GreenSoup2HoT wrote: »It's capped at what it says on the tooltip on the set. Only way to increase it is by golding outyour gear I assume.
Cancerous set anyway. I hope every sorc you fight destroys you for using that garbage set.
Cancerous because sorcs complete negate hots/health recovery due to op shield stacking over lapping healing ward.
Mag sorcs are the only class that can do it all. Insane sustain (lich), insane tankiness with shields and still deal crazy damage in 7 light.
Once proc sets are nerfed.. its gonna be mag sorc or nothing.
Insane tankiness with 1 shield? Yeah okay. Like I and MANY others have said before, Harness has become a dead skill and so has bastion CP star. It's why no class is running harness apart from sorc rerollers who think stacking shields will make them gods.
If you and others can't get through just hardened ward it's either a L2P issue or your gear setup is garbage. I'm predicting it's a L2P issue.
leepalmer95 wrote: »2 decent players will rip a sorc shields.
If your struggling with more then the players your with are all likely tanks/ healers or noobs with no damage.
Toc de Malsvi wrote: »leepalmer95 wrote: »2 decent players will rip a sorc shields.
If your struggling with more then the players your with are all likely tanks/ healers or noobs with no damage.
Two decent players will rip anyone 2v1. The issue some have is that Sorc's are neigh invincible 1v1 with shields, while having amazing mobility and massive burst. Sorc's are less strong compared to pre-morrowind but they are still one of the strongest damage builds in PVP.
leepalmer95 wrote: »Toc de Malsvi wrote: »leepalmer95 wrote: »2 decent players will rip a sorc shields.
If your struggling with more then the players your with are all likely tanks/ healers or noobs with no damage.
Two decent players will rip anyone 2v1. The issue some have is that Sorc's are neigh invincible 1v1 with shields, while having amazing mobility and massive burst. Sorc's are less strong compared to pre-morrowind but they are still one of the strongest damage builds in PVP.
So they're strong in 1v1... so are mag/stam dk's and stamplars.
The game isn't balanced around 1v1, when do you usually find a 1v1 fight? and it doesn't get interrupted in open pvp.
Toc de Malsvi wrote: »@leepalmer95
Don't get me wrong it is a balance problem. Shields create a pinnacle, either they are too weak and virtually worthless, or they are too strong and virtually OP. The nature of Shield stacking allows for magSorc's to get the best of all worlds, great defense, great mobility, great damage. Which leads to complaints by those who are up against them.
Hard to disagree with you without sounding like sorc hater, but I have yet see any decent sorc that is out of magicka after chasing him from like one keep to another. And without using gapcloser or mount, you as stamina will always arrive completly depleted (if you even manage to catch him).leepalmer95 wrote: »Toc de Malsvi wrote: »@leepalmer95
Don't get me wrong it is a balance problem. Shields create a pinnacle, either they are too weak and virtually worthless, or they are too strong and virtually OP. The nature of Shield stacking allows for magSorc's to get the best of all worlds, great defense, great mobility, great damage. Which leads to complaints by those who are up against them.
But the nature of healing allows magplars to get great damage and then crit heal 12k breath of lifes. Its the same for all classes, damage = heals.
Shields have a big drop off effect in terms of efficiency depending of the amount of players. Streaks not a bad skill and allows them some mobility but its a lot cheaper for a medium build to sprint after a sorc and catch up (they will easily) and then finish a sorc because the sorc will be out of magicka.
Any stamina build has better mobility than mag sorc because of shuffle dodge, shuffle snare purge and roll dodge. Outside of death match bgs the sorc execute is one of the worst in the game. Lowest threshold, can be purged, rolled, both damage blocked, sometimes it doesn't even finish them off.
Hard to disagree with you without sounding like sorc hater, but I have yet see any decent sorc that is out of magicka after chasing him from like one keep to another. And without using gapcloser or mount, you as stamina will always arrive completly depleted (if you even manage to catch him).leepalmer95 wrote: »Toc de Malsvi wrote: »@leepalmer95
Don't get me wrong it is a balance problem. Shields create a pinnacle, either they are too weak and virtually worthless, or they are too strong and virtually OP. The nature of Shield stacking allows for magSorc's to get the best of all worlds, great defense, great mobility, great damage. Which leads to complaints by those who are up against them.
But the nature of healing allows magplars to get great damage and then crit heal 12k breath of lifes. Its the same for all classes, damage = heals.
Shields have a big drop off effect in terms of efficiency depending of the amount of players. Streaks not a bad skill and allows them some mobility but its a lot cheaper for a medium build to sprint after a sorc and catch up (they will easily) and then finish a sorc because the sorc will be out of magicka.
Any stamina build has better mobility than mag sorc because of shuffle dodge, shuffle snare purge and roll dodge. Outside of death match bgs the sorc execute is one of the worst in the game. Lowest threshold, can be purged, rolled, both damage blocked, sometimes it doesn't even finish them off.
Also lol at sorc execute. It is freakin good.
leepalmer95 wrote: »Hard to disagree with you without sounding like sorc hater, but I have yet see any decent sorc that is out of magicka after chasing him from like one keep to another. And without using gapcloser or mount, you as stamina will always arrive completly depleted (if you even manage to catch him).leepalmer95 wrote: »Toc de Malsvi wrote: »@leepalmer95
Don't get me wrong it is a balance problem. Shields create a pinnacle, either they are too weak and virtually worthless, or they are too strong and virtually OP. The nature of Shield stacking allows for magSorc's to get the best of all worlds, great defense, great mobility, great damage. Which leads to complaints by those who are up against them.
But the nature of healing allows magplars to get great damage and then crit heal 12k breath of lifes. Its the same for all classes, damage = heals.
Shields have a big drop off effect in terms of efficiency depending of the amount of players. Streaks not a bad skill and allows them some mobility but its a lot cheaper for a medium build to sprint after a sorc and catch up (they will easily) and then finish a sorc because the sorc will be out of magicka.
Any stamina build has better mobility than mag sorc because of shuffle dodge, shuffle snare purge and roll dodge. Outside of death match bgs the sorc execute is one of the worst in the game. Lowest threshold, can be purged, rolled, both damage blocked, sometimes it doesn't even finish them off.
Also lol at sorc execute. It is freakin good.
Sprinting vs cost increase streak? If your a stamina build and you don't have a gap closer thats your choice to be honest.
If your in medium you get sprint speed bonus, it's quite easy to catch them.
Sure they could dark conversion but if they do that they aren't streaking which means you could catch them. Plus they'd be low of stamina.
Though if you manage to gap close them after the first streak they aren't going anymore.
leepalmer95 wrote: »Hard to disagree with you without sounding like sorc hater, but I have yet see any decent sorc that is out of magicka after chasing him from like one keep to another. And without using gapcloser or mount, you as stamina will always arrive completly depleted (if you even manage to catch him).leepalmer95 wrote: »Toc de Malsvi wrote: »@leepalmer95
Don't get me wrong it is a balance problem. Shields create a pinnacle, either they are too weak and virtually worthless, or they are too strong and virtually OP. The nature of Shield stacking allows for magSorc's to get the best of all worlds, great defense, great mobility, great damage. Which leads to complaints by those who are up against them.
But the nature of healing allows magplars to get great damage and then crit heal 12k breath of lifes. Its the same for all classes, damage = heals.
Shields have a big drop off effect in terms of efficiency depending of the amount of players. Streaks not a bad skill and allows them some mobility but its a lot cheaper for a medium build to sprint after a sorc and catch up (they will easily) and then finish a sorc because the sorc will be out of magicka.
Any stamina build has better mobility than mag sorc because of shuffle dodge, shuffle snare purge and roll dodge. Outside of death match bgs the sorc execute is one of the worst in the game. Lowest threshold, can be purged, rolled, both damage blocked, sometimes it doesn't even finish them off.
Also lol at sorc execute. It is freakin good.
Sprinting vs cost increase streak? If your a stamina build and you don't have a gap closer thats your choice to be honest.
If your in medium you get sprint speed bonus, it's quite easy to catch them.
Sure they could dark conversion but if they do that they aren't streaking which means you could catch them. Plus they'd be low of stamina.
Though if you manage to gap close them after the first streak they aren't going anymore.
Well, you said sprint after them. Also not in every scenario you can gap close. Sorc streaks twice suddenly and they are out of gapcloser range, then they LoS, streak again, and again and you can easily find yourself unable to ever get the gap closer opening. Well, obviously by that you should already mount up (but sometimes you are just forever incombat)
Also they dont run out of stamina. Now less than ever.
(FYI During chase while you are springing, your stamina gain is negative, while their regen is working fine and without ranged CC they have unlimited supply)
leepalmer95 wrote: »Toc de Malsvi wrote: »@leepalmer95
Don't get me wrong it is a balance problem. Shields create a pinnacle, either they are too weak and virtually worthless, or they are too strong and virtually OP. The nature of Shield stacking allows for magSorc's to get the best of all worlds, great defense, great mobility, great damage. Which leads to complaints by those who are up against them.
But the nature of healing allows magplars to get great damage and then crit heal 12k breath of lifes. Its the same for all classes, damage = heals.
Shields have a big drop off effect in terms of efficiency depending of the amount of players. Streaks not a bad skill and allows them some mobility but its a lot cheaper for a medium build to sprint after a sorc and catch up (they will easily) and then finish a sorc because the sorc will be out of magicka.
Any stamina build has better mobility than mag sorc because of shuffle dodge, shuffle snare purge and roll dodge. Outside of death match bgs the sorc execute is one of the worst in the game. Lowest threshold, can be purged, rolled, both damage blocked, sometimes it doesn't even finish them off.
And this example is just as bad... Heals are more effective when the healed target has higher mitigation.. Shields are not. That 30k burst against a light armour, no-impen shield-user is closer to 15k against a heavy armour, fill-impen wearer - which can be healed back. And that's assuming there was no other mitigation like block... (we are assuming that the shield user knows there is incoming hence he has a shield up....)Toc de Malsvi wrote: »leepalmer95 wrote: »Toc de Malsvi wrote: »@leepalmer95
Don't get me wrong it is a balance problem. Shields create a pinnacle, either they are too weak and virtually worthless, or they are too strong and virtually OP. The nature of Shield stacking allows for magSorc's to get the best of all worlds, great defense, great mobility, great damage. Which leads to complaints by those who are up against them.
But the nature of healing allows magplars to get great damage and then crit heal 12k breath of lifes. Its the same for all classes, damage = heals.
Shields have a big drop off effect in terms of efficiency depending of the amount of players. Streaks not a bad skill and allows them some mobility but its a lot cheaper for a medium build to sprint after a sorc and catch up (they will easily) and then finish a sorc because the sorc will be out of magicka.
Any stamina build has better mobility than mag sorc because of shuffle dodge, shuffle snare purge and roll dodge. Outside of death match bgs the sorc execute is one of the worst in the game. Lowest threshold, can be purged, rolled, both damage blocked, sometimes it doesn't even finish them off.
No it's not the same because of how shields are different than heals. Shields prevent damage, heals bring back health that is already lost. 30k burst will kill most targets, but its not going to kill a shield stacking Sorc, it will hurt it sure, but its not going to kill it. To add to that what was 30k burst against a non shielded target is only 20-25k against a shielded target because of the lack of critical hits.
Preventative mitigation is always better than healing.
It is simply not true that sprint is cheaper than streaking. Gap closing is cheaper than streaking but sprint is not. Only way that is possible is if you are wearing well fitted or some set to reduce sprint costs. Almost all of my builds are 6-7 medium and I routinely run out of stamina chasing streaking sorc's, who still have enough magicka to stop shield up and turn and curse me as I arrive completely out of resources. The only way it compares is if you are using a speed pot, which a mag Sorc can just as easily use and sprint between double casted streaks.
Claiming the Sorc execute is one of the worst in the game? You must be joking. When targets are more than 5m away how is any of the stam melee executes going to kill them? Gap closing means they get time to cast a heal.
Purge it? That is a losing battle every time. Base cost Mages Fury: 2430 Cleansing Ritual: 3780. You will run them out of magicka if they attempt to purge your execute every time you apply. Efficient Purge is 5400 base it's even worse.
Mages Fury acts as a passive execute after application, meaning you don't have to cast it at the time of the targets health getting low it will just go off. The only other skill that acts as a passive execute after application is Poison Injection. Poison Injection does not instantly tick and kill the target when their health drops below 20% or even 5%. It can tick, but its not guaranteed to tick before they can heal. Poison Injection ticks do not hit anywhere near as hard as Mages Fury, the whole dot damage is more but individual ticks are not.
And this example is just as bad... Heals are more effective when the healed target has higher mitigation.. Shields are not. That 30k burst against a light armour, no-impen shield-user is closer to 15k against a heavy armour, fill-impen wearer - which can be healed back. And that's assuming there was no other mitigation like block... (we are assuming that the shield user knows there is incoming hence he has a shield up....)Toc de Malsvi wrote: »leepalmer95 wrote: »Toc de Malsvi wrote: »@leepalmer95
Don't get me wrong it is a balance problem. Shields create a pinnacle, either they are too weak and virtually worthless, or they are too strong and virtually OP. The nature of Shield stacking allows for magSorc's to get the best of all worlds, great defense, great mobility, great damage. Which leads to complaints by those who are up against them.
But the nature of healing allows magplars to get great damage and then crit heal 12k breath of lifes. Its the same for all classes, damage = heals.
Shields have a big drop off effect in terms of efficiency depending of the amount of players. Streaks not a bad skill and allows them some mobility but its a lot cheaper for a medium build to sprint after a sorc and catch up (they will easily) and then finish a sorc because the sorc will be out of magicka.
Any stamina build has better mobility than mag sorc because of shuffle dodge, shuffle snare purge and roll dodge. Outside of death match bgs the sorc execute is one of the worst in the game. Lowest threshold, can be purged, rolled, both damage blocked, sometimes it doesn't even finish them off.
No it's not the same because of how shields are different than heals. Shields prevent damage, heals bring back health that is already lost. 30k burst will kill most targets, but its not going to kill a shield stacking Sorc, it will hurt it sure, but its not going to kill it. To add to that what was 30k burst against a non shielded target is only 20-25k against a shielded target because of the lack of critical hits.
Preventative mitigation is always better than healing.
It is simply not true that sprint is cheaper than streaking. Gap closing is cheaper than streaking but sprint is not. Only way that is possible is if you are wearing well fitted or some set to reduce sprint costs. Almost all of my builds are 6-7 medium and I routinely run out of stamina chasing streaking sorc's, who still have enough magicka to stop shield up and turn and curse me as I arrive completely out of resources. The only way it compares is if you are using a speed pot, which a mag Sorc can just as easily use and sprint between double casted streaks.
Claiming the Sorc execute is one of the worst in the game? You must be joking. When targets are more than 5m away how is any of the stam melee executes going to kill them? Gap closing means they get time to cast a heal.
Purge it? That is a losing battle every time. Base cost Mages Fury: 2430 Cleansing Ritual: 3780. You will run them out of magicka if they attempt to purge your execute every time you apply. Efficient Purge is 5400 base it's even worse.
Mages Fury acts as a passive execute after application, meaning you don't have to cast it at the time of the targets health getting low it will just go off. The only other skill that acts as a passive execute after application is Poison Injection. Poison Injection does not instantly tick and kill the target when their health drops below 20% or even 5%. It can tick, but its not guaranteed to tick before they can heal. Poison Injection ticks do not hit anywhere near as hard as Mages Fury, the whole dot damage is more but individual ticks are not.
Preventative mitigation like this is VERY resource-intensive, unlike healing which is only used when its needed.
Toc de Malsvi wrote: »And this example is just as bad... Heals are more effective when the healed target has higher mitigation.. Shields are not. That 30k burst against a light armour, no-impen shield-user is closer to 15k against a heavy armour, fill-impen wearer - which can be healed back. And that's assuming there was no other mitigation like block... (we are assuming that the shield user knows there is incoming hence he has a shield up....)Toc de Malsvi wrote: »leepalmer95 wrote: »Toc de Malsvi wrote: »@leepalmer95
Don't get me wrong it is a balance problem. Shields create a pinnacle, either they are too weak and virtually worthless, or they are too strong and virtually OP. The nature of Shield stacking allows for magSorc's to get the best of all worlds, great defense, great mobility, great damage. Which leads to complaints by those who are up against them.
But the nature of healing allows magplars to get great damage and then crit heal 12k breath of lifes. Its the same for all classes, damage = heals.
Shields have a big drop off effect in terms of efficiency depending of the amount of players. Streaks not a bad skill and allows them some mobility but its a lot cheaper for a medium build to sprint after a sorc and catch up (they will easily) and then finish a sorc because the sorc will be out of magicka.
Any stamina build has better mobility than mag sorc because of shuffle dodge, shuffle snare purge and roll dodge. Outside of death match bgs the sorc execute is one of the worst in the game. Lowest threshold, can be purged, rolled, both damage blocked, sometimes it doesn't even finish them off.
No it's not the same because of how shields are different than heals. Shields prevent damage, heals bring back health that is already lost. 30k burst will kill most targets, but its not going to kill a shield stacking Sorc, it will hurt it sure, but its not going to kill it. To add to that what was 30k burst against a non shielded target is only 20-25k against a shielded target because of the lack of critical hits.
Preventative mitigation is always better than healing.
It is simply not true that sprint is cheaper than streaking. Gap closing is cheaper than streaking but sprint is not. Only way that is possible is if you are wearing well fitted or some set to reduce sprint costs. Almost all of my builds are 6-7 medium and I routinely run out of stamina chasing streaking sorc's, who still have enough magicka to stop shield up and turn and curse me as I arrive completely out of resources. The only way it compares is if you are using a speed pot, which a mag Sorc can just as easily use and sprint between double casted streaks.
Claiming the Sorc execute is one of the worst in the game? You must be joking. When targets are more than 5m away how is any of the stam melee executes going to kill them? Gap closing means they get time to cast a heal.
Purge it? That is a losing battle every time. Base cost Mages Fury: 2430 Cleansing Ritual: 3780. You will run them out of magicka if they attempt to purge your execute every time you apply. Efficient Purge is 5400 base it's even worse.
Mages Fury acts as a passive execute after application, meaning you don't have to cast it at the time of the targets health getting low it will just go off. The only other skill that acts as a passive execute after application is Poison Injection. Poison Injection does not instantly tick and kill the target when their health drops below 20% or even 5%. It can tick, but its not guaranteed to tick before they can heal. Poison Injection ticks do not hit anywhere near as hard as Mages Fury, the whole dot damage is more but individual ticks are not.
Preventative mitigation like this is VERY resource-intensive, unlike healing which is only used when its needed.
No heals are not more effective, shields are more mitigation and greatly increase the mitigation of that already high mitigation target. The only case to argue that healing is better than shields is if you view shields in isolation and pretend that no other forms of passive healing or health recovery exist. Otherwise shielding before damage is taken is ALWAYS better than healing after damage is taken.
Shielding not only provides direct mitigation, it also provides critical impunity for its duration or up to the value of its strength. Impen does not provide crit impunity even when maxed, impen provides a reduction to the strength of critical hits. Critical hits will still always hit for more than non crits, except against shields where they cease to exist.
Shielding is more resource intensive and with good measure. Shielding does not require damage to be taken because it is not healing it is direct mitigation. Healing requires damage to be taken. A shield at 100% health is still worth while, a heal at 100% health is useless. A shield at 5% health is just as valuable as a heal at 5% health for up to 6 seconds.
Toc de Malsvi wrote: »And this example is just as bad... Heals are more effective when the healed target has higher mitigation.. Shields are not. That 30k burst against a light armour, no-impen shield-user is closer to 15k against a heavy armour, fill-impen wearer - which can be healed back. And that's assuming there was no other mitigation like block... (we are assuming that the shield user knows there is incoming hence he has a shield up....)Toc de Malsvi wrote: »leepalmer95 wrote: »Toc de Malsvi wrote: »@leepalmer95
Don't get me wrong it is a balance problem. Shields create a pinnacle, either they are too weak and virtually worthless, or they are too strong and virtually OP. The nature of Shield stacking allows for magSorc's to get the best of all worlds, great defense, great mobility, great damage. Which leads to complaints by those who are up against them.
But the nature of healing allows magplars to get great damage and then crit heal 12k breath of lifes. Its the same for all classes, damage = heals.
Shields have a big drop off effect in terms of efficiency depending of the amount of players. Streaks not a bad skill and allows them some mobility but its a lot cheaper for a medium build to sprint after a sorc and catch up (they will easily) and then finish a sorc because the sorc will be out of magicka.
Any stamina build has better mobility than mag sorc because of shuffle dodge, shuffle snare purge and roll dodge. Outside of death match bgs the sorc execute is one of the worst in the game. Lowest threshold, can be purged, rolled, both damage blocked, sometimes it doesn't even finish them off.
No it's not the same because of how shields are different than heals. Shields prevent damage, heals bring back health that is already lost. 30k burst will kill most targets, but its not going to kill a shield stacking Sorc, it will hurt it sure, but its not going to kill it. To add to that what was 30k burst against a non shielded target is only 20-25k against a shielded target because of the lack of critical hits.
Preventative mitigation is always better than healing.
It is simply not true that sprint is cheaper than streaking. Gap closing is cheaper than streaking but sprint is not. Only way that is possible is if you are wearing well fitted or some set to reduce sprint costs. Almost all of my builds are 6-7 medium and I routinely run out of stamina chasing streaking sorc's, who still have enough magicka to stop shield up and turn and curse me as I arrive completely out of resources. The only way it compares is if you are using a speed pot, which a mag Sorc can just as easily use and sprint between double casted streaks.
Claiming the Sorc execute is one of the worst in the game? You must be joking. When targets are more than 5m away how is any of the stam melee executes going to kill them? Gap closing means they get time to cast a heal.
Purge it? That is a losing battle every time. Base cost Mages Fury: 2430 Cleansing Ritual: 3780. You will run them out of magicka if they attempt to purge your execute every time you apply. Efficient Purge is 5400 base it's even worse.
Mages Fury acts as a passive execute after application, meaning you don't have to cast it at the time of the targets health getting low it will just go off. The only other skill that acts as a passive execute after application is Poison Injection. Poison Injection does not instantly tick and kill the target when their health drops below 20% or even 5%. It can tick, but its not guaranteed to tick before they can heal. Poison Injection ticks do not hit anywhere near as hard as Mages Fury, the whole dot damage is more but individual ticks are not.
Preventative mitigation like this is VERY resource-intensive, unlike healing which is only used when its needed.
No heals are not more effective, shields are more mitigation and greatly increase the mitigation of that already high mitigation target. The only case to argue that healing is better than shields is if you view shields in isolation and pretend that no other forms of passive healing or health recovery exist. Otherwise shielding before damage is taken is ALWAYS better than healing after damage is taken.
Shielding not only provides direct mitigation, it also provides critical impunity for its duration or up to the value of its strength. Impen does not provide crit impunity even when maxed, impen provides a reduction to the strength of critical hits. Critical hits will still always hit for more than non crits, except against shields where they cease to exist.
Shielding is more resource intensive and with good measure. Shielding does not require damage to be taken because it is not healing it is direct mitigation. Healing requires damage to be taken. A shield at 100% health is still worth while, a heal at 100% health is useless. A shield at 5% health is just as valuable as a heal at 5% health for up to 6 seconds.
No.
You take a 10k hit with 0 mitigation, you need a 10k shield or a 10k heal to absorb it.
You take a 10k hit with 50% mitigation, you need a 10k shield or a 5k heal to absorb it.
Heals scale better with more mitigation.
A heal at 5% is much more effective than a shield at 5% - it takes you out of execute range.
Yes, it is better not to take the damage in the first place - as per shields, but heals+mitigation scales much better to give much more survivability vs multiple opponents than shields+mitigation.
Toc de Malsvi wrote: »Toc de Malsvi wrote: »And this example is just as bad... Heals are more effective when the healed target has higher mitigation.. Shields are not. That 30k burst against a light armour, no-impen shield-user is closer to 15k against a heavy armour, fill-impen wearer - which can be healed back. And that's assuming there was no other mitigation like block... (we are assuming that the shield user knows there is incoming hence he has a shield up....)Toc de Malsvi wrote: »leepalmer95 wrote: »Toc de Malsvi wrote: »@leepalmer95
Don't get me wrong it is a balance problem. Shields create a pinnacle, either they are too weak and virtually worthless, or they are too strong and virtually OP. The nature of Shield stacking allows for magSorc's to get the best of all worlds, great defense, great mobility, great damage. Which leads to complaints by those who are up against them.
But the nature of healing allows magplars to get great damage and then crit heal 12k breath of lifes. Its the same for all classes, damage = heals.
Shields have a big drop off effect in terms of efficiency depending of the amount of players. Streaks not a bad skill and allows them some mobility but its a lot cheaper for a medium build to sprint after a sorc and catch up (they will easily) and then finish a sorc because the sorc will be out of magicka.
Any stamina build has better mobility than mag sorc because of shuffle dodge, shuffle snare purge and roll dodge. Outside of death match bgs the sorc execute is one of the worst in the game. Lowest threshold, can be purged, rolled, both damage blocked, sometimes it doesn't even finish them off.
No it's not the same because of how shields are different than heals. Shields prevent damage, heals bring back health that is already lost. 30k burst will kill most targets, but its not going to kill a shield stacking Sorc, it will hurt it sure, but its not going to kill it. To add to that what was 30k burst against a non shielded target is only 20-25k against a shielded target because of the lack of critical hits.
Preventative mitigation is always better than healing.
It is simply not true that sprint is cheaper than streaking. Gap closing is cheaper than streaking but sprint is not. Only way that is possible is if you are wearing well fitted or some set to reduce sprint costs. Almost all of my builds are 6-7 medium and I routinely run out of stamina chasing streaking sorc's, who still have enough magicka to stop shield up and turn and curse me as I arrive completely out of resources. The only way it compares is if you are using a speed pot, which a mag Sorc can just as easily use and sprint between double casted streaks.
Claiming the Sorc execute is one of the worst in the game? You must be joking. When targets are more than 5m away how is any of the stam melee executes going to kill them? Gap closing means they get time to cast a heal.
Purge it? That is a losing battle every time. Base cost Mages Fury: 2430 Cleansing Ritual: 3780. You will run them out of magicka if they attempt to purge your execute every time you apply. Efficient Purge is 5400 base it's even worse.
Mages Fury acts as a passive execute after application, meaning you don't have to cast it at the time of the targets health getting low it will just go off. The only other skill that acts as a passive execute after application is Poison Injection. Poison Injection does not instantly tick and kill the target when their health drops below 20% or even 5%. It can tick, but its not guaranteed to tick before they can heal. Poison Injection ticks do not hit anywhere near as hard as Mages Fury, the whole dot damage is more but individual ticks are not.
Preventative mitigation like this is VERY resource-intensive, unlike healing which is only used when its needed.
No heals are not more effective, shields are more mitigation and greatly increase the mitigation of that already high mitigation target. The only case to argue that healing is better than shields is if you view shields in isolation and pretend that no other forms of passive healing or health recovery exist. Otherwise shielding before damage is taken is ALWAYS better than healing after damage is taken.
Shielding not only provides direct mitigation, it also provides critical impunity for its duration or up to the value of its strength. Impen does not provide crit impunity even when maxed, impen provides a reduction to the strength of critical hits. Critical hits will still always hit for more than non crits, except against shields where they cease to exist.
Shielding is more resource intensive and with good measure. Shielding does not require damage to be taken because it is not healing it is direct mitigation. Healing requires damage to be taken. A shield at 100% health is still worth while, a heal at 100% health is useless. A shield at 5% health is just as valuable as a heal at 5% health for up to 6 seconds.
No.
You take a 10k hit with 0 mitigation, you need a 10k shield or a 10k heal to absorb it.
You take a 10k hit with 50% mitigation, you need a 10k shield or a 5k heal to absorb it.
Heals scale better with more mitigation.
A heal at 5% is much more effective than a shield at 5% - it takes you out of execute range.
Yes, it is better not to take the damage in the first place - as per shields, but heals+mitigation scales much better to give much more survivability vs multiple opponents than shields+mitigation.
Heals don't absorb, heals restore health from damage that is already DONE. Shields absorb damage before its done.
You take a 10k hit with 0 mitigation and a 10k shield and you are at 100% health, without a shield you need a 10k heal to RESTORE it.
You take a 10k hit with 50% mitigation and a 10k shield and you are at 100% health, without a shield you need a 5k heal to RESTORE it.
In either case a shield is better than healing.
Waffennacht wrote: »Toc de Malsvi wrote: »Toc de Malsvi wrote: »And this example is just as bad... Heals are more effective when the healed target has higher mitigation.. Shields are not. That 30k burst against a light armour, no-impen shield-user is closer to 15k against a heavy armour, fill-impen wearer - which can be healed back. And that's assuming there was no other mitigation like block... (we are assuming that the shield user knows there is incoming hence he has a shield up....)Toc de Malsvi wrote: »leepalmer95 wrote: »Toc de Malsvi wrote: »@leepalmer95
Don't get me wrong it is a balance problem. Shields create a pinnacle, either they are too weak and virtually worthless, or they are too strong and virtually OP. The nature of Shield stacking allows for magSorc's to get the best of all worlds, great defense, great mobility, great damage. Which leads to complaints by those who are up against them.
But the nature of healing allows magplars to get great damage and then crit heal 12k breath of lifes. Its the same for all classes, damage = heals.
Shields have a big drop off effect in terms of efficiency depending of the amount of players. Streaks not a bad skill and allows them some mobility but its a lot cheaper for a medium build to sprint after a sorc and catch up (they will easily) and then finish a sorc because the sorc will be out of magicka.
Any stamina build has better mobility than mag sorc because of shuffle dodge, shuffle snare purge and roll dodge. Outside of death match bgs the sorc execute is one of the worst in the game. Lowest threshold, can be purged, rolled, both damage blocked, sometimes it doesn't even finish them off.
No it's not the same because of how shields are different than heals. Shields prevent damage, heals bring back health that is already lost. 30k burst will kill most targets, but its not going to kill a shield stacking Sorc, it will hurt it sure, but its not going to kill it. To add to that what was 30k burst against a non shielded target is only 20-25k against a shielded target because of the lack of critical hits.
Preventative mitigation is always better than healing.
It is simply not true that sprint is cheaper than streaking. Gap closing is cheaper than streaking but sprint is not. Only way that is possible is if you are wearing well fitted or some set to reduce sprint costs. Almost all of my builds are 6-7 medium and I routinely run out of stamina chasing streaking sorc's, who still have enough magicka to stop shield up and turn and curse me as I arrive completely out of resources. The only way it compares is if you are using a speed pot, which a mag Sorc can just as easily use and sprint between double casted streaks.
Claiming the Sorc execute is one of the worst in the game? You must be joking. When targets are more than 5m away how is any of the stam melee executes going to kill them? Gap closing means they get time to cast a heal.
Purge it? That is a losing battle every time. Base cost Mages Fury: 2430 Cleansing Ritual: 3780. You will run them out of magicka if they attempt to purge your execute every time you apply. Efficient Purge is 5400 base it's even worse.
Mages Fury acts as a passive execute after application, meaning you don't have to cast it at the time of the targets health getting low it will just go off. The only other skill that acts as a passive execute after application is Poison Injection. Poison Injection does not instantly tick and kill the target when their health drops below 20% or even 5%. It can tick, but its not guaranteed to tick before they can heal. Poison Injection ticks do not hit anywhere near as hard as Mages Fury, the whole dot damage is more but individual ticks are not.
Preventative mitigation like this is VERY resource-intensive, unlike healing which is only used when its needed.
No heals are not more effective, shields are more mitigation and greatly increase the mitigation of that already high mitigation target. The only case to argue that healing is better than shields is if you view shields in isolation and pretend that no other forms of passive healing or health recovery exist. Otherwise shielding before damage is taken is ALWAYS better than healing after damage is taken.
Shielding not only provides direct mitigation, it also provides critical impunity for its duration or up to the value of its strength. Impen does not provide crit impunity even when maxed, impen provides a reduction to the strength of critical hits. Critical hits will still always hit for more than non crits, except against shields where they cease to exist.
Shielding is more resource intensive and with good measure. Shielding does not require damage to be taken because it is not healing it is direct mitigation. Healing requires damage to be taken. A shield at 100% health is still worth while, a heal at 100% health is useless. A shield at 5% health is just as valuable as a heal at 5% health for up to 6 seconds.
No.
You take a 10k hit with 0 mitigation, you need a 10k shield or a 10k heal to absorb it.
You take a 10k hit with 50% mitigation, you need a 10k shield or a 5k heal to absorb it.
Heals scale better with more mitigation.
A heal at 5% is much more effective than a shield at 5% - it takes you out of execute range.
Yes, it is better not to take the damage in the first place - as per shields, but heals+mitigation scales much better to give much more survivability vs multiple opponents than shields+mitigation.
Heals don't absorb, heals restore health from damage that is already DONE. Shields absorb damage before its done.
You take a 10k hit with 0 mitigation and a 10k shield and you are at 100% health, without a shield you need a 10k heal to RESTORE it.
You take a 10k hit with 50% mitigation and a 10k shield and you are at 100% health, without a shield you need a 5k heal to RESTORE it.
In either case a shield is better than healing.
But you had to pre cast the shield in this case meaning even though the heal comes later it's entire amount is used while a shield expires.
In your case I need a 10k shield to prevent 5k damage or a 5k heal to prevent 5k damage, making the heal more efficient.
Mitigation+heal is better than shield
But quite frankly, I like using both
Toc de Malsvi wrote: »Toc de Malsvi wrote: »And this example is just as bad... Heals are more effective when the healed target has higher mitigation.. Shields are not. That 30k burst against a light armour, no-impen shield-user is closer to 15k against a heavy armour, fill-impen wearer - which can be healed back. And that's assuming there was no other mitigation like block... (we are assuming that the shield user knows there is incoming hence he has a shield up....)Toc de Malsvi wrote: »leepalmer95 wrote: »Toc de Malsvi wrote: »@leepalmer95
Don't get me wrong it is a balance problem. Shields create a pinnacle, either they are too weak and virtually worthless, or they are too strong and virtually OP. The nature of Shield stacking allows for magSorc's to get the best of all worlds, great defense, great mobility, great damage. Which leads to complaints by those who are up against them.
But the nature of healing allows magplars to get great damage and then crit heal 12k breath of lifes. Its the same for all classes, damage = heals.
Shields have a big drop off effect in terms of efficiency depending of the amount of players. Streaks not a bad skill and allows them some mobility but its a lot cheaper for a medium build to sprint after a sorc and catch up (they will easily) and then finish a sorc because the sorc will be out of magicka.
Any stamina build has better mobility than mag sorc because of shuffle dodge, shuffle snare purge and roll dodge. Outside of death match bgs the sorc execute is one of the worst in the game. Lowest threshold, can be purged, rolled, both damage blocked, sometimes it doesn't even finish them off.
No it's not the same because of how shields are different than heals. Shields prevent damage, heals bring back health that is already lost. 30k burst will kill most targets, but its not going to kill a shield stacking Sorc, it will hurt it sure, but its not going to kill it. To add to that what was 30k burst against a non shielded target is only 20-25k against a shielded target because of the lack of critical hits.
Preventative mitigation is always better than healing.
It is simply not true that sprint is cheaper than streaking. Gap closing is cheaper than streaking but sprint is not. Only way that is possible is if you are wearing well fitted or some set to reduce sprint costs. Almost all of my builds are 6-7 medium and I routinely run out of stamina chasing streaking sorc's, who still have enough magicka to stop shield up and turn and curse me as I arrive completely out of resources. The only way it compares is if you are using a speed pot, which a mag Sorc can just as easily use and sprint between double casted streaks.
Claiming the Sorc execute is one of the worst in the game? You must be joking. When targets are more than 5m away how is any of the stam melee executes going to kill them? Gap closing means they get time to cast a heal.
Purge it? That is a losing battle every time. Base cost Mages Fury: 2430 Cleansing Ritual: 3780. You will run them out of magicka if they attempt to purge your execute every time you apply. Efficient Purge is 5400 base it's even worse.
Mages Fury acts as a passive execute after application, meaning you don't have to cast it at the time of the targets health getting low it will just go off. The only other skill that acts as a passive execute after application is Poison Injection. Poison Injection does not instantly tick and kill the target when their health drops below 20% or even 5%. It can tick, but its not guaranteed to tick before they can heal. Poison Injection ticks do not hit anywhere near as hard as Mages Fury, the whole dot damage is more but individual ticks are not.
Preventative mitigation like this is VERY resource-intensive, unlike healing which is only used when its needed.
No heals are not more effective, shields are more mitigation and greatly increase the mitigation of that already high mitigation target. The only case to argue that healing is better than shields is if you view shields in isolation and pretend that no other forms of passive healing or health recovery exist. Otherwise shielding before damage is taken is ALWAYS better than healing after damage is taken.
Shielding not only provides direct mitigation, it also provides critical impunity for its duration or up to the value of its strength. Impen does not provide crit impunity even when maxed, impen provides a reduction to the strength of critical hits. Critical hits will still always hit for more than non crits, except against shields where they cease to exist.
Shielding is more resource intensive and with good measure. Shielding does not require damage to be taken because it is not healing it is direct mitigation. Healing requires damage to be taken. A shield at 100% health is still worth while, a heal at 100% health is useless. A shield at 5% health is just as valuable as a heal at 5% health for up to 6 seconds.
No.
You take a 10k hit with 0 mitigation, you need a 10k shield or a 10k heal to absorb it.
You take a 10k hit with 50% mitigation, you need a 10k shield or a 5k heal to absorb it.
Heals scale better with more mitigation.
A heal at 5% is much more effective than a shield at 5% - it takes you out of execute range.
Yes, it is better not to take the damage in the first place - as per shields, but heals+mitigation scales much better to give much more survivability vs multiple opponents than shields+mitigation.
Heals don't absorb, heals restore health from damage that is already DONE. Shields absorb damage before its done.
.
Toc de Malsvi wrote: »Toc de Malsvi wrote: »And this example is just as bad... Heals are more effective when the healed target has higher mitigation.. Shields are not. That 30k burst against a light armour, no-impen shield-user is closer to 15k against a heavy armour, fill-impen wearer - which can be healed back. And that's assuming there was no other mitigation like block... (we are assuming that the shield user knows there is incoming hence he has a shield up....)Toc de Malsvi wrote: »leepalmer95 wrote: »Toc de Malsvi wrote: »@leepalmer95
Don't get me wrong it is a balance problem. Shields create a pinnacle, either they are too weak and virtually worthless, or they are too strong and virtually OP. The nature of Shield stacking allows for magSorc's to get the best of all worlds, great defense, great mobility, great damage. Which leads to complaints by those who are up against them.
But the nature of healing allows magplars to get great damage and then crit heal 12k breath of lifes. Its the same for all classes, damage = heals.
Shields have a big drop off effect in terms of efficiency depending of the amount of players. Streaks not a bad skill and allows them some mobility but its a lot cheaper for a medium build to sprint after a sorc and catch up (they will easily) and then finish a sorc because the sorc will be out of magicka.
Any stamina build has better mobility than mag sorc because of shuffle dodge, shuffle snare purge and roll dodge. Outside of death match bgs the sorc execute is one of the worst in the game. Lowest threshold, can be purged, rolled, both damage blocked, sometimes it doesn't even finish them off.
No it's not the same because of how shields are different than heals. Shields prevent damage, heals bring back health that is already lost. 30k burst will kill most targets, but its not going to kill a shield stacking Sorc, it will hurt it sure, but its not going to kill it. To add to that what was 30k burst against a non shielded target is only 20-25k against a shielded target because of the lack of critical hits.
Preventative mitigation is always better than healing.
It is simply not true that sprint is cheaper than streaking. Gap closing is cheaper than streaking but sprint is not. Only way that is possible is if you are wearing well fitted or some set to reduce sprint costs. Almost all of my builds are 6-7 medium and I routinely run out of stamina chasing streaking sorc's, who still have enough magicka to stop shield up and turn and curse me as I arrive completely out of resources. The only way it compares is if you are using a speed pot, which a mag Sorc can just as easily use and sprint between double casted streaks.
Claiming the Sorc execute is one of the worst in the game? You must be joking. When targets are more than 5m away how is any of the stam melee executes going to kill them? Gap closing means they get time to cast a heal.
Purge it? That is a losing battle every time. Base cost Mages Fury: 2430 Cleansing Ritual: 3780. You will run them out of magicka if they attempt to purge your execute every time you apply. Efficient Purge is 5400 base it's even worse.
Mages Fury acts as a passive execute after application, meaning you don't have to cast it at the time of the targets health getting low it will just go off. The only other skill that acts as a passive execute after application is Poison Injection. Poison Injection does not instantly tick and kill the target when their health drops below 20% or even 5%. It can tick, but its not guaranteed to tick before they can heal. Poison Injection ticks do not hit anywhere near as hard as Mages Fury, the whole dot damage is more but individual ticks are not.
Preventative mitigation like this is VERY resource-intensive, unlike healing which is only used when its needed.
No heals are not more effective, shields are more mitigation and greatly increase the mitigation of that already high mitigation target. The only case to argue that healing is better than shields is if you view shields in isolation and pretend that no other forms of passive healing or health recovery exist. Otherwise shielding before damage is taken is ALWAYS better than healing after damage is taken.
Shielding not only provides direct mitigation, it also provides critical impunity for its duration or up to the value of its strength. Impen does not provide crit impunity even when maxed, impen provides a reduction to the strength of critical hits. Critical hits will still always hit for more than non crits, except against shields where they cease to exist.
Shielding is more resource intensive and with good measure. Shielding does not require damage to be taken because it is not healing it is direct mitigation. Healing requires damage to be taken. A shield at 100% health is still worth while, a heal at 100% health is useless. A shield at 5% health is just as valuable as a heal at 5% health for up to 6 seconds.
No.
You take a 10k hit with 0 mitigation, you need a 10k shield or a 10k heal to absorb it.
You take a 10k hit with 50% mitigation, you need a 10k shield or a 5k heal to absorb it.
Heals scale better with more mitigation.
A heal at 5% is much more effective than a shield at 5% - it takes you out of execute range.
Yes, it is better not to take the damage in the first place - as per shields, but heals+mitigation scales much better to give much more survivability vs multiple opponents than shields+mitigation.
Heals don't absorb, heals restore health from damage that is already DONE. Shields absorb damage before its done.
.
Jeez, I know that.
Where I say absorb, what I obviously mean as per the context is 'either mitigated by shielding or recovered by healing so that the end result in either case is full health', but it's a bit of a mouthful and I thought you would have understood.
Instead you are deliberately missing the point to try to push your failing argument.
You're not a lawyer are you? Where a ton of small print is required to specify exact meanings and exceptions for every statement?
Waffennacht wrote: »Toc de Malsvi wrote: »Toc de Malsvi wrote: »And this example is just as bad... Heals are more effective when the healed target has higher mitigation.. Shields are not. That 30k burst against a light armour, no-impen shield-user is closer to 15k against a heavy armour, fill-impen wearer - which can be healed back. And that's assuming there was no other mitigation like block... (we are assuming that the shield user knows there is incoming hence he has a shield up....)Toc de Malsvi wrote: »leepalmer95 wrote: »Toc de Malsvi wrote: »@leepalmer95
Don't get me wrong it is a balance problem. Shields create a pinnacle, either they are too weak and virtually worthless, or they are too strong and virtually OP. The nature of Shield stacking allows for magSorc's to get the best of all worlds, great defense, great mobility, great damage. Which leads to complaints by those who are up against them.
But the nature of healing allows magplars to get great damage and then crit heal 12k breath of lifes. Its the same for all classes, damage = heals.
Shields have a big drop off effect in terms of efficiency depending of the amount of players. Streaks not a bad skill and allows them some mobility but its a lot cheaper for a medium build to sprint after a sorc and catch up (they will easily) and then finish a sorc because the sorc will be out of magicka.
Any stamina build has better mobility than mag sorc because of shuffle dodge, shuffle snare purge and roll dodge. Outside of death match bgs the sorc execute is one of the worst in the game. Lowest threshold, can be purged, rolled, both damage blocked, sometimes it doesn't even finish them off.
No it's not the same because of how shields are different than heals. Shields prevent damage, heals bring back health that is already lost. 30k burst will kill most targets, but its not going to kill a shield stacking Sorc, it will hurt it sure, but its not going to kill it. To add to that what was 30k burst against a non shielded target is only 20-25k against a shielded target because of the lack of critical hits.
Preventative mitigation is always better than healing.
It is simply not true that sprint is cheaper than streaking. Gap closing is cheaper than streaking but sprint is not. Only way that is possible is if you are wearing well fitted or some set to reduce sprint costs. Almost all of my builds are 6-7 medium and I routinely run out of stamina chasing streaking sorc's, who still have enough magicka to stop shield up and turn and curse me as I arrive completely out of resources. The only way it compares is if you are using a speed pot, which a mag Sorc can just as easily use and sprint between double casted streaks.
Claiming the Sorc execute is one of the worst in the game? You must be joking. When targets are more than 5m away how is any of the stam melee executes going to kill them? Gap closing means they get time to cast a heal.
Purge it? That is a losing battle every time. Base cost Mages Fury: 2430 Cleansing Ritual: 3780. You will run them out of magicka if they attempt to purge your execute every time you apply. Efficient Purge is 5400 base it's even worse.
Mages Fury acts as a passive execute after application, meaning you don't have to cast it at the time of the targets health getting low it will just go off. The only other skill that acts as a passive execute after application is Poison Injection. Poison Injection does not instantly tick and kill the target when their health drops below 20% or even 5%. It can tick, but its not guaranteed to tick before they can heal. Poison Injection ticks do not hit anywhere near as hard as Mages Fury, the whole dot damage is more but individual ticks are not.
Preventative mitigation like this is VERY resource-intensive, unlike healing which is only used when its needed.
No heals are not more effective, shields are more mitigation and greatly increase the mitigation of that already high mitigation target. The only case to argue that healing is better than shields is if you view shields in isolation and pretend that no other forms of passive healing or health recovery exist. Otherwise shielding before damage is taken is ALWAYS better than healing after damage is taken.
Shielding not only provides direct mitigation, it also provides critical impunity for its duration or up to the value of its strength. Impen does not provide crit impunity even when maxed, impen provides a reduction to the strength of critical hits. Critical hits will still always hit for more than non crits, except against shields where they cease to exist.
Shielding is more resource intensive and with good measure. Shielding does not require damage to be taken because it is not healing it is direct mitigation. Healing requires damage to be taken. A shield at 100% health is still worth while, a heal at 100% health is useless. A shield at 5% health is just as valuable as a heal at 5% health for up to 6 seconds.
No.
You take a 10k hit with 0 mitigation, you need a 10k shield or a 10k heal to absorb it.
You take a 10k hit with 50% mitigation, you need a 10k shield or a 5k heal to absorb it.
Heals scale better with more mitigation.
A heal at 5% is much more effective than a shield at 5% - it takes you out of execute range.
Yes, it is better not to take the damage in the first place - as per shields, but heals+mitigation scales much better to give much more survivability vs multiple opponents than shields+mitigation.
Heals don't absorb, heals restore health from damage that is already DONE. Shields absorb damage before its done.
You take a 10k hit with 0 mitigation and a 10k shield and you are at 100% health, without a shield you need a 10k heal to RESTORE it.
You take a 10k hit with 50% mitigation and a 10k shield and you are at 100% health, without a shield you need a 5k heal to RESTORE it.
In either case a shield is better than healing.
But you had to pre cast the shield in this case meaning even though the heal comes later it's entire amount is used while a shield expires.
In your case I need a 10k shield to prevent 5k damage or a 5k heal to prevent 5k damage, making the heal more efficient.
Mitigation+heal is better than shield
But quite frankly, I like using both
Toc de Malsvi wrote: »Waffennacht wrote: »Toc de Malsvi wrote: »Toc de Malsvi wrote: »And this example is just as bad... Heals are more effective when the healed target has higher mitigation.. Shields are not. That 30k burst against a light armour, no-impen shield-user is closer to 15k against a heavy armour, fill-impen wearer - which can be healed back. And that's assuming there was no other mitigation like block... (we are assuming that the shield user knows there is incoming hence he has a shield up....)Toc de Malsvi wrote: »leepalmer95 wrote: »Toc de Malsvi wrote: »@leepalmer95
Don't get me wrong it is a balance problem. Shields create a pinnacle, either they are too weak and virtually worthless, or they are too strong and virtually OP. The nature of Shield stacking allows for magSorc's to get the best of all worlds, great defense, great mobility, great damage. Which leads to complaints by those who are up against them.
But the nature of healing allows magplars to get great damage and then crit heal 12k breath of lifes. Its the same for all classes, damage = heals.
Shields have a big drop off effect in terms of efficiency depending of the amount of players. Streaks not a bad skill and allows them some mobility but its a lot cheaper for a medium build to sprint after a sorc and catch up (they will easily) and then finish a sorc because the sorc will be out of magicka.
Any stamina build has better mobility than mag sorc because of shuffle dodge, shuffle snare purge and roll dodge. Outside of death match bgs the sorc execute is one of the worst in the game. Lowest threshold, can be purged, rolled, both damage blocked, sometimes it doesn't even finish them off.
No it's not the same because of how shields are different than heals. Shields prevent damage, heals bring back health that is already lost. 30k burst will kill most targets, but its not going to kill a shield stacking Sorc, it will hurt it sure, but its not going to kill it. To add to that what was 30k burst against a non shielded target is only 20-25k against a shielded target because of the lack of critical hits.
Preventative mitigation is always better than healing.
It is simply not true that sprint is cheaper than streaking. Gap closing is cheaper than streaking but sprint is not. Only way that is possible is if you are wearing well fitted or some set to reduce sprint costs. Almost all of my builds are 6-7 medium and I routinely run out of stamina chasing streaking sorc's, who still have enough magicka to stop shield up and turn and curse me as I arrive completely out of resources. The only way it compares is if you are using a speed pot, which a mag Sorc can just as easily use and sprint between double casted streaks.
Claiming the Sorc execute is one of the worst in the game? You must be joking. When targets are more than 5m away how is any of the stam melee executes going to kill them? Gap closing means they get time to cast a heal.
Purge it? That is a losing battle every time. Base cost Mages Fury: 2430 Cleansing Ritual: 3780. You will run them out of magicka if they attempt to purge your execute every time you apply. Efficient Purge is 5400 base it's even worse.
Mages Fury acts as a passive execute after application, meaning you don't have to cast it at the time of the targets health getting low it will just go off. The only other skill that acts as a passive execute after application is Poison Injection. Poison Injection does not instantly tick and kill the target when their health drops below 20% or even 5%. It can tick, but its not guaranteed to tick before they can heal. Poison Injection ticks do not hit anywhere near as hard as Mages Fury, the whole dot damage is more but individual ticks are not.
Preventative mitigation like this is VERY resource-intensive, unlike healing which is only used when its needed.
No heals are not more effective, shields are more mitigation and greatly increase the mitigation of that already high mitigation target. The only case to argue that healing is better than shields is if you view shields in isolation and pretend that no other forms of passive healing or health recovery exist. Otherwise shielding before damage is taken is ALWAYS better than healing after damage is taken.
Shielding not only provides direct mitigation, it also provides critical impunity for its duration or up to the value of its strength. Impen does not provide crit impunity even when maxed, impen provides a reduction to the strength of critical hits. Critical hits will still always hit for more than non crits, except against shields where they cease to exist.
Shielding is more resource intensive and with good measure. Shielding does not require damage to be taken because it is not healing it is direct mitigation. Healing requires damage to be taken. A shield at 100% health is still worth while, a heal at 100% health is useless. A shield at 5% health is just as valuable as a heal at 5% health for up to 6 seconds.
No.
You take a 10k hit with 0 mitigation, you need a 10k shield or a 10k heal to absorb it.
You take a 10k hit with 50% mitigation, you need a 10k shield or a 5k heal to absorb it.
Heals scale better with more mitigation.
A heal at 5% is much more effective than a shield at 5% - it takes you out of execute range.
Yes, it is better not to take the damage in the first place - as per shields, but heals+mitigation scales much better to give much more survivability vs multiple opponents than shields+mitigation.
Heals don't absorb, heals restore health from damage that is already DONE. Shields absorb damage before its done.
You take a 10k hit with 0 mitigation and a 10k shield and you are at 100% health, without a shield you need a 10k heal to RESTORE it.
You take a 10k hit with 50% mitigation and a 10k shield and you are at 100% health, without a shield you need a 5k heal to RESTORE it.
In either case a shield is better than healing.
But you had to pre cast the shield in this case meaning even though the heal comes later it's entire amount is used while a shield expires.
In your case I need a 10k shield to prevent 5k damage or a 5k heal to prevent 5k damage, making the heal more efficient.
Mitigation+heal is better than shield
But quite frankly, I like using both
That 5k damage could be what kills you and you never get the heal. With the shield you do not take the damage so you don't die. Despite your insistence that you know the difference you keep saying things as "5k heal to prevent 5k damage" when heals cannot prevent damage. You are still arguing against shields in isolation as if no other healing or recovery is happening outside of a damage shield.
Given a player with 20k health and 50% mitigation has the option to do damage, heal, and or shield for 10k before being attacked. Player takes 30k burst.
With a shield they take 5k damage after mitigation and are at 15k or 75% health, easily gained back with hots, recovery, or healing ward. If they are CC'd at this time it doesn't matter because they are no where near death, their opponent needs another 30k burst to kill them.
Without a shield they take 15k damage after mitigation and are at 5k or 25% health and are in execute range. If they are CC'd at this time their opponent only needs 10k burst which is easily accessible because they are in execute range so their opponent has an attack that will do 300% of normal damage 3-4k and kill them.
Heal's are absolutely more efficient provided you have the opportunity to heal, shields are more proficient because they act as active mitigation to prevent damage before it happens. If you can shield before damage is taken the likely hood of survival is much greater than if you wait to heal after damage is already taken.