TheStealthDude wrote: »So because you can't use the exact same build you were using before in this patch, that means the changes were poorly thought out?
It just sounds like you need to consider changing your build.
fritzOSU03 wrote: »TheStealthDude wrote: »So because you can't use the exact same build you were using before in this patch, that means the changes were poorly thought out?
It just sounds like you need to consider changing your build.
I think you're missing the point so I'll clarify. The issue is that I shouldn't need to reconsider my build based on what 5-piece I also have to give up. Like everyone else, I've already given up my regens and adjusted. But now, unlike with my stamina characters, I also have to evaluate giving up a 5-piece bonus on my main damage bar. The same could be said for my healer or for any stamina build that uses bow or a two-handed weapon on their main bar (although I don't know of any for PvE).
fritzOSU03 wrote: »I'm obviously not getting the message through which is my fault for the way I chose to try and explain it.
The OP is correct.
It was already poorly designed prior to the changes, in that magicka specs have to choose between a functional weapon enchant 2h setup -which is either a 5th pc bonus loss or monster set loss. Or a DW/S&B setup to gain the 5th bonus but no functional weapon enchant without melee action, which is useless for dps on a mag spec toon.
It's a total waste of time and dps loss.
With these changes the magplar has to swing in melee range to get some resources back but at a dps loss as we dont spec stam.
On top of that it's slow, boring, and *** stupid. It hasn't helped with the "evergen" pvp builds it's just made the game slower and more boring. I have to rotate in near useless 1k ish HA's or switch to a staff bar...
Keep in mind the magplar needs a fuller resource pool to make the best of our execute, unlike other classes.
I main a magplar for pvp and pve farm an HA pet sorc. Even with a full 75 into regen and in mag return I'm still seeing a significant decrease in resources on my sorc just from the 6/8 second casts of pet pulse and wall.
Im not sure what the devs were attempting to acomplish, but in my case they made playing the game less satisfying.
TheStealthDude wrote: »fritzOSU03 wrote: »TheStealthDude wrote: »So because you can't use the exact same build you were using before in this patch, that means the changes were poorly thought out?
It just sounds like you need to consider changing your build.
I think you're missing the point so I'll clarify. The issue is that I shouldn't need to reconsider my build based on what 5-piece I also have to give up. Like everyone else, I've already given up my regens and adjusted. But now, unlike with my stamina characters, I also have to evaluate giving up a 5-piece bonus on my main damage bar. The same could be said for my healer or for any stamina build that uses bow or a two-handed weapon on their main bar (although I don't know of any for PvE).
No, I understand your point. You are using the changes from this patch to make a case for 2h weapons to count as 2 set bonuses. Try using sets that don't need to have the 5pc always active. Lich, BSW, Scathing Mage, Moondancer are some, commonly used ones.
Otherwise, try switching to a 5/5/1 build or a 5/3/2/1 build.
There are many solutions to the problem you face, but you seem to be stuck on trying to make your build work when it clearly doesn't.
You have to make choices in this game. There are going to be opportunity costs that you just have to accept.
The OP is correct.
It was already poorly designed prior to the changes, in that magicka specs have to choose between a functional weapon enchant 2h setup -which is either a 5th pc bonus loss or monster set loss. Or a DW/S&B setup to gain the 5th bonus but no functional weapon enchant without melee action, which is useless for dps on a mag spec toon.
It's a total waste of time and dps loss.
With these changes the magplar has to swing in melee range to get some resources back but at a dps loss as we dont spec stam.
On top of that it's slow, boring, and *** stupid. It hasn't helped with the "evergen" pvp builds it's just made the game slower and more boring. I have to rotate in near useless 1k ish HA's or switch to a staff bar...
Keep in mind the magplar needs a fuller resource pool to make the best of our execute, unlike other classes.
I main a magplar for pvp and pve farm an HA pet sorc. Even with a full 75 into regen and in mag return I'm still seeing a significant decrease in resources on my sorc just from the 6/8 second casts of pet pulse and wall.
Im not sure what the devs were attempting to acomplish, but in my case they made playing the game less satisfying.
RE the bold: that is just incorrect.
They just had to choose different sets to get the bonuses.
Run Warlock, Lich, Clever and a number of others where the 5pc bonus has a significant or "manageable in your rotation cooldown." One's that have 5pc bonuses that hit during ultimate firing for instance are great candidates. Run one of those staves on the backbar and your main offensive stat on the front bar.
Now you can have your 2pc monster set all the time, your 5pc front bar attack set all the time and the 2-3-4pc of your backbar set all the time.
When the backbar 5pc is ready, barswap and trigger it. then swap back (hopefully as part of your well run rotation with your back bar buffs etc.)
Do this right and the only time you "dont have the backbar 5pc" is when it is in cooldown. that is just like what you would have with these same sets on a DW build.
So while one can cry wolf (less diversity) it actually promotes you using on magica 11-slot builds different gear sets than one would use if it had 12 slots... the limitation promotes diversity.
Same kind of thing can be seen on 2h melee builds... witchman iirc is one... others exist. All depends on the rotation you can build around the cooldown or ult recover.
I know, it would be simpler to just have them all work the same so you can wear the same sets and call it diversity... but thats just not the way it works and likely not how its going to be made.
"limitations breed creativity" - only if the limitation does not come with a massive power gap, the two-handers higher item damage value is not relevant because it has a weaker heavy attack multiplier to ranged weapons, lower both lower net weapon damage and total damage than DW due to having 2 passives which dont come into play (followup is half of a empower, battle rush comes into effect when you already won the fight) and light attack speed is bugged thus leaving the optimal strat for it la AniCancel which DW also does better for melee due to having the benefit of 2 full powered enchant procs and a weapon set bonus.
(oh and S&B gets both full glyph, half trait for sharpened/def/crit/heal or full trait for rest, while also getting a full armor glyph and trait)
The idea of "build limits" isnt bad (especially for magicka due to lich/5th slot long cd triggers), but since so many sets have a permanent 5th slot bonus which drops on swap and the 2hs only benefit is slightly higher base light attack damage when low level/low on skill points (and possibly stamina sustain in 2-4 target aoe due to forceful compared to Steel Tornado) that plain does not hold true in practice.
fritzOSU03 wrote: »So here's the point of the issue. My only real means of getting resources back, in the case of a magicka templar for example, is to use heavy staff attacks. Well, there's a problem with that. The problem is that I have no option other than to dual wield on my main bar in order to get my set bonuses. For whatever reason, ZOS saw fit to make these regen changes without either a) making two-handed weapons count as two set bonus items or b) making a heavy attack, regardless of item or type, recover both magicka AND stamina in proportion to your resource pools.
So what am I left to do? Should I drop 300 spell damage from Julianos or be able to recover resources?
"
Also, if one thinks set bonus alone will change the differences enough to get 2h up to dw in that content, they are at best uninformed.
"
Also, if one thinks set bonus alone will change the differences enough to get 2h up to dw in that content, they are at best uninformed.
150 weapon/spell damage and regen on hit/1 pools 8% cost reduction with flat resource regen on kill, general 6% cost reduction, proc chances for 4~15k damage, 400 of a damage type bonus, effects on reaction (shield on block/heroism dodge/immob on dodge/knockdown on dodge/bonus damage on interrupt, etc) - All of these things change how a person plays which is the important part in the whole quoted limitations on build thing YET ALL set only on 5th slot bonus (instead of 3rd or 4th)
Also nice way to ignore the point of 2h melee not having the range safety nor the net stats of other melee weapons (not that staves shouldnt get 2-set effects either because it would be stupid if 2 slot items dont gain benefits of having 2 slots filled by a set).
"Now of course for the hardcore vet trial players, this matters and for this type of player, they will not care about what you are complaining about, they just care about what is optimal."
More over, at that level of content maelstrom are more likely needed and ignore this concept.
Also, if one thinks set bonus alone will change the differences enough to get 2h up to dw in that content, they are at best uninformed. Dw is better at what is needed there for that content - sustain dps - while 2h is more burst dps. That is from the skills, not set choices.
Lightspeedflashb14_ESO wrote: »The OP is correct.
It was already poorly designed prior to the changes, in that magicka specs have to choose between a functional weapon enchant 2h setup -which is either a 5th pc bonus loss or monster set loss. Or a DW/S&B setup to gain the 5th bonus but no functional weapon enchant without melee action, which is useless for dps on a mag spec toon.
It's a total waste of time and dps loss.
With these changes the magplar has to swing in melee range to get some resources back but at a dps loss as we dont spec stam.
On top of that it's slow, boring, and *** stupid. It hasn't helped with the "evergen" pvp builds it's just made the game slower and more boring. I have to rotate in near useless 1k ish HA's or switch to a staff bar...
Keep in mind the magplar needs a fuller resource pool to make the best of our execute, unlike other classes.
I main a magplar for pvp and pve farm an HA pet sorc. Even with a full 75 into regen and in mag return I'm still seeing a significant decrease in resources on my sorc just from the 6/8 second casts of pet pulse and wall.
Im not sure what the devs were attempting to acomplish, but in my case they made playing the game less satisfying.
RE the bold: that is just incorrect.
They just had to choose different sets to get the bonuses.
Run Warlock, Lich, Clever and a number of others where the 5pc bonus has a significant or "manageable in your rotation cooldown." One's that have 5pc bonuses that hit during ultimate firing for instance are great candidates. Run one of those staves on the backbar and your main offensive stat on the front bar.
Now you can have your 2pc monster set all the time, your 5pc front bar attack set all the time and the 2-3-4pc of your backbar set all the time.
When the backbar 5pc is ready, barswap and trigger it. then swap back (hopefully as part of your well run rotation with your back bar buffs etc.)
Do this right and the only time you "dont have the backbar 5pc" is when it is in cooldown. that is just like what you would have with these same sets on a DW build.
So while one can cry wolf (less diversity) it actually promotes you using on magica 11-slot builds different gear sets than one would use if it had 12 slots... the limitation promotes diversity.
Same kind of thing can be seen on 2h melee builds... witchman iirc is one... others exist. All depends on the rotation you can build around the cooldown or ult recover.
I know, it would be simpler to just have them all work the same so you can wear the same sets and call it diversity... but thats just not the way it works and likely not how its going to be made.
I wish I could this 2 awesomes. Stop complaining and work out how to do what you want, limitations breed creativity.
smrasmusb14_ESO wrote: »Having an additional set item is a bonus that melee get (except of course for two handed which has a higher base damage than ranged instead). It's unfortunate that there are no magic melee weapons as this would resolve most complaints, but having enough regen to not need heavy attacks was a problem that needed to be fixed. The game was too easy.
I agree it is pretty absurd if you take a class like a Magicka DK that has most all of their class skills requiring melee range to complete to now use a 2hd ranged staff weapon to be able to regen magicka by weaving in Heavy attacks in melee range to gain back resources. If however you could use say Dual wield weapons to heavy attack with in melee range and it would restore your highest pool resource upon heavy attack you would make melee ranged magicka dps and tanks more viable again. As it stands now Magicka based tanks and dps are basically eliminated from being viable really.
Sure are there ways around this. Yes you can make a ranged character and go from there. But you then are tossing away skills like flame lash and burning embers which are core DK skills for destro ranged weapon skills. Talons is also a melee ranged skill.
Arbitrator wrote: »
This 100%. It makes no sense for a dk to have a staff considering most all of their moves are in Melee range.
All they had to do was make it so your heavy attacks restore your "highest" resource pool between magicka/stamina.
The way it is now has bent tanks and magicka dps over a barrel. Even for some Templar "Cleric" healers who utilize a mace/shield combo... It's crazy how they really believe that what they are doing is balanced or fun at all.