I don't know whether detailed criticism is welcome, but here I go. I was going to call it feedback, but then realised I am being quite critical. I hope this will at least be interesting at a technical level.
First off, I play in CP, almost strictly small-scale, mostly in IC.
I ran a somewhat similar build using Funnel, Flame Reach, Impale, and Soul Assault, in the past. You don't specifically mention Merciless combos, and even suggest swapping that out for Leeching Strikes. Most people I meet insist that Merciless is what makes magblade gameplay. As someone who, perhaps like you, did not build rigorously around that, I had to eventually concede that they have a point. Specifically the ranged abilities, Funnel and Flame Reach, are weak sauce. There will be a fair amount of experienced players (in CP at least) - DPS players, not tanks / healers - who you will not scratch and will never get into execute range with those alone.
Soul Assault has it's unique strengths and weaknesses. I killed a lot of players with it, but it leaves you exposed, and unless perhaps you spec it into crazy 100,000 tooltip damage in CP, experienced players simply know how to counter it. It is this ceiling, it's inability to deal with experienced players, that eventually caused me to move on. My tooltip, in CP, was around 60,000 unbuffed, up to 70,000 buffed.
On the subject of stamina regen, I find 600 too low. I've become comfortable with 800, e.g. 1 line of stam regen from the likes of Shacklebreaker or Bloodspawn, and CP. Even so, that's in conjunction with Immovability pots. I wouldn't even entertain anything else, neither Spell Power pots, nor Lingering Health pots, for a light armor magblade.
Unlike Alteration Mastery, Amber Plasm will only really work on both bars. Not much of an issue for you, with Twice Born Star also forcing you into a 5/5/1 setup, but you'd have to give up your Master's staff.
I've used Leeching Strikes in the past, but recently discovered that the healing from that ability uses weapon critical chance. It significantly underperforms, compared to Siphoning Attacks. I would probably only use it in CP with at least 30 points invested into Thaumaturge for the 12% weapon crit passive. A quite effective alternative for stamina management are the 5.5 second resource poisons that also return stamina to you.
Not sure why you're running Structured Entropy over Degeneration, and on the same bar as your one shadow ability. Your health is unbalanced, e.g. you'll lose the Structured Entropy health bonus as soon as you bar swap. I would use Degeneration.
Since you mentioned Transmutation as an alternate set, I would say scrap that and go with Wizard's Riposte. Unless you're talking about group utility, where one person wears Transmutation, the other Riposte, then Riposte > Transmutation in a shielding build. Transmutation does nothing for you while your shields hold. Riposte reduces damage before it hits your shields. It will debuff all enemies around you. Technically shields can be crit, it's just that crits do no extra damage against shields. So, yes, Riposte will activate, even if you are shielded.
The final thing I'll say is that your build has too low mobility and escape potential for my taste. Not a single speed buff. No Concealed Weapon, Crippling Grasp, Refreshing Path, nor Double Take. No Mist Form, Shadow Image, nor Forward Momentum. I personally prefer pairing Cloak with some of the above.
I´ve become a little fond of Transmutation + Wizards Riposte + Monster helm of your choice
* 5 Wizard´s Riposte:
- 3 Jewels (2 Spell-damage, 1 reduce magicka cost)
- 1 Body (Impenetrable)
- Infernostaff (Frontbar)
* 5 Transmutation:
- 4 Body (Impenetrable)
- 1 Restostaff (defending, backbar)
* Monster helmet: Skoria, Chudan, Bloodspawn
Fronbar: Impale , Funnel Health, Inner light, Merciless Resolve, Mark target (flex spot). Ultimate: Incap/soultether/meteor
Backbar: Blur, refreshing path, degeneration, rapid regen, healing ward, fear. Ultimate: Restoult
You won´t deal insane amount of damage but people will have a very hard time killing you. Works good in both cp and no cp
havingacow wrote: »I don't know whether detailed criticism is welcome, but here I go. I was going to call it feedback, but then realised I am being quite critical. I hope this will at least be interesting at a technical level.
First off, I play in CP, almost strictly small-scale, mostly in IC.
I ran a somewhat similar build using Funnel, Flame Reach, Impale, and Soul Assault, in the past. You don't specifically mention Merciless combos, and even suggest swapping that out for Leeching Strikes. Most people I meet insist that Merciless is what makes magblade gameplay. As someone who, perhaps like you, did not build rigorously around that, I had to eventually concede that they have a point. Specifically the ranged abilities, Funnel and Flame Reach, are weak sauce. There will be a fair amount of experienced players (in CP at least) - DPS players, not tanks / healers - who you will not scratch and will never get into execute range with those alone.
Soul Assault has it's unique strengths and weaknesses. I killed a lot of players with it, but it leaves you exposed, and unless perhaps you spec it into crazy 100,000 tooltip damage in CP, experienced players simply know how to counter it. It is this ceiling, it's inability to deal with experienced players, that eventually caused me to move on. My tooltip, in CP, was around 60,000 unbuffed, up to 70,000 buffed.
On the subject of stamina regen, I find 600 too low. I've become comfortable with 800, e.g. 1 line of stam regen from the likes of Shacklebreaker or Bloodspawn, and CP. Even so, that's in conjunction with Immovability pots. I wouldn't even entertain anything else, neither Spell Power pots, nor Lingering Health pots, for a light armor magblade.
Unlike Alteration Mastery, Amber Plasm will only really work on both bars. Not much of an issue for you, with Twice Born Star also forcing you into a 5/5/1 setup, but you'd have to give up your Master's staff.
I've used Leeching Strikes in the past, but recently discovered that the healing from that ability uses weapon critical chance. It significantly underperforms, compared to Siphoning Attacks. I would probably only use it in CP with at least 30 points invested into Thaumaturge for the 12% weapon crit passive. A quite effective alternative for stamina management are the 5.5 second resource poisons that also return stamina to you.
Not sure why you're running Structured Entropy over Degeneration, and on the same bar as your one shadow ability. Your health is unbalanced, e.g. you'll lose the Structured Entropy health bonus as soon as you bar swap. I would use Degeneration.
Since you mentioned Transmutation as an alternate set, I would say scrap that and go with Wizard's Riposte. Unless you're talking about group utility, where one person wears Transmutation, the other Riposte, then Riposte > Transmutation in a shielding build. Transmutation does nothing for you while your shields hold. Riposte reduces damage before it hits your shields. It will debuff all enemies around you. Technically shields can be crit, it's just that crits do no extra damage against shields. So, yes, Riposte will activate, even if you are shielded.
The final thing I'll say is that your build has too low mobility and escape potential for my taste. Not a single speed buff. No Concealed Weapon, Crippling Grasp, Refreshing Path, nor Double Take. No Mist Form, Shadow Image, nor Forward Momentum. I personally prefer pairing Cloak with some of the above.
In the title, I put "Sotha Sil" so this is more of a no-CP build. I said in the video I haven't really tested the build in CP campaigns.
I guess I should've also put that this toon is not pvp only, I run him in PvE for end game content, for trials, dungeons, and such. I only get 30k dps in PvE group situations, so it's not great either, I don't have him spec'd specfically for PvE or PvP, that's why I'm not running skills like Refreshing Path, I have the Twisting Path morph, I opt'd for more survival than for damage. Same with structured entropy, I have a terrible amount of health without it in PvE which is why I have structured.
Also, I found that I don't need tons of AoE to be successful, though there is zerging in Sotha Sil, it's not like Vivec where it's more zerg vs zerg. Moreover, I said in the video as well, it's not meant for 1v1, I'm not going to be pumping out tons of damage, just enough. It's for small scale PvP more than anything. Not to say that you can't be successful with large group PvP, just by hanging back a little bit and targeting enemies.
In regards to the stamina, I have rarely died to being stunned and unable to break-free or something in regards to stamina, more often than not it's a larger group of players, or a few really good players that will overpower me and my shields. The 600 stam recovery may be low, but like I said in the video, Alteration Mastery gives me that extra 6% break free cost/dodge roll/blocking/ult/sprinting, on top of my ability costs. So it's okay for me.
I don't understand the need for major expedition, you can just cloak away from enemies regardless if you need to *** out. Cloak is enough to get you out of almost every situation.
But yeah, I was looking at wizard riposte as well.
Here's a video of different some random pvpin on the magblade: https://youtu.be/pXHqzboHyks