new orbs and shards restore now?

    As they return an fixed amount now and no resource over time, I assume its one of the this will be one of the: this will be an buff if healer has less than 9K magic.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Izaki
    Izaki
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    LorDrek wrote: »
    Elder scrols heavy attack, all same builds any diversity.

    Heavy Attacks Online: Resources Unlimited
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • Izaki
    Izaki
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    Joker99 wrote: »
    Sustain is gonna be fine on stam classes.

    LOL I don't think you know what's awaits you. Its either Heavy Attack builds or 3 cost-reduction glyphs (+ Vicious Ophidian) to sustain.
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • HuawaSepp
    HuawaSepp
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    Joker99 wrote: »
    Sustain is gonna be fine on stam classes.

    LOL I don't think you know what's awaits you. Its either Heavy Attack builds or 3 cost-reduction glyphs (+ Vicious Ophidian) to sustain.

    But HA attack builds should be much better because a spammable won't catch up missing dmg/crit/attribute.
    So if you manage to put enough equally timed dots on both bars you can only do skill=>HA=>skill=>HA...
    Right?
    PTS-EU
  • idk
    idk
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    I have found the affect these changes have had disappointing when I raided on PTS.

    I realize top groups will overcome, though HA will become part of our lives and HA really is the most lame attack. I reminded me of playing on Neverwinter except in that game players at least had a choice of what their filler attack would be and had two of them.

    The idea that ESO has always been about resource management, which we have been doing as Nifty described, yet it is after 3 years Zos is forcing the issue to where it cannot be overcome by gearing and team work seems a little disingenuous. If this was the way they always intended the game to be played why was it after 3 years they commit to it?

    There are more moderate guilds that have worked hard during the past year to improve so they could clear the revamped vet craglorn trials. They improved their dps and their skill with mechanics. This will be huge setback for them that will bring much disappointment.

    In the end, if this expansion hits live with most of the resource changes it will bring much disappointment. The fun of the game will be greatly reduced. I am not sure how much time someone wants to spend in a game that is not fun.

    Zos wants our feedback, here it is. Thx for a great post @Nifty2g
  • Joker99
    Joker99
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    Joker99 wrote: »
    Sustain is gonna be fine on stam classes.

    LOL I don't think you know what's awaits you. Its either Heavy Attack builds or 3 cost-reduction glyphs (+ Vicious Ophidian) to sustain.

    Tested with 3 cost red and no VO (5/1/1) and could sustain just fine while getting very pleasant parses. Though I'm not publishing the build until I'm finished testing.
    PC-EU
    DPS Slave:
    StamNB, MagNB, MagPlar, MagDK, StamDK, StamWarden
    Mostly just a scrub. Not even max CP.Actually max CP.
  • DeadlyRecluse
    DeadlyRecluse
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    Yeah, should have nerfed passive/free/CP sustain while leaving active/skill/synergy sustain in place, imo.

    Active sustain requires forethought, communication (before and during fights), encourages player interaction, etc. Seems like all positive things--even if they just nerfed the returns of active sources of sustain, could have at least kept active sustain a more complex part of the game.
    Thrice Empress, Forever Scrub
  • Jammer480
    Jammer480
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    Joker99 wrote: »
    Joker99 wrote: »
    Sustain is gonna be fine on stam classes.

    LOL I don't think you know what's awaits you. Its either Heavy Attack builds or 3 cost-reduction glyphs (+ Vicious Ophidian) to sustain.

    Tested with 3 cost red and no VO (5/1/1) and could sustain just fine while getting very pleasant parses. Though I'm not publishing the build until I'm finished testing.

    Be careful posting anything truthful or positive about tests on the pts, lol. You may be attacked by everyone who is against change and don't want anyone supporting these changes. The bitterness is real...

    Keep up the fight!
    Livin' the dream...
  • Jammer480
    Jammer480
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    HuawaSepp wrote: »
    Joker99 wrote: »
    Sustain is gonna be fine on stam classes.

    LOL I don't think you know what's awaits you. Its either Heavy Attack builds or 3 cost-reduction glyphs (+ Vicious Ophidian) to sustain.

    But HA attack builds should be much better because a spammable won't catch up missing dmg/crit/attribute.
    So if you manage to put enough equally timed dots on both bars you can only do skill=>HA=>skill=>HA...
    Right?

    But that would actually require thought and planning...how dare you suggest we stop spamming the same ability endlessly!
    Edited by Jammer480 on April 26, 2017 12:46PM
    Livin' the dream...
  • Joker99
    Joker99
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    Jammer480 wrote: »
    Joker99 wrote: »
    Joker99 wrote: »
    Sustain is gonna be fine on stam classes.

    LOL I don't think you know what's awaits you. Its either Heavy Attack builds or 3 cost-reduction glyphs (+ Vicious Ophidian) to sustain.

    Tested with 3 cost red and no VO (5/1/1) and could sustain just fine while getting very pleasant parses. Though I'm not publishing the build until I'm finished testing.

    Be careful posting anything truthful or positive about tests on the pts, lol. You may be attacked by everyone who is against change and don't want anyone supporting these changes. The bitterness is real...

    Keep up the fight!

    Thanks man. People just won't understand that the changes to sustain are not that bad and were needed, otherwise the power creep would've been even bigger on max level players and we would see parses up to 50k on dummy. I can't speak for magicka classes, as I have little to no experience with them but stamina classes should be doing fine. The ceiling came down a little bit (even though that's debatable, at least in my case) and the floor was definitely raised, especially for people that won't immediately have 630 CP the next patch. I'm not saying I agree with ALL the changes, but the CP system one is definitely turning the game in a better direction.
    PC-EU
    DPS Slave:
    StamNB, MagNB, MagPlar, MagDK, StamDK, StamWarden
    Mostly just a scrub. Not even max CP.Actually max CP.
  • lunalitetempler
    lunalitetempler
    ✭✭✭✭
    Joker99 wrote: »
    Jammer480 wrote: »
    Joker99 wrote: »
    Joker99 wrote: »
    Sustain is gonna be fine on stam classes.

    LOL I don't think you know what's awaits you. Its either Heavy Attack builds or 3 cost-reduction glyphs (+ Vicious Ophidian) to sustain.

    Tested with 3 cost red and no VO (5/1/1) and could sustain just fine while getting very pleasant parses. Though I'm not publishing the build until I'm finished testing.

    Be careful posting anything truthful or positive about tests on the pts, lol. You may be attacked by everyone who is against change and don't want anyone supporting these changes. The bitterness is real...

    Keep up the fight!

    Thanks man. People just won't understand that the changes to sustain are not that bad and were needed, otherwise the power creep would've been even bigger on max level players and we would see parses up to 50k on dummy. I can't speak for magicka classes, as I have little to no experience with them but stamina classes should be doing fine. The ceiling came down a little bit (even though that's debatable, at least in my case) and the floor was definitely raised, especially for people that won't immediately have 630 CP the next patch. I'm not saying I agree with ALL the changes, but the CP system one is definitely turning the game in a better direction.

    They are mad cos they can't manage their own resource, but that's their problem. They will LTP.
  • Tarrocan
    Tarrocan
    ✭✭✭✭
    Sustain in PvE for Morrowind: SHT SHT SHT SHT SHT SHT SHT SHT and SHT ty
    AD MagDK 'General Degree <-Main
    AD MagDK 'Kiana
    AD MagDK Kiana The Fire Mage
    AD MagDK General Degree
    AD MagDK 'Tarrocan
    AD StamDK Tarrocan
    AD MagNB GrimKiller
    AD MagCro Som Ting Wong
    AD StamCro 'Som Ting Wong
    AD MagPlar Della Grant
    AD StamPlar R I M M A
    AD MagSorc Nautilus
    AD StamSorc R O M M I
    AD StamNB Iba
    AD MagDen Desi Roots
    AD StamDen Diablo
  • Capt_Morgan
    Capt_Morgan
    ✭✭✭
    Joker99 wrote: »
    Jammer480 wrote: »
    Joker99 wrote: »
    Joker99 wrote: »
    Sustain is gonna be fine on stam classes.

    LOL I don't think you know what's awaits you. Its either Heavy Attack builds or 3 cost-reduction glyphs (+ Vicious Ophidian) to sustain.

    Tested with 3 cost red and no VO (5/1/1) and could sustain just fine while getting very pleasant parses. Though I'm not publishing the build until I'm finished testing.

    Be careful posting anything truthful or positive about tests on the pts, lol. You may be attacked by everyone who is against change and don't want anyone supporting these changes. The bitterness is real...

    Keep up the fight!

    Thanks man. People just won't understand that the changes to sustain are not that bad and were needed, otherwise the power creep would've been even bigger on max level players and we would see parses up to 50k on dummy. I can't speak for magicka classes, as I have little to no experience with them but stamina classes should be doing fine. The ceiling came down a little bit (even though that's debatable, at least in my case) and the floor was definitely raised, especially for people that won't immediately have 630 CP the next patch. I'm not saying I agree with ALL the changes, but the CP system one is definitely turning the game in a better direction.

    They are mad cos they can't manage their own resource, but that's their problem. They will LTP.

    We can all manage resources just fine. I'm mad because the only way to do so is heavy attacking a few times every rotation, which makes the game sluggish and slow. This change just makes pve boring.
    MagBlade main since early Access. Long live the warlock.
    PC/NA
    @CAPT_Morgan
  • ziaodix
    ziaodix
    ✭✭✭
    Joker99 wrote: »
    Jammer480 wrote: »
    Joker99 wrote: »
    Joker99 wrote: »
    Sustain is gonna be fine on stam classes.

    LOL I don't think you know what's awaits you. Its either Heavy Attack builds or 3 cost-reduction glyphs (+ Vicious Ophidian) to sustain.

    Tested with 3 cost red and no VO (5/1/1) and could sustain just fine while getting very pleasant parses. Though I'm not publishing the build until I'm finished testing.

    Be careful posting anything truthful or positive about tests on the pts, lol. You may be attacked by everyone who is against change and don't want anyone supporting these changes. The bitterness is real...

    Keep up the fight!

    Thanks man. People just won't understand that the changes to sustain are not that bad and were needed, otherwise the power creep would've been even bigger on max level players and we would see parses up to 50k on dummy. I can't speak for magicka classes, as I have little to no experience with them but stamina classes should be doing fine. The ceiling came down a little bit (even though that's debatable, at least in my case) and the floor was definitely raised, especially for people that won't immediately have 630 CP the next patch. I'm not saying I agree with ALL the changes, but the CP system one is definitely turning the game in a better direction.

    They are mad cos they can't manage their own resource, but that's their problem. They will LTP.

    My issue isn't having to manage my own resource. The issue is well coordinated groups shouldn't have to worry about each individual focusing on themselves throughout the entire raid. If that were the case then why both making group trials in the first place? The changes to group synergies, along with the sustain issues, force everyone into this mindset that they need to fend for themselves. This shouldn't be the case. Teams shouldn't be punished for being well coordinated, they should be rewarded.

    For them to punish the 99% of the player base because they feel the 1% isn't having enough trouble with their most difficult content, the answer isn't to nerf everyone and that is what it feels like they are doing. The issue with this mentality is that 1% will adapt and overcome, but how well will the 99% be able to?
    @ziaodix
    PC/NA CP Rank: 1400
    GuildsKeep Moving ForwardNightfighters
    Accomplishments • vMA • vDSA (43238) • vAA HM • vHRC HM • vSO HM • vMoL HM • vHoF HM • vAS+2 •

    Characters
    NA Server
    1. ziaodix - Breton Templar
    2. ziaodix the artisan - Argonian Templar
    3. ziaodix the lightbringer - Imperial Templar
    4. ziaodix the shadow - Breton Nightblade
    5. ziaodix the fleet-footed - Bosmer Nightblade
    6. ziaodix the necromantia - Breton Necromancer
    7. ziaodix the orcromancer - Orsimer Necromancer
    8. ziaodix the dryskin - Argonian Warden
    9. ziaodix the shaman - Breton Warden
    10. ziaodix the hellspawn - Khajiit Warden
    11. ziaodix the wardenstein - Redguard Warden
    12. ziaodix the titan - Nord Dragonknight
    13. ziaodix the toxic - Redguard Dragonknight
    14. ziaodix the hellfire - Dunmer Dragonknight
    15. ziaodix the cauterizer - Breton Dragonknight
    16. ziaodix the incinerator - Dunmer Dragonknight
    17. ziaodix the sylph - Redguard Sorcerer
    18. ziaodix the storm -Altmer Sorcerer
    19. ziaodix the arcanist - Nord Templar
    20. ziaodix the fatecarver - Altmer Templar

    Media : YouTubeTwitch
  • Akimbro
    Akimbro
    ✭✭✭✭
    Joker99 wrote: »
    Jammer480 wrote: »
    Joker99 wrote: »
    Joker99 wrote: »
    Sustain is gonna be fine on stam classes.

    LOL I don't think you know what's awaits you. Its either Heavy Attack builds or 3 cost-reduction glyphs (+ Vicious Ophidian) to sustain.

    Tested with 3 cost red and no VO (5/1/1) and could sustain just fine while getting very pleasant parses. Though I'm not publishing the build until I'm finished testing.

    Be careful posting anything truthful or positive about tests on the pts, lol. You may be attacked by everyone who is against change and don't want anyone supporting these changes. The bitterness is real...

    Keep up the fight!

    Thanks man. People just won't understand that the changes to sustain are not that bad and were needed, otherwise the power creep would've been even bigger on max level players and we would see parses up to 50k on dummy. I can't speak for magicka classes, as I have little to no experience with them but stamina classes should be doing fine. The ceiling came down a little bit (even though that's debatable, at least in my case) and the floor was definitely raised, especially for people that won't immediately have 630 CP the next patch. I'm not saying I agree with ALL the changes, but the CP system one is definitely turning the game in a better direction.

    They are mad cos they can't manage their own resource, but that's their problem. They will LTP.

    It's not a L2P issue. It's a "dumbing down" issue. Nerfing sustain is fine. Nerfing to the point well-coordinated groups are still required to regularly heavy attack for resources is not. This will hit the casual players a lot harder than it will the better. Not to mention how slow the game will begin to feel.
    ALACRITY Emperors united RIP
    LAST PRODIGIES World first SO clear RIP

    The last egg in the carton.
  • spiiros
    spiiros
    ✭✭✭
    Akimbro wrote: »
    Joker99 wrote: »
    Jammer480 wrote: »
    Joker99 wrote: »
    Joker99 wrote: »
    Sustain is gonna be fine on stam classes.

    LOL I don't think you know what's awaits you. Its either Heavy Attack builds or 3 cost-reduction glyphs (+ Vicious Ophidian) to sustain.

    Tested with 3 cost red and no VO (5/1/1) and could sustain just fine while getting very pleasant parses. Though I'm not publishing the build until I'm finished testing.

    Be careful posting anything truthful or positive about tests on the pts, lol. You may be attacked by everyone who is against change and don't want anyone supporting these changes. The bitterness is real...

    Keep up the fight!

    Thanks man. People just won't understand that the changes to sustain are not that bad and were needed, otherwise the power creep would've been even bigger on max level players and we would see parses up to 50k on dummy. I can't speak for magicka classes, as I have little to no experience with them but stamina classes should be doing fine. The ceiling came down a little bit (even though that's debatable, at least in my case) and the floor was definitely raised, especially for people that won't immediately have 630 CP the next patch. I'm not saying I agree with ALL the changes, but the CP system one is definitely turning the game in a better direction.

    They are mad cos they can't manage their own resource, but that's their problem. They will LTP.

    It's not a L2P issue. It's a "dumbing down" issue. Nerfing sustain is fine. Nerfing to the point well-coordinated groups are still required to regularly heavy attack for resources is not. This will hit the casual players a lot harder than it will the better. Not to mention how slow the game will begin to feel.

    Exactly.... this is going to make the gap EVEN bigger than it currently already is. I like the idea of a resources being worked on, but the way ZOS is implementing the changes is poorly executed.

    People really want to HA Rahkatt on HM for 2 Lunar Phases? Like smh.
    Edited by spiiros on April 26, 2017 9:17PM
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